recursal/Fanatic-Fandom huggingface dataset:
Feytouched Hexer (Witch Archetype)

*Great faerie beings make strange and unique patrons for witches, granting them powers somewhat different from a more traditional patron. These witches seem to have a supernatural beauty and presence, and use their sheer force of personality for their powers rather than occult learning.*

**Fey Charm**

She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.

**Sorcerous Familiar**

Instead of teaching their familiar spells, a Feytouched Hexer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a sorcerer of the same level. In addition, she receives bonus spells per day if she has a high Charisma score. A Feytouched Hexer’s selection of spells is limited. She has the same number of spells known as a sorcerer of the same level and can choose new spells to replace old ones at 4th level and every 2 levels after that, just as a sorcerer does. A Feytouched Hexer’s spells known are stored in her familiar, and she must commune with her familiar to regain her spells each day.

This ability alters witch’s familiar and the witch’s spellcasting.

**Patron Spells**

A Feytouched Hexer adds her patron spells to her list of spells known stored in her familiar. She may replace some of her patron spells with the following: 2nd – charm person, 4th – hideous laughter, 6th – bestow curse, 8th – hallucinatory terrain, 10th – mind fog, 12th – cloak of dreams, 14th – pox of rumors, 16th – irresistible dance, 18th – dominate monster

**Faerie Wings**

At 6th level, a Feytouched Hexer can grow faerie wings and fly at a speed of 60 feet (40 feet if speed is slowed by armor or encumbrance) with good maneuverability for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

This ability replaces the witch’s 6th-level hex.
Ring of Divinity

**Aura** moderate (no school); **CL** 11th; **Slot** ring; **Price** 20,000 gp (Type I), 40,000 gp (Type II), 70,000 gp (Type III), 100,000 gp (Type IV); Weight —

DESCRIPTION

These unassuming plain bands grant a powerful boon to their wearers; imbuing them with the ability to retain more divine power from their chosen deity. Rings meant for evil wearers imbue the wearer with negative energy; and are forged from onyx. Good aligned versions that deal in positive energy are plain bands of opal. Bands for Neutral worshipers can be stylized as any standard ring, though most are plain silver.

The rings come in four varieties, all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A ring of divinity I doubles 1st-level spells, a ring of divinity II doubles 2nd-level spells, a ring of divinity III doubles 3rd-level spells, and a ring of divinity IV doubles 4th-level spells. Bonus spells from high ability scores are unaffected by the multiplier.

CONSTRUCTION REQUIREMENTS

Forge Ring; *Divine Power* **Cost** 10,000 gp (Type I), 20,000 gp (Type II), 35,000 gp (Type III), 50,000 gp (Type IV).
Thundag D. Rawcrag

*The will to go on is what makes us strong, strong enough to change our fates and spit in the faces of those that try to bend our souls to their will. To laugh in joy at the wonderful tidbits life brings us before tearing them away. To stand on that broken leg when the world tries to end around us and break its spine on our backs.*

## Thundag D. Rawcrag

Stones, Swords, Axes, and the gods themselves haven't broken me yet, what makes you think you will?

## Character Info

### Class

Reforged Wild Totem Elemental Kin Rager[Unbreakable Fighter]

## Appearance

Standing at a height taller than most full blooded orcs with musculature to match, Thundag shows his Giant ancestry in every fiber of his body. With a craggy face and broad shoulders, his heavily muscled body shows his years of experience fighting in the cavalcade of brutal scars covering his green and copper scaled body from head to toe earned during his years of fighting in the arenas of his youth and time in both the hellscape he was flung into and the streets of Mivon proper.

Most days he can be found tending his food stall, having covered himself in a series of long linen bandages to cover his scars and eye-patch as a courtesy to others who might get scared or disgusted when seeing them and to make himself less identifiable to those seeking him and wearing a cloak to disguise and hide his wings and tail.

## Personality

Rough around the edges is a slight understatement when it comes to Thundag. Having been subjected to the control of others and the suffering both mentally and physically for it, He tends to take a rather gruff approach when it comes to people who find it fun to make life unpleasant for others due to their choices in both a social setting and in life.

When it comes to his close friends, he stands by them no matter what threat they might be facing, ready to take the blows for them so that they can live a happy life, away from the pain and suffering he had to go through.

Above all though, he still considers himself a figure that protects and cares for others that may be at danger, to teach them until they can stand on their own two feet, and his responsibility to make sure that the people he's become closer with have a happy life, no matter the sacrifices he has to make.

## Relationships

Wyatt-

Bubbles-To him, Bubbles is a precious little sweetheart he found roaming the forests outside of Abrogail, a student of the cooking craft and someone who doesn't hesitate to cuddle.

