recursal/Fanatic-Fandom huggingface dataset:
Detect Magic

**School** divination; **Level** bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, warlock 0, witch 0;

**Casting Time** 1 Standard Action

**Components** V, S

**Range** Self

**Area** 30ft Radius emanated from spellcaster

**Duration** concentration, up to 1 min./level (D)

**Saving Throw** none; **Spell Resistance** no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

*1st Round*: Presence or absence of magical auras.

*2nd Round*: Number of different magical auras and the location of the most potent aura. This reveals the closest aura if there are multiple that are tied for the most potent.

*3rd Round*: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can determine the school of magic involved in each. (You can identify the school of one aura per turn this way). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
*Aura Strength*: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

*Overwhelming Auras*: If Detect Magic is cast by someone of 20th caster level or lower within range of a deity-level functioning spell or an artifact strength magic item, the caster may suffer some negative effects. Being exposed to that level of magic stuns the caster for 1 round and ends Detect Magic. If Detect Magic is cast within the range of multiple auras of that strength or one overwhelming aura that is also more than three times their caster level, the caster is instead stunned and blinded for 3 rounds and knocked prone.

*Ignoring Auras*: When casting Detect Magic, the caster may purposely ignore any auras that they are already familiar with in order to avoid false positives from an ally who is standing too closely or to avoid the painful effects of detecting an artifact they already know about.

*Lingering Aura*: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If Detect Magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. The area of the spell moves with the caster, but any new auras that enter the spell's radius must remain for the appropriate amount of turns for each level of detection. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Magic can be made permanent with a Permanency spell.
Selene Glorysun

###### Home -> Mortend -> Baylore -> Cliffside -> Selene Glorysun

Commonly mistaken for a Dwarven women due to her short height and muscle definition, Selene Glorysun is actually a human who was born in Cliffside. She quickly took to the forge and apprenticed under Brem Bristlehelm until she too became a forgemaster. After working so closely for many years, she fell in love with her teacher and asked him to marry her. He accepted (abandoning his clan's name in the process) and they were married soon after. Selene has her own forge-room, but will still work with her husband on bigger projects whenever given the opportunity despite the fact that they bicker endlessly while working together.
Mortend

###### Home -> Mortend

One of the continents within the Mistveil, Mortend is a land living in the shadow of a grand empire of undeath that ruled over the majority of the continent before it fell centuries ago. The lasting effects of that empire and the war that toppled it has caused large sections of land on Mortend to become barren and much more dangerous than they would be naturally.

## Countries

* Ashlands
* Borish Tribelands
* Char
* Deadlands
* Divine Kingdom of Baylore
* Esoria
* Kingdom of Razuth
* Parcël
* Sumoor

## Notable Figures

* Cain Baylore
* Lord of Rot
* Razuth
Form of Storms

###### Home -> Classes -> Beast Dancer -> Nature Forms -> Form of Storms

As you enter your Beast Dance alongside your Bonded Companion, you channel the power of the Leylines flowing around you into the form of dark storm clouds surrounding your weapons and natural weapons. When the weapons strike a thunderous crack rings out, damaging your target with sonic energy.

When entering this form you choose one weapon or natural weapon type to add the effect to for both yourself and your Bonded Companion, they deal additional sonic damage according to the following chart.

 7th
 10th
 13th
 16th
 19th
Form of Nightshade

###### Home -> Classes -> Beast Dancer -> Nature Forms -> Form of Nightshade

As you enter your Beast Dance alongside your Bonded Companion, you channel the power of the Leylines flowing around you into the form of vicious poisons from the most deadly plants in the Material Plane and infuse your weapons and natural weapons with it, causing them to deal additional poison damage when they strike.

When entering this form you choose one weapon or natural weapon type to add the effect to for both yourself and your Bonded Companion, they deal additional poison damage according to the following chart.

 7th
 10th
 13th
 16th
 19th
Goblin Weald

###### Home -> Mortend -> Parcël -> Goblin Weald

A hilly forested area in central south Parcël, the Goblin Weald is named for the numerous, ever shifting goblinoid clans that live in the forests and caves of the region. These clans are consistently being created, destroyed, enslaved, joined, and disbanded so keeping track of all of them is practically impossible but there are a handful of prominent, and usually warring, clans that have lasted for long enough to actually be known by groups outside of the forest.

The southern section of the Goblin Weald along the coast is much less forested and is the location where Esoria has decided is the easiest place to travel to from their ports. For this reason it is the location of both their current colony, New Voadlan, as well as the ruins of their first attempt to colonize Parcël.

