recursal/Fanatic-Fandom huggingface dataset:
Drill

The drill is a tool with a very short range used to harvest collectables from mines. Targeting a mine with the cursor while holding   /   or   /   will fill up a "progress" bar for that mine. Once the bar is full, a single collectable will be taken from the mine and added to the bot's inventory. Empty mines cannot be interacted with.

Holding   /   on an unfinished buildable with a needed resource in the selected inventory slot will add it to the buildable.

AI bots holding a drill will automatically harvest collectables from the world and add them to unfinished buildables. They will only collect resources currently needed for construction; if no unfinished buildables are present, they will simply sit idle, even if there are mines ready to be harvested from.
Bytopia(Plane)

Bytopia, the Twin Paradises, once lived upto that name. They are two infinite planes with opposing gravity, joined by a pair of mountains which meet at the summits. In the Era Before Time, these were perfect paradises which resembled Arborea and Elysium in some areas. However, near the end of that era, the giants and dragons in their endless conquests laid eyes on Bytopia, and now with one layer(Dothion) home to giants and giantkin and the other(Sherrok) home to dragons and dragonspawn, the paradises are wracked by a semi-permanent war. Not that it ruins the paradise for everybody.
Al-Qadim(Plane)

The home plane of the Jaani and the resting place of the Fates of the Desert, Al-Qadim is primarily a vast desert, with many portals and accessways near to the planes of air, earth, and fire.

Al-Qadim is unique for many reasons. The Jaani are one of few Great Races whom did not take great efforts to colonize the Inner Planes in the Era Before Time, instead forming a close relationship with the Fates of the Desert. Al-Qadim is one of few planes which naturally bridge the gap between inner and outer planes, and some say it should be classified as a Transitive Plane on it's own. The Fates of the Desert are some of few whom actively engage with the world without mystical prompting, rather than passively observing. Al-Qadim is the only plane which consistently houses Bound Fates, and the only Plane on which Genasi can be considered truly "native" creatures (Where other planes have Genasi arise within Humanoid populations).

Broadly, Al-Qadim is also a very mysterious plane. Magics to divine it's nature are muddled or blocked outright, and the Jaani are similarly resistant to magical observation, likely owing to the Fates of the Desert not wishing the binding magicks to become knowledge on other planes. If this is the case, it has broadly worked, with such spells seeing almost no use on other planes such as the Prime Material.
The Material Planes and Phlogiston

There are many Material Planes, not just one. They all rest inside Crystal Spheres which dot the Phlogiston, a naturally-occurring magic flow which carries mystic powers easier than air, without interfering in any way.

Each Material Plane is itself infinite, and behave in unique ways inside their spheres. The plane most often used and referenced is Halordain, though there are infinitely many(And Halordain is a strange one at that, as it has both a Fragmented and Facetted Sphere, meaning that the angle in the Flow you approach through will determine where you appear on the plane proper, and there are many different spheres across the Phlogiston which all tie back to Halordain.)

The Phlogiston is considered coterminous with the Material Planes; That is, the two are interwoven so tightly and so evenly, with the Phlogiston supporting the Spheres of the many Material Planes, that they are considered the same singular Plane(Which is why you can't Plane Shift to another Material Plane, but also why you can't Teleport to another Material Plane.)
Dragon Eyrie(Plane)

The Dragon Eyrie is home to the Dragon Idols Pantheon, for the most part. Each Idol has a domain, at least. Asgorath, Astiballor, and Zorquan's bodies are ensconced within the Eyrie's depths, and continue to provide subtle magic and guidance for the dragons who live there. The Eyrie is an impossibly large mountain which occasionally plateaus in places to house a desert, tundra, or ocean, and is split into these physical regions to give home to the many dragons of the plane. These are not planar layers, simply impossibly large divides in the physicality of the plane, which dragons can cross via flying or whatever.
Fighter

The Fighter is a Core class of DnD 5e. It is used to show the humanoids who are masters of weapons and combat in general, forsaking magic and brutality for pure, refined, unrestrained talent.

Fighters often prize being teachers when they aren't actively fighting, or learning under them, depending on their skill and temperament. They take students and mentors, teaching them forms and techniques, passing along their talents and their skills, along with their stories and their legends. A fighter is not merely a warrior, but a crafter of myths, creating and telling their tales in ways unheard to the bard. It is the Fighter which understands a weapon, it's history, and why it is what it is. More than an extension of their bodies, a fighter's weapon is an extension of their will and their efforts, and a piece of the fighter's life and history itself.
The World Tree(Plane)

An incredible, seemingly-infinite tree whose trunk is hollow. Fates live beneath it's roots, and it's branches reach through existence, connecting many planes of existence. The Tree's branches do not reach Ostoria, owing to an ancient argument between the Fates of the Tree and the Fates of the Mountain. While the tree's canopy is close to the Elemental Plane of Air, it does not truly reach the plane, also owing to a disagreement between the Tree's Fates and the Fates which live alongside the Djinn.

The World Tree is often used by warriors, rather than mages. The prime material connects within it's trunk (Indeed, through some cosmological models, the Prime Material is the centre of the tree, contained within it's trunk) and the magic to cross is relatively simple, compared to magics used to connect to the Astral. Further, the World Tree has a strange inclination to Tactile Magic, fueling it, and allowing it to be used cheaply. Because of all of this, the Tree's inners are filled with warriors, asura, demons, and rage neverborn and sorrowsworn, and is considered intensely dangerous.

