recursal/Fanatic-Fandom huggingface dataset:
Kru’gos, the Father Forgers’ Hammer

A metallic *one handed hammer*, its grey head and handle appear as though stone, trimmed in an orange metal. It glows with an inner fire, and sparks embers when in motion.

Material: Etheristium; Weight: 2 Pounds

**Hidden Tier**

*Worth of the Wielders Soul: 2-10 Cairns*

*Requirement to Wield: Moren as only deity worshiped*

Properties of the Relic: +1 Enhancement, 2d8 Blunt Damage

**Dormant Tier**

*Worth of the Wielders Soul: 12-24 Cairns*

*Requirement to Wield: Craft a unique item*

Properties of the Relic: +2 Enhancement, Impact, 2d10 Blunt Damage

Abilities: Forgemaster's Workshop

**Imbued Tier**

*Worth of the Wielders Soul: 26-40 Cairns*

Properties of the Relic: +3 Enhancement, Impact, 2d10 Blunt, 1d10 Flaming Damage

Abilities: Forgemaster's Workshop and Crafter's Touch

**Empowered Tier**

*Worth of the Wielders Soul: 42-60 Cairns*

*Requirement to Wield: Improve upon another persons unique item*

Properties of the Relic: +4 Enhancement, Impact, 2d10 Blunt, 1d10 Flaming, 1d10 Holy Damage

Abilities: Forgemaster's Workshop, Crafter's Touch, and Forge Father's Inspiration

**Awoken Tier**

*Worth of the Wielders Soul: 62+ Cairns*

Properties of the Relic: +5 Enhancement, Impact, 3d10 Blunt, 1d10 Flaming, 1d10 Holy Damage

Abilities: Forgemaster's Workshop, Crafter's Touch, Forge Father's Inspiration, and Forger

**Abilities**

**FORGEMASTER’S WORKSHOP**: Once per day, the wielder can slam the hammer on the ground, causing a celestial door to appear. This door leads to a workshop that has every tool and kit needed for any craft check. This workshop lasts for a number of hours equal to half the cairns of the wielder +4, and all crafting in the workshop takes half the normal amount of time.

**CRAFTER’S TOUCH**: By working on a crafted item with the hammer for a minute, the wielder of this weapon can cause one of two effects to happen. The item can be improved, granting it 15% as many hit points and hardness or the item can be finished if it is an unfinished item with a number of weeks left equal to half the level of the wielder or less left to finish. They can do this a number of times per day equal to half the cairns of the wielder.

**FORGE FATHER’S INSPIRATION**: The wielder of this weapon can use it to focus as a 10 minute prayer, granting the blessed, either the wielder of someone he chooses, a bonus on Crafting skill checks equal to half their cairns of the wielder. The wielder can have up to 5 people blessed this way at any time. This blessing lasts until the blessed complete their latest craft project.

**FORGER**: The wielder is considered to have all creation feats, and may take 20 on trained craft skill checks, and take 10 on untrained craft skill checks. They can also mend and change artifacts and other god touched weapons provided the deity is aligned with Moren.
Reverent Lacirima

Powerful types of gems forged by powerful priests and heralds that allows the user to take on several outsider qualities, granting them the ability to easily slay the users of their force and granting them the title of their particular “Slayer”.

Gem (Slotless Magic Item)

**BOUND POWER:** When implanted by a skilled magical surgeon (DC 35 Heal AND Spellcraft check from a single person) the gem grants several abilities [The DC increases by 20 for every Dragon Lacrima and 40 for every Reverent Lacrima inside the creature.]:

-Immunity to their power sources and elements.

-The ability to project their element onto their natural attacks and held weapons. They always deal 1d10 points of their alignment damage when they choose

-The ability to consume their power or element as a full round action to restore either one sixth the damage or energy absorbed as mana or 1/2 as hit points. Either way their natural attacks deal 2d8 instead of 1d10 points of damage for 1 round per 10 points of damage consumed. If it is an attack, spell or similar effect that is consumed, it is negated. They may use this ability outside their own turn, however they lose their next full turn. Each spell level, or each amount of energy equal to 3 motes of mana counts as 6 points of damage.

-If the have consumed their element, they can use the stored energy to deal equal damage in a single melee attack or half as a 120ft cone (a full round action, DC 35) instead of restoring themselves.

-May hold an amount of damage enough to double the mana pool of the caster.

**ALIGNMENTS**: Each gem is imbued with a portion of a unique power source:

RADIANT “Angel Slayers”: Good Alignment or Sources

ELDRITCH “Aeon Slayers”: Lawful Alignment or Sources

FEL “Protean Slayers”: Chaotic Alignment or Sources

VOID “Shadow Slayers”: Evil Alignment or Sources

***THESE GEMS CAN ONLY BE TEMPORARILY DESTROYED WHEN THE ONE IT’S IMPLANTED IN DIES, IT REFORMS IN A PLACE WHERE IT’S POWER-SOURCE IS POTENT.***
The Secret of Space

All space is confined and quantified within the boundaries of laws. Those that unlock and understand the secret of Space, are able to tap into aetherial or etherial networks in order to manipulate the order of space between objects directly.

In order to gain the ability to use Space, the being will themselves to a different space with no outside help or mana. They must attempt to do this with an attribute [INT OR DEX] check equal to 30 + (50 – Level) – Mythic Tier (If Any), If the being fails, they are obliterated as them are stretched and thrown across the vast space of everything. This check must be completed until the being perfectly (a natural 20 six times) learns to manipulate Space.

