recursal/Fanatic-Fandom huggingface dataset:
Kerowyn Tala

Kerowyn grew up in a thriving wood elf community which had close connections to the fey. It was razed by humans who developed the woods into a town and killed his family. As a result, he is very wary of outsiders and particularly hostile towards humans and those who would wish to take advantage of the natural resources.

He patrols the outer woods in only a loincloth and skins, heavily tattoed. He has been known to rescue peasant's horses and also to kill hunters who harvest too much prey or tresspassers in areas which are sacred to the fey. He is always on the move exploring for the trees that speak to his heart to start a new community there as a protector.

His companions are a hawk named Kree. He also is lovers with a Satyr names Miles Tumblestone, though they cannot live together as his trading ways bring him too close to human civilization.
Chapter 2: What 'Eye of Death?'

Searching their room, Luren located a journal and a magical locket. Inspecting the journal, they found that it was the journal of Eris Dawnforge, the founder and original owner of the Dawnforge Manor. The sage wizard read through the work, reading of Eris' adventures through the Feywild, and her final battle against the Necroseye. The tale ended suddenly, with Eris preparing to confront the circle of Necromancers. Within the locket, they found an inscription that read "A party's love," and a picture of a red headed Dwarf.

Grank, recognizing that the Eye of Death was vulnerable, ran to the kitchen to find Beedo. He hid outside the kitchen, and wove an illusion of the mighty god Pelor before the most devout Beedo. The illusionary Pelor granted Beedo with an adventure, and tasked him with retrieving the Eye of Death from the Margreve. Leaving the apprentice and Lilah within a tavern, the heroes ventured forth into the soul siphoning Dolor Forest. Between Grank's maps, Kerowyn's woodslore, and the light of Pelor, the party eventually navigated their way through the forest to the spot the map had indicated. They were not the first, for a Necromancer of the Necroseye awaited them. A great battle ensured, made all the more chaotic by an assault by a trio of mischievous ice spirits, who pierced hero and necromancer alike with their frozen claws. Puck fell to the sustained assault, bleeding out upon the frozen ground. Luren was petrified when they touched a glowing blue orb, but when the tide had clearly turned against him, the Necromancer teleported away. Beedo revived the fallen Puck, saving him from certain death. The orbs froze anything they touched, and so Grank fired a crossbow bolt at point blank range to knock it free of Luren's grasp, freeing the Wizard from the frozen curse.

The heroes found a massive door of ice, upon it inscribed the words "For Dromar." Luren recognized Dromar as the red headed Dwarf within the locket. Not realizing that Grank had already opened it with his Wand of Knock, they used one of the cursed orbs to open the door. Within, a shadowy apparition of the long dead hero shouted to them.

> "Who dares approach the tomb of Dromar?"
>
>

The spirit spoke little of the adventurers who had come before and failed, and put the heroes through four trials. The *Test of Cunning* was a tiled mosaic, the Test of Strength a desperate fight in which Grank was knocked unconscious, and the *Test of Selflessness* a pit of acid into which Kerowyn courageously threw themselves to save their companions. The final challenge bore no name, and as the adventurers stepped into the hallway they were struck blind and mute. Each step was filled with elemental pain, and Grank and Beedo soon succumbed to their injuries. Puck and Kerowyn, wearing the shape of a Moose, was able to persevere and reach the end of the hallways, emerging victorious and ending the enchanted test. After completing the trials, the adventurers were rewarded with the wealth of heroes past, and the Eye of Death.
The Bloom Mic

**Bloom Mic Staff, rare (requires attunement by a bard, sorcerer, or warlock)**

A 2.5 foot long staff made of vines, with a rose at the end and blue leaves coming off of it.

While attuned to this staff you have advantage on Charisma (Performance) checks and can magically make your voice three times as loud as normal. This staff has 0 charges at first but can hold up to 30. While attuned to it, you gain charges equal to the spell level of any spell you cast, provided that the spell only has a verbal component. The staff loses 1d4 + 2 charges each dawn. ----Power Scream. While holding the staff, you can use an action to cast any spell that you have prepared, expending 2 charges per spell level. If this spell only has a verbal component you gain no charges when cast this way, but you only spend 1 charge per spell level. Boom Boom Boom. When you would roll thunder damage, you can spend 3 charges to deal max damage instead of rolling. ----Duet. When you are targeted by or make a saving throw against a spell, you can spend 5 charges as a reaction to force the spell to target an additional creature within 60 feet. the creature makes its own save against the caster’s spell save DC or the caster rolls a spell attack against the additional target as well. ----Flair. You pull the top of the staff as an action and make a Charisma (Performance) check. All creatures within 60 feet must succeed on a Charisma saving throw opposed by your Charisma (Performance) roll or take radiant damage equal to 5 times the number of charges in the staff. On a success they take half as much damage. this drains all the charges in the staff and the staff cannot regain charges for 2d6 days.
May, Cleo and Shade

A trio of information brokers, seemingly unaware of each other's existence.

> *"We can always find what you're looking for."*
>
>

## May

Young, vivacious, freckles, antlers, and matching deer legs.

* For the nearest one (feather)
	+ Needs a spider that has been scared to death
	+ Top three sexual experiences.
	+ A special kind of flower that only blooms when the sun is shining.
	+ when there's a rain while the sun is shining (over here we call that "blind rain"), and it looks like a bird with wings spread wide.