Ran-

Weiming-

Paul-

Bella

Zorrack

Nessa

Reya

## Aspirations

Thundag is a simple man, that much has yet to change. Being able to see those closer to him grow and enjoy their lives is high among that list of wants, but his burning desire for revenge still drives him forward to seek a path back into that hellscape to fight and murder the *thing* responsible for the death of his adoptive family, wife and daughter.
Aran Einior

Template:Character Information

## History

The Einior family was one of moderate wealth that has lived in Lastwall's northern settlement, Arwyll Stead, for nearly as many generations as it has existed. They have helped keep the town safe from orc raiding parties and shambling undead for ages.

But fate is not always kind, and generations of conflict have thinned the family's numbers until the very last of their line: Aran Einior.

Aran wholeheartedly believes in Lastwall's cause and knows the importance of keeping the Whispering Tyrant's prison guarded, but conflict without end can sour even the rosiest of outlooks, and so it was not long before the last scion of the Einior family became a wandering adventurer. He never once compromised his morals, but he always got the nagging feeling that he was doing something wrong, or that something wasn't quite right, which kept him moving.

Learning from a priest of Apsu that he had the soul of a golden dragon shed some light on that feeling though.

Somehow both dragon and man locked in a human shell, Aran set forth from that chance encounter with new resolve, becoming a paladin of Apsu and striving to let his draconic nature shine. He even took up the lyre to celebrate his renewed zeal for life and goodness.

Aran has wandered the length and breadth of Avistan, righting wrongs and smiting evil wherever it dares blight the light of day, but rumors reached him of a new continent, Nibiru, and somehow that name called to his soul.

He set out immediately, and once setting foot on the new land, something felt right.

## Appearance

In his wanderings, Aran has generally been considered a handsome man with light skin, dark hair, and blue eyes. A few petty individuals have said that his ears are too large, but Aran laughs off these critiques.

## Personality

Aran is best described as adventurous, joyous, and somewhat flighty. Reluctant to stay in one place, Aran prefers the life of a wanderer, smiting evil wherever he finds it and then playing his lyre to celebrate victory.

## Aspirations

Aran's ideal life is that of an explorer. Once the conflict in Mutoun is resolved, he'd rather set out to wander the rest of Nibiru than anything else.
Hoarfrost Rage

Your contemplations of the rune-etched columns of hoarfrost ice in the frigid north have unlocked secrets of icy pain.

**Prerequisites**: Cha 15; bloodrage class feature, elemental focus class feature, or Varisian Tattoo (evocation).

**Benefit**: When casting an evocation spell or kinetic blast, that deals cold damage, you can deal +1 point of cold damage per die.

If you do, you must succeed at a Fortitude save (DC = 15 + the spell or blast’s level) or become fatigued. You cannot use this feat while fatigued or if you cannot become fatigued.

If you are raging (such as when using bloodrage or affected by the rage spell), this damage increases to +2 points per die and you roll twice when attempting the Fortitude save and take the better result. This feat does not otherwise grant you the ability to cast spells while raging.
The House of Griffins

The House of Griffins were a noble family in a small forgotten land far to the West. They were responsible for the security of the borders of this aforementioned land and commanded a sizable military force. However, like all things, they fell on hard times. Political opponents blackmailed them into almost bankruptcy, and along with this, they slowly stripped the family's political clout by using the king's advisers. After a generation of this, the family was almost in ruins. It was at that point that the family head, whose name has been erased from history, summoned and made a pact with a Glabrezu named Vraendund. The daemon gave the head unholy magical powers in exchange for weaknesses in the borders of the now forgotten land. The head readily agreed and the pact was made. Using the powers granted to him by the demon, the head ruthlessly butchered those who had caused ruin to his family without mercy and instated himself as the new ruling power. Not 5 years later, hordes of invaders streamed through the breach in the border, making sure that the survivors knew that the new ruler was responsible for the horrors brought upon the people. After repelling the invasion, the people rebelled against the family head, executing him and most of the family with only a lone survivor walking out of the massacre.
Zaigan, The Meditation Monk

## Background Story

It was a dark and rainy night when the monks at the monastery found him. They were doing their normal monk activities such as meditating, training or studying when they heard a little kid crying. They went after the sound of the crying kid, which led them into the woods right next to the monastery. After some minutes of following the cries, they found a little baby, on the ground. The kid was freezing. They quickly brought the kid back to the monastery and put him in blankets, but they quickly realized that the kid was actually not freezing.

As time flew by it became more obvious that the kid was actually not human, but a Tiefling. And therefore some of the other kids at the monastery, and also some of the monks disgusted him. The kid, which the monks named Zaigan, grew up with a lot of hate against him, and he could also see that he wasn't like the others. He was different. As he got older he mastered the art of meditation. It was one of the only reasons he kept on going. Meditation gave him a way to escape who he was. It made it possible for him to deny his Fiendish Heritages. He also learned how to fight and they also made him study. He was naturally better than the other kids at almost everything. When he got old enough, and the monks no longer was able to teach him anymore, they asked him if he could not try to fight the monsters attacking the village, which was close to the monastery. Of course he chose to help and he quickly started fighting the monsters, it went well for some time. But he was not fast enough. One man couldn't stop an entire army of beasts. So he started training other kids. In the start he did not get many students, but as time passed many started to look at him in another way, they looked past his fiendish side. With more fighters available to help defend the village. They pushed the monsters back, and he could finally relax. He went into exile and meditated for many years, trying to archive perfect harmony, and tranquility, and as he archived it he realized something. He couldn't stay here, so he decided to go on a spiritual journey, which lead him to Nibiru.