## Known Settlements & Notable Places

* New Voadlan
* Old Colony Ruins

## Factions

* Esorian Colonists
* Gorehounds [Orcs, bloodthirsty]
* Ironbound Clan [Hobgoblins, slavers]
* Longtooths [goblins, lycanthropes]
* Rockcrusher Clan [bugbears, might is right]
* Beastfang Clan [goblins/bugbears, tame beasts]
Double Plains

###### Home -> Mortend -> Parcël -> Double Plains

One of the largest regions on Parcël, taking up nearly a third of the island's landmass, is the Double Plains located on the eastern side of the island and making up much of the eastern, as well as northern, coastlines. The large savanna is split into two sections, west and east, by a river formed at the base of a mountain range and running to, and around, the Bloodvine Jungle. The Double Plains is made up of swathes of grasslands with patches of hilly terrain mostly near the river and mountains. The area is home to many large creatures and two factions of beastfolk, the Amica that live primarily on the eastern half of the Plains and the Vafer who take up residence mostly on the west side of the Plains.

## Known Settlements & Notable Places

* Callidus
* Forta
* Rapore

## Factions

* Amica
* Vafer
* Vanara
Imbue Item

**Benefits**: The Warlock can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 20 + spell level for divine spells) in place of a required spell he doesn't know or can't cast. If the Warlock fails his Use Magic Device check this way he may still use the standard rules for ignoring the spell requirements on items by adding +5 to the Spellcraft DC to craft the item if he wishes to make any progress on the item that day. Some items like wands and potions do not allow this option however and if the Warlock fails his Use Magic Device while attempting to make one of these items he does not lose the materials to make the item at first, but the day is wasted and he must wait until the next day to attempt the check again. If the Warlock fails this check three times in a row while attempting to make a magic item, the materials for the item (usually half the crafting cost or 1/4 base price) and any material components needed are lost.
Ardun Rin

###### Home -> Mortend -> Baylore -> Cliffside -> Ardun Rin

One of the forgemasters of Cliffside, Ardun Rin specialized in alchemy. He fought in combat alongside Hessik in the Formian raid but fell to the insect creatures before the fight had ended. He was the only forgemaster to fall but his death has been felt across the town of Cliffside who could have used his alchemical expertise to assist in medical care following the raid.
Blood Walk (Su)

**Benefits**: A Vampire with this talent gains the supernatural ability to transport themselves great distances via the blood of living creatures. Once per day the Vampire can seamlessly enter any living creature (except a creature without blood or a similar fluid) whose size equals or exceeds their own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. The Vampire merely designates a direction and distance (“a living creature twenty miles due west of here”), and transports to a destination creature as close as possible to the desired location. The Vampire can’t specify a named individual as the endpoint unless they have previously obtained a sample of that creature’s blood and has it preserved in a vial. The entry and destination creatures need not be familiar to the Vampire. The Vampire cannot use themselves as an entry creature. If an intended entry creature is unwilling, the Vampire must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, the Vampire chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless the Vampire wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If the Vampire desires, they can attempt to make a bloody exit from the destination creature. The Vampire bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Fortitude saving throw (DC 10 + ½ the Vampire's level + the Vampire's Charisma modifier). When the Vampire makes a bloody exit, they must succeed on a DC 15 Fortitude saving throw or be stunned for 1 round from the shock of their expulsion.
Eversnow Forest

###### Home -> Mortend -> Parcël -> Eversnow Forest

Located in northeastern-most Parcël, the Eversnow Forest resides atop a raised plateau and stays in eternal winter. Although the majority of biomes on Parcël are strange for unknown reasons, the Eversnow Forest tracks its origin, as well as the origin of its inhabitants, the Wood Elves, back to the Feywilds. This is because the Eversnow Forest is not native to Parcël but a planted wood who's saplings were brought to the land generations ago by Wood Elf colonists who came from the Winter Court. The forest wraps around a pseudo-lake, kept thawed and warmed by volcanic vents deep underneath it. This body of water is home to a group of Merfolk who use submerged tunnels to move back and forth from the lake to the ocean coast.

## Known Settlements & Notable Places

* Góra
* Parvus

## Factions

* Merfolk
* Wood Elves
Black Dragonborn

###### Home -> Races -> Dragonborn -> Black Dragonborn

Black Dragonborn are the smallest of the seven variations at an average height and weight of 5'4" and 210 pounds respectively. They are capable of breathing a cone of acid and are also resistant to it.

