recursal/Fanatic-Fandom huggingface dataset:
Condition

Your Condition is a measurement of how apt you are to continue fighting. It represents your health, life-force and physical well-being, how exhausted you are and your morale.

Condition is divided into current condition, maximum condition and Vigor – which represents temporary bonuses to your Condition and acts as a shield that protects it from damage that would otherwise reduce it. Taking damage and performing tiring actions will reduce your Condition. Once your current condition reaches zero you enter the Deathblow stage.

### ***Your Character’s Condition***

Your maximum condition at the first level is equal to 8 plus your Physique modifier. When leveling up, you roll a d8, or take the average of 5, and add your Physique modifier to the result, increasing your maximum and current Condition by the total value you obtained.

### ***Recovering Condition***

Aside from potions, magic and exceptional abilities, a weary character may recover their condition by Resting – getting some food and sleep, tending to their wounds and relaxing. Of course, a good night’s sleep and some bandages can only get you so far, fully recovering to your top condition after a close encounter takes time.

To emulate the recovery of your Condition, you get a number of Hit-die equal to your character level. The size of your character’s Hit die is equal to twice your Physique attribute modifier (with the minimum being a d2). When you complete a Short Rest you may roll a number of Hit-die equal to the number of hours you spent resting. You then add your Willpower modifier to the result, recovering your Condition by the sum total obtained. You recover all your Condition and regain all spent Hit-die on a Long Rest.

## ***Deathblow***

The Deathblow stage occurs when a character's Condition is reduced to 0, where upon they have to make a Physique saving throw against a DC equal to the damaged they received or against a DC of 10, depending on which is highest. If they fail this roll, they enter the Deathblow stage.

In this state, the character is on their last legs, wounded, weakened, and kept together only by sheer grit and willpower. While at the Deathblow stage, you suffer a disadvantage to all saving throws and can only move at half speed, but are otherwise free to continue playing. However, should you receive any damage greater than the size of your Hit-die times your Stratum whilst in the Deathblow stage, you must succeed on a Willpower saving throw against a DC equal to the damaged you received. Should the character fail this saving throw, they die.
Jim Jambo

### "Oh!! All of you guys hate the queen too?! That's great! Epic!"

Jim Jambo was born and raised in Yelodia. While growing up, he always lived "by the hunt", or as his father (Prime Jambo - old Yelodian chieftain) put it: "as Acteon would want it".

Like his father before him, he got married to a human girl and had two sons, named Regor Jambo and Klank Jambo.

In 533 HE, he was sent by his father to investigate a "star" that had fallen near the center of Actia. Jim Jambo hoped for it to be Acteon incarnate, but, instead, all he saw was a weird-looking indestructible structure. His advisors told him to not touch it and come back with a bigger force. As he went back to report to his father, Jim realized that a part of his exploring party had gone missing. Turns out they were traitors and had somehow stolen the weird-looking structure. Jim realized his mistake too late...

In later years, word of a huge tribal war happening in other islands spread, and Yelodia braced for what was to come. Alas, they weren't ready for the Red Queen's horde, and following the fall of Bludia, Yelodia got crushed. His mother, brother, and father all got killed in the war, though calling is a war would be ridiculous.

Jim Jambo swallowed his pride and became the chieftain of Yelodia . Slowly, over the course of the next two years, he renounced the "way of Acteon" and started upgrading Yelodia by building windmills. Both Redia and Bludia disapproved greatly of this...

In 539 HE Season 3 Happened :)
Tairus ?

## Backstory

A soldier revived from a battlefield. Through his ressurection he didn't manage to maintain any memories/alignments of his previous self he only felt a slight warmth when in a battle field, he picked up some weapons/armor/shield next to him and on that shield was carved the name "Tairus" a name that seemed suited for him. He doesn't seem to have any purpose other than the ideal of Compassion within his renewd soul. He wanders to fulfil that ideal for some sort of divine entity despite not knowing the name, only knowing that he must do it.

He finds himself doing some mercenary work for the Ladian Empire.

Now the self proclaimed Tairus arrived in the Ladian Empire which for some reason was familiar to him and end it up applying for a Ladian Military Task along side with the Ladian forces and a mercenary group.

\*Note: This character was made to the purpose to replace Baltus from S3. When Baltus almost was gone for good. But thankfully there was no need to replace Baltus.\*
Adult Obsidian Dragon

The more nefarious of the dragons, the black dragons believe the weak should serve the strong, and that death is a sacred tool meant to give your will and power to the righteous who truly deserve it.

The most feared type of dragon among the mundane races, their history of destruction is well known and documented. As is the pleasure they derive from their machiavellian planning and dark schemings.

 **Armor Class:** 19 (Natural Armor)
**Hit Points:** 262 (20d12 + 133)
 STR
 27 (+8)
 **Saving Throws:** DEX +6, CON +13, WIS +7, CHA +11
**Skills:** Perception +13, Stealth +6
**Damage Immunities:** Necrotic
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
**Languages:** Common, Draconic
**Challenge 17** (18,000 XP)

**Rise!** The Obsidian dragon beings battle with 10 zombies around him. And at the end of his turn, he revives 1d4 more zombies within 30ft of him.

