recursal/Fanatic-Fandom huggingface dataset:
Blade of the Rising Sun

**Aura** strong evocation and necromancy **CL** 15th **Weight** 6 lbs.; **Price** 51,850 gp

## DESCRIPTION

This golden-bladed +1 glorious undead bane katana
 shines like the first rays of the morning sun. Whenever the wielder of a
 blade of the rising sun threatens a critical threat (regardless of
whether the critical is confirmed or whether the target is subject to
critical hits), the target is surrounded by a halo of golden sunlight
equivalent to faerie fire until the beginning of the wielder’s next turn. Undead surrounded by this glow take 1d6 points of damage at the beginning of their turn. The
 wielder of a blade of the rising sun may declare a sacrificial strike
(similar to the retributive strike of a staff of power) as a standard action, or as an immediate action before losing consciousness upon gaining the dying or dead condition. A sacrificial strike converts the wielder’s body and spirit into raw energy equivalent to a sunburst (DC 22). Allies of the wielder within the sunburst are not harmed, and the wielder may choose to affect all allies within the sunburst as mass cure light wounds or all allies within 10 feet as breath of life. The caster level for the effects of the sacrificial strike is equal to the sword’s caster level plus 1/2 the wielder’s level (maximum 25th level).

 A sacrificial strike destroys the wielder’s body (as the spell disintegrate), but she has a 50% chance of being reincarnated (as the reincarnate
 spell) 24 hours after performing a sacrificial strike in a random safe
location within 1 mile. The wielder’s gear is left behind unharmed after
 the sacrificial strike; however, the blade of the rising sun is
teleported to a random location at least 100 miles distant.

## CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, blindness/deafness, daylight, flare, miracle, sunburst, miracle, sunburst; **Cost** 28,100 gp
The Thunderstrikers

### Subdomains

* Lightning \*Feather \*Fur \*Cooperation \*Heroism \*Honor \*Legend \*Defense \*Competition \*Self-Realization \*Exploration \*Storms

## Other attributes

### Sacred color

Black and Gold

The Thunderstrikers is a guild, an organization and location which runs the business of thunderstikers. It's Headquarters is located in the city of Minus.

## Overview:

The job of the Thunderstrikers includes offering quests, handling requests from civilians to be posted as quests (such as goblin slaying), and also taking charge of the ranks assigned to current adventurers.

After an thunderstiker completes a quest, the guild offers the associated sum of money. The guild also has the authority to deny an adventurer from attempting a quest if the latter is deemed unfit to complete the task.

## Thunderstiker Tags:

Upon filling out the adventurer sheet, newly registered thunderstikers are bestowed with a dog tag-like plate, stamped with the Thunderstikers' Guild logo. The material of the tag serves as both an identification with the individual's personal details inscribed behind and a testament of their official rank.

As thunderstikers are the face the Thunderstikers' Guild, the rank assigned to them during a promotion interview is made based on a variety of factors, such as their trustworthiness and ability in completing quest.

Ranks:

Thunderstikers are identified by the rank officially assigned to them by the Association of the Thunderstikers' Guild. A thunderstikers' rank is recognized by the material used in one's licensed tag. The rank of Thunderstiker ascends from Rank 10 to Rank 1.

Furthermore, the material for tag is made depending on one's rank as an
adventurer. All newly registered thunderstikers of the Thunderstikers' Guild
are given the lowest rank which is Rank 10: Porcelain. However, as an thunderstikers' rank increases, so does the material of their tag.

* Rank 10: Bronze
* Rank 9: Iron
* Rank 8: Steel
* Rank 7: Sapphire
* Rank 6: Emerald
* Rank 5: Ruby
* Rank 4:Obsidian
* Rank 3: Silver
* Rank 2: Gold
* Rank 1: Platinum

## Trivia:

* Guildmaster - Tima Daughter of Thunder.
* Notable Hero - Kaladin "Storm Bless"
* Many novice adventurers die on their first mission, mostly due to underestimating their targets, like goblins.
* The Thunderstikers' Guild tag is also used to corroborate the said-person's identity if anything happens to him or her. Should the body of a deceased thunderstiker be rendered unrecognizable, the tag will serve as an identification.
Monster Almanac

### Effects

* This sketchbook has up to 100 pages full of scribbled notes and hasty sketches about monsters. When the user focuses on a particular page, the text and pictures start moving, revealing more details about the creature.
* The user must spend 10 minutes researching a particular type of monster to get any benefit from the almanac. If the user is trained in the appropriate Knowledge skill to identify a monster, he gets a +2 circumstance bonus on his check. He can attempt a Knowledge check to identify a creature despite being untrained in the appropriate skill (but without the +2 bonus) as long as the check’s DC is no higher than 15.

### Cost to sell

*Unknown*

This sketchbook has up to 100 pages full of scribbled notes and hasty sketches about monsters. When the user focuses on a particular page, the text and pictures start moving, revealing more details about the creature.

The user must spend 10 minutes researching a particular type of monster to get any benefit from the almanac. If the user is trained in the appropriate Knowledge skill to identify a monster, he gets a +2 circumstance bonus on his check. He can attempt a Knowledge check to identify a creature despite being untrained in the appropriate skill (but without the +2 bonus) as long as the check’s DC is no higher than 15.
Season 3: Chapter 3

## Plot:

War has been raging for two months. The allied nations of Pneumanor, Greater Pneumanor, Lysium, Alfheim and Pneumanheim have all sent soldiers to the front fighting the onslaught of demons, Daemons, Devils and other evil creatures led by a Black Force. Nether side has been able to make a turn in the war overcoming the other.

