recursal/Fanatic-Fandom huggingface dataset:
Khemisa

The **Khemisa** are most closely connected to the orcish Kegvarkin. They incorporate the beliefs of the Orcs with their own. Instead of drinking the Faj Suyu, they pour it directly into their wounds for an immediate reaction. As a result, their tribesmen are more heavily mutated and larger than other tribes. Their mutations tap into their pituitary gland and can make even gnomes the size of a tall, fit human. They are easily mistaken for the orcs due to their hulking mass.

## Society

Before the influence of the orcs, they were extremely honourable and had a friendly rivalry with the Claddghym.

After the orcs encroached on their territory and started to take over completely through a series of raids, the remaining members turned to savage and brutal practices.
Wylders

The **Wylders,** also known as the Wyldersian Federation, are those who decided to rebel against the authoritarian and stifling Gratus Confederacy to carve their own path in the world.

## Overview

The society prides itself on democracy. Their leader, when elected, always takes on the surname Vrijheid. The man who formed the Wylders and rebelled against the Gratus Confederacy was named Caradoc Vrijheid. He named them after what the Gratus called them in an attempt to invalidate their rebellion, claiming that the name gave them hope that they could indeed become wild and free.

The current leader is a Dwarf named Radovan. Even the Wylders are not free of prejudice and Radovan had to work to gain his current position by proving his might through both diplomacy and force.

## Society

The banner of the Wylders is loosely flown by a few different factions. They claim their own territory and are largely self-governing, only answering to the Vrijheid when absolutely needed. All races are welcome and prejudice, while still present, is not crippling to those who wish to join the fight against the Gratus.

## Relations

* Kegvarkin: Suspicious and wary of the bloodthirsty orcs, though not outright hostile.
* Faj Tasarru: Friendly to Sakti and Birlik and trade often, to the point where Dra Sol and Libatii have a direct route running between them. Wary of the Claddghym and Khemisa tribes due to their similarity to the orcs.
* Altarnie: The Wylders are largely unaware of the Altarnie, though rumours abound of ghosts in their lands.
* Gratus Confederacy: Outright enemies and wish for them to be crushed, though recognise they lack the power to do so.

## Notable Places

* Dra Sol: capital of the Wylders and a sprawling naval city.
Nanophage

A Nanophage Victim

The nanophage was the scorched earth tactic brought on by the elves at the end of the Darkness of Elves era. They wanted to ensure that the humans would score a Pyrrhic victory at the very best. Thus, they developed a new mutagen that would cause horrendous mutations and eventually death. Due to its dubious benefits, such as enhanced strength and a euphoric sensation with minor exposure, the outside clans of the Faj Tasarru revere it as Yutmaya.

The Nano-phage was developed in the late stages of the war as a Nano-weapon, it was designed to warp the genetic code of living creatures, replacing and recoding the RNA and DNA. It targets the recessive genes

in creatures to make them more predatory and deadly, morphing bone and muscle to make the subject an effective killer.

When a subject is initially infected they will feel a sense of euphoria as the nanophage attaches to the endorphin receptors in the brain, it then spreads affecting the pituitary gland and hypothalamus these glands are hijacked and made to produce growth hormone which allows the virus to spread throughout the body and adapt the DNA as needed.

Once initial infection has spread the body starts to morph and grow and shift, bone gets infused with nanites and drains iron from the surrounding tissue resulting in the formation of bio mechanical machinery and “Phagebone” a mix of nanites and bone. This material is routinely harvested from huge creatures known as bonebeasts, it has regenerative properties and is light and hard

Whilst the infection is not initially deadly it drastically effects the landscape and all surrounding wildlife and flora. Sustained contact will become deadly as the nano machines re-adapt the physiology to become a factory for airborne nannies. At this stage the only effective way of containment is flame.

At early stages the virus improves the natural abilities of its host, however this is short lived as it hijacks the growth hormones and causes uncontrollable mutations.
Devoted Medium - Legendary Medium Archetype

# DEVOTED MEDIUM

The devoted medium forms close attachments to the spirits of their family, homeland, faith, or nation, pledging themselves body and mind so that these entities might act through him. Through this intimate bond, a unique synthesis is formed between the Devoted Medium and the many spirits within him.

## Diminished Spirit Bonus:

Due to channeling multiple spirits, the devoted medium’s abilities are weakened. His spirit bonus is one point lower than it would be for a medium of his level (minimum +0). This decreases to 2 points lower at 12th level.

## Pact of Dedication:

Rather than Charisma, the Devoted Medium may use Wisdom to determine the effects of their spellcasting, assertion points, and any other Legendary Medium class features which would normally be based on Charisma.

