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		<title>Everglow - User contributions [en-gb]</title>
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		<updated>2026-10-06T11:30:41Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=72</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=72"/>
				<updated>2018-01-19T20:49:11Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Minor changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Everglow&lt;br /&gt;
&lt;br /&gt;
For starters this content will be 5E only, I may create a Fate Core version later.&lt;br /&gt;
&lt;br /&gt;
*Allowed [[Races]]&lt;br /&gt;
*Allowed [[Classes]]&lt;br /&gt;
There are very few hard no&amp;#039;s.  You can pick anything you want, BUT if it&amp;#039;s not in there you will be an exception, a curiosity, and you will get a shit-ton of prejudice, and maybe even people who want to capture you. Be prepared.&lt;br /&gt;
&lt;br /&gt;
*[[power|Magic, tiers and powers]]&lt;br /&gt;
*[[Items|New Items]]&lt;br /&gt;
*[[House Rules]]&lt;br /&gt;
&lt;br /&gt;
=Minor changes=&lt;br /&gt;
*Feats are allowed.  You can, if you have the prerequisites, forfeit one stat bonus for a feat on creation.&lt;br /&gt;
*Rogues, Bards and Fighters can have Proficiency in the Intelligence(Mechanist) skill.&lt;br /&gt;
&lt;br /&gt;
=Major Changes=&lt;br /&gt;
*There is no alignment. Any limitation or preference regarding alignment is effaced.  Any skill or spell regarding detecting or reading alignment only detects surface and current emotions. Everyone is all alignments and none depending on their actions.&lt;br /&gt;
*Languages:  There is Common, Demonic, Southern, Elvish and Dwarven. Everyone knows common apart from Dwarves and Elves. They only know their own language unless they take extra languages.  Written versions of those languages are their own slot.  You get additional language slots for every bonus point on Intelligence (round up), remember reading and writing that language is its own slot.  &lt;br /&gt;
*There is no Unholy or Holy, nor are there undead. &amp;quot;Summon undead&amp;quot; and such things summon outsiders with similar stats (that look like anything the player wishes). Outsiders (like Demons and such) require life-force to remain in the current plane of existence, willingly given (even possibly of someone else, and not necessarily of their free will).  Turning undead becomes &amp;quot;Turn outsider&amp;quot; and can return outsiders to their plane or drain them of life-force. &lt;br /&gt;
*There are no gods. There is only Daashk&amp;#039;t, which is in all of us, and the Elves believe there&amp;#039;s the Allfather.  Divine magic doesn&amp;#039;t come from Gods, it comes from the people around them, because we&amp;#039;re all part of Daashk&amp;#039;t, and Daashk&amp;#039;t is all a part of us.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=71</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=71"/>
				<updated>2018-01-19T20:48:36Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Everglow&lt;br /&gt;
&lt;br /&gt;
For starters this content will be 5E only, I may create a Fate Core version later.&lt;br /&gt;
&lt;br /&gt;
*Allowed [[Races]]&lt;br /&gt;
*Allowed [[Classes]]&lt;br /&gt;
There are very few hard no&amp;#039;s.  You can pick anything you want, BUT if it&amp;#039;s not in there you will be an exception, a curiosity, and you will get a shit-ton of prejudice, and maybe even people who want to capture you. Be prepared.&lt;br /&gt;
&lt;br /&gt;
*[[power|Magic, tiers and powers]]&lt;br /&gt;
*[[Items|New Items]]&lt;br /&gt;
*[[House Rules]]&lt;br /&gt;
&lt;br /&gt;
=Minor changes=&lt;br /&gt;
*Feats are allowed.  You can, if you have the prerequisites, forfeit one stat bonus for a feat on creation.&lt;br /&gt;
*Rogues, Bards and Fighters can have Proficiency in the Mechanist(Int) skill.&lt;br /&gt;
&lt;br /&gt;
=Major Changes=&lt;br /&gt;
*There is no alignment. Any limitation or preference regarding alignment is effaced.  Any skill or spell regarding detecting or reading alignment only detects surface and current emotions. Everyone is all alignments and none depending on their actions.&lt;br /&gt;
*Languages:  There is Common, Demonic, Southern, Elvish and Dwarven. Everyone knows common apart from Dwarves and Elves. They only know their own language unless they take extra languages.  Written versions of those languages are their own slot.  You get additional language slots for every bonus point on Intelligence (round up), remember reading and writing that language is its own slot.  &lt;br /&gt;
*There is no Unholy or Holy, nor are there undead. &amp;quot;Summon undead&amp;quot; and such things summon outsiders with similar stats (that look like anything the player wishes). Outsiders (like Demons and such) require life-force to remain in the current plane of existence, willingly given (even possibly of someone else, and not necessarily of their free will).  Turning undead becomes &amp;quot;Turn outsider&amp;quot; and can return outsiders to their plane or drain them of life-force. &lt;br /&gt;
*There are no gods. There is only Daashk&amp;#039;t, which is in all of us, and the Elves believe there&amp;#039;s the Allfather.  Divine magic doesn&amp;#039;t come from Gods, it comes from the people around them, because we&amp;#039;re all part of Daashk&amp;#039;t, and Daashk&amp;#039;t is all a part of us.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=70</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=70"/>
				<updated>2018-01-19T16:01:28Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while.  The unbalance is called a Tier. Every tier has size a time, and the Tier number itself is the modifier with which it affects everything around it.  Even magical items have an effect, and only long training or the layering of Mechanical items will suppress it enough.&lt;br /&gt;
Mechanical objects have a moderating effect on the Tier.  Depending on their complexity they can and will suppress the tier with their Mechanical tier. The mechanical tier is a modifier a Wizard will have to overcome to even be able to cast their spell if they&amp;#039;re too close to it.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round || Self&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds || 1 5ft square&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds) || 10ft x 10ft square&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour || 10 ft radiating from the center&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day || 50 ft radiating from the center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
There is no Good or Evil. Divine is not giving from the gods, Daashk&amp;#039;t was no god. He is in all of us. And that gives us our power.&lt;br /&gt;
&lt;br /&gt;
Daashk&amp;#039;ts Aspects&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Divine Domain&lt;br /&gt;
! Daashk&amp;#039;ts Aspect&lt;br /&gt;
|-&lt;br /&gt;
| Tempest || Judgement&lt;br /&gt;
|-&lt;br /&gt;
| War || Might&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.dandwiki.com/wiki/Vengeance_Domain_(5e_Subclass) Vengeance] || Fury&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge || Reason&lt;br /&gt;
|-&lt;br /&gt;
| Trickery || Cunning&lt;br /&gt;
|-&lt;br /&gt;
| Life || Essence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Daashk&amp;#039;t walked our lands He found the people unaware of their lot in life. They would throw themselves at anything that might have power over their future, false prophets and superstitions were rampant, for everything one could imagine there was at least one god that would help them in exchange for worship... But He could see through the guises of the demons behind this, as He travelled through the world He threw off their guises, showing their true forms to the people. Surprised at finding everything they knew to be wrong or false they followed Daashk&amp;#039;t around, calling out to Him. But He travelled on until at last all Demons were unmasked. Many would try to take out their anger on the Demons, but He would lift up His hands and they would be filled with compassion, understanding that it was in the nature of those with strength to use it to their advantage. Calling out, they said unto them: &amp;quot; Fear not, for we know of your strength, turn that strength to good as that we can live in harmony.&amp;quot; And many Demons did so, and as they did their evil nature left them over time.&lt;br /&gt;
This was the first Great work of Daashk&amp;#039;t, and many of His followers would ask him to tell them more. And he told them of Judgement, compassion and the nature of things. From that moment on everyone on earth had the power to Judge, and to feel in their heart when it was right and kind or strong and cruel. And many settled there and spread His word founding the first aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Judgement==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linked Attribute:&amp;#039;&amp;#039;&amp;#039; Wisdom&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Opposing Aspect:&amp;#039;&amp;#039;&amp;#039; Daashk&amp;#039;ts Fury&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symbology:&amp;#039;&amp;#039;&amp;#039; Weighing Scales, Shield, Square&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Warhammer, Longsword&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This aspect is associated with understanding, law, conventions, trade and cooperation. Those strong in the aspect tend to be diplomatic and understanding. Many make good businessmen. It is also symbolic to invoke the aspect when meeting or inviting strangers. Marriage is also generally done by priest of this aspect.&lt;br /&gt;
&lt;br /&gt;
When He travelled north to meet the Orc clans of the Northern Wastes, He found the Gigantian Mountains in his way. The Titans living there, having heard of the changes He wrought, sought to stop His passing by blocking all the passes with giant boulders. But He was unperturbed, He turned on his followers and sought their help. Many couldn&amp;#039;t believe their ears, they were but normal humanoids, not Titans or Gods. But some would come forward, giving Him their aid and seeking understanding. And as they started working they understood Him. When they all worked together they could lift weights much larger than all of them combined, they could lift the mountains themselves if they set their minds to it. And the Titans understood it too and while He reached his hand out to them, they refused and hid themselves for their numbers were small and with so many of them around they were but kidlings compared to the multitudes of humanoids. In three days He and his followers had cleared the passes. From then on everyone understood their power, and many would settle there, focusing their lives on improving their Strength, founding the second aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Might==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linked Attribute:&amp;#039;&amp;#039;&amp;#039; Strength&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Opposing Aspect:&amp;#039;&amp;#039;&amp;#039; Daashk&amp;#039;ts Cunning&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symbology:&amp;#039;&amp;#039;&amp;#039; Sun, Fist, Oak,Circle,...&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Morningstar, Flail.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Daashk&amp;#039;ts Might is usually associated with the sun, life, growth and strength. Those strong in the aspect generally are headstrong and hardy. They don&amp;#039;t like change much and are wary of strangers. They are very protective towards their friends and loved ones.&lt;br /&gt;
&lt;br /&gt;
When He heard of the The Seven Cities of Gold, far in the south, whom had been at war for 777 year, He immediately set forth to try and broker peace between them. When they reached the Southern Wastes, He told his followers to stay and camp there, for arriving at one of the cities with such a large army of followers might be troublesome. He set out and travelled between the cities, at first seeking understanding, and then slowly speaking to them about the problems they could solve, so they could live in peace. One of the cities, Choral, had a devious vizier whom had gained control only a few years ago. Seeing an end to his reign so soon, he looked for a way to end His involvement. And he found it, the encampment which was known by many of his traders, as a lucrative place for them to sell their goods. He immediately loaded an airship with the best of his soldiers and set out to the camp. There the soldiers killed the men, enslaved the children and ravaged the women, leaving nary a soul alive. The vizier had been clever and had hidden Choral&amp;#039;s emblem from his soldiers armour, and airship, but in his pride had forgotten one thing. To hide the &amp;quot;Crescent of Blood&amp;quot;, the legendary Bronze scimitar, that he carried on him at all times.&lt;br /&gt;
 &lt;br /&gt;
When He heard of what happened he travelled to the camp and talked to the survivors. He then set out to Choral, on his own. When He arrived three times He yelled at the gates for the Vizier to come out and own up to his sins. But the Vizier refused, and on the third time he ordered his soldiers to fire at Daashk&amp;#039;t. Then He showed them his righteous fury. When the first of the arrows struck home He yelled out in pain, and lifting His hands to the sky, the arrows stopped mid-air. With a wave of His arm, they returned straight to those who fired them. Then He yelled out in rage and the gates flew open! Wave upon wave of Choral&amp;#039;s best soldiers got sent out, and each wave fell to Him and His fury. Then the old, wounded and infirm. And finally the children got sent out and each of them perished to His fury. The vizier finding himself alone against Daashk&amp;#039;t, tried to flee. But his airship crashed! Then he tried to flee on a horse. But nary a stone-throw further it would fall and be lame. He jumped on an ass, and yelled and screamed at it, but it would just stand there until Daashk&amp;#039;t had reached them. And he took the Vizier and placed him on the throne in Choral, the city of the Dead. And he bound the Vizier&amp;#039;s body and soul to the throne so that he could never leave it, but it would heal him and keep him alive. And each night the dead would come out tearing of his skin and ripping out his entrails to get the blood they craved, making him scream and suffer night after night for all eternity. The war between the Seven cities ended the moment they heard of what had happened.&lt;br /&gt;
&lt;br /&gt;
And the remaining 6 cities would focus their remaining lives, informing the rest of the world on what had happened, founding the third aspect:&lt;br /&gt;
&lt;br /&gt;
==Daashk&amp;#039;ts Fury==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linked Attribute:&amp;#039;&amp;#039;&amp;#039; Dexterity&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Opposing Aspect:&amp;#039;&amp;#039;&amp;#039; Daashk&amp;#039;ts Judgement&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symbology:&amp;#039;&amp;#039;&amp;#039; Arrow, Lightning, Triangle,...&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Short sword, Rapier, Scimitar, Bow&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fury is one of the most misunderstood aspects. It can mean anger, rage or violence, but it can also mean the ferocity with which one tries to improve oneself, or fight for something they hold dear! Fury stands for honour, self-improvement, dedication, devotion and love! Also survival of the fittest is very much represented by this aspect. &lt;br /&gt;
&lt;br /&gt;
As is normal when many people converge in one location, Daashk&amp;#039;ts followers had many disputes and problems among them. Many times He was sought out as mediator to solve their problems, slowing down His travels with their problems and questions. Then He told them they would make a small trip to the Silvertop mountains. Near the mountains there was this great rocky plain with large boulders. There He stopped the caravan and made them set up camp. When all was ready, they came to Him again with their problems. When Betsebah asked him how she should handle her friend, whom would always tell tall tales about her when she wasn&amp;#039;t around, He jumped upon a boulder and told her to confront the wayward friend. And then He told her to stand on top of a boulder and answer the next question someone had. And she did, admirably so and he encouraged everyone to jump in and help their fellow man. And they all did, to the best of their ability. Sometimes more than one would jump up, and each told them their solution, and they would pick the one that was best or wisest. And they all meditated on His wisdom and understood. Asking the question is sometimes enough to get an answer, and the answer didn&amp;#039;t always have to come from the wisest person, everyone had their own wisdom to bring. &lt;br /&gt;
&lt;br /&gt;
And many settled their, in the Field of Reason, founding the Fourth aspect:&lt;br /&gt;
&lt;br /&gt;
==Daashk&amp;#039;ts Reason==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linked Attribute:&amp;#039;&amp;#039;&amp;#039; Intelligence&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Opposing Aspect:&amp;#039;&amp;#039;&amp;#039; Daashk&amp;#039;ts Essence&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symbology:&amp;#039;&amp;#039;&amp;#039; Cross (+)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Staff, Mace&amp;lt;br /&amp;gt;&lt;br /&gt;
Reason is putting the mind to its greatest test, solving problems! It is neutral by nature as knowledge can be used for good and evil. It also stand for the asking of questions, even when there are no answers, to take nothing for granted and pursue knowledge, even if you cannot put it to use immediately, sometimes just so you can inform those who can.&lt;br /&gt;
&lt;br /&gt;
When the Emperor Magnamius heard of Daashk&amp;#039;ts works he invited Him to join him in his capitol, Magnapolis, the greatest city of all times. But he would put up a test, to see how great He was. Magnamius got his greatest magicians to put up a barrier around the city, holding Him at bay. The only way He would be able to enter is by wearing the crown of the most powerful man in the city. Magnamius placed his crown on top of Mount Hestiatis, where the impregnable fortress Darkstone stood. The Emperor filled the fortress with great beasts, the strongest warriors and the most powerful Magicians.&lt;br /&gt;
But He agreed, and he set out on his longest work yet. He found a promising youth, whose name time forgot, and together they set out on a work that took 19 years. The youth quickly became one of the most influential people of Magnapolis, quickly rising through the ranks of the underworld. He is still known by his monicker, the Beggar king. The was nothing he couldn&amp;#039;t get done, and although Daashk&amp;#039;t couldn&amp;#039;t go with him into the city, they spoke and wrote often.&lt;br /&gt;
 &lt;br /&gt;
Nothing in the city could be done if it didn&amp;#039;t have the blessing of the Beggar King, the Emperor himself was denied access to a great feast that was held in the city. When he demanded to know:&amp;quot;Who is so powerful that he can make the Emperor wait for an invitation?&amp;quot; the Beggar King walked in with Daashk&amp;#039;t by his side. The Beggar King was wearing the Emperor&amp;#039;s crown, Daashk&amp;#039;t was wearing the Beggar King&amp;#039;s worn hat. And He said unto them:&amp;quot; I am wearing the crown of the most powerful man in the city!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Beggar King disappeared not long after. So the fifth Aspect was founded:&lt;br /&gt;
&lt;br /&gt;
==Daashk&amp;#039;ts Cunning==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linked Attribute:&amp;#039;&amp;#039;&amp;#039; Charisma&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Opposing Aspect:&amp;#039;&amp;#039;&amp;#039; Daashk&amp;#039;ts Might&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symbology:&amp;#039;&amp;#039;&amp;#039; Eye, Moon, Fox, Semi-Circle&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Dagger, Hand crossbow&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cunning is opposite to strength. It&amp;#039;s the use of other means that brute strength to gain what one wants. Be it influence, knowledge, agility, subterfuge or clever tactics. Many leaders study this aspect as it teaches them much about their fellow man and how to influence them. Cunning is of course also a favourite among those in the underbelly of society.&lt;br /&gt;
&lt;br /&gt;
After He had travelled to every land, met every king and seen what He had to see, Daashk&amp;#039;t grew restless. He said unto his followers: &amp;quot;Go, my time here is over, I must return to the land of whence I came&amp;quot;. But they refused so He cut his arms and let the blood flow freely. &amp;quot;Most of you will leave my before the last drop has spilled&amp;quot;, He said, but they laughed and said they would bind his wounds when He fell down. And He started walking, and his followers did so too. And He led them around for days, all the while dripping blood, forming a red line in the sand that led straight to Him. And still his followers laughed and made merry. And they followed him over hills and mountains, through marshes, and swimming great streams. And many couldn&amp;#039;t keep up so they fell off. But still a great multitude followed Him around. For 50 days they travelled through the desert, and only the strongest and hardiest still followed Him. And He led them into the great Jungles of Vorelia. Even less followed him out a year later, and still He persisted. For 3 years he travelled all the while losing followers until only two remained. Galina and Emerius. When they reached the great sea He said unto them: &amp;quot;You, my oldest and most loyal of followers, wait here. You have done well and seen how I returned what the lands had granted me back unto the lands. But now I must return to the land fully.&amp;quot; And He rose up and fell down, looking tired. They stood up wanting to help him up, but he waved them away. And He stood up and continued to the sea. With the sun shining in front of him it seemed as though the blood-loss had made Him see-through. Six times more He fell down, each time refusing his followers to help him. Each time it looked like he was more transparent than before. But then He finally reached the sea. He rose his hands and a huge wave formed and just as it was about to crash into Him, He disappeared.&lt;br /&gt;
&lt;br /&gt;
Galina and Emerius immediately jumped into the sea looking for Him but He was nowhere to be found. There they created the final Aspect:&lt;br /&gt;
&lt;br /&gt;
==Daashk&amp;#039;ts Essence==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linked Attribute:&amp;#039;&amp;#039;&amp;#039; Constitution&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Opposing Aspect:&amp;#039;&amp;#039;&amp;#039; Daashk&amp;#039;ts Reason&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symbology:&amp;#039;&amp;#039;&amp;#039; Mountain, Water, Elipsoid&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symbology:&amp;#039;&amp;#039;&amp;#039; Axe, Crossbow&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Essence tells us that everything we have will go away in the end, we all have to return ourselves to the great cycle of life. It means nature, the cycle of life, stamina and endurance. Many refuse to see the nature part though and see it as Daashk&amp;#039;ts great lesson in taking control over nature, seeing Bloodflower* lines as the final proof of his victory in giving us the Earth. Many whom study life, nature or the human body follow this aspect. Doctors, healers and Farmers follow the teachings by Galina (she became the Great Surgeon, teaching many the healing arts we know today) and Emerius (who teaches us the way of life and nature around us).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Bloodflowers:&amp;#039;&amp;#039; Red flowers that seem to grow in long lines. They sometimes stretch on for miles making blood red lines that can be seen miles away, for many proof that Daashk&amp;#039;t travelled here when he was returning to the earth. Many pilgrims follow these lines for years trying to follow in Daashk&amp;#039;ts footsteps (sometimes even flagellating themselves en route). Bloodflowers have strong healing properties.&lt;br /&gt;
&lt;br /&gt;
=Mechanical=&lt;br /&gt;
&amp;quot;Magical&amp;quot; items can also be made by &amp;quot;Mechanical&amp;quot; means. Where it has charges, or daily uses, replace those with charges requiring a Nihelium cartridge to regain charges. Those that have a &amp;quot;Daily&amp;quot; usage get replaced with requiring a new cartridge for each use.  Mechanical items are cheaper but if they are uncharged they require Nihelium or have some other negative quirk (roll on the table, reroll any that don&amp;#039;t make sense for the item in Question).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Mechanical Item Quirks&lt;br /&gt;
|-&lt;br /&gt;
! Roll (1d6)&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Bulky&lt;br /&gt;
|- &lt;br /&gt;
| 2 || Unreliable&lt;br /&gt;
|- &lt;br /&gt;
| 3 || Complex interface&lt;br /&gt;
|- &lt;br /&gt;