## Black Dragonborn Racial Traits

* Ability Score Racial Traits: Black Dragonborn are smaller than most other variations of their race but use this agility as well as their natural force of personality to their advantage. They gain +2 Dexterity, +2 Charisma, and -2 Strength.
* Size: Black Dragonborn are Medium creatures.
* Type: Black Dragonborn are Humanoids with the Draconic subtype.
* Base Speed: Black Dragonborn have a base speed of 30 feet.
* Languages: Black Dragonborn's native language is Draconic.
* Draconic Resistances: Black Dragonborn are immune to sleep effects and gain +2 racial bonus to saving throws against paralysis.
* Energy Resistance: Black Dragonborn possess 5 points of energy resistance against acid damage.
* Natural Armor: Black Dragonborn thick scales give them +2 natural armor bonus.
* Bite: Black Dragonborn possess a natural bite attack dealing 1d6 points of damage.
* Breath Weapon (Su): Three times per day, Black Dragonborn can breathe a 15-ft. long cone of acid dealing 1d6 points of acid damage. This damage increases by 1d6 for every two levels beyond 1st that the Black Dragonborn achieves. Affected creatures suffer half damage on a successful Reflex saving throw (DC 10 + 1/2 character level + Con modifier).
* Age:
	+ Adulthood: 18 years
	+ Middle Age: 100 years
	+ Old: 200 years
	+ Venerable: 270 years
	+ Maximum Age: 350 years

### Black Dragonborn Favored Class Bonuses

* Alchemist: tbd
* Rogue: tbd
* Slayer: tbd
* Sorcerer: tbd
* Summoner: tbd
* Witch: tbd
Tongues

**School** divination; **Level** alchemist 3, bard 2, cleric/oracle 4, inquisitor 2, medium 2, mesmerist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3; **Subdomain** agathion 3, language 3; **Bloodline** aberrant 3; **Elemental School** wood 3

**Casting Time** 1 standard action

**Components** V, M/DF (a clay model of a ziggurat)

**Range** Touch

**Target** creature touched

**Duration** 10 min./level

**Saving Throw** Will negates (harmless); **Spell Resistance** no

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. *Tongues* does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Your comprehension of all languages you do not already know becomes 85% and any you already know that are below 85% raised to 85% but only for the purpose of speaking, not for reading or writing it.

*Tongues* can be made permanent with a *permanency* spell.
Alec Fabari

###### Home -> Mortend -> Baylore -> Cliffside -> Alec Fabari

Alec Fabari, a young man living in Cliffside, is the son of a prominent figure in the small town, Kurt Fabari. Alec was suppose to take over for his father in managing the town's expansive mines but unfortunately passed away before that was possible.

In the attack of Cliffside by the Formian raiding party on the 1st of Junian, 1486 DA, Alec fought to protect his father and other members of the town, but ultimately succumbed to his wounds and died before any healer was able to help him.
Improved Shape Change

###### Home -> Homebrew Feats -> Improved Shape Change

*After years of experience changing your form, you now understand enough about your own abilities to duplicate sensory abilities as well as appearances.*

**Prerequisites**: Changeling, disguise 5 ranks

**Benefit**: You gain any sensory abilities of the humanoid that you Shape Change into such as Darkvision, Low-Light Vision, and Scent. In addition you can now use your ability to shape change to turn into small humanoids instead of just medium humanoids.
Kemmeth

###### Home -> Mortend -> Deadlands -> Zoseer -> Kemmeth

Kemmeth is a young White Dragonborn who is part of the Nayax Clan of Dragonborn who live in the small town of Zoseer. Kemmeth is untested due to his age and spends his time exploring the area around Zoseer, looking for adventure or anything of use to his clan. He lives with his grandmother whom he takes care of (when she isn't taking care of him). Kemmeth has something of a reputation among the Nayax of getting into trouble or danger and he has the scars to prove those rumors true.
Chasuble of Fell Power

**Aura**: moderate necromancy

**CL**: 10th

**Slot**: Chest

**Price**: 20,000 gp

**Weight**: 1 lb.

**Description**: This heavy vestment is similar to other types of chasuble worn by many clergy over their normal robes and raiment. Although the exact appearance varies, a typical Chasuble of Fell Power is usually crafted from crimson or scarlet cloth, backed by a lining of black silk, and sewn with intricate arcane and eldritch symbols in either gold or silver thread. When this garment is worn by a Warlock, and the Warlock uses his eldritch blast modified by an invocation that allows a saving throw, the wearer gains a bonus of +2 to the save DC (this bonus does not stack with that granted by the Ability Focus feat).

**Construction Requirements**: Craft Wondrous Item, eldritch blast class feature.
Tepid Bog

###### Home -> Mortend -> Parcël -> Tepid Bog

Spread across two islands in the chain of rivers that split Parcël into its eastern and western regions, the Tepid Bog is, as the name suggests, a muggy swamp that begins the transition into the warmer lands west. Although there are more dangerous creatures and more inhospitable regions elsewhere on Parcël, the combination of the two have prevented any real settlement or culture from taking root in the swamp. What sentient creatures can be found there include small groups of nomadic Lizardfolk still clinging to the hopes of recapturing the homeland they were pushed out of, now known as the Feral Gardens, and Hag covens that have taken up residence in the swamp themselves when not trying to corrupt and influence others around Parcël; neither of which could be considered an actual faction.
Hungry Shadows

**Level:** Warlock 3

**Casting Time:** 1 standard action

**Components:** V, S

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

**Duration:** Concentration + 2 rounds

**Saving Throw:** none; **Spell Resistance:** no

You create a minuscule breach into the Shadowfey. The breach results in a small pool of shadowstuff that radiates in a 20-foot radius of the portal, darkening the area as a darkness spell. The breach also trails with it a swarm of Fine-sized creatures from the Plane, who fill the area of the spell. These nameless scavengers from the twisted forests of the Shadowfey will attempt to eat anyone not native to their homeland who crosses their path. Through the casting of this spell however, the caster appears to be a denizen of the plane, and as such is immune to the attacks of the swarm, though not the darkness effect of the breach.