## Devoted Spirits (Su):

A Devoted Medium chooses which spirits they will invoke when he prepares his spells for the day, and cannot invoke any other spirits until he prepares his spells again. However, the Devoted Medium can invoke two spirits at the same time at first level, gaining the abilities granted by both spirits (if multiple spirits apply their spirit bonus to the same type of roll, it is only applied once). This does not cause the Devoted Medium to gain more spirit feats than a normal medium would. At 10th level, a Devoted Medium can select a third spirit to invoke when he prepares spells, gaining its abilities in addition to those of the first two spirits.

This ability modifies Spirit and replaces Trance of Many

## Exalted Scion (Su):

At 20th level, the Devoted Medium becomes the perfect embodiment of his cause. Whenever he would roll a 10 or less on a d20 roll which his spirit bonus is applied to, the Devoted Medium may instead treat the die as having rolled an 11. This ability replaces Astral Beacon
Brad

Of Roaring Flame

Brad is an excitable Tiefling who is currently 'on vacation' in the Material Plane after saving up enough to get a Gate out of the Plane of Fire. Rash and perhaps a little prone to destruction, his view of right and wrong might be a little skewed from being raised in a very different environment but he tries his best to help and leave his mark in the world and the minds of people. He's very passionate about people having the freedom to live as they wish, as long as they aren't messing with other people's good vibes.

## Abilities

Brad specialises in magic involving elemental fire.
This typically manifests in throwing it at enemies, forming orbs of firey destruction to light his foes aflame, but also the ability to manipulate flames, growing them, extinguishing them, shaping them in various ways such as walls and bridges and other minor effects. So strong is his ability to manipulate fire that he can even turn other magical effects into the element.

Upon learning how flammable people on the Material Plane are, and because hurting his bros ain't cool, he's taken it upon himself to learn a little bit of totem magic to prevent friendly fire not just from himself, but even from others.

Because of his strong connection to fire and how intensely he works to improve it, his magic has formed as a Witchmark on him. His being gives off a strong heat that people nearby notice the change in temperature easily, and flicks and sparks of ember tend to float from him harmlessly that make it easy for those observing his magic to easily tell where his specialties lie.

He's particularly vulnerable to the cold.
Spirit Dancer - Legendary Medium Archetype

# SPIRIT DANCER

Harnessing the powers of many spirits at once, the Spirit Dancer channels a wide variety of mystical powers, swapping between them as needed.

## Spirit Dance (Su)

Each day when he prepares his spells, a spirit dancer makes all his spirit power choices as if he were channeling one spirit of each of the legends. He does not always possess the seance boon, spirit bonus, spirit powers, or spirit surge ability from any of these spirits. Instead, he can enter a spirit dance as a free action to gain the aforementioned abilities from one of the spirits he prepared during his seance for the duration of his spirit dance.

He can end his spirit dance or change which spirit he is utilizing with spirit dance as a free action. A spirit dancer continues to track daily uses of abilities from each of his spirits even while he is not in a spirit dance.

This ability alters spirit and spirit bonus and replaces spirit feats.

## Spirit Aura (Su)

At 2nd level, a spirit dancer’s weaving forms create an aura that grants his current seance boon to all allies within 30 feet. When he grants a seance boon that requires a decision, each ally makes the appropriate decision the first time that ally receives that spirit’s aura each day. That decision remains in effect if the ally is affected by that spirit’s aura again later that day.

This ability replaces shared seance.

## Spirit Troika (Su)

At 10th level, a spirit dancer learns to dance with two partners. When using spirit dance, he gains access to the abilities of any two spirits he prepared during his seance (if both spirits apply their spirit bonus to the same type of roll, it is only applied once).

He may select a third spirit starting at 18th level.

This ability replaces trance of many.

## Dance of Infinite Forms (Su)

At 20th level, a spirit dancer has perfected his dance, binding a large number of spirits to his will at once. By spending an assertion point when using spirit dance, a spirit dancer can gain the benefits of channeling up to six spirits at once for 1 round.

This ability replaces astral beacon.
Hand of Nature’s Power - Legendary Ranger Archetype

# Hand of Nature’s Power

The magic of rangers is as varied as nature itself.

## Casting

At 1st level, the hand of nature’s power may combine spheres and talents to create magical effects. He is considered a Low-Caster and uses Wisdom as his casting ability modifier.

This replaces the spells class feature. If a class feature would add spells to the legendary ranger’s spell list, he does not receive that bonus, but still may receive that class feature.

## Spell Pool (Su)

The hand of nature’s power gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Wisdom modifier. This pool replenishes once per day after roughly 8 hours of rest.

## Magic Talents

The hand of nature’s power gains one magic talent at every even level.

## Gifted Caster (Ex)

The hand of nature’s power may choose this option for his natural gift class feature. If he does, he may choose one of the following spheres: Alteration, Conjuration, Divination, Enhancement, Life, Nature, or Weather. He gains that sphere or one additional talent from that sphere as a bonus talent, and gains an additional talent from that sphere at 9th and 17th levels. In addition, he uses his class level as his caster level with that sphere. This stacks with other caster level sources normally.