## Personality

Zaigan grew up with a lot of loneliness and hate. But due to his meditation he learned not to judge people by their race, but by their character. He prefers not to fight, and rather wants to have peace. He doesnt really smile, and usually carry a neutral look on his face. He isn't the best at talking to people as he through his whole childhood was alone (except for his teachers, but they also disliked him)

## Appearance

Zaigan stands at 5 '7 and he is strong, but doesn't look that strong, because most of his strength comes from his Fiendish side. He has short hair, which is brown, and he has blue eyes, which is rare among Tieflings. He doesn't carry any weapons, as he prefers not to fight. Of course he can use his whole body to fight, so he actually doesn't need weapons. He is thin but also very hardy also due to his Fiendish Heritages.
Aerie Rage

Your meditation beneath the floating rune-carved stones of the Aerie have unlocked their secrets of lightning.

**Prerequisites**: Cha 15; bloodrage class feature, elemental focus class feature, or Varisian Tattoo (evocation).

**Benefit**: When casting an evocation spell, or kinetic blast that deals electricity damage, you can deal +1 point of electricity damage per die.

If you do, you must succeed at a Fortitude save (DC = 15 + the spell or blast’s level) or become fatigued. You cannot use this feat while fatigued or if you cannot become fatigued.

If you are raging (such as when using bloodrage or affected by the rage spell), this damage increases to +2 points per die and you roll twice when attempting the Fortitude save and take the better result. This feat does not otherwise grant you the ability to cast spells while raging.
Variant Kobold- Chosenborn

Chosenborn, much like their smaller cousins, Kobolds, were said to be created by Dragons to serve the purposes of more mundane tasks thought to be below the Dragons themselves. Where Kobolds would be best described as menial labor or scouts given their predilections towards sneaking, mining, and trapsmithing, Chosenborn would be better described as diplomats, ambassadors, or advisors, with their predilection towards a tongue both silver and sharp.

This perceived higher purpose often leaves Chosenborn much more prideful and snobbish than Kobolds, though just like Kobolds, there are plenty of Chosenborn who don’t subscribe to the ancient beliefs of their purpose and carve out a name for themselves instead. Their skills in diplomacy, intimidation, as well as their strong build and impulsiveness, tend to lead Chosenborn towards lives of negotiation, debate, and thuggery.

Being taller, stronger, and possessing great self-confidence, Chosenborn often court those outside of reptilian communities, or are courted by such people. Furthermor,e they are sometimes, quite erroneously, mistaken for other medium reptilian races, most commonly Lizardfolk.

Outside of those who live in typical humanoid civilization, of which there are usually sparse but noticeable populations, Chosenborn tend to establish small villages within the realms of where Dragons with whom they share resemblance usually nest; cold mountains for silver-scales, coastal for blue and bronze, swamps for black, for examples. These communities are often lead by a council of the eldest, most respected, and experienced of the community, and most changes in the council are as a result of democratic vote. Tight-knit, these communities welcome outsiders for trade, but often keep said outsiders to the edges so as to not too strongly influence their culture, which they hold dear.
Scaerie

## History

While the vast majority of faeries can be described as bubbly and kind, few could have been described as bubblier or kinder than Scaerie.

Scaerie was named by her mother as a joke, because wasn't it hilarious that a faerie be called "Scary"? The misnomer made all the faeries present laugh when Scaerie was born.

Scaerie happily spent her days playing among flowers, until one day she saw something that upset her. A child was being hurt by a cruel adult.

Scaerie tried to intervene in the only way she really knew how - by doing something funny. What exactly that was she no longer remembers because of the trauma that followed.

The adult was not just any adult, but an alchemist, and one of the crueler ones at that. He was trying to mold his son's childlike interest in insects into a passion for alchemy in a crude attempt to make the boy a mirror image of himself.

All Scaerie's efforts did was draw attention to herself, and the alchemist captured her, and began experimenting on her, infusing her with extractions from various insects.

The boy did his best to comfort her after his father's experiments, but all there was to read to her were books on anatomy.

Scaerie slowly lost her innocence. She lost her smile. He gaze turned from happy to intimidating, and her wings lost their luster. But one day, she escaped. She'd withered until she could fit between the bars of her cage, even with her new chitinous armor.

Confronting the alchemist, she scared him badly, and then used her knowledge of anatomy to paralyze him with a mix of pain and fear before killing him.

After that, she heard a frightened gasp. Looking up, she saw that she'd scared the child that so long ago she'd tried to comfort. But she found that she no longer cared, and simply left.

Scaerie has wandered the world ever since, dead inside and seeking something to make her feel again. Hearing of a new continent called "Nibiru," she set out for it. It could hardly be worse than the old continents, and maybe she'd find a spark of life again.