Outsiders are unable to utilize this ability, as only essence can withstand this manifestation of Space. Failing a save after learning to manipulate Space results in the death of they are obliterated as they are stretched and thrown across the vast space of everything. Space manifests as electric blue distortions and energy.

## The Secret of Space

A being that can spend 162 essence and 3 fragments of transcendence along with an attribute [INT OR DEX] check equal to 30 +(40 – Level) – Mythic Tier (If Any) as standard action in order to cause various effects:

* Move to any location
* Move a creature or item to any location
* Prevent an item or creature from moving
* Open a 5ft-100ft portal to any location for 1 round

A single use of Space can only deal with amounts of mass up to a titanic creature, though additional uses may be used at one time.
The Day of Fey

A celebration that is honored by all but mages within the Western Kingdoms, and seen as the traditional elven holiday as well. On the 18th of March, various locations around the world open rifts to the First World. These locations change and move each year, and each rift opens at and remains for a different amount of time. The only constant ones are the forest areas surrounding the Great Trees.
Uoma

## Origin

Once a powerful crypt dragon that guarded the Rivers of Souls, she attained divine power when she felled a demon lord who attempted to corrupt the rivers to their own ends and now guards the river with even more power than before.

## Spheres of Power and Influence

She governs death and the transition from spirit to petitioner.

## Place of Power

Her place of power is the Rivers of Souls.

## Center of Worship

The center of her worship is in Limbo. the Hallowed Cavern, at the base of the Spire of Universe.
Zivi'Law

## Origin

Then descendant of Zabiny, she was famous for running the first Dusty Hut, a bar on the hill outside of Hollandfast. Her patrons included anyone and everyone and she saved enough people that some gifted her bits of power. Eventually this collected power became enough to elevate her and now she runs the Dusted Hut on the demi-plane Trianest.

## Spheres of Power and Influence

She governs all taverns, inns and other shelters

## Place of Power

Her place of power is the Dusted Hut on the demi-plane Trianest.

## Center of Worship

The center of her worship is in Hollandfast.

## Powers

A powerful bard who loves to please the people she is sheltering, she has spent many years crafting her demi-plane Trianest, and controls all aspects of the plane to a far greater degree than normal individuals could.
Temporal Alemorum

The oldest of demi-planes, and for those that have visited it, they describe a massive white waves as if paper, with golden, blue and red lightning flashing through the tan storm clouds above. Massive black crystal pillars rise from the turbulent ocean and it seems to defy reality and fill around the realm around them. It is here that the Myraid and other beings of time reside there, as is the Timeless Halls. The flow of time for the cosmos is regulated through the realm, but how is beyond any scholars', even among outsiders understanding, though the Fates are exceptions to this.
Serpents Tongue

A vile, purple pulsing tongue, said to be cut from Silas’s first herald when he dared to betray the god himself. It writhes with agony and attempts to graft itself to any creature within 20ft.

Tongue (Slotless Magic Item)

**SERPENTS TONGUE:** The user of this tongue may lie in effects that prevent it, even from god granted abilities and magical effects.

**SNAKE SKIN:** The users of this tongue may take on any appearance, as though under the spell *Alter Self*. Additionally, they gain the benefits of the spell *Truespeak* and sound as though they are a native speaker.

**CURSE OF THE BETRAYER:** This tongue attempts to graft itself to any creature within 20ft of itself replacing their tongue, until it is either successful or the creature leaves its’ area. Creatures must make a Reflex save (DC of 32) or the tongue grapples onto them and forces itself into their mouth. They must make a Fortitude save (DC of 32) if they failed the first save, to avoid being killed by the acid blood in the tongue. If they are successful in their second save, they may use the tongue. However, if they don’t actively use it, the tongue will change the wearers appearance randomly every day and prevents them from telling the truth until the user actively chooses to use it.

***THIS TONGUE MAY BE DESTROYED IF USED TO SUCCESSFULLY LIE TO THE CURRENT HERALD OF THE GOD OF POISON AND BETRAYAL.***
Sunem

## Origin

Once an angel that was both an advisor and lover to the being of order that would be known as Asmodeus, she followed him to Hell and became trapped there with him. Eventually her loyalty and service was rewarded as she became custodian of Hell's libraries and magic. She managed to trap the God of Protection as a vestige for several thousand years, though she lost both him and her life when Vitani and Arkazhul invaded her realm at the same time.

## Spheres of Power and Influence

She governed magic and knowledge, best if used to bind and control others.

## Plane of Power

Her plane of power was the seventh layer of Hell, Cocytus.

## Herald

Her herald was known as the Lore Warden, a devil made from pages as strong as iron.

## Fate

She was killed during the rescue of Tyriel and the ascension of Arkahzul as the seventh layer of Hell was torn asunder between Heaven and the Abyss.
Turetten

Roughly shaped like a koala bears, these short (2.5-3.5ft) individuals have 4 arms and large mouths. Their large eyes, ears and nose allow them to have excellent senses. The fur color of the species ranges from blue, to black to even purple.

### **Ability Score Adjustments**

The aggressiveness and lack of social gspecies makes these creatures dangerous when combined with their unusual strength. They gain +6 Strength, a +4 Intelligence, a -2 Wisdom and -4 Charisma.

