recursal/Fanatic-Fandom huggingface dataset:
Elgar Coriuo

Elgar the torch bearer.

   *"I used to think it would be easy to get to where my predecessor was... but I know better now and I won't let anyone down!"*

Elgar was just a regular kid born in crocus, after seeing the event with Laras Gravor putting the beat down on the founders armies, the idea of being a wizard had enchanted the young man.

A few months later a bright light enveloped in his bedroom, it was a glorious light that burned away the shadows, as it turns out, that was Gectano's torch being passed on to Elgar. Now, the wielder of an ancient, forgotten magic, Elgar seeks to make sure that this trust will not be betrayed.
Tomlin's Create Monster

*"Have you ever seen a Remorhaz? I made those, you know! They didn't used to be that big... they used to be bigger. A shame they shrank so much, really."*

-Tomlin, Firstborn Wizard

## Spell Description

10th-level Conjuration (Wizard, Sorcerer)

**Casting time:** 30 days

**Range:** 60ft

**Components:** VSM (Bile of a Sibriex and initial 50,000gp, which increases by 50,000 per CR level, both of which are consumed upon cast.)

**Duration:** Permanent

Create Monster allows the caster to create a creature of their own from their mind. At the moment the spell is cast, the user must decide on what kind of creature they wish to make exist. A creature can only be up to a CR 20 and cannot have the ability to innate cast higher than 8th level spells. Otherwise, the caster controls what kind of features the created creature will have. The DM has the final say on what he believes is the correct stats for the appropriate CR.

Once the 30 day casting is finished, the creature appears and acts according to its nature.
Black Sun

## **Dark Ritualistic Cult**

The Black Sun is an evil cult faction that believes in a single purpose: Pulling the Void God, Zenituul, out of the Eternal Void into the material plane. They have existed for thousands of years, but have gone through periods of time where the faction remained only a few dozen people. The faction commits evil acts and forces people to join through deceit, magical influence, and Stockholm syndrome, however, many also join by the prospect of being favored by the Eternal Void.

The Black Sun operates in the shadows and quickly ends a mission in a short period of time. Agents of the Black Sun are given the bare minimum of a mission, normally without a reason as to why they are doing it to test their faith in the faction. Recently, the faction has risen to an all time high and has begun to move from the shadows into the open air. It also isn't uncommon for the Black Sun to do attacks out in the open, but it is often unheard of due to the lack of surviving witnesses.
Being inducted into the Black Sun is forever. Once a cultist joins, they are incapable of ever escaping outside of death, which, in some cases, may not even release you from their pact.
The Black Sun commonly uses ritual summons from the Eternal Void to deal with the harder lifting and physical combat. Horrifying, tentacled wyverns as mounts, gastly orog as meat shields, etc.

### **BELIEFS**

1. Worship Zenituul or die.

2. Sacrificing yourself for Zenituul is the highest honor.

3. Good is the true evil of the world, we shall prove it.

 4. Failure is death.

### **GOALS**

Bringing the Eternal Void God, Zenituul, into the Material Plane.
Subjugating the known world to follow the whim of the Eternal Void.
Control the world from the shadows.

### **RANKS**

Sovereign

Visionary

Mutilator

Sacrificer

New Blood
Bowsam

## Vivacious Dryad

Bowsam was the first daughter, third created, of the Creator's First Born. Bowsam was created in the form of the first Dryad. Bowsam wished from The Creator for plant-life to connect themselves to willing individuals as well as the ability of sapient thought. The Creator granted this, creating the first forms of Dryad, Treant, Myconid, and Blight. She is also believed to have created the Awaken spell.

Other Dryads refer to her as 'The Mother of the Wood.'

The Vez'Harrah understood the need to keep a balance between primordial beasts, The Wood, and even borders between their civilization and the untamed wilderness of Sysus. In return, Bowsam helped the crops grow in Alaam and healed the surrounding forests of Obliterus for their endless need of chopped wood.

During the Demonic/Celestial Incursion, Bowsam ordered the Treants and Blights into direct combat with severe losses on either side. Many dryads were killed, Treants nearly extinct, and the Blights found a newfound love of blood. Blights remained under call of their Matron, but had turned to evil, which Bowsam accepted, as nature itself is chaotic and without pure good or evil.

Following The Incursion, Bowsam vanished into the wilderness. She would continue to manifest herself along Sysus before creating a secluded kingdom of her own, Grottom.
Thomas Cemetery