## Cleo

Tall, regal, broad in the chest and hips. Gaze knowing, words soft.

## Shade

Astute creature in a ragged robe whose voice is a serpent's hiss, evil laugh. Hand is reptilian and clawed.

* For the second closest - the Worm Who Eats the Moon
	+ You'll find within the realm of summer, when the moon is full, fairie dragons come out in the moonlight in the sacred grove, if noticed, they'll scatter
The Living Light

The Living Light is constantly trying to break through, which is why the Court has remained unified. Rumor is that it's draining the Feywild of its magic. Encountering it, it seems more interested in draining people of their vitality. It has been described as an "energy that spits and hisses like a worried snake."
Clan de la Lune

### Composition du territoire

IL ont une petite montagne comme terittoire et un ruisseau en-bas de la montagne

### Frontière partager avec

Clan des Planètes, Clan des Constélation et Sanctuaire du Crépuscule

## Physique & caratère

### Physique général

Il ont un pelage épaisse pour rester car qui dit mont dit neige et il recontre parfois des renards blancs. Ils ont des pattes arrieres musclé pour pouvoir monter le long du mont.

### Caractère général

Très intelligents, rusés et vifs, ils sont aussi d'excellents chasseurs, mais ils sont aussi très méfiants ce qui explique pourquoi les patrouilles de leurs frontières sont toujours renforcées. Néanmoins, ils restent des guerriers fidèles et courageux.

Etoile Blanche

## Membres

Cheffe : Etoile Blanche

Lieutante : Tempête de Flamme

Guérisseuse : Griffe de Lune

Guerriers : Griffe d'Obsidienne, Rêve de Lynx, Museau de Topaze, Fleur de Cendre, Pelage du Soleil, Pensé de Chacal, Fleur de Foudre

Reines : Patte de Lionne, Pelage Ambré

Anciens : Pelage de Neige, Tâche de Panthere, Diamant Obscur, Patte de Braisier, Espoir de Jais

Apprenti : Nuage de Tourmaline, Nuage de Louve,

Chatons :Petit Myosotis, Petite Argenté, Petite Nuit,

## Territoire

Le Territoire du clan de la Lune est une petite Montagne.(voir Colline)

## Gibier

Lapin, Souris, Mésanges, corbeau, renardeau (parfois) et écureils.

## Aptitudes

Se sont des chasseurs expertimenté ils conaissent le mont comme leur poche. Il ont un pelage épaisse pour rester car qui dit mont dit neige et il recontre parfois des renards blancs. Ils ont des pattes arrieres musclé pour pouvoir monter le long du mont.

## Caractère

Le Clan de la Lune est un clan qui possède des combattants rapides, agiles et puissants. Néanmoins, ils restent des guerriers fidèles et courageux.

## Techniques de Chasse

Les membres du Clan de la Lune sont connus pour savoir grimper aux arbres et être particulièrement agiles pour attraper des écureuils. Ils savent pourtant aussi bien courir entre les arbres que dans la lande, ce qui leur est très utile non seulement à la chasse mais aussi au combat.

## Techniques de Combat

Leurs aptitudes à grimper aux arbres leur sont très utiles au combat. Ils sont si rapides et agiles dans cette discipline qu'ils peuvent escalader n'importe quel arbre en très peu de temps.

1/3
The Cave of Whispers

Also known as Derende, the Primal Tender of Midgard, the Cave of Whisper isone of the Margreve’s most well-kept secrets. Its origins, characteristics, and purpose are lost, though some say Baba Yaga keeps Derende’s spade in the deep chambers of her hut. Some stories describe Derende as a benevolent gardener, who nurtured Midgard’s elder forest when it was but a small grove of saplings. Other darker tales suggest the creature slipped into Midgard from the cold outer realms, drawn by curiosity. Derende is long dead, and while some druids of the Margreve perform rituals to respect its primal force, none worship it today. Despite its passing, the creature’s magic still influences the old forest. The ley lines that run through the Margreve are colored by the creature’s remains, which help to form both the physical and magical landscape

Before the heroes of the Dawnforge found them, Captain Thouslous and her fellow Ghouls had occupied the cave, launching raids and preying upon the local Pixie population. The cave also contains a teleportation circle which leads to the lair of a Beholder named Gnothic Yrril, quite mad, with a fondness for adventurers, dungeons, and puzzles. Gnothic offers challenges to any adventurers who wish to test their metal against their devious traps and vicious monsters.
The Feywild

Accessed through the portal along the Northern Road in Margreve, the Feywild is a land of living magic and pesky tricksters. Ruled by one known only as "The Monarch," the Four Courts split the strange land. Rumors tell of a terrible force known as the Living Light, which is constantly trying to break through. This remains the main reason why the Courts have remained unified, for the Living Light is draining the land of its magic.

## Fonts of Adventure

* Neutral Ground
	+ The Lake of Dreams
	+ Shaye's Inn
* The Realm of Spring
	+ The Goblin Market
	+ Springtown
	+ Fairytown
* The Realm of Summer
	+ The Court of Aldermere
	+ The Dreamgrove
* Where the Green Grass Grows Clockwise

## Heroes and Villains

* Antigone, the Astrologer
* Atterweed, the Jester
* Boska, Lord of Wildfire
* The Blisterbeast, the Advisor
* The Collector
* Craw Calamoor
* Doctor Myriarti, Ruler of the Court of Autumn
* Gwynn the Night Huntress
* Keighton , the Haunt of Aldermere
* The Living Light
* "The Monarch"
* Pox and Pilfer, the Advisors and Ambassadors
* Purger, the Mercenary
* The Restrad, servants of the Crown and punishment for the Fey
* Sepal, the Fey Warden
* Sivelle Gigglesprout
* Talison Voss, Ruler of the Court of Summer
* Tienwing, Ruler of the Court of Spring
* The Vulm, Ruler of the Court of Winter
The Dawnforge Chronicles Wiki

A band of misfits attempted to manage an Adventuring Academy, but a night in the Feywild ended up being a bit more that a mouthful.

