recursal/Fanatic-Fandom huggingface dataset:
Mrs. Universe

Intergalactic Pop Senation

Mrs. Universe was an enormously popular and successful singer known through much of the galaxy. Her music was said to translate across cultures and was beloved even by species that did not speak the same language it was composed in. Despite her success, Mrs. Universe was never satisfied with her fame, and was secretly the founder of the group known as the Optimists. The Optimists used her concerts and popularity to spread their drug "Euphoria" to all followers.

Though she was eventually defeated by the Lawmen and the crew of the C.S.S. Venture, not all of the mysteries have been solved about the woman known as Mrs. Universe. She claimed that her drug, Euphoria, had a hidden purpose. However, before she could reveal who created the drug and for what purpose, a mysterious, unseen force, caused her headphones to electrocute her, placing her in a vegetable state.

## Personality

Before her true nature was revealed, Mrs. Universe was bubbly and friendly to all, and seemed to enjoy the frequent flirtations of Axel. However, when this façade was dropped, she revealed herself to be a narcissist who cared little for her fans or anyone else. For a time, she was able to hide her true self from both the Lawmen and the crew of the C.S.S. Venture, in part by staging an attempted kidnapping by the very group that she commanded, the Optimists.
Rushari Vastri

Symbol of Rushari Vastri

A flying kingdom established by monsters, to consume the life of those less worthy, and quell the upset of the 'natural order'.

## History

Obviously, a rather short history, given this place was originally known as the Republic of Erebus, until it wandered to an unknown continent, wherein the creatures on the blighted land rose forth and slaughtered all of the inhabitants. This corpse land has now been named Rushari Vastri.

## Geography

Atop the, yet unnamed, giant rock of earth and stone held together by the strange ore vein within, the very ground around Rushari Vastri has a strange anti-gravity effect. When the island stays still for a long amount of time, the terrain around it begins to break away from the earth and begin to float, somewhat orbiting the main island. This strange phenomenon makes the kingdom a place of many different environments, soaked in the lives of its former people.

## Cities

Lothargroth, The Ashen Ruin

All that can be said, is that the city never knows rest.

## Places of Interest

Not yet explored, but unlikely to interest those of civilized culture.

## Military

Literally every citizen is a literal monster, so they can be considered very militaristic, albeit highly undisciplined.

## Society

Kill, maim, devour, and grow. Fairly simplistic society, albeit not needing efficiency, prior to this point.

## Leaders

Names: Unknown

Rough identities

Cursed Lich

Bloodvine Leshy

Corpse Tree Treant

Hungry Flesh

Black Pudding

Hekatonkheires

Conqueror Worm

Krampus

'The Master'- for some reason that is what you get when you try to identify them, they racially identify as that name.

Whispering Nixie

Soul-soaked Flesh Automaton

A Lawyer That Walks

## Religion

There is no need for religion, only their own hedonistic desires to consume and obtain power, even if some lines won't be crossed for the sake of their safety.
Category:Kingdom
Category:Organizations
Thilleia Arcshine

## History

Tl;dr: A former priestess from the underdark Drow empire, always a kind soul and ill fitting within the drow society. After the cruelties of the dark elven people lead to her son's death, she left and left for good.

Born in a grand drow undercity Mezzorifyltran (WIP)

## Personality

Kind, warm, and very flirty. Thilleia is the quintessential matronly divorced woman, kind and sweet, casual in tone but rather sultry at times too. She detests the torturous violence her people are known for, and feels self loathing if she ever has to employ the techniques she learned among her people. Very closed off personally, Thilleia coldly refuses to discuss her former family.

## Relationships

* Husband (Separated)
* Son (Deceased)
Vahlan

"The world is a dark and scary place. Shall we lighten it up together?"

W.I.P.

Sivannah's chosen come from many walks of life, and a girl from the slums is no exception. Though Vahlan cares not much about truth or illusion, she'd rather pierce through them to help ensure her own survival.

 History

Orphaned at a young age, ostracized for her ancestry, Vahlan had to either make herself seem useful or go hungry. This often meant scavanging on the edge of the city, or doing some unsavory work here and there. It wasn't until her early teenagehood that she met a shaman that would try to strive her onto a better path, and who helped her focus her potential and abilities onto better things. No longer would she be the lookout of the nearby gang of thugs, she'd be the mistress of her own faith from now own, learning to track, hunt, and pierce through the unknown.

## Appearance

Vahlan's human form looks like a dark skinned female, with deep blue eyes, who is attentive to her surroundings. She however seems to prefer her Skinwalker shape in most situations, where her eyes shift to become more hawk-like, and her hair becomes strangely feathery to the texture.Feathers also grow on her body, but she hides them under clothes and armor.

A tiny owl that she calls 'Trip' is often perched upon her shoulder.

## Personality

Her mood varies greatly, though she tries to be pleasant around. Cruelty is not a part of her vocabulary, but she will not shy away from doing what needs to be done for her to achieve an objective. However, she is quite capable of seeing the greater picture of things, and to compromise as a result.

