recursal/Fanatic-Fandom huggingface dataset:
Flowers

Flowers are a food source for herbivores and contain quite few proteins to heal you. They give 60 hp per petal max. They can vary from green to purple roses. A mechanic known as rotting can turn flowers bad and into poison flowers. They are most commonly found

## Green Roses

Green roses give you 9 hp per petal, but rot easily. They rot about 5 minutes after they spawn.

## White roses

White roses take the longest to rot, but gives you only 5 hp per petal. It takes them 20 minutes to rot after they spawn.

## Yellow roses

These take the shortest to rot, about 50 seconds after spawning. This makes them quite rare. They also give you the most hp per petal, which is an amazing 60 hp per petal.

## Red roses

These roses are a decent food source for herbivores, because it takes 8 minutes to rot and gives 37 hp per petal.

## Purple roses

Purples can sometimes be mistaken by players to be poison plants, but are actually not that far from it. It takes 3 minutes for it to rot and an awful 0.25 hp per petal.
Gelocra

*Sailors tell tales of a Siren, one that draws many in with her stories, song, and art. That many are so enthralled by here, they are unable to escape. They also tell tales of this same Siren visiting those who practice the arts, finding what they are doing interesting, and giving them new ideas for their passion. Some even tell tales of pacts made with this creature....*

### Symbol

A fish surrounded by musical notes, a paint brush, and a drama mask

## Tenets

* *Music is a wonderful gift, don’t live without that joy.*
* *Draw others in with your charm and guiles, no need to do all the work yourself*
* *Spread joy to others, and see them through any stormy weather*
* *Art in all form should be respected, and promoted*

## Types of Followers

* *Sailors*
* *Musicians*
* *Actors*
Shenzi

*Writer: Poison57#9316*

## Description

Shenzi is openly known to be a pirate sanctuary, a place where thievery and crime runs rampant. There’s only three real rules in this city: no killing, no stealing, and no enforcing the rules. These unruly pirates and brigands enjoy passing the time doing whatever their hearts desire causing a ruckus whenever they’re able. Despite the laws being basically non-existent there are still some unspoken rules in the city. Some of all stolen treasures from pirates are “Donated” to the ruler, commonly dubbed the pirate king, and wars between crews are always handled outside of city grounds.

## System of Rule

The pirate king is the ruler of this city, and who exactly that is could change day by day. Leadership in this city is hardly ever consistent. Anyone who challenges and defeats the pirate king becomes the new pirate king. The challenge can happen at any time and anywhere and the only rule is that you must defeat your opponent, where and how you do it matters not. This causes the city itself to constantly be changing, and is a large part of the reason the city has no real laws developed.

## Religion

The people here worship Kakl, and due to the chaotic nature of them and their god there’s no real temple to Kakl here. Instead there are many statues of him doing all kinds of mischievous things, and one large statue of him in the middle that can be seen from the seas. The main way the people worship is causing chaos both inside and outside of the city. The chaos inside can be anything from fighting, thievery, or even playing pranks on others. The chaos outside is where things get a little more destructive. With where the city is placed it gives them easy access by sea to trade routes in the oceans north east of Athens. That area is a hotbed of pirates looking to carve out their share of any goods being transported through that area.

## Geography

Shenzi is located at the tip of the southern peninsula in Athens making it difficult to attack by land due to the mountains. This means any attack with substantial force would ideally come by sea letting the pirates fight on their home turf. As for food, most of their goods are either obtained by trade or by a means that is less savory. They do have very few fields though which are mostly used for different fruits to make ale for the local breweries.
Pyre

The connection to the volcanoes within the region of Navarre have evolved these people into one with the volcanic terrain

## Traits

### **Appearance**:

The skin of Pyres has been dyed a dark grey/black due to the ash from volcanoes that rain down. Their eyes also take on a red hue.

### **Ability Score Increase:**

You gain a +2 to CON, and a +1 to another stat

### **Age range:**

Pyres mature at the age of 20, and usually live until the age of 120

### **Alignment**:

Usually Pyres are independent creatures, aligning with more neutral alignments. However, some Pyres lean to a darker, more evil side.

### **Size:**.

Most Pyres stand between 6ft and 7ft, and are very muscular. Your size is medium.

### **Darkvision:**

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### **Firepower and Earthpower**:

You add the Create Bonfire cantrip and Mold Earth Cantrip to your spell lists. You use your highest mental stat to cast this. As well as you get one free cast of Absorb Elements per long rest

### **Tough Living**:

Living in the rough ashen, and fiery terrain, you have become able to withstand harsh environments and the heat. You ignore rough terrains related to volcanic and stone, as well as can survive hot temperatures up to 350 degrees F.(177 degrees C). In addition, you gain resistance to fire damage.

### **Weak Vision:**

You have disadvantage on Wisdom(Perception) checks using sight within Direct Sunlight.