The traffic, and limited connections, causes the World Tree to be overlooked by mages. They don't typically enjoy using the tree as a method of planar travel, despite the plane being fully walkable in only a few hours.
Slimekin

Slimekin are one of the strangest subtypes of Humanoid, but here we are. They're actually the most widespread form of humanoid, even moreso than Dragonkin, Giantspawn, Dwarren, and Beastkin. Their origins are complex, and not well-known outside of slime-studiers.

There are hundreds of variations on what type of Slimes there are, some of which are listed below;

## "Slimes"

These are the most common and typical. They have a high articulation of their slime bodies, and as such can control their shape, usually taking a humanoid one. When paired with their aura-barrier, they feel just like a normal person, if only they didn't look like well-sculpted Jell-O. They're usually blue, for no particular reason that can be discerned.

## Jellies

Jellies are neat in that their slime is acidic enough to eat away at organic materials, but little else, but they also have the ability to control their shape(More or less like Slimes) and even climb on walls... Somehow. Thankfully their aura-barrier means they don't HAVE to burn people on contact, but not every Jelly figures that out.

## Puddings

Puddings and Jellies are related, as acidic Slimes that can also climb walls. They can't control their shape, however, and their acid is MUCH more potent than the Jelly's, able to eat through most metals with ease. Again, barrier-wise they don't need to burn everything, but very few Puddings figure it out, owing to the fact that, without telepathy, they have very few ways to communicate, and routinely fall into a more animal-like thought pattern.

## Oblex

Oblexes are strange, even by Slimekin standards. They are acidic to the mind, being able to eat memories and thoughts as well as a Pudding could eat flesh. However, this makes them massive, living brains in terms of their own minds. Highly skilled and highly intelligent, Oblexes are able to control not only their shape, but their coloration; Paired with their barrier, you would never know an Oblex is shaking your hand, especially if they choose not to ransack your brain.

## Cubes

Cubes are perhaps the strangest in appearance, since they're literally a Jell-O mold. They can't control their shape, but they're bound into a cubic shape rather than the shape of an ooze puddle. They're acidic, like the Jellies, but they're also quite translucent, making it hard to see them unless they've had a recent meal. Like Puddings, they often revert to a sort of animal-like mentality, due to their lack of good communication methods.
Alchemic Items

Alchemy is one of the most powerful forces in Nexus, fundamental to the world's existence and the proper processing of the various elements present within it. As such, it is often combined with, confused with, or used to replace many forms of magic in the world. This Page handles the many and varied items created on the base of Alchemy.

## Crystals and Stones

Elemental Crystals and Stones have been being crafted since the Era Before Time, if not even earlier. These can usually take the place of a Crystal for the purposes of enchanting, though not always, and this is heavily based on the nature of the crystals and stones themselves. The generalized rule is shown on the following table, and applies more-or-less regardless of the Stone's element;
Mikoto

Mikoto are highly magical bunny-people with a great deal of grace both physically and mentally. They are not common on any Continent within Halordain Aquos IV, though they have been spotted on the occasional island.

Mikoto channel a special sort of Fey magic, specifically the magic of the Lunar Court, owing to their ancestors being Lunar Fey, unsurprisingly of a rabbit-nature. Mikoto are often powerful mages, but their inherent magics support a more martial bent even more than becoming a mage.

* Mikoto as DnD Characters
* Mikoto as FATE Characters

## Mikoto as DnD Characters

Mikoto have the following traits;

**Medium Humanoid; Dexterity +1, Charisma +1, One Ability Score +1; 40 ft. Walking speed; 60 ft. Darkvision**

**Artistic Grace**. When you add your Dexterity to a skill or tool check, you gain a magical bonus equal to your Charisma modifier. When you add your Charisma to a skill or tool check, you gain a magical bonus equal to your Dexterity modifier.

**Bunny Leap**. You may leap any distance, limited only by your movement speeds and circumstance. Thus, if your speed was 40 feet and you took the Dash action, you could leap 80 feet with no running start.

**Lunar Magics**. You gain a special spell slot the size of your proficiency modifier, which you regain at the end of a long rest. At the end of a long rest, you may prepare spells you know onto physical media, such as paper or other such charms. These charms may be used as a spell scroll, however the magic fades at the end of your next long rest.

### Mikoto Heroes

A Heroic Mikoto is dangerous indeed, allowing their magic to take special hold in their bodies. When they finish a long rest, rather than inscribing their magic onto physical objects, they may use their own bodies. This method does not work with all spells. The spell must have a duration of 10 minutes or longer, and must be able to target yourself. The spell inscribed in this way has it's duration changed to "Until the end of your next long rest," and only affects yourself. This otherwise functions as normal for the inscribed spell, however it cannot be dispelled from you.

### Paragon Mikoto

When a Mikoto becomes a paragon, the Lunar Court pays a bit more heed to them, owing to their newfound strength from the fey moon. On your turn, you may choose to project an aura of dim moonlight out to 30 feet. This has all the natural properties of moonlight, in addition to the following magical properties;

* When a creature in this aura deals damage, you may choose to inflict additional necrotic/moonlight damage equal to your proficiency die to the attacker or their target.
* When a creature in the aura regains hit points, you may choose to increase or decrease the healing by your proficiency die.

