recursal/Fanatic-Fandom huggingface dataset:
Advanced Construction

**Prerequisites:** Surgere with the Plating racial trait, Level 1

**Benefit:** The Elder Ones constructed you from unusual materials for a special task of which you cannot remember, granting one of the following benefits

* *Adamantine:* You gain DR 1/adamantine, and may choose heavy armor as plating (rather than just light or medium armor). Your natural attacks count as adamantine for overcoming damage reduction.
* *Cold Iron:* Your plating's arcane spell failure chance is reduced by -15%. Your natural attacks count as cold iron for overcoming damage reduction.
* *Darkwood:* You gain full benefit from magical healing, and are no longer considered vulnerable to attacks which target metallic or stone creatures.
* *Mithral:* Your plating counts as one category lighter for determining your speed penalties and whether you can use abilities restricted by armor, such as fast movement (if your plating was light, you count as unarmored for this purpose). Your natural attacks count as silver for overcoming damage reduction.

**Special:** If a Surgere ever goes through the process of changing their plating, the new plating must be made of the same special material as the Surgere's body in order to be installed. In addition these armors sometimes grant special abilities to the user and the interact with this feat in the following ways.

* *Adamantine:* Armor made from adamantine grants its wearer damage reduction of 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. This replaces the damage reduction granted by this feat.
* *Mithral:* Spell failure chance for armor made from mithral is decreased by 10%, this does not stack with the 5% decrease from the Surgere's *Plating* racial trait. The maximum Dexterity bonuses are increased by 2, this also does not stack with the Surgere's *Plating* racial trait. The armor check penalties are decreased by 3 (to a minimum of 0), like normal armor this does not stack with the decrease to armor check penalty that is given from the masterwork property.
Half-Vafer

These hybrids between Vafer and Humans or Elves have many of the fox-like traits of their Vafer parent but are primarily human or elf looking. Half-Vafer have pointed, wide ears (even longer if their other parent is an elf), a somewhat elongated face similar to a snout but not as long or obvious as that of a canine. Some Half-Vafer are even born with whiskers. Although not covered in hair like their Vafer parent, Half-Vafer do have more, and longer hair than most humans or elves. Although it is not known why, only Vafer mothers can birth Half-Vafer, meaning the Human or Elven parent is always the father. Rarely, a Half-Vafer is born with a tail as well.

## **Half-Vafer Racial Traits**

* Ability Score Racial Traits: Half-Vafer, like most hybrid races, take different aspects from each of their parents and as a result are very versatile. They gain a +2 bonus to one ability score of their choice.
* Size: Half-Vafer are medium creatures.
* Type: Half-Vafer are Humanoids with the Caine subtype and Human (or Elf) subtype.
* Base Speed: Half-Vafer have a base speed of 30 feet.

* Languages: Half-Vafer start with either Common, Elven, or Cainos depending on who raised them.
* Agile: Half-Vafer are small and nimble just like their Vafer parent, and gains a +2 racial bonus to Acrobatics.
* Affable: Being both from the widespread culture of the humans or elves and the kind and likable race of the Vafer. A Half-Vafer gains a +1 racial bonus on Bluff and Diplomacy.
* Elven Ancestry: Half-Vafer receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Half-Vafer receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Only a Half-Vafer with an Elven parent has this racial trait.
* Adaptability: A Half-Vafer with this racial trait receives Skill Focus as a bonus feat at 1st level. Only Half-Vafer with a Human parent has this racial trait.
* Low-Light Vision: Half-Vafer can see twice as far as humans in conditions of dim light.
* Age: Half-Vafer with a Human parent tends to live a few years less than a normal Human and Half-Vafer with an Elven parents tends to live a few years longer than a normal Human but on average they age the same.
	+ Adulthood: 15
	+ Middle Age: 35
	+ Old: 53
	+ Venerable: 70

### **Half-Vafer Alternate Racial Traits**

* Magical Birthright: Some Half-Vafer are born closer to their mother than their human or elven father and as such have a similar affinity for magic. A Half-Vafer with this racial trait choices either enchantment or illusion magic during character creation and adds +1 to the DC of any saving throws against spells they cast from the chosen school. This racial trait replaces Adaptability or Elven Ancestry. Only Half-Vafer who use their ability score racial bonus on Intelligence, Charisma, or Wisdom may take this racial trait.
Goldbow

Although technically based in New Esoria, Goldbow is the only certified guild who's guild hall is outside a major city. The agriculture guild was originally named "The King's Hand" (commonly referred to as "The King's Hoe" by rivals) but with the move to Esor they changed their name to the surname of the original founder of the guild Franklin Goldbow. The guild was one of the few that Prince Donatus came close to begging to join him in leaving Absit and coming to Esor. The reason was that the climate of Esor was unknown and being able to successfully grow enough food to feed a kingdom would determine if it rose to prosperity or withered into obscurity. A contract was penned by Vergearin that guaranteed 50 years of exclusive government contracts for agriculture work. This contract ended a few years ago but in the time since there haven't been any other agriculture guilds certified. Since coming to Esor, Goldbow has proved their worth a dozen times over and holds a lot of credit for the rapid expansion of the Absit Settlers.
Realms of Hell