### **Languages:**

You can read, write, and speak Common, and Ignan
Speaker Bracka

### Description:

A fairly tall saru who wears heavy armor based on the nature around him, and uses a special Maul said to be granted energy by the mythical creatures that roam Xeque. He’s someone that rose to the position of Tlatoani after joining as a Speaker due to the retirement of the previous Tlatoani, thanks to his ability to drive away monstrosities by his own and for helping gather knowledge while traveling the four cities. Eventually he became the main pillar for outside negotiations with his strength and knowledge.
Furor

*The universe’s pain made manifest. A terror told to children at bedtime. Discussions still rage among theologians whether the beast ever existed, or whether it did and was killed by all the gods, good and evil. The mad seek to bring destruction and fire in its name.*

Furor

### Titles

The Pained, Wrath of the Lost, The Final Hunter, The Mad Sun

## Domains

* *Death*
* *War*

## Types of Followers

* *Madmen*
* *Doomsayers*
* *Berserkers*
* *Cultists*
Murkwood and Murkwood Mines

### Description:

Deep within the Wilting Woods there is a swampland called the Murkwood and within there lies a small mineshaft where prisoners of the Empire are brought and forced to mine for useful minerals as penance for their crimes. A few run down smaller buildings sit outside of the mine shaft acting as lodgings and offices for the prisoners and their wardens.

### What is this place like?

Through and through the Murkwood Mines are as dangerous as they are an unpleasant place to be. The outside is a small, guarded encampment surrounded by a swamp. The inside of the mines are dark, cramped and uncomfortable. Awful smells of methane and the stench of death fills the corridors of its twisting tunnels.

The only people authorized to be living in the Murkwood Mines are the guards and their inmates.

The surrounding swamps of the Murkwood hold many natural creatures of their own while the mines are home to other creatures untouched by the corruption of the forest.

Those that attempt to escape are met with severe punishment.
Altruism Domain Cleric

Even when the going gets tough, you show mercy to those who need it, and help others around you, even if it means taking a bit of your own strength.

## Level 1

#### Altruism Domain Spells

 3rd
 5th
 7th
 9th

#### Strong Will

You gain an additional +1 HP per cleric level

#### Pain Split

When you would restore health to a creature other than yourself using a spell, you can choose to subtract equal to half your cleric level rounded up (minimum 1 damage) from your health or temporary health directly to increase the amount of health restored to one target by two times the damage taken. This damage cannot be resisted or reduced. Using Pain Split does not break concentration.

## Level 2

#### Channel Divinity: Helping Hand

When an Ally within 30ft of you takes damage, you can use your reaction to present your holy symbol. In doing this, you can take the damage your ally would instead.

## Level 6

Your Pain Split damage changes from half cleric level to cleric level.

## Level 8

#### Potent Spellcasting

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

## Level 17:

The healing generated by Pain Split increases to three times your cleric level.
Mistress of the Wild Hunt

*Among mortals there are tales of a court of the fae, one dubbed the Wild Hunt.This court delights in the martial forms of fighting, and will hunt down anything that it might see as amusing. Chief among them is the archfey known as Queen of the Wolves. She can at times be seen leading the Wild Hunt on expeditions, picking up unfortunate souls who have the poor luck to have been in between them and the prey that they seek. Given the choice to join willingly, forced to come along, or fed to some of the more… bestial members of the hunt.*

Humanoid Form

Animal Form

### Title

Mistress of the Wild Hunt, The Steel Fangs, Queen of the Wolves

## Tenets

* *The weak are beneath your notice, not even fit to hunt.*
* *Eat, drink, be merry, for the hunt always beckons.*
* *Respect the prey that you take down, even more so for the ones who gave you a greater fight.*
* *J̷̬̅O̵̮̚I̶͎͒Ṉ̷̓ ̵̳͘Ť̶̖H̶̦͊Ë̸̦ ̸͕͠H̸̭̉U̷͎͂Ń̵͚T̶̄͜!̴̮͊*

## Types of Followers

* *Hunters*
* *Warriors*
* *the Crazed*
* *the Beastial*
Siegefried Hammerhand

### Description:

6’2 Man, strong by nature and carries a large magical maul with him called Illuminarum, which mean’s light. He is quite charismatic and has strong leadership skills but he doesn’t shy from combat and at moments leads his warriors head on if it is required. He is a mighty warrior and not many can challenge him in equal grounds. He is currently 39 years old.

### Who are they:

Highlord of Stonefall, they command the forces in Stonefall and lead’s a mission to finding a cure to the blight that haunts Rovgaz.

### Achievements:

Has led multiples battles against the infected in Rovgaz. Has cleared and created multiple towns and villages in Rovgaz that remain unharmed under his protection. Has defended a town near the Tower of Enlightenment from a horde of corrupted beings.
Gnollborn

Vicious humanoids struck with an unholy curse, craving violence like an unquenching thirst. The Gnollborn are half-blooded humanoids who carry a curse of violent bloodlust, though to a lesser extent to their full-blooded family of gnolls. However they gained this demonic blood, either born within a Gnoll’s tribe as a half-blood outcast, or cursed by powerful demonic magic, they live in a constant battle to subdue an unending hunger for violence, combat, and battle. Rarely are they seen in civilization, but a select, rare few have managed to quell their violent nature, sustaining a peaceful life in ordinary civilization..