Further, you may choose to effect your own attacks and healing as though any moonlight was your magical moonlight aura.
Wandering Bard Toy Co.

The Wandering Bard Toy Company is a interSpherical adult entertainment company in Nexus. It is owned by the couple Murdos the Cocksmith and Teenie the Dildomancer. They hire adventurers to bring live specimens of creatures of all shapes and sizes to use as models, from which they use magic and expert craftsmanship to produce high-quality adult toys, at a reasonable price.
Compost Bin

**Incomplete**
This page is missing information or outdated.
*Issue(s): Infobox data is missing*

### Description

Dump your unwanted inventory items into this bin to make compost for your plants.

### Build Materials

Orestone x2

The compost bin is a buildable used to create compost and dispose of unwanted items. Items and compost can be shot into and sucked out of compost bins using using the harvestor. They can also be transferred using the UI.

Compostable items instantly turn into compost at a 1:1 ratio, while other items will be destroyed. Compost bins can hold at most 100 compost, after which additional compost will be destroyed. If a compost bin contains compost, a thick layer of it can be seen inside.

Compost bins are automatically unlocked in the market from the start of the game, and a fully constructed bin can be found behind the workshop.

**The following items can be composted:**

* Berries
* Compost
* Poo Pile
* Egg
El Trampero(New Blood)

## Historia

Evan Macmillan Era El Proximo Dueño De La Finca Macmilian.El Odiaba Y Amaba A Su Padre A La Vez. Ya Que Su Padre Era Un Hombre Rico Que Trataba Mal A Sus Empleados. y Tenia Amigos Empleados De Su Padre. Uno De Ellos Traiciona A Evan Y Le Dice La Verdad A Su Padre Sobre Ellos . Evan Al Enterarse Empieza A Admirar A Su Padre y a Odiar A Los Trabajadores Hasta Que Su Padre Pierde La Cabeza. y Entonces Envia Una Dinamita A Las Minas. Su Padre Es Hallado En Un Almacen Abandonado Y Nunca Mas Se Supo Algo De Evan

## Poder

### Trampa De Oso

El Poder Del Trampero Es Poder Poner Trampas De Osos.Cuando Un Superviviente La pisa Debera Pasar Una Prueba De Habilidad Para Liberarse Y Avisara Al Trampero.Los Supervivientes Pueden Desactivar Las Trampas De Osos Si Estan Cerca.El Trampero Empieza Con 3 Trampas De Osos Para Poner.Pero Puede Obtener Mas Por Los Casilleros Cada Casillero Tiene 2 Trampas De Osos Extra.El Trampero Puede Agarrarse Con Su Propia Trampa Y Simplemente Tarda 5 Segundos En Liberarse

## Arma

Su Arma Es Una Cuchilla Con Sangre Tiene Un Alcance Medio

## Habilidades

El Rol De Sus Habilidades Es Variado

 La Diversion De Matar
 Las Mejores Trampas
Cuando Un Sobreviviente Falla Una Prueba De Habilidad Mientras Este En Tu Radio De Terror. Le Daras El Efecto Localizado

## Memento Moris

El Memento Moris Del Trampero Se Basa En El Que El Te Pisa La Cabeza Muchas Veces Y Luego Te Clava Su Cuchilla En La Cabeza
Erebus(Plane)

Erebus is a place of spirit, and a place of penance. Across it's many layers, there are incredible realms whose entire purpose are the purification of the Spirit. Most mortals, being that they are not Spiritual beings, have no use for this plane, however the Lycanthropes of Azzeranni, whom are beings of half-spirit, make frequent use of this plane for a variety of reasons.
Battle Magic

## Battle Magic: Abyssal Gate

**Ritual Level: 3**

**Components: Chanting, Material(A Vial of Humanoid Blood)**

This ritual calls a Unit of Demons from the Abyss or a similar Plane. You may choose to bring an already-willing Unit from this plane, or contract a mercenary troupe during this ritual. In either case, this Unit is under your control, and is summoned within 1 mile of you at a place you can sense. After 1 hour has passed(60 rounds of Mass Combat), they return to their plane. They also return to their plane upon death.

In hiring a mercenary troupe, this ritual gains the additional Material Component of the mercenary band's Unit Cost, which is consumed.

## Battle Magic: Divine Gate

**Ritual Level: 3**

**Components: Chanting, Material(Silver Holy Symbol)**

This ritual calls a Unit of Celestials from Mount Celestia or a similar Plane. You may choose to bring an already-willing Unit from this plane, or contract a mercenary troupe during this ritual. In either case, this Unit is under your control, and is summoned within 1 mile of you at a place you can sense. After 1 hour has passed(60 rounds of Mass Combat), they return to their plane. They also return to their plane upon death.

In hiring a mercenary troupe, this ritual gains the additional Material Component of the mercenary band's Unit Cost, which is consumed.

## Battle Magic: Hellfire Gate

**Ritual Level: 3**

**Components: Chanting, Material(Sulfur and Brimstone)**

This ritual calls a Unit of Devils from Hell or a similar Plane. You may choose to bring an already-willing Unit from this plane, or contract a mercenary troupe during this ritual. In either case, this Unit is under your control, and is summoned within 1 mile of you at a place you can sense. After 1 hour has passed(60 rounds of Mass Combat), they return to their plane. They also return to their plane upon death.

In hiring a mercenary troupe, this ritual gains the additional Material Component of the mercenary band's Unit Cost, which is consumed.