Lord Sandor along with Sir. Cain has gained some valuable information and formed a small Special Team that may be able to turn the tide of the war. The team will consist of elite soldiers from the allied nations.

The Team's duties will be Reconnaissance, Retrieval/Rescue, Interrogation, and Infiltration.

## Nation Choice/Factions:

### Pneumanor: (Most Races)

* Knights Raynor
* Panacea Knights
* The Green Knights - "Nature knights"
* Arch Mages - From The Tobin’s Mages Academy

### Lysium: (Elf or Fey)

* Ilrunian Guards - From The Kingdom of Ilrune
* Shadowrunners - Ninjas

### Alfheim: (Anthro race)

* The Wild Hearts
* Alfheim Navy

## For Character Creation/updating:

Level - 12

Gear Value - 110k

## Team Members:

* Cain - Leader, Pneumanor
* Virgil Thorpe - Pneumanor, Knight Raynor, Explosive Specialist/Alchemist
* Nuriel - Whole Lands, Angel, Religion/Planes Specialist - also great warrior.
* Hopkins - Greater Pneumanor,Tactician/Engineer
Codex of the Infinite Planes

**Aura** overwhelming transmutation; **CL** 30th; **Slot** none; **Weight** 300 lbs.

### DESCRIPTION

Thick slabs of obsidian bind pages of fine lead, creating a
massive tome riddled with pocks and scars suggestive of fantastic
antiquity.
 The Codex of the Infinite Planes is an enormous tome, usually
requiring two people to lift it. No matter how many pages are turned,
another always remains. Anyone opening the codex for the first time must
 succeed at a DC 30 Fortitude save or be affected as per the spell destruction.
 Those who survive can peruse the book’s pages and learn its powers,
though not without risk. Each day spent studying the codex allows the
reader to make a DC 50 Spellcraft check to learn one random power. The reader gains a +1 circumstance bonus
 on this check per day spent reading until a power is learned. However,
each day of study also forces the reader to make a successful Will save (DC 30 + 1 per day of study) to avoid being affected as if by the spell insanity. The Will save DC resets to 30 once a power is learned.

 The powers of the Codex of the Infinite Planes are as follows:

 Astral projection, banishment, elemental swarm, gate, greater create demiplane, greater planar ally, greater planar binding, plane shift, and soul bind.

 The saving throw to resist any effect created by one of these
powers has a DC equal to 20 + the power’s spell level. Each of these spell-like abilities is usable at will by the owner of the codex once she learns it, but requires a successful Spellcraft
 check (DC 40 + twice the spell level of the power) to activate. A
character cannot take 10 on this check. Failing this check indicates
that a catastrophe befalls the user, determined randomly by rolling on
the Codex Catastrophes chart below. A character can only incur one
catastrophe per power use.

### DESTRUCTION

The Codex of the Infinite Planes is only destroyed if one page
is torn out and left on each plane in existence, but tearing out a page
immediately triggers a random catastrophe.

## HISTORY

Few entities, even among the eldest deities, recollect the
origins of the Codex of the Infinite Planes, as its creation dates back
to the rebellion of the titans against their godly creators. Realizing
their race lacked the fundamental connection to the multiverse that
granted the gods limitless power, a sect of titans sought to create such
 a link for themselves, rudely twisting the planes to their will, but at
 a terrible cost. The result was the creation of the Codex of the
Infinite Planes, an ultimately failed but fantastically dangerous key to
 vast planar power. The ensuing divine reprisal for attempting to
intrude upon the providence of the gods proved swift and harsh, an
outrage that led to planes-spanning revolution.
Somewhere

"The planetoid of Yulgamot is one of the few large surfaces in the Astral Plane, where time flows differently than elsewhere in the plane, and serves as both a trade hub and central launching point from which extraplanar expeditions set forth."
Somewhere is a large city Located on Yulgamot. It serves as one of the main hubs and trading post.
History

## About Pneumanor:

Historic Timeline

Deities

Religion and Cults

The Trozzemog

## People and Organizations:

* King Minus Dardanus
* The Eleusinian
	+ Lady Persephone
	+ Shannon Walker
* The Order
	+ The Knights Raynor
	+ The Green Knights
	+ The Arch Mages
* Project ArEm
	+ ArEm
* Panacea
	+ John "Jack" Marrek
	+ Panacea Knights

## Prophecies:

**Prophecy** involves a process in which one or more messages are
allegedly communicated by a God. Such messages typically involve
inspiration, interpretation, or revelation of divine will concerning the prophet's social world and events to come

* The Dropped Cards (T1)
* The Dropped Cards (T3)
* The Group's Dream (T1)
* Jack's Vision (T2)
* Orman (T1)
* Harrow Readings (Season 3)
Anna

Anna Finck was born in the town of Hambry but was taken to Considine at the age of 9. She was then sold to the Pimp "Action Glen" in the town of Garlan. She was one of his top whores.

Anna was a prostitute in
the town of Garlan when she was freed/bought by Rain after he payed 1500 Gold; and she would do whatever he told her to do. Rain would sometime abuse her, but he cared for her a great deal.

Anna wanted to thank Rain for his freeing her from the prostitute ring of Garlan. She would offer to have sex with him and would touch his "no no square." Even though Rain refused Anna she would still continue to offer Rain sexual acts.

Shannon
 was jealous of the attention Rain showed Anna and for Anna's breast size being larger then her own. Anna was just as jealous of Rain and Shannon's relationship, and theirs was more "loving" and without physical abuse. Anna would pick outfits out that resembles Shannon's cloths but be more relieving.

