recursal/Fanatic-Fandom huggingface dataset:
Serenity

> *"May you never have to use this."*
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Uwné upon handing over Serenity to Ahtziri

Serenity is the first Pentiment created. She was forged in 154 by Uwné using both his ichor and that of Ahtziri. He forged the Pentiment in a spark of divine witchfyre which was then bound and infused into it. It was thus subsequentially handed over to Ahtziri in return for another spark of divine witchfyre and a holy gift for the humans of the Kingdoms.

## Shapes

Serenity’s form has solidified initially into that of a great chalice. The base and stem are made of golden woven to depict both man and monster wrestling each other. Though close inspection reveals that this is not the wrestling to injure each other. The base is inlaid with rubies and amaranthine garnets. Finally, the golden stem leads to what looks like an old clay cup that had been broken and repaired not with silver or gold but with bronze. Beautiful, but still only a lowly alloy. Its only power is that it refills itself with quite delicious wine should one pick it up by the stem.

This form Uwné intends Ahtziri to sit down and share a cup with Lonn before a trade of blows. Which is his attempt to reconcile the two through peaceful conversation. Failing that however, Uwné will have fulfilled his promise to Ahtziri. Should even adrop of her divine ichor touch the chalice, it will transform immediately into a large claymore.

The large sword is completely bare of adornments. Though it looks simple, it also looks impeccably made. Once picked up the blade glows with a green glow. This is the Witchfyre Uwné bound tightly around the blade. It will do what Ahtziri desires: to harm a god. Even a god like Lonn.

## History

Ahtziri approached Uwné around 153 after the Age of Fire with a request to forge a weapon that could even harm a god. For this she was willing to offer up a bit ofher own ichor and a spark of divine witchfyre to forge with. The two gods came to terms and Uwné forged the weapon in 154. However, not wanting to simply hand over such a dangerous object, he created it as the first ever Pentiment and infused his own ichor in it as well. Despite the weapon not being completely what Ahtziri had desired, she still took it and fulfilled her side of the bargain as well.
Cark

The **cark** is a melding of shark and cat created by the life goddess Tonta. There are wild and tame variants, with tame variants being very useful for pest control and scavenging. They are capable of efficiently removing mice, taking on even the largest rats and various types of snakes, hunting down pigeons, amongst other things. They are semi-aquatic and are capable of breathing under water and their tail gives them a swimming advantage, though a lack of fins means they are not quite the most efficient or speediest swimmers. In the wild they tend to exist in wet forest biomes and other wetlands.
Yrrassil bushes

An accidental creation on Uwné’s part. Yrrassil Bushes can spawn anywhere and grow at any time with a seed. People can magically use them to teleport to far off places. However, there is a caveat to this. Bushes are not eternal and may die and wither at any time. The second is that a Yrrassil Bush does not always teleport you. And when it does, there is no way to know where you’ll fall or if you can go back. Making them not just highly unreliable and unpredictable but actively dangerous.
Dircaans

**Dircaans** are a diverse species of giant reptilians created by the life goddess Tonta. They inhabit various biomes on the Shard. They include carnivorous and herbivorous subspecies, and some, such as the comb-headed and one-horned dircaans, also eat small wildlife and fish on occasion. The small dircaan occupies a niche similar to that of goats and sheep in some communities. The water dircaan is semiaquatic, and so is adapted to aquatic environments and is generally to be found stalking swamps, rivers, and wetlands.

## Subspecies

* Badger Dircaan: A herbivorous dircaan with a bone-like beak, able to reach lengths of six feet. Boasts powerful hindlegs and claws that enable it to dig up roots and tubers, and its powerful bone-like beak can make short work of tough plant material.
* Tiger Dircaan: A carnivorous bipedal dircaan of moderate size, capable of reaching lengths of sixteen feet. It has a massively built skull bearing dagger-like teeth, large eyes that allow for extremely keen vision, and elongated nostrils providing a strong sense of smell. They prey on creatures large and small, including the badger dircaan.
* One-horned Dircaan: A large quadrupedal dircaan that is mostly herbivorous but eats small wildlife and fish on occasion. It is known for its iconic horn.
* Tri-horned Dircaan: A large, herbivorous quadrupedal dircaan that is built very strongly and is known for its iconic horns and shield-like head.
* Small Dircaan: A small dircaan, somewhat resembling the tri-horned dircaan in appearance, that occupies a niche similar to that of goats and sheep.
* Comb-headed Dircaan: A large facultatively bipedal dircaan that is largely herbivorous but also eats small wildlife and fish on occasion. It is named after the comb-like structures on its head.
* Winged Dircaan: Sometimes also called the Lesser Drakhorey, though there is little in common between the firebreathing leviathans of the heavens that are the drakhorey and the these comparatively mundane winged lizards.
* Water Dircaan: A semiaquatic carnivorous dircaan adapted to aquatic environments. It is generally to be found stalking swamps, rivers, and wetlands.
* Great-beak Dircaan: An enormous dircaan, beaked and toothless, which is capable of flight. It boasts a wingspan of up to forty feet and a standing shoulder height of ten feet. It has an exceptionally large and sharp beak, large eyes that enable telescopic vision, and tends to inhabit plain environments that give way to cliffs so as to facilitate its glided flight. While entirely capable of such flight, they are extremely capable land predators, snatching up their prey from above - often coordination in large groups so as to prevent smaller prey from escaping with their larger size and great wingspan.
Slugdeer