## Battle Magic: Undying Army

**Ritual Level: 3**

**Components: Chanting, Material(Grave dirt from 100 burials)**

This ritual raises the fallen combatants of the battlefield as an undead horde. You target a Tiny Unit's worth of creatures which are close enough to join together into a Unit and spend a spell slot whose level is that of a spell you know which raises the dead into a type of corporeal undead. The dead then raise as an appropriate corporeal Undead Unit.

This Unit is under your control, and you may have these Units band together into Small and Medium Units as normal, if you control enough undead to make it happen. You may raise Undead in this way any number of times, however you lose control of all Units made in excess of your highest level spell slot.
Elemental Plane of Air

The Elemental Plane of Air is an endless skyline dotted with occasional floating islands, the only presence of Earth on the plane, and thereby the only source of Gravity, the rest of the plane bearing wholly subjective gravity. It is universally attested to as the best place to fly in Nexus, though the practicalities of this plane are few, and the dangers are maximal, as a fall from any height on this plane is nearly guaranteed to be lethal, if you ever hit the ground(Usually in the form of a floating island) again. Occasionally floating islands will contain rare materials, however, so exploring the plane is occasionally quite rewarding.
Avarosa de Fomortiis

Avarosa de Fomortiis is an obscure figure in magics, and her contributions to the magic of the world are almost universally found due to examining the constellations. Her spells are primarily darker enchantments and necromancy spells, though virtually nothing of her life is known.

She is a member of the Arcane Council, but a reclusive one. Her only demonstration was of Avarosa's Read Memory, and that was a century and a half ago.

## Avarosa's Spells

Avarosa has crafted many necromancy and enchantment spells. Because none of her spellbooks have been stolen or donated, the few of her spells known today are semi-exclusive to the deserts of Acheri and other stargazing arcanists.

### Avarosa's Animate Dead

One of many variations on the Animate Dead spell. Avarosa was not wholly unique in using this variation, however her name is most often appended as being the first to use it.

### Avarosa's Mind Spider

An incredibly powerful 7th level spell which bridges a gap between Divination and Enchantment, allowing the caster to probe and control the minds of many.

### Avarosa's Read Memory

This 3rd level Divination is still used in some places to determine the guilt or innocence of criminals, though primarily only in the deserts of Khenra and the tower city of Hiertanou.

### Black Storm of Avarosa

A 4th level Necromancy which called a storm of tortured souls. Avarosa is said to have provided her own souls when using this spell, but this is impossible to confirm or deny.

### Call Hunter of Avarosa

A 4th level conjuration spell which conjured an Outsider servant, or empowered one already in the caster's service.

### Grasp of Avarosa

A 1st-level Necromancy which has become somewhat popular in the deserts of Khenra. This spell causes a series of skeletal claws to restrain creatures.

### Masque of Avarosa

This Transmutation is a powerful variation that many consider unnecessary due to the proliferation of shapechanging talents. It is still used by many mages as a method of changing their identity, either permanently or temporarily.
El Caballero (New Blood)

## Historia

Sir Daniel Un Antiguo Caballero Del Año 1250.El Era El Caballero Mas Leal Al Rey Oscar.Hasta Que Oscar Le Envio A Matar A Su Esposa.Daniel Se Nego E Intento Negociar Pero Daniel Sospechaba Que Oscar Querria Quitar A Su Esposa Del Medio Ya Que Era El Amante De Oscar.Asi Que Daniel Enfurecio Mato A Oscar Y A Su Esposa Luego Huyo Y Nunca Mas Se Supo De El

## Poder

### Estilos De Combate

Sir Daniel Dispone De 3 Estilos De Combate Que Se Pueden Ir Alternando Al Pulsar M2

* **Caballero Ofensivo:**Un Modo Para Pegar Y Atacar Normalmente

* **Caballero Imponente:**Un Modo Donde Tiene Mas Rango Y Puede Atacar A Varios Sobrevivientes A La Vez Al Hacer Un Ataque Curvo Pero Tiene El Doble De Cooldown Al Fallar Un Golpe

* **Caballero Defensivo:**El Caballero Ira Super Lento Y Tiene Un Cooldown De 4 Segundos Por Golpe Pero Tira De Una

## Habilidades

Su Rol Se Basa En Dar El Efecto Traidor Al Empezar La Partida Y Dar Distintos Efectos Con El Traidor

 Ordenes Del Rey
 No Caer En Las Mentiras
Al Empezar La Partida Aleatoriamente Un Sobreviviente Obtendra El Efecto "Traidor". Cuando El Traidor Este Vivo Tu Rango De Terror Se Reduce En 12 Metros. Pero Cuando El Traidor Muere Tu Radio De Terror Aumenta En 20 Metros

## Memento Moris

El Caballero Clava Su Espada En El Pecho Al Enemigo Y Luego Lo Decapita
Chirus

Chirus, like other flying Beastkin, are a strict minority everywhere they are found. Unlike other flying beastkin, these bat-like humanoids are found in droves in the Underdark.

Chirus are quite human-like, however their arms and hands have been replaced with bat-like wings, and their ears taper to a point that make Elves uncomfortable. They also tend to have vampire-like fangs and drink blood. That's the other thing that makes Elves uncomfortable. And like, people who aren't Elves, I guess.