| 4 || Dangerous&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Powered&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Perfect&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bulky.&amp;#039;&amp;#039;&amp;#039; This items is much bulkier than the normal equivalent. It&amp;#039;ll way twice as much and impose a &amp;quot;Bulky&amp;quot; disadvantage to any rolls made while wearing or using the item in a way that requires finesse, balance or dexterity.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unreliable.&amp;#039;&amp;#039;&amp;#039; This item is very unreliable in its usage. Requiring you to roll with a disadvantage whenever it comes into play.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Interface.&amp;#039;&amp;#039;&amp;#039; This item takes at least twice as long to use as a normal item of its type.  For items where the usage doesn&amp;#039;t come into play (like say: armour) it&amp;#039;ll take 5 times as long to don or dof.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dangerous.&amp;#039;&amp;#039;&amp;#039; This item is quite dangerous to use, even to the wielder. On a roll of a 1 when the items is carried or in use, it&amp;#039;ll cause 1d8 damage to the user.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Powered.&amp;#039;&amp;#039;&amp;#039; This item requires Nihelium.  For items with a constant use (like armour) it&amp;#039;ll require a cartridge per hour of use on average.  If it&amp;#039;s used in a way that requires rolls, it&amp;#039;ll require a new cartridge on a roll of 1. If it&amp;#039;s very rarely used, except for specific situations, it&amp;#039;ll require one for each usage. DM&amp;#039;s discretion.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Perfect.&amp;#039;&amp;#039;&amp;#039; This item is a marvel of Mechanical Engineering. It&amp;#039;s absolutely perfectly functional in every way.  It&amp;#039;ll also cost at least twice as much as the Magical equivalent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complexity&lt;br /&gt;
! Mechanical Tier&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Simple || Tier 1 || 5ft (same square)&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || Tier 2 || 5ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Complex || Tier 3 || 10 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Very complex || Tier 4 || 15 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Extremely complex || Tier 5 || 20 ft radiating from center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Simple Mechanical device.&amp;#039;&amp;#039;&amp;#039; Very simple construction, one or two moving parts at most. A Nihelium lighter for instance or an alchemical gun or rifle. Or a common magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Moderately complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts. A revolver, an automatic fly-swatter,... Or an uncommon magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts that interact in complex ways.  A clock. A machine in a factory. Or a rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Very Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Very complex construction, intricate gearing and interactions, using many physical laws.  A vehicle or something similarly complex. Or a very rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Extremely complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Many Very complex mechanical devices working in unison. Like an airship or something. Or a legendary magical item equivalent.&lt;br /&gt;
&lt;br /&gt;
=Psionic=&lt;br /&gt;
See the [https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf Mystic] for the rules.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=69</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=69"/>
				<updated>2018-01-19T15:52:01Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Divine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while.  The unbalance is called a Tier. Every tier has size a time, and the Tier number itself is the modifier with which it affects everything around it.  Even magical items have an effect, and only long training or the layering of Mechanical items will suppress it enough.&lt;br /&gt;
Mechanical objects have a moderating effect on the Tier.  Depending on their complexity they can and will suppress the tier with their Mechanical tier. The mechanical tier is a modifier a Wizard will have to overcome to even be able to cast their spell if they&amp;#039;re too close to it.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round || Self&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds || 1 5ft square&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds) || 10ft x 10ft square&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour || 10 ft radiating from the center&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day || 50 ft radiating from the center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
There is no Good or Evil. Divine is not giving from the gods, Daashk&amp;#039;t was no god. He is in all of us. And that gives us our power.&lt;br /&gt;
&lt;br /&gt;
Daashk&amp;#039;ts Aspects&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Divine Domain&lt;br /&gt;
! Daashk&amp;#039;ts Aspect&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.dandwiki.com/wiki/Law_Domain_(5e_Subclass) Law] || Judgement&lt;br /&gt;
|-&lt;br /&gt;
| War || Might&lt;br /&gt;
|-&lt;br /&gt;
| Tempest || Fury&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge || Reason&lt;br /&gt;
|-&lt;br /&gt;
| Trickery || Cunning&lt;br /&gt;
|-&lt;br /&gt;
| Life || Essence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Daashk&amp;#039;t walked our lands He found the people unaware of their lot in life. They would throw themselves at anything that might have power over their future, false prophets and superstitions were rampant, for everything one could imagine there was at least one god that would help them in exchange for worship... But He could see through the guises of the demons behind this, as He travelled through the world He threw off their guises, showing their true forms to the people. Surprised at finding everything they knew to be wrong or false they followed Daashk&amp;#039;t around, calling out to Him. But He travelled on until at last all Demons were unmasked. Many would try to take out their anger on the Demons, but He would lift up His hands and they would be filled with compassion, understanding that it was in the nature of those with strength to use it to their advantage. Calling out, they said unto them: &amp;quot; Fear not, for we know of your strength, turn that strength to good as that we can live in harmony.&amp;quot; And many Demons did so, and as they did their evil nature left them over time.&lt;br /&gt;
This was the first Great work of Daashk&amp;#039;t, and many of His followers would ask him to tell them more. And he told them of Judgement, compassion and the nature of things. From that moment on everyone on earth had the power to Judge, and to feel in their heart when it was right and kind or strong and cruel. And many settled there and spread His word founding the first aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Judgement==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linked Attribute:&amp;#039;&amp;#039;&amp;#039; Wisdom&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Fury&lt;br /&gt;
Symbology: Weighing Scales, Shield, Square&lt;br /&gt;
Weapon: Warhammer, Longsword&lt;br /&gt;
This aspect is associated with understanding, law, conventions, trade and cooperation. Those strong in the aspect tend to be diplomatic and understanding. Many make good businessmen. It is also symbolic to invoke the aspect when meeting or inviting strangers. Marriage is also generally done by priest of this aspect.&lt;br /&gt;
&lt;br /&gt;
When He travelled north to meet the Orc clans of the Northern Wastes, He found the Gigantian Mountains in his way. The Titans living there, having heard of the changes He wrought, sought to stop His passing by blocking all the passes with giant boulders. But He was unperturbed, He turned on his followers and sought their help. Many couldn&amp;#039;t believe their ears, they were but normal humanoids, not Titans or Gods. But some would come forward, giving Him their aid and seeking understanding. And as they started working they understood Him. When they all worked together they could lift weights much larger than all of them combined, they could lift the mountains themselves if they set their minds to it. And the Titans understood it too and while He reached his hand out to them, they refused and hid themselves for their numbers were small and with so many of them around they were but kidlings compared to the multitudes of humanoids. In three days He and his followers had cleared the passes. From then on everyone understood their power, and many would settle there, focusing their lives on improving their Strength, founding the second aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Might==&lt;br /&gt;
Linked Attribute: Strength&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Cunning&lt;br /&gt;
Symbology: Sun, Fist, Oak,Circle,...&lt;br /&gt;
Weapon: Morningstar, Flail.&lt;br /&gt;
Daashk&amp;#039;ts Might is usually associated with the sun, life, growth and strength. Those strong in the aspect generally are headstrong and hardy. They don&amp;#039;t like change much and are wary of strangers. They are very protective towards their friends and loved ones.&lt;br /&gt;
&lt;br /&gt;
When He heard of the The Seven Cities of Gold, far in the south, whom had been at war for 777 year, He immediately set forth to try and broker peace between them. When they reached the Southern Wastes, He told his followers to stay and camp there, for arriving at one of the cities with such a large army of followers might be troublesome. He set out and travelled between the cities, at first seeking understanding, and then slowly speaking to them about the problems they could solve, so they could live in peace. One of the cities, Choral, had a devious vizier whom had gained control only a few years ago. Seeing an end to his reign so soon, he looked for a way to end His involvement. And he found it, the encampment which was known by many of his traders, as a lucrative place for them to sell their goods. He immediately loaded an airship with the best of his soldiers and set out to the camp. There the soldiers killed the men, enslaved the children and ravaged the women, leaving nary a soul alive. The vizier had been clever and had hidden Choral&amp;#039;s emblem from his soldiers armour, and airship, but in his pride had forgotten one thing. To hide the &amp;quot;Crescent of Blood&amp;quot;, the legendary Bronze scimitar, that he carried on him at all times. &lt;br /&gt;
When He heard of what happened he travelled to the camp and talked to the survivors. He then set out to Choral, on his own. When He arrived three times He yelled at the gates for the Vizier to come out and own up to his sins. But the Vizier refused, and on the third time he ordered his soldiers to fire at Daashk&amp;#039;t. Then He showed them his righteous fury. When the first of the arrows struck home He yelled out in pain, and lifting His hands to the sky, the arrows stopped mid-air. With a wave of His arm, they returned straight to those who fired them. Then He yelled out in rage and the gates flew open! Wave upon wave of Choral&amp;#039;s best soldiers got sent out, and each wave fell to Him and His fury. Then the old, wounded and infirm. And finally the children got sent out and each of them perished to His fury. The vizier finding himself alone against Daashk&amp;#039;t, tried to flee. But his airship crashed! Then he tried to flee on a horse. But nary a stone-throw further it would fall and be lame. He jumped on an ass, and yelled and screamed at it, but it would just stand there until Daashk&amp;#039;t had reached them. And he took the Vizier and placed him on the throne in Choral, the city of the Dead. And he bound the Vizier&amp;#039;s body and soul to the throne so that he could never leave it, but it would heal him and keep him alive. And each night the dead would come out tearing of his skin and ripping out his entrails to get the blood they craved, making him scream and suffer night after night for all eternity. The war between the Seven cities ended the moment they heard of what had happened.&lt;br /&gt;
And the remaining 6 cities would focus their remaining lives, informing the rest of the world on what had happened, founding the third aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Fury==&lt;br /&gt;
Linked Attribute: Dexterity&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Judgement&lt;br /&gt;
Symbology: Arrow, Lightning, Triangle,...&lt;br /&gt;
Weapon: Short sword, Rapier, Scimitar, Bow&lt;br /&gt;
Fury is one of the most misunderstood aspects. It can mean anger, rage or violence, but it can also mean the ferocity with which one tries to improve oneself, or fight for something they hold dear! Fury stands for honour, self-improvement, dedication, devotion and love! Also survival of the fittest is very much represented by this aspect. &lt;br /&gt;
&lt;br /&gt;
As is normal when many people converge in one location, Daashk&amp;#039;ts followers had many disputes and problems among them. Many times He was sought out as mediator to solve their problems, slowing down His travels with their problems and questions. Then He told them they would make a small trip to the Silvertop mountains. Near the mountains there was this great rocky plain with large boulders. There He stopped the caravan and made them set up camp. When all was ready, they came to Him again with their problems. When Betsebah asked him how she should handle her friend, whom would always tell tall tales about her when she wasn&amp;#039;t around, He jumped upon a boulder and told her to confront the wayward friend. And then He told her to stand on top of a boulder and answer the next question someone had. And she did, admirably so and he encouraged everyone to jump in and help their fellow man. And they all did, to the best of their ability. Sometimes more than one would jump up, and each told them their solution, and they would pick the one that was best or wisest. And they all meditated on His wisdom and understood. Asking the question is sometimes enough to get an answer, and the answer didn&amp;#039;t always have to come from the wisest person, everyone had their own wisdom to bring. &lt;br /&gt;
And many settled their, in the Field of Reason, founding the Fourth aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Reason==&lt;br /&gt;
Linked Attribute: Intelligence&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Essence&lt;br /&gt;
Symbology: Cross (+)&lt;br /&gt;
Weapon: Staff, Mace&lt;br /&gt;
Reason is putting the mind to its greatest test, solving problems! It is neutral by nature as knowledge can be used for good and evil. It also stand for the asking of questions, even when there are no answers, to take nothing for granted and pursue knowledge, even if you cannot put it to use immediately, sometimes just so you can inform those who can.&lt;br /&gt;
&lt;br /&gt;
When the Emperor Magnamius heard of Daashk&amp;#039;ts works he invited Him to join him in his capitol, Magnapolis, the greatest city of all times. But he would put up a test, to see how great He was. Magnamius got his greatest magicians to put up a barrier around the city, holding Him at bay. The only way He would be able to enter is by wearing the crown of the most powerful man in the city. Magnamius placed his crown on top of Mount Hestiatis, where the impregnable fortress Darkstone stood. The Emperor filled the fortress with great beasts, the strongest warriors and the most powerful Magicians.&lt;br /&gt;
But He agreed, and he set out on his longest work yet. He found a promising youth, whose name time forgot, and together they set out on a work that took 19 years. The youth quickly became one of the most influential people of Magnapolis, quickly rising through the ranks of the underworld. He is still known by his monicker, the Beggar king. The was nothing he couldn&amp;#039;t get done, and although Daashk&amp;#039;t couldn&amp;#039;t go with him into the city, they spoke and wrote often. &lt;br /&gt;
Nothing in the city could be done if it didn&amp;#039;t have the blessing of the Beggar King, the Emperor himself was denied access to a great feast that was held in the city. When he demanded to know:&amp;quot;Who is so powerful that he can make the Emperor wait for an invitation?&amp;quot; the Beggar King walked in with Daashk&amp;#039;t by his side. The Beggar King was wearing the Emperor&amp;#039;s crown, Daashk&amp;#039;t was wearing the Beggar King&amp;#039;s worn hat. And He said unto them:&amp;quot; I am wearing the crown of the most powerful man in the city!&amp;quot;&lt;br /&gt;
The Beggar King disappeared not long after. So the fifth Aspect was founded:&lt;br /&gt;
==Daashk&amp;#039;ts Cunning==&lt;br /&gt;
Linked Attribute: Charisma&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Might&lt;br /&gt;
Symbology: Eye, Moon, Fox, Semi-Circle&lt;br /&gt;
Weapon: Dagger, Hand crossbow&lt;br /&gt;
Cunning is opposite to strength. It&amp;#039;s the use of other means that brute strength to gain what one wants. Be it influence, knowledge, agility, subterfuge or clever tactics. Many leaders study this aspect as it teaches them much about their fellow man and how to influence them. Cunning is of course also a favourite among those in the underbelly of society.&lt;br /&gt;
&lt;br /&gt;
After He had travelled to every land, met every king and seen what He had to see, Daashk&amp;#039;t grew restless. He said unto his followers: &amp;quot;Go, my time here is over, I must return to the land of whence I came&amp;quot;. But they refused so He cut his arms and let the blood flow freely. &amp;quot;Most of you will leave my before the last drop has spilled&amp;quot;, He said, but they laughed and said they would bind his wounds when He fell down. And He started walking, and his followers did so too. And He led them around for days, all the while dripping blood, forming a red line in the sand that led straight to Him. And still his followers laughed and made merry. And they followed him over hills and mountains, through marshes, and swimming great streams. And many couldn&amp;#039;t keep up so they fell off. But still a great multitude followed Him around. For 50 days they travelled through the desert, and only the strongest and hardiest still followed Him. And He led them into the great Jungles of Vorelia. Even less followed him out a year later, and still He persisted. For 3 years he travelled all the while losing followers until only two remained. Galina and Emerius. When they reached the great sea He said unto them: &amp;quot;You, my oldest and most loyal of followers, wait here. You have done well and seen how I returned what the lands had granted me back unto the lands. But now I must return to the land fully.&amp;quot; And He rose up and fell down, looking tired. They stood up wanting to help him up, but he waved them away. And He stood up and continued to the sea. With the sun shining in front of him it seemed as though the blood-loss had made Him see-through. Six times more He fell down, each time refusing his followers to help him. Each time it looked like he was more transparent than before. But then He finally reached the sea. He rose his hands and a huge wave formed and just as it was about to crash into Him, He disappeared.&lt;br /&gt;
Galina and Emerius immediately jumped into the sea looking for Him but He was nowhere to be found. There they created the final Aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Essence==&lt;br /&gt;
Linked Attribute: Constitution&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Reason&lt;br /&gt;
Symbology: Mountain, Water, Elipsoid&lt;br /&gt;
Symbology: Axe, Crossbow&lt;br /&gt;
Essence tells us that everything we have will go away in the end, we all have to return ourselves to the great cycle of life. It means nature, the cycle of life, stamina and endurance. Many refuse to see the nature part though and see it as Daashk&amp;#039;ts great lesson in taking control over nature, seeing Bloodflower* lines as the final proof of his victory in giving us the Earth. Many whom study life, nature or the human body follow this aspect. Doctors, healers and Farmers follow the teachings by Galina (she became the Great Surgeon, teaching many the healing arts we know today) and Emerius (who teaches us the way of life and nature around us).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Bloodflowers:&amp;#039;&amp;#039; Red flowers that seem to grow in long lines. They sometimes stretch on for miles making blood red lines that can be seen miles away, for many proof that Daashk&amp;#039;t travelled here when he was returning to the earth. Many pilgrims follow these lines for years trying to follow in Daashk&amp;#039;ts footsteps (sometimes even flagellating themselves en route). Bloodflowers have strong healing properties.&lt;br /&gt;
&lt;br /&gt;
=Mechanical=&lt;br /&gt;
&amp;quot;Magical&amp;quot; items can also be made by &amp;quot;Mechanical&amp;quot; means. Where it has charges, or daily uses, replace those with charges requiring a Nihelium cartridge to regain charges. Those that have a &amp;quot;Daily&amp;quot; usage get replaced with requiring a new cartridge for each use.  Mechanical items are cheaper but if they are uncharged they require Nihelium or have some other negative quirk (roll on the table, reroll any that don&amp;#039;t make sense for the item in Question).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Mechanical Item Quirks&lt;br /&gt;
|-&lt;br /&gt;
! Roll (1d6)&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Bulky&lt;br /&gt;
|- &lt;br /&gt;
| 2 || Unreliable&lt;br /&gt;
|- &lt;br /&gt;
| 3 || Complex interface&lt;br /&gt;
|- &lt;br /&gt;
| 4 || Dangerous&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Powered&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Perfect&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bulky.&amp;#039;&amp;#039;&amp;#039; This items is much bulkier than the normal equivalent. It&amp;#039;ll way twice as much and impose a &amp;quot;Bulky&amp;quot; disadvantage to any rolls made while wearing or using the item in a way that requires finesse, balance or dexterity.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unreliable.&amp;#039;&amp;#039;&amp;#039; This item is very unreliable in its usage. Requiring you to roll with a disadvantage whenever it comes into play.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Interface.&amp;#039;&amp;#039;&amp;#039; This item takes at least twice as long to use as a normal item of its type.  For items where the usage doesn&amp;#039;t come into play (like say: armour) it&amp;#039;ll take 5 times as long to don or dof.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dangerous.&amp;#039;&amp;#039;&amp;#039; This item is quite dangerous to use, even to the wielder. On a roll of a 1 when the items is carried or in use, it&amp;#039;ll cause 1d8 damage to the user.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Powered.&amp;#039;&amp;#039;&amp;#039; This item requires Nihelium.  For items with a constant use (like armour) it&amp;#039;ll require a cartridge per hour of use on average.  If it&amp;#039;s used in a way that requires rolls, it&amp;#039;ll require a new cartridge on a roll of 1. If it&amp;#039;s very rarely used, except for specific situations, it&amp;#039;ll require one for each usage. DM&amp;#039;s discretion.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Perfect.&amp;#039;&amp;#039;&amp;#039; This item is a marvel of Mechanical Engineering. It&amp;#039;s absolutely perfectly functional in every way.  It&amp;#039;ll also cost at least twice as much as the Magical equivalent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complexity&lt;br /&gt;
! Mechanical Tier&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Simple || Tier 1 || 5ft (same square)&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || Tier 2 || 5ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Complex || Tier 3 || 10 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Very complex || Tier 4 || 15 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Extremely complex || Tier 5 || 20 ft radiating from center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Simple Mechanical device.&amp;#039;&amp;#039;&amp;#039; Very simple construction, one or two moving parts at most. A Nihelium lighter for instance or an alchemical gun or rifle. Or a common magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Moderately complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts. A revolver, an automatic fly-swatter,... Or an uncommon magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts that interact in complex ways.  A clock. A machine in a factory. Or a rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Very Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Very complex construction, intricate gearing and interactions, using many physical laws.  A vehicle or something similarly complex. Or a very rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Extremely complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Many Very complex mechanical devices working in unison. Like an airship or something. Or a legendary magical item equivalent.&lt;br /&gt;
&lt;br /&gt;
=Psionic=&lt;br /&gt;
See the [https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf Mystic] for the rules.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=68</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=68"/>
				<updated>2018-01-19T15:51:20Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while.  The unbalance is called a Tier. Every tier has size a time, and the Tier number itself is the modifier with which it affects everything around it.  Even magical items have an effect, and only long training or the layering of Mechanical items will suppress it enough.&lt;br /&gt;
Mechanical objects have a moderating effect on the Tier.  Depending on their complexity they can and will suppress the tier with their Mechanical tier. The mechanical tier is a modifier a Wizard will have to overcome to even be able to cast their spell if they&amp;#039;re too close to it.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round || Self&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds || 1 5ft square&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds) || 10ft x 10ft square&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour || 10 ft radiating from the center&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day || 50 ft radiating from the center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