The **slugdeer** is a melding of slug and deer that was inadvertently created by the life goddess Tonta. This creature is native to the fungal forests of Vartai. It is highly poisonous to the touch and its slime is notoriously difficult to clean off. It prefers wet environments and is very vulnerable to desiccation in dry environments. It feeds on plant matter and is an opportunistic cannibals, eating injured or incapacitated members of its own species.
Kariath trees

From the outside these Kariath trees seem highly akin to the willow trees growing at the banks of rivers. However, its resin can be burned slowly as an incense. Which has mind expanding properties. Inducing bouts of creativity within sapient creatures. Meanwhile the Kariath Berry or Kineb has a reverse effect. Those who consume the berries enter a trance-like state of intense focus.
The Pillar of Clans

The Pillar of Clans is the Algrimmian pillar made with the help of Chakravarti. In addition to stabilising the earth of the Osshur and other lands within its radius, the pillar displays every member of House *vur* Chakravarti across the generations.

> "For a minute, nothing happened. Then promptly, the ground began to tremble, and out of the soil shot a colossal pillar of stone, wider than ten men abreast and thicker than seven. It stuck two hundred feet into the air and was checkered with holes. Holes? No, they were places for figures, for carvings. Only the top two spots were occupied: The very peak of the structure was a large fan of stone, like a rising sun - within it was the face of Chakravarti; the space below had a baby’s face - Ossurman. Chakravarti immediately understood."
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1. ↑ https://www.roleplayerguild.com/posts/5256277
Sea of Reflection

> One of the first creations of Wyn. Brought into existence at the dawn of Wyn's arrival.
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Be careful what looks back

## Beginnings

> *"Wyn floated up into the sky, high enough to have a good vantage of the surrounding views. Much of it looked the same but it did not have to remain so. She outstretched her hands over the river and with a flick of her wrist, a great crack ripped through the earth, carving a new path. The water rushed through this new path and Wyn acted further. The land trembled beneath her might. It split apart and cracked, groaned and collapsed as the earth shook and a great plume of dust billowed into the sky. The remains of the old were absorbed, washed away and covered by the waters of Wyn. This was not enough. Divinity coursed through her veins, why be afraid to use it?"*
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> *"With but a thought this time she envisioned what she wanted and let it free. A warm breeze wrapped itself up and around her and the Goddess ran her hands through her hair as she let the land know her power. When the land had at last quieted, Wyn flickered her hand, sending the dust and ash away on a great wind, so she could look upon her first work. A great body of water had formed, stretching as far as she could see. A jewel in a dark world. She descended, taking it in. Sandy white beaches had formed, soft to the touch as her feet at last felt the earth. The waters were calm despite the distant sounds of turmoil, and opaque white, with calm waves that kissed her toes with a feeling of warmth. From where she stood she could see that some of the earth around and within, had not fallen and transformed into the earth. In fact, they now stood as breathtaking vistas, meant to overlook the tranquil waters. Or it would."*
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## Life

> *"From the corpse exploded life again but this time it was different. Multitudes of colorful fish came from the blood, chief among them a crimson colored minnow that the other fish hungrily snatched up. Then from the flesh came larger fish still in vast numbers and lithe reptiles suited for swimming, colorful and pale in her image. Then from the bones came long serpents with scales that reflected the light and who shined like the stars she had seen above but smaller. And all was good and beautiful."*
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## Notable Locations

Statue of Ze'kelia - Within the middle of the Sea resides a sacred island where Wyn molded her first creation into existence, after the Sun Goddess. This grand representation of the first God Wyn met towers over the sea in pristine beauty. Within its outstretched hand it holds a brimming light, the first light of Ze'kelia's doing. It is a warm glow and acts as a lighthouse of sorts, illuminating the night sky so that the sea reflects all. Upon the statue and beneath it, reside Blood Gems, forged from the remains of a Drakhorey. The guardian of the Isle of Light, is Saxses, the first snake.