* Chirus as DnD Characters
* Chirus as FATE Characters

## Chirus as DnD Characters

Chirus share the following traits, regardless of subrace;

**Medium Humanoid; +2 to one ability score and +1 to another or +1 to three separate ability scores; 30 ft. Walking/Flying speed, Blindsense 60 ft.**

**Chiropteran Intuition.** You possess an Intuition Die the size of your proficiency die. You apply this to all Perception and Stealth checks.

**Dark Power.** You may spend and roll one hit die whenever you make a skill check, gaining a bonus equal to the roll. In addition, you learn spells equal to your proficiency modifier whose levels are as high as half your level, rounded up. You may change these spells at the end of a long rest, and you cast them by spending hit dice equal to it's level.

**Echolocation.** You may use an action to amplify your *Blindsense* out to 10 times it's normal distance until the end of your next turn.

**Fangs and Claws.** You possess Natural Weapons. They are Finesse weapons which deal 1d8 piercing or slashing damage. Your fangs also deal additional Bleed damage equal to your Intuition Die, and grant you temporary hit points equal to the Bleed damage dealt.

**Wings**. You uh, you don't have hands, chief. It's gonna be pretty hard for you if you can't figure out a way to get some hands. You also can't fly if your Wings are bound.

### Heroic Chirus

Heroic Chirus find their bloodthirst expanded, though it is a strange and magical bloodthirst, a hunger for life and death appropriate to their liminal ancestors. When you deal bleed damage with your bite, you may steal hit dice from the creature equal to half, rounded up, your proficiency modifier. Each hit die stolen is rolled, and causes additional bleed damage to the target. You then keep and can use the hit dice however you wish.
The Shadowfell

The appropriately-named Shadowfell is the Elemental Shade of the Negative Energy Plane. As a Shade, it is suffused with negative energy, and as such there's very little in terms of native creatures. Basically none, really. Certain undead-adjacent monstrosities, known as Fades, or Shadow Creatures, and that's about it. The most common of these are Shades, ghost-like beings that result from the Inner Soul Stream's scraps being suffused with negative energy.

Other Fades include the Sorrowsworn - Emotional Chords from the Warp which were suffused with negative energy- and Nightwalkers - The only Fades which possess Crystal cores, and some of the most powerful by far, as pure negative energy wrapped around a twisted Crystal. Otherwise, the Shadowfell is almost entirely inhabited by undead. Undead humanoids, beasts, outsiders, even godly beings and gods themselves.

The Shadowfell is a static, unchanging place, and is prone to cracking. These cracks provide the boundaries of various Dark Kingdoms, demiplanes with unique properties, the minute changes slowly adding up over the eons. The most famous of these is the Demiplane of Dread, which is the domain of the Dark Powers, and is itself fractured into Dread Domains like Barovia.
Elementals

Elementals are beings composed of pure elemental energies, and sometimes given sentience. They come in many forms, from Wisps to Exemplars, and in every element, paraelement, quasielement, paraquasielement, and beyond.

Elementals are special in that they all possess a Spiritual Form and a Physical Form, and can transition freely between them. Where every flame has a "Spirit of Fire" associated with it, an elemental IS that spirit of flame given magical power. This is only one of many ways to discuss the nature and power of an Elemental, however. One can also talk about it's power, or it's freedom(or lack thereof), it's impurities, or many others.

We're going with a bit of a composite method, below, discussing the relative powers based on the nature of their Bindings(If any), and the impurities of each power level.

All Elementals, regardless of type, are ruled by the Exemplars. These are especially strange creatures, because depending on how one views the situation, there are either 18 of these, or hundreds of them. They are sometimes compared to gods(And some are worshiped as such).

## Adapted Elementals

This is a weird category, as it describes the forms of Elementals who have remained in a place for long enough to absorb that place's magical energies, becoming a separate type of elemental entirely in the process.

## Physically Bound

A Physically-bound Elemental is not what it sounds like; You really can't tie up an elemental. Instead, this means an Elemental bound in a way which prevents it from entering it's Spiritual form. This includes things like the "Conjure Elemental" spell.

## Spiritually Bound

Just like the Physically Bound elementals, these are locked from altering their form, but stuck in a Spiritual form this time. This is more bizarre for some, as a Spiritually-bound elemental isn't as immediately as useful as a Physically-bound one. They have their uses, however...

## Unbound

Unbound Elementals are exactly what they sound like. They're not bound by any magics. This might also be thought of as "True" elementals. Now, this category is "Unbound", but it DOES cover some bound elementals, that is, any elementals whose binding doesn't effect their physicality(Such as an Elemental which is merely Charmed).

## Oddities

These are usually Elementals bound to take a specific form or occupy an object... Moving on.
The Galvan

The Galvan are a subtype of humanoids. They were created in a long-lost sphere, perhaps by chance, a strange god, or a powerful mage. In any case, these beings integrate lightning and metal into their bodies from the moment they were born.

This is not the common defining factor, however, but the oddity of their souls. Whatever made the Galvan Souls didn't know how souls work, and the Galvan's souls came out much more aligned with the Spirits of elementals than the Souls of humanoids. This makes reviving them a slightly more challenging task, and leads to odd appearances on the Ethereal plane, but otherwise this fact is a strange quirk which defines their existence, rather than a major defining drawback for them.

The Galvan are so rarely seen on Halordain it's almost not worth talking about. They are common star travelers, however, which is why the word "almost" is in that sentence.