### **Scent**

These creatures possess scent, 200ft range.

### **Movement**

They have a base land speed of 80ft, and a climb speed of 40ft.

### **Damage Resistance**

Their skin is resistance against most things, they have DR 10/Cold

### **Water Paralysis**

When fully submerged in water, a turetten's movement abilities cease and it begins to drown.

### **Poison Ingestion**

When one of the members of this species ingest a poison, their throat glands absorb the poison and distributes it to their teeth. There the poison can be used in their bite attack until another poison is ingested. However because all their poison protection is used in their throat they take a -5 to fortitude saves involving poison.

### **Natural Attacks**

They have 5 natural attacks, 1 bite (Primary: 1d8 plus strength and *poison*) and 4 claws (Secondary: 1d4 plus half strength)

### **Skills**

They received a +5 to Craft, Perception and Acrobatics checks.
The Infernal Forges

Great black towers presiding over pits, they radiate from the Iron Forge like an ever expanding clock or wheel of toil and construction. Two towers rotate over the 2nd layer, generating friction and heat that is harnessed by the devils and petitioners working the forges. After souls pass from the 1st Layer with their assignments, it is here they are either forged into basic devils, stored as soul cairns, or broken down and used to fashion items for the forces of Hell. There are three Great Forges within the plane, and countless others. While any Hell Forge can be used to imbue an object with souls, only the twin Forge of Darkness and Arcane Furnace contained within the rotating towers, or the Iron Forge in the center are able to handle the power of Neoteric or greater spells, or transcendence of any kind.
The Southern Ocean

The southern most sea ocean is eerily calm, with no wind blowing across its' glassy surface. The by all accounts, the "death" of the wind is attributed to the power of the Lich Queen, whos' forces and nation reside at the heart of the ccean on the continent Iceharrow. The calm waters seem empty above, but are teeming with life, especially larger sea life such as whales, and even greater beasts. Here they are safe from the majority of the worlds hunters of the ocean, mostly due to their ships inability to navigate the windless waters. Many ships that venture into the waters with momentum, only to lose it once they are too far to gain more or turn around, find themselves preyed upon by the creatures that were once hunted across the rest of the world. The only known exception to this is the blood trade cargo ships bound for the undead nation at its' heart, whom have only ever reported the animals leaving their vicinity.
The Fall of the Hinterlands

The 7 year war against the demons of the Abyss. The Dead Wastes had been created in the Age of Loss, sparking the War For Mana between the druids and mages of the Continent. After Queen Delmount provided evidence that the Silasian cult, known as the Devouring Fang, were actually the ones who denotated the experimental magical device meant as a treaty to help the brewing tensions in the past and ended the 166 year long war, the Continent saw a brief period of harmony. However, from the Dead Wastes, emerged a new threat. Though demons, daemons and undead periodically crawled through the cracked region, a massive invasion force unlike any other escaped the Lower Planes. Scholars still believe that mortal help attributed to this event.

Taken by surprise, the Wall was able to stop all but one of the 4 massive demonic ships from passing, bringing one to the ground and forcing the other two to retreat into the Hinterlands. The next five years of terror began for the people of the Hinterlands, most fleeing to the north, making the dangerous trek to the Wall or east to the Trade Providence. Demons spawned forth through created Demonic Waygates, molded out of abyssal stone and fel magiks after the Faegates of the First World. The Brovisian Trade Providence sent forth their legion of genies bound in service to form the Wall of Korganga a living wall of elemental matter miles long on the eastern edge of the Hinterlands. The Wall was under constant siege by the beasts of the Abyss. Eventually some of the refuges relayed rumors to the Western Kingdoms that the demonic army was planning opening a stable and growing rift to their home.

Queen Delmount and her husband the Warrior-King Viggo Morenia rallied the world, founding the first Assembly of Nations on the now known as Isle of Gathering, east of the South Lands. There a coalition of the Western Kingdoms, the Borvisian Trade Providence, Iceharrow, the three Isles of Kol, Asgarth, and three of the nine Pirate Lords, Vi'Rydan, and the remaining tribal leaders of the Hinterlands' native clans met to discuss a solution. An united warfront, dubbed the Reclamation Order, was born and began the reclaiming territory, starting in the South Lands. For two years they pushed into the demonic holdings, culminating in the Battle of Decimation, when a group of heroes sacrificed themselves to disrupt the portal.

This resulted in a massive explosion that destroyed thousands of miles of forest in moments. Colossal waves of felfire and demonic smoke tore apart the legions of soldiers and demons alike. Only a fraction of the several millions strong army, the 112,000, survived the devastation because of the quick thinking of the Queen and her magi, placing a massive wall of arcane energy between them and the coming destruction. In the end the Hinterlands that separated the two countries was no more and the Blasted Lands, blacked ground where felfire burned and ash covered the bones of consumed souls was all the remained.
Zabiny

## Religious Information

### Granted Power to Faithful

Can craft a special meal once per day: (1st through 5th) Copper Casserole (+1 to hit) DC 10; (6th through 10th) Silver Stew DC 15 (+2 to hit and attack); (11th through 15th) Golden Grog DC 20 (+3 to hit, attack and AC (Luck bonus); (16th through 20th) Platinum Pudding (+4 to hit, attack, AC, and Saves) DC 25

### Symbol of Faith

A golden goose egg upon a light blue platter with grapes and wine.