## Traits

### Ability Score Increase:

Your Strength score increases by 2 and your Constitution score increases by 1

### Age:

Gnollborn reach maturity at 18 and live for about a century.

### Alignment:

Gnollborn are rarely lawful and.tend to lean Chaotic.

### Size:

Gnollborn stand from 5’5 to 7 feet tall and weigh between 150 to 300 pounds. Your size is Medium

### Darkvision:

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### Gnashing Maw:

You can use your great canine maw to make a Bite attack instead of a normal unarmed strike. When you hit, the bite deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

### Overwhelming Strength:

You have proficiency with the Athletics skill

### Relentless Hunger:

As a bonus action on your turn, you can unleash a blood-starved frenzy of attacks. Until the beginning of your next turn, all melee attacks you make are done at advantage, but all attacks made against you are done at advantage. You can use this feature up to your proficiency modifier per long rest.

### **Languages:**

You can speak, read, and write Common, Gnoll, and one other language of your choice.
Mount Kamila

### Description:

Mount Kamila is the most important, and sacred, location in all of Hashan. This is where in the middle of a war with Rovgaz, the people of Hashan struck a deal with the courts of the faewild. This helped them turn the war, and establish a peace. Ever since then the Confederation of Hashan has kept their pact with the Courts. Mount Kamila stands as the reminder to that, and where a portal to the faewild is established for the continuation of the deal. However, one who tries to find this portal will find several barriers in their way, including the flora, fae, and Knights of the Silver Bough.

No one lives on the mountain, and the nearest group of people to live near it are the Knights of the Silver Bough, who keep the peace in the area. While traveling through the forest, one may find themselves coming face to face with a creature of the fae. Hopefully, its one that isn’t too dangerous.

The mountain is covered in a thick forest that shifts and changes as the wild growth from the power leaking through from the faewild causes changes. A traveler can become lost, or even trapped, when a surge of power drastically changes the landscape in seconds. Most who travel to this mountain stay near the base, as it is dangerous to travel into the forests that cover it without an experienced guide.
Arieleira

*Arieleira is a reclusive goddess, she spends most of her time alone studying the past and reading the strands of fate. Appearances to her followers are rare and often followed by major life events and cataclysms.*

Arieleira

### Titles

The True Seer, The Weaver of Fate, Chosen Oracle, Mistress of Luck

## *Domains*

* *Arcana*
* *Knowledge*

## Types of Followers

* *Gamblers*
* *Courtesans*
* *Wretches*
* *Urchins*
* *Fortune Tellers*
Rare Runners

**Rare** Runners are Runners who have a lower Card drop rate than Common Characters. Upgrading them also costs more Rings than Common Runners. Because of this, they are somewhat more harder to unlock and level up than Common Runners. In order to unlock a Rare character, you would need to have at least 60 cards of the same character. There currently exists **10** playable Rare Runners as of **Game Version 4.20.0**.

## List of Rare Runners

* Blaze
* Cream
* Espio
* Jet
* Rouge
* Storm
* Tangle
* Vector
* Wave
* Whisper

## Trivia

* With the Victory Chest, it is possible to randomly unlock one of the any Rare characters right away.
Ghazit

### Description:

Born on the island of Evergreen Tusilva, Ghazit spent his early years helping his parents and 9 siblings run the family owned 'organic' clothing store. It quickly became clear that people were drawn to the Ribbit due to his over exaggerated movements and the theatrics he put into every task he undertook. His outgoing personality is also what drove Ghazit to leave his family and take a boat to Veritas Prime so that he could join the prestigious Ad Centrum Artium.

Once he became a member of the institution he was fast to become friends with everyone he met. It was this popularity that allowed Ghazit to take center stage in the department of Theatrum and really show his talent for acting to the whole of Veritas. After years of taking part in the many productions put on at Ad Centrum Artium the biggest promotion in Ghazit's career came about. Due to the tragic passing of the previous Magister Theatrum in a freak mayonaise accident, the position became vacant. During the selection process for the new Magister recommendations flooded in asking that Ghazit get the job. Once the position was offered to him, there was no way Ghazit could refuse the role of a lifetime. As such, he became the Magister Theatrum, a role he continues to hold to this day.

### Achievements:

Has been voted the coolest person in Ad Centrum Artium seven years in a row.