**Caster Level:** 7th

**Bite.** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.
**Claw.** Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) slashing damage.

**Action 1:** **Weakening Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or only deal half damage with weapon attacks and spells. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Action 2: Negative Energy Flood (5th Level Spell).** You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a DC 21 Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie controlled by the dragon at the start its next turn. The zombie pursues whatever creature it can see that is closest to it.

**Action 3: Circle of Death (6th Level spell).** A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within 60ft of the dragon. Each creature in that area of the dragon´s choosing must make a DC 21 Constitution saving throw. Taking 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
凌晨四点的法师塔

Amastacia缓缓地睁开眼，夹杂着红色的月光透过窗子斜射进来。她趴在窗边看了一眼，红月果然又比平日里更大了一圈。梦里的黑暗像是有实质般地缠在她身上，即使醒来心脏却仍在不安地狂跳。想想办法啊Amastacia，能不能拯救世界就看你了。她揉了揉心口，像是下定决心一般，悄声地离开了云上之屋

凌晨四点是帝都难得的冷清时刻。Amastacia没拦马车，散着步走在帝都的高架桥上。不过多时，她就披着斗篷站在了黑曜石塔下。黑色的高塔树立在空旷的奥数广场之上，在月光的映照下显得格外肃穆和寂寥。Amastacia紧了紧斗篷，开始寻找法师塔下的入口。

“喂喂！”她先是叫了两声，随后又绕着法师塔转了好几圈也没找到入口。她哭丧着脸扶着墙，尝试了无数办法的Amastacia最终还是得出了“这个法师塔她根本进不去”的结论。

“门到底在哪啊？”Amastacia愤愤地拍着墙，“总不能是让我给黑曜石塔轰出一个洞吧……完蛋啦，世界要毁灭啦！我该怎么办嘛……要不算了吧！我在这里等到天亮好了。”她小声嘟囔着，自暴自弃地看着天空的红月。

“谁在那！”一声凌厉的质疑划破了奥术广场的寂静夜晚。靠在墙角的Amastacia被吓了一跳，和匆匆赶来的一队天赐守卫面面相觑。
First Legion Civil War

**The First Legion Civil War** was a War between the First Ranger Legion and revolting Warlords taking place three weeks after the foundation of the First Ranger Legion. It was the first of a series of civil wars in early Ranger history. It would be won by the Legion after two days. It would soon be followed by the Second Legion Civil War.
Atrribute Modifiers

Each attribute begins with a score of 4 to 18 and generates a modifier. Scores of 10 and 11 are the average for most races and grant a modifier of +0. For every 2 points above or below this range, the modifier increases or decreases by 1, as shown on the table below. These modifiers are applied to many things governed by the Attributes.

### ***Starting Attribute Scores***

There are two ways to determine your starting attributes’ scores: a randomized system and a point-buy system.

With the randomized system, you roll a set of 4d6 for a given attribute, discount the lowest die and add up the results of the remaining three to determine a score. If two or more rolls in have a value of 1, you may re-roll the entire set but must take the new result, even if that result possesses two or more rolls of 1. After determining a score for each attribute, you may distribute them as you like.

With the point-buy system, you have 48 points to spend on attributes. Costs are shown on the table below.

Assign the highest scores to represent your strengths and the lowest scores to represent your weaknesses. Keep in mind that many classes benefit from certain attributes and that your Race often adjusts your starting attributes as well.
Opening a Business Rules

To establish a business a Player will need an initial investment of gold, trusted NPCs that can serve as employees, and an initial idea for a booming business.

Businesses are defined by three things:

·        **Profit Dice.** determine how much money the venture produces each week. Profit Dice range in size from a d4 to a d12, depending on the size and health of the business.

·        **Loss Dice**. determine how much the venture costs that month. Loss Dice range in size from a d4 to a d12, depending on the size of the business and other contextual matters.

·        **Upgrades.** are additional bonuses granted by the business, given to your by the DM as part of the story.

**Running a Business**

Each week roll the Business’s Profit Dice (multiplying the result by 100 to get your income in gold). Then, roll the Business’s Loss Dice (again, multiply the result by 100 for the Business’s outgoings in gold) and subtract the result from your Profit. The result is how much money your Business made/lost that week.

*For Example: The Mangy Minotaur tavern has a d8 Profit Dice and a d6 Loss Dice. The owners roll at the end of the month and get 4 profit and 2 loss.*

This means the business generated 400 gp and lost 200 gp, meaning the total profit for the month is 200 gp.

If the amount of money lost is greater than the amount of money earned, the owners can either pay the difference, or the Business’s Profit Dice is degraded by a step (a d8 becomes a d6, for example).

If a business loses money (and the owners doesn’t step in) while its Profit Dice is a d4, the Venture folds and has failed.

The DM can determine various scenarios in which the Profit and Loss Dice are changed, based on location or outside forces.

