• Dwarf Metal

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    halfgiantH
    @dwarf I’m impressed since the band is kind of niche, the production value of their videos are not bad. And its a catchy tune.
  • finally de-WOKEing star trek ??

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    halfgiantH
    @dwarf said in finally de-WOKEing star trek ??: news on the wire is that the finale of Lower Decks (which is apparently canon) just pushed Star Trek Buttpirate into an official parallel reality… lets hope there’s some kind of confirmation from paramount >:) (( i haven’t watched either Lower Decks or Dickovery - so if any of ya do, check it out )) Star Trek Just Erased An Entire Series From Canon https://www.giantfreakinrobot.com/ent/star-trek-erased.html Its true, they have been talking about it for a while now. Discovery was so bad, and so terribly woke, and got so much of it wrong they had to erase it versus the 2nd season of Picard’s ending in which they just try not to talk about.
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    halfgiantH
    Things That Modify, or are Affected by the Critical Multiplier [Elemental] Burst (Dungeon’s Master Guide&Magic Item Compendium) For all intents and purposes, these abilities are all the same thing, with the only difference being the damage type. Dessicating Burst and Psychokinetic burst have slightly smaller damage dice, but they also have damage types that are much more versatile than the standard flaming, icy, and shocking enchantments. Collision (Magic Item Compendium) It’s a bit odd to say this, but this is probably my favorite enchantment. While at first, a simple +5 damage doesn’t seem like a lot, but as a flat bonus, this enchantment is affected by your critical multiplier, which can rack up fast enough when you use this handbook. Fiercebane (Magic Item Compendium) Remember Sting from Lord of the Rings? It had this enchantment on it. A weapon with this enchantment glows when an enemy of the specified bane type comes within 60 ft of the wielder, even without line of sight, and will deal additional d10’s of damage based on your critical damage multiplier. Maiming (Magic Item Compendium) When you score a critical hit with a maiming weapon, it deals additional d6’s of damage based on your critical damage multiplier. Claws of the Ripper (Draconomicon) These enchanted scythe-like rings can be worn by any Dragon-type creature of Large size or bigger. When worn, this magic ring increases the critical multiplier of the dragon’s claws to x4. Dragondoom feat (Draconomicon) When a character with this feat makes an attack roll against a creature with the Dragon type, their critical multiplier increases as indicated on the relevant chart. Bow of the Mighty Dragonhunter (Draconomicon) This +2 dragonbane composite longbow gains a x5 multiplier when used against a creature of the Dragon type. Initiate of the Draconic Mysteries 9 (Draconomicon) The Deadly Strike ability increases the Initiate’s critical multiplier with unarmed strikes to x3. Weapon of Energy spell (Spell Compendium) This spell gives a weapon one of the elemental burst abilities, which stacks with any pre-existing versions of the enchantment what might be already present, assuming that the elements match. Claws of Energy power (Expanded Psionics Handbook) This Psychic Warrior power adds one of the elemental burst enchantments to the user’s claw attacks. Riding Boots (Dungeon Master’s Guide II) If you are mounted and wielding a lance, these magical boots increase your critical multiplier to x4 instead of x3. Master Thrower 1 (Complete Warrior) The Deadeye Shot ability increases the critical multiplier of any thrown weapon you wield by 1, and does not stack with any similar effect. Enlightened Fist 6 (Complete Arcane) From 6th-level onwards, the Fist of Energy ability grants you the flaming or shocking burst abilities if you expend a stunning strike attempt. Flame of Faith spell (Complete Divine) This 3rd level spell adds the flaming burst enchantment to any non-magical weapon that the caster uses it on. Disciple of Thrym 8 (Frostburn) As a move action, you can grant use the Icy Greataxe ability to give your greataxe the Icy Burst enchantment. Sacred/Profane Burst (Libris Mortis) These two enchantments are yet again [Elemental] Burst clones, dealing positive and negative energy damage