This modifies natural gift, but does not prevent the archetype from being compatible with other archetypes that modify this class feature.

# Hand of Nature’s Power’s Talents

The hand of nature’s power adds the following to the list of talents he may choose his ranger talents from:

### Powerful Talent

The hand of nature’s might gains one magical talent of his choice. He may choose this talent multiple times.
Metaformer - Kinetic Shinobi Archetype

# Metaformer

The majority of kinetic shinobi prefer to form their elemental powers into weapons, be they swords, bows, kunai, whips, claws, or any other deadly tool. Metaformers open their minds to the applications of elemental power well beyond what others may expect. Easily mistaken for wizards or kineticists, these versatile warriors mold their elements to do whatever suits their current needs.

## Versatile Metajutsu (Su)

At 6th level, a metaformer can choose to learn any form infusion associated with their element of 3rd level or lower in place of metajutsu (extend). At 10th level, they can select a form infusion of 5th level or lower in place of metajutsu (maximize). At 14th level, they can select a form infusion 7th level or lower in place of metajutsu (persistent). At 18th level, they can select a form infusion of 9th level or lower in place of metajutsu (penetrating). The metaformer can substitute the extended kunai shinobi talent for the extended range infusion wild talent prerequisite, but they must still meet any other prerequisites of a form infusion to be able to learn it. The metaformer cannot learn kinetic blade, kinetic fist, kinetic whip, or any other form infusion that is used as part of another action through this ability.

## Mutable Blast (Sp)

A metaformer can apply a form infusion learned through versatile metajutsu to a kinetic blast being used as a standard attack and to which the kinetic kunai hadou technique has been applied; they must still apply either elemental jutsu or physical jutsu, and doing so does not count toward the normal limit of 1 form infusion per kinetic blast. To do so, they must spend a number of points from their ki pool equal to that infusion’s burn cost in addition to however many points they’d have normally spent to use their kinetic blast. This cost can be reduced by ninjutsu specialist. A kinetic blast used as a mutable blast cannot benefit from hadou admixture (twin stars), starbound technique, or starstorm art, and those which affect an area cannot be affected by hadou expert (kunai grenade).

Note: The metaformer archetype can be applied alongside archetypes which alter or replace metajutsu, so long as any metajutsu the other archetypes would alter or replace are not changed. For example, it can be used with the fading shadow archetype, but cannot gain a form infusion at 10th level, as fading shadows have a class feature that replaces metajutsu (maximize)
Kyrene

Kyrene hails from the Monastic Order "Brothers in Stone", a Dwarven Monastery in the Normir Highlands. Having spent nearly eighty years in deep seclusion within the monastery as well as her own tribal heritage she can seem to be very aloof or brash to those of the civilized world. As well as that, she also appears not very concerned with her appearance as she wears very simple worn-out clothing and only occasionally tends to her shoulder-length hair.

## History

Born to a tribe in the Athawin Shallows, Kyrene never quite felt at home in the colorful forests and amongst the fey and humans. Though she got along with her tribe at the age of twenty she struck out on her own looking for the place that called to her heart. She would come to find the Normir Highlands and settle with a monastic order of Dwarves that blend martial training with spiritual wisdom and communion. After nearly eighty years of studying and progressing amongst their ranks it was time for Kyrene to make her own way out in the wider world, looking to spread the teachings of her Monastic Order and potentially send recruits back to the monastery.

## Personality

Kyrene is brash, to the point, and lacks empathy in most interactions. However it does not appear that she ever tells a lie or leads people astray. Despite these things it does become apparent after multiple interactions that Kyrene does have a caring, tender side to her otherwise stone-cold disposition.

## Abilities

Kyrene is a monk of the "Brothers in Stone" Monastery, a Dwarven tradition that blends martial training with Spiritual Communion. These monks form a bond with the spirit of the mountain they live upon and through its guidance and their training hone their ability to manipulate body and mind, harnessing the magic of the mountain to shape into their spells. She is well-versed in close quarters combat, has a pet viper that is apparently made of stone and gems, and focuses her magical abilities on defensive and healing arts.
Carnell

**Carnell**is the messenger squirrel belonging to Flah'fle Draber. He came to Flah'fle after delivering a message far away while the party were with the Aasider in the Titan ruin.

He makes up for what his master lacks in strength by helping him with heavy loads, despite knowing that Sakiran is the strongest member of the party and will help them if they need it. After Flea's death, Carnell released himself back into Altarnie custody.

## Appearance

Carnell is a red squirrel that has had his fur dyed black by Flea. He is an average sized squirrel. He seems to enjoy having the new look, feeling that by looking like a skunk he is more intimidating - if only because enemies are afraid of the smell he could produce.

## Personality

Carnell shares many similarities with Flea in terms of personality. He is devoted to Flea and shares his reservations about strangers, trusting only Sakiran in addition to him. He is devoted to the same causes that Flea is, wanting to free slaves and arm those who cannot defend themselves.