### Relations:

Ghazit has 9 siblings, all of them have agreed that he is the coolest sibling.
Kalaketra

*From her loom, Kalaketra watches over the nightmares and dreams of all. She shifts through the individual strands, turning them one way or the other. Giving those who need them dreams, and those who need them nightmares. Those who pray to her find themselves gaining their preferred outcome more often, though not entirely. The images during a dream or nightmare at times will carry important knowledge, such as a breakthrough, a prophecy, or an omen.*

Kalaketra

### Titles

The Sleeping Seer, The Consumer of Terror, The Arbiter of Dreams

## Domains

* *Dreams*
* *Knowledge*

## Types of Followers

* *Dreamers*
* *Seers*
* *Shamans*
* *Seekers*
The Falcon’s Talons

### Description:

A small woman who wears heavy leathers dyed green, and wields a longbow that is said to be made from trees from Mount Kamila. A relatively new chieftan, she rose to power after the assassination of the previous one. She comes from one of the more respected families, who draw their bloodline from the original founder of the tribe. Wants to draw in, and adapt the tribe to the technological improvements that have found their way into Hashan. Earning her the ire of some of the more traditionalists in the tribe.

The youngest child of three, she was able to prove herself in the competitions during the gathering to prove that she had what it took to become the new chieftain. However, the vote was rather split, The Falcon’s Talons edging out a slim majority. The Falcon’s Talons is a renowned hunter, known for being able to take down Manticores and Purple Worms on her own. Well, at least with the help of her horse and her pair of falcons, who are nearly a another pair of shadows for her.

### Achievements:

Slayed a Purple Worm on her own

Victor of the majority of the Gathering Festivals during the year she was elected to Chieftain

### Relations:

Two older sisters, her mother and father are deceased

Several cousins who make up the Ketra house
Tempora

### **Description:**

Tempora is both the name of the town that the wind walkers call home, as well as the gigantic beast that carries the town on its back. Often mistaken as a green hill in the middle of the barren plains of Rovgaz, Tempora is a beast unlike any other that has walked the lands of Rovgaz for as long as stories go back.

Operating both as a base for the wind walkers as they carry out their responsibilities towards the land, as well as a safe haven for settlements of rescued people and animals, the town known as Tempora is fully self-sustaining, living off the groves on the back of its namesake and allows the wind walkers to take care of all living creatures that they rescue from the land.

Unlike most of Rovgaz, the fauna of Tempora is lush and full of life in the care of the druids that live here. All sort of trees and plant life can be observed in the groves of Tempora, along with the number of animals that accompany each member of the wind walkers.
Path of the Flame Barbarian

### Path of the Flame

Those who follow the Path of Flame channel power form the elemental plane of fire into themselves.

## **Level 3**

### **Pyroclasm**

You form a link to the plane of fire itself, allowing you to channel the power from it. While you’re raging, you gain resistance to fire damage and gain the following effects:

* ***Kindle.*** You become engulfed in an intense sizzling flame! Creatures that end their turn within 5 feet of you must make a Constitution saving throw [DC= 8 + your prof bonus + your Con Mod] or take fire damage equal to your Barbarian level.
* ***Searing Rage.*** You can deal your rage bonus as fire damage instead of its normal type when you would apply it to a damage roll.

## **Level 6**

### **Solar Shield**

You gain further access to the additional energy channeled from the plane of fire. While raging, you gain the following ability:

As a bonus action, you can cause your flames to wrap around a creature other than yourself that you can see within 15-feet. The target gains 2d4 temporary hit points, and they deal additional fire damage equal to your proficiency bonus on their attacks. These benefits last until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

## **Level 10**

### **Incandescent**

Your connection to the plane of fire has now left a permanent change to your body. Your body emits a rather gentle light from the constant flame.

When you deal fire damage, you begin to shine in a 10-foot radius, and gain an additional 10 feet of bright light every time you deal fire damage again, up to a maximum of a 30-foot radius. Any creature or object within your bright light radius cannot benefit from being invisible, and if any of this feature’s area overlaps with darkness created by a spell, the spell gets dispelled. This light lasts until you don’t hit a target with fire damage within 1 minute.

In addition, fire damage you deal ignores resistance to fire damage.

## **Level 14**

Just as you feel a part of it, the plane of fire feels a part of you now. The flaming powers you possess have grown in power and might.

You gain immunity to fire damage while raging, and fire damage you deal bypasses immunity, dealing half damage instead.

***Krakatoa.*** When you rage, you explode out molten hot lava from yourself, covering a 20-foot radius centered on the point of where you raged. When a creature moves into or within the area, it takes 2d4 fire damage for every 5 feet it travels. The lava dissipates when your rage ends.

***Improved Solar Shield.*** The temporary hit points from your Solar Shield are increased to 4d4, and can now affect one additional creature within range that you can see.
Kakl

*A being that truly embodies chaos, to understand Kakl would mean to twist and destroy your very mind, few have tried and all of which have perished at their own insanity. None truly know what Kakl ever wishes to do or why it’s done but almost everyone familiar with him knows to simply stay away. From absurdities like raining mead to “help” in a drought to forcing people to find a haystack in a pile of needles anything goes for him. Do **A N Y T H I N G** you want just to keep yourself amused.*