Anna was the cause of a great dispute within the Order. Where Noir and Valamer did not like the way Rain treated her. Rain freed Anna who left for Castle Fedic and studied to be a witch. She stayed there for a few Months where she kept correspondence with Rain. Anna enjoying studding magic text. She would regularly study the Book of Umbra.

Anna returned to Minus with a new power and help Rain and the Party through many missions. Anna picked up a demon in Discordia who attached himself to her. The party tried hard to unattached the demon from her and indeed was successful. It was then that the party went into the
mirror dimension and battle the demon known as Malek the Reaper. Anna was scared for her life however and teleported herself and Rain back to Minus. Rain did not take this well and beat her for abandoning the battle. Anna agreed to take the party back into the mirror dimension however this time swearing to Rain that she would not flee. This would be her end as Malek was able to grab hold of Anna breaking her neck.

The one thing Anna wanted was to see her family again, however she was fearful for what her family would think upon her return knowing that she was a prostitute. She was never able to return to her home. Anna was berried in the Bastions garden by the orders of Shannon Walker.
Desna's coin

**Aura:** Faint abjuration

**Caster Level:** 5th

**Type:** Wondrous item

**Slot:** Slotless

**Affiliation**: Desna

A ***Desna's coin*** is made of gold and has two blank faces. The coin's owner can cause the holy symbol of Desna—a butterfly with suns, moons, and stars on its wings—to appear on either face at will. This proves especially useful when performing coin flips, as the owner of a *Desna's coin* can essentially guarantee that the result will go in their favour.[1]
As one would expect of an item associated with the goddess of luck, a *Desna's coin* also confers on its owner an uncanny ability to fortuitously avoid sudden threats by enhancing the bearer's reflexes. A *Desna's coin* costs around 8,000 gold pieces
Void Scythe

**Aura** strong necromancy; **CL** 13th; **Weight** 10 lbs.; **Price** 95,318 gp

## DESCRIPTION

Instead of a Blade, a swathe of absolute darkness inimical to life tips this scythe. It functions as a +1 brilliant energy scythe, except the Blade is formed of negative energy and gives off no light whatsoever. The wielder can channel negative energy directly into the scythe
 to charge it with life-destroying energy for 1 round per die of
channeling. For example, channeling negative energy for 5d6 points of
damage fuels the scythe for 5 rounds. While so charged, the void scythe bestows one negative level with each hit. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent. Black
 energy utterly consumes any creature that is slain by the void scythe,
leaving no body behind but leaving the creature’s equipment unharmed. A
victim of the void scythe can be restored only by true resurrection or carefully worded miracle or wish.

## CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, disintegrate, enervation; **Cost** 47,815 gp
Panacea

“That which cures all”

## Symbol:

A circle of black, with a flask in the middle. The flash is pointed down, pouring out a gold liquid. The liquid cuts through and pushes back the black as it splashes against the floor

## Members:

Panacea is a guild of medical professionals and arcane researchers.

## Mission:

In a world where man is beset by both demon and ghouls, Panacea aims to keep the population strong and healthy so they can repel attacks from around them. They research to find more efficient and cost effective ways to heal illness, as well as strengthening agents. Their goal is to mass produce affordable medicine, as well as physical enhancers. If the general populace is healthy and powerful, man as a whole will fare better against the monsters of the world.

## History:

Panacea started in Garland. The original members were a part of a black market operation with a similar goal in mind. They were willing to conduct their research illicitly, believing the ends to justify the means. After their leaders were apprehended by law enforcement, the remaining members attempted to turn their efforts honest, and resolved to try again with legitimacy. They struggled for years, unable to procure test subjects or materials legally or easily.
Eventually they caught their stride, and have grown over the years. Their trade and distribution networks have reached across the countryside. Their research is yielding powerful results, and their clinic locations are booming because of it.

## Branches:

* HQ - Located in Garland. Most major research is conducted here.

* Clinics - Present in some major cities, and most towns near Garland. Offer health treatment at low prices.
* Shipping - Panacea historically hired third parties to store and ship their product. They have recently merged with some of these entities and have their own warehouses, caravans, and ships.
* Security - Protection for their clinics, shippers, and warehouses.
West Minus

### Inhabitants

Population 16,42813,307 humans, 821 were-cats, 659 dwarves, 655 elves, 493 gnomes, 166 half-elves, 164 halflings, 163 others

West Minus is the sister city to the City of Minus. They are joined together by a twenty mile long bridge. Is mostly an extension of Minus.

The city is also a fortified city surrounded by a giant wall.

There is a market built into the wall. It is called "Wall Mart."
Shannon's Ring

## Shannon's Ring

### Cost to sell

*Unknown*

A Ring given to Shannon from Rain.

## Ring of Sustenance:

**Aura** faint conjuration; **CL** 5th

**Slot** ring; **Price** 2,500 gp; **Weight** —

### DESCRIPTION

This ring continually provides
 its wearer with life-sustaining nourishment. The ring also refreshes
the body and mind; its wearer needs only sleep 2 hours per day to gain
the benefit of 8 hours of sleep. This allows a spellcaster that requires
 rest to prepare spells to do so after only 2 hours, but this does not
allow a spellcaster to prepare spells more than once per day. The ring
must be worn for a full week before it begins to work. If it is removed,
 the owner must wear it for another week to reattune it to himself.