There is no Good or Evil. Divine is not giving from the gods, Daashk&amp;#039;t was no god. He is in all of us. And that gives us our power.&lt;br /&gt;
&lt;br /&gt;
Daashk&amp;#039;ts Aspects&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Divine Domain&lt;br /&gt;
! Daashk&amp;#039;ts Aspect&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.dandwiki.com/wiki/Law_Domain_(5e_Subclass) Law] || Judgement&lt;br /&gt;
|-&lt;br /&gt;
| War || Might&lt;br /&gt;
|-&lt;br /&gt;
| Tempest || Fury&lt;br /&gt;
|-&lt;br /&gt;
| Knowledge || Reason&lt;br /&gt;
|-&lt;br /&gt;
| Trickery || Cunning&lt;br /&gt;
|-&lt;br /&gt;
| Life || Essence&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Daashk&amp;#039;t walked our lands He found the people unaware of their lot in life. They would throw themselves at anything that might have power over their future, false prophets and superstitions were rampant, for everything one could imagine there was at least one god that would help them in exchange for worship... But He could see through the guises of the demons behind this, as He travelled through the world He threw off their guises, showing their true forms to the people. Surprised at finding everything they knew to be wrong or false they followed Daashk&amp;#039;t around, calling out to Him. But He travelled on until at last all Demons were unmasked. Many would try to take out their anger on the Demons, but He would lift up His hands and they would be filled with compassion, understanding that it was in the nature of those with strength to use it to their advantage. Calling out, they said unto them: &amp;quot; Fear not, for we know of your strength, turn that strength to good as that we can live in harmony.&amp;quot; And many Demons did so, and as they did their evil nature left them over time.&lt;br /&gt;
This was the first Great work of Daashk&amp;#039;t, and many of His followers would ask him to tell them more. And he told them of Judgement, compassion and the nature of things. From that moment on everyone on earth had the power to Judge, and to feel in their heart when it was right and kind or strong and cruel. And many settled there and spread His word founding the first aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Judgement==&lt;br /&gt;
Linked Attribute: Wisdom&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Fury&lt;br /&gt;
Symbology: Weighing Scales, Shield, Square&lt;br /&gt;
Weapon: Warhammer, Longsword&lt;br /&gt;
This aspect is associated with understanding, law, conventions, trade and cooperation. Those strong in the aspect tend to be diplomatic and understanding. Many make good businessmen. It is also symbolic to invoke the aspect when meeting or inviting strangers. Marriage is also generally done by priest of this aspect.&lt;br /&gt;
&lt;br /&gt;
When He travelled north to meet the Orc clans of the Northern Wastes, He found the Gigantian Mountains in his way. The Titans living there, having heard of the changes He wrought, sought to stop His passing by blocking all the passes with giant boulders. But He was unperturbed, He turned on his followers and sought their help. Many couldn&amp;#039;t believe their ears, they were but normal humanoids, not Titans or Gods. But some would come forward, giving Him their aid and seeking understanding. And as they started working they understood Him. When they all worked together they could lift weights much larger than all of them combined, they could lift the mountains themselves if they set their minds to it. And the Titans understood it too and while He reached his hand out to them, they refused and hid themselves for their numbers were small and with so many of them around they were but kidlings compared to the multitudes of humanoids. In three days He and his followers had cleared the passes. From then on everyone understood their power, and many would settle there, focusing their lives on improving their Strength, founding the second aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Might==&lt;br /&gt;
Linked Attribute: Strength&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Cunning&lt;br /&gt;
Symbology: Sun, Fist, Oak,Circle,...&lt;br /&gt;
Weapon: Morningstar, Flail.&lt;br /&gt;
Daashk&amp;#039;ts Might is usually associated with the sun, life, growth and strength. Those strong in the aspect generally are headstrong and hardy. They don&amp;#039;t like change much and are wary of strangers. They are very protective towards their friends and loved ones.&lt;br /&gt;
&lt;br /&gt;
When He heard of the The Seven Cities of Gold, far in the south, whom had been at war for 777 year, He immediately set forth to try and broker peace between them. When they reached the Southern Wastes, He told his followers to stay and camp there, for arriving at one of the cities with such a large army of followers might be troublesome. He set out and travelled between the cities, at first seeking understanding, and then slowly speaking to them about the problems they could solve, so they could live in peace. One of the cities, Choral, had a devious vizier whom had gained control only a few years ago. Seeing an end to his reign so soon, he looked for a way to end His involvement. And he found it, the encampment which was known by many of his traders, as a lucrative place for them to sell their goods. He immediately loaded an airship with the best of his soldiers and set out to the camp. There the soldiers killed the men, enslaved the children and ravaged the women, leaving nary a soul alive. The vizier had been clever and had hidden Choral&amp;#039;s emblem from his soldiers armour, and airship, but in his pride had forgotten one thing. To hide the &amp;quot;Crescent of Blood&amp;quot;, the legendary Bronze scimitar, that he carried on him at all times. &lt;br /&gt;
When He heard of what happened he travelled to the camp and talked to the survivors. He then set out to Choral, on his own. When He arrived three times He yelled at the gates for the Vizier to come out and own up to his sins. But the Vizier refused, and on the third time he ordered his soldiers to fire at Daashk&amp;#039;t. Then He showed them his righteous fury. When the first of the arrows struck home He yelled out in pain, and lifting His hands to the sky, the arrows stopped mid-air. With a wave of His arm, they returned straight to those who fired them. Then He yelled out in rage and the gates flew open! Wave upon wave of Choral&amp;#039;s best soldiers got sent out, and each wave fell to Him and His fury. Then the old, wounded and infirm. And finally the children got sent out and each of them perished to His fury. The vizier finding himself alone against Daashk&amp;#039;t, tried to flee. But his airship crashed! Then he tried to flee on a horse. But nary a stone-throw further it would fall and be lame. He jumped on an ass, and yelled and screamed at it, but it would just stand there until Daashk&amp;#039;t had reached them. And he took the Vizier and placed him on the throne in Choral, the city of the Dead. And he bound the Vizier&amp;#039;s body and soul to the throne so that he could never leave it, but it would heal him and keep him alive. And each night the dead would come out tearing of his skin and ripping out his entrails to get the blood they craved, making him scream and suffer night after night for all eternity. The war between the Seven cities ended the moment they heard of what had happened.&lt;br /&gt;
And the remaining 6 cities would focus their remaining lives, informing the rest of the world on what had happened, founding the third aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Fury==&lt;br /&gt;
Linked Attribute: Dexterity&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Judgement&lt;br /&gt;
Symbology: Arrow, Lightning, Triangle,...&lt;br /&gt;
Weapon: Short sword, Rapier, Scimitar, Bow&lt;br /&gt;
Fury is one of the most misunderstood aspects. It can mean anger, rage or violence, but it can also mean the ferocity with which one tries to improve oneself, or fight for something they hold dear! Fury stands for honour, self-improvement, dedication, devotion and love! Also survival of the fittest is very much represented by this aspect. &lt;br /&gt;
&lt;br /&gt;
As is normal when many people converge in one location, Daashk&amp;#039;ts followers had many disputes and problems among them. Many times He was sought out as mediator to solve their problems, slowing down His travels with their problems and questions. Then He told them they would make a small trip to the Silvertop mountains. Near the mountains there was this great rocky plain with large boulders. There He stopped the caravan and made them set up camp. When all was ready, they came to Him again with their problems. When Betsebah asked him how she should handle her friend, whom would always tell tall tales about her when she wasn&amp;#039;t around, He jumped upon a boulder and told her to confront the wayward friend. And then He told her to stand on top of a boulder and answer the next question someone had. And she did, admirably so and he encouraged everyone to jump in and help their fellow man. And they all did, to the best of their ability. Sometimes more than one would jump up, and each told them their solution, and they would pick the one that was best or wisest. And they all meditated on His wisdom and understood. Asking the question is sometimes enough to get an answer, and the answer didn&amp;#039;t always have to come from the wisest person, everyone had their own wisdom to bring. &lt;br /&gt;
And many settled their, in the Field of Reason, founding the Fourth aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Reason==&lt;br /&gt;
Linked Attribute: Intelligence&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Essence&lt;br /&gt;
Symbology: Cross (+)&lt;br /&gt;
Weapon: Staff, Mace&lt;br /&gt;
Reason is putting the mind to its greatest test, solving problems! It is neutral by nature as knowledge can be used for good and evil. It also stand for the asking of questions, even when there are no answers, to take nothing for granted and pursue knowledge, even if you cannot put it to use immediately, sometimes just so you can inform those who can.&lt;br /&gt;
&lt;br /&gt;
When the Emperor Magnamius heard of Daashk&amp;#039;ts works he invited Him to join him in his capitol, Magnapolis, the greatest city of all times. But he would put up a test, to see how great He was. Magnamius got his greatest magicians to put up a barrier around the city, holding Him at bay. The only way He would be able to enter is by wearing the crown of the most powerful man in the city. Magnamius placed his crown on top of Mount Hestiatis, where the impregnable fortress Darkstone stood. The Emperor filled the fortress with great beasts, the strongest warriors and the most powerful Magicians.&lt;br /&gt;
But He agreed, and he set out on his longest work yet. He found a promising youth, whose name time forgot, and together they set out on a work that took 19 years. The youth quickly became one of the most influential people of Magnapolis, quickly rising through the ranks of the underworld. He is still known by his monicker, the Beggar king. The was nothing he couldn&amp;#039;t get done, and although Daashk&amp;#039;t couldn&amp;#039;t go with him into the city, they spoke and wrote often. &lt;br /&gt;
Nothing in the city could be done if it didn&amp;#039;t have the blessing of the Beggar King, the Emperor himself was denied access to a great feast that was held in the city. When he demanded to know:&amp;quot;Who is so powerful that he can make the Emperor wait for an invitation?&amp;quot; the Beggar King walked in with Daashk&amp;#039;t by his side. The Beggar King was wearing the Emperor&amp;#039;s crown, Daashk&amp;#039;t was wearing the Beggar King&amp;#039;s worn hat. And He said unto them:&amp;quot; I am wearing the crown of the most powerful man in the city!&amp;quot;&lt;br /&gt;
The Beggar King disappeared not long after. So the fifth Aspect was founded:&lt;br /&gt;
==Daashk&amp;#039;ts Cunning==&lt;br /&gt;
Linked Attribute: Charisma&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Might&lt;br /&gt;
Symbology: Eye, Moon, Fox, Semi-Circle&lt;br /&gt;
Weapon: Dagger, Hand crossbow&lt;br /&gt;
Cunning is opposite to strength. It&amp;#039;s the use of other means that brute strength to gain what one wants. Be it influence, knowledge, agility, subterfuge or clever tactics. Many leaders study this aspect as it teaches them much about their fellow man and how to influence them. Cunning is of course also a favourite among those in the underbelly of society.&lt;br /&gt;
&lt;br /&gt;
After He had travelled to every land, met every king and seen what He had to see, Daashk&amp;#039;t grew restless. He said unto his followers: &amp;quot;Go, my time here is over, I must return to the land of whence I came&amp;quot;. But they refused so He cut his arms and let the blood flow freely. &amp;quot;Most of you will leave my before the last drop has spilled&amp;quot;, He said, but they laughed and said they would bind his wounds when He fell down. And He started walking, and his followers did so too. And He led them around for days, all the while dripping blood, forming a red line in the sand that led straight to Him. And still his followers laughed and made merry. And they followed him over hills and mountains, through marshes, and swimming great streams. And many couldn&amp;#039;t keep up so they fell off. But still a great multitude followed Him around. For 50 days they travelled through the desert, and only the strongest and hardiest still followed Him. And He led them into the great Jungles of Vorelia. Even less followed him out a year later, and still He persisted. For 3 years he travelled all the while losing followers until only two remained. Galina and Emerius. When they reached the great sea He said unto them: &amp;quot;You, my oldest and most loyal of followers, wait here. You have done well and seen how I returned what the lands had granted me back unto the lands. But now I must return to the land fully.&amp;quot; And He rose up and fell down, looking tired. They stood up wanting to help him up, but he waved them away. And He stood up and continued to the sea. With the sun shining in front of him it seemed as though the blood-loss had made Him see-through. Six times more He fell down, each time refusing his followers to help him. Each time it looked like he was more transparent than before. But then He finally reached the sea. He rose his hands and a huge wave formed and just as it was about to crash into Him, He disappeared.&lt;br /&gt;
Galina and Emerius immediately jumped into the sea looking for Him but He was nowhere to be found. There they created the final Aspect:&lt;br /&gt;
==Daashk&amp;#039;ts Essence==&lt;br /&gt;
Linked Attribute: Constitution&lt;br /&gt;
Opposing Aspect: Daashk&amp;#039;ts Reason&lt;br /&gt;
Symbology: Mountain, Water, Elipsoid&lt;br /&gt;
Symbology: Axe, Crossbow&lt;br /&gt;
Essence tells us that everything we have will go away in the end, we all have to return ourselves to the great cycle of life. It means nature, the cycle of life, stamina and endurance. Many refuse to see the nature part though and see it as Daashk&amp;#039;ts great lesson in taking control over nature, seeing Bloodflower* lines as the final proof of his victory in giving us the Earth. Many whom study life, nature or the human body follow this aspect. Doctors, healers and Farmers follow the teachings by Galina (she became the Great Surgeon, teaching many the healing arts we know today) and Emerius (who teaches us the way of life and nature around us).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Bloodflowers:&amp;#039;&amp;#039; Red flowers that seem to grow in long lines. They sometimes stretch on for miles making blood red lines that can be seen miles away, for many proof that Daashk&amp;#039;t travelled here when he was returning to the earth. Many pilgrims follow these lines for years trying to follow in Daashk&amp;#039;ts footsteps (sometimes even flagellating themselves en route). Bloodflowers have strong healing properties. &lt;br /&gt;
&lt;br /&gt;
=Mechanical=&lt;br /&gt;
&amp;quot;Magical&amp;quot; items can also be made by &amp;quot;Mechanical&amp;quot; means. Where it has charges, or daily uses, replace those with charges requiring a Nihelium cartridge to regain charges. Those that have a &amp;quot;Daily&amp;quot; usage get replaced with requiring a new cartridge for each use.  Mechanical items are cheaper but if they are uncharged they require Nihelium or have some other negative quirk (roll on the table, reroll any that don&amp;#039;t make sense for the item in Question).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Mechanical Item Quirks&lt;br /&gt;
|-&lt;br /&gt;
! Roll (1d6)&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Bulky&lt;br /&gt;
|- &lt;br /&gt;
| 2 || Unreliable&lt;br /&gt;
|- &lt;br /&gt;
| 3 || Complex interface&lt;br /&gt;
|- &lt;br /&gt;
| 4 || Dangerous&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Powered&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Perfect&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bulky.&amp;#039;&amp;#039;&amp;#039; This items is much bulkier than the normal equivalent. It&amp;#039;ll way twice as much and impose a &amp;quot;Bulky&amp;quot; disadvantage to any rolls made while wearing or using the item in a way that requires finesse, balance or dexterity.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unreliable.&amp;#039;&amp;#039;&amp;#039; This item is very unreliable in its usage. Requiring you to roll with a disadvantage whenever it comes into play.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Interface.&amp;#039;&amp;#039;&amp;#039; This item takes at least twice as long to use as a normal item of its type.  For items where the usage doesn&amp;#039;t come into play (like say: armour) it&amp;#039;ll take 5 times as long to don or dof.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dangerous.&amp;#039;&amp;#039;&amp;#039; This item is quite dangerous to use, even to the wielder. On a roll of a 1 when the items is carried or in use, it&amp;#039;ll cause 1d8 damage to the user.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Powered.&amp;#039;&amp;#039;&amp;#039; This item requires Nihelium.  For items with a constant use (like armour) it&amp;#039;ll require a cartridge per hour of use on average.  If it&amp;#039;s used in a way that requires rolls, it&amp;#039;ll require a new cartridge on a roll of 1. If it&amp;#039;s very rarely used, except for specific situations, it&amp;#039;ll require one for each usage. DM&amp;#039;s discretion.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Perfect.&amp;#039;&amp;#039;&amp;#039; This item is a marvel of Mechanical Engineering. It&amp;#039;s absolutely perfectly functional in every way.  It&amp;#039;ll also cost at least twice as much as the Magical equivalent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complexity&lt;br /&gt;
! Mechanical Tier&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Simple || Tier 1 || 5ft (same square)&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || Tier 2 || 5ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Complex || Tier 3 || 10 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Very complex || Tier 4 || 15 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Extremely complex || Tier 5 || 20 ft radiating from center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Simple Mechanical device.&amp;#039;&amp;#039;&amp;#039; Very simple construction, one or two moving parts at most. A Nihelium lighter for instance or an alchemical gun or rifle. Or a common magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Moderately complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts. A revolver, an automatic fly-swatter,... Or an uncommon magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts that interact in complex ways.  A clock. A machine in a factory. Or a rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Very Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Very complex construction, intricate gearing and interactions, using many physical laws.  A vehicle or something similarly complex. Or a very rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Extremely complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Many Very complex mechanical devices working in unison. Like an airship or something. Or a legendary magical item equivalent.&lt;br /&gt;
&lt;br /&gt;
=Psionic=&lt;br /&gt;
See the [https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf Mystic] for the rules.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Items&amp;diff=67</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Items&amp;diff=67"/>
				<updated>2018-01-19T15:36:20Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;5e&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | &amp;#039;&amp;#039;Firearms&amp;#039;&amp;#039;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | Damage &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | Weight&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 500gp || 2d8 piercing || 3lb ||Ammunition (range 30/90), reload (6 shots)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 700gp || 2d8 piercing || 3lb ||Ammunition (range 40/120), reload (8 shots), two-handed&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Rifle || 1000gp || 2d10 piercing || 3lb ||Ammunition (range 80/240), reload (1 shot), two-handed&lt;br /&gt;
|-&lt;br /&gt;
| Alchemical gun || 300gp || 1d12 piercing || 3lb ||Ammunition (range 40/120), reload (1 shot), two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Properties=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ammunition.&amp;#039;&amp;#039;&amp;#039; The ammunition of a firearm is destroyed upon use. Nihelium weapons use small lead balls (5cp), slightly flattened on the rear-end with a small amount of magnesium pressed into a small crevice. The Nihelium cartridge ends on a roll of 1, requiring a new cartridge (100gp).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Reload.&amp;#039;&amp;#039;&amp;#039; A limited number of shots can be made with a weapon that has the reload property . A character must then reload it using an action.&lt;br /&gt;
&lt;br /&gt;
=Other items=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Nihelium Cartridge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
This small metal rod is about 4 inches long and an inch in diameter. It&amp;#039;s generally made out of Brass or Copper, and has tiny indentation in the top. It is filled with a heavily compressed charge of Nihelium. Used cartridges can be recognised due to the indentation having been punctured. Any mechanical item accepts these as a standard power-source. Once fitted they cannot be removed without violently expending their remaining charge of Nihelium, which has the tendency to burst into flames as it dissipates violently into the air (from 4d6 to 2d6 damage depending on the remaining charge, DM&amp;#039;s discretion). Unused Nihelium Cartridges are accepted nearly universally as a form of currency.&lt;br /&gt;
Cost: 100 gp. Weight: negligible&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Items&amp;diff=66</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Items&amp;diff=66"/>
				<updated>2018-01-19T15:35:49Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;5e&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | &amp;#039;&amp;#039;Firearms&amp;#039;&amp;#039;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | Damage &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | Weight&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 500gp || 2d8 piercing || 3lb ||Ammunition (range 30/90), reload (6 shots)&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 700gp || 2d8 piercing || 3lb ||Ammunition (range 40/120), reload (8 shots), two-handed&lt;br /&gt;
|-&lt;br /&gt;
| Marksman Rifle || 1000gp || 2d10 piercing || 3lb ||Ammunition (range 80/240), reload (1 shot), two-handed&lt;br /&gt;
|-&lt;br /&gt;
| Alchemical gun || 300gp || 1d12 piercing || 3lb ||Ammunition (range 40/120), reload (1 shot), two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Properties=&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ammunition.&amp;#039;&amp;#039;&amp;#039; The ammunition of a firearm is destroyed upon use. Nihelium weapons use small lead balls (5cp), slightly flattened on the rear-end with a small amount of magnesium pressed into a small crevice. The Nihelium cartridge ends on a roll of 1, requiring a new cartridge (100gp).&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Reload.&amp;#039;&amp;#039;&amp;#039; A limited number of shots can be made with a weapon that has the reload property . A character must then reload it using an action.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Nihelium Cartridge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
This small metal rod is about 4 inches long and an inch in diameter. It&amp;#039;s generally made out of Brass or Copper, and has tiny indentation in the top. It is filled with a heavily compressed charge of Nihelium. Used cartridges can be recognised due to the indentation having been punctured. Any mechanical item accepts these as a standard power-source. Once fitted they cannot be removed without violently expending their remaining charge of Nihelium, which has the tendency to burst into flames as it dissipates violently into the air (from 4d6 to 2d6 damage depending on the remaining charge, DM&amp;#039;s discretion). Unused Nihelium Cartridges are accepted nearly universally as a form of currency.&lt;br /&gt;
Cost: 100 gp. Weight: negligible&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Items&amp;diff=65</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Items&amp;diff=65"/>