## Appearance

Scaerie's appearance is unsettling at best and terrifying at worst. She has thin, yellow wings stretching out from a body covered in blue chitin, and her eyes, once a beautiful green, are now a feral golden hue.

## Personality

Scaerie, once a vibrant and vivacious faerie, is now dead inside. She feels nothing, venerating nature more out of reflex than any sort of reverence. She is disillusioned with the world and everything in it.

## Aspirations

Scaerie hopes to be able to feel emotions again someday.
Champion of Dawn

*A Champion of Dawn is a holy warrior; born out of the order and trained to fight the encroaching dark . For millennia before they arrived in the city of Nibiru, worshipers of Sarenrae have debated about the best way to apply her teachings to a battlefield. The Bastion school believes she will enlighten the new realm by being an incorrigible support to it's people, healing the sick and reviving the dead with a gentle touch of light. The Champion school however, is of the opposite opinion. They believe Sarenrae's chosen should stand as warriors in their own right, Banishing darkness with the blade; and protecting the powerless by eliminating those that seek to bring them harm.*

### Sun's Wrath

When a Champion of Dawn reaches 4th level, she can spend two uses of their lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

*This ability replaces channel positive energy.*

### Solar Smite

At 11th level, a Champion of Dawn can spend an additional use of smite evil when declaring a smite to make it a Solar Smite. The duration of Solar Smite's benefits is only 1 minute (rather than 24 hours). However, the bonus damage from smite evil is doubled on every attack. (this doesn’t stack with the doubling if the smite’s target is an evil outsider, undead, or evil dragon).

*This ability replaces aura of justice. (aura of freedom for Paladin of Freedom)*

### Defender of Light

At 20th level, the Champion of Dawn's damage resistance from aura of righteousness doubles, increasing to DR 10/evil. When a Champion of Dawn uses her smite evil ability; allies within 30 ft of the paladin also benefit from her smite's deflection bonus to AC, and his/her DR for the duration of the smite. If they use Solar Smite; the bonus allies receive now applies to all evil creatures, not just the smited creature. The paladin's bonuses remain unchanged.

*This ability replaces holy champion*

### Mercies

At 9th level the Champion of Dawn gains access to the following mercy:

**Interposition**: A Champion of Dawn with this mercy can expend a use of lay on hands as an immediate action when an ally within 30ft is the target of a melee attack. She switches positions with this ally as if they'd both used *dimension door*, and becomes the target of the triggering attack. This mercy can be taken multiple times. Each time beyond the first increases the range at which it can be used by 15ft.
Kinetic Remnants (Feat)

Kinetic Remnants

Prerequisite: Kinetic bomb infusion.

Benefit: Any squares affected by your kinetic bomb or improved kinetic bomb infusions are treated as containing caltrops composed of whatever the blast was composed of for 1d4 rounds, except the caltrops deal damage of the same type(s) as the blast, and are treated as having a BAB equal to your own. In addition, your kinetic bomb and improved kinetic bomb infusions are always treated as splash weapons even if they do not hit a foe
Josephina Malazay

## History

Born in the eastern Ulfen logging village of Losthome, Josephina spent much of her young life along the banks of the Thundering River, hearing stories of the fey within the Grungnir Forest from which the loggers made their living. As a girl, she began helping the hunters with dressing and butchering their catches, eventually going on hunting trips with a few of them who taught her how to use the bow.

As winter descended every year, so too did raiders from Irrisen. While most raiding parties were stopped to the east of Losthome, many still made their way to the forest. Josephina began serving as a scout and lookout for the town as it grew, her familiarity with the area serving her well in catching sight of several of the raids from the witchfolk in time to give warning.

In time, Josephina grew tired of the forest, and struck out on her own, eventually landing in Abrogail.

Since landing, she has participated in several battles. Josephina was part of the defense of Skweectun from a rat horde, as well as participating in a raid of a circus full of bewitched carnival-goers. After the carnival raid, she helped pay for the resurrection of one Jake after his untimely death to an eldritch elephant. Most recently, the ranger has struck out from Mutoun towards the north, exploring some of the wilderness.

## Appearance

Josephina Malazay is fairly tall and well built. She stands 5'9" and her red hair is typically tied in a loose ponytail. When released, it falls down to her waist. Her bright green eyes keep a sharp watch.

## Personality

The Ulfen has a personality that can best be described as solid. She much prefers time spent in the wilderness, and doesn't tend to get along too well in the cramped confines of most cities. Her time in Abrogail chafed, for want of a better word.

## Aspirations

Josephina wishes to reach the horizon, and see what lies beyond. Perhaps, one day, she will decide she's seen enough, but that day is not soon.

## Since Arriving...

Since arriving on Nibiru, Josephina has had a number of adventures.