### CONSTRUCTION REQUIREMENTS

Forge Ring, create food and water; **Cost** 1,250 gp
Religion and Cults

## Religions:

### The Faith:

* The largest Religion in Pneumanor is commonly known as "The Faith." The Faith worships "The One True God" also called "The Creator." They fallow the teachings of The Holy Bible.

### The Church of Desna:

* The church of Desna has few temples to its name, and its priests rarely

settle in a single location. The faithful of the Great Dreamer can be
found on the roads of Pneumanor, Alfhiem and Lympus.

## Cults:

### Zor-El Thanatos Cult:

* The

Zor-El Thanatos cult. It is a cult that worships Thanatos the demon of Death. The
acolytes of Thanatos call themselves *Crows*, and the group is called a *Murder*.
Most are well trained assassins and skilled in both magic and alchemy.
They dress themselves in dark hoods and cloaks and wear plague doctors
masks. Their places of worship are called rookeries.

### The Sandman Cult:

* Hypnos

in the demon of Sloth, and mind control.
Not much is known of the cults creed and Practices.

### The Red Death Cult:

* The Red Death Cult worship the Demon known as The Red Death.

### The Black Queen:

* The Black Queen is said to be a goddess of pleasure and domination.

### The Coos.

* Little in known about the coos. These witches worship all forms of demons and devils, however they mostly worship the Black Queen. They have a large coven in the city of Garland. A Coos coven seems to have taken over Pine Hill Sanitarium.

## Lesser Cults:

### The King in Yellow:

* This strange cult worships an evil creature of madness known as The King in Yellow.
The Dropped Cards 1

When Noir first came in contact with Shannon Noir dropped his deck of Harrow cards, only seven were visible.

## They were:

1.The Paladin - This is the lawful good card of strength. It represents standing resolutely against trouble, without backing down.

2.The Dance - This is the lawful good card of dexterity. It represents a complicated framework that requires the cooperation of all to avoid collapse.

3.The Desert - This is the chaotic good card of constitution. It represents an environment too difficult for anyone to survive without help. The sphinx may represent a source of salvation from plague.

4.The Big Sky - This is the chaotic good card of strength. It represents momentous change, as when all the slaves of a nation are emancipated.

5.The Tangled Briar - This is the lawful evil card of constitution. It represents a historical thing or creature that will have some influence on the question.

6.The Midwife - This is the neutral good card of wisdom. It represents the enabler or conduit of new creation, information, or arrivals.

7.The Empty Throne - This is the lawful good card of charisma. It represents those who are gone, or a ghost of the past that has taught important lessons.
Nagob Keep

## The Keep:

Nagob Keep is a large fortified Castle on the northern coast of Infernos off the Iron Gulf and the Iron Hills. The Keep was originally constructed for the deference and protection of the norther coast of Infernos.

## The Battle of Nagob Keep:

The army of Pneumanor consisting of approx 10,400 Soldiers made up from the Knights Raynor, Panacea Knights, The Green Knights and Arch Mages set siege to the keep. During the battle the army of Pneumanor faced an orc army, goblin army, undead army, hell hounds and a Tarrasque.

The green knights summoned two herds of bulls, while the Arch Mages rained fire balls down on the enemy army.

Lord Sandor led the attack on the keep. He summoned his blood Rain golem to hold back the Tarrasque.

The Eleusinian Shannon Walker and her daughter Princess Delilah Walker showed up at the climax of the battle. Lady Shannon was able to draw forth holy energy that cleansed the Keep of it's evil inhabitants. Causing the survivors to flee in fear.

One the Pneumanorian army won the battle they took the keep for their own and have started transforming it into their new Command station.
Bearon

Bearon are large, humanoid ursus (bears) with front paws that have an opposable thumb and lack
dangerous claws, sporting something closer to finger nails. They are
more human looking than most human/creature hybrid.They do not have sharp teeth and cannot bite. They have fur on their
bodies in varied patterns and have a bone structure that resembles their
 ancestors (Ursine Bears), despite walking almost permanently upright,
just as other bipeds, they are significanly slower for their size, due
to slightly stumped legs. A Bearon has skin that rivals that of orcs in
toughness, making Bearon hard to injure. Bearon also have poor eyesight
but a keen sense of smell. There are few distinguishing features between
 different Bearon with only mild variance of size and features, although
 they often have unique battle scars and a distinct under bite. Their
fur is most commonly light brown, with black noses and darker brown
along the legs and arms towards the paws. Bearon rarely wear armour for
battle. Their skin is abrasive enough to gradually tear through tight
fitting armor straps making the use of armor more difficult.
Troll Bane Greataxe

This is a +1 Troll Bane Greataxe

## Greataxe:

Cost 20 gp Weight 12 lbs.
Damage 1d10 (small), 1d12 (medium) Critical x3 Type slashing
Category two-handed Proficiency martial
Weapon Group axes

*This two-handed battle axe is heavy enough that you can’t wield it with one hand. The head may have one blade or two, and may be “bearded” (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long.*

## Bane:

Price +1 bonus; Aura moderate conjuration; CL 8th; Weight —

DESCRIPTION

A *bane* weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. To randomly determine a weapon’s designated foe, roll on the following table.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Arms and Armor; Spells summon monster I; Cost +1 bonus
Dolarhyde's Hat

* The Wearer does not take any penalties from rain, takes penalties from high winds speed as though she were one size category larger than she actually is, and gains a +4 bonus on saving throws against wind effects.
* Anna sewed a Bag of holding into the hat.