**Building a Business**

To start your business, you can either construct one from scratch or buy an existing one. Choose the size of business you wish to run, each size comes with a bigger Profit Dice, but a higher requirement of employees, and a greater initial investment.

After envisioning the size of your business and getting the necessary employees, its not time to show off your grand business idea. Choose from the business types bellow, each one grants a special bonus to PCs when the establishment is used.

 **Hospital** | If Players rest in the Hospital, they can cure one non-magical decease.
Additionally, Medicine checks done in this establishment are done with advantage.
The Mirror of Desire

A dark mirror that feeds upon the unfulfilled desires of mortals, granting wishes to its wielder.

## History

The origins of the mirror are unknown, but it fell into the possession of the Mareeh family, an elven noble family belonging to the Empire of Koruthar. The family used the dark powers of the mirror to climb the noble ladder of the empire, eventually becoming very rich and powerful, building an entire palace made of mirrors in its honor. However, the family eventually stopped feeding the mirror, and the artifact went dormant for some decades.

Eventually, the artifact was reawakened during the Plague of Shadows, trapping souls in an endless ball, which lead to the events of the Mirror Palace mini campaign. After the mirror was retrieved by a group of mercenaries, the mirror was sold in auction to the highest bidder, with the knowledge of the Ladian Empire.

## Abilities

**Vessel of Desire.** The mirror feeds upon the unfulfilled desires of creatures and stores them as Numen. Any desire or wish that goes unfulfilled, or becomes thereby impossible to meet, is able to grant power to mirror. The grander the desire, and the higher the fall, the more power is granted to the mirror.

**Wish.** Once enough Numen has been collected on the mirror, the wielder can use it to cast the Wish spell.

**Sentient.** The mirror is sentient, although it only the possesses an average level of intellect, the mirror will do its best to tempt creatures into feeding it, and into performing increasingly horrible tasks.

## **Legendary Artifact**

Although the Mirror of Desire can be easily broken, each piece of the mirror is still able to function independently, even if in a less powerful state, and will manipulate and influence all that gaze upon it, in order to reforge the mirror back together. The only way to permanently destroy the mirror is by starving it out of any unmeet desires, for 1000 or more years. At which point the mirror piece seizes to be magical and turns into a mundane piece of glass.
The Carter Halls

Most likely the most difficult and confusing realm to navigate thorough, no place remains the same as before, nothing does what you think it does, and the inhabitants of these lands care not for “reason” or “purpose”. If you expect to gain anything from this realm, you must be quite mad yourself.

  Finding a specific place in this realm is borderline impossible, aside from some notorious places, all the terrain and places in this realm are ever shifting, ever changing, and filled with maddening creatures, even if you arrive at the desired place it might have been changed beyond recognition.

  Normal travel rules don’t apply here, “travelling” here means stumbling around completely random places, find weird gates and worm holes, asking for the help of locals is useful…but not recommended. Your best help ,if you’re lucky enough, are the Gnomes who can be found roaming the land, usually something shiny will convince them, however do not lower your guard, they worship mad gods and are very unpredictable.

### **The Tower of Chaos**

  It is said that Nyarl live at the top of a impossibly high tower, in conjunction with “useful” creatures. And it’s here were he keeps, improves and studies the “Chaos Magic”, a type of Arcane power invented and made by Nyarl.

The surrounding area of the tower is always filled with dangerous and incomprehensible monsters. If you manage to survive and reach the tower, you are presented with a dangerous and impossible climb.

Some mad mages still take on this challenge however, the prospect of powerful artifacts and the knowledge Nyarl possesses are too good of an offer not to take.

### **Pandemonium City**

  This is a very famous city, being impossible to reach from the outside, only people with a “Pandemonium Pass” may enter. It’s a city filled with strange houses, weird (but actually quite fun) challenges, and a lot of Gnomes walking about. It’s definitely the safest place in all the realm.

  There are a lot of strange and powerful items and gold to be won and bought in this city, has well has a lot of fun to be had. But definitively the most important attraction is the “Red Coin Casino”, an enormous gambling house were you can make (but mostly lose) your fortune.

Has it’s to be expected, the owner of this City is none other than Aymon, patron of luck, gamblers and Gnomes all over the realms. It’s believed that Aymon regularly roams the streets and the gambling house in disguise, making sure the right level of amusement is always being delivered. But mostly he stays in the top level of the “Red Coin Casino” were he sits and enjoys the show.

### **The Throne of Madness**

  Has it’s the case with most homes of gods, this is an unreachable place were only the selected few can enter and leave, but “The Throne of Madness” is known has the place where Laufey lives. Nothing is known of this place, nor how to get to it. If you seek a meeting with the Prince of Madness himself you’re better off doing something insane in the hopes of amusing the Gods of Chaos, so you may receive their generosity.
Arcadia

Arcadia, also known as “The infinite Library”, is a realm-spanning library ruled by Kvasir, “God of knowledge”, housing the combined knowledge of all the minds bounded by the universe.

  Minverva, the “Chief Librarian”, is the entity that oversees and manages this great library, and she is your most valuable ally while traversing through this plane. She’s always upbeat and willing to help any travellers seeking knowledge, as long as you respect the rules, books, and items contained within the library.