* Stopping a horde of rats from invading Squeectum
* Fought minocentaurs in an underground labyrinth arena
* Slain a group of desert bulettes and beating back a sand kraken
* Aiding another Ulfen to gain a sword by fighting some linnorms
* Exploring a large portion of the North Western part of Nibiru
* Traveling southeast of Mutoun and finding a strange outpost hidden in the mountains
Sita

Druid of the Claw

## Appearance

A short lithe figure with pale almost ashen skin, a messy bob of stark white hair, piercing yellow eyes with cat like pupils, and a set of feline pointed ears and a long white furred feline tail.

He often wears a plethora of primitive looking jewelry including bracelets, necklaces, anklets and armlets fashioned from thin leather cord, small animal bones, fangs, and crows feathers.
Eyes of the Eagle, Greater

**Aura** moderate divination; **CL** 5th; **Slot** eyes; **Price** 10,000 gp; **Weight** —

These lenses are made of special crystal and fit over the eyes of the wearer.

They grant a +10 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1d4 round.

**Feats** Craft Wondrous Item, clairaudience/clairvoyance; **Cost** 5,000 gp.
Summon Popcorn

**Create Popcorn**

**School:** Conjuration [creation]

**Level:** cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0

**Casting Time** 1 standard action

**Components:** Verbal, Somatic

**Range:** close (25 ft. + 5 ft./2 levels)

**Effect:** up to 1 ounce bag of popcorn per caster level

**Duration:** Instantaneous

**Saving Throw:** None **Spell Resistance:** No

Conjures a bag (or bags) of popcorn. Comes with salt and/or butter, although if the caster is of an evil alignment, it can also come with caramel. Although tasty, it is not nutritionally filling and cannot be used as a substitute for actual food. Good for eating with the medic while watching your stalker enact their stupid plan.
Shielding Spell (Metamagic Feat)

Shielding Spell (Metamagic)

Your healing spells can now shield your allies at full health.

Level Increase: +2

Benefit: Any excess healing done by a Shielding Spell grants temporary HP equal to the amount of healing leftover after max health is reached. This temporary HP is lost first and lasts a number of rounds equal to the modifier of your casting stat. This temporary HP can never exceed an amount equal to the healed creatures base maximum HP.

Temporary HP from multiple sources cannot stack, and instead can only be refreshed, overlapping the two sources.
Greater Deific Providence

**Prerequisites**: Deific Obedience, Wisdom 15, Lesser Deific Providence, Knowledge (religion) 8

**Benefit(s):** You gain the 8th level domain power of the domain or subdomain you selected with Lesser Deific Providence.

Treat your cleric level as your character level determining the effect of this and the Lesser Deific Providence power.
Endless Bounty

**School** conjuration (creation); **Level** sorcerer/wizard 8

**CASTING**

**Casting Time** 1 standard action
**Components** V, S, M

**EFFECT**

**Range** close (25 ft. + 5 ft./2 levels)
**Effect** feast for 50 people/level
**Duration** 1 hour and 1 day/level
**Saving Throw** none; **Spell Resistance** no

**DESCRIPTION**

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease and heals for 5d8 hit points + 1 point per caster level after imbibing the nectar-like beverage that is part of the feast. A creature that consumes this feast is full for 1 day per caster level.
Everwarm Streetlamps

50 Goods 10 Influence 50 Labour 10 Magic (3300 GP) 20 Days
**Limit** Settlement must have a Cathedral, Magic Shop, Magical Academy, or Temple
**Special** Can share a lot with any building or improvement

**Settlement**:
Crime –1
Productivity +1 in cold settlements
Continual flame and a permanent form of heat metal illuminate and warm the lot.
Niflheim

*Founded as a Center for Knowledge. Niflheim stands as the p*innacle for all forms of knowledge; both past, present, and future.

## Description

*Niflheim is a sprawling city located on the western end of Nibiru, and to the south of Mutoun. A Small cove provides areas for fishing and safe areas for ships shipping good all across Niubiru and the Mainland. Niflheim if welcome to all walks of life no matter the race or occupation.The a large town center makes up the market place; where anyone can be seen selling magical items beside the monk offering enlightenment.*

## Districts:

* Arcane: includes the cities Magic Academy were people start school at the age of 6 and graduate at the age of 16 as Witch, Wizard, Sorcerer, etc.
* Temple: Includes the Religious Academy where at the people start school at the age of 6 and graduate at the age of 16 as a Cleric, Paladin, etc.
* Military: includes the cities Military schools were people start school at the age of 6 and graduate at the age of 16 if different martial disciplines.
* Makers: Includes Universities where at the people start school at the age of 6 and graduate at the age of 16 as an apprentice in a profession.
* Market
* Residential: Where most of the population resides. Its made up of farmers, miners, woodsmen, etc.
* Noble: Where the more wealthier of the population, and city council members reside.
* Public Docks
* Private Docks

## Economy

The primary economic structure of Niflheim is wide spread. The city exports wood, ore, stone, farmed produce, education, and magical items..

## Government

The government of Niflheim is formed so all members of the community have a voice in its government, and a council meets to ensure the ideals of the community are followed. The only member of the council that is permanent is the Queen/King. Other members are elected or put in place by ether the community or the Queen/King.