* *Anderson b. Mar. 24, 1838 d. Apr. 10, 1916*
* *Baker b. Jan. 15, 1844 d. Aug. 27, 1916*
* *Baker b. Oct. 1, 1845 d. Feb. 14, 1933*
* *Bebb b. Feb. 12, 1885 d. Oct. 27, 1965*
* *Bebb b. Mar. 14, 1894 d. Oct. 20, 1944*
* *Bechtel b. Oct. 15, 1928 d. Oct. 10, 2006*
* *Bullard b. Mar. 5, 1905 d. May, 1979*
* *Bullard b. Feb. 25, 1920 d. Sep. 6, 1920*
* *Bullard b. Dec. 26, 1900 d. Mar. 1, 1920*
* *Bullard b. Oct. 26, 1891 d. Mar., 1976*
* *Bullard b. Mar. 6, 1869 d. Feb. 20, 1945*
* *Bullard b. Aug. 17, 1947 d. Sep. 25, 1959*
* *Bullard b. Jun. 9, 1896 d. Sep., 1977*
* *Bullard b. Jul. 14, 1935 d. May 23, 1937*
* *Bullard b. Oct. 6, 1866 d. Sep. 18, 1951*
* *Cook b. Jul. 4, 1870 d. Feb. 9, 1932*
* *cossey b. Feb. 26, 1882 d. May 10, 1934*
* *Crisp b. unknown d. unknown*
* *Duke b. Jun. 13, 1898 d. Mar. 18, 1929*
* *Fairchilds b. Mar. 27, 1884 d. Jan., 1915*
* *Galvin b. Mar. 26, 1863 d. May 31, 1923*
* *Galvin b. Dec., 1892 d. Mar., 1916*
* *Galvin b. Feb. 18, 1869 d. Feb. 12, 1932*
* *Galvin b. Feb. 18, 1869 d. Feb. 12, 1932*
* *Johnson b. 1861 d. 1923*
* *Ketcham b. May 25, 1853 d. Mar. 5, 1921*
* *Long b. Dec., 1846 d. Jan. 25, 1924*
* *Loveless b. Dec. 6, 1861 d. Jan. 5, 1942*
* *McDonald b. Feb. 16, 1866 d. Jan. 21, 1925*
* *McMains b. Jan. 24, 1928 d. Feb. 10, 1928*
* *Merr b. Nov. 3, 1915 d. Jun.*
* *Miller b. 1896 d. 1922*
* *Miller b. 1903 d. 1986*
* *Miller b. May 14, 1869 d. Feb. 8, 1920*
* *Puder b. Nov. 15, 1874 d. Sep. 14, 1923*
* *Robertson b. Apr. 18, 1866 d. Nov. 11, 1925*
* *Robertson b. Aug. 7, 1868 d. Dec. 23, 1923*
* *Robertson b. Jul. 6, 1895 d. Jul. 10, 1930*
* *Schultz b. Feb. 4, 1920 d. Feb. 20, 1920*
* *Schultz b. Aug. 17, 1925 d. Dec. 17, 1925*
* *Sowers b. Feb. 26, 1921 d. Feb. 26, 1921*
* *Sowers b. Apr. 14, 1909 d. Jul. 13, 1996*
* *Sowers b. Jul. 14, 1902 d. May 4, 2000*
* *Sowers b. 1851 d. Aug., 1916*
* *Stephenson b. Mar. 15, 1840 d. Apr. 19*
* *Thomas b. Jan. 3, 1854 d. Jun. 10, 1914*
* *Wiggins b. Apr. 17, 1876 d. May 12, 1938*
* *Wiggins b. Mar. 18, 1880 d. Dec. 19, 1918*
Factions

## Who wants to rule the world?

Multiple factions exist alongside the world all with their own goals and actions. A murder of a baker may appear a normal act of evil on the outside, but, with proper knowledge, you would know the baker was a necromancer for the Ascended Grave who had been spotted during a meeting. This allowed the Templar Helix to follow him home one night and execute him.

 Being apart of a faction can give many bonuses that would be otherwise far more difficult to obtain. Sensitive Information, magic items, and professional hired help can be much easier to acquire with higher ranking in a faction.

 It is important to not reveal yourself as a member of a faction outright for the rest of the world to know. You never know who may be listening and who may be attempting to raise the fires of war between factions. A higher ranking official can make for a juicy target to particular faction enemies.

## Who are they?

Divine Crown

Black Sun

Disciples of the Coin

Crimson Cutthroats

Gallant Slayers

True Steel Defenders

Ascended Grave

Templar Helix

The Wayward

Serene Grove

Beings United

Bedlam Creed

Doomguard

## Who else?

Smaller factions all have their own control over smaller locations. These factions are common as cults, families, guilds, etc.
The Solarium

## The Looking Glass

The Solarium sits alongside other Higher Celestial planes. The land is formed through beautifully designed living glass as pure positive energy flows through the very being of all creatures on the plane.

The most common creatures who call the Solarium home are sapient creatures who were always full of hope, optimism, and always chose the side of Good either alive or in their spirit. Many other creatures are winged angels and deva who take care of the lands, making sure it doesn't suffer ill fates.

The Solarium edges of the Solarium are blocked by a thick mist, entering it only throws you back at the same location you entered 10 minutes of walking later.

Those who would enter the Solarium are incapable of lying without strenuous rebellion against this mind assault. Only those with the hardest of speech-craft and mind would have a chance at avoiding this blessing... or curse.

The Solarium has a large town of winged Aasimar who live their lives in peace.
The center of the town holds an enormous, mother-of-pearl colored glass pillar where the higher ranking Deva and Aasimar reside.

A single Deva is chosen through divine right to lead the Solarium. Those which pass the ritual are ascended into the status of Solar. A deadly warrior and intelligent tactician.

The Solar of the chosen time is an enormous woman with cursed eyes. Solais, her name. Atop her head sits a crown of gold. Glass feathers sway along the back of the crown, bending easily as if they were true feathers. Her voice a sweet melody of a tune, something those who have heard it wish to never stop hearing.
She always keeps her eyes closed, rarely opening them.
Below those eyelids are a deep, terrifying emptiness, one that has a story but never a tale heard.