For the purposes of the spell, the swarm counts as a bat swarm, except the swarm is Fine-sized and fills the entire spell area. If the swarm receives enough damage to kill it, it ends the spell, dispelling the darkness.
Mistveil Wiki

Mistveil is a 1e Pathfinder homebrew campaign setting made up of an unknown amount of continents separated by oceans that are cloaked in the titular *Mistveil*. This strange phenomenon takes the form of a thick mist that cloaks the oceans of the world and has odd supernatural traits. Traveling into the Veil is a dangerous proposition that can spit you out anywhere in the world and is not consistent even in that. If three sailors all left the same port following the same heading, they could all show up in different lands if they reappear at all. Other than the Veil, this world (referred to as the “Externusphere” in academic circles) is hollow with an additional world within it referred to as the "Animasphere" however this revelation is new to most of the world and known by only the most elite or well informed.

## Cosmology

* Ethereum
* Far Realms
* Sea of Dreams
* Inner Realms
	+ Celestial Planes of Heaven
	+ Depths
	+ Eight Realms of Hell
	+ Feywilds
	+ Material Plane
	+ Sepulcher Comet
	+ Shadowfey
* Outer Realms
	+ Elemental Conflux
	+ Endless Abyss
	+ Pandemonium

## Master Pages

* Classes
* Feats
* Items
* Races
* Rules
* Spells
* Traits
Glancing Blow

###### Home -> Homebrew/Alternate Rules -> Glancing Blow

When an attack roll matches the armor class of the target, the attacker only manages a Glancing Blow. When a glancing blow is scored, the attacker deals minimum damage, as if they rolled all 1's on their damage dice. Abilities that allow reroll of 1's such as the Powerful Sneak Attack rogue talent or abilities that let 1's count as any other number do not apply to Glancing Blows.
Dragonglass

###### Home -> Items -> Dragonglass

Dragonglass is a special glass that is made by using the breath weapon of a Dragonborn during the glass blowing process. The exact method of doing so is a tradition that is passed down through generations of Dragonborn clans within the Deadlands. The glass is colored the same as the scale color of the Dragonborn who created it. Dragonglass is commonly used for jewelry or other decorative items but is very durable and could be used to make armor or weapons as well.

* **HP/inch**: 20
* **Hardness**: 5
* **Cost**: To determine the price of a Dragonglass item, use the original weight but add 25 gp per pound to the price of a masterwork version of that item.
* **Weight**: 1/2 original item weight.

Dragonglass is so finely made that any items made of it are masterwork quality. Only armor and weapons normally made of metal can be made of Dragonglass.

Light weapons that are made of Dragonglass deal 1 additional point of damage of the same element type as the Dragonborn creator's breath weapon type while one-handed and two-handed weapons deal 2 additional points of damage of the same element type.

Light Dragonglass armor grants it's wearer Energy Resistance 1 of the same element type as the Dragonborn creator's breath weapon type. Medium and heavy armor grants Energy Resistance 2 of the same type.
White Dragonborn

###### Home -> Races -> Dragonborn -> White Dragonborn

White Dragonborn, as is the same with Blue Dragonborn, are in the middle of the pack physically at an average height and weight of 5'9" and 250 pounds respectively. White Dragonborn are capable of breathing a cone of ice and are also resistant to it.

## White Dragonborn Racial Traits

* Ability Score Racial Traits: White Dragonborn are more fragile than any of their siblings but make up for it with their intimidating ferocity. They gain +2 Strength, +2 Charisma, and -2 Constitution.
* Size: White Dragonborn are Medium creatures.
* Type: White Dragonborn are Humanoids with the Draconic subtype.
* Base Speed: White Dragonborn have a base speed of 30 feet.
* Languages: White Dragonborn's native language is Draconic.
* Draconic Resistances: White Dragonborn are immune to sleep effects and gain +2 racial bonus to saving throws against paralysis.
* Energy Resistance: White Dragonborn possess 5 points of energy resistance against cold damage.
* Natural Armor: White Dragonborn thick scales give them +2 natural armor bonus.
* Bite: White Dragonborn possess a natural bite attack dealing 1d6 points of damage.
* Breath Weapon (Su): Three times per day, White Dragonborn can breathe a 15-ft. long cone of ice dealing 1d6 points of cold damage. This damage increases by 1d6 for every two levels beyond 1st that the White Dragonborn achieves. Affected creatures suffer half damage on a successful Reflex saving throw (DC 10 + 1/2 character level + Con modifier).
* Age:
	+ Adulthood: 18 years
	+ Middle Age: 100 years
	+ Old: 200 years
	+ Venerable: 270 years
	+ Maximum Age: 350 years