respectively. Of note is that Sacred Burst appears to allow you to critical hit undead without jumping through any other hoops. Kaorti Resin (Random Encounters) For the low cost of an Exotic Weapon Proficiency feat, this weapon special material increases your critical damage multiplier to x4 if your weapon deals piercing or slashing damage. Obviously this will not stack with any other special materials or material-dependent effects. Manyfang Dagger (Forgotten Realms - Serpent Kingdoms) This +1 Dagger deals x4 damage on every hit, and on a critical hit, it deals x5 damage instead. Harrowheart (Book of Vile Darkness) This +2 Rapier deals x3 damage instead of x2 damage when used to crit Good-aligned creatures. Tiger Fang (Tome of Battle) This magical kukri’s critical damage multiplier increases as the wielder gains affinity with it over their career, ending with a x4 multiplier at level 20. Sakkratar’s Triple Strike (Forgotten Realms - Lost Empires of Faerun) This fifth level sorcerer/wizard spell grants the designated targets the ability to make two additional attacks on their full attack action for the duration of the spell. However, what we care about is that the weapons of anyone affected by this spell gains the keen and flaming burst properties for the duration of the spell. Overwhelming Critical feat (Epic Level Handbook) This feat grants you additional d6’s of damage based on your weapon’s critical multiplier. [Elemental] Blast (Epic Level Handbook) These more powerful versions of the elemental burst enchantments deal increases damage on a critical hit. [Alignment] Power (Epic Level Handbook) These alignment based weapons deal 3d6 damage and one negative level on every normal hit, both of which are multiplied when you roll a crit. Mark of Avernus feat (Fiendish Codex II: Tyrants of the Nine Hells) In addition to automatically confirming your critical hits, this feat grants a +4 (untyped!!) bonus to your attack and damage rolls, which will multiply based on your weapon’s critical multiplier just like your strength damage and the collision enchantment. Deepwood Sniper 2, 7 (Masters of the Wild: A Guidebook to Rangers, Druids, and Barbarians) 3.0 Material The archery prestige class increases the critical multiplier of any projectile weapon you wield by 1 at second level, then increases it again at level 7. (So that Greatbow I mentioned up above now has a critical multiplier of x5!) Forest Master 6 (Forgotten Realms - Faiths and Pantheons) Beginning at sixth level, this prestige class allows you to treat any maul wielded by the Forest Master as a +2 Icy or Shocking Burst weapon, determined by the wielder round by round. Silverstar 9 (Forgotten Realms - Faiths and Pantheons) Beginning at the 9th level of this prestige class, the Silverstar treats any heavy mace they wield as a +2 Shocking Burst weapon. Stormlord 8 (Complete Divine) From 8th level in this prestige class onwards, any spear or javelin wielded by the Stormlord counts as a shocking burst weapon. Dragonhunter (Magic Item Compendium) This enchantment increases the critical multiplier of any projectile weapon affected by it by 1 when targeting a creature of the dragon type. Sadly the strength damage dealt by this weapon doesn’t multiply, and if you put the keen enchantment or use the bless weapon spell on a weapon with this enchantment it doesn’t work. Burning Sword spell (Spell Compendium) A weapon that has this spell cast on it becomes a flaming burst weapon for the duration. Great Bite feat (Eberron Campaign Setting) A Longtooth Shifter with this feat increases the critical multiplier of their natural bite attack to x3 instead of only x2.
  • 0 Votes
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    halfgiantH