## Biography

He was missing for some time until the party came to the Titan ruin inhabited by the Aasider. It was here that he was able to catch up and deliver the message that Flea had been waiting for. He then went along with Flea on his shopping trips, preparing for the arming of the slaves.
Feral Scavenger - Legendary Ranger Archetype

# Feral Scavenger

Some rangers are merely survivors who have learned the right lessons quickly enough to thrive. Alone, under-equipped, and desperately clinging to survival, the feral scavenger has learned the first ranger rule: adapt or die.

## Weapon and Armor Proficiencies

The feral scavenger gains proficiency with simple weapons only. He is not proficient with any armor or with shields.

This modifies weapon and armor proficiencies.

## AC Bonus (Ex)

When unarmored and unencumbered, the feral scavenger adds his Wisdom bonus (if any) to his AC and his CMD, and he gains a +1 bonus to AC and CMD for every four class levels he possesses.

These bonuses to AC apply even against touch attacks or when the feral scavenger is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

## Tooth and Nail (Ex)

The feral scavenger is used to fighting with simple weapons, and with his bare hands. At 1st level, he gains the unchained monk’s unarmed strike class feature, dealing damage as an unchained monkPU of his feral scavenger level .

This replaces predation.

## Use of Weapons (Ex)

The feral scavenger has learned to use whatever is at hand to defend himself. He gains the feats Catch Off-Guard and Nature's Weapons as bonus feats, even if he does not qualify for them. The feral scavenger may do damage with improvised weapons equal to his unarmed damage.

Whenever the feral scavenger gains a combat feat that requires that he choose a specific weapon or weapon group, he may choose all simple and improved weapons and unarmed as a single entity. At 1st level, he gains the Weapon Focus feat for all simple and improved weapons and unarmed strikes as a bonus feat.

# Feral Scavenger’s Talents

The feral scavenger adds the following to the list of talents he may choose his ranger talents from:

### Bone Blades (Su)

The feral scavenger can cause hardened blades of bone to extend from his hands, forearms, and possibly his feet as well. His unarmed attacks threaten a critical hit on a roll of 19 or 20 (this may be modified by effects such as the Improved Critical feat), and he may do bludgeoning, slashing and piercing damage with them.

### Feral Strike (Sp) (4th Level)

As a swift action, the feral scavenger can imbue his weapons (natural, improvised, or otherwise) and his unarmed attacks with a fraction of his feral power. For 1 minute, his weapons have a +1 enhancement bonus to attack and damage rolls. For every five class levels he possesses, this bonus increases by +1, to a maximum of +5 at 20th level.
1981 na ciência

* 24 de fevereiro : Síntese do Bóhrio (Bh), elemento químico de número atômico 170 em Darmstadt, Alemanha
* 16 de março : Gerd Binnig e Heinrich Rohrer inventam o microscópio de corrente de tunelamento.
* 12 de abril - O Vaivém Espacial norte-americano Columbia faz seu 1º voo.
* 24 de maio - descoberta de Larissa, um satélite de Netuno, por Harold J. Reitsema, William B. Hubbard, Larry A. Lebofsky e David J. Tholen.
* 3 de julho - A frente da Academia Pontifícia das Ciências, João Paulo II forma uma comissão de estudo da controvérsia Ptolemeo-copernicana com o objetivo de rever o caso de Galileu Galilei.
* 12 de agosto - lançado o IBM 5150, primeiro computador portátil.
* 25 de agosto - a sonda americana Voyager 2 se aproxima de Saturno no seu ponto máximo, e envia as imagens do planeta e de seus satélites.
* dezembro - Nos Estados Unidos a Síndrome da imunodeficiência adquirida (SIDA) foi reconhecida pela primeira vez pelo Centers for Disease Control and Prevention.
* Dr Bruce Reitz faz o primeiro transplante de coração-pulmão em Mary Gohlke em Stanford Hospital.
* Primeiro bebê de proveta dos Estados Unidos.
Chasseur - Legendary Ranger Archetype

# **Chasseur**

The chasseur is a skilled rider who forms a special bond with their mount, whether that be a mule, horse, or gryphon.

## Companion Mount (Ex)

At 1st level, the chasseur must choose an animal companion as his natural gift, and must choose an animal companion that can serve as a mount.

The chasseur adds 1/2 his level (minimum 1) to Handle Animal and Ride checks involving his animal companion mount, and may push his mount as a free action rather than a move action. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. The mount does not gain the share spells special ability.

The legendary ranger’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should the mount die, the legendary ranger may find another mount to serve him after 1 week of mourning.

This ability modifies natural gift. Ranger talents that modify an animal companion modify the mount instead.

## Predation (Ex)

A mount benefits from the legendary ranger’s predation ability when attacking the legendary ranger’s quarry. Whenever the legendary charges while riding his mount, the mount gains the benefit of the legendary ranger’s predation feature, even if the creature charged is not their quarry.