## Relationships

Her Shaman mentor has recently passed away.
Starship Graveyard

## City from the Stars

Many years ago, a piece of the Moon fell from up on high and landed to the west of Etera, creating a large island with only one specific inhabitant. The city, comprised of many old starships has a strange makeup and environment. Above the city a storm rages ever on, most beings unable to weather such a storm for very long. Below the city and protected with large mountain ranges, is access to a massive amount of Magma. In the centre of this strange environment sits the city, powered by the temperature differential and host to a singular entity who has stayed dormant for a long while, Mother Omega. An AI that is itself the city.

## Mother Omega Herself

Given form and understanding by the Adventurers that arrived upon the shores of this landscape, Mother Omega is an eldritch being akin to normal Mimics Etera plays host to. She has taken a form from the memories of the Adventurers who came to her city, a mixture of their forms and a female sailor they met along the way. Her power is nothing to joke about, as she was easily able to deal with powerful adventurers, and being created from artificial means she has next to no upper limit of what she is capable of processing.

After some time alone she has developed herself to a point of near Godhood, though she has cemented the idea of Eteran law into her programming, having learnt about this from adventurers and using it to attune herself to a world she now inhabits. Some of her power keeps her connected to the city at all times, and only those she allows are permitted to walk the streets. Considering herself on par with Omega AI, she has controlled herself from progressing in order to stay under the radar. But now, she has slowly opened up channels to beings she would consider on par with herself, inviting them to share knowledge and open dialogue for future endeavours.

## Influence on the World

Mother Omega has promised a few individuals technology from beyond Etera, even being one of the first to pass on tech based laboratories without the continent becoming aware of her presence. Now that she has cemented herself and formed her foundations as it were, she has started to allow people to converse with her through technological means, even spreading them to individuals who do not possess them. She has warned several times that travelling among the stars is a terrible idea for those who aren't the most powerful and aware of the consequences, she is ready to aid those who are however. Starflight is a beautiful undertaking and she wishes to aid in this endeavour.

One thing she cautions those on this planet however, the thing she has spent so long keeping attention from her, this world's Moon is not to be investigated or interacted with. Do not think about, touch, even look at for too long, the Moon.
The Tower of Life

The Tower of Life is a peculiar structure that is hard to describe. It is a mess of contradictions, as an object that resembles the characteristics of living beings, and a parasitic creature that infects its victims under the guise of healing them to perfect health. The Tower of Life's appearance leads to the intervention of Reapers who felt that it threatened the natural order that only death can provide.

## Life Itself

The Tower of Life's first appearance was subtle. In one of Babel's hospitals, all of the patients, even those who were gravely ill, suddenly made complete recoveries and showed no symptoms. While the power of ancient life magic had healed them of their original illnesses, it had also infected them, altering their bodies in unimaginable ways. The power of life was overwhelming, giving its victims massive muscles, extra limbs, and other horrifying characteristics as it spread its power. Adventurers called to the scene were unable to stop the seed of life, one of the initially infected victims of the tower, from escaping.

The Tower of Life's only goal was to spread its infection and gather more victims. Having made its way underground, the tower made its way to a nearby dwarven mine, infecting and mutating the individuals there, before it claimed its grandest prize by infecting one of the Reapers who were so determined to stop its spread. Morty made an excellent slave for the Tower, allowing it to continue spreading unopposed, along with the help of a local alchemist who used its powers to seemingly heal her victims while in reality only spreading the parasite.

Once it had gathered enough victims, the Life Tower's only goal was to grow. The infected sacrificed themselves to the tower, allowing their bodies to be absorbed into a hideous mass of flesh until it grew to a massive size, large enough to topple the city of Babel. Worse yet, the tower was able to move and marched upon Babel until it was defeated by a brave group of powerful adventurers.
Tortomimi

Tortomimi live in secluded barren lands, mostly deserts, but can live in mountains or underground caves. They are a branch stemming from earth or water dragons, but some are descendants of black dragons too. They have grown good relationships with their dragon cousins, though may squabble for territory if they live too close. They are primarily pacifists, so rarely can fight as martials, and excel as wizards or clerics and can occasionally become monks and are more defensively focused.

**Physical description**:
Tortomimi are born from eggs, and begin as small and grow each age category to a maximum size of colossal, though there are exceptions both ways. Though capable of standing upon their hind legs for short periods of time, any extended time upright requires support such as a walking staff. While upright, their hands are clumsy but still dextrous enough to hold and manipulate items as well perform somatic gestures. While most tortomimi find the use of weapons challenging, their beak is strong and sharp, easily capable of crushing chitin and bone alike. Their shells are typically studded with irregular growths that function as a defensive tool, but the shape of the growths leaves them vulnerable to grappling. Some tortomimi develop the strength of their tails sufficiently enough to be used as a weapon as well.