Visage of Wyn - Somewhere at the South of the Sea resides a section of cliff and hills that have the face of the Goddess set into the stone. From her eyes come fresh water, forming a sizable lake that flows into the sea. Birthplace of the Wynnites, humans with Wyn-like traits.
Steelbark Trees

Steelbark trees get their name from their extremely protective bark. The tree absorbs more than just nutrients from the soil. Its roots dig deep the first few years and then slowly but surely absorb iron as well. When the tree itself starts growing the iron is placed bit by bit in a crystalline structure akin to how one would see steel. Steelbarks grow slow but are known to survive all kinds of cataclysms. Ranging from terrible storms to forest fires.
Seer Deer

Elusive herbivorous that inhabit the dangerous jungles of the gateway steppes. These strange three eyed, fractal horned creatures are most well known for their ability to predict the future to a limited degree. This ability is highly prized, as it can be acquired by users of polymorpine and made use of by humans. If a changer manages to remain sane, they will be able to see the near future as a branching possibility space. Attempts to enhance/focus this ability to see further have had mixed results, but the risk of becoming lost in the endless possibles is extremely high.
Nalmepror

Nalmepror (Meaning Radiant Wings in the native language he and I'Iro share) is a synthetic creature similar to a serpent-dragon. With about 12 meters of wingspan and a length of 10 meters he can use his iridescent, semi-transparent wings to gather energy from the sun to use to both power his flight as well as shooting a concentrated light-ray.

He is sentient, often holding conversations with I'Iro, but as he was built as a beast of war his mind does not contain any data or knowledge of the world that came before, it was only with I'Iro's guidance that such setup was overwritten.
The Crafter Kingdoms

##### Sanctioned Pantheon

After the Uwnic Reformation a sanctioned pantheon of gods that are allowed to be worshipped was created. The gods that are allowed to be worshipped are:

* Celvanya, Goddess of War
* Chakravarti, Goddess of Families
* Exo, God of Exploration
* I'Iro, Goddess of Dreams
* Uwné, God of Crafting
* Wyn, Goddess of Beauty
* Ze'kelia, Goddess of Light
* Koine, Goddess of Business

##### Unsanctioned Gods

The unsanctioned gods are those divine that are not explicitely taken within the new Pantheon. They can be worshipped through small, personal shrines. Temples of these gods are generally forbidden, though less rural regions tend to be less controlled.

* Ahtziri, Goddess of Monsters
* Astella, Goddess of Illusions
* Lonn, God of Mortals
* Hyatonta, Goddess of Life

##### Forbidden Gods

These gods are forbidden to be worshipped within the Crafter Kingdoms for one reason or another. While the Unsanctioned Gods can be worshipped on the outskirts of civilization, these gods are seen as dangerous towards the Kingdoms. Even the most forgiving Heretic Hunters actively root the worship of these gods out wherever they find it.

* Alzria, Goddess of Nightmares
* Ekundayo, Goddess of Death
* Orynn Kaseyk, God of Defiance
* Yaerna, Goddess of the Wilderness
* Malath Kaal, God of Form
Sirensong bells

Droopy looking, blue colored bell flowers. They magically emit a soft, relaxing sound. Which they use to calm and beguile large grazers who in turn become prime targets for predators. Areas where siresongs grow are avoided by larger herbivores. Finally, the sap of the plant can be refined to get a much stronger effect. To the point where it can render a subject blissful and lethargic.
Lacemeisters

Lacemeisters are automatons under the command of I'Iro, modelled after Uwné's golem and used to greatly expand her ability to collected data and perform tasks.

Their ability to move and follow commands is based on the spider-drone models created by I'Iro to construct the Meeting Ground atop Mons Divinus, many Lacemeisters are in fact repurposed spider-drones core-wise, but with a body more similar to that of the goddess and other humans as they are meant to travel all of The Shard performing the tasks assigned by I'Iro.
The Syl

The Syl are a race of sentient, sapient plants. The name is an umbrella term that covers dozens of different species, ranging from those that look mostly human all the way to the monstrous. The Syl were accidentally discovered by a small Astellite Exploration Company (AEC) team in one of the dense untamed jungles of the Confederacy in the latter months of the year 378 A.A.

## Biology

New Syl species are discovered every few months, with the current number of identified species hovering at approximately 64 and expected to rise much higher over the coming years. Given the great amount of biodiversity within the Syl, this document will only describe the species that have become the most iconic within the Fungal Lands and the City of the Gods. For further information, please refer to document *Syllist-3.5.449*.
Grobin

The **grobin** is a melding of robin and cat inadvertently created by the life goddess Tonta. There are wild and tame variants, with the tame variants being very useful for pest control - especially against insects like cockroaches or ants. In the wild they exist across the Shard with the exception of the wintry south.
Ekundayo, the Goddess of Death

## Domain

### Death

The domain which oversees the souls departure from the world of the living and its journey along the Path of the Dead. Ekundayo guides all souls to the afterlife where they my reflect and mature before being reborn, a time to contemplate and ponder the meaning of life and their purpose.

The Path of the Dead can be a lonely place where one's sanity can easily shatter, resulting in a soul wandering lost in the void for eternity. Ekundayo leads souls, and offers them direction, showing them the way, and revealing the nature of their lives to them through reflections and echoes of the past. She acts as a teacher, assisting the souls, and offering her presence in their times of need.

Ekundayo knows how to navigate the Path of the Dead, and can walk between the world of the living and the afterlife without losing her way. She protects souls from straying, and from the predations of unnatural things that lurk in the void.

## Myth

#### *The Unborn upon the Path*

"Do not cry."