## Origin

Once a mortal chef who roamed the world in search of the greatest ingredients, she  had bested every other known cook she could find in the Material Plane and beyond. Eventually she challenged Cayden Caldien to a duel of brewing. She bested the god and in return was ascended to the Higher Planes.

## Spheres of Power and Influence

She governs all things involving cooking. From the farming and ranching to the production and preparing, and then the serving and eating she watches and is present for it all. Food and drink are her children.

## Plane of Power

Her plane of power is a known as the Garden of Heaven. It’s entrance is located on the third tier of Heaven.

## Herald

Her herald is the angel known as the Old Farmer. He takes the form of a large sized, goose headed gnome carved from golden wood.

## Center of Worship

Her center of worship is located within the Crossroads in the Western Kingdoms, on the planet Aeturnus, a large temple tavern known as The Cooking Hall.
Orrery of Havathad

A simple black orb, touching it causes the person to feel the power thrumming within. One of the strongest artifacts in creation, this Orrery is a demi-plane of massive and unimaginable proportions. Contained within is over 10,000 outsiders from Axis, Heaven and Hell that were sealed and bound to the plane by the power of Baba Yaga, albeit with help. The orb was confiscated and an enchantment placed upon it that only a creature bound to the orb through the Eternal Runes written by Anwai and set upon it could harness its' power.

Orb (Orb Magic Item)

**Sigilic Manipulation**: The effects of the Orrery can not be changed or alter and must be discovered through use of the artifact unless told. This artifact may open and close access to another beings sigilic realm when used upon them in a ritual that takes 1 day (River of Souls time) + 1 day per Sigil the being possess. When a sigilic realm is open this way, the being who opened it may manipulate the sigils within the realm, including removing and destroying them.

**This relic is only able to be destroyed by the End or something of equivalent strength.**
The Paragon of Righteousness

A being of blue and purple energy whose has a white glow where their eyes should be. They are one of the Living-Gods, four beings of incomprehensible power that is so great it even eclipses the gods, drawn from another being.

## Information

### Relatives

Annabeth Morenia (Niece), Alyssa Morenia (Sister), Icarus Morenia (Brother), Vitani Morenia (Mother)

## Character Information

### Class

Sorcerer [Druid] 20 | Cleric [Priestess] 20 | M10 [G]

## History

Responsible for the Great Journey, she, along with her companions: The Arbiter and the Sin of Mayhem make up the interplanetary order known as the Consortium based upon the Orphan.

## Relationships

She works in tandem with the other two to enact they and their patrons goals with the help of the Elder Goddess.
Plane of Earth

One of the many Crystal Paths throughout the Plane of Earth.

A simple yet unyielding plane of earth and precious metal and gems. It seemingly stems from Axis below, growing from the border and the Sea of Dreams lights the realm from the border above. The heart of the plane contains the Evonic City, where the most recent and once mortal Elemental Lord, Kah'Allur, rules the plane with an iron fist with the rest of the Turrettan race that helped him defeat the previous Lord of Stone.
Pirate Court

Seen as both a position and title, a place on the Pirate Court means that the captain has become one of the Nine Pirate Lords and acquired one of the Coins of Eight, the magical compasses of the Lords through besting the previous owner through combat. There are nine positions including the current King of the Pirates. One of the only know requirements for retaining the position is maintaining the blessing of the Goddess of Pirates.

## Pirate King

The ninth Pirate Lord and most powerful of them all. It had been held by 52 people through Aeturnian history, from bloodthirsty tyrants, powerful Tidesages and sorcerers' with elemental power in their blood. Each one bested the previous king for both their coin and the position as leader of the Pirate Court. The current King is Alli’Ella Shadowhand.

## Pirate Lords

### Pirate Lord of Luck

The only position that is not earned through combat, and has no known sea to claim as its' domain. It is held by the current champion of the Grand Race, held once every 10 years in a race around Illishar and the world. The current Lord and three times champion is Katrina Kas’Dranda.

### Pirate Lord of the Isles

A position that lays claim over the Summer Currents. The current Lord is Yrell Boldstrum, a human born in the Tradewrecker Isles.

### Pirate Lord of the Twilight Sea

A position that holds domain over the Dark Sea. The last Lord was Ohgilith, a former Imperium Archmage. The current Lord is Irina Umbralla, a daughter of Iceharrow.

### Pirate Lord of the North

A position that lords over the Winter Wastes. The current Lord is Allieve Nighthound, an ulfen from Ishgar.

### Pirate Lord of the South

A position that calls the Southern Ocean home. The current Lord is Natal’Lee Shadowhand, a half-elf from a noble Western Kingdoms' family.

### Pirate Lord of the Mind Sea

A position that lays claim over a vast portion of the Ethereal Sea. The current Lord is Jubi, a half-elf from the Dagur Tol Empire.

### Pirate Lord of the Merchant Sea

A position that governs the Surrounding Sea. The current Lord is Kilorden Amos, a reputed dwarven sorcerer.

### Pirate Lord of the Seafloor

The final position holds the seafloor in its' dominion, and the current and only Lord has been Hetatross, a elven priest of the Sea God.
Nirvana

Where the River Nia arrives in the Fields of the Enlightened Land.