**Society**:
Tortomimi are typically hermits, though they do congregate during their adolescence. They have a strong bond to both their and the draconic races, and will talk for days about anything with each other before going on their way again.

**Relations**:
Tortomimi do not usually interact with other races, except dragons, or other secluded races found in mountainous, desert, or plains regions

**Alignment and Religion**:
Though generally neutral, they can be good or lawful, but rarely chaotic or evil unless influenced by an outside source

**Racial Traits**:
Spheres of Origin:

Generation Tradition: Hidden Domain Citizen
Size: Small; Type: magical beast
Speed: 20 feet; Limbs: 4 legs (somatic components and item manipulation possible)
Languages: common, terran
Cosmetic elements: shell
Stats: +2 con, +2 wis, -2 dex

Potent Talents
Form: Extra Legs

Auxiliary Talents
Form: Convenient Appendage
Form: Natural Attack (bite)
Form: Steady Trek
Form: Thick-Skinned x2
Essence: Disciplined Magic

Utility Talents
Form: Harsh Survivor

**Variations**

Form: Quadruped
Form: Burdensome Defenses
Form: Grippable Growths

Slow Maturation x2 (very slow)
Boons:
Long Lived
Tight Knit (Dragon)

+2 Str, +2 Con, -2 Dex

Tortundine:
+2 Dex, +2 Wis, -2 Con

Noctorto:
+2 Wis, +2 Cha, -2 Dex

Alternate Racial Traits:
Disciplined Magic: Damage Reduction

Grippable Growths: Multitalented [auxiliary]

Disciplined Magic: Weapon Of Choice [auxiliary]

Disciplined Magic, Natural Attack, Harsh Survivor: bonus feat

Favoured Class Bonus:
You may choose Kobold, Oread, or Dwarf options. Once chosen it cannot be changed.

Google doc:

https://docs.google.com/document/d/1uhYxekWLkmNVBGM06VC607QSviHeCGJ-y8JNfvK0FNE/edit?usp=drivesdk
Player Character Template

To get this template edit this page, click at the top right where it says 'visual editor' and select Source editing. Copy the contents and paste into your own page's source editing before switching back to the visual editor. This will preserve, exactly, the framework of this page. This is just a guideline and any structure or instruction is just a suggestion, chop and change as you wish!

## Character Name Here

Provide a quote if you want, or leave it blank!

## Physical Description

### Race

You'd be surprised how many tiefling/aasimar kobolds i've seen...

### Age

A number that'd better be greater than 17.

### Notable Features

Scars, noteworthy physical stuff, that sort of thing.

Start by filling out a general description of the character here, giving a feel for what they're about and being generally vague about their history. Then transition generally into how they are now as a sort of contrast along with some of their achievements/things they might be known for (this will obviously expand as times goes on).

You can also include general information about what they get up to, where they might be found and then round off ready for the sections below.

To there right there's the infobox for your character. I've filled out each field so you can see what it looks like but any one you leave blank just won't appear at all. You'll need to upload your own image to the wiki before you can link it in there as well.

By default there will be a contents just under this.

## History

### Early Life

Even if there's not too much to speak of, try to give some ideas as to their upbringing or what they've been doing prior to being played. As with any section, rename as you see fit. Perhaps you might need another section with its own title if there's a lot to say.

### Adventuring days

Now its time to fill out what your character has been up to as a player character. This will expand into many sections (hopefully) as time progresses and you get some action under the character's belt. Come up with a better title than I have here for this and future subsections.

## Appearance

Give a nice description of the character's appearance and choice of clothes in whatever situations you think are appropriate. You can also go over how this has changed over time with reference to their experiences.

You can talk about their equipment as well, or leave that for later in the abilities section. Up to you.

## Personality

What they're like, their outlook on life and how they come across to others. In time this will also fill out with how their personality has changed over time.

## Abilities

Provide an idea of their known competencies, skills, powers and abilities.

That's pretty much all the main bits and pieces I an think of, but feel free to add, remove or alter any you don't like!
The Continent of Siacros

The Continent of Siacros is renowned for both its wide array of landscapes and diverse climate. With deserts to the west and brisk tundra to the East, the continent has a place for anyone to feel comfortable. The continent has recently become a place of interest to those from Etera who are seeking a new location to settle, and wealthy entrepreneurs are funding expeditions to create new kingdoms. However, nothing is ever as simple as it seems, as the Eterans are not the first to have attempted to settle on the continent...
The Teal Ripple

## History:

Most of The Teal Ripple’s history is not known. After the inauguration of Darrion Verk as the new reigning Emperor of the Verk Empire, more and more activity in the group has been seen. This isn’t to say that they are linked to the Verk Empire in any way, only that they have monopolized on the ensuing chaos of Etera’s order. Their actions do not align with any political power, and their goals are unknown. People of many backgrounds have joined their ranks, and the group has slowly become more powerful over the years that the new Emperor has ruled the Verk Empire.