A lower plane that is considered by some to be one of the most dangerous places in the multiverse, the Realms of Hell consist of eight realms, similar to demiplanes in their own rights. Seven of the eight realms of Hell are vastly different than the next and contain different environments, native creatures, and planar effects. The seventh realm of hell Synag is the smallest of the realms and is made up entirely of a lake, whose water overflows into the other realms creating the rivers that run through each of them, and a large castle in the center of the lake. This castle known as Creatrix is the location where the Lords of Hell and their generals meet for several reasons and once each millennium to reaffirm the Infernal Equilibrium, which is an agreement among the Lords of Hell that none of them will attempt to invade and control any of the other realms and that if any of them break this agreement, the other six Lords will join each other in defeating the invader. The Infernal Equilibrium is hardly a peace treaty though and the Lords send their armies against each other commonly to settle disputes but it must be on an agreed battlefield with clear consequences for failure. Lords can also back assassins and usurpers who go against other Lords they disagree with, but are banned from trying to use this method to create a puppet nation and effectively control a realm other than their own. Despite this, the Lords of Hell are infamous for trying stretch this limitations as far as they can without breaking it.

## Realms of Hell

* Synag
* Bolas
* Soreus
* Invindens
* Atox
* Fastus
* Victus
* Nex
Preying Dulius

A bird that's native to the Bloodvine Jungle of Esor, the Preying Dulius looks like any other bird of paradise, with bright green and red feathers, and is often found among them. In reality though the Dulius is only hiding among those birds to seem non-threatening to potential prey. Once their prey has their guard down, or if they feel threatened, the Dulius moves into the shadows and flips their feathers. The underside of the Dulius' colorful feathers are black to help them hide in the darkness. Once they find the right moment they swoop down lightning fast and attack their prey with their razor sharp talons and beak. The Dulius is also known for their cry, which sounds like the laughter of someone lost deep to the grip of madness. Because of this there are legends of lost adventurers surrounded by Preying Dulius in the jungle who went mad from hearing them.

### Preying Dulius as Familiars

A rare familiar, spellcasters with the Dulius as a familiar are commonly mistrusted or are said to be destined to go mad themselves. As such darker classes such as the Witch tend to be the only ones willing to have one as a familiar.

They Preying Dulius grants its master +3 to Initiative, +2 to the DC of any supernatural abilities, and a -1 to all WIll saving throws.
Dawnborn/Duskborn

The Dawnborn and Duskborn have just started to appear within the Absit Settlers and have been the source of a lot of controversy in the new kingdom. The defining trait that these “humans” possess is a gold (Dawnborn) or obsidian (Duskborn) ring in their iris. This anomaly only seems to appear in children born during sunrise or sunset and even then the unique traits do not always form. The only other noticeable tangible difference from the Humans they were born from is a small affinity with light or dark magic. Although they are a young race so it is difficult to say for sure, those around the Dawnborn claim they have a tendency to be kind while those around Duskborn have reported a large number of acts of cruelty.

## **Human Alternate Traits**

* Dawnborn: A human born during the sunrise may have formed a strange connection with the plane of light. Humans born this way tend to be less versatile than their normal counterparts and lose the bonus skill points granted to humans. However they have an affinity for any magic that channels positive energy. When a Dawnborn casts a spell that channels positive energy (or directly channels it like a Cleric can) their effective caster level is considered one higher. Also, if a Dawnborn creates a magical item that emulates a positive energy spell (such as a potion, scroll, or wand of Cure Light Wounds), even if someone else is supplying the spell (because the Dawnborn’s magic is still infused in the item), the item’s caster level is considered to be one higher without increasing the price of creation. This does however raise the market cost of the item like normal. This bonus also applies when the Dawnborn is supplying the spell when someone else creates such an item.
* Duskborn: A Human born during the sunset may have formed a strange connection with the plane of dark. Humans born this way tend to be less versatile than their normal counterparts and lose the bonus skill points granted to Humans. However they have an affinity for any magic that channels negative energy. When a Duskborn casts a spell that channels negative energy (or directly channels it like a Cleric can) their effective caster level is considered one higher. Also, if a Duskborn creates a magical item that emulates a negative energy spell (such as a potion, scroll, or wand of Inflict Light Wounds), even if someone else is supplying the spell (because the Duskborn’s magic is still infused in the item), the item’s caster level is considered to be one higher without increasing the price of creation. This does however raise the market cost of the item like normal. This bonus also applies when the Duskborn is supplying the spell when someone else creates such an item.
The Depths

One of the most contested and mysterious members of the cosmology, The Depths are connected to the Material Plane unlike any other. All other planes, even the Worlds of Light and Dark who are "adjacent" to the Material Plane, are thought to float within the Sea of Dreams and be surrounded by Ethereum except The Depths, which seems to be physically connected to the Material Plane somehow. Because of this, there is actually a way outside of planar travel to reach The Depths. Deep in the earth there are cave systems that go miles underground and lead into The Depths, although you wouldn't know it without magical detection because there is no physical way to tell where the Material Plane ends and The Depths begins. The plane itself resembles vast, seemingly never ending underground tunnels and caverns of varying size and length. Some tunnels get as small as rats or come to dead ends, while others lead to massive caverns the size of large cities. The Depths is an incredibly dangerous place that is full of predators who stalk in the dark and poisonous plants (not to mention the poisonous predators) but it also has a fair amount of sentient races as well. Many, but not all, of these races are cruel or harsh in response to the environment they exist in however.