  Navigating this realm is actually quite easy, if you have the smarts for it. The library may be gigantic and maze-like, but every section and book is placed within a logical system that can be studied and understood. Alternatively, you may convince wandering souls, local creatures or Minverva herself to aide you in your quest.

  Knowledge does not come cheap, however. Higher knowledge can only be obtained by proving your worth, or with the right donation to the library. I’m guessing someone has to pay the working wizards.

**The Forbidden Section**

  There exists knowledge deemed forbidden by the gods, dangerous powers, ancient curses and mysteries of history. Only a fool would trespass into this area. To do that would be calling for the wrath of gods, but only they know what a mortal would be able to do if he got ahold of such priceless information…
Shadow Beasts

Elfs turned mindless monster from the effects of The Plague of Shadows, they now stalk the land of Koruthar for any living creatures they can find.

## Shadow Beast

Large Aberration, Unaligned

* Armor Class 19 (Natural Armor)
* Hit Points 114 (12d10+48)
* Speed 25 ft.

STR: 20 (+5)

DEX: 11 (+0)

CON: 18 (+4)

INT: 2 (-4)

WIS: 12 (+1)

CHA: 7 (-2)

* Skills Perception +4
* Condition Immunities: petrified
* Damage Immunities: Necrotic
* Blindsight 80 ft., passive Perception 14
* Challenge: 5 (1,800 XP)

* **Shadow Curse.** Any creature with a soul whose body is directly damaged by an attack from a Shadow Beast must succeed in a DC18 Wisdom saving throw, or receive the curse of shadows. On 1 fail save the target becomes poisoned. On 2 fail saves the target becomes petrified. And on 3 failed saves the target transforms into a **Shadow Beast**. However this ability interacts different with character level. Characters with no levels are immediately absorbed by the Shadow Beast after only 1 failed save, giving the Shadow Beast 4d10 HP. And Characters level 5 or above are immune to the effect of the **Shadow Curse**.

### Actions

* **Claw.** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* (2d12 + 5) slashing damage.
* **Petrifying Curse (Recharge 5-6).** The **Shadow Beast** exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, the target is restrained and the **Shadow Curse** is apllied. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

## Winged Shadow Beast

Small Aberration, Neutral Good

* Armor Class 13
* Hit Points 26 (4d10+4)
* Speed 10 ft., fly 80 ft.

STR: 16 (+3)

DEX: 17 (+3)

CON: 13 (+1)

INT: 8 (-1)

WIS: 14 (+2)

CHA: 10 (+0)

* Skills Perception +4
* Condition Immunities: petrified
* Damage Immunities: Necrotic
* Blindsight 80 ft., passive Perception 14
* Languages. None
* Challenge 1 (200 XP)
* **Shadow Curse.** Any creature with a soul whose body is directly damaged by an attack from a Shadow Beast must succeed in a DC18 Wisdom saving throw, or receive the curse of shadows. On 1 fail save the target becomes poisoned. On 2 fail saves the target becomes petrified. And on 3 failed saves the target transforms into a **Shadow Beast**. However this ability interacts different with character level. Characters with no levels are immediately absorbed by the Shadow Beast after only 1 failed save, giving the Shadow Beast 4d10 HP. And Characters level 5 or above are immune to the effect of the **Shadow Curse**.

### Actions

* **Ray.** *Ranged Spell Attack:* +5 to hit, range 15 ft., one target. *Hit:* (1d6 + 3) necrotic damage.
* **Tail.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* (2d6 + 3) bludgeoning damage.
Big T's Magical Space Basanite Stones

This item was used by Tyler the third versus Team Vulcan in season 3 of DNT.

"Attunement": Going under surgery fusing your body with these.

After Fusing with these you are allowed to have spike come out of your body in any way you like. You also regenerate health and have tougher skin.

Actions:

Shoot skipes out of your knuckles to every enemy on a 50feet cone or 3 skipes into a single enemy: 2d6 +your ranged attack moddifier

Spikes come out of your body and hit everything in 10 feet around you. They roll a dex save taking half damage on success: 3d8 + ranged modifier

+15hp per turn(action)

Passives

+3ac
The Midnight Doom

Long ago during The Second War in Heaven, when the gods were attempting to defeat Igalleth and his demonic forces, a great battle was waged on the mundane world. The gods initially had the upper hand, but when an Angel stole an artifact and switched to the demons side, the tides of battle quickly turned has the demons gained complete control over the area.

 It was then that a friend of the betraying Angel took upon himself to fix the wrongs of his partner, and against all odds he succeeded, dealing a fatal blow to his head. However the demons would soon come for him and the artifact he recovered, so to protect him and the artifact he sealed himself away from all detection and bid his time to return with the legendary artifact to the heavens.

  What he didn’t know is that the artifact had been corrupted, and has he waited in a prison of his own making he went mad. Infusing the artifact into the hearth of his fallen friend, he began to believe that his friend was still alive within the hearth and that anyone else were just evil doers wanting to separate him and his dear friend.