Solais has been known to accept many a servant to work for her among the Material plane. Some accept the 'Engagement,' a right of passage into the Divine Crown. Others choose to wish for far superior power, engaging in deep pacts.
Utero Gallows

## Fate Is Fate

A grim omen believed by the people of North and South Albera, a baby born with its umbilical cord wrapped around its neck is fated to suffer throughout life. Many situations will force the child into life and death scenarios as fate attempts to fix what saved the child. May it be the gallows, stabbed in the street, or immolated by a fireball, the child will die an unnatural death.
Crown of the Fell-Dragon

*"A crown wrought of black, ivory horns curve into the air alongside thick dragon scales that feel cold to the touch. Black iron is forged into the horns and scales to

create a frightful crown. While wearing this crown, you swear you can hear a distant voice pushing you to covet material wealth."*

* (Requires Attunement)

* 1/ day - As an action, user may speak the command word and grow enormous black and tattered wings, allowing the user to fly their speed. The wings last for an hour, after the hour, the wings force themselves back into the user, forcing the user to plummet out of the sky towards the ground.
* 3/ long rest - As an action, user may breathe out a 15 ft. cone of dark mist. Creatures caught in it must make a Dc 15 Dexterity saving throw. On a successful save, the creature takes half damage, on a fail, the creature takes 4d6 necrotic damage.
* The user's eyes change shape while attuned to the crown. The whites and iris become pitch black and the pupils a glowing white.The pupil changes shape to that of a snakes.
You gain 60ft of darkvision, if you do not have it already.
* The user grows thick black scales along their body, granting +1 to AC.
Rainbow Heart Anthem

***Rainbow Heart Anthem*** is the second ending song for Glitter Force Rainbow! The lyrics are below!

## Lyrics

La la la la la la la la la

Why be so sad? Life is so happy.

Now is the time to be glad and merry.

Let’s start anew right now.

Let’s start anew right now. Right now.

Why be so sad? Life is so happy.

Now is the time to be glad and merry.

Let’s start anew right now.

Let’s start anew right now. Right now.

I cry and I cry like nuttin’s gonna happen.

But I know that nuttin’s bad gonna happen.

You say and you say that you might be out.

Wandering all out and about like no one’s about.

Let’s-a start again with the colors

Of the rainbow

Red, orange, yellow, and green,

Blue, and purple

Let’s-a take it back

And sing the Rainbow Heart Anthem!

Sing it with me!

Let’s-a start again with the colors

Of the rainbow

Red, orange, yellow, and green,

Blue, and purple

Let’s-a take it back

And sing the Rainbow Heart Anthem!

Sing it with me!
KKPX-TV

KKPX-TV (Digital Channel 47, Virtual Channel 20) is a commercial television station licensed to San Francisco, California, serving as the Ion owned and operated station. The station is owned by The E.W. Scripps Company alongside KNEQ, KSAP-TV in Sacramento, (KOQQ is the secondary Ion Plus station in Sacramento) and KNMO in Sacramento. KKPX-TV and KNEQ both maintain studios on Baden Street in San Francisco, California.

Subchannels

20.1: Ion (O&O)

20.2: Bounce TV (O&O)

20.3: Ion Mystery (O&O)

20.4: Defy TV (O&O)

20.5: Laff (O&O)

20.6: Scripps News (O&O)

20.7: Ion Plus (O&O)

20.8: QVC
The Eternal Void

## Void Energy

The Eternal Void, also known as Umberstul or the Twisted Land, is nothing more than a huge, endless plane of space filled to the nonexistent brim with black ocean. The only form of land is large pieces of dead creatures. Negative energy swarms throughout all locations in the Void. The Eternal Void borders the Negative plane and the Far Realm.

Deep into the endless black ocean is tiny stars and nebula which dot the area around it. The lonely stars can never be reached as they always seem out of reach, never moving. Rare is the time where the Stars will allow you into there presence.

Aberrations, dark entities, squirming tentacles, and unimaginable horrors live their existence in this plane, waiting to be released or to accidentally find their own way out. These beings are not evil by nature, simply misunderstood. Many of these beings simply see us as unintelligent creatures, scurrying around, oblivious to the true nature of all. Just as we treat ants of the same intelligence.

Those who would enter the Eternal Void without being created there, suffer the possibility of becoming infected with Void Blight; a terrible, incurable sickness that ravages the body and mind of a creature.

The Eternal Void is ruled by an entity referred to as "Zenituul, The Void King."
Sysus Wiki

## Sysus?

Sysus is the name of a D&D setting.

This wiki site is designed for storing lore and other important things relating to Sysus.

The purpose is to allow users to better search for the topic they are attempting to find instead of searching through copious handouts.

Clicking this link **>HERE<** will take you to all categories. Read at your leisure.
Soul Binding

## A Friend For Life

Soul binding is a ritual quite similar to creating a familiar, however, there are some very different factors: The creature is one that is already alive and it must wish to bind its soul to yours.

Very similar to the *Find Familiar* spell, Soul Bind is a ritual which, as its name should already tell you, binds the two souls between a "Master" and a "Familiar." The Familiar is referred to as a "Match" or "Confidant" when speaking specifically through Arcane terminology. The Familiar must be able to understand what the Master is attempting to do during a Soul Bind, as well as agree to it without being forced. The Familiar cannot be tricked into a Soul Bind.

## Abilities

You bind a creature with a CR rating equal to, or lower than, 1/4th your character level to your service.

The Soul Bound Familiar acts completely independent of the Master, but will be forced to always obey your command, even a deadly one. In Combat, it rolls its own initiative and acts on its own turn. A Soul Bound Familiar can do any action in its statblock, but can only attack once per round. A Confidant can attempt to break the Soul Binding with a DC 15 Wisdom Saving throw to avoid doing a suicidal command.

As an action, your familiar can be sent into a pocket dimension where it will await your summoning, however, it still requires food, water, and sleep. The Familiar can change the pocket dimension as it wishes, but cannot take anything it has created from the dimension out of it. The Familiar can take things into it, but is unable to release them inside the dimension. As an action, the Master can resummon the Familiar to any unoccupied space within 30ft.