    Things that Increase Critical Threat Range Disciple of Dispater 4, 8 (Book of Vile Darkness) 3.0 MaterialWhen wielding an iron or steel weapon, the natural threat range of the Disciple of Dispater’s weapon doubles, then at level 8 it triples instead. This ability stacks with the Improved Critical* feat, but not the Keen property. Requires Evil alignment to take. “Streetfighter” Barbarian 7 (Cityscape Web Enhancement) When a Streetfighter Barbarian makes a charge attack or attacks a flat-footed opponent, their threat range increases by 1. This ability stacks with the Improved Critical feat and the keen enchantment only. If you don’t want to get murdered by the DM, the polite thing to do is apply this threat range increase after the doubling effect. Critical Strike spell (Complete Adventurer) As a swift action, you gain 1d6 damage, double your weapon’s critical threat range (as Keen Edge) and gain a +4 bonus to confirm critical hits. Not bad for a first level spell, and handy for those who just want to dabble in the fine art of fishing for crits. Andras, the Grey Knight (Tome of Magic) Andras’ Sure Blows power grants you the benefit of the Improved Critical feat with any weapon that you can wield. If you already have the Improved Critical feat with a specific weapon, this ability gives you a +4 bonus to confirm the critical hit. Divine Monk (Forgotten Realms - Faiths and Pantheons) If you somehow ascend to godhood, this ability grants your Monk character the keen, lawful, and vorpal qualities in addition to a few other abilities. Divine Weapon Mastery (Forgotten Realms - Faiths and Pantheons) A character with this particular divine ability gains the benefits of Weapon Focus, Weapon Specialization, and Improved Critical with any simple and martial weapons that they wield. Impact (Magic Item Compendium) This enchantment functions as the keen weapon enchantment, however it only affects bludgeoning weapons. Dolorous Blow (Spell Compendium) This 3rd-level spell doubles the threat range of any weapon affected by it and automatically confirms any critical hits rolled by the affected weapon. The increased threat range does not stack with any similar effects, and the automatic confirmation effect does not stack with any other spells that affect critical hits. This spell cannot be used on a natural weapon. Jagged Tooth (Spell Compendium) This Ranger and Druid spell doubles the threat range of one natural weapon, selected by the caster. This spell does not stack with any other effect that increases critical threat range. Thayan Gladiator 2 (Forgotten Realms - Champions of Ruin) At the second level of this prestige class, you gain the benefit of the Improved Critical feat with the natural weapon you selected for your Improved Natural Attack at the first level. Sakkratar’s Triple Strike (Forgotten Realms - Lost Empires of Faerun) This fifth level sorcerer/wizard spell grants the designated targets the ability to make two additional attacks on their full attack action for the duration of the spell. However, what we care about is that the weapons of anyone affected by this spell gains the keen and flaming burst properties for the duration of the spell. Keen Strike feat (Epic Level Handbook) The user’s unarmed strikes become slashing keen weapons, with a 19-20 threat range. Favored Critical feat (Masters of the Wild) 3.0 Material When character with this feat makes an attack roll against a favored enemy, the threat range of their weapon is doubled. This feat explicitly stacks with the keen weapon enchantment, but not the Improved Critical feat. Power Critical feat (Masters of the Wild) 3.0 Material Once per day, if the user of this feat has the Improved Critical feat, they may automatically declare a single attack to be a critical threat. It must still be confirmed however. Weapon of Impact spell (Forgotten Realms - Magic of Faerun) This spell functions as keen edge but for Bludgeoning weapons. Incarnum Weapon spell (Magic of Incarnum) This spell manifests an independent weapon that attacks enemies independent of the caster. This weapon does not gain any benefit from your own feats or class features, however each point of essentia that the user invests in the spell increases the threat range of the weapon by one. Hero’s Blade spell (Eberron Campaign Setting) This spell doubles your weapon’s critical threat range as per the Keen Edge spell, and explicitly does not stack with that spell nor the keen enchantment for weapons. However, it is called out as stacking with Improved Critical and provides a whole host of critical hit-related abilities, so expect this spell to show up quite a few times in this handbook! Shifter Savagery feat (Eberron - Races of Eberron) This feats doubles the threat range of all your natural weapons and increases your damage dice by two size categories. Unfortunately, it only functions if you are a Shifter(Were-Touched) and are Raging as the Barbarian ability. Bloodlust (Eberron - Forge of War) This shield enchantment can cast keen