## Planar Effects

* Divine Severance: The Depths may be attached to the Material Plane but for some reason the gods of that plane have issues reaching their servants who find themselves there. Any creature that prepare spells using a connection with a deity or divine force from the Material Plane (namely Clerics and Druids) requires two extra hours to make that connection and finish preparing the spells. If that creature finds themselves in The Depths for seven days, their connection with the divine power begins to fade. After the first week, the creature can prepare one less of each level of spell they derive from a divine connection. This fading connection worsens each week and the creature can prepare one accumulative less spell of each level until it is completed severed. Returning to the Material Plane and spending eight hours meditating on the renewed connection with your divine force will remove these penalties.

## Known Denizens

* Dark Elves
* Grey Dwarves
* Deep Gnomes
Warlock Spell List

**0-level Spells:** Arcane Mark, Bleed, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance

**1st-level Spells:** Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Crafter's Fortune, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Aura, Obscuring Mist, Ray of Enfeeblement, Reduce Person, Sleep, Unseen Servant, Ventriloquism

**2nd-level Spells:** Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, Scare, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web

**3rd-level Spells:** Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Hungry Shadows\*, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch

**4th-level Spells:** Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow Conjuration, Solid Fog

**5th-level Spells:** Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Shadow Evocation, Teleport, Waves of Fatigue

**6th-level Spells:** Acid Fog, Circle of Death, Contingency, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing

\* New Spell

Source: http://paizo.com/threads/rzs2noz9&page=1?Master-Arminass-Revised-Warlock-for-the
Dupont-Loudon

Als Hamo de Pontrieux erblos verstarb verfiel das Haus Pontrieux und die Besitztümer wurden an Vertraute weitergegeben. So erhielt Oliver Dupont, ein Kindheitsfreund des Herzogs dessen Hauptsitz, das prunkvolle Chateau de Pontrieux. In einem Streit zwischen den Orten Soux und Matheere kämpfte Dupont für das Haus Mathiere und führte dieses zum Sieg. Als der Krieg vorbei war, forderte Dupont die versprochenen 10.000 Gulden ein, wobei Pepin Bufeau, der damalige Herr über Mathiere diese nicht auftreiben konnte. Pepin litt schon damals unter schlimmen Depressionen und als Dupont immer mehr Druck auf ihn ausübte, seine Armeen, seine Schwerter und Speere gegen ihn richtete konnte Pepin dem Druck nicht mehr standhalten und nahm sich selbst das Leben. Daraufhin schickte Olivier Dupont seinen Sohn, Lois Dupont los, um das geschwächte Mathiere zu erobern und die Besatzung dem Schwert zu verantworten. Lois Feldzug war von Erfolg gekrönt und so begann er sich den Wunsch, nach einer eigenen Festung zu verwirklichen. Die Duponts blieben dem damaligem König Heinrich I. nicht unbemerkt und dank ihrer großen Besitztümer wurden sie in den Stand eines Adeligen erhoben. Mit dem Tode von Oliver Dupont wurde Lois ebenso Herr über die Festung seines Vaters. Er setzte einen Vogt in Pontrieux ein, der regieren sollte, bis sein Sohn Laron die Mündigkeit erreicht und seine Knappschaft am verwandten Hofe Loudon abgeschlossen hatte. Lois verheiratete Laron mit Celine Loudon, um die Beziehungen zwischen den Familien zu stärken. Ihre Kinder, Alois Dupont-Loudon und Parceval wurden jedoch im Alter von sechs und vier Jahren an eine arme Fischerfamilie übergeben, da der Untergang des Hauses Dupont drohte und Celine und Laron ihr Erbe schützen wollten. Bei den Fischern lernten die Kinder die Kunst der Fischerei und fuhren immer wieder mit ihrem Stiefvater hinaus, um einen fetten Lachs oder eine leckere Forelle zu angeln.

Als Alois die Mitte der Zwanziger erreichte beschloss er, zusammen mit seinem Bruder, sich auf eine Reise in die fernen Lande aufzumachen, gelockt von den Geschichten und Legenden, mit denen ihn die Fischer stehts in die Wiege gesungen hatten. So machte er sich auf einem einfachen Kutter auf den Weg durch die See in die Ottonische Königslande – und ein neues Kapitel in der Geschichte der Duponts begann.
Razuth's Children Settlements

**Notes**

Although the great gates of Einsam’s entrance are a known location to most on Esor, it is likely that no one, even the most ancient Dwarves that live there, have seen every corner of Einsam. Countless mineshafts spread out from Einsam and lead to many other small settlements. Although open to trade, the Gates of Einsam are fairly far away from any other settled locations of Esor and as such tend to leave trade matters to their other cities, then simply ship goods back to Einsam.

### Handel

* Primary Race: Dwarves
* Secondary Races: Humans
* Size: Medium

**Notes**

Handel is the closest Dwarven city to New Esoria and has become the trading center for all of Razuth’s Children. Because of the proximity to the Absit Settlers, Handel has developed a fair sized population of humans and many Dwarves have also left to live in the towns and cities of the Absit Settlers. Unlike other cities in the kingdom of Razuth’s Children, Handel is mostly located in the open as opposed to underground and the town acts like a large market instead of a mining town. But even if it is less focused on, mining is still very important in Handel however the emphasis on anything other than mining has caused some turmoil with Glauben, the most religious town in the kingdom.