This modifies predation.

## Skilled Rider (Ex)

At 3rd level, the chasseur gains Mounted Combat as a bonus feat if he does not possess it already.

At 7th level, while the chasseur is mounted, the mount receives a +2 shield bonus to AC.

This replaces relentless stride.

## Master Skirmisher (Ex)

At 11th level, when your mount moves its speed or less, you can still take a full-round action.

This replaces evasion.

## Chasseur’s Talents

The chasseur adds the following to the list of talents he may choose his ranger talents from:

## **Shared Spirit (Sp) (12th Level)**

As a full-round action, the chasseur can grant his companion mount temporary hit points equal to his class level. These temporary hit points last for 24 hours, and while they last, and when his mount is within 30 feet of him, the chasseur can choose to reduce the damage from any attack (including special abilities) by up to half (rounded down) by taking the damage upon himself instead. This damage can not be reduced by damage resistance.
Storyteller - Legendary Medium Archetype

# STORYTELLER

Gathering tales from across the world, the Storyteller channels legends from history and folklore into powerful magical forces that grant him legendary capabilities

## Divided Focus (Ex):

A storyteller’s connection to their individual spirits is weaker. As a result, their spirit bonus is always one lower than normal.

## Storyteller’s Performance (Su):

a storyteller gains the ability to recall snippets of tales that are relevant to the current situation. This ability is similar in all respects to bardic performance as used by a bard of the storyteller’s legendary medium level (including interactions with feats, spells, and other abilities), and can use any Perform skill as the storyteller’s performance skill.

However, a storyteller gains only the following types of bardic performance:

inspire courage (1st level), inspire competence (3rd level), inspire greatness (11th level), and inspire heroics (15th level).

This ability replaces assertion pool as well as the spirit affinities gained at 3rd, 11th, and 15th levels.

## Spontaneous Lore (Su):

a storyteller can expend two rounds of storyteller’s performance in place of an assertion point for the purpose of any ability which requires assertion points to be used. By spending four rounds of performance, the storyteller can use their spirit surge on any of their d20 rolls.

## Talespinner’s Invocation (Su):

When invoking a spirit, a storyteller may choose to gain the following abilities in place of an intermediate, greater, or supreme spirit ability (this includes spirit abilities gained from abilities such as Trance of Many).

## Learn the Story (Intermediate, Su):

You can perform for a full minute, spending 10 rounds of storyteller’s performance, to gain the effects of retrocognition. If you possess Epic of Legends, you can spend 1d4 × 10 minutes and 10 rounds of storyteller’s performance to gain the effects of legend lore. The subject must be at hand for the legend lore to function. If you possess Living Story, you can spend a standard action and 1 round of storyteller’s performance to gain the effects of vision on any subject.

## Epic of Legends (Greater, Su):

When using storyteller’s performance, you may perform the epic of legends. This grants your spirit bonus to all allies within range of your performance. Living Story (Supreme, Su): You sweep others away into a story of your own making. You must perform for 1 full round, telling a tale to set the snare for your living story and spending 1 round of storyteller’s performance. At the end of that round, you can affect up to 30 Hit Dice of listeners within range with microcosm. Unlike with a normal microcosm, this is also a sonic and language dependent ability, and a creature with more Hit Dice than you that succeeds at its save is immune to your living story ability for 24 hours.
Vendii Seven-Claws

Edyn

## Synopsis

Vendii Seven Claws, often referred to as Captain Seven-Claws or simply the Captain, is a lizardfolk and an ex-pirate/privateer from Pulau Klawang. He serves as a grandmaster for the Adventurer’s Society.

## History

Vendii’s history is obscured heavily by the lizardfolk’s tendency to exaggerate stories and tell wild and often varying accounts of his exploits. Some days he says that his egg was found by a circus and was moments away from being made into an omelet before he hatched. On other days he’d say that he hatched alongside a whole clutch of dragons and was raised alongside them. Whatever the case is, what is known is that, at some point, Vendii made the choice to throw his old life away and join alongside a group of smugglers who would eventually elect to make him the captain of their sea reaving band.

During his time at sea, Vendii would see both great success and terrible defeats. At his heights, his name would inspire terror and respect around the seas of his homeland. He amassed a large and seaworthy crew. He was so effective, the government of his homeland would at times hire him to perform work as a privateer against their enemies. At his lowest point, he’d find himself being tortured in the belly of an enemy ship, most of his crew scattered or dead. It is unknown how Vendii escaped this situation, but he claims that this event is how he lost three of his claws; after which he decided to take on the surname Seven-Claws.