## Bag of Holding:

**Aura** moderate conjuration; **CL** 9th

**Slot** —; **Price** see below; **Weight** see below

### DESCRIPTION

This appears to be a common cloth sack about 2 feet by 4 feet in size. The *bag of holding* opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless
 of what is put into the bag, it weighs a fixed Amount. This weight, and
 the limits in weight and volume of the bag’s contents, depend on the
bag’s type, as shown on the table below.

 If a *bag of holding* is overloaded, or if sharp
objects pierce it (from inside or outside), the bag immediately ruptures
 and is ruined, and all contents are lost forever. If a *bag of holding*
 is turned inside out, all of its contents spill out, unharmed, but the
bag must be put right before it can be used again. If living creatures
are placed within the bag, they can survive for up to 10 minutes, after
which time they suffocate. Retrieving a specific item from a *bag of holding* is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a *bag of holding* is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a *bag of holding*, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and *bag of holding* in the process.

**Editor’s Note**: *Bag of Holding* refers to the space inside as “non-dimensional” whereas the rules on extradimensional spaces explicitly refer to bags of holding as examples of extradimensional spaces.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, secret chest; **Cost** 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)

### Bag of Holding, Minor

**Source** Classic Treasures Revisited **Aura** moderate conjuration; **CL** 9th

**Slot** —; **Price** 1,000 gp; **Weight** 3 lbs.

#### DESCRIPTION

This more economical version of the bag of holding functions in the same manner, but its internal measurements are smaller than those of a regular bag of holding. It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.

#### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, secret chest; **Cost** 500 gp
The Red Death

Dolos is the youngest brother of Thanatos and the demon of Trickery and guile. He is also a master at cunning deception, craftiness, and treachery.

## Demon:

He is also called the Red Death and The Crimson King. He is said to rule from his castle "Discordia" which resides in the Abyss.

His beloved is Eris (Lessor demon of discord)

## Cult:

His followers dress is various reds and paint their faces like skulls.

**The Major tenets of Faith:**

* One must be cunning to receive that which they desire.
* One must deceive to gain power.
* One must use crafty tricks to mislead public opinion for ones gain.
* One's true home is Discordia.

The Symbol of Discordia is The Evil Eye.
Kirjath Ungul and The Anchent City of Nephily

Kirjath Ungul was the fortified sister city of the Nephilim. The city was almost destroyed in Thaddeus The Eleusinian's last stand agent the demon hoard.

The Anchent City of Nephily is one of the sister cities of the Nephilim. It was built upon an island across from Kirjath Ungul. It is now the main dwelling of the giants. The palace in the center of the city holds the mighty King Ofius.
Joe

Joe is the "Body Guard" to "The Rainmaker"and main Hit-man in the Mob.

## Biography:

Joe was born in Considine to a drug addicted whore. He grew up on the streets and at an early age learned to defend himself. At the age of twelve he took his first life. A man by the name of Seth who had bought Joe's mother for a night was in the next room when Joe herd his mother struggling. Joe entered the room seeing Seth choking Joe's mother. Joe took action and stabbed the man Seth in the neck. After the killing Joe took up drugs and soon after that started to live a life going from party to party.

At the age of twenty five Joe joined the Considine mob where his drug addiction and partying persist, becoming a hit-man to finance himself. Years later, he meets a woman by the name of Beatrix during a bar fight and they marry. After angering a ravel syndicate "The Blue Boys" put a hit on Joe head. The ravel hit-men show up at Joe's home but Joe is not there. They kill Beatrix and leave a note on her body. Joe had spent the night in a drug den and upon returning home finds his wife's dead body and the note from the blue boys.

The next mourning an enraged Joe shows up at the blue boy's base killing the entire syndicate. Jose continued his work has a hit-man for a new mob boss by the name of The Rainmaker. In The Rainmaker's employment the hits would be teleported to a a predetermined time and location where Joe would terminate them. Joe made a name for himself within The Rainmakers syndicate and soon was made the Rainmaker's personal body guard and top hit-man.
Races

In fantasy roleplaying games, race is fundamental. It both provides a starting point for character creation and sets the tone for a character as it progresses. Race mixes biology and culture, then translates those
 concepts into racial traits.

Yet since both biology and culture are mutable—especially when one considers the powerful forces of magic—racial traits can be so diverse that two elves can be extremely different while still manifesting aspects of their shared heritage and culture. A race’s traits, its history, its relations with other races,
and the culture that all of these things imply—all of these frame your character. This is true whether you play to or against the stereotypes. A savage and bloodthirsty half-orc who lives only for battle is fun to play, but so is a stern and conflicted half-orc paladin constantly struggling to keep her bloodlust in check. Both fit comfortably within the theme of half-orc, but come off as very different characters around the game table.

Race is an important part of what makes characters who they are, yet it’s often all too easy to gloss over the details. After all, most
people know the basics: dwarves are short, elves live a long time, and gnomes are dangerously curious. Half-orcs are ugly. Humans are—well, human. To some players, choosing a race is simply a matter of finding which racial modifiers best fit a character’s class. Yet there’s so much more to race than that. From their deep halls beneath craggy mountains, dwarves sing mournful ballads that teach children of the heroes of old, helping them dream of the day when they might give their own lives in the stronghold’s defense. In the spires of their forest cities, elves find a
kinship with nature, as the great trees are some of the few non-elven friends who won’t grow old and wither before their eyes. By exploring the cultures and traditions of a character’s race, we can better understand where she comes from and what makes her tick, thus immersing ourselves that much deeper in the campaign world.