### Ruhig

* Primary Race: Dwarves
* Secondary Races: None
* Size: Small

**Notes**

Ruhig is the smallest of the major Dwarven settlements due to its isolated nature. Although it’s possible to move between Handel and Ruhig using only underground tunnels in the mountains, the trip is dangerous and difficult so there is little trade that takes place in Ruhig, keeping the settlement small. This isolated nature is shared by the Dwarves who live in Ruhig and although not hostile, they don’t take too kindly to outsiders.

### Glauben

* Primary Race: Dwarves
* Secondary Race: Wood Elves
* Size: Small

**Notes**

Glauben is the northernmost Dwarven town and although it's technically part of the Razuth’s Children, they don’t associate with the rest of the kingdom in most matters. Glauben is home to the most religious Dwarves and has a strong relationship with the neighboring Tearans because of some strong similarities in their religion.
Serres

Südlich der Ottonischen Wüste erstreckt sich ein weites, fruchtbares Land. Sagenumwoben mit exotischen Kreaturen sollen sich hier weite Bergketten, Wiesen und Wälder erstrecken, doch nur wenige überstehen den langen Marsch durch die Wüste zwei mal um in Europa und dem Rest der Welt von dort zu Berichten.

## Besondere Orte

* Brücke über den gelben Fluss
* Okinawa (Auflassung)
Lightsaber Duel

Lightsaber Duel is a button controlled mini-game where you can duel familiar Jedi from the Clone Wars era such as Jedi Master Obi-Wan Kenobi, Jedi Padawan Ahsoka Tano and Jedi Knight Anakin Skywalker.

Lightsaber Duel supports multiplayer and campaign functions. The campaign will match you up against several predetermined Jedi until you reach the final stage.

Multiplayer will match players up against one another in a one on one duel however, this is not currently available in the Alpha at this time.

Upon completing Every challenge created in the Ataru Mastery Pack, as well as defeating both Jedi in Easy mode/Normal mode, you would receive a free Coruscant Luxury Chambers Housing Lot and Yoda’s Lightsaber.

## Gameplay.

The goal of the game is to complete a combination of arrow keys displayed near the bottom of the screen before the opponent does.

Whoever completes the combination the fastest gains a point.

To defeat the opponent, players must obtain a certain amount of points before your opponent does to complete a round.

The number of points one must obtain to claim victory varies in the campaign mode.

The player who defeats their opponent in two rounds first wins the game.

The combo round is a 6 arrow combination appearing on specific rounds.

The player who wins the combo round wins one round.

Note: Currently only round 1, Obi-Wan Kenobi, is available in the Alpha at this time.
The Black Watch

Back in Absit, The Black Watch was a guild that hunted undead and other specifically evil threats to the nation. Other than that public service they also acted as spies and assassins for the crown. This duality left them with a shaky public relation. On the one hand they protected the people against supernatural threats but on the other hand their methods were sometimes morally questionable. Then add in the shadowy jobs they did for the king of Absit and to say their public image is complicated would have been a massive understatement. Since coming to Esor the guild hasn't done much except being deployed on occasion when a village gets attacked or any other time the King takes notice of some supernatural threat. Because of the inactivity the guild has shrunk in members considerably but rumors of The Black Watch still conducting political espionage are abound. Recently Darian Hans, the Knight General of Natus, has been petitioning the guild leader of The Black Watch to try to get them to move to Natus and take up the large contract to establish a constant defense against the vampires of The Bloodvine Jungle.
Soul Nexus

A small demiplane that drifts within the Sea of Dreams, the Soul Nexus is a strange place not easily traveled to and rarely escaped. Little is known about the Soul Nexus except it is home to beings referred to by many names but most commonly, the "Epitome Masters". These entities are as mysterious as their home with some claiming them to be gods, others claiming them to be demons, and even more radically they have been called angels by some, but one thing that can not be contested is how powerful they are and that they are able to grant power to others. They have acted as patrons to Witches and Warlocks able to contact them to broker a deal and the only real known thing is what the Epitome Masters ask for in return for that power; the souls of the living. Worshipers of Moracai call the Epitome Masters their enemies for exactly this reason, seeing the collection of souls to be unnatural and a perversion of their god's domain. Within the Sea of Dreams the Soul Nexus is "near" the Material Plane, cosmologically speaking, and is even visible on extremely rare occasions as the Ethereum plane surrounding the two collide, appearing like a meteor passing overhead with a large purple and black tail. This event has strange effects on the Material Plane, influencing certain magics and peoples and usually lasts several days.
Matjew

**Matjew** is a member of SneakerCo, and a close friend of Hubert. He fought during the Battle of Hillsdale, the Battle of the Comment Section, and the Battle for the Lyndhurst Wikipedia Page. He is the only SneakerCo member who is jewish. He has appeared in many K-rad memes videos, though he is often overshadowed by the far more popular Hubert.
Vergearin