## Current Day

After a long career, Vendii ventured far from his home and ended up in Edyn, where he serves as a grandmaster for the Society and an instructor on sailing. He is prone to getting drunk and telling all kinds of wild tales about his past, as well as to challenging grandmasters of other guilds to fist fights and duels. He claims that meeting Rektor made him change his ways and aspire to a life of heroism, however many doubt this story as Vendii has a colorful history in the Society with accepting sketchy missions.
Kingdom of Viggron

Upon the highest peak of the Normir Highlands exist cities bound by rock and steel. Towering fortresses seemingly impenetrable surmount the rocky summit of this mountain range. Home to those of Gnomish and Dwarven descent these craftsmen melded the Kingdom of Viggron with their hands alone, a symbol of strength to those below. What was once a tame civilization evolved into one of brawn as they used their workmanship to surpass all others as the ruling Kingdom of Aera.

## The Kingdom of Viggron

### Type

Monarchy, AbsoluteUnitary state

Market economy

### Inhabitants

80% Dwarven15% Gnomish

5% Other

## Structure

The Kingdom of Viggron is ruled under the strict dictation of the Dwarven **King Kadaen Magnar** son of Borgrir the Great. Acting as the sole leader of Viggron Kadaen carries out his duties unchecked. Only those of Magnar descent are ever able to hold the Crown of the Mountains.
The Bull Horned Wyverns

A race of drakes native to the mountains of Highfell, the Normir Highlands, and the volcanic mountains beyond. This particular race of drakes are violent and crude, unashamed of fighting with no purpose, albeit, they despise being called feral. They are smart, and while they have neither the guile, wit, nor intelligence that true dragons possess, they are steadfast in their motives, pushing onwards to their deaths if they care about something. They spend their time in solitude, generally battering their horns against the rocks of their mountain homes. While many see this as insanity, the Bull Horned Wyverns themselves see the fruit of their labour. Horns that can crush rocks, claws that can climb any mountain, and the ability to dig through stone given enough time.

Perhaps the strangest thing about them would be the fact that they are capable of taking a humanoid form at will, much like true dragons, although few actually spend time in said form, finding it unecessary.

Unlike most wyverns and dragons, they have rather small mouths, and are unable to produce poison in their tails. They make up for these losses by being able to charge down prey in the sky, using their massive horns to impale prey.

Bull Horned Wyverns live somewhat solitary lives, living only a few miles from others of their kind, and while not as territorial as regular wyverns, they are more likely than not inclined to maim others in the name of 'friendly competition'. Some are known to move into plains, where they can hunt down large game by chasing it from the air. They have a certain calmness around them outside of battle, a certain meditativeness to their actions.

They grow in a fashion similar to dragons until adulthood, but they stop growing after that, stagnating and only living another 200 or so years. In order to grow further, they must push themselves to the limit, fighting and gaining strength until their breath becomes powerful enough to rival that of a true dragon, at which point they reach their equivalent of an Ancient dragon.

## Bull Horned Archwyverns

A few bull horned wyverns manage to reach the point of turning themselves into Archwyverns, forging their bodies in lighting and thunder. Those that survive the ritualistic hammer and anvil come out much more powerful than their brethren. With an extra pair of wings, more powerful horns, and a body that is both resistant to and emits lightning, they have become a part of the storm that forged them.
Li Jae

-Still largely a WIP.

A wandering swordsman of clear fiendish descent, he would have a constant look of annoyance, but upon approach be surprisingly friendly.

## History

Jae was born to a cult, one of many children among the ranks that carried the invited taint of the lower plane. He had been destined for possession, to be used as but a soldier for the cult of Asmodeus's strive to power, or if he was lucky, brutal apotheosis into something 'greater'. Life, as to be expected within the cult of a Dark God, was neither kind nor easy. His early life being taught his purpose and the tenants of his profane 'father', leading into his early teens wherein he had already begun to learn how to best utilize his natural skills to hunt those marked for death by the cult.

Luckily for the young boy however, an impromptu raid delivered upon the cult by an Esoteric Grandmaster of the Mystics Guild who was on a casual stroll through hellish mountains brought sudden, unexpected by either party, justice on the cult. From then, Jae lived largely cloistered away in the Monk's monastery, slowly broken of his indoctrination. As laborious as the process would be, Jae would find within the strange company around him family, ones that cared for him, who's firm, martial discipline would seem to be gentle in comparison. Although through it all, the pull of the Hells never was pushed from his soul for he truly was tied to the infernal planes, by his late teens, the boy could function and grasp upon empathy.

After leaving the Monastery Jae has spent the last year or so travelling to learn what he could, joining the Magician's Guild to relearn how to control the destructive side of his powers, as he focused purely upon his martial and protective capabilities while cloistered. His hopes lying on keeping the lands safe from diabolists while working to prove himself to his old Sifu

## Personality

Jae is a man who rarely looks happy, even when he is laughing and smiling his sharp features and devilish aura give off the feel of someone who is always scheming. This would however be quite far from the truth, as the man would carefree and usually upbeat. If one were to get past his menacing appearance, they would find in stark contrast an optimistic, friendly and talkative man. His carefree nature however often borders upon some manner of sociopathy, as when things go wrong he tends to simply think of the next step, with little regard for his own life.