## Heroes Great and Small (the PCs)

* Beedo (the Highest Priest of Pelor)
* Kerowyn Tala (Timber)
* Grank Booyahg (ill'Vothic Graniax of the Brood of Xanth, aka Xanthling)
* Luren (Arincalmoditar)
* Anjin Blackstone
* Puck Trogdor (Shel Trogdor)

## The Wanderer's Maps (Locations)

* The Feywild
* The Black Hills
* Dolor Forest
* The Margreve
* Parabor
	+ The Fortress of Dawn

## The Epic Tale (The Story)

* Chapter 1: Lost Apprentices and Squeaky Beasts
* Chapter 2: What 'Eye of Death?'
* Chapter 3: Dragons AND Dungeons
* Chapter 4: Just for a Night
* Chapter 5: The Party Never Ends
* Chapter 6: Adventures in Shopping
* Chapter 7: The Realm of Summer
* Chapter 8: The Realm of Autumn

## Debt Unending (Fey we owe)

### Pressing Debts

* The Collector's Debts
	+ The Worm Who Eats the Moon
	+ The Red Lion and the Green Lion
	+ The Titan of Four Elements
	+ The Feather of a Bird That Showers in the Tears of the Sun.
* Favors Three (Highest Priest: freestanding)

### Less Pressing Debts

* The Seven Sage's Grapevine (Luren: freestanding)
* The Fire Toad's Heart (Luren: freestanding)
* The Sunniest Day of the Year (Kerowyn: freestanding)
* The Woven Wand of Dreams (Grank: freestanding)
* A Shared Secret with Vandeha (Puck: freestanding)

### Unpressing (Paid) Debts

* The Flowers of Aldermere (Luren: A Fortnight)

## Villains Foul

* The Living Light
* The Necroseyes
* The Rystrad

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The Collector

One of the Lords of the Feywild, the collector lives up to their namesake, collecting many things.

Currently, they hold the hero's true names, and has tasked them with the Worm Who Eats the Moon, the Red Lion and the Green Lion, the Titan of Four Elements, and the Feather of a Bird that Showers in the Tears of the Sun.
Grank Booyahg

**Margreve Number: 8**

**Feywild Number: 4**

Grank is small, even for a goblin.  His overlong limbs and spindly frame giving him a spiderlike appearance.  Rail thin, his ribs are clearly visible beneath grey-green and pock-marked skin.  His flesh is stretched taunt, so thin as to almost be translucent.  His back bares numerous scars and welts in a seemingly endless variety, suggesting frequent whippings and lashing over the course of his life.  His hands, fingers long and grasping, are always stained dark with… something.  What  exactly, is impossible to guess, but the filthy little creature continually leaves dark stains on virtually everything he touches.

His features are pinched, with an overlarge nose in front of two enormous yellow eyes that are always darting about the room fretfully.  He is a twitchy example of his kind, prone to cowering at sudden noises and unexpected movements.  When not hiding, he seems extremely interested in what those about him are doing.  Indeed, at all times he carries with him a thick leather bound tome, half the size of his body.  Its cover is stained black with his constant pawing at it, and his little bone nub of a pen is always scratching at the pages.

He mostly dresses in rags, wrappings of cloth around his waist and legs, and a torn vest over his shoulders that doesn't quite hide the thick mat of scars at his back.  He wears a necklace of stone fragments, jagged shards that look like they might have been broken from a statue.  Dull copper rings pierce his ears, eyebrows, and nose.  At his back he usually carries a worn backpack and a small crossbow, though in his hands it looks massive, and both are stained dark with countless fingerprints.

## Prized Possessions

* Atlas of Maps
* Woven Wand of Dreams
The Eye of Death

A dangerous artifact of vast necromantic power, rumored to have leveled an entire town, long abandoned in a hole in the woods by our brave heroes. Coveted by the Necroseyes, it's powers are unknown. Currently in the possession of Luren the Wizard after being retrieved from the tomb of Dromar.

The Eye of Death is a small iron sphere with necromantic sigils and black diamonds on the outside. If a humanoid spends 6 hours chanting an incantation while holding the Soulrender, the sphere emits a magical blast that goes through all nonmagical barriers and most magical barriers in a 5000 foot radius. Any humanoid within the blast has its soul torn from it’s body and dies, the blast is otherwise harmless. The Soulrender survives the blast, the person who activated it doesn’t.
Parabor

Welcome to Parabor, a frontier village of diverse miners and adventurers. This community’s economy is fueled by silver in the Cairgon Ranges, mithral in the Icebound Peaks, and explorers like you who scout the Merriam Vale for treasure. The Cairgon Ranges and the Margreve cut Parabor and the Merriam Vale off from the rest of the Kingdom where King Raziel Fortwyth II rules a prosperous civilization. While the small village falls under his domain, he largely ignores the village. Its operations are in the hands of Governess Judith Seagarten, who keeps a small guard and can raise a larger militia if any trouble comes to town. She lets the villagers keep to themselves, coming around with her guards once a year to collect taxes. The dangerous jobs and remote location of Parabor attract more than miners and adventurers. Plenty of people running from something be it the law, a shady past, or an angry ex-lover come to Parabor for refuge from their previous life. This is a village where people ask where you’re going, not where you came from