				<updated>2018-01-19T15:17:55Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;{| class=&amp;quot;5e&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left;&amp;quot;  ! width=&amp;quot;20%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | &amp;#039;&amp;#039;{{#anc:Simple Melee Weapons}}&amp;#039;&amp;#039; ! width=&amp;quot;10%&amp;quot; | Cost ! width=&amp;quot;20%&amp;quot; style=&amp;quot;tex...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;5e&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | &amp;#039;&amp;#039;{{#anc:Simple Melee Weapons}}&amp;#039;&amp;#039;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | Damage &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | Weight&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; style=&amp;quot;text-align: left;&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=64</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=64"/>
				<updated>2018-01-19T15:14:27Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Everglow&lt;br /&gt;
&lt;br /&gt;
For starters this content will be 5E only, I may create a Fate Core version later.&lt;br /&gt;
&lt;br /&gt;
*Allowed [[Races]]&lt;br /&gt;
*Allowed [[Classes]]&lt;br /&gt;
There are very few hard no&amp;#039;s.  You can pick anything you want, BUT if it&amp;#039;s not in there you will be an exception, a curiosity, and you will get a shit-ton of prejudice, and maybe even people who want to capture you. Be prepared.&lt;br /&gt;
&lt;br /&gt;
*[[power|Magic, tiers and powers]]&lt;br /&gt;
*[[Items|New Items]]&lt;br /&gt;
*[[House Rules]]&lt;br /&gt;
&lt;br /&gt;
=Minor changes=&lt;br /&gt;
*Feats are allowed.  You can, if you have the prerequisites, forfeit one stat bonus for a feat on creation.&lt;br /&gt;
&lt;br /&gt;
=Major Changes=&lt;br /&gt;
*There is no alignment. Any limitation or preference regarding alignment is effaced.  Any skill or spell regarding detecting or reading alignment only detects surface and current emotions. Everyone is all alignments and none depending on their actions.&lt;br /&gt;
*Languages:  There is Common, Demonic, Southern, Elvish and Dwarven. Everyone knows common apart from Dwarves and Elves. They only know their own language unless they take extra languages.  Written versions of those languages are their own slot.  You get additional language slots for every bonus point on Intelligence (round up), remember reading and writing that language is its own slot.  &lt;br /&gt;
*There is no Unholy or Holy, nor are there undead. &amp;quot;Summon undead&amp;quot; and such things summon outsiders with similar stats (that look like anything the player wishes). Outsiders (like Demons and such) require life-force to remain in the current plane of existence, willingly given (even possibly of someone else, and not necessarily of their free will).  Turning undead becomes &amp;quot;Turn outsider&amp;quot; and can return outsiders to their plane or drain them of life-force. &lt;br /&gt;
*There are no gods. There is only Daashk&amp;#039;t, which is in all of us, and the Elves believe there&amp;#039;s the Allfather.  Divine magic doesn&amp;#039;t come from Gods, it comes from the people around them, because we&amp;#039;re all part of Daashk&amp;#039;t, and Daashk&amp;#039;t is all a part of us.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=63</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=63"/>
				<updated>2018-01-19T15:13:57Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Everglow&lt;br /&gt;
&lt;br /&gt;
For starters this content will be 5E only, I may create a Fate Core version later.&lt;br /&gt;
&lt;br /&gt;
*Allowed [[Races]]&lt;br /&gt;
*Allowed [[Classes]]&lt;br /&gt;
*[[power|Magic, tiers and powers]]&lt;br /&gt;
There are very few hard no&amp;#039;s.  You can pick anything you want, BUT if it&amp;#039;s not in there you will be an exception, a curiosity, and you will get a shit-ton of prejudice, and maybe even people who want to capture you. Be prepared.&lt;br /&gt;
*[[Items|New Items]]&lt;br /&gt;
&lt;br /&gt;
*[[House Rules]]&lt;br /&gt;
&lt;br /&gt;
=Minor changes=&lt;br /&gt;
*Feats are allowed.  You can, if you have the prerequisites, forfeit one stat bonus for a feat on creation.&lt;br /&gt;
&lt;br /&gt;
=Major Changes=&lt;br /&gt;
*There is no alignment. Any limitation or preference regarding alignment is effaced.  Any skill or spell regarding detecting or reading alignment only detects surface and current emotions. Everyone is all alignments and none depending on their actions.&lt;br /&gt;
*Languages:  There is Common, Demonic, Southern, Elvish and Dwarven. Everyone knows common apart from Dwarves and Elves. They only know their own language unless they take extra languages.  Written versions of those languages are their own slot.  You get additional language slots for every bonus point on Intelligence (round up), remember reading and writing that language is its own slot.  &lt;br /&gt;
*There is no Unholy or Holy, nor are there undead. &amp;quot;Summon undead&amp;quot; and such things summon outsiders with similar stats (that look like anything the player wishes). Outsiders (like Demons and such) require life-force to remain in the current plane of existence, willingly given (even possibly of someone else, and not necessarily of their free will).  Turning undead becomes &amp;quot;Turn outsider&amp;quot; and can return outsiders to their plane or drain them of life-force. &lt;br /&gt;
*There are no gods. There is only Daashk&amp;#039;t, which is in all of us, and the Elves believe there&amp;#039;s the Allfather.  Divine magic doesn&amp;#039;t come from Gods, it comes from the people around them, because we&amp;#039;re all part of Daashk&amp;#039;t, and Daashk&amp;#039;t is all a part of us.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=62</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=62"/>
				<updated>2018-01-19T15:11:32Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while.  The unbalance is called a Tier. Every tier has size a time, and the Tier number itself is the modifier with which it affects everything around it.  Even magical items have an effect, and only long training or the layering of Mechanical items will suppress it enough.&lt;br /&gt;
Mechanical objects have a moderating effect on the Tier.  Depending on their complexity they can and will suppress the tier with their Mechanical tier. The mechanical tier is a modifier a Wizard will have to overcome to even be able to cast their spell if they&amp;#039;re too close to it.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round || Self&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds || 1 5ft square&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds) || 10ft x 10ft square&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour || 10 ft radiating from the center&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day || 50 ft radiating from the center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
There is no Good or Evil. Divine is not giving from the gods, Daashk&amp;#039;t was no god. He is in all of us. And that gives us our power.&lt;br /&gt;
&lt;br /&gt;
=Mechanical=&lt;br /&gt;
&amp;quot;Magical&amp;quot; items can also be made by &amp;quot;Mechanical&amp;quot; means. Where it has charges, or daily uses, replace those with charges requiring a Nihelium cartridge to regain charges. Those that have a &amp;quot;Daily&amp;quot; usage get replaced with requiring a new cartridge for each use.  Mechanical items are cheaper but if they are uncharged they require Nihelium or have some other negative quirk (roll on the table, reroll any that don&amp;#039;t make sense for the item in Question).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Mechanical Item Quirks&lt;br /&gt;
|-&lt;br /&gt;
! Roll (1d6)&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Bulky&lt;br /&gt;
|- &lt;br /&gt;
| 2 || Unreliable&lt;br /&gt;
|- &lt;br /&gt;
| 3 || Complex interface&lt;br /&gt;
|- &lt;br /&gt;
| 4 || Dangerous&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Powered&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Perfect&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bulky.&amp;#039;&amp;#039;&amp;#039; This items is much bulkier than the normal equivalent. It&amp;#039;ll way twice as much and impose a &amp;quot;Bulky&amp;quot; disadvantage to any rolls made while wearing or using the item in a way that requires finesse, balance or dexterity.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unreliable.&amp;#039;&amp;#039;&amp;#039; This item is very unreliable in its usage. Requiring you to roll with a disadvantage whenever it comes into play.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Interface.&amp;#039;&amp;#039;&amp;#039; This item takes at least twice as long to use as a normal item of its type.  For items where the usage doesn&amp;#039;t come into play (like say: armour) it&amp;#039;ll take 5 times as long to don or dof.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dangerous.&amp;#039;&amp;#039;&amp;#039; This item is quite dangerous to use, even to the wielder. On a roll of a 1 when the items is carried or in use, it&amp;#039;ll cause 1d8 damage to the user.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Powered.&amp;#039;&amp;#039;&amp;#039; This item requires Nihelium.  For items with a constant use (like armour) it&amp;#039;ll require a cartridge per hour of use on average.  If it&amp;#039;s used in a way that requires rolls, it&amp;#039;ll require a new cartridge on a roll of 1. If it&amp;#039;s very rarely used, except for specific situations, it&amp;#039;ll require one for each usage. DM&amp;#039;s discretion.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Perfect.&amp;#039;&amp;#039;&amp;#039; This item is a marvel of Mechanical Engineering. It&amp;#039;s absolutely perfectly functional in every way.  It&amp;#039;ll also cost at least twice as much as the Magical equivalent.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complexity&lt;br /&gt;
! Mechanical Tier&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Simple || Tier 1 || 5ft (same square)&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || Tier 2 || 5ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Complex || Tier 3 || 10 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Very complex || Tier 4 || 15 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Extremely complex || Tier 5 || 20 ft radiating from center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Simple Mechanical device.&amp;#039;&amp;#039;&amp;#039; Very simple construction, one or two moving parts at most. A Nihelium lighter for instance or an alchemical gun or rifle. Or a common magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Moderately complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts. A revolver, an automatic fly-swatter,... Or an uncommon magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts that interact in complex ways.  A clock. A machine in a factory. Or a rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Very Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Very complex construction, intricate gearing and interactions, using many physical laws.  A vehicle or something similarly complex. Or a very rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Extremely complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Many Very complex mechanical devices working in unison. Like an airship or something. Or a legendary magical item equivalent.&lt;br /&gt;
&lt;br /&gt;
=Psionic=&lt;br /&gt;
See the [https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf Mystic] for the rules.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=61</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=61"/>
				<updated>2018-01-19T15:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Mechanical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while.  The unbalance is called a Tier. Every tier has size a time, and the Tier number itself is the modifier with which it affects everything around it.  Even magical items have an effect, and only long training or the layering of Mechanical items will suppress it enough.&lt;br /&gt;
Mechanical objects have a moderating effect on the Tier.  Depending on their complexity they can and will suppress the tier with their Mechanical tier. The mechanical tier is a modifier a Wizard will have to overcome to even be able to cast their spell if they&amp;#039;re too close to it.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round || Self&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds || 1 5ft square&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds) || 10ft x 10ft square&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour || 10 ft radiating from the center&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day || 50 ft radiating from the center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
There is no Good or Evil. Divine is not giving from the gods, Daashk&amp;#039;t was no god. He is in all of us. And that gives us our power.&lt;br /&gt;
&lt;br /&gt;
=Mechanical=&lt;br /&gt;
&amp;quot;Magical&amp;quot; items can also be made by &amp;quot;Mechanical&amp;quot; means. Where it has charges, or daily uses, replace those with charges requiring a Nihelium cartridge to regain charges. Those that have a &amp;quot;Daily&amp;quot; usage get replaced with requiring a new cartridge for each use.  Mechanical items are cheaper but if they are uncharged they require Nihelium or have some other negative quirk (roll on the table, reroll any that don&amp;#039;t make sense for the item in Question).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Mechanical Item Quirks&lt;br /&gt;
|-&lt;br /&gt;
! Roll (1d6)&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Bulky&lt;br /&gt;
|- &lt;br /&gt;
| 2 || Unreliable&lt;br /&gt;
|- &lt;br /&gt;
| 3 || Complex interface&lt;br /&gt;
|- &lt;br /&gt;
| 4 || Dangerous&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Powered&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Perfect&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bulky.&amp;#039;&amp;#039;&amp;#039; This items i&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unreliable.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Interface.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dangerous.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Powered.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Perfect.&amp;#039;&amp;#039;&amp;#039; This item is a marvel of Mechanical Engineering. It&amp;#039;s absolutely perfectly functional in every way.  It&amp;#039;ll also cost at least twice as much as the Magical equivalent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complexity&lt;br /&gt;
! Mechanical Tier&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Simple || Tier 1 || 5ft (same square)&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || Tier 2 || 5ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Complex || Tier 3 || 10 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Very complex || Tier 4 || 15 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Extremely complex || Tier 5 || 20 ft radiating from center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Simple Mechanical device.&amp;#039;&amp;#039;&amp;#039; Very simple construction, one or two moving parts at most. A Nihelium lighter for instance or an alchemical gun or rifle. Or a common magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Moderately complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts. A revolver, an automatic fly-swatter,... Or an uncommon magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts that interact in complex ways.  A clock. A machine in a factory. Or a rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Very Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Very complex construction, intricate gearing and interactions, using many physical laws.  A vehicle or something similarly complex. Or a very rare magical item equivalent.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Extremely complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Many Very complex mechanical devices working in unison. Like an airship or something. Or a legendary magical item equivalent.&lt;br /&gt;
&lt;br /&gt;
=Psionic=&lt;br /&gt;
See the [https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf Mystic] for the rules.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=60</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=60"/>
				<updated>2018-01-19T15:01:34Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while.  The unbalance is called a Tier. Every tier has size a time, and the Tier number itself is the modifier with which it affects everything around it.  Even magical items have an effect, and only long training or the layering of Mechanical items will suppress it enough.&lt;br /&gt;
Mechanical objects have a moderating effect on the Tier.  Depending on their complexity they can and will suppress the tier with their Mechanical tier. The mechanical tier is a modifier a Wizard will have to overcome to even be able to cast their spell if they&amp;#039;re too close to it.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round || Self&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds || 1 5ft square&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds) || 10ft x 10ft square&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour || 10 ft radiating from the center&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day || 50 ft radiating from the center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
There is no Good or Evil. Divine is not giving from the gods, Daashk&amp;#039;t was no god. He is in all of us. And that gives us our power.&lt;br /&gt;
&lt;br /&gt;
=Mechanical=&lt;br /&gt;
&amp;quot;Magical&amp;quot; items can also be made by &amp;quot;Mechanical&amp;quot; means. Where it has charges, or daily uses, replace those with charges requiring a Nihelium cartridge to regain charges. Those that have a &amp;quot;Daily&amp;quot; usage get replaced with requiring a new cartridge for each use.  Mechanical items are cheaper but if they are uncharged they require Nihelium or have some other negative quirk (roll on the table, reroll any that don&amp;#039;t make sense for the item in Question).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Mechanical Item Quirks&lt;br /&gt;
|-&lt;br /&gt;
! Roll (1d6)&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Bulky&lt;br /&gt;
|- &lt;br /&gt;
| 2 || Unreliable&lt;br /&gt;
|- &lt;br /&gt;
| 3 || Complex interface&lt;br /&gt;
|- &lt;br /&gt;
| 4 || Dangerous&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Powered&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Perfect&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bulky.&amp;#039;&amp;#039;&amp;#039; This items i&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unreliable.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Interface.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dangerous.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Powered.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Perfect.&amp;#039;&amp;#039;&amp;#039; This item is a marvel of Mechanical Engineering. It&amp;#039;s absolutely perfectly functional in every way.  It&amp;#039;ll also cost at least twice as much as the Magical equivalent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complexity&lt;br /&gt;
! Mechanical Tier&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Simple || Tier 1 || 5ft (same square)&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || Tier 2 || 5ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Complex || Tier 3 || 10 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Very complex || Tier 4 || 15 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Extremely complex || Tier 5 || 20 ft radiating from center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Simple Mechanical device.&amp;#039;&amp;#039;&amp;#039; Very simple construction, one or two moving parts at most. A Nihelium lighter for instance or an alchemical gun or rifle.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Moderately complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts. A revolver, an automatic fly-swatter,...&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts that interact in complex ways.  A clock. A machine in a factory.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Very Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Very complex construction, intricate gearing and interactions, using many physical laws.  A vehicle or something similarly complex.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Extremely complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Many Very complex mechanical devices working in unison. Like an airship or something.&lt;br /&gt;
&lt;br /&gt;
=Psionic=&lt;br /&gt;
See the [https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf Mystic] for the rules.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=59</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=59"/>
				<updated>2018-01-19T15:00:38Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while.  The unbalance is called a Tier. Every tier has size a time, and the Tier number itself is the modifier with which it affects everything around it.  Even magical items have an effect, and only long training or the layering of Mechanical items will suppress it enough.&lt;br /&gt;
Mechanical objects have a moderating effect on the Tier.  Depending on their complexity they can and will suppress the tier with their Mechanical tier. The mechanical tier is a modifier a Wizard will have to overcome to even be able to cast their spell if they&amp;#039;re too close to it.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round || Self&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds || 1 5ft square&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds) || 10ft x 10ft square&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour || 10 ft radiating from the center&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day || 50 ft radiating from the center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
There is no Good or Evil. Divine is not giving from the gods, Daashk&amp;#039;t was no god. He is in all of us. And that gives us our power.&lt;br /&gt;
&lt;br /&gt;
=Mechanical=&lt;br /&gt;
&amp;quot;Magical&amp;quot; items can also be made by &amp;quot;Mechanical&amp;quot; means. Where it has charges, or daily uses, replace those with charges requiring a Nihelium cartridge to regain charges. Those that have a &amp;quot;Daily&amp;quot; usage get replaced with requiring a new cartridge for each use.  Mechanical items are cheaper but if they are uncharged they require Nihelium or have some other negative quirk (roll on the table, reroll any that don&amp;#039;t make sense for the item in Question).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Mechanical Item Quirks&lt;br /&gt;
|-&lt;br /&gt;
! Roll (1d6)&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Bulky&lt;br /&gt;
|- &lt;br /&gt;
| 2 || Unreliable&lt;br /&gt;
|- &lt;br /&gt;
| 3 || Complex interface&lt;br /&gt;
|- &lt;br /&gt;
| 4 || Dangerous&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Powered&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Perfect&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bulky.&amp;#039;&amp;#039;&amp;#039; This items i&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unreliable.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Interface.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dangerous.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Powered.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Perfect.&amp;#039;&amp;#039;&amp;#039; This item is a marvel of Mechanical Engineering. It&amp;#039;s absolutely perfectly functional in every way.  It&amp;#039;ll also cost at least twice as much as the Magical equivalent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complexity&lt;br /&gt;
! Mechanical Tier&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Simple || Tier 1 || 5ft (same square)&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || Tier 2 || 5ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Complex || Tier 3 || 10 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Very complex || Tier 4 || 15 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Extremely complex || Tier 5 || 20 ft radiating from center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Simple Mechanical device.&amp;#039;&amp;#039;&amp;#039; Very simple construction, one or two moving parts at most. A Nihelium lighter for instance or an alchemical gun or rifle.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Moderately complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts. A revolver, an automatic fly-swatter,...&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts that interact in complex ways.  A clock. A machine in a factory.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Very Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Very complex construction, intricate gearing and interactions, using many physical laws.  A vehicle or something similarly complex.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Extremely complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Many Very complex mechanical devices working in unison. Like an airship or something.&lt;br /&gt;
&lt;br /&gt;
=Psionic=&lt;br /&gt;
See the [https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf Mystic] for the rules.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=58</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=58"/>
				<updated>2018-01-19T14:59:55Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while.  The unbalance is called a Tier. Every tier has size a time, and the Tier number itself is the modifier with which it affects everything around it.  Even magical items have an effect, and only long training or the layering of Mechanical items will suppress it enough.&lt;br /&gt;