## Galvans

### Androids

Humanoids made of 99% metal with organic hearts and a few other muscles. They can channel lightning through their metal forms to increase their physical abilities for a time.

### Engi

Short metallic creatures made from several detachable pieces, which they may control independent of their body.

### Lanius

8-foot tall metallic creatures which rip positive energy from the air and replace it with the negative energy which would ordinarily bring their bodies to rust. They also bear the magical talent to mend metals like clay.

### Zoltan

Zoltans are humanoids with lime-coloured skin which permanently exude a minor amount of lightning into their environment. They tend to empower mechanical or lightning-based effects and creatures.
Elysium(Plane)

Elysium is a plane split into six infinite layers, with sub-realms locked inside the infinite cube of this plane. Elysium is a plane, home to many, many celestial creatures, though less hospitable to most other creatures. In Elysium, the Divine Purviews take much more clear form; The earth is divine and held with pseudo-godly power, easily malleable to celestials which bear the Domain of Earth. This is the nature of the entirety of the plane, even with the native creatures. Even visitors, in mere days, begin to take these traits.
Beyond Epic Tier

It doesn't take brilliance to know that level 20 is not the end of a DnD character's life span. With that level comes new and ever-increasing Tiers of play. Their names are less known and less important, but they obey the same patterns as the lowest 4 Tiers(Wretched or '0' Tier excluded). The lowest of each set of four Tiers grants benefits based on the creature's ability scores(And adds to the creature's class-lineup), the second grands special powers based on each aspect of the character(Class-Lineup, Background, Ancestry, and at higher Tiers their Epic Destiny, their Transcendent Mastery, and so on), the third grants a special ability based on many of the same, but also allows the creature's Class Lineup to expand, and the fourth grants a completely new aspect to the character, and grants abilities on the other aspects.

Let's do some examples and specific Tiers.

At level 21, Epic Tier gives way to Ascendant Tier. An Ascendant-Tier Creature takes a third class, gains Ki equal to the sum of their physical Ability Scores(Not Modifiers; Scores), Mana equal to the sum of their mental Scores, and several abilities and spells to use with both.

At level 26, Ascendant Tier become Saint Tier. It would properly give a power for each of the 3 Classes a creature possesses at this point, the background, the ancestry, and the Epic Destiny. Lots of powers.

Level 31 begins the Legendary Tier. A 4th Class gets adopted, and powers for background, ancestry, and Destiny are gained.

Transcendent Tier begins at level 36. Powers for classes, backgrounds, ancestry, and Destiny are picked up, and a creature gains their Transcendent Mastery- a concept or purview of abilities which grant abilities similarly to the Epic Destiny.

Keep the pattern going for the next 20 levels. Of course, I don't think ANYONE will use these. Ever. But, they exist. How fun.
Paraelemental Plane of Mist

The Paraelemental Plane of Mist is where Air and Water meet. There's no gravity here, surprise surprise, and also no way to see, as the mists obscure even the lights you bring to the plane. Have fun, there's virtually nothing here unless you want to meet insane storm and cloud giants. There aren't even fancy floating islands most of the time.
Greenskin

Greenskin are living abominations borne from magic. They almost bear a savage intelligence, however many are even more mindless than this. Rare Greenskin care for more than combat and murder, and these are by far the most dangerous. Greenskin always possess an incredible regenerative ability, and an incredible blood lust. Even the most intelligent(Which, rarely, get above basic human awareness) are forever plagued by this incredible want for chaotic violence. Greenskin are almost never seen in society, and are usually treated as little more than feral animals.

There is controversy in Anntarrem related to the Greenskins, as while it is rare for Greenskin to grow a proper intelligence, it isn't impossible, and the natural variations within Greenskin have produced several human-level or smarter Greenskin, not all coming from Gremlins. Less is known about these little monsters on Arclent, but several scholars and cities and settlements of Anntarrem attempt to foster intellectual growth in Greenskin, usually to little success. But, the word "Usually" is not "Universally", and that's enough for them to continue in their efforts.

Greenskin have only been seen on the continents of Anntarrem and Arclent. Nobody is able to understand why this is, however. People of Anntarrem usually group Greenskin into families based on shared traits, detailed below.

## Magic Family

This family is a grouping of Greenskins with magical talents and capabilities. They share their Origin Greenskin with that of the Smarts Family; The Gremlin.

## Rage Family

This grouping of Greenskins is based around the Greenskin which gain power through their Bloodlust, and grow stronger in taking damage. Their Origin Greenskin is matched with that of the Transforming Family: The Dekanter.

## Size Family

The largest of the Greenskin, whose size, strength, and durability are their only good qualities. The Size and Strength Family's Origin Greenskin is the Mogg.

## Smarts Family

The Greenskin whose main defining feature is their relative intelligence. Even the Greenskin of this family rarely grow beyond a commoner's intelligence, compared to the ape-or-less-levels of intelligence demonstrated by the other families. Their Origin is that of the Magic family; the Gremlin.

## Speed Family

The lithe greenskin with less size and strength in favour of speed. They share their Origin with the Stealth Family: The Goblin.

## Stealth Family

The silent Greenskin with few other talents outside assassination, though they aren't often smart enough to formalize this beyond a basic ambush. Their Origin is the Goblin, along with the Speed Family.

## Strength Family

The Strength Family is defined by it's Greenskin's strength and durability. It's origin is shared with the Size Family: The Mogg.