*From Pathfinder Core Rule Book*

## Common Races of the Nine Realms:

Aasimar

Angel

Demon

Deamon

Devil

Dhampir

Drow

Dwarf

Catfolk

Elf

Fetchling

Gnome

Goblin

Grippli

Half-elf

Half-orc

Halfling

Hobgoblin

Human

Kasatha

Kitsune

Lizardfolk

Pandafolk

Ratfolk

Samsaran

Tengu

Tiefling

Vampire

Werecat

Werewolf
Emma Martin

## **Costume Description:**

* Emma wears a purple witch hat with scull in the middle.

* White shirt

* Purple vest with black velvet collar and a skull in the middle
* Purple and violet corset
* Purple leather gloves
* Purple skirt with black velvet.

* Fishnet-stalking.
* Purple Leather Boots

## **Powers Description:**

Emma can use magic, which consist of different
effects, such as fire, ice, lighting, making things float and even more.
Puck

Puck was a sweet, naive Grippli from the small town of Passamaquoddy. He enjoyed spending his time around the docks where he could hear stories of far off places and of the people there. He would also enjoy to meet the strangers who might trade with the town or stop by for supply's.

Everyone in town considered Puck to be very friendly and sweet, but also a little to trusting.

## Old Grip Puck:

15 years after the Return of Thanatos Puck is working for the Freedom Fighting group known as "The Cheshires." He has lost his left arm, wearing a cybernetic arm. He is deeply sadden by the loss of his adoptive father Sandor.
Characters

## Player Characters:

### (T1) Extrados Time-Line (First Campaign):

* The Rainmaker
* Noir
* Valamir
* Enderis Ritter
	+ Mariia Doisena

* Bjorn "Fell Handed" Grimnar
* Elise Ulchas
* Evander Ironborn
* Dolarhyde

### Season 3 - Investigators

* Baxter Ross
* Gutz Wanderlust - Donnovan
* Vidram Nalen
* ArEm
* Virgil Thorpe

### Chapter 3 - War Games

* Virgil Thorpe
* Kovach
* Zire Zyxenfryx
* Deus

### Chapter 4 - The Rise of the Anthros

* Ku'loo
* Zumm
* Tibalt
* Nezumi Jager

### Dark Shadows:

* Michael Weston
* Fennice Welther
* Fredrick Kendred

### Chapter 5 - The Heroes of Ages:

* Tibalt the Brave
* Skjöldr
* Xendenbar

### (T2) Keystone Time-Line (Second Campaign):

Protagonist:

* Dolarhyde

* Jack
* Katherin Jager
* Gestalt - The Punisher

Antagonist:

* The Rainmaker
* The Candyman
* Joe

### (T3) Voussoir Time-Line (Third Campaign):

* Roxanna
* Nikki Grayson
* Shannon Walker

### (T4) Intrados Time-Line (2 Something Wicked Group):

* Dolmen
* Talonvale
* Saro Saro Sanos

## Major Non-Player Characters:

* Shannon Walker
* Delilah Walker
* Anna Finck
* Nuriel
* Gary
* Steve the Pumpkin-Head
* Gath The Nephilim
* Lulu
* Gareth
* Marie Laveau
* Gilly Van Pelt
* Rose Tyler

## Bastion Non-Player Characters:

* Amelia "Amy" Bedford
* Samuel Christinel - "Cain"
* Stephen Chamuel

* Rodrick Greeves
* William Lee Davis
* Didrik Dimrock
* Emma Martin
* Doctor Elliott Martin
* Reed Spiris
* Captain Dalfin Hedgehopper
* Aurora Thomas
* Biggs Littlepaw
* Dak Feimbis
* Wedge Rakaum

## Minor Non-Player Characters:

* Jareth - The Goblin King
* The Goblin Queen
* Nicodemus - The Great Owl
* Tima - Daughter of Thunder
* Codice Son of Codor, Son of Codex (The Keeper of Knowledge)
* Adonia Spellsong
* Hoggle
* Major Tom
* Puck
* Jonathan Grayson
* Santa Claus

## Enemies:

### Thirteen Demon Lords:

(Ð=Demon, Ɣ=Vampire)

1. Thanatos - Death (♂ Ð)
2. Keres - War (♀ Ð)
3. Limos - Famine (♀ Ɣ)
4. Beelzebub - Pestilence (♂ Ð)
5. Gozzer - Wrath (♂ Ð)
6. Astaroth - Pride (♂ Ð)
7. Lilith - Lust (♀ Ð)
8. Hypnos - Sloth (♂ Ð)
9. Baal - Gluttony (♂ Ð)
10. Mammon - Greed (♂Ɣ)
11. Invidia - Envy (♀ Ð)
12. Vincent Prospero - Red Death (♂ Ð)
13. Phobos - Terror (♂ Ð)

### Thanato's Four Horsemen:

1. Asmodeus - Famine
2. Zon-Kuthon - Death
3. Lamashtu - Conquest
4. Urgathoa - Pestilence

### Zor-El Thanatos Cult:

* Nicholas Vaughn
* Victoria Christinel Vaughn

### Considine Mob:

* The Rainmaker
* The Candyman
* Joe

### Other:

* The Reapers
* The Coos
* Laken
* The Hobgoblin Slavers
* Cotton Eye Joe
The Order

## The Overseers of the Orphic (Also known as Order of Orpheus)

Is a group that searches out and defend the Eleusinian. The inner circle of the order is made up of a group who calls themselves “The Watchers.” The Order’s base of operation is called "The Bastion." It is an old Cathedral looking fortress in the city of Minus near the Palace and the Citadel.