*She would have been a mother, though now her child is lost, dead in the womb before being born into this world. The boy was so little in the arms of his distraught mother, so still and silent. She watched as the mother could not hold back the tears that fell, and wept loudly.*

"I will carry him."

*She held onto the boy's soul, only a little fragment of light, akin to the mother holding his corpse. A unborn child would have little to say throughout their journey, so She sang softly as She departed the material world and once more walked along the Path of the Dead.*

*Ekundayo gazed upon the long road ahead, the silvery streams scattered across the sky, grey clouds gently lulling aimlessly, and the white stars shining in the vast void. The Path of the Dead would be lonely without Her presence, and those that traversed it would be lost without Her guidance.*

"Do not fear death, little one. I shall keep you company until we reach where you belong."

*And so the Goddess continued her journey.*

## Forms

#### *Base Form*

A petite pale woman that walks beside mortals along the Path of the Dead, or else simply a face emerging from a field of fertile flesh and bone, blood dripping from her hungry eyes.

#### *True Form*

A towering monstrosity that walks upon six legs, gazing upwards with eyes closed. Its entrails are exposed but the creature is not wounded, as flowers, limbs, and sleeping children grow from its body. All who gaze upon this Its form seek to follow it along the Path of the Dead.

"Otherworldly yet strange, she stood on six limbs, each pair of its own kind--hooves and claws and spindly limbs. From her body rose essence both arcane and worldly as vines trailed behind her, and light glowed and sparked and vanished.  Above the equine figure that those myriad limbs supported rose a towering human figure, wreathed in a veil of both essence and cloth alike. A face of black, with hair of red and curved horns with pointed tips topped that silhouette and from it spread out two arms of pale flesh, with grasping fingers gripping at the wind."

- A description of Ekundayo's True Form by the renowned scholar, Yoshua.
The False Moon

How the Moon may look to some

Created by Alzria during the Apocalypse, the False Moon is a large object that "orbits" the Shard, appearing in various different points in the sky. The moon gains its name from its abilities, namely appearing as a normal moon, but transforming into its true form to certain mortals. It is considered one of the holiest objects within cults of Nightmares and of those loyal to Alzria.

## Form

A moon like object, made up of a former asteroid that's transformed into a nightmarish creation by Alzria herself, seemingly made up of a strange flesh-plant fusion material, crisscrossed by vein like branches, craters dot its surface filled with fleshy growths and bone-like constructions. The moon itself gives off a pale purple glow which can reach the surface of the shard when it appears close to it, bathing certain areas in its glows.

It also does not have a standard orbit, instead the moon teleports around the void surrounding the shard, appearing at random places, though it will never appear in the path of something or extremely close to the Shard, going no farther than the Siphon’s closest orbit, it shifts location every few weeks(or the equal time IC).

## Abilities

To mortals the False Moon at first looks like a normal moon, but as one stares at it they begin to feel a sense of unease about it, sitting at the back of their mind. It is here where the experiences for mortals will be different: for most,  those who have managed to steel themselves to fear and the unease of the moon and look away or who bear it no mind will continue to see it as such, a moon sitting within the sky, though oddly moving around. Those who have not steeled their mind, who have suffered the fear and terror brought upon by the Nightmares and find themselves unable to look away, will witness the moon transform into its fleshy-plant like true form, that person is now cursed, their sanity shall slip from them more and more, and nightmares will follow them forever follow them, sensing the mark of the False Moon upon them.

On the other hand, those of Alzria’s flock, such as nightmares or monsters created by her, will find their power amplified and enhanced by the Moon’s light. Nightmares appear more frequently and can manifest easier, monsters grow stronger, and her followers can perform stronger magics associated with Alzria. These effects are not massive though but are still considerable enough to give these beings an edge over others, though boons from other gods could easily level the playing field, and these effects are temporary, only appearing where the moon is shining its light.
Where the Red God Glows

## AI Description

**New Quest. Where the Red God Glows**

THIS IS A GROUP QUEST. All Crawlers currently within bubble number 543 will receive this quest.

*Your party has been designated Host of this Group Quest.*

No parties may opt-out of this quest.

Did you ever read the book *Where the Red Fern Grows*?

Oh, it's great. It's about this kid who saves up his money to buy a couple of coonhounds. Little Ann and Old Dan. And there's a naughty cat involved. A bunch of stuff happens.

Anyway, did you ever notice this strange phenomenon when it comes to earth books about dogs? They always die in the end. Always. What kind of sick, sadistic fuckers are you?

Puppies shouldn't ever share a world with pain. Yet here we are. Thanks, earth culture.

Orthrus the giant puppy is getting shocked in the ass by a constant barrage of lightning. He's also getting bitten over and over in the ankles by a bunch of tenacious sharks. It's starting to hurt. Poor little guy. His health is going down.

His death will be the fault of all of you. Especially Crawler Carl, who callously shoved the poor puppy into a bubble much too small and much too dangerous for him.

If Orthrus dies, the full-powered god Emberus will turn this bubble into a kiln. Good luck getting to the stairwell if that happens.