#### Hobbies and Skills:

* Swordsmanship
* Destructive and Personal Magic
* Bladecraft
* Gambling
* Fishing
* Aimless Wandering

#### Likes:

* Spicy Food
* Fish
* Duels

#### Dislikes:

* Fiends (mostly Devils)
* Diabalists

## Companions and Allies

* Compatriots of the Mystic and Mages Guilds

## Enemies

* Worshipers of Fiends
* Evil Magi (is fine with Necromancers)
Aera Wiki

# **Welcome to the Aera Wiki!**

*In a world where Kingdoms Collide, civilizations vied for their place upon Aera...though it wasn't always like this. Eons ago the Kingdoms settled in peace under the rule of the Highfell, a pacifist civilization who sought diplomatic prosperity for all across Aera. Unbeknownst to Highfell, the Kingdom of Viggron had other intentions. In allegiance with the Gnomes, the Dwarves of the Normir Highlands grew their army tenfold. Armed with carefully crafted weaponry, the Kingdom of Viggron marched upon Highfell. Claiming their superiority over the surrounding lands and forcing other Kingdoms into submission.* *For just over a decade, Aera has been under Viggronian rule with little to oppose them...until now. Edyn, they call it. A free city built in adversity of the Kingdom of Viggron. With this, tensions begin to rise as many begin to follow Eydn's self-governing ideals.*

***Will you govern the tides of change? Or will you follow the hand of strength?***

Aera is a newly formed Pathfinder Living World open for any and all to get involved as either a Player, GM, or Lore Writer in on our campaign. Many of our games are hosted through Foundry, Play by Post, and Roll20 to accommodate all types of players and GMs! Join our discord to check us out.

*Need help building out this community?*

* Rules of this wiki
* Getting Started
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Kingdom of Morthil

While those of Dwarven descent took heed of the mountains above, deep beneath Aera an underdark lurks. Within this darkness is a complex labyrinth of pathways and tunnels in which Drow and Duergar alike call home. The Kingdom of Morthil hidden by nature within the depths of Aera is a society of thieves and outcasts living in isolation from the world above.
Essence Weaver - Legendary Medium Archetype

# ESSENCE WEAVER

Akasha is unique among magical forces, possessing no inborn personality or willpower. As a result, akasha users almost never become spirits themselves. However, akasha provides a valuable tool for the binding and manipulation of spirits, one which mediums known as essence weavers make liberal use of.

## Essence-Bound Spirits (Su):

Each day when he prepares his spells, an essence weaver makes all his spirit power choices as if he were channeling one spirit of each of the legends. He does not always possess the seance boon, spirit bonus, spirit powers, or spirit surge ability from any of these spirits. Instead, the essence weaver can invest essence into his spirits to call upon their abilities. For every point of essence invested in a spirit, the essence weaver benefits from one point of that spirit’s spirit bonus (if multiple spirits would provide their spirit bonuses to the same roll, the essence weaver benefits only from the highest spirit bonus). The essence weaver must have at least one point of essence invested in a spirit to use its base spirit ability and seance boon, at least two points to use its intermediate spirit ability, three to use its greater spirit ability, and four to use its supreme spirit ability (the essence weaver gains access to these abilities at the same level that a normal legendary medium would).

This ability alters spirit and spirit bonus and replaces spirit feats.

## Essence Pool:

Starting at first level, the essence weaver gains an essence pool equal to half his essence weaver level (minimum 1).

## Selective Essence (Su):

Starting at 10th level, whenever the essence weaver has a single point of essence invested in a spirit, he chooses whether to gain the benefits of the spirit’s base spirit ability or its intermediate spirit ability.

At 14th level, whenever the essence weaver has exactly two points of essence invested in a spirit, he chooses two from the spirit’s base, intermediate, and greater spirit abilities to gain the benefits of.

At 18th level, whenever the essence weaver has exactly three points of essence invested in a spirit, he chooses three from the spirit’s base, intermediate, greater, and supreme spirit abilities to gain the benefits of.

This ability replaces Trance of Many

## Channeler of Infinity (Su):

At 20th level, the essence weaver is no longer limited in his array of spiritual abilities. He makes all of his spirit power choices when he prepares his spells as normal, but can spend 10 minutes exchanging these spirit power choices for other acceptable spirit power choices.

This ability replaces Astral Beacon
Everyman - Legendary Medium Archetype

# EVERYMAN

Drawing upon mundane spirits from across existence, the Everyman Medium extends beyond the typical structures of legends to embrace the abilities of a much wider variety of entities at once.

## Diminished Spirit Bonus:

An everyman’s spiritual potency is reduced due to the pluralistic and frequently mundane nature of his spirits. His spirit bonus is one point lower than it would be for a medium of his level (minimum +0).

This decreases to 2 points lower at 12th level.