Kakl

## Domains

* *Arcana*
* *Trickery*

## Types of Followers

* *The crazy*
* *The lawless*
* *Deviants*
Verhaal

*Verhaal loves to tell and hear a good story. Should he happen upon an interesting tale, he is apt to become its owner. He will bargain with the adventurer for possession of the story, giving the hero something to help create a more epic tale in their future adventures with the caveat that the original owner forget that they were the story's original owner.*

Verhaal

### Titles

The Collector of Tales, The Storyteller, The Record Keeper

## Domains

* *Knowledge*
* *Trickery*

## Types of Followers

* *Travelers*
* *Storytellers*
Jaux

The city itself is a technological marvel that is currently one of the biggest technological intrigues in Navarre mostly due to the fact that through the power of the technology they are using (Geothermal Energy due to their proximity in the volcano) they get to power their entire city with that would be similar to electricity. Lampposts everywhere illuminate the city and the roads between the towns and cities which as a result makes bandit groups not as a common thing compared to other countries. The marvels of their architecture with tall buildings that seem to be wild that man would be able to construct this it'd be quite impressive to a tourists eye. In reality this city has existed for over 500 years and still stands today as a pinnacle of greatness of the pioneers of the man who discovered it all those years ago.

The city relies a lot from the mining of obsidian from the volcanoes in the west but at the same time they gain a lot of profit from their secondary activities that include trading and offering services. They have a constant stream of people from many other countries in Andora due to their fascination in getting to know the technological marvel it is providing it good benefits of tourism making it a very active city at day and night.

### Important Locales:

- Residential District: This is where most families that aren't the aristocrats will live in, in this case it'll be the families that don't belong to the elite class.

- Cultural District: This is the district where most people will go out and have fun, whether it is through plays, having fun in brothels, taverns, etc. Most people come here to have fun even though it isn't common to see a person from one of the high families to be here.

- Trade District: This is where people trade and so forth goods.

- Aristocrat District: This is where the high class families reside including the President in the Governmental palace. Like most aristocrats they love to live in luxurious fashion, Their houses are well made and well designed, the architecture itself is magnificent to observe and appraise. Everything that exists in the cultural district can be found here but in higher class and more exquisite but of course at higher prices, making it so people that aren't from the wealthy families be more uncommon here.
The Many

*Stories about the Many may be among the most varied from telling to telling, many, describe a horrifying creature of blades and metal with a voice like rasping steel, while others tell of a kind-hearted being with a love of agriculture, with even some claiming that she repaired old plows for tired farmers or providing means for young farmers to protect their homes and families. The populations of most more-populated areas tend to believe the first kind of story, but in many a lonely barn a small token to The Many might yet be found.*

### Symbol

A multitude of swords arranged in the shape of a larger one

## Tenets

* *My power is only a tool, use it to protect those without it.*
* *Foster growth and peace wherever you go*
* *Steel makes for plows as well as swords, do not look down on the humble.*

## Types of Followers

* *Farmers*
* *Guardians*
* *Shepherds*
Skeleton

Fae spirits that like to mess with people by scaring them. They create skeleton like facisimile from all kinds of materials and use this shape to pull pranks. The skeleton can be made from nearly any hard material and must be engraved with runes to contain their spirit. Their eye sockets glow a faint green with fae magics. (The Skeleton body can be made of any common material but it has no mechanical value)

## Traits

### **Ability Score Increase:**

Your Dexterity Score increases by 2, and your Wisdom score increases by 1.

### **Age:**

Skeletons mature at 70 and live to around 900 years.

### **Fae Heritage:**

Thanks to it’s fae heritage, the skeletons are considered both Fae and Humanoids.

### **Speed:**

You have a base walking speed of 30 feet.

### **Size:**

Skeletons are about the same height as most humanoids. They typically stand over five feet tall, but can grow up to six feet as they exchange to larger bones.

### **Languages:**

You can speak, read, and write Common and Sylvan.

### **Proficiencies**:

Your large lifespan lets you observe and gain knowledge about the events around you, you gain proficiency in History.

### **Undead Constitution:**

Your Skeletal body allows you to survive without the most basic of needs, you do not need to eat, drink or breathe. You gain immunity to Poison and resistance to Necrotic and Piercing damage. You do not need to sleep instead you must spend four hours during a long rest in a meditative state, you remain aware of your surroundings while in this state

### **Fragile Body:**

Having such a fragile body comes with it's drawbacks, When you level up subtract half of your current proficiency bonus (rounded down) from the Max HP you gain. You are vulnerable to bludgeoning damage.

### **Subrace:**

#### ***Big Bones:***

**Proficiencies:** The strong bones that you control allow you to do things that most other skeletons wouldn’t be able to do, you gain proficiency in Athletics.

**Defensive stance**: As a bonus action you can take a defensive stance that allows you to become harder to hit, until the start of your next turn you gain 2 AC and attacks have disadvantage against you. You can use this ability a number of times equal to half your proficiency bonus (rounded down) and regain all uses after completion of a long rest.