The heart of the Higher Planes, it is the beating center of morality in the cosmos. It is said that here is where the "Light of Virtue" is kept to always kindle virtue within mortals hearts. The deities, outsiders and other creatures that inhabit the plane strive to better the cosmos for their fellow beings in their own way, working together many times in order to accomplish even greater tasks under the tranquil eye of the Imari Princess, Elleanda.
The Discordant Spear

A powerful *long* *spear* that is forged using a composite of vibrainium and sonium. The weapon seems to absorb kinetic energy and sonic energy, any then release it in powerful forms.

Spear (Weapon Magic Item); +5 Composited Metal Long Spear: Damage: 1d8 for every 10 points of damage absorbed.

**PIERCING TIP**: This weapon pierces bypass DR/- and Hardnes 40 as if made of vibrainium.

**ABSORB ENERGY**: The wielder may, as a full round action, spin the spear rapidly absorbing the energy of physical and sonic attacks from that direction until the beginning of their next turn. They can absorb a total of damage equal to 10 points per level of the wielder.

**DISCORDANT BLAST:** The wielder can release all the stored damage of the spear in a full round action. This causes enemies in a 10ft wide, 50ft long line to suffer the damage in the form on sonic damage. They are also stunned for 1 round per 10 points of damage released. A fortitude save (DC of 35) is required to negate the stunning and half the damage.

***THE SPEAR CAN BE DESTROYED BY USING IT TO ABSORB THE ENERGY FROM A NOBLE SONIC ELEMENTAL AND THEN USING THAT ENERGY TO DESTROY A NOBLE METAL ELEMENTAL.***
The First World

One of the many realms and lands of the First World.

Also known as the Evergreen, and the Verdant World, it is a naturalized plane that was recreated again during the beginning of the cosmos, it is akin to a blueprint of the Material Planes that was left over from the previous Universes. Here, laws of reality, time, space and the like, are but ideas and jokes to its' residents: The Fae. There are many fae creatures, sprites, fairies, animals even kaiju, but the most powerful are the beings known as the Fey Lords. Each of these beings possess a deep connection to the wild and natural power of the First World, and therefore can manipulate the plane to their whims. While it shares "borders" with the Material Plane that most of its' residents can cross rather freely, the more powerful Fey Lords are bound by within the borders of this world, though they may travel the other planes freely.
Skelliphone

These often silencinite coated skulls can come from any being that once had a soul, and connected to the Skellitelli Network by the members of the Church of Ryeesh. Each one allows a person who touches it to be connected with one of the many pairs of Skelli-Agents in order to connect their call. Each skelliphone has a specific and personal rune etched into the back of the skull. This mark is oft inked, and stamped onto parchment in order to give to another person. When one wants to make a call after connecting to an agent, they must only show the skulls "eyes" the mark of the skelliphone they wish to contact. Once the other individual answers, the agents carry the conversation between the two people through the skulls, with each skull using and showing not only the tone and inflection, but also the facial expression (as close as possible) of the distant individual.

There are two special cases skelliphones that can be made; Bonded Pairs and Family Bound. Bonded Pair Skelliphones can not make calls out to other skelliphones, however they can talk to each other without an operator connecting them. This makes for a secure and quick connection between two people, places or such similar things. The other is a Family Bound Skelliphone, which may only be used by the bloodline of the creature or being that the phone is made from. A basic model of Skelliphone starts at 500g with a 50 silver yearly maintenaince fee, while plated ones start at 8,000g with a 8 gold yearly maintenance fee, though more elaborate and costly models are common.
The Collective

A powerful organization founded by the Emperor of Space, Overlord Gustav, it is a vast amalgamation of undead creatures that enact order upon over 40% of the known universe. Their mastery of arcane magic and technology has allowed them to dominate the known universe, though in the last thousand years the progress has ground to a halt. It is known that all members of the Collective are connected to its' Hive Mind, and under the absolute control of the Overlord.
The Eve of Gifts

Started over a thousand years ago in the Brovisian Trade Providence, it was a show of appreciation to those in your life by traditionally giving gifts to one another, though those in higher stations did not gift down, only to positions laterally and above. Over time the Western Kingdoms and other nations adopted the holiday as well. The Eve is on the last day of the year, the night before the new year.

In the recent years, a mysterious figure known as Saint Nick, has begun leaving notes on the Eve to all those that practice the holiday. This note usually contains an obscure but useful bit of information that pertains to the individual.
The Bank of the World

One of the, if not the, most powerful organizations in the World. It controls the fabled Hold of Anwai, where all accounts handled by the Churches banking system across the world and planes are handled. It is run by Ree-Uun the Spellscribe a powerful cleric of Anwai and daughter of the previous Manager of the bank. Because of their neutrality in political matters of state, and plane matters abroad, they have collected immense amount of influence and power throughout Aeturnus.
Ruby of Essence

A radiant red ruby, the size of a large pebble, it swirls with various hues of crimson.

**When its’ power is harnessed, this allows the wielder to access its’ abilities. If touched directly without an item or object used with a hardness of at least 35, the creature touching must make a Constitution save (DC of 75-Character Level) or be destroyed.**

**WITHER PHYSICAL FORM**: The wielder can cause a single creature within sight, as a swift action, to be forced to make a fortitude save (DC of 45) or be paralyzed and helpless for 1 minute per level.

**BOLSTER PHYSICAL FORM**: The wielder can touch a single target and grant them a cosmic bonus to Strength, Dexterity and Constitution equal to one quarter the level of the wielder as a standard action. This lasts for 1 minute per level of the wielder.