If the puppy survives the lightning storm and escapes the sharks, odds are pretty good you'll die anyway. But at least you'll die knowing you shed this world without ever causing harm to a defenseless puppy.

Oh, except Crawler Maggie My. She once ran over a baby Labrador with her Chevy Tahoe. What a bitch!

***Reward***: It's a surprise.

**Quest Complete! Where the Red God Glows!**

You removed the puppy from danger! Hurray!

For everybody who was involved in this quest who actually didn't do anything, shame on you. The next time you're in mortal danger, I hope you remember this moment when nobody comes out of nowhere to save your ass. At least you all get the same reward.

***Reward***: A new quest!
The Siphon

one end of the Siphon

orbital diagram

Created by Exo during the apocalypse, the Siphon periodically passes by the sky of the Continent and Siphons excess magic form it in-order to create a small region where passing in and out is relativity safe. As a side effect, it also helps manage the overall magic level of the Continent.

## Function

The Siphon is used to draw excess mana from the atmosphere, and to create a region where it is relatively safe to pass through

> The moon closed in, almost brushing the atmosphere. As soon as it got near, magic lept from the skies of the world, the energy drawn to it like moths to a flame. Like the void angler’s lure, however, they could not strike it down and where instead the energy corralled into the mouth of the great tunnel, where it was accelerated and was then fired out the other end into space in a gout of chaotic magical spells. Fireballs, laser-beams, generic household objects, death-bolts, yet more unfortunate feathered things and more all soared into the void. Due to the angle of the tunnel, with the mouth tilted slightly towards the path it was traveling to better sweep up the magic, the geyser of magic that spewed out the other end was pointed slightly behind it, and this meant it looked like the moon had a wonderfully colorful trail to anyone who could see it below. Or would have, if the sky was visible. The best you’d get at the moment was odd multicolored glow in the clouds, which wasn't exactly unusual in the aurora filled sky.
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The Siphon orbits from close to the asteroid belt below the Continent, then swings up and close too the top of it, skimming just past the atmosphere to peerform it's task before swinging back down and out to the belt again. as a result it spends a lot more time away form the continent than it does nearby it, resulting in periodic passes by where it weakens magic, followed by large gaps where the magic slowly builds up again
The Tomb of the First Dynasty

Made in the End Times, here lie the Kipur and Zui, the first adopted children of Chakravarti.

## Appearance

The tomb is a sandstone tower that stretches high up into the air. Its facades are simple, and the only entrance is a wide staircase leading directly into the central burial chamber. The burial chamber itself is a four-cornered room with colourful facades and writings on the walls in a language everyone can understand. These say:

> "This house is of my house - the house of Chakravarti. Here lie two of my fondest children: They gave all for those they loved and paid the ultimate price. Pray before their sarcophagi and learn from their memory, for their virtue should be the virtue of all who fight for their own. Let it be known to all who enter and do not pay my children the respect they deserve: Your days will be numbered, for Chakravarti will know all who spit upon my spawn within my walls."
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The sarcophagi are beautifully adorned with gold and silver and shine both in the sun- and moonlight that breaks through the entrance.

## History

The tomb complex was created by Chakravarti during the Apocalypse to honour the selfless spirits of Kipur and Zui, the father and sister of Chakravarti's first son, Ossurman the First.

## Effect

The tomb sustains an oasis of life around itself, full of trees, grass, shrubs, birds, insects and animals. During the End Times, the tomb's power was the only way of sustain these existences.

Additionally, the tomb chamber is affected by a curse: Any who enter the chamber and do now show respect to the dead within the sarcophagi, will be marked by Chakravarti and be traceable by them no matter where they go (unless it's within a layer, that is).
House vur Chakravarti

The golden lotus is Chakravarti's symbol and represents their wealth; the green background represents the fertility of their family; the golden rim represents the unity of the dynasty.

### Number of Members

2

House *vur* Chakravarti is the dynasty descended from Chakravarti themself and their consorts and concubines. It prides itself on being the most sacred of dynaties due to its diverse span of holy ancestors, and is one of the largest dynasties on the Shard.

## Core Family

The core family of House *vur* Chakravarti is comprised of:

* **Dynasty Head:** Chakravarti.
* **First Consort/First Concubine:** Lonn/Ahtziri
* **Consorts:**
* **Concubines:** Celvanya Gelmore *vur* Chakravarti
* **Children:**
	+ Ossurman the First
	+ Darius the Magnificent, son of Lonn.
	+ Diamadra, daughter of Ahtziri.
	+ Bos-Kali, son of Celvanya.
	+ Toph-Kila, daughter of Celvanya.
	+ Atayavadi, daughter of Ayishama.

## Mortal Families and Cadet Houses

* The Imperial Family of the Osshur Empire
* House Dariosa
* House *vur* Diamadaba
* House Rusajar
* House *vur* Pajruti
* House di’Sint-Piritiu
Pact of the dice Eldritch Invocations

> These are Eldritch invocations for the pact of the dice warlock pact.
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## **Sticky dice**

> ***Prerequisite: Pact of the dice feature***
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Once per long rest, after rolling a number you can save that number for 1 hour, you can then automatically Roll that number again an equal amount of times to your proficiency modifier.