When the young prince of Absit came to the guilds seeking a means of exodus from the country, the small but wealthy halfling commerce guild, Vergearin, was the first who has willing to negotiate. Once they came to terms they were both happy with, Vergearin pushed other guilds into contacts to help the transportation as well as the reconstruction of New Esoria upon landing in Esor. Because of this history, Vergearin usually claims to be the first certified guild. Although some guilds favor certain races as members, Vergearin has caught some flak for being the only certified guild to only accept a single race into its ranks. There have been complaints by some but it does not seem like King Donatus cares to make them change their ways and for the most part, the public does not seem to mind it either. Recently Tizian Kade, the Knight General of Parvus, has been trying to convince Vergearin to leave its home base in New Esoria and establish itself in Parvus, the home to the majority of Halflings in the Absit Settlers, instead. If the guild agrees, it is expected that Parvus would become a major town in the kingdom in a matter of years.
Ashlands

Located on the Eastern half of Esor, the Ashlands make up the land surrounding the volcano, Razuth's Maw. The constant spewing of ash from the volcano has cloaked these lands permanently changing the landscape and the creatures that lived there. The primary race to live in the Ashlands is the Ashlung Orcs, who are reliant on the ash to survive. The only other intelligent races found within the Ashlands are the creatures that the Ashlungs have enslaved. That group is made up mostly of Hill Giants and Goblins.

### **Known Inhabitants**

* Ashlung Orcs
* Hill Giants
* Goblins
* Ash Wurms
Razuth's Children Government

The Dwarves that live in the mountains have been residing there since their creation, or so they claim, when the mighty Dragon Razuth fell from the sky defeated and his body turned to rich stone. Because of how long they have been secluded within the mountains, the race has grown xenophobic by nature and their laws and customs follow suit, although there are some recently who’d change this in light of the success of the trade situation formed with the Absit Settlers. The faction is ruled by a king who lives in the underground capital city of Einsam who is the descendant of the first Hero-King who is said to have slayed Razuth. Razuth’s Children have strict laws about official interaction with other races, mining rights, and taxes. These laws are carried out and enforced by emissaries of the king who reside in each of the Dwarven cities. The emissaries hold great authority in the cities they look over with the exception of Glauben, where the emissary’s role is little more than a tax collector because of the city’s disconnect with the rest of Razuth’s Children.
Natus

* Primary Race: Humans
* Secondary Races: Halflings/High Elves
* Approximate Adult Population: 5000
* Approximate Size: 82 acres

**Notes**

Natus was originally founded by settlers that came from Parvus in an attempt to develop a stronger trade economy by getting products from the nearby jungle (now named the Bloodvine Jungle) but this development was wrought with issues immediately because of a force that was unknown at that time, the numerous clans of Vampires that take up residence in that jungle.The isolated nature of Natus (it is blocked from the other settlements on land) and the constant attacks from Vampires has led to the town becoming something of a military state and, although none of them are official at this time, the number of Mercenary and Monster Hunting Guilds is constantly growing but are just as often destroyed by getting in over their heads.

### Services by Trade

Natus has 29 Uncertified Guilds large enough to own property. The *Natus Keepers* uphold the peace on the streets with 64 current members overseen by 3 advocates of the Knight-General of Natus. The largest guild in the town, *Followers of Ico*, has 86 members and is led by 6 Battle Priests.
Gambling

Both players make a Bluff check versus the opponent's Sense Motive check. If they succeed on their bluff they get a +4 on the next roll (which will determine the round) but if they fail they get a -4 on the next roll (that's true for both players).

Then to settle the round both players make a Profession (Gambler) check (with the bonus or penalty) and winner takes whatever was bet.

There's one exception, because Profession requires you to be trained, if someone was playing and not trained in the skill, they would just make a Wisdom check instead but would only be able to benefit +2 from their bluff if they succeed (they still get -4 if they fail). This makes it so people who are trained in gambling have a clear edge over people who don't.
Razuth's Maw

Said to be the remains of the head of Razuth, a mighty dragon who attacked Esor long ago, Razuth's Maw is the only volcano on the continent. The volcano has been active since its inception but has yet to seriously erupt. There is a constant stream of ash rising from the mountain and the area it covered has become barren, now known as the Ashlands. The magma within the volcano recedes occasionally revealing cave systems and the magically infused stone, referred to as Lava Crystals. These stones are very powerful but the only ones who seem to know how to tap into that potential is the Ashlung Orcs, who make yearly pilgrimages to Razuth's Maw to collect them.

### **Known Inhabitants**

* Lava Wurms
* Fire Gulpers
Ashlung Orcs Settlements

**Notes**

The Ash Tower and its surrounding town is the home of the Ashlung Orcs. Built in the shadow of a large Volcano referred to as Razuth’s Maw, the Ash Tower was built by Orc slaves and then magically enhanced by a now extinct race. Little is known about these slavers except that the Orcs rose up against them and legends claim they were part Dragon. The tower’s magically abilities are not all known to outsiders but the main purpose of the wards is to protect the tower and its inhabitants from the dangerous weather and tainted air. Although the surrounding town has some nonmagical means of protection from these things, the Tower is by far the most comfortable place in the Ashlands and so only the higher ranking members of the Ashlung Orcs live there, including their Queen.
Greater Called Shot

*You can make multiple called shots where others could land but one.*

**Prerequisites:** Improved Called Shot, BAB +6

**Benefit:** Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a –5 penalty. You no longer take a penalty to your attack roll when you are making a called shot against a target who has moved more than 5ft in their previous turn. In addition, a called shot that a called shot that deals a moderate critical effect is bumped up to a serious critical effect.