## Shops

* The Quill and Stopper (Magic Shop)
* Peg Leg Trading Post (General Goods)
* Hard Rock (Gems and Jeweler)
* The Rowdy Room (Bar and Tavern)
* The Temple of Lux
* Hinger's Hammer (Blacksmith)
Tourmaline "Jade" Toebeans

Some sort of cat-folk with emerald eyes, royal blue fur, gold leopard spots, with lavender accents on the paws, ear tips, tail tips. Her tentacles are royal blue with gold trim around the lavender sucker bits. She is 17, and uses her tail as a blanket or paw covers in cold climates, it helps her keep balance but not much more than that and its a big poofy tail. like snow leopards have.
Gnothic Yrril

A Beholder, quite mad, with a fondness for adventurers, dungeons, and puzzles. Gnothic offers challenges to any adventurers who wish to test their metal against their devious traps and vicious monsters. The teleportation circle that leads to their dungeon can be found at the tongue of the Cave of Whispers within the Margreve.
Hyenvir

A hyena-like creature. It is one of the primary races in Nezari - they are usually a tribal race by tradition, though there are some groups that enter higher society.

## Culture

* African tribal
* Bones and more bones
* Exotic piercings
* Body paint
* Matriarchal society
* Carnal dances, usually at sunset or night
* Blood is sacred to them, as it is the very life essence, thus making kills for food is usually a spiritual and violent act

## Statistics

**Notable Senses:**

* Hearing - 4/5
* Scent - 5/5

**Notable Skills:**

* Jumping
* Night Vision
* Reflexes
* Swimming

**Stats:**

* Strength - 8/10
* Defence - 4/10
* Intellect - 5/10
* Speed - 8/10
* Stamina - 6/10
Dwarven

**Dwarven**

The humans with this ancestor are witty, crafty and often times shorter than the rest of their kind. Thankfully it makes them quicker and more slippery than their other counterparts. Humans with this ancestry gain the following:

They get Darkvision out to 20ft,

Dexterity +1

Intelligence +1

To an ability score of your choice -1

*Proficiencies: Stealth and Investigation*
Archfey Known and Unknown

* Algarthas
* Antigone, the Astrologer
* Armadie
* Atterweed, the Jester
* Bilgomes Fol
* Boska, Lord of Wildfire
* The Blisterbeast, the Advisor
* Calamar
* The Collector
* Craw Calamoor
* Doctor Myriarti, Ruler of the Court of Autumn
* Gwynn the Night Huntress
* Keighton , the Haunt of Aldermere
* The Living Light
* "The Monarch"
* Mister Light
* Mister Witch
* Pox and Pilfer, the Advisors and Ambassadors
* Purger, the Mercenary
* The Restrad, servants of the Crown and punishment for the Fey
* Sepal, the Fey Warden
* Sivelle Gigglesprout
* Talison Voss, Ruler of the Court of Summer
* Tienwing, Ruler of the Court of Spring
* The Vulm, Ruler of the Court of Winter
* Volm
* Vox
* Zybilna
The war of Runningblossom

> Traitor! We tried to help you in tough times and you betrayed us! This means war!
>
>

OUT OF ROLEPLAY:

The war of running blossom was a time in original Blossomclan when Blossomclan belonged to a clan system called earthbound a clan system is where 4 or more clans join together to attend gatherings have borders and overall make roleplay more immersive. Earthbound consisted of Shadeclan, Coniferousclan, Runningclan, and of course Blossomclan. Runningclan and Blossomclan never got along to well (in roleplay) there was always tension between Foxstar and Blizzardstar who was the current leader at the time for Blossomclan always had a strange atmosphere between each other. Foxstar was always very suspicious of the clan's motives especially of Blizzardstar and always expected for the clan to lash out any moment but was willing to assist the clan after the current flood that devestated Blossomclan. It was only when Blizzardstar accidentally tripped on the she-cats tell that she snapped and declared war on Blossomclan. The war took place in animaljam temple of zios. Some of the members of Blossomclan that attended the war were Lilypool, Olivestep, Blizzardstar, Hailstorm, Owltumble, Ravenclaw, ,Cochinpaw  and Ferretpaw. Runningblossom was the first war out of 2 in Blossomclan the first one not as severe but many warriors sustained severe physical damage. It would have seemed that Runningblossom was the end of the skirmishes between Blossomclan and Runningclan until suddenly Runningclan kidnapped the deputy of Blossomclan,  Owltumble.This would incite even more outrage in Blossomclan which would lead to not just a skirmish but an entire war that cost greatly for Blossomclan and Runningclan.