### White Dragonborn Favored Class Bonuses

* Bard: tbd
* Bloodrager: tbd
* Magus: tbd
* Skald: tbd
* Swashbuckler: tbd
Orcs

###### Home -> Races -> Orcs

Orcs were once the predominant goblinoid race on Mortend eons ago but after the rise of the Lord of Rot they were nearly exterminated in many parts of the continent. In modern time the largest surviving Orc tribes live on the western half of the continent but are still quite nomadic and roam freely, likely an influence of their short lifespan. "True" Orcs have no relationship with the Ashlung Orcs that live in the north east and might even hold some animosity towards them for enslaving the goblinoid races of the area. Orcs aren't inherently friendly with other goblinoids, only making temporary alliances at best, but would view slavery as a stripping of a warrior's honor which is a grave offense.

## Orc Racial Traits

* Ability Score Racial Traits: Orcs are savage in combat and excel at Sylvan magic but are lacking in diplomatic or quick-learning capabilities. They gain +4 Strength, +2 Wisdom, –2 Intelligence, and –2 Charisma.
* Size: Orcs are Medium creatures.
* Type: Orcs are humanoids with the orc subtype.
* Base Speed: Orcs have a base speed of 30 feet.
* Languages: Orcs' native languages are Orc and Goblin.
* Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. Orcs count has having the Diehard feat for the purposes of other prerequisites.
* Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
* Low-Light Vision: Orcs have low-light vision (they can see twice as far as humans in conditions of dim light).
* Age:
	+ Adulthood: 12 years
	+ Middle Age: 20 years
	+ Old: 30 years
	+ Venerable: 40 years
	+ Maximum Age: 60 years

### Orc Favored Class Bonuses

* Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.
* Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
* Cavalier: Add +1 to the cavalier’s CMB when making bull rush or overrun combat maneuvers against a challenged target.
* Druid: Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.
* Fighter: Add +2 to the Fighter’s Constitution score for the purpose of determining when he dies from negative hit points.
* Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
* Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
* Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Ioun Torch

**Price** 75gp

**Aura** faint universal

**Weight** -

This item is merely a burned out, dull gray ioun stone with a weakened continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on). This item emits light out to 40ft but only produces low light.
Dragonborn

###### Home -> Races -> Dragonborn

The Dragonborn are an odd race of humanoids living in the Deadlands. Their name is derived from their appearance, almost seeming to be humanoid versions of True Dragons, or even a hybrid between a humanoid race and a Dragon. Their actual origin is unknown so although possible, some scholars doubt that they were actually birthed by dragons because an actual True Dragon hasn't been spotted in this part of Mortend for centuries and that they are more likely just a separate race that is related to Dragons somehow. Other theories include the possibility that they came from across the Veil, originated from another Plane of Existence, or were brought into being by arcane experimentation. Regardless of their beginnings, currently the Dragonborn live in tight knit groups within the Deadlands and are famous for their glassblowing skills. Glass blown by their breath weapons, known as Dragonglass, is as tough as iron but lighter and can be sharpened to a razor's edge so it is commonly used to create weaponry (the Deadlands are a dangerous place after all) but they also make jewelry, decorations, and any number of other items. Physically Dragonborn can vary based on what color of scales they are hatched with. The scales of most Dragonborn can be red, black, green, blue, or white however very rarely a silver or gold scaled Dragonborn can be hatched as well. Most often a Dragonborn will hatch with the same color scales as its mother, with the exception of silver and gold, which don't appear to be any more common for mothers of those rare colors, but each newborn has a chance to hatch with any of the seven possible colors; their father doesn't appear to have any influence on their color. A Dragonborn's scale color represents what kind of breath weapon it is capable of manifesting, what element it has a natural resistance to, and other mundane aspects such as average height and weight.

### Types of Dragonborn

* Black
* Blue
* Gold
* Green
* Red
* Silver
* White
Dark Ancestry

###### Home -> Homebrew Feats -> Dark Ancestry

*Ever since your dark birth you could feel the ancient and evil power of the Tainted Blood dormant deep within you. With a little bit of training, you are able to draw out and harness some of that power.*

**Prerequisites**: Dhampir, 3 Hit Dice

**Benefit**: You gain one Vampire Talent. You must meet all of the prerequisites for this talent. You count your Vampire level as your HD - 2 (minimum 1) for the purpose of save DCs and usage per day.