**Normal:** Only one called shot can be performed per turn and moderate critical effects are not changed to serious critical effects on a successful called shot.
Seers' Isle

The largest island of Esor, the Seer’s Isle is off the Eastern coast and is most famous for the Elder Ones who live there and the Infinity Towers that they live in. Other than the towers and the surrounding encampments, the island has some mountains on its Southern tip and small lake in the center with a surrounding marsh. This is one of the only marshes in Esor the Volc-Nah do not inhabit but that is likely due to it being across a body of water and hard to reach by the primitive race.

### **Known Inhabitants**

* Elder Ones
* Surgere
Esor Wiki

## What is Esor?

Esor is a campaign setting made to be played in with the Pathfinder game. The world is filled with interesting new races and new takes on some of the core races of the game. The setting is currently on standby so no new content is currently planned, this homepage will be updated if I ever decide to return to Esor.

## Site Navigation

Character Creation

* Character Questionnaire

* Class Archetypes

* Artificer Archetypes

* Templates

* Vampire

* Classes

* Prestige Classes

* Enlightened Spirit

* Artificer
* Warlock

* Feats

* General Feats
* Combat Feats
* Item Creation Feats
* Racial Feats

Races

* Core-Races

* Aasimar
* Amica
* Ashlung Orcs
* Changelings
* Dwarves
* Halflings
* High Elves

* Humans

* Dawnborn/Duskborn

* Surgere
* Sylph
* Tiefling
* Vafer
* Vanara
* Volc-Nah
* Wood Elves

* Half-Races

* Dhampir
* Half-Amica
* Half-Giant
* Half-High Elf
* Half-Orc
* Half-Vafer
* Half-Vanara
* Half-Wood Elf

Locations

* Esor

* Regions

* Ashlands
* Bloodvine Jungle
* Dotted Gulf
* Great Pine Forest
* Marshes
* Razuth's Maw
* Razuth's Spine
* Seers' Isle
* The Rolling Hills
* The Sweeping Plains

* Cities/Towns/Villages

* Absit Settlers Settlements

* Natus

* Amica Settlements
* Ashlung Orcs Settlements
* Razuth's Children Settlements
* Tearans Settlements
* The Elder Ones Settlements
* Volc-Nah Settlements
* Vafer Settlements

* Nidus

* Regions

* Countries

* Absit
* Solvite
* Algus

Lore

* Factions

* Absit Settlers
* Ashlung Orcs
* Elder Ones
* Razuth's Children
* Tearans

* Vampires of the Bloodvine Jungle

* Stros Clan

* Faction Government

* Absit Settlers
* Amica
* Ashlung Orcs
* Elder Ones
* Razuth's Children
* Tearans
* Vafer
* Vampires
* Vanara
* Volc-Nah

* Important Figures

* Absit Settlers
* Ashlung Orcs
* Razuth's Children
* Vafer

* Certified Guilds

* The Silver Hand
* Accordia
* Vergearin
* Greyforge
* Tohlnaria
* Steel Staff Construction
* National Alliance of Commerce
* Brotherhood of Honest Trade
* Order of Customs Liaisons
* Muno's Shield
* The Black Watch
* Lorva’s Hunters
* Salamander Heart
* Vandel
* Goldbow
* Vecto
* Billowing Sails

* Absit Settlers Calendar

* Cosmology

* The Worlds of Light and Dark
* The Depths

* Realms of Hell

* Synag
* Bolas
* Soreus
* Invindens
* Atox
* Fastus
* Victus
* Nex

* Endless Abyss
* Celestial Planes
* Far Realms
* Pandemonium
* Orbis Machina
* Sea of Dreams
* Soul Nexus
* The Elemental Conflux
* Ethereum

* Miscellaneous

* Razuth

Religions

* Absit Settlers

* Primary Pantheon
* Fringe Gods

* Amica & Vafer
* Ashlung Orcs
* Razuth's Children
* Tearans
* Vanara
* Volc-Nah

Equipment

* New Magic Items

Magic

* Artificer Infusion List
* Warlock Spell List

Bestiary

* Sahuagin
* Serpentfolk
* Ash Wurm
* Kobold
* Goblin
* Giant
* Preying Dulius

Variant/Homebrew Rules

* Called Shots and Critical Effects
* Gambling
* Overland Movement
* Glancing Blow
Ashlung Orcs Faction

### Faction Info

According to the extremely limited scraps of information and oral traditional that tell the history of Esor before the Dragon Razuth appeared, the Orcs once lived among the other goblinoids races in the Rolling Hills and consisted of warring tribes and shamanistic cults. Although through terrible circumstances, the race has evolved greatly in that time and now consists of battle hardened warriors and prideful scholars. Although generally imperialistic in nature, the Ashlungs haven't expanded their main territory outside of the Ashlands due to their physical dependence on the ash that comes from there. This lack of expansion and hostile environment has kept the population low but that kill or be killed environment has insured that only the strongest or wisest prevailed, leading to one of the strongest military forces on Esor, despite their small numbers. Although not closed to trade, the Ashlands provide little that is of interest to other factions which is just another thing that leads to the isolationist mindset held by the majority of Orcs. This attitude has led to an indifference between the Orcs and most of the other factions of Esor with the exception of one, Razuth's Children. The Ashlung Orcs despise the faction of Dwarves after seeing their retreat into the mountains after the defeat of Razuth and refusal of recognition for the Orcs who aided in the beast's defeat as cowardly and treacherous and have been antagonistic towards them ever since, demanding reprimands and recognition.
Half-Wood Elf