## Custom Spirit:

Rather than channeling distinct spirits as a normal medium, an everyman creates a custom spirit from the spiritual energy of many different individuals. The custom spirit provides a variable spirit bonus and seance boon as the reluctant hero spirit.

For the Custom Spirit’s Base, Intermediate, Greater, and Supreme abilities, the everyman chooses one ability of each category from other spirits a normal medium is capable of invoking (for example, a custom spirit could grant the Archmage Arcana base spirit ability, the Spell Combat intermediate spirit ability, the Fleet Charge greater spirit ability, and Legendary Hero supreme spirit ability).

This ability replaces Spirit.

## Manifold Affinities:

Every time the everyman invokes a new spirit, he may exchange any of his spirit affinities for new affinities which he meets the prerequisites for.

This ability modifies Spirit Affinities.
Setsuna Kiyomi

A young, optimistic aasimar, Setsuna seeks to help others and prevent tragedy, learning to fight herself so that others won't have to put themselves in harm's way.

## History

Born in Highfell before the fall, Setsuna is the granddaughter of one of the members of its former Grand Council. She was still a small child when Viggron invaded, however, and ultimately has few memories of her birthplace, and fewer surviving family. Spending much of her childhood on the road as a result, she decided she didn't want anyone else to experience what she had, and began training to help others and prevent any similar tragedies from befalling anyone else.

## Personality

Setsuna is somewhat shy and easily flustered, but kind and determined once she sets her mind to something. Eager to make everyone happy and avoid conflict, she does her best to help as many people as she can as best she can. As a result though, sometimes she finds herself in unpleasant situations entirely because of her own timid nature. At least, such is the case when outside of a combat situation. When testing her skills and putting her life on the line, while she is not particularly violent for an adventurer, she is no fool and will do what needs to be done, putting herself in danger to eliminate enemies and monsters so that her comrades and the civilians they are fighting for can be safe.

## Abilities

Though primarily practiced with the katana, Setsuna is actually proficient in several different weapons, and uses her speed to dance around the battlefield. Though she has little innate talent for most magics, she can fire destructive blasts of energy and empower her weapon to deliver devastating strikes. And though it requires a moment's focus, she can adapt to take on any situation, albeit with less strength than those who have more practice. Additionally, while quick on her feet, the golden haired aasimar can also summon wings of light to carry her aloft in the air, though at a diminished speed compared to her footwork. Her greatest strength, however, likely lies in her ability to improve as a combat drags on, growing stronger with every strike she lands or attack she shrugs off...the other side to this ability, however, is that it takes her a few precious moments at the start of a combat to get going, and is most vulnerable when weapons are first drawn.
Kellanved Ellient

work in progress page

## History

Kellanved was raised in the Noble House of Ellient in Highfell decades ago. He had a rather pampered yet strict upbringing as the only male child fit for inheriting the family name, especially due to the celestial blood in his veins. He had two younger sisters who shared this same blood and traits. There were other siblings in the family, but they had other duties rather than becoming the new head.
Sermo(auxlang)

Segundo a Wikipédia em esperanto "Sermos é uma linguagem planejada proposta por José Soares da Silva no final do século XX . É baseado na Interlingua . "

Uma pequena gramática pode ser encontrada no link abaixo .

http://web.archive.org/web/20040824095330/http://www.geocities.com/sermo\_vulgaris/Breve\_gramatica.html

Veja também https://it.wikipedia.org/wiki/Sermo
Farina Glaudia

Edyn

## Synopsis

Farina Glaudia is a grandmaster of Edyn’s Free Warriors (the Fighter’s Guild) and one of the youngest grandmasters in all of the city. She is well known for her abrasive attitude and lack of patience as equally as she is known for her peerless swordsmanship.

## History

Farina was born in the Northern Heartlands to a family on an isolated homestead out in the far flung country. The first time Farina ever met people from outside her homeland was when bandits raided her family’s home and killed them all while she hid. Left alone for days, Farina would be found by a man named Galdri Zenthis, the leader of the Free Warriors, an exiled group of mercenaries.

Farina would be taken under Galdri’s wing, learning directly under him at a very young age. Her motivation and innate skill would wow many members of the Free Warriors, however it would worry Galdri. However, Farina would continue to train ceaselessly, hoping one day to slaughter those who had taken her family from her.

## Current Day

Farina’s temper is well known all across Edyn. Her duties include training members of the militia, and those who survive her brutal training regiments tell stories that shock most people. Unpersonable, quick to anger, and legendary for her ability to hold grudges, most attribute her coldness and lack of people skills to being born and raised in the Northern Heartlands far removed from ‘normal’ social interaction.

In truth, Farina opens up only to other grandmasters and to exceptionally skilled warriors. While she is quick to discount the contributions of magic users, she can respect those with strong personal character and commitment to their goals, as well as mages who are also skilled fighters. Farina is especially close to Galdri and rarely is seen in public not by his side.