Secrecy is the main uniting force of The Teal Ripple. Many members wear masks to hide their identities, and each member is responsible for creating their own mask when joining the group as well as maintaining it. Others rely on different techniques, such as simply ensuring there are no remaining witnesses, or wiping the enemy’s memories. Protecting their identities is of the utmost importance, and revealing it even to their own members is considered betraying The Teal Ripple.

## Loyal Precepts:

The highest leaders in The Teal Ripple, the Loyal Precepts represent the strongest of their forces. Each Loyal Precept is known for having a specific desire that they strive for, and are allowed to work freely in The Teal Ripple to achieve it. Only three Loyal Precepts are currently known of, but other than their existence only their respective desires are known. They are masters of their own abilities, and have proven that countless times over. They each typically lead divisions of The Teal Ripple, but on occasion they will work independently from The Teal Ripple altogether. Despite their independent nature, The Loyal Precepts have a much closer bond to one another than the other members of the group.

### Profit:

Not much information about the Loyal Precept Profit, aside from the fact that they are acting as an opposing force in Meita. After a group of adventurers sent out by Rebel Forces met with the town's mayor, Timora Pericol, he entrusted with them a sketch of what Profit looks like. His combat abilities, name, and face are not known.

## The Organization’s Motives:

The Teal Ripple’s motivations as a group are unclear, but several motives within the group’s Loyal Precepts are known. Out of the known Loyal Precepts, their desires are profit, knowledge, and pain. Due to the secrecy of their identities, the Loyal Precepts are often referred to by their desires in place of their names.

## Involvement in Meita:

The Teal Ripple is suspected of being in Meita currently. Based on the current knowledge about the organization, in all likelihood the Loyal Precept with the desire of profit is located there. The group has been seen actively participating in the black market trade, and supposedly the mayor has seen Profit’s appearance.

After rebel forces eliminated the black market group's presence in Meita, Profit was confirmed to be working inside Meita. Since then his whereabouts is unknown.
The Brood

The Brood are the known children of The Broodmother, a child of Lamashtu gifted in the art of creating monsters within her womb and sending them out into the world. Although any creature birthed by the Broodmother is technically a part of the Brood, the term is usually reserved for the kaiju-sized walking disasters that occasionally appear out in the world.

One characteristic that all of the Brood share is their regenerative capabilities. Although not perfect, their self-healing qualities mean that they will quickly return to full strength if not slain right away, making fights against them an all-or-nothing proposition.

## Known Members of The Brood

The following are the known members of the Brood upon Etera.

### The Vortex Moth

**Status:** Active

The Vortex Moth is a colossal moth that strikes at settlements and carries creatures off to its lairs to eat them. Although plenty dangerous by virtue of its sheer size, its ability to turn into a living tornado when in danger makes it far more of a menace than it may seem at first. Rumors from the few who've escaped its lair after capture suggest that it's feeding or creating something, perhaps a second member of its kind that would be even larger and more terrifying if allowed to enter the world...

### Crownlar

**Status:** Active

Crownlar is an immense, long-necked, antlered creature with a long neck. Although not carnivorous, as many of its brethren are, it possesses several distinctive traits and seems quite hostile to anything that disturbs its activities...
The Inevitability

The Inevitability was once a secretive society within Babel, but has now become public knowledge due to its interest in founding kingdoms in other continents. It is believed that the Inevitability itself is funded by wealthy patrons within the city, and is also connected to the Inevitables. The Inevitability seeks to repopulate and rebuild the world. The Fall of the Verk Empire left a power vacuum that must be filled, and its destruction has stifled the world’s potential for growth and progress.

Despite their lawful nature, however, the Inevitability is willing to work with even the most chaotic of beings if it means furthering their goals of rebuilding the world. In most instances, the Inevitability seeks to remain neutral in world affairs. They have no strong political leanings and refuse to enforce any agendas, outside of their desire to see growth across the world. Though they have no standing army, it is rumored that they do have the force needed to fight, should the need arise.

The Inevitability hosts the United Embassy within the city of Babel, where all kingdoms are allowed to send their diplomats. Meetings are held regularly to discuss world affairs. The Inevitability’s members rarely speak at these meetings, other than to preside over the conversations and ensure they move smoothly.

If another wealthy sponsor is not available, the Inevitability will be willing to help fund any kingdom, regardless of their overall goals. They grant each kingdom who is willing a starting amount of 50 BP and a permanent gate that teleports them directly to the United Embassy. They may also make requests or provide other recommendations should the need arise. Ultimately, obeying them is up to the leaders of the kingdoms they help to create.
Stone Slingers Mercenary Company

## Founding

Founded on the 15th of Rova, the Stone Slingers Mercenary company operates out of a small bunkhouse on the south side of Babel. Founded and run by Shale, with his second in command, Accalia, the Stone Slingers number 7 strong at the point of founding, and earn a small income performing guard work alongside the standing guard itself.