edge on a single weapon you carry once per day. Gloves of Deadly Casting (Eberron - Forge of War) These gloves double the threat range of any ray and touch spells that the user casts. Explicitly does not stack with the Improved Critical feat. Green Hunter 6 (Dragon Magazine 295) At sixth level, this prestige class gives you Improved Critical (Spiked Gauntlet) Brawler 2 (Dragon Magazine 295) From 2nd level, this PrC is able to select Improved Critical (Improvised Weapons) (among other Weapon Focus-ish feats). Acolyte of the Fist 7 (Dragon Magazine 296) At 7th level, this PrC gets Improved Critical (Unarmed Strike). Vengeance Sworn (Dragon Magazine 296) At 10th level, this PrC’s critical threat range is doubled when it makes attacks against a creature of the dragon type. Explicitly stacks with Improved Critical and keen. Orc Blademaster 4 (Dragon Magazine 299) At 4th level in this PrC, the character adds +1 to their critical threat range with a bastard sword. This stacks with any other sources of extended threat range, but this bonus must be added last. Sniper (Dragon Magazine 310) This special ability of the Targeteer variant of the Fighter allows the user to sacrifice their iterative attacks from their Full Attack routine in order to increase the base threat range of their weapon by 1 for each attack they give up. It is important to note that a character cannot give up all of their attacks to fuel this ability, they still need to make at least one attack roll. Shark Cultist 8 (Dragon Magazine 315) At 8th level of this hilarious PrC out of Taladas in Dragonlance, a Shark Cultist gets Improved Critical (Sharktooth Gauntlet) and Improved Critical (Bite) where the bite comes from a natural attack or a natural attack accessed via Wild Shape or similar. Shen 4 (Snake Variant) (Dragon Magazine 319) At 4th level in this monk-ish PrC, a Shen of the Snake school gains Improved Critical (Unarmed Strike). Bowman Charger (Dragon Magazine 325) At 9th level of this mounted-archery based PrC, the character gains Improved Critical (Composite Shortbow). Huma’s Legacy spell (Dragonlance - Holy Orders of the Stars) Similar to Hero’s Blade above, this spell grants the benefits of the keen enchantment in addition to numerous other critical hit-related benefits that stacks with the Improved Critical feat but not the keen ability or the keen edge spell. Gladiator 10 (Kingdoms of Kalamar - Player’s Guide) At 10th level, the gladiator base class receives the Critical Focus ability. While the gladiator is facing only a single opponent, their critical threat range is doubled (does not stack with anything else) and their critical damage multiplier is increased by 1. Glaive of Azharadian 5 (Dragon Magazine 293) 1/day wielder can apply keen quality to a longsword or battleaxe for class level/rounds, does not stack Mauling Gauntlets soulmeld(Magic of Incarnum) While bound to the Arms chakra, these soulmeld doubles the threat range of any melee weapon wielded by the user. Does not stack with any other ability that increases critical threat range. Wintervein Dwarves affiliation (Player’s Handbook II) With an affiliation score of 30 or higher, a character automatically gains the Improved Critical feat for the Dwarven Waraxe and Dwarven Urgrosh as bonus feats. Serrated weapon quality (Mercenaries by Alderac Entertainment Group) Third-Party Content This non-magical weapon quality increases a weapon’s critical threat range by 1 for 300 gp. This is separate from the Masterwork quality and it does not stack with any other improvements to the critical threat range. Psychic Weapon Master 7 (The Mind’s Eye Archives) At seventh level, the Psychic Weapon Master gains the Psionic Critical ability, which gives them the Improved Critical feat with their specified weapon for free. If the Psychic Weapon Master already has the Improved Critical feat, this ability instead increases their critical threat range by 2 (and though it isn’t specified, the polite thing to do is apply this bonus after the effect of Improved Critical, lest the dread Rocks Fall occurs.) Weapon Master 7 (Oriental Adventures) Like the psionic version above, at 7th level, the Kensei weapon master gains Improved Critical as a bonus feat, and again, if they already have the feat, they get a +2 bonus to their threat range (which is specifically stated to be applied last.)
  • CabinCon VII