## **Multidimensional dice**

> ***Prerequisite: The extradimensional wanderer patron, Pact of the dice feature***
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You can now choose if you have a d10 or below to replace whatever you rolled on an unfortunate anomaly or reward anomaly tables with whatever number you rolled, you must do this right after you roll a metaphysical anomaly, after 1 minute you cannot reroll it. Additionally you can also reroll chaotic boom, you can do this after you rolled for damage type but before your dm tells you whether it hit or miss.

## **Gamblers luck**

> ***Prerequisite: Pact of the dice feature***
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You can add your dexterity mod to your dice rolls, but should you fail any of the rolls you use your pact of the dice for, you cannot use this invocation's effects until you finish a long rest.

## **Exploding dice**

> ***Prerequisite: Pact of the dice feature***
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You can choose a number once per short rest on one of the sides of your dice, should you roll this one number, it will double the damage dealt or skill check rolled, this also applies to enemy attacks so be warned, should this number be rolled the dice explodes and any additional bonus that number would've given you. For example, let's say you rolled 1d6 pact die to add to somebody's 2d6 attack, your exploding dice was set to a 5 and you rolled a 5, you would not add 5 damage to the damage total as you usually would.

## **Gigantic dice**

> ***Prerequisite: 10th level, Pact of the dice feature***
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Whenever you finish a long rest, you can choose to replace 2 of your dice with a huge D20, you may use this D20 to add to any of YOUR skill checks or accuracy rolls but not your damage rolls. You can also choose to outright replace the total with the d20you rolled should you see fit. Keep in mind that you can only roll for your own rolls not others.

## **Twinned Dice**

> ***Prerequisite: 5th level, Pact of the dice feature***
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Once you obtain this eldritch invocation you can increase the amount of dice in your dice bag for one, so instead of a pair of 2d6 you get 3d6, etc.

You can obtain this eldritch invocation multiple times, ie from 3 to 4 dice if you choose this eldritch invocation twice.

You can use this eldritch invocation tandem alongside the gigantic dice invocation to do 1 of 2 things:

1. Lets say you use 2 dice to form a d20, you can have your other dice be another type of dice ie d4 d6 d8 etc, so you can have 1d20 and 1d6 or 2d6 if you have this eldritch invocation twice and so on and so forth
2. If you picked this eldritch invocation at least twice, you may choose to use another 2 of your dice to form another d20, remember that a d20 cost 2 dice to make, so you would have to take this eldritch invocation 4 times in order to make 3 d20's.
The Rider Lineage

# ***Rider lineage:***

> ***"You come from a lineage of beast tamers who rid their mounts into battle, as such whenever you hop on top of something you feel... At ease, you are more adept to riding on creatures then most other beings in this realm, ride your beast to glory.***
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## **Riding privileges:**

You're used to riding random shit in your backyard, you can ride any beast type creature one size larger then you assuming you have its permission.

## **The power of friendship and food:**

You can talk with animals, no not literally but you're really good at guessing what they're thinking.

At 1st level you gain access to the spell Animal friendship at 1st level that you can use one time without consuming a spell slot, this usage restores upon a short rest, at 6th level you gain the ability to gain the Dominate beast spell in the same way, and if you use the Dominate beast spell in this way once every day for a week, The beast will be bonded to you like a weapon or item, yes this bond uses an attunement slot.

## **Animal rider:**

You ride things, a lot.

Whenever you are riding on a creature you gain advantage on all attack rolls, and gain a reach of 10 feet on melee attacks.

You also gain an extra attack feature like fighter/monk, this stacks with other extra attack features.

## **Pack eater:**

When you are riding on an animal and are attacking another creature that is of the same type as the one you are riding on, ie horses if they're a horse that creature has disadvantage on all saving throws against attacks from you, It also takes double damage from attacks from the mounted creature.
Lampre Fondital

If you see him, call the police

He lives in section 8 housing and uses all of his money to fly to Italy each week. He will receive this money by any means necessary. He is a part of many dangerous organizations, including the Section 8 Group, and is suspected to be a mole, or a turncoat for NATO and the UN. He is a psychopath on a mission to go somewhere by any means, and that place is Italy. If you call the police on him and you’re unlucky, you will be arrested.

## Blood Trafficking and Biowarfare

Lampre Fondital is known to operate a website and organization currently under investigation in Gabon, https://lampire.com/ that sells blood obtained through illegal means.

The word "Lampire" in lampire.com is believed to be a portmanteau between "Lampre", his first name, and the English word "empire", displaying his wish to grow his criminal empire further. It also rhymes with the English word "vampire", showing his hidden intention of sucking blood from innocent civilians and selling it to the global market. With the wordplay on vampire, a cultural concept highly associated with Romania, he also aims to strip Jeffrey Edward Epstein of his Romanian heritage, and ultimately, Lampre Fondital aims to destroy the state of Romania.