**Special**: You can take this feat multiple times however cannot have more talents than 1/3 your HD, rounded down (minimum 1).
Самодельная штурмовая винтовка

Самодельная штурмовая винтовка-это штурмовая винтовка в Fallout:DUST

### **Характеристики:**

Крайне неудобная и грубая, кустарная поделка которая (как ни странно) даже может стрелять, но при почти что полном отсутствии заводского вооружения эта винтовка крайне популярна среди бедных выживших.

Также эта винтовка может быстро устранять цели в легкой броне благодаря своему крайне высокому урону.

Эта винтовка требует высокого внимания к патронам и довольно высокий навык обращения с огнестрельным оружием .

### **Локации:**

* Используется многими выжившими, иногда попадается в руках бойцов НКР.
Chatkcha

**Price** 1gp

**Weight** 2 lb

**Dmg(M)** 1d6

**Critical Range** 20 **Critical Multiplier** x2

**Range Increment** 20 ft

**Damage Type** piercing

**Category** light **Proficiency** exotic

These strange three-pointed wedges are used by Thri-Kreen hunters in the Deadlands as throwing weapons. The chatkcha returns to its thrower on a miss. To catch a returning chatkcha, the character must make an attack roll (as if he were throwing the chatkcha) and hit AC 10. Failure indicates that the weapon falls to the ground 10 feet away from the thrower in a random direction. A non-proficient user who fails in his attempt to catch the chatkcha also suffers 1d4 damage from the weapon's sharp edges.
Form of the Mountain

###### Home -> Classes -> Beast Dancer -> Nature Forms -> Form of the Mountain

As you enter your Beast Dance alongside your Bonded Companion, you channel the power of the Leylines flowing around you into the form of powerful lightning that strikes at the highest peaks of the mountains of the Material Plane and surround your weapons and natural weapons with it, causing them to deal additional acid damage when they strike.

When entering this form you choose one weapon or natural weapon type to add the effect to for both yourself and your Bonded Companion, they deal additional electric damage according to the following chart.

 7th
 10th
 13th
 16th
 19th
Avascular Mass (Su)

**Benefits**: Twice per day, a Vampire with this talent can shoot a black ray of necromantic energy from their outstretched hand, causing their foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in gore as a spell-like ability with a caster level equal to the Vampire's level.

The Vampire must succeed on a ranged touch attack with a range of 25 ft. + 5 ft./2 levels to strike a target. If the attack is successful, the subject loses half its total hit points (rounded down) and is stunned for 1 round. On a successful Fortitude saving throw (DC 10 + ½ the Vampire's level + the Vampire's Charisma modifier), the subject is not stunned.

The Avascular Mass instantaneously erupts from the subject and must be anchored to at least two opposed points—such as floor and ceiling or opposite walls—or else the mass collapses and has no effect. Creatures caught within a 20-foot-radius Avascular Mass become entangled. The original target is automatically entangled. Because the Avascular Mass is magically animate and gradually tightens on those it holds, an entangled character who attempts to cast a spell must make a DC 25 Concentration check or lose the spell.

Anyone within 20 feet of the primary target when the spell is cast must make a Reflex saving throw (DC 10 + ½ the Vampire's level + the Vampire's Charisma modifier). If this save succeeds, the creature is not stuck in the Avascular Mass and is free to act, though moving might be a problem (see below). If the save fails, the creature is stuck. A stuck creature can break loose by spending 1 round and succeeding on a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature can progress through the writhing blood vessels very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of Avascular Mass between you and an opponent, it provides cover. If you have at least 20 feet of Avascular Mass between you, it provides total cover.

The Avascular Mass of entangling tissue persists for 1 round per caster level. When the duration elapses, the blood vessel mass becomes limp, decaying tissue.

A creation without blood vessels or similar anatomical structure is not affected by Avascular Mass.
Город - призрак

**Город - призрак**, раньше известный как Гудспрингс - почти заброшенное поселение на северо-западе от Примма, на трассе 15.

## В DUST

Через некоторое время после Падения, Гудспрингс стал жертвой неизвестной чумы, возможно связанной с Облаком. Чума была быстрораспространяющейся болезнью, которая сжирала кожу пациента подобно гулификации.
Почти все жители городка вскоре вымерли, несмотря на усилия некоторых выживших под командой Труди сдержать заболевание путем укутывания и уничтожения тел. Остался лишь один, испуганный и сведенный с ума, житель.
Гудспрингс практически заброшен, за исключением диких собак, питающихся гниющими трупами.

### Рекомендованные для посещения места

* Около салуна "Старатель" и магазина можно найти тележки с телами, у одного из которых есть записка.
* В салуне "Старатель" есть два мертвеца. Вся выпивка все еще присутствует.
* Еще три трупа можно найти в подсобке магазина. В магазине до сих пор есть пистолет кал.22 с глушителем.
* Большинство медикаментов доктора Митчелла были использованы для борьбы с чумой, но все еще можно найти немного препаратов. Также, в доме дока можно найти Плитку.