**CONTROL OF THE BODY**: The wielder can take control of a single targets body, as though *Dominate Monster* however it is only the targets body not mind that acts according to the wielders will as a full round action. A fortitude save (DC of 45) negates this effect.

**EMPOWERED PHYSICAL FORM**: The wielder gains a cosmic bonus to the physical attributes equal to 1 point for every level of the wielder.

***THE RUBY CAN BE DESTROYED BY USING ALL SIX COSMIC GEMS TOGETHER TO DESTROY THEM AT ONCE***
Radiant Rod

A crystallized golden rod of energy, it hums and glows with potential.

Rod (Held Magic Item)

**RADIANT POWER:** Any Radiant Magik cast by the wielder is treated as under the Empower Spell meta-magic feat.

**HOLY BLESSING**: Any good living creature within 20ft of the wielder gains Fast Healing 5.

**REACH OF FAITH**: The wielder can choose to have their Radiant Magiks treated as under the effect of either the Reach or Widen Spell meta-magic feats.

***THIS ROD CAN BE DESTROYED BY HEALING A EVIL NECROMANCER WITH MYTHIC POWER IN THE PLANE OF SHADOWS.***
Plane of Air

Some of the fabled Floating Mountains of the Plane of Air.

An empty and ever shifting expanse, it borders the chaotic Maelstrom above it, and the Sea of Dreams below. The few stable pieces of land are suspended and protected in massive air currents. The greatest of these pieces holds the Borenallyia, the city of the air genies. It is a wonderous city of clouds made to be as though stone and metal. Here the Aniros the 5th Lord of Air, the herald of the 4th Lord Amiren, continues the mantled duties of his former patron.
Semar

Considered one of the three most powerful nations in the world along with the Western Kingdom and the Brovision Trade Providence, the Bank of the World in Surr’Gia is the largest bank, even larger than the ones in the Trade Providences, in the world as well as the center of Anwain worship. This has allowed it to remain neutral in political matters, though well respected as a third party arbiter between the many nations of the world.
The Shattered Isles

Said to be the remains of a once great landmass rivaling the size of the Continent or Nuren, all that remains is the Darklands and a shattered realm and a few isles that shifted closer to the other lands. The larger portion of the remains act like a barrier range between the Darklands and the Continent, forcing those traveling the Vi'Rydan to sailor north around the landmass, or risk being sunk by the radically alter magic of the Mana Isles.

## Mana Isles

Isles of massive build ups of mana left over after a century long war between wizarding states damaged ley lines, they are akin to magical volcanoes that erupt periodically. When this occurs, magic in an area can cease to function, explode violently or have other effects making the isles both a danger to mages and a safe home for those that distaste or can't use magic.

## Ademe

The southern port city-state that is in open rebellion, or revolution depending on who you ask, from the nation of magic nation of Blumoon. They have turn the port city, which is built into a risen cliff-side, and therefore nigh-impenetrable, against its’ builders and rely on the blood trade from Iceharrow to survive.

## Blumoon

A nation of traders founded in AoC 3,433 to be free of the harsh monetary taxes of the Brovisian Trade Providence and the moral taxes of the Western Kingdoms. Taking advantage of the turmoil caused by the Usurpation of the Sun, they succeeded in founding another global trade power.
Rami

## Origin

Once a powerful fey spirit, she defended the Hinterlands from a powerful demon and gained some of its’ divine power and darkness in return.

## Spheres of Power and Influence

She governs misunderstood or feared creatures and places of nature.

## Place of Power

Her place of power is the Labyrinth in the Fae’Lynn Forest.

## Center of Worship

The center of her worship is in the Fae’Lynn Forest as well.
Pelt of a Thousand Druids

A cloak and headdress resembling a feathered bear with antlers, it was woven from the parts of a thousand willing druids while wild shaped.

Cloak (Back Magic Item)

**WILD**: The wearer may Wild Shape as a full round action [swift action if they are a Druid] as many times as they want, for as long as they want.

**TRUE CHANGE:** The wearer of this cloak, while Wild Shaped, detects as a normal, non-intelligent (if normal) animal or creature of its’ kind, no matter the form of detection.

**MANY SHAPE:** The wearer take forms as though under the following spells:

*Form of the Dragon I [II Druid], Elemental Body III [IV Druid], Beast Shape III [IV Druid],*

*Giant Form I [II Druid], Plant Shape II [III Druid] or Magical Beast Shape [Druid Only].*

***THE CLOAK CAN BE DESTROYED IF USED TO SHAPE INTO A FEY LORDS IMAGE AND THEN BE ATTACKED BY THE FEY LORD.***
Yumee

## Religious Information

### Granted Power to Faithful

Can be under the effects of Ethereal Jaunt 1/day for a number of rounds equal to half their level, minimum 1

## Origin

The first goddess awoke alone in a newly forming multiverse and soon set out to explore it. She soon saw concepts such as life and death take forms and names and soon look to herself and cast off her morality, her dictation, her pandemonium and her immorality. These things coalesced into Janaria, a being of law and good. Her evil and chaos coalesced into a long forgotten demon king. These beings clashed before Yumee sealed them away in the form of the Lower and Higher Planes. Then she traveled through the known and unknown cosmos and saw, created and destroyed many things and beings. Returning, she found Limbo at the center of the new Outer Sphere, and there founded her Spire to watch over existence and help all souls make their way through the cosmos.