Mechanical objects have a moderating effect on the Tier.  Depending on their complexity they can and will suppress the tier with their Mechanical tier. The mechanical tier is a modifier a Wizard will have to overcome to even be able to cast their spell if they&amp;#039;re too close to it.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round || Self&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds || 1 5ft square&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds) || 10ft x 10ft square&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour || 10 ft radiating from the center&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day || 50 ft radiating from the center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
There is no Good or Evil. Divine is not giving from the gods, Daashk&amp;#039;t was no god. He is in all of us. And that gives us our power.&lt;br /&gt;
&lt;br /&gt;
=Mechanical=&lt;br /&gt;
&amp;quot;Magical&amp;quot; items can also be made by &amp;quot;Mechanical&amp;quot; means. Where it has charges, or daily uses, replace those with charges requiring a Nihelium cartridge to regain charges. Those that have a &amp;quot;Daily&amp;quot; usage get replaced with requiring a new cartridge for each use.  Mechanical items are cheaper but if they are uncharged they require Nihelium or have some other negative quirk (roll on the table, reroll any that don&amp;#039;t make sense for the item in Question).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|colspan=2-&lt;br /&gt;
! Mechanical Item Quirks&lt;br /&gt;
|-&lt;br /&gt;
! Roll (1d6)&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Bulky&lt;br /&gt;
|- &lt;br /&gt;
| 2 || Unreliable&lt;br /&gt;
|- &lt;br /&gt;
| 3 || Complex interface&lt;br /&gt;
|- &lt;br /&gt;
| 4 || Dangerous&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Powered&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Perfect&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bulky.&amp;#039;&amp;#039;&amp;#039; This items i&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unreliable.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Interface.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dangerous.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Powered.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Perfect.&amp;#039;&amp;#039;&amp;#039; This item is a marvel of Mechanical Engineering. It&amp;#039;s absolutely perfectly functional in every way.  It&amp;#039;ll also cost at least twice as much as the Magical equivalent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Complexity&lt;br /&gt;
! Mechanical Tier&lt;br /&gt;
! Area&lt;br /&gt;
|-&lt;br /&gt;
| Simple || Tier 1 || 5ft (same square)&lt;br /&gt;
|-&lt;br /&gt;
| Moderate || Tier 2 || 5ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Complex || Tier 3 || 10 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Very complex || Tier 4 || 15 ft radiating from center&lt;br /&gt;
|-&lt;br /&gt;
| Extremely complex || Tier 5 || 20 ft radiating from center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Simple Mechanical device.&amp;#039;&amp;#039;&amp;#039; Very simple construction, one or two moving parts at most. A Nihelium lighter for instance or an alchemical gun or rifle.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Moderately complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts. A revolver, an automatic fly-swatter,...&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Moderately complex construction, many moving parts that interact in complex ways.  A clock. A machine in a factory.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Very Complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Very complex construction, intricate gearing and interactions, using many physical laws.  A vehicle or something similarly complex.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Extremely complex Mechanical device&amp;#039;&amp;#039;&amp;#039; Many Very complex mechanical devices working in unison. Like an airship or something.&lt;br /&gt;
&lt;br /&gt;
=Psionic=&lt;br /&gt;
See the [https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf Mystic] for the rules.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Classes&amp;diff=57</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Classes&amp;diff=57"/>
				<updated>2018-01-19T14:44:14Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Barbarian]] Also called Hunters or Wylders, are those who have found their niche in surviving the forbidding Wild all around them. Sought out for their way of surviving that which kills most people, they are the ones paid to keep the roads clear and the bigger more dangerous creatures away from the vestiges of civilization.&lt;br /&gt;
*[[Bard]]&lt;br /&gt;
*[[Cleric|Avatar]]   Cleric class is renamed to Avatar of &amp;quot;Daashk&amp;#039;t&amp;quot;s [aspect]. (ie: The Avatar of Daashk&amp;#039;ts Fury - the t in Daashk&amp;#039;t is silent). Or just plain &amp;quot;Avatar&amp;quot;. Avatars (clergymen that have been granted divine powers) are quite rare.&lt;br /&gt;
*[[Druid]] Druids are hated and reviled, the villains of the world, probably in cahoots with the Elves and instead of using their powers to curb and protect civilization, the traitors help it to shape the wilds.  Even though quite a few seek to establish a new balance, quite a few have indeed taken to the tales and see themselves as simply finishing the [[Green Tide]].&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf Mystic]&lt;br /&gt;
*[[Monk]] Monks have a proud tradition on Everglow, dating back to before the cataclysm. They are the keepers of lore and the guardians of knowledge hiding and protecting secrets from before until humanity is ready for it again.&lt;br /&gt;
*[[Paladin|Champion]]  Paladin class is renamed to Champion of &amp;quot;Daashk&amp;#039;t&amp;quot;s [aspect]. Or just plain &amp;quot;Champion&amp;quot;.&lt;br /&gt;
*[[Ranger]] Most are disliked or distrusted for similar reasons as Druids, even though they haven&amp;#039;t gone completely over to the deep end.  Together with Barbarians these frontiersmen are the little that stands in the way of Nature growing over all of us.  Some of this tradition have been trained as Magehunters, of course they don&amp;#039;t like to be called Ranger.&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
*[[Sorcerer]] The Sorcerer&amp;#039;s Spell source is always Wild Magic (dragons don&amp;#039;t exist). Sorcerers discover their power usually at puberty and usually get cast out and hunted. No magelocks for Sorcerers as their power is so uncontrollable it generally spontaneously falls apart. On the other hand when Sorcerer&amp;#039;s aren&amp;#039;t using magic they won&amp;#039;t generate an Arcane Power source (after generating one the residual magic dies quickly). Sorcerers either get destroyed by Magehunters, learn to naturally surpress their ability or stay away from society when practising their magic.&lt;br /&gt;
*[[Warlock]]&lt;br /&gt;
*[[Wizard]] Wizards get magelocked. If they disable, remove or the magelock falls apart (by using an arcane power of level 10 or higher) they can be tracked and killed freely and will eventually get hunted by a magehunter (this can be protracted by not getting near to society). High rewards are given for killing a &amp;quot;rogue&amp;quot; wizard. Wizards are disliked but generally allowed for their utility.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=56</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=56"/>
				<updated>2018-01-19T14:16:05Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Arcane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds)&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
=Mechanical=&lt;br /&gt;
=Psionic=&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=55</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=55"/>
				<updated>2018-01-19T14:15:22Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Arcane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while. &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || Common || Tier 1 || 1 round&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 4 || Uncommon || Tier 2 || 2 rounds&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds)&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 8 || Very Rare || Tier 4 || 1 hour&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Legendary || Tier 5 || 1 day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
=Mechanical=&lt;br /&gt;
=Psionic=&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=54</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=54"/>
				<updated>2018-01-19T14:15:03Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while. &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
|-| 1 - 2 || Common || Tier 1 || 1 round&lt;br /&gt;
|-| 3 - 4 || Uncommon || Tier 2 || 2 rounds&lt;br /&gt;
|-| 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds)&lt;br /&gt;
|-| 7 - 8 || Very Rare || Tier 4 || 1 hour&lt;br /&gt;
|-| 9 || Legendary || Tier 5 || 1 day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
=Mechanical=&lt;br /&gt;
=Psionic=&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=53</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Power&amp;diff=53"/>
				<updated>2018-01-19T14:13:53Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cataclysm subverted the normal order of Forces in Everglow.  Mechanical (the Physical laws) and Magical ended up at odds, and the Elves made the Natural forces end up at odds with the Heart.&lt;br /&gt;
&lt;br /&gt;
=Arcane=&lt;br /&gt;
&lt;br /&gt;
Magical energies, the power to change the Physical laws itself.&lt;br /&gt;
Use of Arcane powers creates an unbalance in the laws of Physics, which can last for a while. &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Spell level&lt;br /&gt;
! Item level&lt;br /&gt;
! Magic Zone&lt;br /&gt;
! Time&lt;br /&gt;
|- 1 - 2 || Common || Tier 1 || 1 round&lt;br /&gt;
|- 3 - 4 || Uncommon || Tier 2 || 2 rounds&lt;br /&gt;
|- 5 - 6 || Rare || Tier 3 || 1 minute (10 rounds)&lt;br /&gt;
|- 7 - 8 || Very Rare || Tier 4 || 1 hour&lt;br /&gt;
|- 9 || Legendary || Tier 5 || 1 day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Divine=&lt;br /&gt;
=Mechanical=&lt;br /&gt;
=Psionic=&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=52</id>
		<title>Githzerai</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=52"/>
				<updated>2018-01-19T13:58:38Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per a slightly modified [https://www.dandwiki.com/wiki/Gith_(5e_Race) Gith 5E race]&lt;br /&gt;
&lt;br /&gt;
The Githzerai, or Gith, better known as Sky-people on Everglow are a race of outsiders that somehow did not get rejected by the world.  Other outsiders need to remain by the grace of someone else&amp;#039;s life-force, the Sky-people never had to. They used to be slaves in another dimension, so maybe the world took pity on them.&lt;br /&gt;
They tend to stick with their own kin, on their large Cloud-cities. Giant tied together containers of Nihelium, a veritable fortune up in the air, with a city on top of it.  They generally let themselves be carried along by the air-currents, and when they reach one of the few remaining cities, they float down with a mass off smaller vessels to trade. A tradition for every Gith is to visit the world below and have an adventure as they come of age, and return with a tale and enough Nihelium to hold himself aloft.  Most rarely stay longer than a few weeks, their parents providing something valuable for them to trade, though some remain forever, even if they could afford that amount of Nihelium.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
The gith, are superficially humanoid. They are generally taller and more-slender than humans, but their bodies have a much higher muscle density, which combines with their lower mass to make them inhumanly quick. Gith have long, pointed ears, flattened noses set high on their faces, and scaly, spot-like markings across their faces, shoulders, and torsos. Their skin is usually in various shades of yellow, brown, and green, and their hair is usually either black, red, or brown. Male gith can grow facial hair, but most gith don&amp;#039;t have hair anywhere below the head.&lt;br /&gt;
&lt;br /&gt;
Gith prefer simpler clothing, mostly plain robes or practical scale armor. Most male and some female githzerai either shave their heads completely bald or wear a lock of their hair in a tonsure or pony-tail. Githzerai have a long tradition of tattoos and body art, and most githzerai have at least one pictogram printed on their skin as a record of some past achievement or personal revelation.&lt;br /&gt;
&lt;br /&gt;
=Gith traits=&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Dexterity, Intelligence and Wisdom scores each increase by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Gith naturally live to be about one-hundred and fifty years old, reaching adulthood at the age of twenty.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Gith are taller than most humans, standing six feet high or more. Their bodies very slender and emaciated, weighing much less than an average being of their stature, but their musculature is very well-developed. Your size is Medium.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Reject Bondage.&amp;#039;&amp;#039;&amp;#039; All gith share a cultural legacy of horror at being enslaved. If an effect would cause you to gain the charmed or restrained condition, you have advantage on all saving throws associated with it.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Psionic Power.&amp;#039;&amp;#039;&amp;#039; Gith were bred by the illithids as slaves, and possess some of their former masters&amp;#039; advanced mental abilities. You know the psionic talent mystic hand. You also know one psionic discipline of your choice, which can be of the Awakened or Nomad disciplines., but you have no psi points to use with it, and thus can only use the psionic focus of your chosen discipline. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Language.&amp;#039;&amp;#039;&amp;#039; You can speak Gith. Gith has no written form, Gith preferring to keep their lore by word of mouth and tattoos.  Written language would have given their former Psionic masters too big an advantage to find out their culture and lore.  For each intelligence bonus point you can take another language in speaking or written form.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sky-people&amp;#039;&amp;#039;&amp;#039; You gain a +1 bonus to your AC while you aren&amp;#039;t wearing medium or heavy armor and aren&amp;#039;t wielding a shield.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=51</id>
		<title>Githzerai</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=51"/>
				<updated>2018-01-19T13:58:29Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per a slightly modified[https://www.dandwiki.com/wiki/Gith_(5e_Race) Gith 5E race]&lt;br /&gt;
&lt;br /&gt;
The Githzerai, or Gith, better known as Sky-people on Everglow are a race of outsiders that somehow did not get rejected by the world.  Other outsiders need to remain by the grace of someone else&amp;#039;s life-force, the Sky-people never had to. They used to be slaves in another dimension, so maybe the world took pity on them.&lt;br /&gt;
They tend to stick with their own kin, on their large Cloud-cities. Giant tied together containers of Nihelium, a veritable fortune up in the air, with a city on top of it.  They generally let themselves be carried along by the air-currents, and when they reach one of the few remaining cities, they float down with a mass off smaller vessels to trade. A tradition for every Gith is to visit the world below and have an adventure as they come of age, and return with a tale and enough Nihelium to hold himself aloft.  Most rarely stay longer than a few weeks, their parents providing something valuable for them to trade, though some remain forever, even if they could afford that amount of Nihelium.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
The gith, are superficially humanoid. They are generally taller and more-slender than humans, but their bodies have a much higher muscle density, which combines with their lower mass to make them inhumanly quick. Gith have long, pointed ears, flattened noses set high on their faces, and scaly, spot-like markings across their faces, shoulders, and torsos. Their skin is usually in various shades of yellow, brown, and green, and their hair is usually either black, red, or brown. Male gith can grow facial hair, but most gith don&amp;#039;t have hair anywhere below the head.&lt;br /&gt;
&lt;br /&gt;
Gith prefer simpler clothing, mostly plain robes or practical scale armor. Most male and some female githzerai either shave their heads completely bald or wear a lock of their hair in a tonsure or pony-tail. Githzerai have a long tradition of tattoos and body art, and most githzerai have at least one pictogram printed on their skin as a record of some past achievement or personal revelation.&lt;br /&gt;
&lt;br /&gt;
=Gith traits=&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Dexterity, Intelligence and Wisdom scores each increase by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Gith naturally live to be about one-hundred and fifty years old, reaching adulthood at the age of twenty.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Gith are taller than most humans, standing six feet high or more. Their bodies very slender and emaciated, weighing much less than an average being of their stature, but their musculature is very well-developed. Your size is Medium.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Reject Bondage.&amp;#039;&amp;#039;&amp;#039; All gith share a cultural legacy of horror at being enslaved. If an effect would cause you to gain the charmed or restrained condition, you have advantage on all saving throws associated with it.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Psionic Power.&amp;#039;&amp;#039;&amp;#039; Gith were bred by the illithids as slaves, and possess some of their former masters&amp;#039; advanced mental abilities. You know the psionic talent mystic hand. You also know one psionic discipline of your choice, which can be of the Awakened or Nomad disciplines., but you have no psi points to use with it, and thus can only use the psionic focus of your chosen discipline. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Language.&amp;#039;&amp;#039;&amp;#039; You can speak Gith. Gith has no written form, Gith preferring to keep their lore by word of mouth and tattoos.  Written language would have given their former Psionic masters too big an advantage to find out their culture and lore.  For each intelligence bonus point you can take another language in speaking or written form.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sky-people&amp;#039;&amp;#039;&amp;#039; You gain a +1 bonus to your AC while you aren&amp;#039;t wearing medium or heavy armor and aren&amp;#039;t wielding a shield.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Classes&amp;diff=50</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Classes&amp;diff=50"/>
				<updated>2018-01-19T13:53:31Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Barbarian]] Also called Hunters or Wylders, are those who have found their niche in surviving the forbidding Wild all around them. Sought out for their way of surviving that which kills most people, they are the ones paid to keep the roads clear and the bigger more dangerous creatures away from the vestiges of civilization.&lt;br /&gt;
*[[Bard]]&lt;br /&gt;
*[[Cleric|Avatar]]   Cleric class is renamed to Avatar of &amp;quot;Daashk&amp;#039;t&amp;quot;s [aspect]. (ie: The Avatar of Daashk&amp;#039;ts Fury - the t in Daashk&amp;#039;t is silent). Or just plain &amp;quot;Avatar&amp;quot;. Avatars (clergymen that have been granted divine powers) are quite rare.&lt;br /&gt;
*[[Druid]] Druids are hated and reviled, the villains of the world, probably in cahoots with the Elves and instead of using their powers to curb and protect civilization, the traitors help it to shape the wilds.  Even though quite a few seek to establish a new balance, quite a few have indeed taken to the tales and see themselves as simply finishing the [[Green Tide]].&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[[Mystic]]&lt;br /&gt;
*[[Monk]] Monks have a proud tradition on Everglow, dating back to before the cataclysm. They are the keepers of lore and the guardians of knowledge hiding and protecting secrets from before until humanity is ready for it again.&lt;br /&gt;
*[[Paladin|Champion]]  Paladin class is renamed to Champion of &amp;quot;Daashk&amp;#039;t&amp;quot;s [aspect]. Or just plain &amp;quot;Champion&amp;quot;.&lt;br /&gt;
*[[Ranger]] Most are disliked or distrusted for similar reasons as Druids, even though they haven&amp;#039;t gone completely over to the deep end.  Together with Barbarians these frontiersmen are the little that stands in the way of Nature growing over all of us.  Some of this tradition have been trained as Magehunters, of course they don&amp;#039;t like to be called Ranger.&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
*[[Sorcerer]] The Sorcerer&amp;#039;s Spell source is always Wild Magic (dragons don&amp;#039;t exist). Sorcerers discover their power usually at puberty and usually get cast out and hunted. No magelocks for Sorcerers as their power is so uncontrollable it generally spontaneously falls apart. On the other hand when Sorcerer&amp;#039;s aren&amp;#039;t using magic they won&amp;#039;t generate an Arcane Power source (after generating one the residual magic dies quickly). Sorcerers either get destroyed by Magehunters, learn to naturally surpress their ability or stay away from society when practising their magic.&lt;br /&gt;
*[[Warlock]]&lt;br /&gt;
*[[Wizard]] Wizards get magelocked. If they disable, remove or the magelock falls apart (by using an arcane power of level 10 or higher) they can be tracked and killed freely and will eventually get hunted by a magehunter (this can be protracted by not getting near to society). High rewards are given for killing a &amp;quot;rogue&amp;quot; wizard. Wizards are disliked but generally allowed for their utility.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Classes&amp;diff=49</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Classes&amp;diff=49"/>
				<updated>2018-01-19T13:52:39Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Barbarian]] Also called Hunters or Wylders, are those who have found their niche in surviving the forbidding Wild all around them. Sought out for their way of surviving that which kills most people, they are the ones paid to keep the roads clear and the bigger more dangerous creatures away from the vestiges of civilization.&lt;br /&gt;
*[[Bard]]&lt;br /&gt;
*[[Avatar|Cleric]]   Cleric class is renamed to Avatar of &amp;quot;Daashk&amp;#039;t&amp;quot;s [aspect]. (ie: The Avatar of Daashk&amp;#039;ts Fury - the t in Daashk&amp;#039;t is silent). Or just plain &amp;quot;Avatar&amp;quot;. Avatars (clergymen that have been granted divine powers) are quite rare.&lt;br /&gt;
*[[Druid]] Druids are hated and reviled, the villains of the world, probably in cahoots with the Elves and instead of using their powers to curb and protect civilization, the traitors help it to shape the wilds.  Even though quite a few seek to establish a new balance, quite a few have indeed taken to the tales and see themselves as simply finishing the [[Green Tide]].&lt;br /&gt;
*[[Fighter]]&lt;br /&gt;
*[[Mystic]]&lt;br /&gt;
*[[Monk]] Monks have a proud tradition on Everglow, dating back to before the cataclysm. They are the keepers of lore and the guardians of knowledge hiding and protecting secrets from before until humanity is ready for it again.&lt;br /&gt;
*[[Champion|Paladin]]  Paladin class is renamed to Champion of &amp;quot;Daashk&amp;#039;t&amp;quot;s [aspect]. Or just plain &amp;quot;Champion&amp;quot;.&lt;br /&gt;
*[[Ranger]] Most are disliked or distrusted for similar reasons as Druids, even though they haven&amp;#039;t gone completely over to the deep end.  Together with Barbarians these frontiersmen are the little that stands in the way of Nature growing over all of us.  Some of this tradition have been trained as Magehunters, of course they don&amp;#039;t like to be called Ranger.&lt;br /&gt;
*[[Rogue]]&lt;br /&gt;
*[[Sorcerer]] The Sorcerer&amp;#039;s Spell source is always Wild Magic (dragons don&amp;#039;t exist). Sorcerers discover their power usually at puberty and usually get cast out and hunted. No magelocks for Sorcerers as their power is so uncontrollable it generally spontaneously falls apart. On the other hand when Sorcerer&amp;#039;s aren&amp;#039;t using magic they won&amp;#039;t generate an Arcane Power source (after generating one the residual magic dies quickly). Sorcerers either get destroyed by Magehunters, learn to naturally surpress their ability or stay away from society when practising their magic.&lt;br /&gt;
*[[Warlock]]&lt;br /&gt;
*[[Wizard]] Wizards get magelocked. If they disable, remove or the magelock falls apart (by using an arcane power of level 10 or higher) they can be tracked and killed freely and will eventually get hunted by a magehunter (this can be protracted by not getting near to society). High rewards are given for killing a &amp;quot;rogue&amp;quot; wizard. Wizards are disliked but generally allowed for their utility.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Classes&amp;diff=48</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Classes&amp;diff=48"/>