The Order's symbol is a single eye surrounded by rays of light. This could be from the large blue sphere that sits on top of the Bastion's middle spire. The sphere irradiates a blue light that can be seen throughout the city.

The Orders colors are blue and silver.
Codice's Greatsword

**Aura:** Strong necromancy and transmutation

**Caster Level:** 18th

**Body Slot:** None

**Price:** 75,000 gp

**Weight:** 8 lbs.

This *+3 adamantine greatsword* is designed with a single
purpose: to bring swift death to those tried and found guilty before the
 law. When wielded in a coup de grace attempt against a helpless target,
 the *executioner's hand* is treated as a *vorpal* weapon, and if the attack is a critical threat, it is automatically confirmed as a critical hit.

*Requirements:* Craft Magic Arms & Armor,
*circle of death*,
*keen edge*

*Cost to Create:* 39,000 gp
The Hero of Ages Prophecy

T*he Heroes of Ages shall be not men, but a force.*

*No nation may claim them, no woman shall keep them, and no king may slay them.*

*They shall belong to none, not even themselves.*

*The Heroes will have the power to save the world.*

*But they will also have the power to destroy it.*

*The Heroes will bear the future of the world on their arms.*
Urbosa’s Fury

"*A destructive power born from the unbridled anger of the Champion Urbosa. Summons powerful earth pillars to the surrounding area."*

Urbosa's Fury lets you cast Clashing Rocks three times a day.

## Clashing Rocks:

**School** conjuration (creation) [earth]; **Level** druid 9, sorcerer/wizard 9; **Elemental School** earth 9

### CASTING

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

### EFFECT

**Range** long (400 ft. + 40 ft./level)
**Effect** see text
**Duration** instantaneous
**Saving Throw** Reflex partial, see text; **Spell Resistance** no

### DESCRIPTION

You create two Colossal-sized masses of rock, dirt, and stone and
slam them together against a single creature between them. The *clashing rocks*
 appear up to 30 feet away from the target on opposite sides and rush
toward it with a mighty grinding crash. You must make a ranged touch attack to hit the target with the rocks. The *clashing rocks* ignore concealment and cover, and if there is a solid barrier between the target and either of the *clashing rocks*, the spell has a +28 bonus on the Strength check to burst through the barrier and continue unimpeded to the target. A creature struck by the *clashing rocks* takes 20d6 points of bludgeoning damage and is knocked prone. If the target fails a Reflex Saving Throw, it is also buried under the resulting rubble as if by a cave-in.
If the *clashing rocks* miss the target, the target still takes 10d6 points of bludgeoning damage from falling rocks and is knocked prone. A successful Reflex
 save reduces this damage to half and the target remains standing.
Creatures other than the target that occupy the spaces where the *clashing rocks* appear or within their path (30 feet wide, 30 feet high, and up to 60 feet long) must also make Reflex saves or take 10d6 points of bludgeoning damage and be knocked prone (save for half and remain standing). A creature can only take damage once from the *clashing rocks*, no matter how many times the *clashing rocks* pass over a target creature.
The Coos

### Sacred Text

Two crescent Moons inverting each other with a dull moon and a pentagram in the middle.

### Sacred color

Black

Little in known about the coos. These witches worship all forms of demons and devils, however they mostly worship the Black Queen. They have a large coven in the city of Garland. A Coos coven seems to have taken over Pine Hill Sanitarium.
Dark Shadows

The Year is 1940 AE, 62 years before Shannon Walker is anointed Eleusinian. Dark forces are moving in the land of Pneumanor. You work for a Spiritual Research team of The Faith called "The Beholders."

You are a "Watcher," an agent of the Church who goes and **Investigates Paranormal Activity** in the towns of Pneumanor. Your team has been been sent by *Master Luwin* to the mining town of Winter Falls on the behest of *Oswald Tomlin* the mayor of the town. There have been strange occurrences going on in the town.

## Character Creation:

You will be level 7.

You will be working for The Church of The Faith (Christianity). You will have a knowledge of the Paranormal.You my be a Priest or just a researcher. **Your Team has only been on a few uneventful assignments before this mission.** You already know each other.

 See House Rules for more info on Character Creation.
Port Caspian

Caspian
 is one of the largest port cities in Pneumanor. It is home to a large military base Fort Caspian. Port Caspian is a teach heavy city and developers of trains, ships, and other vehicles. The city is also a large manufacture of many type of weapons.

The majority populace is made up of elves, were-cats and kitsune, others being gnomes, dwarves and humans.
Inheritor's Light

**Source** *Inner Sea Gods pg. 256*
**Aura** faint conjuration and transmutation **CL** 3rd
**Slot** none; **Price** 6,555 gp; **Weight** 4 lbs.

### Description

This *+1 longsword* sheds light as a torch and when drawn emits a shining starburst around the hilt, similar to Iomedae’s holy symbol. Any cure spells or lay on hands effects used to heal the wielder of this blade heal an additional 1 point of damage per die, up to the effect’s normal maximum healing amount. Once per day, the wielder can use *inheritor’s smite*.

### Construction

**Requirements** Craft Magic Arms and Armor, *cure light wounds*, *inheritor's smite*; **Price** 3,435 gp
The Dark Glass

### Effects

The Dark Glass like it's brother The Beholder's Eye can give the viewer insight knowledge and understanding. However it is said to hold a deeper darker power within it's sphere.