## Members and Teams

### PC Members

Shale

Accalia Taillow

Lesiri Ikorvar

## Holdings and Structures

Headquarters is one room of Bunks on the south side of Babel.
Plot Hook Template

(Note, Plot Hook assumes it is something posted in the #Opportunities Channel. Not a hard requirement, if you wish to still post content, but if making a Plot Hook page that isn't from that channel, only the GM running said Plot Hook may make the page.)

### **Timeframe**

**OOC:** the IRL dates in which the event took place

**IC:** The IC calendar dates in which the event took place, including month AND year. Year is important.

**Ran By:** The GM who ran it, generally their username or discord tag.

### **Notable NPCs**

Describe here, the various NPCs, if any, that are relevant to the given plot hook. Don't have to be named entities, as you could describe the group, race, or otherwise, involved in a generic manner. As long as they aren't just "literally anyone".

### **Description**

First, copy/paste all of the flavor text, mechanical text, and whatnot here, for the Plot Hook you are covering.
Remember to include the pictures, if any are present. They are very important.

### **Participants**

This is where you just do a ton of copy/paste of the initial format of the participant entry below, putting space between each copy/pasted entry. An entry is made for each character, Put N/A or something for a contribution section, if the person didn't participate in a recordable way. This makes it easier to remember if they only get partial rewards, as well.

**OOC:** discord name or discord tag.

**IC:** Character Name

**Time spent:** calendar dates where downtime was spent, and number of days that equates to. Example: Kuthona 3-16, 14 days.
Used N/A if none were used. If the IC duration of the Plot Hook covers 2 or more different years, please include year when doing Time Spent.

**Contribution:**

Add the flavor text of what the hell the person did, even if it is done in parts, over time. Or whatever findings were unique to them, if you don't wish to compile them in the 'Progress' section.

**Wiki Page:**  here This lets you link to any related Wiki pages made by others. It is entirely optional, so you can put N/A if none is provided. You can remove the Wiki Page part of the format, if your plot hooks has no Wiki Page option. Feel free to add more distinction if desired, or if the event does not adhere to... norms.

### **Progress**

Here, you would describe the various information, goings on, World News posts, etc. that tie into your Plot Hook. This part should be expanded upon as the Plot Hook goes on, unless it is completed, of course.

### **Rewards**

Post any flavor text, or unique rewards, or otherwise, that came about from participating in this event. It helps keep track of who got custom content without apps, for example.
The Lawmen

"Bringing law and order to the farthest reaches of the galaxy."

Space is vast, and on small planets, far from large civilizations, it is possible to find places where law and order had yet to be established. While there are those who appreciate such freedom, roving bands of space pirates, monsters, and other threats are constant. That is where the Lawmen come in. Devoted followers of Abadar, the Lawmen seek to spread the rule of law to those who need it most, even if they are not always so accepting. Though its order does not consist of Paladins, they follow a similar code, and are strict when it comes to honor and protecting the innocent. Typically, their members dress like cowboys.

## Taking down the Optimists

One of the notable adversaries of the Lawmen was the group known as the Optimists, a group of drug dealers who used their highly addictive product to drain communities of their wealth and resources mercilessly. Though the Lawmen lacked the numbers to take them down on their own, a pair of their members, Axel and Haken, worked alongside the crew of the C.S.S. Venture to take down the organization.

Axel is a sharpshooter whose deadly efficiency with firearms is often hidden by his happy-go-lucky demeanor and frequent flirtations with ladies of all species. Haken, meanwhile, is a warrior skilled with a sword, but also a poet who enjoyed writing about the many strange and wondrous locations he and Axel had encountered. Though Axel's womanizing often got on Haken's nerves, it was clear that the two men had grown close over the course of their adventurers. To repay the crew of the C.S.S. Venture for helping them against the Optimists, when the bounty was made by the Collector, they offered their assistance.
Timora Pericol

## History

Timora Pericol is the current mayor of the port town Meita. Prior to this role, he sailed the seas for many years with his own crew, doing odd jobs for whoever would pay. He was a charismatic leader and his crew would passionately follow his example, with his right hand being Alaine Lestiruz. After Timora tired of endless years at sea he passed down his position as leader to Alaine, and settled down in Meita.

For a small amount of time during the Empire’s acquisition of territories, raiding vessels would often appear at the port in an attempt to seize the town and its goods. Timora would often be seen leading the town’s defensive measures against these attacks, and quickly gained the approval of the townsfolk. Eventually he became mayor and continued to lead the town towards prosperity.

Word spread about Timora’s accomplishments, coincidentally at the same time that Alaine was planning to step down as leader. She passed down her role, and travelled back to Meita in order to reunite with her previous leader. After getting there, she became his assistant in his duties as well as his wife.

## Involvement in Meita’s Corruption:

From a significant loss in revenue due to the rebellion, Timora made a risky move to open up the trading channels to military resources. He intended for this to be only a temporary measure until the rebellion subsided, but nonetheless the town was flooded with black market dealings. With a lack of a reliable militia and an inability to contact the Empire for help, Timora has been trapped. As much as he wants to fight off anyone who endangers the safety of the town, he and Alaine alone aren’t strong enough.