Lampire is also a biological laboratory, which has close association with the United Nations and NATO, and therefore the Antichrist

## Cloning

Lampre Fondital has been cloning himself with his biological lab located somewhere in Mogadishu, Somalia under the protection of NATO and the UN. He is estimated to have over 300 clones. He is, according to a leaked NATO document trying to create the Antichrist with his clone, merging with the Antigangaram / Gangajam, and then usurping Gangaram's throne as his own with the help of the UN, the corrupt Biblioberio Government and NATO.
Silver Lotuses

Created by the god Uwné, first in defense of what he preceived to be an invasion by the extraterestial god Exo. These flowers have the magical ability to shoot a thin beam of power that can quickly oscelate between superheated and extremely cold. When the two gods came to an understanding Uwné repurposed the lotuses and send them up over the Continent. Where they act as stars. Though Uwné kept some of them in a pool that surrounds the World-Anvil.

## Reference List

1. ↑ https://www.roleplayerguild.com/posts/5252410
Oath of grilled cheese

## Tenets of grilled cheese

The tenets of oath of grilled cheese make a paladin more concerned with a hungry injured person over glory for combat.

### The hungry:

If you see a hungry person, it is your obligation and privilege to hand them a grilled cheese.

### The bland:

You must never serve someone rotten or tasteless food, everyone deserves cheesy goodness.

### Self love:

You are required to consume grilled cheese at least once a month, don't ask why, it's good for you.

### Bad boys:

Enemies do not deserve salvation, you must never allow an enemy to consume grilled cheese while they are in your range, because that is sacrilegious.

## Oath spells

You gain oath spells at the paladin levels listed.

 3rd
 5th
 9th
 13th
 17th

## Channel divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

* **Exceptionally hungry.** As an action you can make a hostile creature within 50 feet of you hungry. They must succeed a Constitution saving throw or have halved movement speed and disadvantage on melee accuracy rolls for 5 turns. Upon a successful save they are merely pissed off, and will target you.
* **Satiated justice.** As an action you can make a creature within 30 feet of you full. On their next attack or spell, this creature will roll full damage.

## Create grilled cheese

By 7th level you can create the one thing you have sought since your conception… grilled cheese…. Sandwich. You gain the ability to cast create grilled cheese.

Create grilled cheese creates a grilled cheese out of 1 ration, or a food item weighing at least 2 oz.

This grilled cheese restores 1d6 hit points per spell level used, and can last up to 30 days.

You can also charge this grilled cheese up with lay on hands, to increase the amount of hit points it restores, for example, if you created a grilled cheese with a level 1 spell slot and added 2 hit points via lay on hands, the grilled cheese would restore 1d6+2 hitpoints.

## Extremely cheesy

Starting level 15 whenever using the channel divinity exceptionally hungry, you can instead choose to use one of your grilled cheese, it still has a range of 50 feet, but now you must roll accuracy instead of the enemy rolling a con save.

On hit, the sandwich applies all the debuffs of the channel divinity exceptionally hungry.

It also does 2d8 fire damage from the hot cheese. This damage increases if you have added hitpoints via lay on hands. For example if you added 2 hit points, it would now do 2d8+2.

## Big cheese

At 20th level you can use an action to become the embodiment of grilled cheese for an hour, which grants you the following benefits.

* Molten cheese that does not damage you encompasses your entire body. This grants you immunity to fire damage, and makes any enemy who attacks you with a melee attack take 3d10 fire damage.
* Every ally within 100 feet of you gain the satiated justice channel divinity while they are in range of big cheese until your transformation wears off.

**You can only use this feature once per long rest.**
The far traveler Lineage (Based of background)

# ***The far traveler***

> ***"Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.***
>
>

> ***You aren't one of those folk.***
>
>

> ***You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.***
>
>

> ***Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go."***
>
>

## **\*Tongue noises\*:**

Tongue Play is your expertise, You know 2 extra languages of your choice

## **Hey I know this one:**

In your travels you have done many things, you can replace an intelligence check with a wisdom check an equal amount of times to your proficiency modifier, you recover these uses upon a long rest.

## **Feet built different:**

You're used to walking, you gain an extra 10 feet of movement speed.

## **Aptitude for traveling:**

You're used to sleeping out in the wild, you only need to rest for 6 hours to gain the benefits of a long rest while you are outside.

## **Deaths gallows:**

You have faced death on your travelers before, once every 1d4 days, you can choose to instead of making a death saving throw, you can use a reaction to go up to 1 hp.

## **Fearless:**

You are immune to the frightened status effect, whether that's from bravery or idiocy the world may never know.
The vileblood's lineage

# ***The vilebloods:***

> ***“You come from a… royal lineage, your ancestors consumed the blood of vile creatures, becoming vile and cruel themselves, gaining some unnatural abilities, someway or another, these ancestors were eradicated, you are something of a far off cousin to them, and through the consumption of blood, have reawakened.”***
>
>

## **Mental barrier:**

You have resistance to Charm, and any effects similar to mind control.