				<updated>2018-01-19T13:30:27Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;*Barbarian Also called Hunters or Wylders, are those who have found their niche in surviving the forbidding Wild all around them. Sought out for their way of surviving tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Barbarian]] Also called Hunters or Wylders, are those who have found their niche in surviving the forbidding Wild all around them. Sought out for their way of surviving that which kills most people, they are the ones paid to keep the roads clear and the bigger more dangerous creatures away from the vestiges of civilization.&lt;br /&gt;
&lt;br /&gt;
*[[Bard]]&lt;br /&gt;
*[[Avatar|Cleric]]  Avatars of Daash&amp;#039;kt&lt;br /&gt;
*[[Druids]] Druids are hated and reviled, the villains of the world, probably in cahoots with the Elves and instead of using their powers to curb and protect civilization, the traitors help it to shape the wilds.  Even though quite a few seek to establish a new balance, quite a few have indeed taken to the tales and see themselves as simply finishing the [[Green Tide]].&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Races&amp;diff=47</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Races&amp;diff=47"/>
				<updated>2018-01-19T11:22:34Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Common races, by order of prevalence.  The Dark waves have shattered the balance hard, and humanity has gone from the most prevalent to a minority, while Dwarves and Orcs flourished due to their innate magical resistance.  Goblins and their fast breeding cycle made up the slack quickly.  Strangely Elves have been strangely resistant to the Dark waves, not as much as the more common races.&lt;br /&gt;
Interbreeding is possible between all races, it is in fact extremely common, yet there aren&amp;#039;t any known communities of any of the combinations. (Pick a race, visually you may have features of others but you&amp;#039;ll have grown up with those characteristics due to genetics and upbringing).&lt;br /&gt;
&lt;br /&gt;
[[File:Population.jpg]]&lt;br /&gt;
&lt;br /&gt;
*[[Orc]] 35% (Half-Orc) &lt;br /&gt;
*[[Dwarf]] 20%&lt;br /&gt;
*[[Goblin]] 15%&lt;br /&gt;
*[[Elf]]* 15% (*Elves are either slaves or hunted, there are no free Elves apart from in the outside world).&lt;br /&gt;
*[[Human]] 10%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Other races (5%)&lt;br /&gt;
*[[Githzerai]] aka Sky-People 2.75%&lt;br /&gt;
*[[Tiefling]] aka Demonkint 1.5%&lt;br /&gt;
*[[Gnome]]** 0.75% (**Gnomes are considered to be extinct, or even a fairy tale. No &amp;quot;known&amp;quot; communities have been found in years. They may just have hidden better.)&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=46</id>
		<title>Githzerai</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=46"/>
				<updated>2018-01-19T11:03:31Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per a slightly modified Gith 5E race.[https://www.dandwiki.com/wiki/Gith_(5e_Race)]&lt;br /&gt;
&lt;br /&gt;
The Githzerai, or Gith, better known as Sky-people on Everglow are a race of outsiders that somehow did not get rejected by the world.  Other outsiders need to remain by the grace of someone else&amp;#039;s life-force, the Sky-people never had to. They used to be slaves in another dimension, so maybe the world took pity on them.&lt;br /&gt;
They tend to stick with their own kin, on their large Cloud-cities. Giant tied together containers of Nihelium, a veritable fortune up in the air, with a city on top of it.  They generally let themselves be carried along by the air-currents, and when they reach one of the few remaining cities, they float down with a mass off smaller vessels to trade. A tradition for every Gith is to visit the world below and have an adventure as they come of age, and return with a tale and enough Nihelium to hold himself aloft.  Most rarely stay longer than a few weeks, their parents providing something valuable for them to trade, though some remain forever, even if they could afford that amount of Nihelium.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
The gith, are superficially humanoid. They are generally taller and more-slender than humans, but their bodies have a much higher muscle density, which combines with their lower mass to make them inhumanly quick. Gith have long, pointed ears, flattened noses set high on their faces, and scaly, spot-like markings across their faces, shoulders, and torsos. Their skin is usually in various shades of yellow, brown, and green, and their hair is usually either black, red, or brown. Male gith can grow facial hair, but most gith don&amp;#039;t have hair anywhere below the head.&lt;br /&gt;
&lt;br /&gt;
Gith prefer simpler clothing, mostly plain robes or practical scale armor. Most male and some female githzerai either shave their heads completely bald or wear a lock of their hair in a tonsure or pony-tail. Githzerai have a long tradition of tattoos and body art, and most githzerai have at least one pictogram printed on their skin as a record of some past achievement or personal revelation.&lt;br /&gt;
&lt;br /&gt;
=Gith traits=&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Dexterity, Intelligence and Wisdom scores each increase by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Gith naturally live to be about one-hundred and fifty years old, reaching adulthood at the age of twenty.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Gith are taller than most humans, standing six feet high or more. Their bodies very slender and emaciated, weighing much less than an average being of their stature, but their musculature is very well-developed. Your size is Medium.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Reject Bondage.&amp;#039;&amp;#039;&amp;#039; All gith share a cultural legacy of horror at being enslaved. If an effect would cause you to gain the charmed or restrained condition, you have advantage on all saving throws associated with it.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Psionic Power.&amp;#039;&amp;#039;&amp;#039; Gith were bred by the illithids as slaves, and possess some of their former masters&amp;#039; advanced mental abilities. You know the psionic talent mystic hand. You also know one psionic discipline of your choice, which can be of the Awakened or Nomad disciplines., but you have no psi points to use with it, and thus can only use the psionic focus of your chosen discipline. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Language.&amp;#039;&amp;#039;&amp;#039; You can speak Gith. Gith has no written form, Gith preferring to keep their lore by word of mouth and tattoos.  Written language would have given their former Psionic masters too big an advantage to find out their culture and lore.  For each intelligence bonus point you can take another language in speaking or written form.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sky-people&amp;#039;&amp;#039;&amp;#039; You gain a +1 bonus to your AC while you aren&amp;#039;t wearing medium or heavy armor and aren&amp;#039;t wielding a shield.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=45</id>
		<title>Githzerai</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=45"/>
				<updated>2018-01-19T11:03:05Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per a slightly modified Gith 5E race.[https://www.dandwiki.com/wiki/Gith_(5e_Race)||https://www.dandwiki.com/wiki/Gith_(5e_Race)]&lt;br /&gt;
&lt;br /&gt;
The Githzerai, or Gith, better known as Sky-people on Everglow are a race of outsiders that somehow did not get rejected by the world.  Other outsiders need to remain by the grace of someone else&amp;#039;s life-force, the Sky-people never had to. They used to be slaves in another dimension, so maybe the world took pity on them.&lt;br /&gt;
They tend to stick with their own kin, on their large Cloud-cities. Giant tied together containers of Nihelium, a veritable fortune up in the air, with a city on top of it.  They generally let themselves be carried along by the air-currents, and when they reach one of the few remaining cities, they float down with a mass off smaller vessels to trade. A tradition for every Gith is to visit the world below and have an adventure as they come of age, and return with a tale and enough Nihelium to hold himself aloft.  Most rarely stay longer than a few weeks, their parents providing something valuable for them to trade, though some remain forever, even if they could afford that amount of Nihelium.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
The gith, are superficially humanoid. They are generally taller and more-slender than humans, but their bodies have a much higher muscle density, which combines with their lower mass to make them inhumanly quick. Gith have long, pointed ears, flattened noses set high on their faces, and scaly, spot-like markings across their faces, shoulders, and torsos. Their skin is usually in various shades of yellow, brown, and green, and their hair is usually either black, red, or brown. Male gith can grow facial hair, but most gith don&amp;#039;t have hair anywhere below the head.&lt;br /&gt;
&lt;br /&gt;
Gith prefer simpler clothing, mostly plain robes or practical scale armor. Most male and some female githzerai either shave their heads completely bald or wear a lock of their hair in a tonsure or pony-tail. Githzerai have a long tradition of tattoos and body art, and most githzerai have at least one pictogram printed on their skin as a record of some past achievement or personal revelation.&lt;br /&gt;
&lt;br /&gt;
=Gith traits=&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Dexterity, Intelligence and Wisdom scores each increase by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Gith naturally live to be about one-hundred and fifty years old, reaching adulthood at the age of twenty.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Gith are taller than most humans, standing six feet high or more. Their bodies very slender and emaciated, weighing much less than an average being of their stature, but their musculature is very well-developed. Your size is Medium.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Reject Bondage.&amp;#039;&amp;#039;&amp;#039; All gith share a cultural legacy of horror at being enslaved. If an effect would cause you to gain the charmed or restrained condition, you have advantage on all saving throws associated with it.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Psionic Power.&amp;#039;&amp;#039;&amp;#039; Gith were bred by the illithids as slaves, and possess some of their former masters&amp;#039; advanced mental abilities. You know the psionic talent mystic hand. You also know one psionic discipline of your choice, which can be of the Awakened or Nomad disciplines., but you have no psi points to use with it, and thus can only use the psionic focus of your chosen discipline. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Language.&amp;#039;&amp;#039;&amp;#039; You can speak Gith. Gith has no written form, Gith preferring to keep their lore by word of mouth and tattoos.  Written language would have given their former Psionic masters too big an advantage to find out their culture and lore.  For each intelligence bonus point you can take another language in speaking or written form.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sky-people&amp;#039;&amp;#039;&amp;#039; You gain a +1 bonus to your AC while you aren&amp;#039;t wearing medium or heavy armor and aren&amp;#039;t wielding a shield.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=44</id>
		<title>Githzerai</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=44"/>
				<updated>2018-01-19T11:02:45Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per a slightly modified [https://www.dandwiki.com/wiki/Gith_(5e_Race)||https://www.dandwiki.com/wiki/Gith_(5e_Race)]&lt;br /&gt;
&lt;br /&gt;
The Githzerai, or Gith, better known as Sky-people on Everglow are a race of outsiders that somehow did not get rejected by the world.  Other outsiders need to remain by the grace of someone else&amp;#039;s life-force, the Sky-people never had to. They used to be slaves in another dimension, so maybe the world took pity on them.&lt;br /&gt;
They tend to stick with their own kin, on their large Cloud-cities. Giant tied together containers of Nihelium, a veritable fortune up in the air, with a city on top of it.  They generally let themselves be carried along by the air-currents, and when they reach one of the few remaining cities, they float down with a mass off smaller vessels to trade. A tradition for every Gith is to visit the world below and have an adventure as they come of age, and return with a tale and enough Nihelium to hold himself aloft.  Most rarely stay longer than a few weeks, their parents providing something valuable for them to trade, though some remain forever, even if they could afford that amount of Nihelium.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
The gith, are superficially humanoid. They are generally taller and more-slender than humans, but their bodies have a much higher muscle density, which combines with their lower mass to make them inhumanly quick. Gith have long, pointed ears, flattened noses set high on their faces, and scaly, spot-like markings across their faces, shoulders, and torsos. Their skin is usually in various shades of yellow, brown, and green, and their hair is usually either black, red, or brown. Male gith can grow facial hair, but most gith don&amp;#039;t have hair anywhere below the head.&lt;br /&gt;
&lt;br /&gt;
Gith prefer simpler clothing, mostly plain robes or practical scale armor. Most male and some female githzerai either shave their heads completely bald or wear a lock of their hair in a tonsure or pony-tail. Githzerai have a long tradition of tattoos and body art, and most githzerai have at least one pictogram printed on their skin as a record of some past achievement or personal revelation.&lt;br /&gt;
&lt;br /&gt;
=Gith traits=&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Dexterity, Intelligence and Wisdom scores each increase by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Gith naturally live to be about one-hundred and fifty years old, reaching adulthood at the age of twenty.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Gith are taller than most humans, standing six feet high or more. Their bodies very slender and emaciated, weighing much less than an average being of their stature, but their musculature is very well-developed. Your size is Medium.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Reject Bondage.&amp;#039;&amp;#039;&amp;#039; All gith share a cultural legacy of horror at being enslaved. If an effect would cause you to gain the charmed or restrained condition, you have advantage on all saving throws associated with it.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Psionic Power.&amp;#039;&amp;#039;&amp;#039; Gith were bred by the illithids as slaves, and possess some of their former masters&amp;#039; advanced mental abilities. You know the psionic talent mystic hand. You also know one psionic discipline of your choice, which can be of the Awakened or Nomad disciplines., but you have no psi points to use with it, and thus can only use the psionic focus of your chosen discipline. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Language.&amp;#039;&amp;#039;&amp;#039; You can speak Gith. Gith has no written form, Gith preferring to keep their lore by word of mouth and tattoos.  Written language would have given their former Psionic masters too big an advantage to find out their culture and lore.  For each intelligence bonus point you can take another language in speaking or written form.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sky-people&amp;#039;&amp;#039;&amp;#039; You gain a +1 bonus to your AC while you aren&amp;#039;t wearing medium or heavy armor and aren&amp;#039;t wielding a shield.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=43</id>
		<title>Githzerai</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=43"/>
				<updated>2018-01-19T11:02:31Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per a slightly modified [https://www.dandwiki.com/wiki/Gith_(5e_Race)|https://www.dandwiki.com/wiki/Gith_(5e_Race)]&lt;br /&gt;
&lt;br /&gt;
The Githzerai, or Gith, better known as Sky-people on Everglow are a race of outsiders that somehow did not get rejected by the world.  Other outsiders need to remain by the grace of someone else&amp;#039;s life-force, the Sky-people never had to. They used to be slaves in another dimension, so maybe the world took pity on them.&lt;br /&gt;
They tend to stick with their own kin, on their large Cloud-cities. Giant tied together containers of Nihelium, a veritable fortune up in the air, with a city on top of it.  They generally let themselves be carried along by the air-currents, and when they reach one of the few remaining cities, they float down with a mass off smaller vessels to trade. A tradition for every Gith is to visit the world below and have an adventure as they come of age, and return with a tale and enough Nihelium to hold himself aloft.  Most rarely stay longer than a few weeks, their parents providing something valuable for them to trade, though some remain forever, even if they could afford that amount of Nihelium.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
The gith, are superficially humanoid. They are generally taller and more-slender than humans, but their bodies have a much higher muscle density, which combines with their lower mass to make them inhumanly quick. Gith have long, pointed ears, flattened noses set high on their faces, and scaly, spot-like markings across their faces, shoulders, and torsos. Their skin is usually in various shades of yellow, brown, and green, and their hair is usually either black, red, or brown. Male gith can grow facial hair, but most gith don&amp;#039;t have hair anywhere below the head.&lt;br /&gt;
&lt;br /&gt;
Gith prefer simpler clothing, mostly plain robes or practical scale armor. Most male and some female githzerai either shave their heads completely bald or wear a lock of their hair in a tonsure or pony-tail. Githzerai have a long tradition of tattoos and body art, and most githzerai have at least one pictogram printed on their skin as a record of some past achievement or personal revelation.&lt;br /&gt;
&lt;br /&gt;
=Gith traits=&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Dexterity, Intelligence and Wisdom scores each increase by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Gith naturally live to be about one-hundred and fifty years old, reaching adulthood at the age of twenty.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Gith are taller than most humans, standing six feet high or more. Their bodies very slender and emaciated, weighing much less than an average being of their stature, but their musculature is very well-developed. Your size is Medium.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Reject Bondage.&amp;#039;&amp;#039;&amp;#039; All gith share a cultural legacy of horror at being enslaved. If an effect would cause you to gain the charmed or restrained condition, you have advantage on all saving throws associated with it.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Psionic Power.&amp;#039;&amp;#039;&amp;#039; Gith were bred by the illithids as slaves, and possess some of their former masters&amp;#039; advanced mental abilities. You know the psionic talent mystic hand. You also know one psionic discipline of your choice, which can be of the Awakened or Nomad disciplines., but you have no psi points to use with it, and thus can only use the psionic focus of your chosen discipline. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Language.&amp;#039;&amp;#039;&amp;#039; You can speak Gith. Gith has no written form, Gith preferring to keep their lore by word of mouth and tattoos.  Written language would have given their former Psionic masters too big an advantage to find out their culture and lore.  For each intelligence bonus point you can take another language in speaking or written form.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sky-people&amp;#039;&amp;#039;&amp;#039; You gain a +1 bonus to your AC while you aren&amp;#039;t wearing medium or heavy armor and aren&amp;#039;t wielding a shield.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=42</id>
		<title>Githzerai</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Githzerai&amp;diff=42"/>
				<updated>2018-01-19T11:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;As per a slightly modified [https://www.dandwiki.com/wiki/Gith_(5e_Race)]  The Githzerai, or Gith, better known as Sky-people on Everglow are a race of outsiders that somehow...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per a slightly modified [https://www.dandwiki.com/wiki/Gith_(5e_Race)]&lt;br /&gt;
&lt;br /&gt;
The Githzerai, or Gith, better known as Sky-people on Everglow are a race of outsiders that somehow did not get rejected by the world.  Other outsiders need to remain by the grace of someone else&amp;#039;s life-force, the Sky-people never had to. They used to be slaves in another dimension, so maybe the world took pity on them.&lt;br /&gt;
They tend to stick with their own kin, on their large Cloud-cities. Giant tied together containers of Nihelium, a veritable fortune up in the air, with a city on top of it.  They generally let themselves be carried along by the air-currents, and when they reach one of the few remaining cities, they float down with a mass off smaller vessels to trade. A tradition for every Gith is to visit the world below and have an adventure as they come of age, and return with a tale and enough Nihelium to hold himself aloft.  Most rarely stay longer than a few weeks, their parents providing something valuable for them to trade, though some remain forever, even if they could afford that amount of Nihelium.&lt;br /&gt;
&lt;br /&gt;
=Physical Description=&lt;br /&gt;
The gith, are superficially humanoid. They are generally taller and more-slender than humans, but their bodies have a much higher muscle density, which combines with their lower mass to make them inhumanly quick. Gith have long, pointed ears, flattened noses set high on their faces, and scaly, spot-like markings across their faces, shoulders, and torsos. Their skin is usually in various shades of yellow, brown, and green, and their hair is usually either black, red, or brown. Male gith can grow facial hair, but most gith don&amp;#039;t have hair anywhere below the head.&lt;br /&gt;
&lt;br /&gt;
Gith prefer simpler clothing, mostly plain robes or practical scale armor. Most male and some female githzerai either shave their heads completely bald or wear a lock of their hair in a tonsure or pony-tail. Githzerai have a long tradition of tattoos and body art, and most githzerai have at least one pictogram printed on their skin as a record of some past achievement or personal revelation.&lt;br /&gt;
&lt;br /&gt;
=Gith traits=&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score Increase.&amp;#039;&amp;#039;&amp;#039; Your Dexterity, Intelligence and Wisdom scores each increase by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; Gith naturally live to be about one-hundred and fifty years old, reaching adulthood at the age of twenty.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Gith are taller than most humans, standing six feet high or more. Their bodies very slender and emaciated, weighing much less than an average being of their stature, but their musculature is very well-developed. Your size is Medium.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Reject Bondage.&amp;#039;&amp;#039;&amp;#039; All gith share a cultural legacy of horror at being enslaved. If an effect would cause you to gain the charmed or restrained condition, you have advantage on all saving throws associated with it.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Psionic Power.&amp;#039;&amp;#039;&amp;#039; Gith were bred by the illithids as slaves, and possess some of their former masters&amp;#039; advanced mental abilities. You know the psionic talent mystic hand. You also know one psionic discipline of your choice, which can be of the Awakened or Nomad disciplines., but you have no psi points to use with it, and thus can only use the psionic focus of your chosen discipline. Starting from 3rd level, you have 2 psi points, with a psi limit of 2. At 5th level, this increases to 5 psi points with a psi limit of 3. Intelligence is your manifestation ability for this discipline. You regain expended psi points when you complete a long rest.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Language.&amp;#039;&amp;#039;&amp;#039; You can speak Gith. Gith has no written form, Gith preferring to keep their lore by word of mouth and tattoos.  Written language would have given their former Psionic masters too big an advantage to find out their culture and lore.  For each intelligence bonus point you can take another language in speaking or written form.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sky-people&amp;#039;&amp;#039;&amp;#039; You gain a +1 bonus to your AC while you aren&amp;#039;t wearing medium or heavy armor and aren&amp;#039;t wielding a shield.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=41</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=41"/>
				<updated>2018-01-18T12:55:14Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Major Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Everglow&lt;br /&gt;
&lt;br /&gt;
For starters this content will be 5E only, I may create a Fate Core version later.&lt;br /&gt;
&lt;br /&gt;
*Allowed [[Races]]&lt;br /&gt;
*Allowed [[Classes]]&lt;br /&gt;
*[[power|Magic, tiers and powers]]&lt;br /&gt;
There are very few hard no&amp;#039;s.  You can pick anything you want, BUT if it&amp;#039;s not in there you will be an exception, a curiosity, and you will get a shit-ton of prejudice, and maybe even people who want to capture you. Be prepared.&lt;br /&gt;
&lt;br /&gt;
*[[House Rules]]&lt;br /&gt;
&lt;br /&gt;
=Minor changes=&lt;br /&gt;
*Feats are allowed.  You can, if you have the prerequisites, forfeit one stat bonus for a feat on creation.&lt;br /&gt;