## Transforming Family

The Transforming Family is related to the Rage family, sharing the Dekanter Origin. Transforming Greenskins are capable of changing shape or abilities.
Charging Station

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### Description

Never run out of battery again! This machine lets you charge your bots so they can get back to work.

### Build Materials

Orestone x3PlasmaStone x2

The charging station is a buildable used to recharge bots' batteries. Standing next to a charging station will, after a few seconds, recharge your battery 10% at a time. The UI also contains a button that instantly recharges it to 100%.

AI bots will automatically recharge at the nearest charging station if they are low on battery.
Iggwilv

Iggwilv, also called Natasha Dovorkai, or just Tasha, is the author of The Demonomicon of Iggwilv, and is an Archmage of the Arcane Council's High Circle. She is known by the forces of evil and good on all continents, either as a sort of anti-hero or a horrid villain. Neither of these are truly deserved, however. Iggwilv is certainly villainous, though as a member of the Arcane Council, she is, at least in part, dedicated to the overall balance of the world, rather than tipping it wholly to evil.

Tasha was never a true adventurer, though her travels brought her far afield in both a mundane and planar sense.

## Tasha's Spells

Tasha was an Epic Demonologist, and practiced a great deal of spells which forced Outsiders to bow to her will.

### Dolor of Iggwilv

A 5th-level Enchantment which causes incredible pain to creatures bound to your service.

### Exaction of Iggwilv

A 7th-level Transmutation which siphoned energy from a live sacrifice you make, granting power to a bound Outsider while breaking them to your will.

### Iggwilv's Ensnarement

An Abjuration of 6th level which dramatically increased the potency of Magic Circles.

### Iggwilv's Foul Imbruement

A 9th-level Conjuration which placed a Fiend within the body of a mortal, creating a horrifically powerful monster with two minds and two souls.

### Iggwilv's Implore

Another 9th-level Conjuration which summons, binds, and torments a Fiend whose True Name you know.

### Tasha's Caustic Brew

A 1st level conjuration which creates a long line of horrible acid.

### Tasha's Hideous Laughter

An Enchantment of 1st level which causes creatures to incapacitate themselves with painful laughter.

### Torment of Iggwilv

A 7th-level Evocation which destroys an Outsider's will.
Esper

The Esper is a custom class used by those who have died, lived their afterlife, then came back, keeping the powers they gathered in death. They are often charismatic and outgoing- They have tasted death, and it only made them stronger. Why fear anything else? Now returned to the living, they possess strange powers, called Horrors, fueled by the energies of death, called Spite.

Very, VERY rarely creatures with a strong connection to death will manifest similar powers without tasting the afterlife. These are almost exclusively Mortif, but others could exist... In theory.

The Esper class specifically refers to the ones who lived as an Undead entity before returning, however there are also the Fallen and Risen, who lived as Fiends or Celestials before returning to life. Very rarely, other variants will appear somewhere in the world; But these are as rare as the events that might bring them about.
Druid

The Druid is a core class of DnD 5e. It is used to represent the abilities of a wise spellcaster of the wild, who draws power from their connection with the wild and the gifts of the spirits. Some Druids find common ground with a deity of the wilds, but they are just as likely to eschew deities entirely as to embrace one. Just the same, druids might find company with humanoids, or they might completely reject humanoids in favour of Beasts or fey.

Some druids give up spellcasting in favour of wielding nature's wrath directly through weapons, while others simply remain an animal for all time. Some strike pacts with the fey, or even specific fiends or celestials, in an effort to increase their talents to defend the wilds.
Compost

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*Issue(s): Plant list is incomplete*

Compost is a consumable item used to fertilise plants. It can be obtained by composting certain items in a compost bin. It can be applied to most plants using the harvestor, and lasts for the whole season. Each unit increases the number of berries a plant produces each harvest, with the increase and the maximum differing between plants. Some plants don't accept compost, only ever producing one berry at a time.
Rolls

Rolling Dice. How quaint, said the people who don't understand dnd. But rolling is great. In normal DnD, we have the very binary Success-Failure, with occasional Criticals happening.

Uh, yeah, it works, but it gets a bit janky and annoying sometimes, right? I mean, if I roll 20 above that asshole's AC, it's still just a hit, but a Nat 20 that hits by just 1 is a crit? How dumb is that? So, I've done a bit of a weird. Shouldn't be too hard to get, just a mite strange at first.

## Rolls and Success Stages

If you roll a a 20 on the d20, rather than a critical success, you roll an additional d20. A 20, however, prompts an additional d20 roll; The dice are then added together. The 20 rule persists regardless of previous rolls; If a 20 is followed by a 20 is followed by a 9, the roll is 49 plus bonuses.

There are four, sometimes five, stages of success. These range from a Critical Success to a Critical Failure, with Ties being in the middle, and only mattering for contested checks.

If you meet or exceed the difficulty, armor class, whatever your roll is made against, it's a success. If you don't, it's a failure. When you perform a contested check, such as a Grapple check, a Tie result is possible. A Tie maintains the status quo, whatever that is.

If you fail or beat a roll by a margin of 10(Rolling a 5 or 25, or more extremely, on a DC 15 roll), you critically fail or succeed, respectively. Thus, rolling a 25 on a DC 15 check would give you a Critical Success, as would hitting an AC 8 Zombie with an attack roll of 18. It's a crit!