IN ROLEPLAY:

(NOTICE: THIS STORY IS UNFINISHED AND OLD AND WILL BE REDONE)

It was after the frosted flooding, that RunningClan, apart of BlossomClan's system, came to visit. They wanted to assist the newfound leader, Blizzardstar, in fixing the broken camp. **"We'll help you, as long as you don't pull any tricks on us."** Foxstar spoke, eyeing the leader. **"Of course, why would we hurt you?"** He asked, confused. They led RunningClan out onto territory.
While they were looking for prey, Blizzardstar stepped on Foxstar's tail by accident and fell on top of her. She found this as a threat and snapped, **"Traitor! We tried to help you in tough times and you betrayed us! This means war!"** Blizzardstar was knocked onto his back as the heavy leader pounced on him.
Felicisima Armada

*“What I wouldn’t give for an ale, a ship, and a Llomerryn whore.”*

— Tello Calante

A flotilla comprised of dozens of ships, the Felicisima Armada haunts the Eastern waters of Thedas, preying on merchants who do not pay their fees and sometimes even the ones who do. As a crewmate of one of these ships, you’ve spent your life on the sea, with occasional stops in the raider city of Llomerryn and the stronghold of Estwatch. You’ve raided up and down the coast of Thedas, to fill your pockets with the coins of every nation.

### **Class Options**

Felicisima raiders can be Sellswords, Berserkers, Reavers, Assassins, Duelists, Bards, Tempests, Magisters, and Blood Mages.

### **Sea Legs**

Having spent your life on ships, you’re familiar with the physical work it takes to keep one floating, and you’re even more familiar with using your reputation to get your way. You start with proficiencies in Athletics and Intimidation, and also have proficiency with Vehicles (water).

### **Starting Equipment**

* 3d4 x 10 gold pieces of a currency of your choice
* A set of sailor’s clothes
* A spyglass
* 4 bottles of Rivaini brew
Adventurer

Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons.

As an adventurer, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Perception and Survival.

### **Well-Traveled**

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 1 x 10
The rebirth

> It would have seemed that Blizzardstar had came to revive a lost clan, but now I fear our clan is in even more danger..
>
>

OUTSIDE ROLEPLAY

Blossomclan revival was an attempt by Blizzardstar, (MOIMI/TIKIAPPLE) to revive old Blossomclan. It consisted of a major part of the original cast of Blossomclan Including Owltumble, Lilypool, Ravenclaw, Olivenose, Hailstorm, Cochinwing, and Blizzardstar himself including one of the newest recruit before original Blossomclan disbanded, Sapphirepaw. the coding can be found here

https://animal-groups-roleplay.fandom.com/wiki/User\_blog:TikiApple/lake

Moimi planned for the story of Blossomclan to begin with the warriors having been scattered across territory Cochinwing back at his farm some in the old territory and etc when suddenly it is discovered that Blizzardstar has been revived. When they try to return to old Blossomclan to revive the camp they realize it has been taken over by badgers and instead create a new Blossomclan camp under Blizzardstar's new rule. Though the roleplay went without a hitch, Blizzardstar began inviting friends into the group that brought slight discomfort with the original cast. Due to complications, the clan had to disband as slowly the original cast began to leave including sapphirepaw.

INSIDE ROLEPLAY

It is still being debated what had occured inside roleplay.
玉里

玉里
--

妖界五狐靈首的赤狐**玉里**，雄性，因為沒有生日，只能憑記憶得出大概一千九百多歲(2021)，本體是普通的赤狐，身型比一般狐妖嬌小，特徵是尾巴又短又澎。

不喜歡化為人形，頂多會穿著衣服直立行走，喜歡粉嫩的顏色，因此衣服都是粉色，因為裙裝穿起來舒服所以幾乎都是裙裝，可以參考一般的振袖和服及漢服，時常被不認識他的人誤以為是雌狐。

喜歡喝茶、發呆、吃甜甜、吃果果，如果拜訪他的時候帶點甜的給他，爺爺會很高興地實現你一個願望(造謠)。

本來個性就比較安靜，加上活得久看了不少大風大浪，對事情相當波瀾不驚雷打不動，反而是一些小事跟惡作劇會讓他有點嚇一跳，反應偏慢給人一種個性呆萌的錯覺，但玉里不笨，能夠被稱為爺爺也不只是只長了歲數而已，對於攸關狐妖族整體利益的大事他的看法總是相當冷靜且果斷。

說話時總自稱為「臣」，因此這個字在狐妖族中是尊貴的自謙之稱。

生涯
--

他是五狐中年紀最長、輩分最高的「最初的狐妖」之一，另一位是平古，與其他妖生妖不同，是自妖界渾沌出生的狐妖，與他同輩的其他族類的初妖大多都已經死去，因此初妖在妖界也可以說是行走的祖宗，不論是否同族都會被尊讓三分。

誕生後一直沉睡至妖界漸有雛型才睜眼，與同為初妖的其他妖族相互孕育生下後代，開創了千妖之世，而後在妖界深處的洞穴中繼續沉睡，直到狐妖族繁盛的時代被挖到才甦醒。因為沉睡，躲過了妖界第一次逢魔大禍，意外成為大禍之後倖存下來的少數初妖之一。

在和平時代與同為初妖的平古、挖到他的難華吉諦兩兄弟、平古撿到的曇門一起修建了一處山居共住，漸漸的變成了狐妖族的凝聚中心，大小事情都會有狐妖來尋求意見與幫助，而他們五狐的能力正好是五種不同的屬性，因此開始有狐子狐孫稱他們為**五靈狐首**，後來再經過一些口耳誤傳的演變，成為現在的**五狐靈首**。