## Spheres of Power and Influence

She governs the balance between all things, mortals, outsiders and the final judgment of all souls.

## Plane of Power

Her plane of power is Limbo from the Spire of Balance she watches  and sees all.

## Herald

Her herald, O’ Eraul, the Judgment is a planar creature with the body of a bone dragon, and where it’s face should be, rests four different faces, two men and two women all on one head that turns unending.

## Center of Worship

Her center of worship is The Vault located in in the nation of Zesh, on the planet Aeturnus.
The Loom of Two Gods

A magical loom, forge and smithy like device built in collaboration by the heralds of the God of Craftsmen and the Elemental Lord of Earth.

Loom (Slotless Magic Item)

**ALLWORK**: The loom has the ability to be used in any craft project that involves metal. It can work any type of metal provided to it. Projects that are be completed without a check of at least 40 otherwise are failed and ruined turning into worthless slag.

**LOOM MADE**: Any armor made from this loom is treated as light armor, while medium armor gets a +2 bonus to touch AC and light armor gets a +4 bonus to touch AC. Weapons forged from this loom are treated as though they have the Keen property regardless of whether they are able to get the property normally. Weapons and armor that normally can not be made from metal can be with this loom. Items that are not weapons or armor have double the normal hardness of their normal counterparts.

***THE LOOM CAN BE DESTROYED IF STRUCK BY THE HERALD OF DISPATER AND THE HERALD OF THE ELEMENTAL LORD OF EARTH AT THE SAME TIME.***
Pysenal

## Origin

The 6th Horseman of Plague, he rose to power making himself immune to every possible disease and poison as Silas’s herald before attacking and absorbing his previous lord in a vile potion. Then he pleaded his loyalty to Charon and has received many boons, including help in maintaining his position.

## Spheres of Power and Influence

He governs diseases and poisons and those who would use them to cause death.

## Plane of Power

His plane of power is Abaddon, more specifically the Plains of Pestilence.

## Herald

His herald is the Living Lake, a mile size ooze that contains every viral pathogen and poison known.

## Center of Worship

The center of his worship is located in Longmere.
Primordial Magiks

The greatest magiks of the Neoteric Magiks, they involve difficult concepts like good and evil to forged reality anew.

## Great

### Righteous Fire

Magik that amplfies the power of the light given off by a fire.

### Divine Storm

Magik that enchants a storm with the power of righteousness.

### Divine Stone

Magik that fortifies stone with the power of light and radiance.

### Blessed Water

Magik that hallows water with the power of good.

### Soulfire

Magik that can conjure flames capable of damaging the soul of a creature.

### Soulwind

Magik that uses the winds and electricity to affect and carry souls.

### Soulsoil

Magik that chains souls to the earth in order to bind them.

### Soul Well

Magik that enacts the power of the rivers of souls.

### Blackfire

Magik that twists fire with the power of evil.

### Dark Storm

Magik that darkens a storm with the power of the void.

### Grave

Magik that desecrates earth with darkness.

## Grand

### Dawn

Magik that draws power from the radiant light of stars and sun.

### New Life

Magik that exemplifies the life given by light.

### White Necromancy

Magik that bridges the gap between life and anti-life with holy energy.

### Dusk

Magik that harnesses power from the waning light cast from moons.

### Shepard

Magik encompassing the generation and guidance of new souls.

### Life Bringer

Magik that revolves around the souls of all living and wild things.

### Death Bringer

Magik that focuses on using anti-life to extinguish souls.

### Harbinger

Magik encompassing the final death and guidance of old souls.

### Black Hole

Magik that summons the power from stars collapsed to void.

### Midnight

Magik that harbor the ends of nature to entropy.

### Mindless

Magik that renders servants with undeath after destroying their mind with void energies.

### Eclipse

Magik that clouds the sky with darkness from the moons and void.

## Intrinsic

### Fated

Magik that enacts will using the powers of good and order.

### Favored Blood

Magik that infuses blood with the power of righteous light.

### Unchained Morality

Magik that utilizes the power of chaos and good merged together.

### Binding

Magik capable of ordering souls with the power of the arcane.

### Mortal

Magiks that draws from the very essence of mortals, both their body and souls.

### Consumption

Magiks that consumes souls, changing them into chaotic power.

### Ancient Darkness

Magik that binds evil darkness with arcane order.

### Black Lineage

Magik that taints blood with the darkness of the void.

### Demonic

Magik mastered by demons of the Abyss that combines the powers of chaos and evil.

## Paragon

### Twilight

Magik that harnesses the power of cascading light and shadow to alter reality.

### Domination

Magik wielding the madness and darkness of the void to strip, control and dominate souls and shape them to the casters liking.
Xel

A dark town on the south western coast with a poor secret hidden underneath, it is the world’s second hand black market. The rulers are the Council of Xel, a court of 12 people that are the wealthiest in the city. The main religion of the nation is Asmodeus, the Dark Prince. Using the magic of devil binding, tainting the traditions of elemental binding from their former parent country, they have weathered the constant attacks of the "Harrowed Nights".
Rip

A single *dagger* that leaves devastating wounds in an enemy.