A Critical Success has additional benefits beyond a normal success; Critical Attacks are simple, often anything with damage involved is simple to resolve, but skill checks and saving throws can also be critical successes. In such cases, the effects are resolved per the effect, with Inspiration being the default "benefit" for the critical.

A Critical Failure has penalties beyond a normal failure. Not only have you failed to recall information about the Sphinx' riddle, but you're actually remembering the wrong information! A critical failure when damage is involved is as simple as the critical success (Often, a Critical Success/Failure reflect eachother for most effects; A critical Attack and a critically-failed Defense resolve the same way, for instance), though often the effects are minour, such as a penalty to your next roll (Anti-Inspiration, if you will).
Spending Experience

In about 2/3rds of all TTRPGs and 99% of Video Games, Experience lets you level up. That's it. Nothing wrong with it, but that's it. Kinda boring, if you ask me. Now, in Nexus, it ALSO lets you level up. But it also does more than that.

What does it do? Well, here's where it gets juicy.

## Basic Uses

### The Level Up

Who doesn't like this one!? It's 100 experience to level up. But now there are other things to do with your experience, so it does need to be clarified, methinks.

### Ability Score Increase

An ASI, just like the one you get from your class. These cost 25 experience. That's it.

### Refinement

Crystals are an interesting thing. Seat of a creature's power, lets you do weird things like magic and all your other class features. So it shouldn't be surprising that you can do weird things with it. You can spend experience in varying amounts(Usually between 10 for basic things and 50 for cool things, but higher could also be done) to "Cultivate" blessings and other powers from within yourself, independent your class or other features. Just a thing.

### Skill Points

Skill Points are technically sorta a weird specific type of training ish, but it's fine. By spending 10 Experience, you get a Skill Point to use just like when you made a character. 1 Skill Point nets you proficiency in a Skill or Tool. 2 Gets proficiency in an Ability Score's Checks. 3 gets proficiency in a Saving Throw, and 4 gets Expertise in a Skill or Tool. 5 will get Expertise in an Ability Score. 6 gets expertise in a Saving Throw. At seven, you can get triple proficiency in a Skill or tool. Etc.

## Advanced Uses

### Magic Item Creation

Now, ya don't need to spend Experience to do this, but you can. And if you do, holy hell, you can accomplish some shit. The best magic items, even including True Artifacts, can be made this way. It's basically putting your soul into your work. And like, I guess that ties experience points to the soul, or some shit... Don't over think this.

## Special Uses

### Ritual Improvement

Here's a weird one, which mixes in-character behavior with experience expenditure. Some rituals and other magical effects will do something huge and powerful, like permanently turn your character into a dragon or something. Part of the cost of these rituals is some of your Experience. Now, these might take anywhere from 10(Something like, a stat buff or gaining an extra racial feature, or some similar ritual) to hundreds(Turning into a dragon, etc.). But they're a way to do it. Of course, you do need to find a way to make it happen In-Character, just as much as Out-of-Character.
Arborea(Plane)

Arborea is a plane of decadence. It has many connections to both the positive energy shade(That is, the Feywild) and the quasiparaelemental Plane of Growth, and is home to many celestial creatures, Lillendi being the most common, but also many Fey creatures, and many mortal creatures. It is also home to some Fiends, Succubi being one(And, in fact, one of the most populous creatures on the Plane as a whole). Arborea is split into many internal layers, such as Arvandor, a place of forests and fields where there are many naturally-occurring portals to the plane and shade of Growth, and Olympus, the mountain and home to some gods.
The River Oceanus(Plane)

Oceanus is a massive river which loops into itself and the River Styx. Coming from the Delta Aurus, it flows around and through several planes, such that Arborea, both layers of Bytopia, one layer of Elysium, the base of Mount Celestia, and The Beastlands are all planes scattered across it's twisting shores. Beyond these, the river loops around the roots of The World Tree, and in turn touch Ysgard, before flowing into the Gate Plane Delta Ferra. It's waters are inhabited by many creatures, ranging from dragons and giants to many celestials, particularly many Kirin.
Melf

Melf is a well-known Wizard on Nexus, being born on Arclent(Darghelon, specifically) to a long line of elven wizards. Melf was an adventurer in youth, but found such things lest tasteful as he aged, and stopped adventuring some 300 years ago. He serves as an arcane consultant to much of the Clentian nobility, as while he is a lower-level Wizard, he was friends with Mordenkainen and other powerful mages, and knows more about the arcane than most others.

Melf's travels took him around Nexus, and there are many stories from his youth, including being baffled by the technomagic of Anntarrem, and founding a school of wizardry on Amedala(Though this was not as an adventurer.)

## Melf's Spells

Melf's spells were usually themed after Arrows, due to his elven upbringing. It is rumoured he has made several more spells, however these have yet to be found in the stars, if this is true.

### Melf’s Acid Arrow

This 1st-level Evocation creates a special bolt of acid that continues to burn the target for multiple rounds.

### Melf’s Slumber of Arrows

This 4th-level spell which grants an Enchanting effect to a quiver of bolts or arrows, causing the next creature hit by the arrow to fall asleep.

### Melf’s Unicorn Arrow

A 3rd-level Evocation which summons a small, charging unicorn spirit which pierces, pushes, and knocks prone it's target.

### Melf’s Minute Meteors

A 3rd-level Evocation which causes many small exploding meteors to hover around the caster.