界門開啟後，玉里率領著五狐靈首很快就適應了與外界的交流，並與創環友善結交。此舉可以說是第一時間確保了狐妖族的安全與地位，自此之後在妖界大族中又更為尊貴。

受創者艾的拜託同意五狐靈首分靈以同名的身分進入企劃狐來的妖精世界中，開展與他本身並無相關的全新故事。在旅程結束後，回收分靈且感受完五百年份的故事的玉里，同時接受了旅程中的養女俞兌的存在，並由創者艾的牽線，請閻羅殿派員將俞兌死後的亡魂帶回冥府，重生為冥府的人族，這次他以五狐靈首玉里的身分成為俞兌的養父，希望能將養女與分靈生前的遺憾給圓滿。

人際
--

#### 親族

身為狐妖族長老中的長老，狐子狐孫們的「爺爺」，天下的狐寶寶都是他的乖孫。
狐來企劃中的**有養女的過往**被本尊所接收，養女俞兌死後的亡魂被接往冥府成為重生人族，並再次被玉里收養。
#### 朋友

**世界之內：**
與創者艾貝諾德、創環之一應雪熟識，跟創本家都友好。
本身跟妖界鬼族的長老們認識，在五狐中是對鬼族最友善的靈首。
因企劃結識冥府狐族的胡姬、妖界花妖的姚女家、狼妖的虔家。
**世界之外：**
因狐來企劃認識了同為狐妖的同學們，大致有百里花海(七七)、落果(蘇娘)、杜若(蘇娘)、月滿(十六)、響、畫燈(清淺)、黃泉(阿鰻)、碧落(鮪魚)、寧六娘(掌掌)、寒冬蘭(蒼染)、天口(梁野)。
雖然本尊玉里並沒有與這些狐保持聯繫，但還留存有些許記憶。

事業
--

五狐靈首是狐妖族中輩分最高的存在，同時也是妖族長老議會中的創始成員之一。

雖是議會成員，但五狐基本不管除了狐妖族以外的事情，玉里更是如同最高法院般除了怎麼樣都解決不了的糾紛之外，其他一概不管的老人。

象徵
--

在劇本中代表『赤心』。

是代表赤誠、初心、不老的人物，也象徵著一種經歷一切後回歸初始的佛系心態。

能力
--

能夠使指定的位置生出火焰型態的蓮花，動用的妖力越多，蓮花生長的面積越大，存在的時間也越久。

火焰能夠產生些許的光亮，些許的熱，比燃燒產生的火焰溫度還低很多，用手觸摸也不會燒傷，抓握可以感覺到柔軟半固態的質感。具有安定心神、強化信念的效用，也可以當小夜燈或小暖燈，冬天會看到五狐都捧著一個「爺爺牌暖暖包」。不建議放到嘴巴裡。

## 跨區紀錄

### 狐來庠序(2014)

以分靈的方式被投入企劃狐來庠序中成為主要角色，作為一隻極其懶散胸無大志混吃等死的老可愛，被送到狐來學堂修業。
與本體玉里的性格略有不同，更加軟糯蠢萌、無欲無求，說話通常是兩到三個字一個斷點，相當緩慢。身邊跟著山主人送他的玉製小蝴蝶。
世界觀下的妖的壽命要靠努力修練及度過天劫來延長，若否也只是比普通動物再長一點。企劃的報名範圍是10-500歲，玉里入學之前已屆四百九十九歲，在企劃結束後雖然學到了一些基本法術，但他依然沒有產生渡劫的意願，也沒有認真修練的動力，於是在學堂畢業的一年後於五百歲高齡壽終正寢。分靈回歸異都的本體。
### 三生石文字企劃／一世恩(2016)

*基於狐來世界觀背景下，借短企劃的主題講述的分靈玉里百歲時的過去。*
還是動物時的玉里因為好奇而產生修練的動力，目標是化身為人去體驗人類的生活。一百多歲時他終於能夠穩定且不露外表破綻地化人，並能說人的話，他化作一名白淨秀氣的男子，在進到人類村莊的路上撿到一個被遺棄的女嬰，他以書中八卦離卦為火為自己取名「俞黎(離)」，為女嬰取名「俞兌」，以父女名義種田維生。玉里的外表數十年如一日，直到俞兌長成了漂亮姑娘，他仍然是一個三十不到的白淨莊稼郎，鄰里漸漸開始傳有碎語，好在俞兌雖然有感父親異於常人，卻沒有因此覺得丟臉或是害怕。然而玉里本身卻在這朝朝暮暮的日子裡漸漸喜歡上自己的養女，並且對這份心情感到焦慮，他不懂這是真的情愛還是太深的親情。村人的議論、自身的心情、加上想給女兒讀書識字，玉里最後選擇把俞兌送到仙門當弟子去修行，讓俞兌遠離自己。
俞兌最終在仙門的殘酷二選一之下選擇再也不見玉里，以保全玉里性命，玉里對此也有所感應所以並不怨懟。俞兌之後在仙門中找到自己的真愛，小師叔青揚雪，與之成家。
玉里經此事認為人妖終究殊途，並且感覺當人沒有當狐狸來得簡單快樂，於是此生再也不化人，開始了他混吃等死的快樂狐生，強行封印為人這數十年的記憶。事實上俞兌在成年後曾與青揚雪偶然途經山居作客，見到玉里的瞬間便有種說不清的熟悉感湧現，當眾脫口而出一聲「爹？」，但玉里已經完全不記得他了，轉身便回房去，俞兌只好認為是自己錯認。
### 年年(2018)

狐來中的山居五狐以「大黃狐狸洞」之名投入企劃年年中，因為沒有向本尊玉里再請分靈，設定基本照般狐來後續，所以大黃狐狸洞中沒有玉里，僅有曾經跟在他身邊的玉蝴蝶念念。
Spirit List (Excerpts of Elvhenan)

As an Elgarvhen, the spirit you once were influences your morals and ideals, as well as your abilities. Below, you will find a list of virtues which a spirit may represent, organized by corresponding ability type. If there is a virtue or ideal you do not see on this list that you are interested in personifying, it is heavily encouraged that you inquire with your DM– the virtues listed here are merely suggestions and for ease of character creation.