## Geography

Situated on cove on the west coast of Nibiru, Niflheim lie southwest of the Stone:tooth Mountains. The craggy mountain range spoken of to the south in their older texts. The weather is colder, allowing colder cycles then Abrogail as the seasons progress. Surrounding it are plains, mountain ranges, and Forest with dense with trees and wildlife once the large stretches of farmland are past.

## Inhabitants

Niflheim is filled with races from all walks of life. People that have came for the schooling in various disciplines from Arcane Magic to Martial:arts.

Settlement Breakdown: Human (35%), Elf (25%), Kitsune (25%), Dwarf (6%), Gnome (6%), Other (3%)

## Religion

There is no standardized religion in Niflheim. Churches of different deities can be found it the Temple District.

## Leadership

**Ruler:** Regina Nubila

**Barrister:** Davi

**Consort:** NPC

**Councillor:** NPC

**Grand Diplomat:** NPC

**Heir:** NPC

**High Priest:** Smao

**Judge:** NPC

**Magister:** Nessa Baker

**Marshal:** Xylaith

**Spymaster:** NPC

**Treasurer:** NPC

## Settlement Details

Neutral Metropolis

**Qualities:**

* Magical Polyglot
* Rural
* Well Educated
* Broad Minded
* Rural
* Good Roads

**Disadvantages:** None

**Government:** Utopian Experiment (3pp)
Zitron Blackbeard

the self-made daring Knife thrower with a knack for shanties

 Zitron grew up as an orphan in the Sandpoint Orphanage after his mother, Agatha Blackbard died during childbirth, with the father unknown. being a tiefling he did not have an easy life in there, being often bullied and shunned not only by the other children but also the Matrons. One even gave him his name after she gave him a lemon to suck on and she enjoyed the face he pulled because of it so much that it stuck over time.

He was not completely out of luck though, as 2 kids from the orphanage
Atropos

The Last Sister

**Obedience:** Assemble a careful list of each major activity you will undertake in the day to come and keep a careful accounting of what you fail to accomplish and why.

As part of this, select three different specific checks you expect to perform that day, such as “a Perception check to find a hidden passage,” “a Reflex save to dodge a fireball” or “an initiative check to fight goblins.” Once during that day, you can gain a +4 insight bonus on one of these three specified checks.

### Boons - Monitor Obedience

1: **Fruitful Dreams (Sp)**: The worshipper’s dreams are filled with visions of the future; and provide insight into potential danger. If the worshipper is able to sleep for a minimum of 8 hours totally uninterrupted the night prior; they gain a +2 Insight bonus on all initiative checks made the following day. (Provided the worshipper was not caught flat-footed prior to rolling the check.) If the worshipper is interrupted or awoken in any way during the night; they instead experience horrible nightmares, and suffer a -2 penalty on initiative checks made the following day.

2: **Spring’s Grace (Su)** Once per day as a full-round action, you can revert to a youthful form, which grants you fresh insight and new perspective. You outwardly appear to become the minimum age for an adult of your race. In this form you temporarily ignore all penalties from old age. In addition, you gain a +2 Insight bonus to will saves, perception, and sense motive checks, and a -2 penalty to fortitude saves.

3: **Insight into Fate (Sp)** You can cast moment of prescience as an SLA 1/day, using HD in place of caster level.
Gloves of Diametric Energy

**Aura** moderate transmutation; **CL** 14th **Slot** gloves; **Price** 40,000 gp; **Weight** 1 lb.

**Description**: These gloves are an unassuming plain white color, similar in style to a stage magician's glove. A keen eye for the arcane would notice delicate stitching running across the palms, bearing potent elemental magic. Whenever the user casts a spell that deals energy damage, they may change the energy type to it's diametric opposite per the chart below. Only one energy type can be changed per spell, even if it deals multiple types. All other effects of the spell are unchanged (for example, an ice storm changed to fire damage still deals bludgeoning damage and bestows a penalty on Perception checks). The gloves effect spells up to 8th level, and are usable up to 4 times a day.

Diametric Elements
 Acid
 Positive

**Construction Requirements**: Craft Wondrous Item, Elemental Spell; Cost 20,000 gp
Tiefling Tailspike

*Tiefling tailspikes are based on regular armor spikes, curved to look like wicked thorns, they are attached to the tip of a tieflings tail with straps*

**Benefit(s):** These exotic light weapons can be attached to the prehensile tail of a tiefling. The wielder can apply feats or effects appropriate to natural attacks to tail attacks. If used as part of a full attack action, attacks with the tailspikes are considered secondary attacks. It requires a full-round action to strap on or remove a tailspike.

 30 gp
Book of Memories

Aura: moderate Divination; CL 12th
Slotless; Price 15,000 gp; Weight 1 lb.