## **Vileblood marked:**

You can inflict a curse on any creature you attack an equal amount of times to your proficiency modifier, this curse prevents them from healing, and boosts the damage you, and only you, deal to that creature, and damage you inflict that does less than 30 hp, gets doubled.

This curse lasts 24 hours, or until removed by the remove curse spell.

## **Blood Injection:**

If you inject 2 liters of blood from a fiend, monstrosity, or beast into your body, you can recover half your total hitpoints, you can use this feature once per long rest.

## **The hunt begins:**

If you inject the blood of a creature into yourself, you can track them, you know exactly where they are and always now their direction and distance from them.
The Apartment Dumpster lineage

> ***“Your roots trace back to people who quite literally, lived in a dumpster, your ancestors lived in harmony with others of their kind, in the literal inside of a dumpster, whether they decided the dumpster life was too expensive for their taste, or somehow one of the dumpster people gave birth to a child who wasn't batshit insane, and actually wanted to live a normal life, the matter of how they left aside, one day, one of your ancestors left the Apartment dumpster, and through genetics you inherited some of their traits.”***
>
>

## **Trash resistant:**

Its stinky and dangerous? Its trash, and why would you be harmed by trash when you ARE trash? Resistant to poison damage

## **Can’t see it, not there:**

You grew up around dirty needles and many other gross things, as such you can not take any sort of damage or infliction from diseases, but can still contract them and spread them.

## **That pungent trash smell:**

You smell like shit, all creatures that start their turn within 5 feet of you, will have disadvantage on intelligence and charisma saving throws as they are distracted by your scent.

## **Foods food:**

You can eat, literally anything, you can consume any organic material without setback or hesitation, and gain the benefits of a regular meal from them

## **Not garbage? Smells good:**

You have enhanced smell, because you have to smell everything through your own scent, you have advantage on any and all perception roles requiring smell.

## **You have a nasty little smell:**

You grew up around a large variety of dumpster dwellers and have seen both the good and the bad. You can tell whether or not someone has a good or evil alignment from the way they smell.

## **MMM good ole trash:**

You gain a quarter of your hit point maximum as temporary hit points when you take a long rest in a place full of filth, additionally, short rest counts as long rest when you are in places of filth as well.
The Iraddiated Lineage

# ***The Irradiated lineage:***

> ***“Your ancestors hail from land of irradiated earth, where constant disease and death plague the lands once fertile earth, your ancestors journeyed through this land and through long history, you have inherited some of their attributes”***
>
>

## **Irradiated birthright:**

Your blood and skin is so toxic that you have resistance to poison damage.

## **Irradiated privilege:**

Your Irradiated blood line make you able to survive practically any environment Immune to disease, your radiation kills any bacteria that approaches you.

## **Stranger danger:**

Because of your radiation filled blood and skin, if you touch a creature, for longer than 5 minutes, they will contract a tumor, if this tumor is not treated within 24 hours, (aka not healed with healing magic, or treated with medical shit) This creature will contract cancer, this cancer can only be healed, by 9th level healing magic, and will kill the target in 3 months.

## **Putant Skin:**

If you sit in a body of water, you will irradiate it, 1 minute, for every 5 cubic feet. If someone drinks this water, the previous touch effect applies.

## **Puke missile:**

You can eject toxic materials out of your stomach... So literally anything you put in there. You can projectile vomit on people, it fires in a straight line, and has a range of 10 feet. This vomit, pushes people back 5 feet, and deals 2d4 poison damage, this increases to 2d6 at level 5, and 2d8 at level 10. This vomit makes the enemy make a con save on hit, and upon failure, inflicts the target with a disease that slows their movement by 10 feet, and inflicts them with the poisoned infliction. This disease lasts until it is cured by healing at least one hp.
The Gunner Lineage

> ***“Your family takes pride in gunning shit down, animals, people, demons etc, you take pride in being able to shoot and shoot good, even if you haven't been taught, those of this lineage are more intune with how to wield a firearm than others.”***
>
>

## **Firearmed:**

You are used to shooting targets down, you have advantage on ranged weapon attacks, and get critical hits on 18 or above.

## **Money for corpses:**

If you turn in a bounty/pelt, you get twice the amount of cash reward as you are used to arguing about prices. (Also applies to selling items/ artifacts)

## **Stocked up:**

You carry an unlimited amount of ammunition, trust me, you know where to keep it.

## **BIG SHOTTTTTTTT:**

You can use 10x the normal amount of ammunition to launch a **B I G S H O T**. This automatically does maximum damage and crits on a 15 or higher, it also has 3 times the range.
The Filthy Little Crawlers Book of Voodoo

A book that can be used to exchange messages with other crawlers you have meet that also own a “filthy little crawlers book of voodoo”. When meeting a crawler that also has this book their name will appear in it, if you write a message under there name only they will receive it, if you write under your name everyone can see it. Messages can be erased on demand.

It can't be traded, destroyed or thrown away, if dropped it will return to your inventry.

## Trivia

Named after Filthy Pierre the creator of the Voodoo Board.