### Strength-Based

* Authority
* Command
* Duty
* Fortitude
* Glory
* Mercy
* Passion
* Sacrifice
* Valor
* Rage\*

### Dexterity-Based

* Choice
* Consequence
* Cunning
* Defiance
* Freedom
* Perseverance
* Prudence
* Vulnerability
* Sloth\*

### Constitution-Based

* Chastity
* Courage
* Hope
* Justice
* Modesty
* Purity
* Relief
* Temperance
* Hunger\*

### Intelligence-Based

* Creativity
* Curiosity
* Diligence
* Focus
* Knowledge
* Learning
* Perfection
* Purpose
* Simplicity
* Envy\*
* Fear\*

### Wisdom-Based

* Dignity
* Faith
* Forgiveness
* Honor
* Humility
* Integrity
* Loyalty
* Patience
* Reverence
* Tolerance
* Trust
* Wisdom
* Unity
* Pride\*
* Despair\*

### Charisma-Based

* Beauty
* Comfort
* Compassion
* Confidence
* Generosity
* Gratitude
* Humor
* Joy
* Love
* Serenity
* Sincerity
* Desire\*

\* These are demonic virtues, but virtues nonetheless. Because of the negative connotation, how you are treated in the world may be different than the typical Elgarvhen.
The Township Skirmish

> Ah Owlstar, look at you. Just because you lost an eye to an apprentice you're entire clan is suffering. It seems like Blossomclan needs to be under better leadership than you.
>
>

OUT OF ROLEPLAY:

It seemed finally that the clan could settle down Blossomclan was enjoying the new peace between Runningclan and Blossomclan. But something unsettling was occuring. It wasn't in the clans, it wasn't even between Runningclan and Blossomclan, it was with a single cat. Clockpaw after seeing Blizzardstar suddenly revive from the dead had an idea, perhaps if she took one of Owlstar's life that life would go to her. In the night Clockpaw tried to take one of Owlstar's life along with one of his eyes. In the end it cost Clockpaw exile and a new name. Clockpaw was dubbed Clockwilt for her waisted potential, in her rage Clockwilt was about to attack Owlstar once more until Ravenclaw intervened and sent a blow that leaft Clockwilt stumbling into the river. Many were overjoyed by the exile of Clockwilt, except one cat, Sparrowkit the son of Ravenclaw. Just when he became an apprentice the tom vanished nobody knew of him ever again. Blossomclan once again was suffering and grieving their loss and thought they had time to grieve until trouble stirred between Blossomclan and Runningclan once more with the new leader, Marco.

--

INSIDE ROLEPLAY:

NOTICE: As Blossomclan develops some parts may be rewritten to better fit the story.

TO BE WRITTEN, PLEASE WRITING THE D R A F T OF AFLAME TOOK ME AN ENTIRE DAY. CUT ME SOME SLACK
The frosted flooding

> The sky's getting pretty dark, Froststar..
>
>

OUTSIDE ROLEPLAY:

One of the most remembered plots of Blossomclan history, Frosted Flooding is seen as the very first plot that included most of the Blossomclan crew. Including Froststar, Blizzardstorm, Cochinkit,

INSIDE ROLEPLAY:

(The writing is unfinished and will be redone soon)

The sky was filled with clouds on the day of the flooding. It was the day after Froststar gained her 9 lives, and Blizzardstorm was announced deputy. That was when Blizzardstorm noticed the dark clouds rolling in, and it worried him. **"The sky's getting pretty dark, Froststar.."** He muttered towards his leader, and she looked up into the sky. **"It is.. You should prepare for a storm."** Blizzardstorm didn't have time to speak as she began to move towards the entrance of camp, to warn the others.

By the time Blizzardstorm was able to do anything, the rain was pouring down. The puddles were forming and everyone was panicking, so they had to move to higher ground. Froststar and Blizzardstorm gathered everyone toward the cliff, but by the time everyone was out of camp and it was just Froststar and Blizzardstorm, a large tree had fell over the entrance of camp. The water was building up and the two decided to climb up the hightree.

Cochinkit had noticed the two on top of the tree from the cliff. **"Look! Blizzardstorm and Froststar are stuck!"** That was when the clan cats decided to help, and swam over to the entrance of camp and climbing up on the tree. Blizzardstorm noticed the water getting high, and the wind was so strong it knocked Froststar into the water. Blizzardstorm jumped in after his leader and they both began to drown. **"Hurry!"**

Cochinkit stuck out a paw to see if Blizzardstorm could latch on, and luckily he did. They managed to get Blizzardstorm out, and they noticed Froststar was slowly moving deeper into the water. **"We have to get Froststar out!"** They quickly moved over to Froststar, managing to get her out before she had drowned.
Gambler

* **Skill Proficiencies** Deception, Insight
* **Tool Proficiencies** One gaming set
* **Languages** Any one of your choice
* **Equipment** One gaming set, a lucky charm, a set of fine clothes, and a belt pouch
* **Wealth** 2d4 +2 x 10

## Never Tell Me the Odds

Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
Manifester Weapon List

## Weapon List

1. After using a weapon ability on one weapon, you cannot use the weapon ability on other weapons until after a long rest. You may use more weapon abilities per day at higher levels. [Refer to Manifester Table]

2. The base saving throw for the weapon abilities is DC 12. For every positive or negative ability modifier you have in the relevant saving throw stat the DC is decreased or increased. (Constitution for Spear of the Fierce, Intelligence for Crossbow of the Clever, and so on..)