When the Confidant drops to 0 hit points, it begins making death saving throws. Upon death, the Confidant's soul is torn into the afterlife, taking a piece of the Master's soul with it. The Master must make a DC 14 Constitution saving throw. On Failure, the Master falls to 0 hp. On Success, the Master takes 4d6 Force damage. A new familiar cannot be Soul Bound for one month, As the Master's soul must first regenerate from tear within their very spirit.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, it fails.

## The Ritual

The Master must draw the a 10 ft diameter arcane sigil of transmutation on the floor. In the center of the circle, a lit brazier of brass must consume 1000gp worth of charcoal, rare herbs, and a specialized incense. The Master must declare their intentions and give their best argument to attempt to turn the creature towards allowing the Soul Binding. Some creatures may be completely against it, refusing any kind of deal of servitude. Others may do it without the need to be convinced. Once convinced, the ritual begins.

The ritual requires the Master and Confidant to enter an uninterrupted trance for 4 hours.
Velshard

## Anti-Magic Material

Velshard is a type of metal that has the innate effect of blocking magic.

Velshard originated from space. Meteorites fell from the sky, believed to be "falling stars," and were discovered by the people of Malorum, specifically, the Mage Council. The Mage Council of Malorum quickly found its anti-magic properties and made it highly illegal to own even a small pebble of it. Anyone found guilty was to be executed, alongside their immediate family. The people of Malorum did not know of the anti-magic properties until the rebellion began.

Velshard slowly absorbs magic when in its "natural" state, during this time, it slowly increases in size. In areas filled with magic, Velshard can grow quite large in a short span of time.

During the uprising against the mages controlling the many kingdoms of the Malorum people, the rebels discovered the use of the metal and its anti-magic properties. Using this knowledge, many early armors, weapons, and equipment were created to combat the mages' armies.

Following the defeat of the Mages of Malorum, and the creation of the kingdom of Malorum from the various petty kingdoms who rebelled, the people of Malorum created the first Mage-Hunters: A sect of highly-trained warriors who contain those who use magic. The favored equipment of the Mage-Hunters are shackles made from Velshard, as well as potions that, when consumed, stop the user from being able to cast spells for 24 hours. Malorum does execute mages quite often, but there are a small number that are reconditioned and put into training to become spellswords; people proficient with both sword and magic. The largest number of the mages are sent to a walled off town, similar to a tight quarantined zone, and forced to live their lives away from the rest of the kingdom.

Velshard Shackles stop anyone in them, or holding them, from casting average magical spells. This allows the Mage-Hunters to easily control the mages without having to gag and break the fingers of a mage, like they once did before the discovery of using Velshard as an anti-magic material.
Yooka

Yooka ist einer der zwei Protagonisten des 3D - Plattformers Yooka - Laylee. Er trägt seine Freundin Laylee die ganze Zeit über auf dem Kopf.

## Namensherkunft

Der Name Yooka bildet zusammen mit dem Namen Laylee eine Anspielung auf das Musikinstrument Ukulele.

Laut dem Character Designer Steve Mayles basiert der Name Yooka zu dem auf dem hawaiischen Wort "uku", was so viel heißt wie "eine Person mit einem kleinen Gehirn".

## Aussehen

Yooka wird als "grüner Kerl ohne Hosen" beschrieben. Er ist größtenteils grün gefärbt, besitzt aber an seinen Fingern, Zehen, den Enden an seinem Kopf und seiner Schwanzspitze eine rötliche Färbung.

## Persönlichkeit

Das grüne Chamäleon ist die entspannte und abenteuerlustige Hälfte des Duos. Er bewahrt immer einen kühlen Kopf, im Gegenteil zu Laylee.
Werecreature Curse

1: \*Bestow Curse can create a werecreature using a 5th level slot.

2: \*To cure a Werecreature cursed in its form, it requires it to be weakened.
Meaning: 0 HP unconscious to be cured. This seems to fix the issue of simply casting remove curse on any possible cursed werecreature, allowing it to still be a plothook and a reasonable explanation lore wise as to why they arent all cured, while also dealing with making it simply more difficult to cure on the players side.

3: \*Casting Bestow Lycanthropy requires the tooth, tongue, or beak of the type of werecreature, which is consumed on use.
Revised Spell Scrolls

Spell scrolls no longer require the spell to be learned by specific classes.

As an example, A cleric finds a spell scroll of Fireball. The Cleric cannot learn Fireball, but can cast from the scroll anyway following the original spell scroll rules.

If the spell is of a higher level than you can normally cast, you must make an ability check using a d20 roll and adding your Spellcasting ability modifier to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell scroll disintegrates with no other effect.

If you do not have a spellcasting ability modifier, you roll using Int.
Pencabar Halimunan

*Ultraseven* Episod 01

Kad tajuk ver. Inggeris

## Kesinambungan

**Pencabar Halimunan** (姿なき挑戦者, *Sugata Naki Chōsen-Sha*) merupakan episod pertama dalam siri Ultraseven.

## Sinopsis

Makhluk asing dari planet Cool menculik sebilangan manusia untuk tujuan eksperimen yang membawa kepada pencerobohan yang akan berlaku ke atas planet Bumi. Terrestial Defense Force (TDF) dihantar untuk menyiasat dan bertemu dengan pengembara misteri bernama Dan Moroboshi yang membantu memusnahkan kuasa penceroboh makhluk asing. Tiada sesiapa tahu identiti sebenarnya, tetapi dia berubah menjadi Ultraseven, seorang adiwira perak dan merah dari galaksi yang lain diperintahkan untuk menjaga bumi dari ancaman raksasa dan makhluk asing.