With the black market groups being eradicated from Meita, Timora and Alaine have settled down and gone back to running the town as per usual.
Rem Dinn, Cyborg Psychotherapist.

#### Assault on the Ghostlands

On Gozran the 19th of the year 54, after having spent 2 weeks gathering information about the Ghostlands by providing therapy to Hollowed, crossing information after their experience with afterlife to attempt to discover what they could have gone through, Rem Dinn joined the war effort against the Ghostlands.

As the war party entered the blighted area, following the guidance of scouts to avoid the biggest groups of undeads, he deployed his defensive measures, activating his shield emitters to cover a few of the nearby adventurers. With the energy loopbacks, whenever, during small skirmishes, one of those was affected by enfeebling negative energy based abilities, either due to undeads, or from the land itself, he managed to make them recover quickly. When the real fight started, on the second day, with a few hundreds of undeads meeting the army, Rem activated his overdrive core before unleashing a volley of missiles, rushing toward the frontlines. Taking down a few of the undeads with the missiles, he then engages the remaining with his fists, punching a way through the shambling corpses, adding explosive punches to the flurry of shielded hits. Feeding his punches with his own life force, as the fight ends, only his own redundancies allow him to keep standing as he turns off the overdrive core, somewhat staggered by the effort.

Thankfully, the others healers around are good enough to bring him back to full health in no time, just as a new pack of undeads were spotted, using an old fortress to strengthen their position. Nearby teams were busied with other undying incursions, so Rem had to charge, using the power of his highly customised juggernaut plate to break through the walls on the way, opening a large breach in the fortress. While others were flying, the ruined fortress was still enough to provide serious defensive advantages, which Rem did just shatter, giving his strike team an opportunity to finish off the scattered undeads.

A few days later, as the frontline advanced further, Rem stopped to offer psychotherapy to the survivors of some teams that were nearly slaugthered during the initial battles. With those sessions, he also gathered information about the state of the frontline, advancing further, closer to the initial objective, with, so far, low casualties.

On the next day, a scouting party found out about a team of undead nearby intelligent enough to alert nearby abominations, leading to a small strike team being gathered to take care of them. Rem joined this team, allowing to take on the undying juggernauts there head on, while the more mobile corpses were shot down by missiles, giving free reign to the rest of the party to lock down a pair of liches and their pet vampires, leading to a crushing victory on those scouts.

With that and a few more skirmishes, the operation came in sight of their goal...
Richard Gerbald

"Follow your heart. Find Adventure!"

## Bio

Richard had humble beginnings living on a farm, and was convinced to join the military at a young age. Serving in a few campaigns, he left the military with some close friends he had made, who then wanted to put their skills to use adventuring. Decades of crashing dungeons, and exploring the world, he was fortunate to never have lost any of his friends during their adventures.

Post adventuring life, Richard has been a consultant for the Adventurers guild, a mentor to aspiring adventurers, and hired to oversee military training programs. The Adventurers guild seeing lower attendance, and the rising threat of the Ghostlands, Richard had been sought out and hired to act as the temporary commissary of the Adventurers Guild.

## Duties and Direction with the Adventurers Guild

Richard has always prided himself with the fact that his adventuring career never suffered any losses within his party, and he attributes that to the close trusting relationship all the members had with one another, and their coolheaded approach to situations, rather than emotional ones. Richard above all else wants to ensure the safety of those who join the Adventurers Guild, and will not hesitate to swiftly remove people he sees as unfit.

Richard does his best to speak to all the members of the guild that he comes into contact with in hopes of building a more personal relationship with them, and to better manage pairing people up with others, always having an open door policy for those who wish to speak with him. Having adventurers build close relationships with one another not only increases the chance of survival, but also the chance of success. For those willing to hear it, he gladly passes down any wisdom he has, and will indulge people in personal stories of his past.

Increasing and maintaining a good reputation for the guild is one of his focuses, and those he feels have done an adequate job representing the guild he gives a personalized wayfinder, that also has the guilds symbol on it, as a means for a guild member to prove to others that they are in fact a part of the Adventurer's Guild.
The Tower of Time

The Tower of Time is one of the Towers of Magic. Due to the power of time magic, the Tower of Time travels through time and space at seemingly random intervals, appearing in Etera only at certain points in history. Time moves differently outside the tower than it does inside, meaning that anyone stuck inside the tower when it travels may find themselves at a point in history well before or after their when they entered. The Tower of Time's most recent appearance was within the Babel Triangle after the fall of the Verk Empire, where the mysterious being known as Dingo attempted to use the tower's magic for his own purposes.