### Cost to sell

*Unknown*

One of the The Seven Orbs of Judros**.**

## Unlocks (Each Orb can preform a wide verity of magic):

* The Dark Glass can be used as an Orb of Foul Abaddon.
* The Dark Glass can be used as a Eye of the Void.
* The Dark Glass functions as a Darkskull (This is continuous).

## Orb of Foul Abaddon:

**Aura** moderate conjuration; **CL** 10th; **Weight** 1 lb.
**Slot** none; **Price** 18,000 gp

### DESCRIPTION

This grapefruit-sized sphere of glossy black stone glows with
faint whorls of orange fire deep within its inky substance. When held in
 hand, it can be commanded to unleash a dread bolt once per day. When used as an additional focus for casting a spell with the evil descriptor, the bearer gains a +1 bonus to her caster level for these spells. It bestows one permanent negative level on any good creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, dread bolt, creator must be evil; **Cost** 9,000 gp

## Eye of the Void:

**Aura** moderate necromancy; **CL** 9th; **Weight** 1 lb.
**Slot** none; **Price** 10,000 gp

### DESCRIPTION

The eye of the void normally appears to be a small black glass or crystal ball
 3 to 4 inches in diameter. However, when commanded to open, the eye
reveals itself as the terrifying, multi-pupilled eye of some abomination
 from the dark spaces between the stars. Once per day, the bearer may
hold the eye and speak one of two command words to open the eye. The
first word creates a gaze effect in a 30-foot cone. The second word creates a gaze effect in a 15-foot sphere. Each creature subject to the gaze must make a DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mind-affecting fear effect.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, fear; **Cost** 5,000 gp

## Darkskull:

**Aura** moderate evocation [evil]; **CL** 9th **Slot** —; **Price** 60,000 gp; **Weight** 5 lbs.

### DESCRIPTION

This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow
 spell had been cast with the skull as the touched point of origin. Each
 darkskull has a single spell effect tied to it. This spell is from the
standard list given in the unhallow spell description, and it cannot be changed.

### CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, unhallow, creator must be evil; **Cost** 30,000 gp
Ruby Harbor

### Inhabitants

Population 16,42813,307 humans, 821 were-cats, 659 dwarves, 655 elves, 493 gnomes, 166 half-elves, 164 halflings, 163 others

Ruby Harbor is a main shipping post in the south eastern terras of Pneumanor and all of Pergean Terra.

The City gets it's name from the red roofed buildings that make up the city.

Both Sixsmith Enterprise and Grayson Corp have large research and development centers in the city as well as shipping facilities.
Roxanna

Roxanna is a 25 year old kitsune who grew up in a nomadic society. Her parents were very adept

entertainers, alongside the other adults of their tribal community. This was their main source of income, and so she naturally joined the enterprise. At a young age she portrayed an aptness for captivating people’s minds, both with her voice and eyes. Soon she found herself telling the fortunes of those coming to enjoy the entertainment. At the age of 15, her mother died from a mysterious illness. Her father, brokenhearted at the loss, was unable to continue performing.

Instead, he settled in Omery with his daughter. He changed professions, drawing on his keen knowledge of herbs. Spending many hours in the forests around Omery, the next decade finally brought some peace to his aching heart.

After collecting sufficient herbs from the forest, he would trek to Minus to sell them. His main customer was Madam Rue of the local apothecary. Roxanna, anxious for more than the tranquility of life in Omery, found herself traveling to Minus more and more. There she found an audience ripe for her fortunetelling skills.
Forgefather's Half-Plate

**Source** *Inner Sea Gods pg. 251*
**Aura** faint abjuration, divination, evocation, and transmutation **CL** 3rd
**Slot** armor; **Price** 4,180 gp; **Weight** 50 lbs.

### Description

This *+1 half-plate* is usually sized for a dwarf and decorated with one or more sacred hammer symbols of Torag. Once per day, the wearer may use *mending*, *protection from evil*, and *spark*APG. Once per day as a full-round action, the wearer can attempt a Knowledge check (with a +10 bonus) to identify a creature he is currently in combat with, even if he possesses no ranks in the appropriate Knowledge skill.

### Construction

**Requirements** Craft Magic Arms and Armor, *know the enemy*UM, *mending*, *protection from evil*, *spark*APG; **Price** 2,465 gp
Lady’s Spiral

**Price** 24,621 GP SLOT none; **CL** 9th; **Weight** 3 lbs.; **Aura** moderate conjuration

### DESCRIPTION

This heavy whip is a +1 ghost touch undead–bane whip that deals lethal damage to undead creatures regardless of their armor bonus or natural armor bonus.
In addition, the handle of a Lady’s spiral can be wielded as a +1 silver stake. This stake has the same statistics and properties as a wooden stake, except it is made of silver and thus overcomes DR/silver. Though it’s effectively two weapons in one, a Lady’s spiral is not a double weapon and cannot be wielded as one.

### CONSTRUCTION REQUIREMENTS

**Feats** Craft Magic Arms and Armor; **Spells** cure light wounds, plane shift, summon monster I, creator must be a worshiper of a god or goddess of fate, death, prophecy, or rebirth; **Cost** 12,621 gp
Mammon's Amulet of Mighty Fists

This belonged to the demon lord of greed Mammon.

## Effects:

This amulet grants an enhancement bonus of +1 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See **Table: Melee Weapon Special Abilities**
 for a list of abilities. Special abilities count as additional bonuses
for determining the market value of the item, but do not modify attack
or damage bonuses. An *amulet of mighty fists* cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An *amulet of mighty fists* does not need to have a +1 enhancement bonus to grant a melee weapon special ability.