#### ***Magic Bones:***

**Proficiencies**: The bonus you control allow you to feel the magic around you, you gain proficiency in Arcana

**Enchanted Bones**: The bones that you’re controlling are enchanted, you can use your bones as a spell casting focus. As a bonus action you can channel your magical energy through your bones, you can add your proficiency modifier to one damage roll of the next leveled spell that you cast this turn against one of your targets. You can use this ability a number of times equal to your proficiency bonus and regain all uses after completion of a long rest.
Warden Wulfric Winterveil

### Description:

Known as the Warden, Wulfric leads the Southern Alostadian Kingdom. His primary concern is keeping the influence of outsiders--especially the imperial government--from his land. Warden Wulfric has survived many attempts on his life, which have only strengthened his resolve. Like his imperial opponents, he seeks to find the legendary artifact in order to protect his homeland and further the cause of his faction.
The Nezumi Tribe

### Description:

A tribe of roaming bandits and stealth warriors made mostly of ratfolk. They are looked down on by the rest of the tribes, for their practice of guerilla warfare and espionage, yet are still looked to for these valuable skills. They are barred from internal trade, and rely on selling their skills outside of Hashan. A tale is told of the sins of the Nezumi, that a lone ratfolk stole from a tree at the center of Mount Kamila, out of desperation. They gained the knowledge of stealth from the tree, but the tree itself wilted. For their crime, the Fae turned their back on them, and the people of Hashan have shunned them.
Flan

caption

**Flan Lily Jardin** is a former Follower, legally born in 2009. He was an assassin who loved doing risky stunts, which nearly costed his life multiple times. Information about him is ambiguous since he has memory loss. After this, he became an introverted sad guy, who suffers from narcissitic personality disorder.

## History

### Past

Flan was born in the Chorafión era in August 1982. He is known mostly for working as an assassin and killing many people during the 1980's. While not directly related to Noa, Axel, and the Chernobyl Incident, he watched the Incident happen from the sidelines.

He was responsible for many mysterious deaths that occurred between 1984 and 1989. One of his most popular murders was of Victoria's nephew in 1987. I'm sorry Victoria. His plan was to infiltrate the house through the balcony, wait for the victim to be in view, and then shoot them in the chest multiple times. To make his escape, he backflipped off of the balcony, and then he ran off to his own apartment. This case is a particularly tricky one because the only place in the house without cameras is the balcony, which means it couldn't have been recorded by anyone. While getting away with his crimes for years, in May of 1989, the police eventually found him and chased after him. While he was able to outrun them for about 40 minutes, he was eventually caught and sent to prison.

He was sent to the Fields by a judge. There, he met Axel and Noa, since they all shared the trait of being criminals. While working, Flan accidentally found an escape passage and went through it, causing him to transport eras. Since time isn't a concept that exists in the Fields, nobody knows the time of it, but it happened around 2001-2010.

He was banned from marrying people due to his crimes. This still applies to the present era.

### Present

Flan was born on August 17, 2009. He shared a second grade class with Axel, the two of them getting along almost instantly. At the end of the school year, Flan moved schools, causing their friendship to get severed. He lived a pretty average life until he got *Twitter* and *Discord*, which is when his life "fell apart", as he says. He was able to reunite with Axel and find the truth about his past.

While he was in second grade, he witnessed "The Fall of Pennycook Elementary", where the paranormal truths about the school were revealed. During the Field Day of 2016, a UFO was sighted, and packs of aliens descended onto the field.

Since the end of the year was coming close, Flan's parents wanted to protect him and his brother by moving them to a different school.

He met Noa in the original MIT server owned by Cecilia, before Axel's reappearance. He is one of the most active members in the server and is part of the Main Three (Axel, Noa, Flan). He plays rhythm games at lunch time.
Order of the Bulwark

### Description:

The Largest Order across Navarre (potentially Andora) that is associated to warriors, they can be found in every single city in Ebitrea and those who accept the warrior style of life in Andora. They seek to train and mold those who wish to join their ranks. They do not simply teach those the art of the sword but as well teach those who are more capable in the art of war, similar to a strategist.

The biggest building belonging to the Order of the Bulwark lies in Vita. As their motto is "Victory or death." with their symbol being two swords crossing eachother behind a shield, where the shields emblem will be of an eagle.

### Important Individuals:

- Lanius - Leader of the Order of the Bulwark
Bloodmage Wizard

## Level 2

##### **Ritual Dagger**

You can use a dagger as your arcane focus. You must be using a dagger as your arcane focus to use Blood Gamble or Ritual Sacrifice.

##### **Blood Gamble**

When casting a wizard spell, you can draw magic by sacrificing your blood instead of using a spell slot. After casting the spell in this way, roll a d8 and multiply by the level of the spell, subtracting the result from your health or temporary health directly. Using Blood Gamble does not break concentration.

##### **Ritual Sacrifice**

You may perform a blood sacrifice to ritual cast any of your prepared wizard spells even if they lack the ritual tag. At the conclusion of the ritual, the spell is cast, subtracting three times the level of the spell from your health and max health directly. You regain all lost Maximum HP back after finishing a long rest.