* Школа и ее содержимое в основном нетронуто, но теперь ней живут несколько гигантских муравьев, которые могут послужить источником еды, пусть и низкого качества.

## Безумие

В городе - призраке с безумцами может произойти следующее:

* При подходе к прицепу с трупами в центре города, Выживший будет атакован жертвами чумы, ползущими на всех конечностях. Они взорвутся и вызовут галлюцинацию при приближении к игроку.
* При приближении к хижине Виктора, безумец увидит галлюцинацию Виктора, несущего несвязный бред.
* При входе в магазин, безумец будет атакован скелетом ребенка - жертвы чумы.

## Заметки

* По истории игры, дикие собаки могут быть потомками Шайенн, но скорее всего DUST просто превращает бывших жителей в собак по техническим причинам.
* Неагрессивная собака может быть переделанным Виктором, так как она бродит по Мохаве и появляется в тех местах, где Виктор появился бы в оригинальной игре.
Creeper aww man Wiki

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The Bunny Song

Mr. Nezzer:
The bunny, the bunny
Whoa, I love the bunny
I don't love my soup or my bread, just the bunny
The bunny, the bunny
Yeah, I love the bunny
I gave everything that I had for the bunny
I don't want no health food when it's time to feed
A big bag o' bunnies is all that I need
I don't want no buddies to come out and play
I'll sit on my sofa, eat bunnies all day
I won't eat no beans, and I won't eat tofu
That stuff is for sissies, but bunnies are cool
Backup Singers:
I don't want no pickles, I don't want no honey, I just want a plate and a fork and a bunny
I don't want a tissue when my nose is runny, I just want a plate and a fork and a bunny
I don't want to tell you a joke that is funny, I just want a plate and a fork and a bunny
I don't want to play on a day that is sunny, I just want a plate and a fork and a bunny (continues in the background)
Mr. Nezzer:
The bunny, the bunny
Whoa, I love the bunny
I don't love my soup or my bread, just the bunny
The bunny, the bunny
Yeah, I love the bunny
I gave everything that I haaaaaaaaaaaaaaad... fo-or the bu-unnyyyyyyy
UCOLball

## Government

### Government

 Commune(Leader, called 'Leader' is usualy the smartest guy)

## General

### Affiliation

* Holy Lunar Union
* Allied Council (i guess?)

### Languages

**Primary:**Расcовски *(Russian)*

**Secondary:**

Common *(English)*

### Religion

* Tri-lunarism
	+ Scientological Tri-lunarism

## Relations

### Friends

 Vatican Eastern friend

 Shield

 Bears

## Opinions

### Likes

* Winter
* Snow
* Heavy cannons
* Sleeping
* Materialism

### Dislikes

* Hot weather
* Betrayals
* Nonsense

first line
All Star

Somebody once told me the world is gonna roll me

I ain't the sharpest tool in the shed

She was looking kind of dumb with her finger and her thumb

In the shape of an "L" on her forehead

Well, the years start coming and they don't stop coming

Fed to the rules and I hit the ground running

Didn't make sense not to live for fun

Your brain gets smart but your head gets dumb

So much to do, so much to see

So what's wrong with taking the backstreets?

You'll never know if you don't go

You'll never shine if you don't glow

Hey now, you're an all star

Get your game on, go play

Hey now, you're a rock star

Get the show on, get paid

And all that glitters is gold

Only shooting stars break the mold

It's a cool place, and they say it gets colder

You're bundled up now, wait 'til you get older

But the meteor men beg to differ

Judging by the hole in the satellite picture

The ice we skate is getting pretty thin

The water's getting warm so you might as well swim

My world's on fire, how 'bout yours?

That's the way I like it and I'll never get bored

Hey now, you're an all star

Get your game on, go play

Hey now, you're a rock star

Get the show on, get paid

All that glitters is gold

Only shooting stars break the mold

Somebody once asked

Could I spare some change for gas?

"I need to get myself away from this place"

I said, "Yep, what a concept

I could use a little fuel myself

And we could all use a little change"

Well, the years start coming and they don't stop coming

Fed to the rules and I hit the ground running

Didn't make sense not to live for fun

Your brain gets smart but your head gets dumb

So much to do, so much to see

So what's wrong with taking the backstreets?

You'll never know if you don't go (go!)