Example: A character with a 14 Con has a +2 modifier and would make their saving throw against a DC of 10 while a character with a 8 Wis would make their saving throw against a DC of 13.

3. On higher levels, you may use more weapon abilities, but you cannot use the same ability more than once per day.
Blossomclan's rise

> Just shut up! You can't tell me what to do anymore. I am a leader.
>
>

OUT OF ROLEPLAY:
In all truth, nobody except potentially Blizzardstar lavenderstar and Froststar knew what before many of the existing members of Blossomclan joined today. Blossomclan crew had to instead make their own story of what occured during roleplay. It appears that in the image the story had something to do with Blossomkit who's lore can be found in the lore page but was sadly never finished.

IN ROLEPLAY:

 It is still being decided what occured during roleplay.
Subclass: Huntsman (EoE)

Some hunters seek to master weapons to better protect civilization from the terrors of the world outside the guarded cities of Elvhenan. Members of the Huntsman Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and parties of hostile dwarves, to towering giants and terrifying titans.

## Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

* **Colossus Slayer.** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

* **Giant Killer.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

* **Horde Breaker.** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

## Defensive Tactics

At 7th level, you gain one of the following features of your choice.

* **Escape the Horde.** Opportunity attacks against you are made with disadvantage.

* **Multiattack Defense.** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

* **Steel Will.** You have advantage on saving throws against being frightened.

## Multiattack

At 11th level, you gain one of the following features of your choice.

* **Volley.** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

* **Whirlwind Attack.** You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

## Superior Huntsman's Defense

At 15th level, you gain one of the following features of your choice.

* **Evasion.** When you are subjected to an effect, such as a dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

* **Stand Against the Tide.** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

* **Uncanny Dodge.** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Awakened

*“It’s hard to be a part of a world that hates you. Especially when that hate is deserved.”*

— The Philosopher

As an Awakened darkspawn, you have no past worth remembering. How many countless years and centuries did you dwell beneath the earth, mindless, parasitically feeding off the Dwarves and surface races before the Architect freed you? You do not know, but you know who you are now and your destiny is your own. The Inquisition is trying to restore order to the surface. This may be your chance to prove your nature to yourself, or at least come to understand those you used to prey upon.

### Class Options

Awakened darkspawn may be Champions, Berserkers, Reavers, Assassins, Tempests, Magisters, or Rangers.

If Magister is your class, your magic is intrinsically bound to the taint, and thus dangerous to uncorrupted beings. If a spell of yours would do damage, it does an extra 1d4 Necrotic damage. Whenever you cast a spell and there are untainted npcs, players, or enemies within 5 ft. of you, roll 1d20. On a 1-4, those creatures must make a DC 10 CON saving throw or contract blight sickness.

If Ranger is your class, you may only choose blighted Animal Companions.

### Blank

You are new to sapient life, free to be molded. Choose two skill proficiencies. (Cannot choose Animal Handling, Persuasion, Performance, or Religion)

### Creature of Darkness

You are at home in the dark of the underground. You have darkvision while in caves or other inner earth structures.

### Starting Equipment

* 1d4 golden Double Griffons (Until recently, you had no use for money.)
* A set of traveler clothes.
* A hood that covers your face.
Subclass: Nature Domain (EoE)

Those who worship the youngest of the Elvhen pantheon, Ghilan'nain– Mother of Halla and Goddess of Guides and Navigation– have an intense connection with nature, and are often the caretakers of cattle, protectors of hidden groves and natural wonders, or even hunters of the monstrous creations their goddess created before Her ascension. Many of Ghilan'nain's priestesses wander the world for years before the take up residence in a temple dedicated to Her.

 1st
 3rd
 5th
 7th
 9th

## Acolyte of Nature

At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

## Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

## Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

## Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

## Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

## Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
Ostulus Ahriman

**Race:** Human

**Origin:** Tevinter Altus

**Class:** Blood Mage

**Born:** 9:00 Dragon, Carastes, Tevinter Imperium

**Ostulus Ahriman** is a Tevinter magister and head of the Tevinter supremacist Herrutati faction, which seeks to restore the lost might of the Imperium, by force if necessary. A veteran of the wars with the Qunari, Ahriman is an incredibly powerful mage and devious tactician, skills which he uses now to further the agenda of the Herrutati in the Senate.

He is an inveterate foe of the progressive Lucerni, in particular a known detractor of Dorian Pavus, considering his support of southern nations to be indicative of treachery.
Subclass: Study of Lore (EoE)

Bards of the Study of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in noble courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the Evanuris themselves.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The Study's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority***.***

## Bonus Proficiencies

When you begin your Study of Lore at 3rd level, you gain proficiency with three skills of your choice.

## Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

## Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

## Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.