## Level 6

#### **Blood Lust**

Once per round, you heal for your Constitution modifier plus your Proficiency modifier when you kill an enemy with a spell cast through Blood Gamble.

## Level 10

#### **Safety Measures**

If you would drop below 1 hit point from Blood Gamble, go to 1 hit point instead. Usable once per short rest.

## Level 14

#### **Enriched Blood**

Reduce the health cost of casting a spell with Blood Gamble to [1d6-1\*spell level] health.
Venatrix

*Waste not a single crumb, pelt, fur or even blade of grass if you’ve caused it to leave it’s roots. Every piece of the world we walk upon can be put to good use, so take care not to waste what you’ve disturbed. Venatrix is a goddess who is strong enough to endure the harshness of our world and her followers try to learn and follow suit, many who follow her have learned the ways to make a home amidst a mountaintop and even survive hunger within the desert. However others are but simple farmers who respect her ways and graciously thank the world for the bounty of the autumn harvest.*

Venatrix

### Titles

The Efficient Arrow, The Frugal Huntress, Autumn's harvest

## Domains

* *Life*
* *Nature*

## Types of Followers

* *Hunters*
* *The poor*
* *Farmers*
Seltelen

*While all the other elements rage, and try to force change quickly, earth is patient. This is epitomized within Seltelen. Who sits, and watches as civilizations rise and fall, as wars are waged and lost, and life springs forth and dies. During all of this, he waits, watches, and learns. When he does make a move, it is at the right time, often times securing the outcome one way or the other.*

## Tenets

* *Let others do the work, while you observe and do what is needed at the right time.*
* *Be patient, good comes to those who wait.*
* *Don’t make enemies, one might find themselves fighting with odd allies at times.*

## Types of Followers

* *Masons*
* *Monks*
* *Scholars*
Harpy

### **Size:**

Owl and Eagle Harpies Stands between 4 feet and 6 feet. Their size is medium. Hummingbird Harpies stand between the height of 3ft to 4ft. Their size is small.

### **Darkvision**:

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### **Natural Weapon:**

You can use your Talons as a natural weapon. This can only use while flying. It deals d6 piercing and uses either DEX or STR. It is a weapon you automatically have proficiency in.

### **Languages:**

Common and Auran

**Variants:**

### **Subrace:**

Choose **one** variant when creating your Harpy:

#### **Owl:**

Prof in WIS(Perception)

+5 to passive perception

#### **Eagle:**

Prof in STR(Athletics)

As a Bonus Action, you can move up to half your speed toward a Hostile creature that you can see.

#### **Hummingbird:**

Prof in DEX (Acrobatics)

+5ft fly speed
Quetz

Quetz are said to be the descendants of old entities similar to dragons which some might consider deities, these people have feathery features along its body alongside a feathered tail.

## Traits

### **Ability Score Increase:**

Your Strength Score increases by 2, and your Constitution score increases by 1.

### **Age:**

Quetz mature at 18 and live to around 120 years.

### **Speed:**

You have a base walking speed of 30 feet.

### **Size:**

Quetz are about the same height as most humanoids. They typically stand over six feet tall, but some grow to be up to around seven feet tall.

### **Darkvision:**

Your heritage gave you the ability to see in the dark and in dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### **Languages:**

You can speak, read, and write Common and Draconic.

### **Proficiencies**:

Your connection to your ancestor has given you the ability to understand your environment better, you gain proficiency in Nature.

### **Feathered tail:**

Thanks to its long tail Quetz have great balance, they have advantage on saves and checks that would knock them prone.

### **Subraces:**

#### ***Moon:***

**Proficiencies**:

Your heritage gives you the ability to feel magic through your body and around you, you gain proficiency in Arcana

**Arcane Feathers:**

You’re able to use your feathers as part of a spell’s components when you cast a spell to infuse it with power, you can use your feathers as a spell component to add your proficiency bonus to the damage roll of that spell against one of your targets. You can use this feature a number of times equal to your proficiency bonus and regain all uses after the completion of a long rest. When you reach 6th level the additional damage increases to double your proficiency bonus.

#### ***Sun:***

**Proficiencies**:

Your heritage gives you the ability to be aware of your surrounding better than most, you gain proficiency in Perception

**Giant Feathers:**

As a bonus action, you can magically increase your size by one category as if you were affected by the Enlarge spell a number of rounds equal to your proficiency modifier, but it does not require concentration. You can use this feature a number of times equal to your proficiency bonus and regain all uses after the completion of a long rest. When you reach 6th level the duration increases to double your proficiency bonus.