You'll never shine if you don't glow

Hey now, you're an all star

Get your game on, go play

Hey now, you're a rock star

Get the show on, get paid

And all that glitters is gold

Only shooting stars break the mold

Hey now

Hey now

Hey, hey, hey now

Hey now

Hey now, you're an all star

Hey now, you're an all star

Hey now, you're an all star

Only shooting stars break the mold
Rick roll

We're no strangers to love

You know the rules and so do I

A full commitment's what I'm thinking of

You wouldn't get this from any other guy

I just wanna tell you how I'm feeling

Gotta make you understand

Never gonna give you up

Never gonna let you down

Never gonna run around and desert you

Never gonna make you cry

Never gonna say goodbye

Never gonna tell a lie and hurt you

We've known each other for so long

Your heart's been aching but you're too shy to say it

Inside we both know what's been going on

We know the game and we're gonna play it

And if you ask me how I'm feeling

Don't tell me you're too blind to see

Never gonna give you up

Never gonna let you down

Never gonna run around and desert you

Never gonna make you cry

Never gonna say goodbye

Never gonna tell a lie and hurt you

Never gonna give you up

Never gonna let you down

Never gonna run around and desert you

Never gonna make you cry

Never gonna say goodbye

Never gonna tell a lie and hurt you

Never gonna give, never gonna give

(Give you up)

(Ooh) Never gonna give, never gonna give

(Give you up)

We've known each other for so long

Your heart's been aching but you're too shy to say it

Inside we both know what's been going on

We know the game and we're gonna play it

I just wanna tell you how I'm feeling

Gotta make you understand

Never gonna give you up

Never gonna let you down

Never gonna run around and desert you

Never gonna make you cry

Never gonna say goodbye

Never gonna tell a lie and hurt you

Never gonna give you up

Never gonna let you down

Never gonna run around and desert you

Never gonna make you cry

Never gonna say goodbye

Never gonna tell a lie and hurt you

Never gonna give you up

Never gonna let you down

Never gonna run around and desert you

Never gonna make you cry
What is love

What is love?

Oh baby, don't hurt me

Don't hurt me

No more

Oh baby, don't hurt me, don't hurt me

No more

What is love?

Yeah

No, I don't know why you're not fair

I give you my love, but you don't care

So what is right and what is wrong?

Gimme a sign

What is love?

Oh baby, don't hurt me

Don't hurt me

No more

What is love?

Oh baby, don't hurt me

Don't hurt me

No more

Whoa, whoa, whoa, whoa, whoa, whoa, oh, oh

Whoa, whoa, whoa, whoa, whoa, whoa, oh, oh

Oh, I don't know, what can I do?

What else can I say? It's up to you

I know we're one, just me and you

I can't go on

What is love?

Oh baby, don't hurt me

Don't hurt me

No more

What is love?

Oh baby, don't hurt me

Don't hurt me

No more

Whoa, whoa, whoa, whoa, whoa, whoa, oh, oh

Whoa, whoa, whoa, whoa, whoa, whoa, oh, oh

What is love?

What is love?

What is love?

Oh baby, don't hurt me

Don't hurt me

No more

Don't hurt me

Don't hurt me

I want no other, no other lover

This is our life, our time

If we are together, I need you forever

Is it love?

What is love?

Oh baby, don't hurt me

Don't hurt me

No more

What is love?

Oh baby, don't hurt me

Don't hurt me

No more

Yeah, yeah

Whoa, whoa, whoa, whoa, whoa, whoa, oh, oh

Whoa, whoa, whoa, whoa, whoa, whoa, oh, oh

What is love?

Oh baby, don't hurt me

Don't hurt me

No more

What is love?

Oh baby, don't hurt me

Don't hurt me

No more (whoa, whoa)

Oh baby, don't hurt me

Don't hurt me

No more (whoa, whoa)

Oh baby, don't hurt me

Don't hurt me

No more

What is love?
Synag

###### Home -> Eight Realms of Hell -> Synag

The smallest of demiplanes that make up the Eight Realms of Hell, Synag is made up entirely of a lake, whose water overflows into the other realms creating the rivers that run through each of them, tiny craggy islands in said lake, and a large castle in the center of the lake. This castle, known as Creatrix, is the location where the Lords of Hell and their generals meet for several reasons and once each millennium to reaffirm the Infernal Equilibrium, which is an agreement among the Lords of Hell that none of them will attempt to invade and control any of the other realms and that if any of them break this agreement, the other six Lords will join each other in defeating the invader. The Infernal Equilibrium is hardly a peace treaty though and the Lords send their armies against each other commonly to settle disputes but it must be on an agreed battlefield with clear consequences for failure. Lords can also back assassins and usurpers who go against other Lords they disagree with, but are banned from trying to use this method to create a puppet nation and effectively control a realm other than their own. Despite this, the Lords of Hell are infamous for trying stretch these limitations as far as they can without breaking them.

Although technically one of the eight realms that make up Hell, a decidedly evil place in the multiverse, Synag itself is mostly considered a place of neutrality and several creatures unrelated to the Devils that inhabit the other seven realms take up residence here such as the Nosoi, who are raven-like creatures that oversee the terms of any deal and write up the actual contracts written in Synag, they are usually seen as annoying bureaucrats to most but they perform a needed duty so they aren't disturbed. Synag is a nexus of souls moving through the multiverse so is used as a meeting grounds for any and all creatures that deal in souls, Angels and Devils alike.