Like any half race between the Absit Settlers and the natives of Esor, Half-Wood Elves are fairly rare just due to the small amount of time since the Settlers first landed. These Elf hybrids can be between Wood Elves and Humans or even between both races of Elf. The child of a High Elf and Wood Elf almost always shares more traits with their Wood Elf parent because of their more dominant genes. Although the Tearans don’t hate half-breeds by any means, they won’t allow them to actually join because the child is seen to not be fully connected with nature like a full Wood Elf would be.

### **Half-Wood Elf Alternate Racial Traits**

* Elven Ancestry: Half-Wood Elves gain a +2 racial bonus on wild empathy checks and may use his Wisdom bonus instead of Charisma for this check. This racial trait replaces Adaptability.
Головна сторінка

Ласкавио просимо до україномовного вікі-порталу присвяченого креативній грі-мандривці піксельним всесвітом.

Кожен має право вносити власні сторінки до енциклопедії, та доповнювати існуючі сторінки. Не об'язково реєструватися щоби почати. Почувайтесь вільно :)

 ### Швидкий доступ до спецсторінок: Вікіактивність • Учасники Starbound вікі • Необхідні статті • Недописані статті

Офіційно придбати гру можна в магазинах Steam (230 грн) чи GOG (10$).

Starbound створюється незалежним розробником Chucklefish, наразі ми маємо релізову версію 1.3.
Vecto

Vecto formed from a collection of uncertified guilds that consisted of architects, engineers, and travels very soon after the Absit Settlers landed in Esor. The guild was certified quickly after Floatum was established and their first government contract was to build a road from New Esoria to Floatum. In the years since, Vecto has built a road through the forests north of New Esoria to the Dwarven city of the Handel and a road south from Floatum to Parvus. This road was longer than the other two Vecto built and the construction included a joint effort with Steel Staff Construction to build a high bridge over the Floatum Canal. Rumors are spreading among the crafting guilds that Vecto is experimenting with a coal based engine to create a new form of non-magical transportation but their source of coal, a resource that is difficult to get with the Razuth's Children's iron grip on mineral mining.
Блоки

Усі структури та будівлі у грі складаються з блоків, також блоки можна добувати та використовувати у власному будівництві. Платформа є підвидом блоків, особливість платформ полягає в тому, що крізь них можна пройти.

## Природні блоки

Такі блоки добуваються безпосередньо у ландшафті Starbound, також до цієї категорії блоків відносяться руди й камінь.

## Виготовлені блоки

Ці блоки добуваються майстерністю персонажа, що дозволяє отримувати, наприклад, з глини — цеглу.

## Скошені блоки

Особливий різновид декоративних блоків зі скошеними краями. Додані в оновленні 1.3.0, використовуються для обладнання космічних станцій та кораблів.

## Блоки локацій

В таких локаціях як: підземелля чи поселення, можуть буть знайдені структури складені з особливих різновидів блоків, добути їх можна як і всі інші блоки, та деякі захищені спецпристроєм, котрий спершу необхідно вивести з ладу, щоби отримати можливість добути усі блоки що були під його захистом.

## Недоступні блоки

Деякі блоки у грі використовуються в спеціальних умовах та недоступні в звичайному режимі гри.
Vafer Settlements

**Notes**

Callidus is the southern village in the Sweeping Plain and the primary home of the Vafer. The village is made up of tall wooden buildings connected together through thick ropes and bridges. Many of the buildings are filled with large scroll racks with the stories and mythologies of the Vafer. The remaining members of the Vanara also live within Callidus because the Vafer took them in after they were mostly wiped out by the Vampires of the Bloodvine Jungle.
Great Pine Forest

One of the two large forested areas on Esor, the Great Pine Forest sits on the North West coast of the continent. For the majority of the year snow blankets the northern tip of the forest and only melts for a short period in the hottest part of summer. This forest is the primary home to the Wood Elves native to Esor, the Tearans, and contains a lake near their village of Drenzo. This lake is also frozen for the majority of the year and the Tearans who live there ice fish when the majority of the animals they hunt go into hibernation for the winter.
Tearans Religion

The Tearans, like Razuth’s Children do not worship traditional deities. Instead they worship nature itself and all of the different aspects of it. Although it is seen as a single force some of the Druids devout themselves to a single aspect or domain.

**Gaia**

Another divine force that is not a deity, Gaia is worshiped by the Tearans. The Tearans believe that this is in fact what they Dwarves worship as well; they just are unable to understand that, instead they pray to some ancient beast like animals would.