#### ***Wind:***

**Proficiencies**:

Your heritage gives you the ability to move through you surroundings with great ease, you gain proficiency in Acrobatics

**Wind Speed**:

As a bonus action, you’re able to use your wings to push yourself using the wind to go even faster, your speed is increased by 20 ft and you gain a flight speed equal to your speed until the end of the round and if you’re in the air when your turn ends you float down to the ground. You can use this feature a number of times equals to your proficiency bonus and regain all uses after the completion of a long rest. When you reach 6th level the bonus speed increases to 40 ft.
ExampleCity

## Description

A description of the city. This should be where a brief synopsis of the city should be, and should be focused exclusively on the feeling the player might have on first viewing, as well as pointing out very noticeable and obvious things about said city. It should also make reference to the region in which the city is located, as well as general direction in which the city can be found within the region. Bonus points for describing landmarks nearby the city, such as mountains, bodies of water, or other natural phenomenon.

## Culture

A more in-depth description of what the people of the city are like. This should include things such as race, culture, identity, festivities, deities, food, and other related topics to how people live their lives. While you can discuss economic situations, it should be related solely to occupation or other factors that might affect the daily life of people living in the city, such as famine or disease.

## Trade

This is the section that should be dedicated to how the people of the city, and the governmental power, earn money. Whether this be through trade, fishing, farming, mining, service oriented jobs, mercenary services, or whatever might be the resource for the city. It helps to give a strong description of elements related to the city's day-to-day life, as this can be a great means of world building.

## Military

This should be a brief description about the military force within the city. As this page will be used for both city-states and normal cities, its usage may vary. For self-contained entities, this is a good place to discuss the military might, typical tactics, and other such information. For smaller entities, this might simply be a location for describing the guard. Typical information that might be discussed in this section includes quality of gear, amount of training, tactics, preferred weaponry, level of aggressiveness, feelings that the locals or outsiders might have towards the military/guard, etc.

## Areas of Note

This should be a list of various districts and locations within the city. An example can be found below.

Trade District - A location dedicated to trade

Castle District - The location just outside the castle that houses the royal family. Notable for being a location of nobles.

Docks - A place where boats are kept.

## Overview

This should be a section dedicated to describing people that are important within the city. Commonly, this will be associated with Government, such as a mayor, baron, duke, or other, but could also pertain to religious figures, notable guildmasters, faction leaders, school headmasters, or other reoccurring names for NPCs. Ideally, this should flow naturally, and not necessarily be a list of names.
Chi'ver

*Ruler of all things ice and snow, Chi'ver is a powerful god known both for a softest of snows and the most furious of blizzards. Many of his followers depict him as a lover of beauty, seeing how even every snowflake is uniquely crafted. He is also depicted as more fun loving compared to his sister, Shiv'il, though only fools would dare underestimate him.*

Chi'ver

### Titles

The Frozen Tempest, Lord Frost, Bringer of Winter

## Domains

* *Nature*
* *Tempest*

## Types of Followers

* *Storytellers*
* *Fishermen*
* *Ice Cutters*
* *Siblings*
Quiahuit

*Since the world was formed, and the winds were breathed unto Andora, Quiahuit roamed the skies, guiding the winds on their path. Many followers took direction from him, and guided their own path and destiny. Regal and self assured, the Skylord is not one to trifle with, but to be given respect. Otherwise an unfavorable wind may blow in your path.*

Quiahuit

### Titles

The Wind’s Stream, Father of the Path, Skylord

## Domains

* *Tempest*
* *Nature*

## Types of Followers

* *Warriors*
* *Leaders*
* *Innovators*
* *Wanderers*
The Kirigumo Tribe

### Description:

Originally a clan of Oni that went into hiding due to discrimination for looking similar to demons, they gathered together once again under the guidance of a few elves. Forming a smaller and more settled tribe full of various warriors and craftsmen within the southern region of Hashan, bordering Xeque. Living in a leveled out mountain top where they built their village on. They primarily spend their time going out to hunt large sized creatures that lurk within the area, and using a special type of wood found in the nearby forest to make various tools and buildings due to it's strong properties. Though one of the more recently formed tribes, they have started to become known for their gallery of strong warriors, talented woodworkers, and of course relaxing hot springs located in the village.
Sphinx

Sphinxes possess the upper body of a human, lower body of a lion, and the wings of an eagle. Sphinxes have a similar body structure to centaurs with two arms and four legs.

## Traits

### **Ability Score Increase:**

Your Wisdom Score increases by 2, and your Intelligence score increases by 1.

### **Age:**

Sphinxes reach adulthood around the age of 120 and can live for over 1000 years.

### **Size:**

Sphinxes stand between 6 and 7 feet tall and weigh between 400 and 550 pounds. Your size is large.

### **Beast:**

Your creature type is both beast and humanoid.

### **Speed:**

You have a base walking speed of 30 feet.

### **Flight:**

You have a flying speed of 20 feet. To use this speed, you can't be wearing heavy armor.

### **Mental Fortitude:**

You have resistance to psychic damage and have advantage on saves against being charmed or frightened.

### **Inscrutable:**

You immediately know when you are the target of an effect or spell that would sense your emotions, read your thoughts, or any divination spell that targets specifically you.

### **Grapple restriction:**

When initiating and maintaining a grapple, your size is instead considered medium, despite your large size.

### **Language:**

You can speak and read common and two other languages of your choice