Until one day, when signs of the Mad Angel was captured by demon Intel, a race for the artifact between the gods and demons had begun.

### One Shot

  The Mates were invited to feast after they helped a town with a demon problem. During the feast as the clock struck midnight a unstoppable entity fell from the sky, the mated attempted to fight back, but the godly golem barely notice their presence. The threat then proceeded to destroy the town and kill the Mates with a single explosive attack.

  However they awakened in that same morning with all the memories of the events of that day. They then tried to stop the destruction of the town by the mysterious object, they died many times always returning to the beginning of the day, after sometime they found their way to the catacombs beneath town. There they found a fallen chained angel, presumably the source of the object that fell from the sky. The Mates fought it and killed it, saving the town. After the defeat of the angel Kairos himslef showed to tell them it was he who gave them the power to return after death to save everyone.

  What the mates didn’t know however, is that the Celestial Golem was actually sent by the Council of Gods, to retrieve the artifact the fallen angel possessed. But the demons forces were fast approaching, so for the Golem to reach the artifact before the demons he had to completely obliterate all seals and the angel to quickly escape with the artifact, but doing so would also doom the city and its inhabitants to ash.

  Thankfully for the people of the city, a friendly god was able to lock the city in a loop, in hopes that the newly arrived mates would fix the problem and retrieve the artifact before anyone else.

  The Mates, of course, eventually retrieved the artifact on their last possible attempt. Sadly the demon forces commanded by Medurion Demon Lord of Greed had already arrived, and the demon Lord using his influence tricked The Mates into giving him the artifact has he disguised as Kairos. The gods lost the race, but the city was saved none the less.
Fang of Magudun

### Recharge

Dropping the Fang in a vat filled with at least 10₩ of a mystical material of the Way of Finality or of the Time Domain will cause the Fang to absorb it all to regain one charge for every 10₩ of mystical material.

### Base Half-Life

100 years

Fashioned from a fang of a revered dragon, this crude dagger appears to change its composition to better match the style of its user.

## **History**

Legend tells that after Magudun deserted the Imperial Army, 'He' was chased by both the allied and imperial forces, barely retreating to some secluded corner of the world. Deeply injured, 'He' began creating an inheritance to leave to whomever was lucky enough to find it, ensuring that at least 'His' name would be remembered. However, 'He' was inadvertently discovered by a young, starving wood elf. Much to 'His' surprise, the boy made every effort to nurse 'Him' back to health. Although it did little, it did alleviate some pain and loneliness, and 'He' quickly grew found of him, treating him as 'His' own son. After having mostly recovered, 'He' gave the elf one of 'His' own fangs, both to thank him, and to apologize for having to part so soon. It is sated that the elf took after his adoptive father’s name and went on to carve his own tribe in northern Týrbe.

## **Abilities**

### **Star of the Battlefield**

While holding the Fang, you become *Resistant* to the last type of damage you’ve dealt, and the Fang gains a bonus 1C damage of the same type.

### **A Father's Blessing**

By spending a charge, you may tap into Magudun's will. Until the beginning of your next turn, all your attacks with the Fang ignore enemy *Immunity* and *Resistances*. Magudun's Will will then return to hibernation for the next 1C hours.

### **Timeless**

While you have the Fang in your possession, you can move in stopped time. Additionally, you may expend 2 charges to freeze time for 1 turn.
Centaurs

Hybrids between men and horse, Centaurs were once a human tribe who made home in a safer area of the Feywild. At first, Gaia was displeased with the intrusion, but after their services during the Goblin god, Gug’s, incursion on Feywild, where they proved to be a great force in defending her realm, she gifted the tribe with her guidance, giving them the strength, speed and vitality of the noble steed. They come to be a noble and proud people, devoted to live in harmony with nature and to protect their new home.

Although most centaurs live in the Feywild as organized tribes, their mortal descendants are known to colonize the areas surrounding Gaia’s holy springs and grooves in the mundane world. Some may leave these colonies seeking a different life, involving themselves in the mundane societies. They are prized for great strength and martial prowess, sense of honor and duty, being highly sough-after mercenaries.

### **Ability Score Increase**

Centaurs gain +2 Strength and +1 Wisdom *or* +1 Constitution.

### **Age**

The lifespan of a Centaur is equal to that of a human.

### **Size**

The average centaur is between 6 and 9 ft tall, towering over most other humanoids. Your size is Medium.

### **Names**

Centaurs’ given names are passed down through family lines. The name given to a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory—and, the centaurs believe, some shard of the spirit—of the departed. Due to this, Centaurs use Valleran names, which you can find in the Human race section. Centaurs rarely use family names, but wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric.

### **Racial Abilities**

**Hooves of Fury.** You have two Natural Weapon in the form of hooves, with which you are considered proficient. You may attack with your posterior or anterior hooves, which deal 2d6 + Strength modifier in bludgeoning damage. On a successful attack made with your posterior hooves, the target must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier or be pushed back 5 ft. This movement does not provoke any attacks of opportunity.