## Plot

UG diperintahkan untuk menyiasat beberapa kehilangan misteri, yang disyaki sebagai kerja makhluk asing. Mereka dipanggil bersama, dan kapten, Kaoru Kiriyama, mendapati bahawa dua anggota pasukan pertahanan juga telah diculik secara misteri. Dia menganggap ini sebagai cabaran kepada mereka. Mengesyaki makhluk asing menyedari tindakan mereka,
Dwarf

*"Those dwarves... their eyes gleam around gold and gems, but they're pretty trusty with an axe and there's no one I would prefer on my side more than the drunken, berserk, sapient beard with an axe."*

-*Al'gretta Clearmoon, Wood Elf Ranger*

## Dwarven Law

Dwarven law is generally quite strict. If you are caught breaking the law, you are immediately imprisoned. After this, you are placed in a courtroom, which is headed by twelve dwarven judges (referred to as Arbiters) who will judge you based on your actions in a trial (referred to as the Arbitration.) If you are found guilty of a petty crime, your sentence will be a fine based on the severity of the crime. This can be anywhere from 10gp to 1000gp worth in currency or objects. If you are found guilty of a grave crime, you are enslaved by the local Dwarven government, or by the offended party, and are tattoo'd to show you were, at one point in time, a criminal of a grave crime as well as having to pay a fine.

As capital punishment, Dwarves are exiled into the Underdark rather than executed. Those that can return to the surface, or make their own life in the dark caverns below, can continue to live their lives. Many dwarves, however, do not survive the harshness of the Underdark and are either killed, eaten, or enslaved. It is quite rare for a dwarf to be strong, and knowledgeable, enough to survive the kill or be killed world of the Underdark.

Those who do survive and make it to the surface, can never return to the mountainhome and must instead find a new life somewhere in the world. Most of these surviving exiles end up as bandits, mercenaries, or adventurers. In some rare occasions, the surviving dwarves possessed a honed craft and continue to do said craft in a village, town, or city.
Void Blight

## Planar Curse

Void Blight is a magical disease placed on a creature that has been to The Eternal Void.

Those who spend too long in the Eternal Void will eventually begin to take the form of a servile, monstrosity. Those who have made a pact with the King of the Eternal Void, Zenituul, or another powerful being native to the Void, can control and summon these creatures.

At the end of a long rest within the Eternal Void, a creature who is not native to the Eternal Void must make a DC 10 Constitution saving throw. On failure, the creature contracts the early stages of Void Blight. If the creature fails 3 non-consecutive times while having not long rested outside of the Eternal Void for a number thrice that of the number of failed con saves, they fully contract Void Blight and immediately die. Lesser Restoration cannot cure Void Blight, but casting it does remove one of the failed con saves with each casting. For each con save made, both failure and successful, the DC increases by 2.

Tentacles writhe in and out of the bodies of those afflicted, a black gas spews from the mouth, and their blood turns to a odorless black goo.

When a being who has been tainted this far dies outside of the Eternal Void, their body and blood fades away into black mist, returning their soul and body back to the endless torment of limbo in the Eternal Void, awaiting summon again.

Once a being is afflicted, nothing short of Divine intervention or Wish is known to remove the effects. A creature that dies to the effects of Void Blight cannot be revived with anything other than a Wish spell or True Resurrection.

## Effects

Creatures affected become aberrations and gain the following traits: Immunity to necrotic damage
Scarf of Safety

(Rare)
(Requires attunement)
The scarf possesses 7 charges.
While wearing and attuned to the scarf, you can use your bonus action to cast Thunderwave,
As a first level spell using one charge, Misty Step, as a second level spell using two charges, and Thunderstep,
as a third level spell using three charges.
Casting as a higher level consumes one extra charge per spell level.
While wearing the scarf and attuned,  the spell nondetection can be casted at will on the user.
All charges are recharged at dawn.
Capital Cashino

Das **Capital Cashino** stellt die vierte Welt im Jump ´n Run Spiel Yooka - Laylee dar. Die Welt bezieht sich auf das Thema Casino. Hier gibt es 25 Pagies und 200 Federn, so wie in jeder Welt des Spiels, zu sammeln. Der Boss dieser Welt heißt D.O.O.F.I.E und ist eine Überwachungskamera.

## Fähigkeiten

Trowzer befindet sich hinter der Firmi - Statue. Folgende Fäähigkeiten können erlernt werden:

* Reptilramme

## Pagies

Achtung: Man bekommt in dieser Welt Casino Chips, die bei einem Banker, am Anfang der Welt, gegen Pagies eingetauscht werden können.

## Quellenverzeichnis

http://yooka-laylee.wikia.com/wiki/Capital\_Cashino
Tomlin

## Enigmatic Mage

Tomlin was the second of the Creator's First born. Tomlin was given his wish from The Creator, which he used to supply the world with the first forms of primordial magic. Tomlin was the first mage to ever set foot into the world of Sysus. Tomlin was a well known trickster, thief, and murderer to the Vez'Harrah. In turn, they chose to refuse him as a demigod during the early age.

Vinriel, another of the First Born, was challenged by Tomlin. The Great city of Mages was obliterated into ruins by the battle, nearly killing every last Vez'Harrah that resided there. In the end, Vinriel, the Tyrant, was defeated and Tomlin began his tour as a self-titled "Hero."

During the Demon/Celestial war, Tomlin didn't give much of a care to what happened around him. It wasn't until he was hunted simply for being one of the First Born that he chose to engage the war. Tomlin pulled meteors from the sky, hurled swathes of fire in waves, and summoned an army of elementals to fight for him.