Dagger (Slotless Magic Item); +5 Keen, gory kukuri; Damage: 5 points of damage per point of Dexterity modifier of the wielder

**MANGLING EDGE:** The damage of this weapon negates any regeneration abilities for 1 minute per level of the wielder.

***THIS WEAPON CAN BE DESTROYED BY GRIND THE EDGE OF IT AGAINST THE EDGE OF RIP WHILE STANDING IN THEIR PLACE OF FORGING.***
Vibranium

A metal infused with the power of vibrations of the earth, it is one of the strongest and most durable metals there is and only found created in natural settings.

Vibranium requires Master Evonic Craftsman to be worked.

* Bonuses to Weapons: Piercing weapons overcome DR/- or Hardness 40 and lower. Slashing weapons have an +1 stack-able increase to critical threat range. Blunt weapons gain the *Speed* enchantment as a natural property.
* Bonuses to Armor: The armor grants the wearer Fortification 25% (Light), Fortification 50% (Medium) Fortification 75%. Adds an additional armor bonus of +4 (Light), +8 (Medium), +11 (Heavy).
* Bonuses to Shields: The shield grants a single attacks damage negated per round. Adds an additional shield bonus of +2 (Light), +4 (Heavy/Tower)
Vacanite

A similar composite Immoralite but the energies also came directly from beyond the Plane of Death.

Vacanite requires Master Evonic Craftsman to be worked, as well as a connection to Void Magik to be created.

* Bonuses to Weapons: Adds additional weapon damage dice equal to the enhancement bonus of the weapon, these additional dice deal Void damage.
* Bonuses to Armor: Grants DR/- 4 (Light), DR/- 6 (Medium), DR/- 8 (Heavy). Adds an additional armor bonus of +4 (Light), +6 (Medium), +8 (Heavy).
* Bonuses to Shields: Grants Absorb Conjuration Spells, which follows the same rules as Deflect Arrows, but affects any casted spell within 5ft per point of ENHANCEMENT BONUS. Adds an additional shield bonus of +2 (Light), +4 (Heavy/Tower).
Null Zones

When an area is not connected to the greater ley network, the area suffers a disconnection from the aetherial network, and turning the aether of the area into ether. This results in hardening in the boundaries between the Material Plane and the rest of the Cosmos causing numerous effects: Only ethos can pass between the new barrier, mana ceases to function on the Material in these areas, and dissipates to nothing if expressed or not contained, and connections to deities almost completely fade. If a creature dies in a null zone, they still pass on to the appropriate plane once they move to the Ethereal, thus can be brought back to life with magic as normal outside of null zones. Ghosts and other creatures that exist of the Ethereal can still exist in null zones, as can sentient undead because they are sustained by anti-life, not just magic, but creatures dependent on magic die or begin to die within null zones. However, because of the lack of aether in the area, mortal beings that are not etheric in nature can not see or interact with those that are etheric in nature. Ethos and mana are unable to be directly interacted with in these zones by essence, resulting in a lack of magic, spellcasters or interactions with the planes beyond the Material in these zones. Scientists that inhabit the zones term ethos and mana as "Dark Matter" and "Dark Energy" due to the metaphysical and quantum nature of the quintessence compared to essence, or matter.

This is different than other magical ending effects. Effects such as the spell *Anti-Magic Field* and similar effects suppress magic, dampening it. Dispersion effects move mana from one area to another. True anti or negative magic is caustic to mana at an equivalent ratio, resulting in neutral mana being returned to the aether.
Supreme Magicks

Rare magickal spells that only extremely powerful casters can cast that draw from Basic or Elder, Ultra and Neoteric spells and sources in order to power themselves. These spells can only be Ritualized by those possessing the Ritual Caster feat, led by at least 1 Ritual Master per 3 types of magik used, additionally the participants must (in total) possess the correct Insignias. A single powerful individual possessing the correct Magikal Insignias may also cast these spells.

## Exception Magicks

Some of the most powerful manipulation of mana in the cosmos. These magick can accomplish anything within its' energy limit, as long as it has nothing to do with direct application, expressions and energies of its' exception.

## Allspell Magicks

The most powerful expression of magick without personal magic. It allows the wielder to accomplish anything within its' energy limit, without the dangerous side effects of Spellfire.
Yemmeth

Upon being settled at the start of the Age of Heroes, it was discovered that the northern part held an undead infestation unlike the one in the Southern Pole. Soon only two of the twelve settlement cities remained and both gained independence from their homeland; The Western Kingdoms’ Kimmenal, and the Brovisian Trade Providences’ Xel.
Ryeesh

## Religious Information

### Granted Power to Faithful

Gain cold resistance 20 and DR 5/bludgeoning, At 15th level, becomes cold resistance 40 and DR 5/-

## Origin

Once a mortal vampire, she chose to attack the former God of Undeath in order to ascend herself and take care of the undead species unlike the toy like view that Nekron held. She rallied his brothers, the God and Horseman of Death and together struck at his home in the heart of the Negative Energy Plane. After defeating and consuming him, she climbed the skeletal stairs to her new throne as the Lich Queen.

## Spheres of Power and Influence

She governs undead, both the mindless and the willful. Even if the undead worships another deity, their very existence fuels her power.

## Plane of Power

Her plane of power is the Negative Energy Plane from the center of which she rules.

## Herald

Her herald is Getalt, the Lord of Crimson, an ancient and powerful vampire who is a master of hundreds of dark and bloody magics.

## Center of Worship

The center of her worship is the Temple of Black in Northcrown.