* **Charge.** If a centaur moves at least 30 feet straight toward a target and then hits it with an attack on the same turn, the target takes 1d8 bonus damage of the attacking weapon’s damage type. The amount of extra damage increases by an extra 1d8 at the 5th and 12th levels.
* **Equine.** While there are surely advantages that come with your grand form, having the lower body of a horse comes with its detriments. You are unable to wear common below-waist-level protection, such as leggings, greaves and boots, resulting in a -2 penalty to the AC you get from armor that is not specifically made for centaurs or horse mounts.
* Due to your large posterior, any damage taken as the result of falling is doubled.
* Unless your hooves are covered with layers of cloth, you have disadvantage on Stealth checks.
Nerf Rival

> High Impact Rounds were made for those who want more pain, they’re tough, versatile, and have the most range on any gun. The only keeping them from being standard issue is that their ammo is not as numerous and more expensive.
>
>

The Nerf RIVAL is a series of Nerf ball blasters that was released in fall of 2015. It is designed for Nerfers ages fourteen and up in mind, as it features high-performance, "100 FPS" blasters for "competitive team-based play." The Ammunition type is referred to as High-Impact Rounds, or **HIRs,** and are designed to do major damage.

## Information

Most RIVAL blasters are either magazine-fed or hopper-fed, with notable exceptions such as the Artemis XVII-3000or the Kronos XVIII-500. RIVAL blasters also feature a tactical rail very different from the standard tactical rail. Each blaster features a mechanical safety that must be disengaged before the blaster's acceleration trigger or firing trigger can be pulled.

All products released under the series are released under two color schemes: red and blue. For an unknown reason, however, newer blasters from 2020have only seen a release in either red and blue. The amount of red and blue blasters announced so far is still equal.

## Users

RIVAL is liked by the Ranger Legion and the Elementary Alliance for their weapons power and range which goes unrivaled (get it?) but they are not used as a standard issue weapon due to two reasons: they are often heavy and sometimes even a little clunky which restricts movement, and the second being how rare their ammunition is. Although their price is relatively the same as N-Strike series, these two factors often has RIVAL as a less popular brand than the N-Strike Series, which has the most common ammunution.
Santa Teresa Region

**Santa Teresa** is a region in the south of San Jose, California, United States. It is east of Almaden Valley, surrounding Santa Teresa Boulevard, with access to Highway 85. Santa Teresa County Park borders the Region. Many battles and wars were fought in this region, as groups vie for control over the neighborhood. It sits Northwest of the Frontier, and Southeast of the Pacific Penninsula.

Being home to two very powerful and aggressive factions, the First Ranger Legion which dominates through its strong military and centralized power in its Executive branch, and the Elementary Alliance which dominates through being a military and economic union between multiple small nerf groups, the two founding ones seceded from the Legion. Tensions between the two powers was reaching a boiling point during the Cold War, and while the Rangers themselves were eyeing the Province of Ramac which belonged to the EA, the Alliance's involvement in separatist movements within the Legion's own colonies would be the final straw, and a new, bloody, and long war would begin. After the October War weakened both sides wanting an end to their terms, a final Legion assault on the Alliance capital of Sakamoto would result in half the school under Ranger control. The EA would order a ceasefire and a peace treaty was proposed on October 25th, ending hostilities between the two.

For two months...
Euler Lolar

### "Oh, I understand everyone a bit too well, I'm afraid..."

Euler is the firstborn daughter of Laedo Lolar and his wife Eileen, born between season 1 and season 2 (521HE 6th of Epedeia).

From an early age, people noticed she was different. The righteous way she acted towards other kids and her calm and adult demeanor impressed everyone. On top of all this, she was the daughter of one of the Lads! She was seen by many as a safe bet to get on Laedo's good side while still having a competent person working under them.

For this reason, Euler got a special scholarship and started studying early in the mage tower, while simultaneously managing 7 local businesses at age 12. At 14, Euler Lolar started taking an interest in practicing magic and collecting scrolls... She quickly found out that she was gifted at this as well. Lastly, she actually started working in Ladian government affairs at age 16.

Her beauty sent many men, elves, and even a centaur once, after her, but all came back heartbroken. If Euler was to be asked why she rejected so many people, she would answer back "Not only am I too busy for love but I am also too bored to try". The way Euler lived her entire life could be summed up with one word: Efficiency.

Laedo trusts her a great deal, for he senses the strongest scent of money on her. Euler spent her entire life gracing the Lads and loving her dad. However, she knows that one day they will leave for somewhere else. From there, the Millefiore family could try to take the country for themselves. Even the Sailor Girls could be dangerous, not to mention that Koltar's family may go rampant...

Euler feared this since she learned of death's existence, and will do everything to make sure the Ladian Empire becomes the strongest, most fair, bestest empire to ever exist in the mundane world.
The Hunter's Pack

### History

Founded by followers of Acteon, the Hunters Pack is an organization that focus solely on hunting the largest and most dangerous animals. The organization is present in all main cities and is divided in Lodges, with their HQ in the Halazhen Princedom in a place they call “The Den”. They valor honor, bravery, cunning and the everlasting strife for self-improvement.