&lt;br /&gt;
=Major Changes=&lt;br /&gt;
*There is no alignment. Any limitation or preference regarding alignment is effaced.  Any skill or spell regarding detecting or reading alignment only detects surface and current emotions. Everyone is all alignments and none depending on their actions.&lt;br /&gt;
*Languages:  There is Common, Demonic, Southern, Elvish and Dwarven. Everyone knows common apart from Dwarves and Elves. They only know their own language unless they take extra languages.  Written versions of those languages are their own slot.  You get additional language slots for every bonus point on Intelligence (round up), remember reading and writing that language is its own slot.  &lt;br /&gt;
*There is no Unholy or Holy, nor are there undead. &amp;quot;Summon undead&amp;quot; and such things summon outsiders with similar stats (that look like anything the player wishes). Outsiders (like Demons and such) require life-force to remain in the current plane of existence, willingly given (even possibly of someone else, and not necessarily of their free will).  Turning undead becomes &amp;quot;Turn outsider&amp;quot; and can return outsiders to their plane or drain them of life-force. &lt;br /&gt;
*There are no gods. There is only Daashk&amp;#039;t, which is in all of us, and the Elves believe there&amp;#039;s the Allfather.  Divine magic doesn&amp;#039;t come from Gods, it comes from the people around them, because we&amp;#039;re all part of Daashk&amp;#039;t, and Daashk&amp;#039;t is all a part of us.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=40</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=40"/>
				<updated>2018-01-18T12:54:58Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Everglow&lt;br /&gt;
&lt;br /&gt;
For starters this content will be 5E only, I may create a Fate Core version later.&lt;br /&gt;
&lt;br /&gt;
*Allowed [[Races]]&lt;br /&gt;
*Allowed [[Classes]]&lt;br /&gt;
*[[power|Magic, tiers and powers]]&lt;br /&gt;
There are very few hard no&amp;#039;s.  You can pick anything you want, BUT if it&amp;#039;s not in there you will be an exception, a curiosity, and you will get a shit-ton of prejudice, and maybe even people who want to capture you. Be prepared.&lt;br /&gt;
&lt;br /&gt;
*[[House Rules]]&lt;br /&gt;
&lt;br /&gt;
=Minor changes=&lt;br /&gt;
*Feats are allowed.  You can, if you have the prerequisites, forfeit one stat bonus for a feat on creation.&lt;br /&gt;
&lt;br /&gt;
=Major Changes=&lt;br /&gt;
*There is no alignment. Any limitation or preference regarding alignment is effaced.  Any skill or spell regarding detecting or reading alignment only detects surface and current emotions. Everyone is all alignments and none depending on their actions.&lt;br /&gt;
*Languages:  There is Common, Demonic, Southern, Elvish and Dwarven. Everyone knows common apart from Dwarves and Elves. They only know their own language unless they take extra languages.  Written versions of those languages are their own slot.&lt;br /&gt;
You get additional language slots for every bonus point on Intelligence (round up), remember reading and writing that language is its own slot.  &lt;br /&gt;
*There is no Unholy or Holy, nor are there undead. &amp;quot;Summon undead&amp;quot; and such things summon outsiders with similar stats (that look like anything the player wishes). Outsiders (like Demons and such) require life-force to remain in the current plane of existence, willingly given (even possibly of someone else, and not necessarily of their free will).  Turning undead becomes &amp;quot;Turn outsider&amp;quot; and can return outsiders to their plane or drain them of life-force. &lt;br /&gt;
*There are no gods. There is only Daashk&amp;#039;t, which is in all of us, and the Elves believe there&amp;#039;s the Allfather.  Divine magic doesn&amp;#039;t come from Gods, it comes from the people around them, because we&amp;#039;re all part of Daashk&amp;#039;t, and Daashk&amp;#039;t is all a part of us.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=39</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=39"/>
				<updated>2018-01-18T12:53:28Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Minor changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Everglow&lt;br /&gt;
&lt;br /&gt;
For starters this content will be 5E only, I may create a Fate Core version later.&lt;br /&gt;
&lt;br /&gt;
*Allowed [[Races]]&lt;br /&gt;
*Allowed [[Classes]]&lt;br /&gt;
*[[power|Magic, tiers and powers]]&lt;br /&gt;
There are very few hard no&amp;#039;s.  You can pick anything you want, BUT if it&amp;#039;s not in there you will be an exception, a curiosity, and you will get a shit-ton of prejudice, and maybe even people who want to capture you. Be prepared.&lt;br /&gt;
&lt;br /&gt;
*[[House Rules]]&lt;br /&gt;
&lt;br /&gt;
=Minor changes=&lt;br /&gt;
*Feats are allowed.  You can, if you have the prerequisites, forfeit one stat bonus for a feat on creation.&lt;br /&gt;
&lt;br /&gt;
=Major Changes=&lt;br /&gt;
*There is no alignment. Any limitation or preference regarding alignment is effaced.  Any skill or spell regarding detecting or reading alignment only detects surface and current emotions. Everyone is all alignments and none depending on their actions.&lt;br /&gt;
*Languages:  There is Common, Demonic, Southern, Elvish and Dwarven. Everyone knows common apart from Dwarves and Elves. They only know their own language unless they take extra languages.  Written versions of those languages are their own slot.&lt;br /&gt;
*There is no Unholy or Holy, nor are there undead. &amp;quot;Summon undead&amp;quot; and such things summon outsiders with similar stats (that look like anything the player wishes). Outsiders (like Demons and such) require life-force to remain in the current plane of existence, willingly given (even possibly of someone else, and not necessarily of their free will).  Turning undead becomes &amp;quot;Turn outsider&amp;quot; and can return outsiders to their plane or drain them of life-force. &lt;br /&gt;
*There are no gods. There is only Daashk&amp;#039;t, which is in all of us, and the Elves believe there&amp;#039;s the Allfather.  Divine magic doesn&amp;#039;t come from Gods, it comes from the people around them, because we&amp;#039;re all part of Daashk&amp;#039;t, and Daashk&amp;#039;t is all a part of us.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=38</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Main_Page&amp;diff=38"/>
				<updated>2018-01-18T12:52:59Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Everglow&lt;br /&gt;
&lt;br /&gt;
For starters this content will be 5E only, I may create a Fate Core version later.&lt;br /&gt;
&lt;br /&gt;
*Allowed [[Races]]&lt;br /&gt;
*Allowed [[Classes]]&lt;br /&gt;
*[[power|Magic, tiers and powers]]&lt;br /&gt;
There are very few hard no&amp;#039;s.  You can pick anything you want, BUT if it&amp;#039;s not in there you will be an exception, a curiosity, and you will get a shit-ton of prejudice, and maybe even people who want to capture you. Be prepared.&lt;br /&gt;
&lt;br /&gt;
*[[House Rules]]&lt;br /&gt;
&lt;br /&gt;
=Minor changes=&lt;br /&gt;
Feats are allowed.  You can, if you have the prerequisites, forfeit one stat bonus for a feat on creation.&lt;br /&gt;
&lt;br /&gt;
=Major Changes=&lt;br /&gt;
*There is no alignment. Any limitation or preference regarding alignment is effaced.  Any skill or spell regarding detecting or reading alignment only detects surface and current emotions. Everyone is all alignments and none depending on their actions.&lt;br /&gt;
*Languages:  There is Common, Demonic, Southern, Elvish and Dwarven. Everyone knows common apart from Dwarves and Elves. They only know their own language unless they take extra languages.  Written versions of those languages are their own slot.&lt;br /&gt;
*There is no Unholy or Holy, nor are there undead. &amp;quot;Summon undead&amp;quot; and such things summon outsiders with similar stats (that look like anything the player wishes). Outsiders (like Demons and such) require life-force to remain in the current plane of existence, willingly given (even possibly of someone else, and not necessarily of their free will).  Turning undead becomes &amp;quot;Turn outsider&amp;quot; and can return outsiders to their plane or drain them of life-force. &lt;br /&gt;
*There are no gods. There is only Daashk&amp;#039;t, which is in all of us, and the Elves believe there&amp;#039;s the Allfather.  Divine magic doesn&amp;#039;t come from Gods, it comes from the people around them, because we&amp;#039;re all part of Daashk&amp;#039;t, and Daashk&amp;#039;t is all a part of us.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=37</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=37"/>
				<updated>2018-01-18T12:26:04Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiefling is racist and shall henceforth be known as Demonkint.&lt;br /&gt;
&lt;br /&gt;
=Demonkint traits=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score increases by 2 and your constitution increases by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic Arcana.&amp;#039;&amp;#039;&amp;#039; .  Each  time  you  finish  a  long  rest, you  gain  the  ability  to  cast  cantrips  and  spells randomly  determined  from  a  short  list.  At  1st  level, you  can  cast  a  cantrip.  When  you  reach  3rd  level, you  can  also  cast  a  1st-­‐‑level  spell.  At  5th  level,  you can  cast  a  2nd-­‐‑level  spell.&lt;br /&gt;
You  can  cast  a  spell  gained  from  this  trait  only once  until  you  complete  your  next  long  rest.  You can  cast  a  cantrip  gained  from  this  trait  at  will,  as normal.  For  1st-­‐‑level  spells  whose  effect  changes  if cast  using  a  spell  slot  of  2nd  level  or  higher,  you cast  the  spell  as  if  using  a  2nd-­‐‑level  slot.  Spells  of 2nd  level  are  cast  as  if  using  a  2nd-­‐‑level  slot.  At  the  end  of  each  long  rest,  you  lose  the  cantrips and  spells  previously  granted  by  this  feature,  even if  you  did  not  cast  them.  You  replace  those  cantrips and  spells  by  rolling  for  new  ones  on  the  Demonic Arcana  Spells  table.  Roll  separately  for  each cantrip  and  spell.  If  you  roll  the  same  spell  or cantrip  you  gained  at  the  end  of  your  previous  long rest,  roll  again  until  you  get  a  different  result. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
|1 ||Dancing Lights ||Burning hands ||Alter Self&lt;br /&gt;
|-&lt;br /&gt;
|2 ||True Strike ||Charm Person ||Darkness&lt;br /&gt;
|- &lt;br /&gt;
|3||Light||Magic Missile||Invisibility&lt;br /&gt;
|- &lt;br /&gt;
|4||Message||Cure wounds||Levitate&lt;br /&gt;
|- &lt;br /&gt;
|5||Spare the Dying||Tasha&amp;#039;s hideous laughter||Mirror image&lt;br /&gt;
|- &lt;br /&gt;
|6||Prestidigitation||Thunderwave||Spider Climb&lt;br /&gt;
|}&lt;br /&gt;
Contrary to Arcane powers in Everglow, this will NOT create the usual &amp;quot;Magic zone&amp;quot; effect other spells would. Magehunters can&amp;#039;t detect it, and even though commoners would still see you as a mage, other magicians recognise it as not being &amp;quot;Arcane&amp;quot; in nature (for them).&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic  Fortitude.&amp;#039;&amp;#039;&amp;#039;  Your  hit  point  maximum increases  by  half  your  level  (minimum  1).&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=36</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=36"/>
				<updated>2018-01-18T12:25:18Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiefling is racist and shall henceforth be known as Demonkint.&lt;br /&gt;
&lt;br /&gt;
Tiefling traits&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score increases by 2 and your constitution increases by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic Arcana.&amp;#039;&amp;#039;&amp;#039; .  Each  time  you  finish  a  long  rest, you  gain  the  ability  to  cast  cantrips  and  spells randomly  determined  from  a  short  list.  At  1st  level, you  can  cast  a  cantrip.  When  you  reach  3rd  level, you  can  also  cast  a  1st-­‐‑level  spell.  At  5th  level,  you can  cast  a  2nd-­‐‑level  spell.&lt;br /&gt;
You  can  cast  a  spell  gained  from  this  trait  only once  until  you  complete  your  next  long  rest.  You can  cast  a  cantrip  gained  from  this  trait  at  will,  as normal.  For  1st-­‐‑level  spells  whose  effect  changes  if cast  using  a  spell  slot  of  2nd  level  or  higher,  you cast  the  spell  as  if  using  a  2nd-­‐‑level  slot.  Spells  of 2nd  level  are  cast  as  if  using  a  2nd-­‐‑level  slot.  At  the  end  of  each  long  rest,  you  lose  the  cantrips and  spells  previously  granted  by  this  feature,  even if  you  did  not  cast  them.  You  replace  those  cantrips and  spells  by  rolling  for  new  ones  on  the  Abyssal &lt;br /&gt;
Arcana  Spells  table.  Roll  separately  for  each cantrip  and  spell.  If  you  roll  the  same  spell  or cantrip  you  gained  at  the  end  of  your  previous  long rest,  roll  again  until  you  get  a  different  result. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
|1 ||Dancing Lights ||Burning hands ||Alter Self&lt;br /&gt;
|-&lt;br /&gt;
|2 ||True Strike ||Charm Person ||Darkness&lt;br /&gt;
|- &lt;br /&gt;
|3||Light||Magic Missile||Invisibility&lt;br /&gt;
|- &lt;br /&gt;
|4||Message||Cure wounds||Levitate&lt;br /&gt;
|- &lt;br /&gt;
|5||Spare the Dying||Tasha&amp;#039;s hideous laughter||Mirror image&lt;br /&gt;
|- &lt;br /&gt;
|6||Prestidigitation||Thunderwave||Spider Climb&lt;br /&gt;
|}&lt;br /&gt;
Contrary to Arcane powers in Everglow, this will NOT create the usual &amp;quot;Magic zone&amp;quot; effect other spells would. Magehunters can&amp;#039;t detect it, and even though commoners would still see you as a mage, other magicians recognise it as not being &amp;quot;Arcane&amp;quot; in nature (for them).&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic  Fortitude.&amp;#039;&amp;#039;&amp;#039;  Your  hit  point  maximum increases  by  half  your  level  (minimum  1).&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=35</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=35"/>
				<updated>2018-01-18T12:24:11Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiefling is racist and shall henceforth be known as Demonkint.&lt;br /&gt;
&lt;br /&gt;
Tiefling traits&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score increases by 2 and your constitution increases by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic Arcana.&amp;#039;&amp;#039;&amp;#039; .  Each  time  you  finish  a  long  rest, you  gain  the  ability  to  cast  cantrips  and  spells randomly  determined  from  a  short  list.  At  1st  level, you  can  cast  a  cantrip.  When  you  reach  3rd  level, you  can  also  cast  a  1st-­‐‑level  spell.  At  5th  level,  you can  cast  a  2nd-­‐‑level  spell. &lt;br /&gt;
You  can  cast  a  spell  gained  from  this  trait  only once  until  you  complete  your  next  long  rest.  You can  cast  a  cantrip  gained  from  this  trait  at  will,  as normal.  For  1st-­‐‑level  spells  whose  effect  changes  if cast  using  a  spell  slot  of  2nd  level  or  higher,  you cast  the  spell  as  if  using  a  2nd-­‐‑level  slot.  Spells  of 2nd  level  are  cast  as  if  using  a  2nd-­‐‑level  slot.  At  the  end  of  each  long  rest,  you  lose  the  cantrips and  spells  previously  granted  by  this  feature,  even if  you  did  not  cast  them.  You  replace  those  cantrips and  spells  by  rolling  for  new  ones  on  the  Abyssal &lt;br /&gt;
Arcana  Spells  table.  Roll  separately  for  each cantrip  and  spell.  If  you  roll  the  same  spell  or cantrip  you  gained  at  the  end  of  your  previous  long rest,  roll  again  until  you  get  a  different  result. &lt;br /&gt;
Contrary to Arcane powers in Everglow, this will NOT create the usual &amp;quot;Tier&amp;quot; effect other spells would. Magehunters can&amp;#039;t detect it, and even though commoners would still see you as a mage, other magicians recognise it as not being &amp;quot;Arcane&amp;quot; in nature (for them).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
|1 ||Dancing Lights ||Burning hands ||Alter Self&lt;br /&gt;
|-&lt;br /&gt;
|2 ||True Strike ||Charm Person ||Darkness&lt;br /&gt;
|- &lt;br /&gt;
|3||Light||Magic Missile||Invisibility&lt;br /&gt;
|- &lt;br /&gt;
|4||Message||Cure wounds||Levitate&lt;br /&gt;
|- &lt;br /&gt;
|5||Spare the Dying||Tasha&amp;#039;s hideous laughter||Mirror image&lt;br /&gt;
|- &lt;br /&gt;
|6||Prestidigitation||Thunderwave||Spider Climb&lt;br /&gt;
|}&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic  Fortitude.&amp;#039;&amp;#039;&amp;#039;  Your  hit  point  maximum increases  by  half  your  level  (minimum  1).&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=34</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=34"/>
				<updated>2018-01-18T12:23:15Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiefling is racist and shall henceforth be known as Demonkint.&lt;br /&gt;
&lt;br /&gt;
Tiefling traits&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score increases by 2 and your constitution increases by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic Arcana.&amp;#039;&amp;#039;&amp;#039; .  Each  time  you  finish  a  long  rest, you  gain  the  ability  to  cast  cantrips  and  spells randomly  determined  from  a  short  list.  At  1st  level, you  can  cast  a  cantrip.  When  you  reach  3rd  level, you  can  also  cast  a  1st-­‐‑level  spell.  At  5th  level,  you can  cast  a  2nd-­‐‑level  spell. &lt;br /&gt;
You  can  cast  a  spell  gained  from  this  trait  only once  until  you  complete  your  next  long  rest.  You can  cast  a  cantrip  gained  from  this  trait  at  will,  as normal.  For  1st-­‐‑level  spells  whose  effect  changes  if cast  using  a  spell  slot  of  2nd  level  or  higher,  you cast  the  spell  as  if  using  a  2nd-­‐‑level  slot.  Spells  of 2nd  level  are  cast  as  if  using  a  2nd-­‐‑level  slot.  At  the  end  of  each  long  rest,  you  lose  the  cantrips and  spells  previously  granted  by  this  feature,  even if  you  did  not  cast  them.  You  replace  those  cantrips and  spells  by  rolling  for  new  ones  on  the  Abyssal &lt;br /&gt;
Arcana  Spells  table.  Roll  separately  for  each cantrip  and  spell.  If  you  roll  the  same  spell  or cantrip  you  gained  at  the  end  of  your  previous  long rest,  roll  again  until  you  get  a  different  result. &lt;br /&gt;
Contrary to Arcane powers in Everglow, this will NOT create the usual &amp;quot;Tier&amp;quot; effect other spells would. Magehunters can&amp;#039;t detect it, and even though commoners would still see you as a mage, other magicians recognise it as not being &amp;quot;Arcane&amp;quot; in nature (for them).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
|1 ||Dancing Lights ||Burning hands ||Alter Self&lt;br /&gt;
|-&lt;br /&gt;
|2 |True Strike |Charm Person |Darkness&lt;br /&gt;
|- &lt;br /&gt;
|3|Light|Magic Missile|Invisibility&lt;br /&gt;
|- &lt;br /&gt;
|4|Message|Cure wounds|Levitate&lt;br /&gt;
|- &lt;br /&gt;
|5|Spare the Dying|Tasha&amp;#039;s hideous laughter|Mirror image&lt;br /&gt;
|- &lt;br /&gt;
|6|Prestidigitation|Thunderwave|Spider Climb&lt;br /&gt;
|}&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic  Fortitude.&amp;#039;&amp;#039;&amp;#039;  Your  hit  point  maximum increases  by  half  your  level  (minimum  1).&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=33</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=33"/>
				<updated>2018-01-18T12:22:24Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiefling is racist and shall henceforth be known as Demonkint.&lt;br /&gt;
&lt;br /&gt;
Tiefling traits&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score increases by 2 and your constitution increases by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic Arcana.&amp;#039;&amp;#039;&amp;#039; .  Each  time  you  finish  a  long  rest, you  gain  the  ability  to  cast  cantrips  and  spells randomly  determined  from  a  short  list.  At  1st  level, you  can  cast  a  cantrip.  When  you  reach  3rd  level, you  can  also  cast  a  1st-­‐‑level  spell.  At  5th  level,  you can  cast  a  2nd-­‐‑level  spell. &lt;br /&gt;
You  can  cast  a  spell  gained  from  this  trait  only once  until  you  complete  your  next  long  rest.  You can  cast  a  cantrip  gained  from  this  trait  at  will,  as normal.  For  1st-­‐‑level  spells  whose  effect  changes  if cast  using  a  spell  slot  of  2nd  level  or  higher,  you cast  the  spell  as  if  using  a  2nd-­‐‑level  slot.  Spells  of 2nd  level  are  cast  as  if  using  a  2nd-­‐‑level  slot.  At  the  end  of  each  long  rest,  you  lose  the  cantrips and  spells  previously  granted  by  this  feature,  even if  you  did  not  cast  them.  You  replace  those  cantrips and  spells  by  rolling  for  new  ones  on  the  Abyssal &lt;br /&gt;
Arcana  Spells  table.  Roll  separately  for  each cantrip  and  spell.  If  you  roll  the  same  spell  or cantrip  you  gained  at  the  end  of  your  previous  long rest,  roll  again  until  you  get  a  different  result. &lt;br /&gt;
Contrary to Arcane powers in Everglow, this will NOT create the usual &amp;quot;Tier&amp;quot; effect other spells would. Magehunters can&amp;#039;t detect it, and even though commoners would still see you as a mage, other magicians recognise it as not being &amp;quot;Arcane&amp;quot; in nature (for them).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
|1 |Dancing Lights |Burning hands |Alter Self&lt;br /&gt;
|-&lt;br /&gt;
|2 |True Strike |Charm Person |Darkness&lt;br /&gt;
|- &lt;br /&gt;
|3|Light|Magic Missile|Invisibility&lt;br /&gt;
|- &lt;br /&gt;
|4|Message|Cure wounds|Levitate&lt;br /&gt;
|- &lt;br /&gt;
|5|Spare the Dying|Tasha&amp;#039;s hideous laughter|Mirror image&lt;br /&gt;
|- &lt;br /&gt;
|6|Prestidigitation|Thunderwave|Spider Climb&lt;br /&gt;
|}&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic  Fortitude.&amp;#039;&amp;#039;&amp;#039;  Your  hit  point  maximum increases  by  half  your  level  (minimum  1).&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=32</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=32"/>
				<updated>2018-01-18T12:22:03Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiefling is racist and shall henceforth be known as Demonkint.&lt;br /&gt;
&lt;br /&gt;
Tiefling traits&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score increases by 2 and your constitution increases by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic Arcana.&amp;#039;&amp;#039;&amp;#039; .  Each  time  you  finish  a  long  rest, you  gain  the  ability  to  cast  cantrips  and  spells randomly  determined  from  a  short  list.  At  1st  level, you  can  cast  a  cantrip.  When  you  reach  3rd  level, you  can  also  cast  a  1st-­‐‑level  spell.  At  5th  level,  you can  cast  a  2nd-­‐‑level  spell. &lt;br /&gt;
You  can  cast  a  spell  gained  from  this  trait  only once  until  you  complete  your  next  long  rest.  You can  cast  a  cantrip  gained  from  this  trait  at  will,  as normal.  For  1st-­‐‑level  spells  whose  effect  changes  if cast  using  a  spell  slot  of  2nd  level  or  higher,  you cast  the  spell  as  if  using  a  2nd-­‐‑level  slot.  Spells  of 2nd  level  are  cast  as  if  using  a  2nd-­‐‑level  slot.  At  the  end  of  each  long  rest,  you  lose  the  cantrips and  spells  previously  granted  by  this  feature,  even if  you  did  not  cast  them.  You  replace  those  cantrips and  spells  by  rolling  for  new  ones  on  the  Abyssal &lt;br /&gt;
Arcana  Spells  table.  Roll  separately  for  each cantrip  and  spell.  If  you  roll  the  same  spell  or cantrip  you  gained  at  the  end  of  your  previous  long rest,  roll  again  until  you  get  a  different  result. &lt;br /&gt;
Contrary to Arcane powers in Everglow, this will NOT create the usual &amp;quot;Tier&amp;quot; effect other spells would. Magehunters can&amp;#039;t detect it, and even though commoners would still see you as a mage, other magicians recognise it as not being &amp;quot;Arcane&amp;quot; in nature (for them).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 5th Level&lt;br /&gt;
|-&lt;br /&gt;
|1|Dancing Lights|Burning hands|Alter Self&lt;br /&gt;
|-&lt;br /&gt;
|2|True Strike|Charm Person|Darkness&lt;br /&gt;
|- &lt;br /&gt;
|3|Light|Magic Missile|Invisibility&lt;br /&gt;
|- &lt;br /&gt;
|4|Message|Cure wounds|Levitate&lt;br /&gt;
|- &lt;br /&gt;
|5|Spare the Dying|Tasha&amp;#039;s hideous laughter|Mirror image&lt;br /&gt;
|- &lt;br /&gt;
|6|Prestidigitation|Thunderwave|Spider Climb&lt;br /&gt;
|}&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic  Fortitude.&amp;#039;&amp;#039;&amp;#039;  Your  hit  point  maximum increases  by  half  your  level  (minimum  1).&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=31</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=31"/>
				<updated>2018-01-18T12:21:36Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiefling is racist and shall henceforth be known as Demonkint.&lt;br /&gt;
&lt;br /&gt;
Tiefling traits&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score increases by 2 and your constitution increases by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic Arcana.&amp;#039;&amp;#039;&amp;#039; .  Each  time  you  finish  a  long  rest, you  gain  the  ability  to  cast  cantrips  and  spells randomly  determined  from  a  short  list.  At  1st  level, you  can  cast  a  cantrip.  When  you  reach  3rd  level, you  can  also  cast  a  1st-­‐‑level  spell.  At  5th  level,  you can  cast  a  2nd-­‐‑level  spell. &lt;br /&gt;