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    halfgiantH
    Give your dicebags a tug we are 6-days away from CabinCon.
  • Plotting against the ManaVerse

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    dwarfD
    @orc oh, it did once that useless waitress left… a gal who’d waited on us previously took over and never let us run dry
  • made ya laugh !!

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    dwarfD
    this guy reminds me of Bob… flipping off the whole damn town >:) https://www.infowars.com/posts/trump-water-tower-projection-becomes-punisher-skull-after-election [image: lFyPQ96.jpeg]
  • Fallout London

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    daermadmD
    I bought the Fallout series earlier this year, after watching the show. Still have not played any of it.
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    dwarfD
    “Measurements destroy magic too, but to be able to controllably add magic to the system, you need to be able to do small rotations of the qubit,” said Niroula. “So, the two competing forces here are ‘how much you measure’ and ‘how much you rotate the qubits.’ What we observed is that at a fixed rate of measurement, you can tune your rotation angle and go from a phase where you have a lot of magic to a phase where you have no magic.” https://phys.org/news/2024-10-phase-transition-magic-quantum-random.html (( still about as clear as chinese arithmatic to me tho… ))
  • Metallic Beholders

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    dwarfD
    in 2e, base beholders had a fly speed of 3(B) - which was good maneouverability at 30’ round… as you might imagine, i based all of my monster designs on 2e in play, i always figured that given a beholder’s natural buoyancy and nonmagical levitation, any other magical movement effect would be ADDITIVE to their natural movement rate - so, for example, they could get a little speed bump to 40’ round using their telekinesis beam as a bonus thruster…
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    dwarfD
    ooh, and now they’re battling those evil Gendered Language Models !! can’t have Airmen in the Air Force… gotta be Airfolk !! gonna hafta rewrite all your code, G - make sure its gender neutral or it won’t be permissible to run… after all, wouldn’t wanna misgender a terrorist before you drop a bomb on his/her/they/zer head (( sooo glad i grew up in a time where nobody was confused about which bathroom to use )) https://www.unite.ai/apples-solution-to-translating-gendered-languages/
  • Haha Zajac 30 .... you fuckers are old

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    halfgiantH
    @orc said in Haha Zajac 30 .... you fuckers are old: n Its a cry’n shame when you can’t kick an orc in public anymore.
  • Baldur's Gate 3 - Announcement Teaser

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    dwarfD
    @halfgiant said in Baldur's Gate 3 - Announcement Teaser: This simulated reality is just to far gone. Its time to start the next simulation and end this one. well send us a squiddie, Neo we can move our game to a new 'verse… (so long as there’s beer)
  • hits theatres tomorrow...

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    daermadmD
    @halfgiant said in hits theatres tomorrow...: Heard a lot of good feedback for it. Haven’t seen it, to cheap to go to the movie theaters, I’ll wait to stream it. Was only $12 on a Sunday @ 11:30
  • what should've been....

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    dwarfD
    and what is to be… (providing that the abrupt killing of Paramount TV yesterday doesn’t get it shelved)
  • *looks suspisciously at Bob*

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    dwarfD
    apparently they remember you visiting Japan also [image: Dvo1xPs.jpeg]
  • Metamagic Feat: Generation Casting

    Rules Discussion metamagic feats
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    halfgiantH
    @daermadm said in Metamagic Feat: Generation Casting: aermadm DM 3 days ago While I have no problem with this feats abilities in general, there are way too many missing detail here. Was there more detail in the source? Nope that’s all it gave us.
  • Metamagic Feat: Compressed Spell

    Rules Discussion metamagic feats spell
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    halfgiantH
    Compressed Spell [Mongoose Publishing; Ulltimate Feats; Page 13] You are able to reduce the area of effect of a spell in order to increase its damage. Prerequisites: Arcane Spellcaster 1+, Spellcrafting 8 ranks. Benefit: You are able to reduce the radius of a spell’s area by five feet to increase its damage by two dice. Spells affected by this feat use up a spell slot two levels higher than the spell’s actual level. Only spells with a radius listed in the area of effect can benefit from this spell.
  • Gorlen Blackhammer - The Tale of the Xelvian (Journal Entry)