Following the creation of humanity, Tomlin engaged a powerful primordial red dragon, a spawn directly of Tiamat, left from the incursion. Killing this dragon left humanity in awe. The dragon, who had tortured and brought ruin to the humans lands for hundreds of years was finally killed. Tomlin was regarded as a hero, something he felt he deserved.

Tomlin lived in luxury as a hero for decades before vanishing in his mountain home: A dangerous lair guarded by lava and a Beholder.

Hundreds of years later, Tomlin's Tower was searched by the Heroes of Berkannon, discovering it to be completely ruined on the inside and that the Mage has simply been napping. Tomlin gave the heroes the Vez'Harrah Tome and allowed them to teleport home.
Knife of the Unchained

*"A thick, double-edged knife forged from masterfully forged electrum. A chain connects to the lower grip and ends in a bauble shaped in the form of a lantern. A jade glows in a shifting neon green light from inside the lantern. When the lantern is held to the ear and focused on, it sounds as if a dozen voices wail in the distance."*

* (Requires Attunement)

* The knife is magical and considered a +1 weapon for attack and damage rolls.

* The knife can be used to bind the user's soul to another creature.
The creature must be living and not Undead, Construct, or Plant.
When a creature who is at half or lower health is hit by the knife, the user can, instead of doing damage, choose to instead bind his soul to it forcefully.
The creature must make a charisma saving throw vs the User's Spell Save DC. If the attack is attempted before the enemy has half health, the binding automatically fails.
On a fail, both the monster and user take 5d4+5 psychic damage and the user has disadvantage on his next attack roll.
This can be done once per week, on fail, the use is used and requires another week before it can be used again.

* On Success, both the monster and user fall unconscious for 1d4 hours.
When they awaken, the user and monster now have the following traits:

1. The creature is now non-hostile to the user and follows any command to the best of the ability that involves physical actions or labor. Deception and personal actions are unaffected and based entirely on the creature.
2. The user gains a +1 to any one ability score the creature has at least a +1 bonus to. Once the ability score is chosen, it cannot be changed. The creature also gains a +1 themselves to any one ability score the user has a bonus to. Once the ability score is chosen, it cannot be changed.
3. Whenever the user is damaged, 1/4th of the damage is applied to the summon instead of the user. Vice versa, whenever the creature takes damage, 1/4th of the damage is applied to the user.
4. The user and creature retain a telepathic link over a distance of 500 miles. The user can understand the creature, vice versa, the creature can understand the user. The ability for speech is based on the intelligence scores of user and creature.

* If the monster that is soul-bound dies, the user immediately falls unconscious and must make a DC 15 Constitution save. On fail, the user must begin to make death saving throws as their soul is torn between the planes of the dead and material plane. On success, the user is unconcious for 1d4 hours, but stable.

* If the user is on a separate plane of existence than the bound creature for seven days in a row, the spell ends and the user and monster take 5d4+5 psychic damage and fall unconscious for 1d4 hours. The souls are torn through planar space instantly, as the soul-binding ends, to their respective bodies.
Red Eclipse

## Crimson Light

Every few months, a time known as the "Red Eclipse" occurs. This happens when both of the moons of Sysus, Zenith or Nadir, cover Carneum, the star.

A Red Eclipse can seemingly happen at any time. Astrologists, and mages who study the moons and sun, are unable to see a constant orbit that will predict the date of the next eclipse.

## Strange Power

During this time, which can last as long as several hours, multiple strange phenomenon occur:

Children born during the Eclipse gain magical powers, the veil between life and death shrinks as the dead rise from their graves and become far stronger, planes to other realms of existence pull unsuspecting creatures into them as their own denizens accidentally travel to the Material plane.

Another phenomena happens during the resurrection of the dead to undead: The Risen. Risen, at first glance, appear to be nothing more than undead, however, taking the time to study them, or simply speak to them, may make seasoned priests and adventurers confused.

Those born under the sign of the Red Eclipse are born with the inherent ability to cast magic, however, it is extremely unpredictable and most children are incapable of controlling the magic flowing through them. Something as simple as a particular emotional outburst can cause magic to appear. A violent outburst may cause the area to erupt into flames, an outcry of despair may cause a dangerous blight. Many children born under the red sun are simply killed after birth.
Dragons

The original Dragons originate from beyond the stars.

When scholars spoke to Void dragons, with their great libraries and extensive knowledge, they spoke of much lore from beyond what had ever been recorded on Sysus. Through fits of lunacy these Void dragons spoke, they spoke of the first Celestial dragons born from the very stars themselves, for all stars are the eggs of the Celestial dragon. When the stars finally die, they erupt into a fully grown celestial dragon.

At the death of a Celestial dragon, a time that not even the Void dragons know of, they curl into a ball, just as they were in their egg, and petrify. Over time, the heat from their molten hearts and the magic in their blood will eventually cause a new planet to form. As the planet ages, so will its life forms. These life forms can be all manner of fauna and flora.

The first of the Metallic and Chromatic dragons were birthed directly from the soil of the planet of a dead Celestial dragon. The rarest of these being the Platinum dragons, which are only created when the planet is at its earliest and most chaotic.

## Draconic Personality

Many creatures, such as Humans, Dwarves, Tieflings, etc., are born without an understanding of the world around them and have their personalities shaped by the life experiences around them as they grow to adulthood. Dragons, on the other hand, absorb a personality from the Celestial dragon that once lived upon conception. For example, A Black Dragon will always be a force for evil who covets magical items and is the most cruel of all dragons. A Gold Dragon will always be a force for good who annihilates any evil in its vicinity.