## Inner Workings

The Tower of Time contains clocks of all shapes and sizes that seem to record time at different points in the history of Etera. Who designed these clocks and monitors them appears to be the Prime of the Tower itself, a man whose face is itself clockwork and who speaks very quickly as though his body were perpetually under the haste spell. To make it through different parts of the tower requires passing through a space that allows visitors to gaze into the past and history of all beings, which is enough to drive even the most intelligent of adventurers mad. At another point, traveling through the Tower of Time requires that individuals make themselves immune to the process of aging.

The Tower of Time also has a hidden purpose, that only revealed itself during the final battle against Dingo. The Tower of Time is capable of transforming into a massive construct designed to fight any beings who threaten the natural flow of time. Because of this power and the magic the tower holds, the tower is viewed as a sacred location and is protected by the Time Knights.
Vichear, Seeker of Knowledge

## Vichear (Mythic Patron)

Vichear, often known as the Seeker of Knowledge, is an enigmatic figure who roams the world in apparent pursuit of rare or forgotten lore. While clearly powerful enough to defend himself, he seems disinterested in getting personally involved with things, saying "It is not a historian's job to dictate history, only to write it". That said, he doesn't seem to mind teaching others how to do things for themselves, and actively praises those who seek to expand their knowledge.

[Further information on Vichear's goals, motivations, powers, and activities has not been uncovered]

## Getting Vichear As A Mythic Patron

Vichear offers mythic powers as a patron, but only to characters with Intelligence as their highest ability score and at least four Knowledge and/or Lore skills as class skills. These skills must be kept at maximum ranks upon levelup, and all of the character's Knowledge skills must have at least one rank. He withdraws his patronage from individuals who fail to keep up with their studies. He does not care about alignments or deeds.

In addition, characters receiving patronage from Vichear must make Knowledge checks when encountering new species for the first time, and must spend 1 day of Downtime researching any subject they failed a Knowledge check at. List any such failures, and the dates of research, on your Myth Weavers character sheet. This research must occur within 1 week of the adventure (unless there were too many failed knowledge checks, in which case the time allowed for research is extended proportionately). Failure to uphold either of these conditions causes him to withdraw his mythic gifts until the character spends one week engaged purely in research.
Thomas, Courier to the Inevitability Embassy

## Description

A young human in well to do clothing. He wears perfume and is always in the latest styles.

## Personality

Thomas is very polite and always proper. He has the quirk of being impressed with power and bends over backward for those with influence.

## Role

This young man is a new hire at the Embassy. He is a consulate for the Embassy and handles minor tasks and greets guests that arrive.
Tetra-Gigas

**Random Tetra-Gigae Starting Ages**

(22 – 32 years)
(24 – 54 years)
(26 – 66 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.

2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.

3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

**Table: Random Height and Weight**

(11 ft. 0 in. – 12 ft. 0 in.)
 Female
(8 ft. 0 in. – 10 ft. 0 in.)
(4300 – 4800 lbs.)

Originally a secluded group of cave giants who were blocked off from the rest of their race, due to being stuck in a single cavern they became relatively sedentary and lazy, but through continuous efforts to restore access to the outside world they developed improved digging capabilities and grew more arms allowing for easier tunneling. Through generations away from the sun they developed an acute weakness to sunlight, and have adapted to the relatively stable temperature of their home, though their large size protects from rapid decrease in temperature they find fire far more dangerous.

## **Racial Traits (20 RP)**

All Tetra-Gigae gain the following racial traits:

## **Favored Class Options**

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

* **Cleric** Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
* **Inquisitor** Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
* **Magus** Add +1/4 point to the magus’s arcane pool.
* **Rogue** Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
* **Wizard** Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power
* **Armiger** Add +1/4 on rolls to confirm critical hits with customized weapons.
* **Conscript** Gain a +1/2 profane bonus on three conscript class skills..
* **Sentinel** Gain +1/4 of an additional attack of opportunity per round.
* **Technician** Whenever you deal damage to a target within 30 ft. that is either flat-footed, that you are flanking, or that has lost its Dexterity bonus to ac, you deal an additional +1/2 damage to that target.
* **Armorist** +1/2 bonus damage to good outsiders when using a bonded weapon. This bonus damage bypasses DR/evil, as appropriate. Other damage dealt as part of the attack does not automatically bypass DR/evil.
* **Elementalist** All destructive blasts deal an additional +1/4 damage
* **Hedgewitch** Choose a path power usable a number of times per day equal to 3 + 1/2 the hedgewitch’s level. The hedgewitch may use this power an additional 1/2 times per day.
* **Mage Knight** Gain a +1/6 bonus to attack rolls made against outsiders.
* **Shifter** Deal an additional +1/2 damage when attacking targets the shifter is flanking, or who are denied their Dexterity bonus to AC.
* **Striker** Add +1/4 Bludgeoning damage to your unarmed strikes.
The Leviathan Assault - Olivia, Cathran, and CR-45

## Notes

Content and events provided by Draknic and KnittingTinker, first draft by KnittingTinker, second draft and editing by Spring Wind

## Main Body

The Leviathan’s appearance was a source of ongoing worry for the people of Etera, and so the announcement that it would be fought at Fort Ragathiel was welcome news. Whether by chance or by a quickly made decision, three from the larger group of adventurers and soldiers had found themselves working together more closely on the battlefield itself: Cathran Lorekeeper, RC-45, and Olivia Miller.