    Lore journal
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    halfgiantH
    The Tale of the Xelvian Gorlen sits down and records a journal entry. Speaking into his memory crystal, “Encrypted journal entry.” In The One Tongue, Gorlen says, “Prepping for pocket reality deep manaethereal plane expedition in search of Xelvian library. Here are my notes.” In the forgotten annals of time, before the world was molded into its current form, there existed a magnificent civilization known as the Xelvians. They were a sister race to that of The Ones, birthed by the gods of nature and granted unparalleled wisdom to see the world in its truest form. Their cities were adorned with towering spires of crystal, and their streets were paved with coruscating stones that glowed softly under the moonlight. The Xelvian were the epitome of harmony and knowledge, their society a beacon of light in the ancient world. Among the Xelvians’ custodianship of powerful relics and ancient secrets, one treasure stood above all; The Aether Crystal. This limitless source of energy and wisdom was not just a gift from celestial beings, but a beacon of hope and enlightenment for the Xelvians, guiding their path through the cosmos. The Xelvians were beings of elegant grace and boundless wisdom, often called “Infinity Beings” by those who encountered their legends. Their lifespans were not measured in years but in epochs, their existence transcending the linear flow of time. To behold a Xelvian was to witness a creature woven from the very fabric of the cosmos, their forms shimmering with an inner light that pulsed in harmony with the universe’s rhythm. Xelvians possessed an extraordinary connection to the elemental forces of nature. They could command the winds, shape the earth, and converse with the stars. Their voices carried the resonance of ancient songs, and their eyes held the reflections of galaxies. This deep communion with the cosmos granted them insights and abilities far beyond the comprehension of ordinary mortals. They were the keepers of the Aether Crystal, a celestial artifact channeling creation’s purest energy. In their prime, the Xelvians built their cities not with stone and mortar but with thought and intention. Their structures floated like islands in the sky, anchored there by the will of their architects. The Xelvians’ profound understanding of metaphysical principles allowed them to manipulate space and time within their domains, creating sanctuaries of peace and enlightenment. These sanctuaries were places of pilgrimage for those seeking knowledge and spiritual ascension. Despite their immense power, the Xelvians were not conquerors. They valued balance and harmony, seeing themselves as stewards of the universe’s mysteries. Their society was a tapestry of interwoven destinies, everyone contributing to the collective wisdom. Now to tell this story, you have to understand The One race, and what happened to them. The One race, a breed of beings birthed at the dawn of creation by the gods of magic, was a singular entity of unlimited potential and knowledge. They were the first explorers of the cosmos, existing in a state of perfect equilibrium with the energies of the universe. Their power was seen as immeasurable, and for eons they lived in friendly competition with the Xelvians – researching the very bounds of the universe and pushing the underlying laws therein, trying to one-up the more patient Xelvians who preferred to “go with the flow” and let nature take its course. However, as time passed, differing philosophies began to emerge within The One race. Two distinct ideologies took shape, gradually pulling the race apart. One group, who would come to be known as the Powermasters, believed that their vast power should be harnessed and wielded, in the form of spellcasting, to shape the cosmos according to their vision. They argued that their immense abilities could create a utopia where they would rule as deities, ensuring order and progress. The other group, who became known as the Ancients, held a different view of creation, focusing on craftsmanship and engineering of magical devices. They believed that their powers of creation were the path to true power and knowledge, and were a sacred trust. They saw themselves as stewards of the universe, tasked with creating ever-more-powerful items to push the envelope of what was possible. Their culture deeply ingrained this philosophy, guiding their actions and decisions. Emerging from the schism within The One race, the Ancients embodied a philosophy of control, restraint, and curiousity about the universe’s natural order. Their creations were not just tools or artifacts but works of art, each imbued with profound intent and purpose. Tensions between the Powermasters and the Ancients grew, fueled by debates and disagreements that could not be reconciled. The breaking point came during the Great Council, a gathering intended to heal the rift and restore unity. Instead, it became the stage for the final confrontation. The council quickly descended into chaos as the Ancients, led by the ambitious and charismatic Zolthar, unveiled their plan to seize control of the cosmic energies. They argued that their destiny was to reshape the universe, to eliminate chaos and create a perfect order. The Powermasters, led by the wise Elara, opposed them vehemently, warning that such hubris would bring ruin. Unable to reach a consensus, the schism became irreparable. The One race fractured, splitting into the Powermasters and the Ancients. Each group went their separate ways, the Powermasters to pursue their dreams of power, and the Ancients to bring about new and powerful creations. After the devastating fracture, a few of the remaining Ones, deeply saddened by the division and the ensuing chaos, chose to step back from the world. These enlightened beings, known as the Hidden Ones, recognized the futility of direct intervention in