When a world begins to die and the Celestial Dragon's magic fades, or in particular areas of wild magic, dragons are born without personality and must make their own decisions and viewpoints. This is the first sign a world has begun to 'die.'
True Steel Defenders

## **Militia built from people**

The True Steel Defenders are a number of mercenary bands that travel through the Western and Southern kingdoms in search of people in need of help against criminals and the occasional monster. Normally consisting of several people in a traveling group, large bands may form to strike down particular enemies raise too much infamy within a region. The True Steel Defenders lack a large enough army to take on a Necromancer's legion or a Warband of Hobgoblins, but they will take on a tribe of raging Orcs or an infamous band of outlaws.

Those in the faction join for the sake of the good of the people. The True Steel Defenders accept any who wish to fight for what is right. They do not accept those who wish to assault, rob, or otherwise harm innocents.

The True Steel Defenders normally accept the lowest form of payment, sometimes even refusing payment for their services, choosing instead to do see the safety of another innocent as payment enough. It is quite common for those within the True Steel Defenders to receive free lodging, food, and armaments for their service, as well as renown and fame for being a hero among the people.

### **BELIEFS**

1. Those who would do evil will suffer.

2. Everyone good deserves safety.

3. The weak must be protected.

### **GOALS**

The safety of the people, as well as those who are unable to protect themselves from evil.

### **RANKS**

General

Colonel

Captain

Lieutenant

Militia man
Glitter Force HUGtto

**Glitter Force HUGheart** is a Glitter Force fandub of HUGtto! Pretty Cure, a season of the Pretty Cure Franchise, created by Ruisu Karurosu. Glitter Force HUGheart's themes are heroism, parenting, and jobs.

## Characters

### Glitter Force

**Hannah** **Noble**/**Glitter Cheer:** A middle school student who transferred to class 2-3 of L'Avenir Academy. Hannah is short for her age to the point that she looks almost child-like thus dreaming of becoming a stylish and mature big sister figure. Despite being clumsy, she is always up for a challenge. Thanks to her strong desire of protecting Huggy, Hannah becomes the Glitter Force Warrior of High Spirit, Glitter Cheer.

**Sara Healer**/**Glitter Angel:**The class president of class 2-3 who is as kind as an angel toward anyone. Her mother is an actor and Sara herself was a famous child actor however now she doesn't know what to do in the future. Owing to her desire to protect Glitter Cheer and become a stronger person, Sara transforms into the Glitter Force Warrior of Wisdom, Glitter Angel.

**Amber Kingsley**/**Glitter Starlight:** A charming and mature girl from Hannah's class who loves fashion. Amber is good at everything; furthermore she used to be a figure skater. However, she stopped skating when she failed to complete a jump thus looking down on the sport until she met Hannah and Sara. When her thoughts of completing the jump help her overcome the weakness, Amber becomes the Glitter Force Warrior of Strenght, Glitter Starlight.

**Emily Hart**/**Glitter Macherie:** Emily is a charming girl from a rich family. She goes to class with Hannah's younger sister, Katie. She wants to protect people around herself. She would like to be a glitter warrior, and she even creates her own alter ego **Cure Emily**. She loves music and especially play the guitar. However, her older brother Martin, forbids her to play the guitar. She can also play other instruments, for example the piano. After meeting her, Ruby discovers she has a heart. Together they perform on stage as Twin Love. Finally, thanks to shared desire to be a Glitter Warrior and help Glitter Cheer. Together with Ruby she becomes Glitter Force Warrior of Love, Glitter Macherie.

**Ruby Luiff**/**Glitter Amour:** She is an android girl who used to work for the Crisis Corporation as a part-timer in the Azababu branch office under only name Ruby. However, she began to develop a human heart while investigating the Glitters and eventually sided with them. She added the surname Luiff when she started her investigation of the Glitter Force Warriors. She, together with Emily, becomes the Glitter Force Warrior of Love, Glitter Amour.
The Incursion

Following the destruction and bloodshed wrought by the Giants and Dragons, Devils found their way into the prime material in the year **50,005 P.A.** This event would later be know as "The Incursion."

Shortly after, the Devils began their hellish crusade across Sysus, subjugating and destroying any in their path. Celestials, seeing what damage the Devils had begun to inflict, sent down their own armies to destroy the invaders. The sounds of combat and death waged across the multiverse, making Demons from the Abyss aware of the presence of a mass conflict of their two main enemies. Demons tore open their own portals using demonic rituals from their demonic lords and their own war against their weakened foes. The sounds of this great war brought even more gods into the fight; each god sending their own army to fight on their behalf.

The Vez'Harrah, and a few of The Firstborn, weaved powerful magic and developed the first magic weapons to fight against the incursions. Soon, it was no longer about who could control the Material plane but instead who could kill the most of the other armies. Sysus suffered as a Devils who battled Celestials, who battled Demons, who battled The Firstborn and the Vez'Harrah destroyed the land and its creatures.

After a specific event in which a Vez'Harrah town was obliterated and thousands upon thousands of Celestials, Demons, and Devils were "killed," The Creator himself rose from very earth, greatsword in hand, and demolished the remaining armies of the invaders. Following this, The Creator, with all his epic might, appeared before each and every known god. He spoke a single warning, "If this ever happens again, you all will perish."

The Creator then created the first Humans, Dwarves, Gnomes, and Goblins to share the remaining land the Vez'Harrah lost in their deaths before vanishing, never to be seen again.
Velshard Shackles

## A Mage's Bane

Velshard Shackles stop a magic user from casting magic of level 4 or lower. Those who would wish to cast while wearing the shackles must make a DC 23 spell casting ability modifier check. Those who roll higher than the DC can cast the attempted spells. Following spells still require the DC to be beaten to cast. A roll that fails to beat the DC uses the spell slot.