You  can  cast  a  spell  gained  from  this  trait  only once  until  you  complete  your  next  long  rest.  You can  cast  a  cantrip  gained  from  this  trait  at  will,  as normal.  For  1st-­‐‑level  spells  whose  effect  changes  if cast  using  a  spell  slot  of  2nd  level  or  higher,  you cast  the  spell  as  if  using  a  2nd-­‐‑level  slot.  Spells  of 2nd  level  are  cast  as  if  using  a  2nd-­‐‑level  slot.  At  the  end  of  each  long  rest,  you  lose  the  cantrips and  spells  previously  granted  by  this  feature,  even if  you  did  not  cast  them.  You  replace  those  cantrips and  spells  by  rolling  for  new  ones  on  the  Abyssal &lt;br /&gt;
Arcana  Spells  table.  Roll  separately  for  each cantrip  and  spell.  If  you  roll  the  same  spell  or cantrip  you  gained  at  the  end  of  your  previous  long rest,  roll  again  until  you  get  a  different  result. &lt;br /&gt;
Contrary to Arcane powers in Everglow, this will NOT create the usual &amp;quot;Tier&amp;quot; effect other spells would. Magehunters can&amp;#039;t detect it, and even though commoners would still see you as a mage, other magicians recognise it as not being &amp;quot;Arcane&amp;quot; in nature (for them).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 5th Level&lt;br /&gt;
&lt;br /&gt;
|- |1|Dancing Lights|Burning hands|Alter Self&lt;br /&gt;
|- |2|True Strike|Charm Person|Darkness&lt;br /&gt;
|- |3|Light|Magic Missile|Invisibility&lt;br /&gt;
|- |4|Message|Cure wounds|Levitate&lt;br /&gt;
|- |5|Spare the Dying|Tasha&amp;#039;s hideous laughter|Mirror image&lt;br /&gt;
|- |6|Prestidigitation|Thunderwave|Spider Climb&lt;br /&gt;
|}&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic  Fortitude.&amp;#039;&amp;#039;&amp;#039;  Your  hit  point  maximum increases  by  half  your  level  (minimum  1).&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=30</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Tiefling&amp;diff=30"/>
				<updated>2018-01-18T12:20:54Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: Created page with &amp;quot;Tiefling is racist and shall henceforth be known as Demonkint.  Tiefling traits *&amp;#039;&amp;#039;&amp;#039;Ability score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score increases by 2 and your constitution increas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tiefling is racist and shall henceforth be known as Demonkint.&lt;br /&gt;
&lt;br /&gt;
Tiefling traits&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score increases by 2 and your constitution increases by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic Arcana.&amp;#039;&amp;#039;&amp;#039; .  Each  time  you  finish  a  long  rest, you  gain  the  ability  to  cast  cantrips  and  spells randomly  determined  from  a  short  list.  At  1st  level, you  can  cast  a  cantrip.  When  you  reach  3rd  level, you  can  also  cast  a  1st-­‐‑level  spell.  At  5th  level,  you can  cast  a  2nd-­‐‑level  spell. &lt;br /&gt;
You  can  cast  a  spell  gained  from  this  trait  only once  until  you  complete  your  next  long  rest.  You can  cast  a  cantrip  gained  from  this  trait  at  will,  as normal.  For  1st-­‐‑level  spells  whose  effect  changes  if cast  using  a  spell  slot  of  2nd  level  or  higher,  you cast  the  spell  as  if  using  a  2nd-­‐‑level  slot.  Spells  of 2nd  level  are  cast  as  if  using  a  2nd-­‐‑level  slot.  At  the  end  of  each  long  rest,  you  lose  the  cantrips and  spells  previously  granted  by  this  feature,  even if  you  did  not  cast  them.  You  replace  those  cantrips and  spells  by  rolling  for  new  ones  on  the  Abyssal &lt;br /&gt;
Arcana  Spells  table.  Roll  separately  for  each cantrip  and  spell.  If  you  roll  the  same  spell  or cantrip  you  gained  at  the  end  of  your  previous  long rest,  roll  again  until  you  get  a  different  result. &lt;br /&gt;
Contrary to Arcane powers in Everglow, this will NOT create the usual &amp;quot;Tier&amp;quot; effect other spells would. Magehunters can&amp;#039;t detect it, and even though commoners would still see you as a mage, other magicians recognise it as not being &amp;quot;Arcane&amp;quot; in nature (for them).&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;950&amp;quot;  style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! d6&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 5th Level&lt;br /&gt;
|-|1|Dancing Lights|Burning hands|Alter Self&lt;br /&gt;
|-|2|True Strike|Charm Person|Darkness&lt;br /&gt;
|-|3|Light|Magic Missile|Invisibility&lt;br /&gt;
|-|4|Message|Cure wounds|Levitate&lt;br /&gt;
|-|5|Spare the Dying|Tasha&amp;#039;s hideous laughter|Mirror image&lt;br /&gt;
|-|6|Prestidigitation|Thunderwave|Spider Climb&lt;br /&gt;
|}&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Demonic  Fortitude.&amp;#039;&amp;#039;&amp;#039;  Your  hit  point  maximum increases  by  half  your  level  (minimum  1).&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Dwarf&amp;diff=29</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Dwarf&amp;diff=29"/>
				<updated>2018-01-18T11:55:17Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per the Dwarf in the PHB with the following additions and changes:&lt;br /&gt;
&lt;br /&gt;
Dwarves grow up in a culture with very little privacy or personal freedom. They are born and forced to conform, work hard, be quiet and never ever question their Elders or Overseers.  Those who don&amp;#039;t fit in disappear, either from the world or from their Colony. Contact with the outside world is kept to a minimum, and anyone having to be in contact will be under supervision of a Veritas. These Dwarves, overseen directly by the Clan elders are there to make sure no subversion or outside influences filter through to the Dwarves without the necessary truth being added to the otherwise unfiltered information which may confuse the simple dwarf.  Veritas have near unlimited power to persecute and expel Dwarves or punish them, or even worse. Re-educate if they feel the need for it.&lt;br /&gt;
&lt;br /&gt;
Magic is especially feared and rigid tests are in place at birth to remove the mutation from the Colonies. Nobody knows what happens to the babies that test positive, though some have been known to pass, then show magical ability later. These are instantly expelled from the colony, if they survive the usual panic.&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
*Remove the flavour text.&lt;br /&gt;
*Every Dwarf has the stats for a Hill Dwarf, it is called &amp;quot;Dwarf&amp;quot;. Remove anything related to &amp;quot;Subraces&amp;quot;.&lt;br /&gt;
*Remove Stonecunning.&lt;br /&gt;
*Change Dwarven Combat training to : &amp;quot;You have proficiency with the Rifle and Revolver.&amp;quot;  Dwarves took especially well to the Nihelium weapons and every Colony still has a big cache of them, though they do not willingly part with them, quite a few have found their way to the outside world.&lt;br /&gt;
&lt;br /&gt;
==Addition==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mechanist:&amp;#039;&amp;#039;&amp;#039; Dwarves grow up in a highly technological culture, and are intricately aware of the shortcomings and issues with Mechanics. They automatically have proficiency in the Mechanics skill.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Magic Resistance:&amp;#039;&amp;#039;&amp;#039; the Orc has advantage on saving throws against spells and other magical effects from an Arcane source.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=28</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=28"/>
				<updated>2018-01-18T11:54:44Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Goblin (Upbringing) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Goblin Traits=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your Intelligence score increases by 2.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; A Goblin reaches adulthood at the age of 14, and generally live up to 50 years.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Goblins are usually about 4 feet tall but with disproportionately long arms and legs. Your size is Small.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lucky.&amp;#039;&amp;#039;&amp;#039; When you roll a 1 on an attack roll, ability check or saving throw you can reroll the die and must use the new roll.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin nimbleness.&amp;#039;&amp;#039;&amp;#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Danger sense.&amp;#039;&amp;#039;&amp;#039; You have advantage on one saving throw per day.  You need a long rest to be able to use this ability again the next day.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Upbringing.&amp;#039;&amp;#039;&amp;#039; There are several cultural differences in the upbringing in some communities in Everglow&lt;br /&gt;
&lt;br /&gt;
==Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your wisdom score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Artificer&amp;#039;s knack.&amp;#039;&amp;#039;&amp;#039;Whenever you make a Wisdom (Insight) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mechanist.&amp;#039;&amp;#039;&amp;#039; You have proficiency with Mechanist&amp;#039;s toois (tinker&amp;#039;s tools). Using those tools, you can spend 1 hour and 10 gp worth of materiaLs to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:&lt;br /&gt;
**&amp;#039;&amp;#039;Clockwork Toy.&amp;#039;&amp;#039; This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.&lt;br /&gt;
**&amp;#039;&amp;#039;Fire Starter.&amp;#039;&amp;#039; The device produces a miniature flame, which you can use to light a candle, torch, ar campfire. Using the device requires your action.&lt;br /&gt;
**&amp;#039;&amp;#039;Music Box.&amp;#039;&amp;#039; When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song&amp;#039;s end or when it is closed.&lt;br /&gt;
&lt;br /&gt;
==Chainreach Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Best Deals Anywhere.&amp;#039;&amp;#039;&amp;#039;  Whenever you make a Charisma (Deception or Persuasion) check related to any financial negotiation or arrangement you can add twice your proficiency bonus instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;City camouflage.&amp;#039;&amp;#039;&amp;#039; You have advantage on Dexterity (Stealth) checks to hide in urban terrain or crowds.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=27</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=27"/>
				<updated>2018-01-18T11:54:20Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Goblin Traits=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your Intelligence score increases by 2.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; A Goblin reaches adulthood at the age of 14, and generally live up to 50 years.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Goblins are usually about 4 feet tall but with disproportionately long arms and legs. Your size is Small.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lucky.&amp;#039;&amp;#039;&amp;#039; When you roll a 1 on an attack roll, ability check or saving throw you can reroll the die and must use the new roll.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin nimbleness.&amp;#039;&amp;#039;&amp;#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Danger sense.&amp;#039;&amp;#039;&amp;#039; You have advantage on one saving throw per day.  You need a long rest to be able to use this ability again the next day.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Upbringing.&amp;#039;&amp;#039;&amp;#039; There are several cultural differences in the upbringing in some communities in Everglow&lt;br /&gt;
&lt;br /&gt;
==Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your wisdom score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Artificer&amp;#039;s knack.&amp;#039;&amp;#039;&amp;#039;Whenever you make a Wisdom (Insight) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mechanist.&amp;#039;&amp;#039;&amp;#039; You have proficiency with Mechanist&amp;#039;s toois (tinker&amp;#039;s tools). Using those tools, you can spend 1 hour and 10 gp worth of materiaLs to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materiaLs used to create il. You can have up to three such devices active at a time. When you create a device, choose one of the following options:&lt;br /&gt;
**&amp;#039;&amp;#039;Clockwork Toy.&amp;#039;&amp;#039; This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.&lt;br /&gt;
**&amp;#039;&amp;#039;Fire Starter.&amp;#039;&amp;#039; The device produces a miniature flame, which you can use to light a candle, torch, ar campfire. Using the device requires your action.&lt;br /&gt;
**&amp;#039;&amp;#039;Music Box.&amp;#039;&amp;#039; When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song&amp;#039;s end or when it is closed.&lt;br /&gt;
&lt;br /&gt;
==Chainreach Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Best Deals Anywhere.&amp;#039;&amp;#039;&amp;#039;  Whenever you make a Charisma (Deception or Persuasion) check related to any financial negotiation or arrangement you can add twice your proficiency bonus instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;City camouflage.&amp;#039;&amp;#039;&amp;#039; You have advantage on Dexterity (Stealth) checks to hide in urban terrain or crowds.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=26</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=26"/>
				<updated>2018-01-18T11:54:08Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Goblin (Upbringing) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Goblin Traits=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your Intelligence score increases by 2.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; A Goblin reaches adulthood at the age of 14, and generally live up to 50 years.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Goblins are usually about 4 feet tall but with disproportionately long arms and legs. Your size is Small.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lucky.&amp;#039;&amp;#039;&amp;#039; When you roll a 1 on an attack roll, ability check or saving throw you can reroll the die and must use the new roll.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin nimbleness.&amp;#039;&amp;#039;&amp;#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Danger sense.&amp;#039;&amp;#039;&amp;#039; You have advantage on one saving throw per day.  You need a long rest to be able to use this ability again the next day.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Upbringing.&amp;#039;&amp;#039;&amp;#039; There are several cultural differences in the upbringing in some communities in Everglow&lt;br /&gt;
&lt;br /&gt;
==Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your wisdom score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Artificer&amp;#039;s knack.&amp;#039;&amp;#039;&amp;#039;Whenever you make a Wisdom (Insight) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mechanist.&amp;#039;&amp;#039;&amp;#039; You have proficiency with Mechanist&amp;#039;s toois (tinker&amp;#039;s tools). Using those tools, you can spend 1 hour and 10 gp worth of materiaLs to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materiaLs used to create il. You can have up to three such devices active at a time.&lt;br /&gt;
When you create a device, choose one of the following options:&lt;br /&gt;
**&amp;#039;&amp;#039;Clockwork Toy.&amp;#039;&amp;#039; This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.&lt;br /&gt;
**&amp;#039;&amp;#039;Fire Starter.&amp;#039;&amp;#039; The device produces a miniature flame, which you can use to light a candle, torch, ar campfire. Using the device requires your action.&lt;br /&gt;
**&amp;#039;&amp;#039;Music Box.&amp;#039;&amp;#039; When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song&amp;#039;s end or when it is closed.&lt;br /&gt;
&lt;br /&gt;
==Chainreach Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Best Deals Anywhere.&amp;#039;&amp;#039;&amp;#039;  Whenever you make a Charisma (Deception or Persuasion) check related to any financial negotiation or arrangement you can add twice your proficiency bonus instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;City camouflage.&amp;#039;&amp;#039;&amp;#039; You have advantage on Dexterity (Stealth) checks to hide in urban terrain or crowds.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=25</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=25"/>
				<updated>2018-01-18T11:53:22Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Goblin (Upbringing) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Goblin Traits=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your Intelligence score increases by 2.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; A Goblin reaches adulthood at the age of 14, and generally live up to 50 years.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Goblins are usually about 4 feet tall but with disproportionately long arms and legs. Your size is Small.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lucky.&amp;#039;&amp;#039;&amp;#039; When you roll a 1 on an attack roll, ability check or saving throw you can reroll the die and must use the new roll.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin nimbleness.&amp;#039;&amp;#039;&amp;#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Danger sense.&amp;#039;&amp;#039;&amp;#039; You have advantage on one saving throw per day.  You need a long rest to be able to use this ability again the next day.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Upbringing.&amp;#039;&amp;#039;&amp;#039; There are several cultural differences in the upbringing in some communities in Everglow&lt;br /&gt;
&lt;br /&gt;
==Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your wisdom score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Artificer&amp;#039;s knack.&amp;#039;&amp;#039;&amp;#039;Whenever you make a Wisdom (Insight) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mechanist.&amp;#039;&amp;#039;&amp;#039; You have proficiency with Mechanist&amp;#039;s toois (tinker&amp;#039;s tools). Using those tools, you can spend 1 hour and 10 gp worth of materiaLs to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materiaLs used to create il. You can have up to three such devices active at a time.&lt;br /&gt;
When you create a device, choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
**&amp;#039;&amp;#039;Clockwork Toy.&amp;#039;&amp;#039; This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.&lt;br /&gt;
**&amp;#039;&amp;#039;Fire Starter.&amp;#039;&amp;#039; The device produces a miniature flame, which you can use to light a candle, torch, ar campfire. Using the device requires your action.&lt;br /&gt;
**&amp;#039;&amp;#039;Music Box.&amp;#039;&amp;#039; When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song&amp;#039;s end or when it is closed.&lt;br /&gt;
&lt;br /&gt;
==Chainreach Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Best Deals Anywhere.&amp;#039;&amp;#039;&amp;#039;  Whenever you make a Charisma (Deception or Persuasion) check related to any financial negotiation or arrangement you can add twice your proficiency bonus instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;City camouflage.&amp;#039;&amp;#039;&amp;#039; You have advantage on Dexterity (Stealth) checks to hide in urban terrain or crowds.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=24</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=24"/>
				<updated>2018-01-18T11:52:57Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Goblin (Upbringing) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Goblin Traits=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your Intelligence score increases by 2.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; A Goblin reaches adulthood at the age of 14, and generally live up to 50 years.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Goblins are usually about 4 feet tall but with disproportionately long arms and legs. Your size is Small.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lucky.&amp;#039;&amp;#039;&amp;#039; When you roll a 1 on an attack roll, ability check or saving throw you can reroll the die and must use the new roll.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin nimbleness.&amp;#039;&amp;#039;&amp;#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Danger sense.&amp;#039;&amp;#039;&amp;#039; You have advantage on one saving throw per day.  You need a long rest to be able to use this ability again the next day.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Upbringing.&amp;#039;&amp;#039;&amp;#039; There are several cultural differences in the upbringing in some communities in Everglow&lt;br /&gt;
&lt;br /&gt;
==Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your wisdom score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Artificer&amp;#039;s knack.&amp;#039;&amp;#039;&amp;#039;Whenever you make a Wisdom (Insight) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mechanist.&amp;#039;&amp;#039;&amp;#039; You have proficiency with Mechanist&amp;#039;s toois (tinker&amp;#039;s tools). Using those tools, you can spend 1 hour and 10 gp worth of materiaLs to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materiaLs used to create il. You can have up to three such devices active at a time.&lt;br /&gt;
When you create a device, choose one of the following options:&lt;br /&gt;
&amp;#039;&amp;#039;Clockwork Toy.&amp;#039;&amp;#039; This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.&lt;br /&gt;
&amp;#039;&amp;#039;Fire Starter.&amp;#039;&amp;#039; The device produces a miniature flame, which you can use to light a candle, torch, ar campfire. Using the device requires your action.&lt;br /&gt;
&amp;#039;&amp;#039;Music Box.&amp;#039;&amp;#039; When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song&amp;#039;s end or when it is closed.&lt;br /&gt;
&lt;br /&gt;
==Chainreach Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Best Deals Anywhere.&amp;#039;&amp;#039;&amp;#039;  Whenever you make a Charisma (Deception or Persuasion) check related to any financial negotiation or arrangement you can add twice your proficiency bonus instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;City camouflage.&amp;#039;&amp;#039;&amp;#039; You have advantage on Dexterity (Stealth) checks to hide in urban terrain or crowds.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	<entry>
		<id>http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=23</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://lordbyte.be/everglowwiki/index.php?title=Goblin&amp;diff=23"/>
				<updated>2018-01-18T11:52:37Z</updated>
		
		<summary type="html">&lt;p&gt;Lordbyte: /* Goblin (Upbringing) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Goblin Traits=&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your Intelligence score increases by 2.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Age.&amp;#039;&amp;#039;&amp;#039; A Goblin reaches adulthood at the age of 14, and generally live up to 50 years.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Size.&amp;#039;&amp;#039;&amp;#039; Goblins are usually about 4 feet tall but with disproportionately long arms and legs. Your size is Small.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed.&amp;#039;&amp;#039;&amp;#039; Your base walking speed is 30 feet.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lucky.&amp;#039;&amp;#039;&amp;#039; When you roll a 1 on an attack roll, ability check or saving throw you can reroll the die and must use the new roll.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin nimbleness.&amp;#039;&amp;#039;&amp;#039; You can move through the space of any creature that is of a size larger than yours.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Danger sense.&amp;#039;&amp;#039;&amp;#039; You have advantage on one saving throw per day.  You need a long rest to be able to use this ability again the next day.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Upbringing.&amp;#039;&amp;#039;&amp;#039; There are several cultural differences in the upbringing in some communities in Everglow&lt;br /&gt;
&lt;br /&gt;
==Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your wisdom score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Artificer&amp;#039;s knack.&amp;#039;&amp;#039;&amp;#039;Whenever you make a Wisdom (Insight) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency&lt;br /&gt;
bonus you normally apply&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mechanist.&amp;#039;&amp;#039;&amp;#039; You have proficiency with Mechanist&amp;#039;s toois (tinker&amp;#039;s tools). Using those tools, you can spend 1 hour and 10 gp worth of materiaLs to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materiaLs used to create il. You can have up to three such devices active at a time.&lt;br /&gt;
When you create a device, choose one of the following options:&lt;br /&gt;
&amp;#039;&amp;#039;Clockwork Toy.&amp;#039;&amp;#039; This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.&lt;br /&gt;
&amp;#039;&amp;#039;Fire Starter.&amp;#039;&amp;#039; The device produces a miniature flame, which you can use to light a candle, torch, ar campfire. Using the device requires your action.&lt;br /&gt;
&amp;#039;&amp;#039;Music Box.&amp;#039;&amp;#039; When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song&amp;#039;s end or when it is closed.&lt;br /&gt;
&lt;br /&gt;
==Chainreach Goblin (Upbringing)==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ability Score increase.&amp;#039;&amp;#039;&amp;#039; Your charisma score is increased by 1.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Best Deals Anywhere.&amp;#039;&amp;#039;&amp;#039;  Whenever you make a Charisma (Deception or Persuasion) check related to any financial negotiation or arrangement you can add twice your proficiency bonus instead of any proficiency bonus you normally apply.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;City camouflage.&amp;#039;&amp;#039;&amp;#039; You have advantage on Dexterity (Stealth) checks to hide in urban terrain or crowds.&lt;/div&gt;</summary>
		<author><name>Lordbyte</name></author>	</entry>

	</feed>