the escalating conflict between the Powermasters and the Ancients. They understood that overt action might exacerbate the discord and lead to further destruction. Instead, they opted for a more subtle approach, operating from the shadows to influence events without direct interference. The decision to withdraw was rooted in a profound philosophical shift. The Ones came to believe that the true path to restoring balance lay not in direct confrontation but in fostering the conditions for growth and enlightenment from within, through research and the pursuit of knowledge. They saw their race’s fractured state as a reflection of deeper cosmic imbalances that needed to be addressed indirectly. By stepping back, they aimed to allow the natural course of evolution and self-discovery to unfold among the Powermasters and the Ancients. Operating from their concealed sanctuaries, the Ones adopted a strategy of indirect guidance and subtle influence. They observed the actions of the Powermasters and the Ancients, intervening only when absolutely necessary to prevent catastrophic outcomes. Through dreams, visions, and cryptic messages, they imparted wisdom and warnings to those they deemed worthy or capable of understanding their guidance. They also subtly inspired acts of heroism and balance, ensuring that the essence of their wisdom continued to permeate the world. Though their presence was unseen, the influence of the Ones was profound. Their subtle interventions and quiet guidance helped to prevent many potential disasters and steered individuals and events towards paths of greater balance and understanding. Over time, legends of mysterious, benevolent forces working behind the scenes spread across the cosmos, inspiring tales of hidden guardians and ancient protectors. Through their decision to operate in the shadows, the Ones ensured that the spirit of The One lived on. Their legacy became one of quiet strength and enduring wisdom, a testament to the power of subtlety and the belief that true change often comes from within. In this way, they continued to shape the destiny of the cosmos, fostering a future where the fractured pieces of their race might one day find their way back to unity and harmony. Sadly, today, very few Ones still exist, and most have adopted a do not interfere approach, focusing on their research, but now and again, if the situation is big enough, they will band together to intervene and prevent a calamity. Only a few short centuries after the fracture from the One race, tension had simmered between both factions. The Ancients and the Powermasters focused on consolidating their power and pursuing divergent philosophies. The Ancients sought to maintain balance and protect the cosmos through their craftsmanship and magical engineering mastery. At the same time, the Powermasters pursued a path of domination, using raw power and aggressive tactics. As their ambitions grew, so did their mutual distrust and animosity, setting the stage for an inevitable conflict. The discovery of the Xelvian essence as a potent source of power became the catalyst for conflict. Both factions, driven by their own motivations, began capturing and experimenting on the Xelvians, resulting in a series of secret raids and covert operations. Tensions escalated as each side accused the other of exploiting the Xelvians and disrupting the cosmic balance. The final straw came when a prominent Xelvian sanctuary was attacked, and both sides blamed each other for the atrocity. The Ancients saw the Powermasters aggressive actions as a direct threat to universal harmony, while the Powermasters viewed the Ancients’ interference as an obstacle to their rightful ascent. Diplomacy broke down, and old grievances resurfaced, rekindling animosities that had never truly faded. The turning point came with discovering a large shard of the Aether Crystal, a relic of immense power capable of altering the balance between the two factions. Both the Ancients and the Powermasters believed that control of the shard would secure their dominance. A race ensued to claim it, leading to an inevitable confrontation at the crystal’s site. The initial skirmish was brutal and decisive. The Ancients, with their superior craftsmanship, constructed formidable defenses around the crystal, while the Powermasters unleashed their raw magical prowess to breach these fortifications. The battle was fierce and costly, with heavy casualties on both sides. The Aether Crystal, caught in the crossfire, released bursts of chaotic energy that further fueled the conflict. The battle over the Aether Crystal shard began an all-out war. With both sides unwilling to retreat or negotiate, the conflict quickly spread. The Ancients fortified their strongholds and deployed their enchanted constructs, while the Powermasters launched relentless assaults, using their amplified powers to devastating effect. As the war raged on, the boundaries of ethical conduct eroded. Both factions resorted to increasingly desperate measures, including the use of experimental magics and forbidden technologies. Entire landscapes were transformed into war zones, with nature itself caught in the violent struggle. The war left an indelible scar on the cosmos. Ancient cities were reduced to ruins, and once-vibrant ecosystems were turned to wastelands. The Ancients, despite their initial principles, found themselves compromising their values in the face of annihilation. The Powermasters, driven by their lust for power, became ever more ruthless and destructive. The Xelvians, caught between the warring factions, suffered immensely. Their population dwindled, inching closer to extinction, and their sacred sites were desecrated. As the war between the Ancients and the Powermasters raged on, its devastation and chaos reached a tipping point. The very fabric of the cosmos began to tremble under the strain of their relentless conflict. Watching from their hidden