### Hierachy

It as a well-defined hierarchy, and to climb it the members must hunt ever dangerous and deadly animals. The more dangerous the kill is the higher you climb.

#### Classes

##### “The rats”

The newcomers yet to prove themselves in the hunt.

##### “The wolves”

Hunters who showed promise and have hunted some mildly dangerous beasts.

##### “The Owlbears”

Hunters who are hardened and well proven in the hunt. Most members hold this rank.

##### “The Manticores”

Members that have faced legendary beasts, highly respected members.

##### “The Dragon”

The leader of the hunters pack, the most seasoned hunter and the one with the most kills. It is said he hunted even a dragon.

### Choosing this Background

#### Equipment:

2x hunters traps; a token of a beast slain; 10gp; Monster hunting pack

#### Skill:

##### “Find the Weakness”

Your years of hunting monsters gave you a knack to find the weak points in enemies. As a bonus action once per battle you can focus on an enemy and instantly know if they have and what is their weakness.

##### “Bigger the beast bigger the glory”

Your blood pumps when fighting bigger enemies. If your enemy size is above medium you get advantage on all attack rolls against it.
Size

Creatures come in a myriad of sizes and shapes, which makes it difficult to represent on a sheet or battle-map, as well as the effects they would they have on the way the creature is played. To simplify this, creatures are within a certain variation of size are assigned a Size Class. Each size class determines how much space the creature occupies and the adjustments it receives to things such as Guard and attack rolls due to its volume and mass, as seen in the table below.
Bondgard Clan

The Bondgard clan is a clan of producers who through its many generations honed the art of farming underground. Without light and with hard barely arable soil the Bondgard’s were able to farm a variety of mushrooms and fungi. With these mushrooms they fed the Jaggedworth tribes for many generations. Representing the clan is a council of Elders usually representing the oldest or most experienced members of the community. After the exile from Jaggedworth the clan fell into a dark era, above the ground and with bright sun over their heads the clans ability to farm without light became obsolete. Other producer clans were able to adapt quickly changing their ways to farm surface plants. The Bondgard’s however saw it as an insult to their ancestors and remained in their ways, building specialized structures to mimic the dark and moist underground conditions required to farm mushrooms. Due to their stubbornness the clan soon fell off the influential sphere of the gwarf society. As the future looked darker and darker for the clan, a glimpse of hope came forth in the form of an expedition to the wastes. The goal was to set up a colony there and to do that they would need farms and someone to tend to them. With the chance to be catapulted back into the forefront of gwarven society the Bondgard’s elders met to decide who would they send in such an expedition. The trip was most assuredly going to be dangerous and setting up a colony would be no easy task, the chances of success were also slim. But on the other hand, the opportunity was too good to pass on. The elders would need to pick someone who knew the clans’ ways well, but also someone who if tragedy occurred would not be terribly missed. The choice was unanimous.
Ancient Ruby Dragon

The most common type of Dragon, the Red Dragons are usually must more aggressive, preferring quick and destructive types of magic, in conjunction with a mighty physical strength and almost impenetrable scales.

 **Armor Class:** 24 (Natural Armor)
**Hit Points:** 567 (30d20 + 252)
 STR
 30 (+10)
 **Saving Throws:** DEX +7, CON +16, WIS +9, CHA +13
**Skills:** Perception +16, Stealth +7
**Damage Immunities:** Fire
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
**Languages:** Common, Draconic
**Challenge 24** (62,000 XP)

**Unstoppable.** Ruby Dragons are immune to being unwillingly Polymorphed, and to any magical effects that would impair their movement in any way, whether it being from movement reduction, or movement negation.

**Caster Level:** 15th

**Bite.** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
**Claw.** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 10) slashing damage.

**Action 1:** **Frightful Presence.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Action 2: Meteor Swarm (9th level Spell).** Blazing orbs of fire plummet to the ground at four different points you can see within 1.4 km. Each creature in a 40-foot-radius sphere centered on each point you choose must succeed on a DC 20 Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

**Action 3: RECKLESS INFERNO!** If the dragon is bellow 25% (142 HP), it can ignite all the scales in his body to become a devastating wildfire in the form a dragon, for up to a minute.

When the dragon enters this form it heals itself by 142 HP, any creature that ends its turn within 20ft of the dragon takes 3d10 fire damage, and the dragon gain advantage on all Bite and Claw attacks, but attack rolls against it have advantage.
Dread Powder

Dread Powder is a dark blue powder that is refined from a bright blue liquid, called Lenomium. This liquid was originally discovered in Onyx Dreads an aquatic relative of dragons found in the oceans surrounding the shattered isles.

### **Discovery**

An alchemist by the name of Lenourious Stronghem first discovered Lenomium when he dissected and analyzed an Onyx Dread. Inside the bowels these creatures he discovered a special pouch in which a bright blue liquid was produced, this liquid, which was incredibly flammable and highly reactive, exploding even at the slightest disturbance.