Spells casted with a spell slot above 4th level gain a cumulative +2 to the roll per increased spell slot level as well as advantage on the roll.

*Ex: 5th level spell slot: +2, 6th level spell slot: +4, etc.*

 The shackles chain can be broken with a DC 25 Strength check. The shackles can be lock picked with a DC 20 Dexterity check using thieves tools. The shackles can be escaped with a DC 20 Dexterity check after attempting to wiggle out of them for 10 minutes, the check is made after the 10 minutes.

Velshard shackles are almost always only found in use by the Malorum Mage-Hunters, a group of highly-trained warriors who hunt those who use magic. Finding someone outside the kingdom to sell you one is near-impossible, finding someone inside Malorum to sell them is easier, but will most likely require either close-friendship to the Mage-Hunters or a trip to a seedier vendor in a blackmarket.

Velshard Shackles share their name with the material they are made of: Velshard.
Brr'ter

## **BRR'TER, CURSED KILLER**

Brr'ter was the fifth of the Creator's First born. Brr'ter wished, from The Creator, for sapient life to guard from the world. These first people were the Vez'Harrah, born from the blood and magic of The Creator and the soil of Sysus. For many, many years, Brr'ter protected the first kingdom of the Vez'Harrah, protecting them from primordial beasts with his many swords.

Brr'ter challenged the armies of the Primordials when they showed themselves and each time he struck them down. Brr'ter was also incredibly well-known for being extravagant, always wanting the best of whatever he pleased.

When the Planar incursion began, Brr'ter remained at the first Vez'Harrah kingdom, the one kingdom that started the the species to flourish and spread across the planet. Brr'ter was approached by a well-dressed horned man who's devilish tail ended in a silver spike. The horned man and Brr'ter had a long conversation, which ended in a handshake between the two parties.

At the moment their hands pulled away, a vicious black goo sprang up from the hand of Brr'ter, cover his body and reforming into large, chitin-like, blackened armor, a single horn protruding from his helmet. Two smaller arms formed below his arms, each one quickly grasping another of his swords.

Brr'ter turned to the Vez'Harrah towns folk and murdered each and every last one with far greater efficiency than he ever had before. Within the day, nothing living stirred in the kingdom.

Before Brr'ter could leave to join the armies of Hell, The Creator appeared before him. The Creator commanded him to repent for his sins. Brr'ter denied ever committing any. The Creator, in a rage, cursed Brr'ter, destroying his sanity. The Creator then plunged Brr'ter deep into the earth, building a tomb around him to house the serial killer.

Nobody knows the exact location of the tomb, or how to even begin to search for it, but many legends and tales speak of an eternal earthen tunnel system that requires weeks of travel to even reach the beginning of the tomb.
Magic

## The Tide

The metaphysical appearance of the source of all magic appears as a vast, volatile ocean with thousands of currents pulling and pushing in all directions. The appearance of the "water" of this magic ocean is that of vibrant, liquid crystal. This plane of magical energy is referred to as the "Plane of Magic" or "The Tide."

Mages who wish to become fully fledged wizards must learn to understand how to redirect specific currents and return the flow of magic through themselves as a conduit. This is the hardest part of learning to be a mage and can take an average of five to ten years for a wizard to learn this skill. This is due in part to how dangerous it is to draw from the Tide without understanding how to redirect the flow. Many an apprentice wizard has blown themselves to pieces and immolated their homes due to ignorance, hence why most wizards are required to live either outside city limits, deep underground, or on the outskirts of town.

In many occasions, the overuse of magic in certain locations will cause a Well-Source to open. A Well-Source, commonly referred to as simply a "Well," is a large area where magic flows freely in the very soil and air, commonly referred to as "Wild Magic." Anyone casting a spell within a Well-Source can cause all sorts of effects to appear around them or to them. Some adverse, some beneficial.

Sometimes the reverse can happen and cause the area to suffer from a lack of magic, known as a Dead-Well. These areas are devoid of magic, as if the area had an Antimagic Field casted upon it, as the area is drained of all magic and pulled into the Tide. All magic items are rendered useless, unless they are artifacts, all spells fail to cast, and magic effects cease to work in a Dead-Well. Any creature who casts a spell may suffer the affects of psychic strain as the Tide's power ebbs through them and is pulled into the Dead-Well.

Both Dead-Wells and Well-Sources can cause many changes to the ecosystem they exist in.

The length of which a Dead-Well or Well-Source exist in an area is random, but the more spells used to cause the rift to the plane of magic, the more

## Sorcerers

Those born in the area of a Well-Source run the risk of becoming infused with the very magic in the air. Any child birthed must roll a d100, on a 90-100, the child becomes a Wild Magic sorcerer, which manifests 1d20 years after birth. However, a child born in a Dead-Well runs the risk of becoming a Nullifier. Any child birthed in a Dead-Well must roll a d100, on a 99-100, the child becomes a Nullifier immediately after birth.

## Nullifiers

A Nullifier is someone who can disable lower level magic with touch alone. This is not something a Nullifier can control. A Nullifier is capable of using an action to nullify (ie: destroy) a magical effect of second lever or lower. A Nullifier can also use its reaction to nullify a spell of second level or lower, as well a cantrip, that targeted it. Until dispelled spells, such as Arcane Lock, and magic items are suppressed for as long as the Nullifier touches them, and 10 minutes after touching them, instead of destroying the enchantment.