**Item Description**:
This small journal is constructed out of dark leather, with gold thread embroidering the edges. Inside it's binding, 100 pages seem to flicker in and out of reality. When opened, the person who opened it may cast *Share Memory* on the book. In doing so, the caster may deposit a copy of one of their own memories into the book, filling one of the pages. After a page has had a memory deposited within it, the page solidifies into reality, taking on the appearance of normal parchment with a small sentence describing the memory within inscribed on it. By speaking a command word and opening the book to the desired page, a person may access that deposited memory per *Share Memory.* To cleanse a memory from the book an individual page must be targeted by the spell *Feeble-mind*, wiping the page clean with it going back to its original ethereal state.

**Crafting Requirements**:Craft Wondrous Item, *Share Memory*; Cost 7,500 gp.
(Universal Infusions) Kinetic / Improved Kinetic Bomb

## Kinetic Bomb

Element(s) universal;

Type form infusion; Level 1; Burn 1

Saving Throw Reflex half (see text)

Your blast has far more power packed behind it. Whenever an infused blast hits a foe and deals damage to them, it is treated as though it is a splash weapon, dealing splash damage to all adjacent squares (Reflex save for half damage). This infusion is treated as an alchemist’s bomb for the purposes of which feats may be applied to it. Splash damage from this infusion is always equal to the blast’s minimum damage.

## Kinetic Bomb, Improved

Element(s) universal;

Type form infusion; Level 3; Burn 2

Prerequisite(s) kinetic bomb

Associated Blast any

Saving Throw Reflex half (see text)

This infusion functions as kinetic bomb, extending its splash radius by 5 ft. You can increase the burn cost of this blast by 1 to increase the splash radius of this infusion by an additional 5 ft.
Juicebox of Endless Inebriation

**Aura** moderate transmutation; **CL** 9th; **Slot** Shoulders; **Price** 12,000 gp; **Weight** 5 lbs.

**DESCRIPTION**

A Popular magical item among those who travel long distances between civilized places, especially those who worship Cayden Cailean. The Juicebox of Endless Inebriation sits in a back holster with the small box within easy reach on the breast. This small juicebox like container contains a small opening to the Elemental Plane of Alcohol, a little known demiplane, Theorized to have been created by a mad (and likely drunken) wizard. As a swift action, the wearer can sip from the contents and consume one alcoholic beverage.

**CONSTRUCTION REQUIREMENTS**

**Craft Wondrous Item**, control water, enhance water; **Cost** 6,000 gp
Im-Tanyn

Im-Tanyn is a continent located in the center of the Western hemisphere of Galaedros. It is famous for the numerous and varied sites of divine worship throughout its often treacherous landscape.

Among the countries located in Im-Tanyn are Grozhtar, Otayana, Yarjaeryn, and Danczhuun.

## History

Tenem, the elder god of darkness, is said to have created Im-Tanyn at the same time that their twin, Viliarne, created Envonta. The low valleys and snaking riverways that trace through Im-Tanyn are allegedly a statement to Tenem's tactical, puzzle-driven mind.

The mists of Im-Tanyn are home to a number of pragmatic, curious civilizations who were some of the first to immigrate to the continent across the eastward channel, Phandoria.

## Endemic Creatures & Races

* Dwarves
* Dragonborn
* Elves
* Firbolg
* Genasi
* Halflings
* Humans
* Kobold
* Orc
* Tabaxi
Eschew Esoteric Materials

*You can cast spells using fewer esoteric material components.*

**Benefit(s):** You can cast any spell with a non-esoteric material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

When you cast a spell that uses esoteric material components, you can spend components as though your caster level were 2 lower (with a minimum of the spell’s minimum caster level). This does not affect the cost of expensive material components.

**Special:** This feat counts as Eschew Materials for all purposes. Characters that normally receive Eschew Materials as a bonus feat may select any feat for which they qualify.
Gwyneth Llwynog

## Gwyneth Llywynog

Gwyneth is an eccentric alchemical genius who obsesses over the improvement of her body through biological science and genetic manipulation. She believes that doing this will unlock the path for all mortals to improve and evolve as they desire - thus preventing the - as she believes - imminent death of all things mortal once life inevitably ceases to adapt to the changing world.

Gwyneth has always had a love for the academic pursuits - especially when it came to the science that directly affected the individual. Unsatisfied with the limits her old mutagens had on her (and a distaste for external potable elixirs and casks), Gwyneth decided to push the science of mutation and genetics further - creating a more specialized and powerful mutagen that could theoretically permanently alter her body in ways she desired (and could be changed whenever she felt like it conceptually).

Hours upon hours of self experimentation and solitude resulted in a somewhat split and slightly unhinged personality split between the reserved academic and the eccentric madwoman. What once was a scientific interest became an insatiable obsession, but fortunately for those around her, Gwyneth is not entirely insane and dangerous.... just somewhat maniacal. Most of the time, one will be face to face with Gwyneth's true self - the academic. However, when under severe pressure or in the presence of severe danger, the unhinged maniac may show herself and a love for the fight is born.