sanctuaries, the Ones who had chosen to step back from direct involvement realized their intervention was now imperative. The universe’s balance was at stake, and the unchecked power struggles of their fractured descendants threatened to unravel everything The One race had ever stood for. The Ones, now known as the Hidden Ones, convened in a timeless realm beyond the reach of the warring factions and prying eyes, known as the deep manaethereal. Here, they shared visions of the future, contemplating the possible outcomes of continued conflict. It became clear that the Aether Crystal, the powerful artifact at the heart of the struggle, needed to be removed from the equation. Its very existence was a magnet for discord, and neither the Ancients nor the Powermasters could be trusted to wield its power responsibly. After much deliberation, the Ones devised a plan to intervene subtly yet decisively. They would extract the Aether Crystal from the physical realm, transporting it to a place where neither faction could reach it. This plan required a delicate balance of power and precision, ensuring that their actions would not further destabilize the already fragile cosmos. The Ones called upon the most skilled beings who retained the profound abilities of their unified heritage. They would work together to create a dimensional rift, a pocket of reality hidden in the manaethereal Deep where the Aether Crystal could be safely hidden away along with the remaining Xelvians and wipe all memory and recorded history of them, preserving them in stasis for them to return one day. This realm would be protected by layers of enchantments and barriers, impervious to even the most potent of the Powermasters’ and Ancients’ magics. On a night when the energies of the cosmos were most aligned, the Ones enacted their plan. Using a combination of ancient rites and powerful spells, they converged on the battlefield where the latest skirmish over the Aether Crystal was taking place. Invisible to both sides, the Ones wove their magic with silent, unprecedented precision, leveraging the crystal’s power and One magic. As the combatants clashed, the Aether Crystal began to glow with an otherworldly light. In a blinding flash, the Aether Crystal, the remaining Xelvians, and all memory or record of them vanished even from the gods, leaving both the Ancients and Powermasters stunned and disoriented. Confused about their goal or why they were there, the battlefield fell silent, the fury of the conflict momentarily halted by the sudden and inexplicable absence of the artifact that had fueled their war. The removal of the Aether Crystal and the disappearance of all Xelvians had an immediate impact. Deprived of their ultimate source of power, both factions found their momentum faltering. The Ancients, who had relied on the Xelvian essence and crystal to bolster their defenses, were forced to rethink their strategies. The Powermasters, deprived of powerful spell components and a power source that promised them dominance, were left in disarray. In the sudden lull, voices calling for peace and reflection grew louder. The more enlightened members of both factions began to see the futility of their struggle. The Ones, still operating from the shadows, subtly influenced these peace efforts, encouraging dialogue and reconciliation. This brought precarious peace for a time, but as the Ones discovered, the two races regrouped and were eventually back to war a short century later, in a constant push and pull for power. Based upon my research and what I have learned since arriving in the manaethereal universe. The Xelvian Library, ensconced in stasis within the deep manaethereal plane, is a marvel of arcane architecture and ancient knowledge. This legendary repository exists outside conventional time and space, floating serenely amidst a swirling nebula of raw, unrefined mana. The library is an expansive, labyrinthine structure composed of a unique blend of ethereal crystal and enchanted stone, glowing with a soft, otherworldly light. Its walls shimmer with an iridescent hue, shifting colors like the surface of a calm, magical sea. The corridors are lined with towering shelves that stretch infinitely upward, filled with tomes, scrolls, and grimoires containing knowledge from countless worlds and epochs. Powerful enchantments hold the library in a state of perpetual stasis. Time within the library flows differently than in the outside world, allowing the preservation of ancient texts and artifacts without the risk of decay or corruption. This stasis also ensures that the library remains unaffected by the passage of time, allowing guests to study and explore for what might feel like days or weeks. Still, only moments pass in the material plane. The deep manaethereal plane imbues the library with an almost sentient awareness. The very air within the library hums with latent energy, and the texts themselves seem to respond to the presence of scholars, pages turning of their own accord to reveal pertinent information. This ambient magic enhances the research experience, allowing for intuitive leaps in understanding and connections between disparate pieces of knowledge. I theorize the Xelvian Library holds secrets far beyond mortal comprehension, including the original spells of creation, records of forgotten gods, and prophecies yet to unfold. It is said that deep within the library lies the Codex of Eternity, a mythical book that contains the true nature of reality itself, accessible only to those deemed worthy by the library’s enigmatic consciousness. And with the Library itself in stasis, I suspect The Ones spell caught a few Xelvians in the library at the time of them casting their spell and got caught up in it, so I may get to see one up close. End of recording.
  • lol - nailed it !!!

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    dwarfD
    when even Japan can see the truth [image: WVQRnKv.jpeg]