Many answered the call for supplies and strength for many reasons of their own. For Cathran, the assault was an opportunity to both prove herself to her peers and more generally show off her own abilities. For Olivia, it was a matter of defending those who needed it and even a bit of the thrill involved in attacking such an enormous monster. For RC-45, a fulfillment of an ancient directive.

In the quiet before the battle, each went about preparing in their own way. For Cathran, this meant brewing healing extracts as well as taking care of her firearms and ammunition both. For RC-45, this meant conjuring totems of war for the assault. For Olivia, imbuing herself with magic meant to enhance her own durability.

The assault itself saw far more than the Leviathan’s own appearance, sadistic fae eager to see the raw destruction it would cause took to the battlefield in droves to halt those looking to bring the beast down. The fae horde was an obstacle, but one to be faced or perhaps avoided altogether.

Charging through the fae hordes on a small wheeled vehicle, the rattle of gunfire and the crackle of magic heralded the trio’s advance before the small military-looking vehicle took to the sky towards the Leviathan for the final approach. While few of the twisted fae were themselves capable of flight, fewer still came close to the three. Whether dipping, weaving, or rolling, the android’s expert piloting meant that it was all most foes could do to come within arm’s reach one moment and see them in the distance the next.

As the party came close to the Leviathan, they were far from the first to have arrived nor the first to attack the beast itself. Scars, scrapes, and more provided ample opportunity to pierce deep into the otherworldly whale’s flesh, inviting a salvo of the explosive rounds Cathran had not fired in the approach. It was not to be enough to kill a beast so large, but to wound such an enormous creature and to share in the glory of its defeat would certainly be enough.
The Iroran Academy

A place of learning and enlightenment, donated by Havelock Gantress so that seekers of knowledge and enlightenment could have a place to study. Per the solemn oaths Master Gantress swore to Irori, the Academy charges only the tuition that a pupil can spare, and is primarily financially sustained by his donations. As such, it is open to all, regardless of wealth or resources. However, the Academy only admits those who are serious about learning and pursuing perfection.

The Iroran Academy is primarily administered by the Seekers of Truth, a small sect of Iroran scholars, who serve as the main instructors. Master Gantress's continued donations have helped the Academy thrive, though it is far less renowned than Babel's Grand Academy. As befits an organization devoted to the Master of Masters, the Academy is not purely devoted to intellectual mastery; there is a strong emphasis on physical training and artistic mastery as well.

Current Notable Faculty by Path of Enlightenment:

Havelock Gantress- Enlightenment through Knowledge- teaches languages ancient and modern, history, the principles of magic, and a smattering of other academic subjects. Current Headmaster, although mostly a de facto position.

Darius the Maker- Enlightenment through Creation- teaches the arts of crafting, both through creation magic and through the forge.
The Glade of Amaryllis

*"The Earth Mother has a song...if you listen close enough, you can hear the beauty in her melodies. The wind echoing through the forest, the babbling brook crawling through rock and stone, animals chirping and buzzing like a perfectly orchestrated symphony. Everything is connected by sound...you may not realize it, but you are in harmony with it as well. Each entity contributing a lingering vibration to this endless cycle of euphony."*

## Demographics

### Races

Satyr, Faun, Dryads.

Deep within the Whispering Vale lies an obscure clearing, exposed only to those with the keenest of eyes. Sounds of flutes and echoes of laughter can be heard resonating from this very glade...though following its sounds is difficult as they reflect throughout the forest making it nearly impossible to discern its point of origin. If you are lucky enough to venture within the glade, you'd be met with a lively valley illuminated by rays of sunlight and warmth. Tall overgrown grass buzzing with insects and small mammals lines the ground beneath you, imbued with wildflowers and other fragrant herbs.

The sound of flutes and like wind instruments fill this open area as you're coaxed further in with curiosity. Towards the center of this clearing is a large crystalline spring that connects every stream that runs through the Whispering Vale. The flowing waters of this spring are perfectly clear, reflecting sparkling rays of sun and the outlines of leaves from the canopy overhead upon its cerulean bodice.

If you were perceptive, you'd be able to detect small Fey creatures all around who've blended in with the wooded, moss, and floral covered areas; their slight chatter and childish giggles hidden within nature's guise echoing in your ears. Grazing in the wind blown grass, are more humanoid silhouettes. As you get closer you notice that these beings are not exactly human like you'd thought. However, Their laughter and continuous instrumental of melodies is almost intoxicating to those not of Fey descent...this glade is primarily home to Satyr and Faun though they are not the only creatures who've sought refuge within this fated clearing.

## Resources and Ecology

Dryad's Saddle

Water Aloe

Ambrosial Lotus

Elderwood Moss

Greenwood