As a result, Gwyneth relishes fighting those "less evolved" than her, though she is not indiscriminate in those she fights - she is an intellectual after all.... even if a rather psychotic intellectual in the worst of cases. Gwyneth does not fight for fighting's sake despite her love for it. Rather, she sees a purpose in her combative abilities, and while she fights the chaos of change to be penultimate in desire, she is not stupid.

If one counts Gwyneth as an ally, then they generally have nothing to fear unless they piss her off severely. If one makes an enemy of Gwyneth..... suffice it to say that her mutations are both lethal and quite unsettling.
Ferinal Ilkethal

Template:Infobox character

**History**

Early in his life, Ferinal left El, eventually wandering his way to Riddleport, which is where he's spent most of his life. Taken with the life of the sea here, he quickly became an avid sailor, and pirate, traveling far across the Arcadian ocean, including to Arcadia, where he met/acquired the young Rava, bringing her back with him to Riddleport. For over half a century the two plagues the waterways, but it couldn't last, and there ship was sunk a ways off the coast of Nibiru, where they washed up at the settlement of Blackheart Bay, the new home of the two, as well as their new crew.

**Appearance**

A tall elf with long, dark hair, often in an open captain's jacket.

    He is usually seen carrying his various armaments, consisting of a pair of pistols, a pair of swords, and a musket.

**Personality**
A generally affable man, the usual quiet of the denizens of the bay irks him. The irony of his position as the barrister amuses him to no end however. Despite his generally pleasant demeanor, he is ruthless, having little qualms of killing the defenseless or even his own allies if the situation calls for it.

**Relationships**

Rava: Noticing her innate magical abilities, Ferinal spirited her away from Arcadia, taking her own as his second in command and source of wind in dead seas

Flint: Ferinal's liege in Blackheart Bay, he respects him, though they have not spoken much

Grimgore: A rather amusing orc, though difficult to get close to

Aaron: The spymaster of Blackheart Bay, and not a good conversationalist

Zorrack: The judge of Blackheart Bay, he thinks they'd get along if they met more often

**Aspirations**
Ferinal seeks to plunder the seas from his new ship, "Las'vinyr'sha'amrail'kethtahl" (Las'vin for short). A new continent full of unaccounted resources seems like a fine place to do so, especially if it disrupts Cheliax.
Empyrean Academic

*Sometimes, a god does not bestow their gifts upon a vessel gifted with force of self. Sometimes, they need someone more learned. The combination of learned magical talent combined with blessings and curses from the gods produces interesting results.*

**Blessed Mind:** An Empyrean Academic uses INT in place of CHA for all dependent class abilities. (including Revelations, and Divine spellcasting)

**Arcane School**: At 1st level; an Empyrean Academic may choose a single arcane school normally available to wizards; using their Oracle level in place of wizard level for all dependent abilities, and to determine the level(s) at which they gain access to them.

*This ability replaces the Revelation normally gained at 1st level.*

**Mysteries**: The following oracle mysteries complement the Empyrean Academic archetype: Arcane, Dark Tapestry, Dragon, Intrigue, Lore, Occult, Ancestor, Time.
Sun Nectar Collection

**School** Transmutation; Level 6

**Casting Time:** 6 Hours

**Components** V, S, M, Focus ( 6 Silver Mirrors worth about 5000 Gp total)

**Skill Checks:** Knowledge (Arcana) DC 32, 3 successes; Knowledge (Religon) DC 32, 3 successes; Knowledge (Nature) DC 32, 3 successes

**Range:** Touch

**Target:** a 20x20 field of grass & wildflowers

**Duration:** Instantaneous

**Saving Throw:** Will negates (harmless); Spell Resistance: No (harmless)

**Backlash:** The caster takes 10d6 points of positive energy damage and is blinded for 1d4 days.

**Failure:** The caster is permanently blinded; and cannot have their sight restored without use of Wish or Miracle

### EFFECT

The caster must begin this ritual at dawn, in an area within full view of the sun, be it a greenhouse, skylight, or outdoors. While in the field, the caster must tread carefully, as to not crush any wildflower(s) underfoot. Thereafter, the caster must carefully position the silver mirrors in a way as to bask the chosen area in the maximum amount of sunlight. After completing this, they proceed to carefully lie upon the grass, basking in the sun alongside the flowers (Preferably with some skin exposed) until it reaches it's peak at high noon. All accomplished while reciting druidic and arcane incantations alike, that both transmute the flowers, and alter the grass into perfect growing conditions.

Upon a successful ritual's completion, 2d6+2 Orchids will appear, Transmuted from their previous form as wildflowers into true Sun Orchids. These can be used as rare alchemical ingredients in crafting other items, or consumed raw. The latter option causes the consumer to reverse their age by 1 month per orchid; to a minimum of it's starting age as a young adult. All penalties to Strength, Dexterity, and Constitution the drinker may have suffered as a result of advanced age can theoretically removed with enough flowers, but all bonuses to Intelligence, Wisdom, and Charisma that result from advanced age would remain (although as the character ages again into middle age and beyond, he does not gain any of these bonuses a second time).