* Alignment: Neutral
* Domains: Air, Animal, Earth, Fire, Plant, Vermin, Water, and Weather
* Symbol: Any piece of nature is used to represent this “god” but a common one is a leaf made of jade
* Favored Weapons: Quarterstaffs, Bows
Volc-Nah Settlements

**Notes**

Rue-Sha is the smaller of the two known Volc-Nah camps but most of the knowledge of their community comes from here because of loose trade efforts made between Rue-Sha and the Absit Settler town of Parvus. This trade is primarily to give the Volc-Nah better weapons, armor, and farming tools in exchange for the teachings of farming techniques and medicines. There are other products traded such as plates of chitin but those are fairly minor. This trade deal is the first peaceful communication maintained between the Volc-Nah and the other intelligent races so this definitely an important step in diplomacy with the Volc-Nah.

### Nor-Kas

* Primary Race: Volc-Nah
* Secondary Races: None
* Size: Medium

**Notes**

Contrary to its Southern counterpart Rue-Sha, Nor-Kas is an almost entirely unknown entity. Nor-Kas is a fair bit larger than Rue-Sha and is generally hostile to any outsiders. The only other thing known about this village is that they sometimes skirmish with Ashlung scouts on the western edge of the Ashlands.
Vampires

Due to them not being born that way, the vampires of the Bloodvine Jungles of Esor are not necessarily a race in the traditional sense but definitions aside they have their own culture and traits like any other race. Physically vampires look primarily like the race that they were before their corruption except much more gaunt, with sunken features. The eyes of a vampire tend to be very bright, even seeming to glow at times. The other changes to their physical appearance are things that help them become stronger hunters including sharpened bone like nails and elongated teeth. Culturally, the vampires make up a series of shamanistic clans that, at best, can be described as warring. Vafer seers have even speculated that, if they were to align, the different clans from the Bloodvine Jungle could take over the surrounding lands with little resistance, although others have denied this claim. Very little is known about how the clans work although from the different painted symbols they have on their bodies and reports from survivors about how they hunt has led to the theory that there are different ranks of vampires within the clans. These ranks do not seem to be purely based on physical strength or age because an array of different and unique abilities have been reported being used by the higher ranking vampires.

### **Vampire Favored Class Bonuses**

The Vampire shares their favored class bonuses with their host race.
Mantel des Barden (Eventitem, Märchenstunde)

Der Umhang eines gut behängten Bardens welcher nur dreimal in den ottonischen Gefilden zu finden ist.

Er besteht aus hochwertigen fließendem Stoff welcher im warm knisternden Kaminfeuer schimmert und glänz. Dieser Mantel steht nur den besten Schreibern der Lande Ottoniens zu!

(Eine exklusive Belohnung des Märchenstunden Events, legendäres Item.(Kann nicht fliegen))
Half-High Elf

Although fairly common in Absit, these hybrids between High Elves and Humans have really started to show up more now that they are in Esor. High Elves in Absit were looked down upon and because of that a relationship between Elves and Humans would be seen poorly. With that social construct gone in Esor, the Half-Elves that came over with the rest of the Settlers and the ones that have been born since fit into society perfectly fine. There are very few instances of disdain targeted towards the Half-Elves in the Absit Settlers.

### **Half-High Elf Favored Class Bonuses**

* Artificer: Add a total bonus of 1 foot of any one existing movement rate to any construct(s) you create or alter. This does not have any appreciable benefit until multiples of five are met (a movement rate of 34 is the same as 30). You can change which movement rate you apply this bonus to any time you alter the construct in a way that requires item crafting rules.
Amica Settlements

**Notes**

Forta is home of the Amica race and is positioned at the northern border of the Sweeping Plains. The village itself is made up off mostly tent like structures and wooden longhouses. Forta lacks the architecture finesse that the Vafer village of Callidus has but the buildings are strong and practical just like the Amica who live there.
Razuth's Children

### Faction Info

The Dwarves of Esor are one the oldest races to populate the continent. Almost all the information about their faction before Razuth appeared is unknown and the Dwarves of Razuth's Children have little interest in that history anyway. Since the fall of Razuth at the hands of the first Hero King, the Razuth's Children have spread across the mountains of Esor growing in wealth, military strength, and political power. The faction puts a large emphasis on appearance and commerce, always striving to look the most noble and professional possible and always making sure to get what they are due. Razuth's Children are xenophobic in nature and see themselves as higher than the other races of Esor but focus this attitude inward, usually just staying out of the day-to-day business of other races. The faction has few, if any, real allies but instead has strict trading contracts with the Absit Settlers and the Vafer. The Dwarven city of Glauben trades commonly with the Wood Elves in the area but, to the anguish of many in Razuth's Children, they have no such contract. Several tensions exist between factions, even those they trade with, but the only group to be openly hostile towards the Dwarves is the Ashlung Orcs, who contest the faction's claim of slaying Razuth alone and resent the Dwarves for allegedly turning their backs on the Orcs.
Razuth's Children Important Figures

**Hero King Fodras**

In the throne room, deep within Einsam, Hero King Fodras rules over the largest kingdom on Esor, Razuth’s Children. Very few non-Dwarves have ever seen the Hero King and only know of his appearance based on the massive stone statue of him that is among the statues of previous Hero Kings lining the entry halls of Einsam. Fodras rules sternly but not unfairly according to the general population of his kingdom. The kingdom runs primarily on the massive wealth granted to the Dwarves by the riches of the mountains. Recently, Hero King Fodras has established contact and trade with the Absit Settlers. Tensions between Razuth’s Children and the Ashlung Orcs have risen higher than usual under Fodras’ rule as well because of his adamant refusal to hear their claims of injustice against them.