Lenourious, named this liquid Lenomium and trough alchemical means he was able to turn it into a much more stable powdered form, this form of the liquid which he called Dread Powder only ignites in contact with fire, however the explosions it creates are as powerful as its liquid counterpart.

### **Process and refinement.**

The process to obtain Dread Powder from Lenomium is difficult and require alchemical precision, the slightest mistake and cause Lenomium to ignite and cause extensive damages. The first step of the process involves the distillation of Lenomium to separate its components with different boiling temperatures. This step must be performed slowly and far below the liquids actual boiling point as any disturbance of the liquid may cause it to ignite. The second step is the addition of different catalysts to precipitate some components of Lenomium namely the more volatile ones. These components will be added later in smaller quantities to diminish the volatility of the finished product. This is what makes Dread powder safer to use than Lenomium.

The remaining components are boiled until only solids remain, these solids are grinded and then the volatile components are added back, the finished product is Dread Powder.

### **Usage.**

Due to its stability and ease of transport Dread Powder quickly became the explosive of choice for any task that required explosive force. From blowing up quarries and mines, to powering weapons in battle.
Background

(Background maybe gives you the weapons and amor requirements??)

**Languages:** You learn one language of your choice.

**Weapon.** You gain one shortblade and one wand.
**Armor.** You gain any Light armor.

**Weapon.** You gain two weapons, or one weapon and one shield.
**Armor.** You gain any Medium or Heavy armor.

**False Identity.** You have a second identity which includes documentation, established acquaintances, and disguises.

**Weapon.** You gain one shortblade and one ranged weapon.
**Armor.** You gain any Light armor from the available in the Armor List.

**Languages:** You learn one language of your choice.

**Weapon.** You gain one shortblade and one ranged weapon.
**Armor.** You gain any Medium or Heavy armor from the available in the Armor List.

**Languages:** You learn two languages of your choice.

**Weapon.** You gain one shortblade and one wand.
**Armor.** You gain any Light armor from the available in the Armor List.

**Languages:** You learn one languages of your choice.

**Weapon.** You gain one shortblade and one ranged weapon.
**Armor.** You gain any Light armor from the available in the Armor List.

**Weapon.** You gain two weapons.
**Armor.** You gain any armor from the available in the Armor List.
Stinger (Gregory Houst)

### BackStory

**Gregory Houst used to be a young youth who was taught to believe in duty, family, patriotism, honor and faith. A promising soldier commonly known in the army as the “Rapiers Sting” due to his agility with a rapier. Married at 28 with Cassidy Thruin and father to Cassandra Houst.**

**Served in army since 14, promoted to Captain at 36 and forced to resign at 40 due to a Pillage incident.**

**Until at 38 after a won battle, Gregory arrives to his hometown with his unit at night, being faced with a view of his hometown being under attack he and his man manage to withstand attack with few and heavy casualties. When arriving home, he noticed the unlocked front door and slightly whispers but did not recognize them, fearing for the worse he firmly sneaks in and saw the terrifying view of a group of 3 grey hide brutes slashing his wife and child corpses, upon witnessing this event Gregory barge in rage dealing deathly blows managing to kill them, he noticed a serpent like tattoo in the corpses of the brutes.**

**Devastated by the death of his 36-year-old wife and 7-year-old child he merges into a deep mourning that change him radically becoming hot tempered and thirsty for a fight, being overwhelmed with the thoughts behind the origin of the snake like tattoo, due to his prestige to the army he was deemed unfit to command so he was gently forced to resign at 40.**

**Since nothing else hold him to his hometown, he packed up equipping a dagger that was meant for his child a arming sword from his wife which he hold them tight, craved his own Rapier next to the graves of his wife and daughter. Letting behind his own name and giving himself a new name “Stinger” and embark on a journey to investigate on the origin of the snake like tattoo.**

**Calling the dagger “Little pumpkin” and the arming sword “Cassy”.**
The Dragon Slayers

The Dragon Slayers were important figures during the punitive wars against the dragons, spearheading the war effort and grating hope to the mortal races. what became of them is unknown as many worship them as gods but no one really knows if they achieved apotheosis after the war(to be revealed in the awaited Crab's one shot ). The known dragon slayers were Artorias a dar'zur, Soten a human,...TBA i guess.
Cord L'ringe

Cord L'ringe is a man who just wants to be accepted and loved. Even though his personality sucks.

Generally speaking he is good and lawful, but he likes to project a though and cool youngster image that usually backfires and makes him look cringe.

Due to his studies and dedication to magic he was accepted into the Hermit's Circle after the plague of shadows. Previous to that event he worked as a merchant and dabbled in magic on the side.

## The Intelligent Shadow Beast Conspiracy

In 539HE the Ladian Empire found itself in a predicament where it was stuck in a 3 sided battle in the inner continent. An effort led by Color's Creamy and Midnight who were working directly for Lad Gareth at the time involved assembling a multi mercenary team to not spend more Ladian men and assemble a strong team able to pursue mysterious disappearings and sightings of intelligent shadow beasts. One of these mercenary avengers was Cord L'ringe. More info on the happenings at the Intelligent Shadow Beast Conspiracy page.