recursal/Fanatic-Fandom huggingface dataset:
Out of Sight

**Name:** Out of Sight

**Pre-reqs:** 12 Stealth

**Buy Limit:** 1

**XP Cost:** 150**Effect:** Make a Stealth check with a -5 for each opponent in the room on a success your considered Stealthed until your next action, Whilst Stealthed enemies are unable to target you unless they beat the stealth DC set by you using their Perception
PC's

Below is a list with short descriptions of Player characters and (where they exist) links to their Wiki Page. Feel free to add or edit your own character in!

### Player: Cherry

* Felicia de Belliere, Noble (Belliere), Female Human (Native, Nordener), 19, Guild Minister, Baroness of Polan, Diplomat.
* Thalira Steylavin, Noble (Lanistek), Female Fae (Looks Human though) (Native, Sairen), 27, Black sheep, rapscallion and magical prodigy.
* Charya, Commoner, Female Worldgater, ?, pessimistic shortstack.

### Player: Luna Nightshade

* Luna Nightwalker, Exiled Noble (Nightwalker), Female Elf (Native, Erethos), 192, Scholar, Healer, Enchantress
* Selena Nightshadow, adopted Sister of Luna Nightwalker, Female Cat (Native, Narr)
* Nia Silverscale, Silver Dragoness, Female Worldgater
Rite of Earth’s Guardian

Word: Roots

**Maximum**: 10 Turns or 50 Minutes

**Effect**:

Grow a small warrior of surprising capability from a tiny acorn, pine cone, or other hard-shelled tree seed. The warrior does its best to aid you in any manner that does not go against the way of the wilds. It lasts for a number of rounds equal to the preparation time.

The Warrior has the following stats:

3 + (Minutes / 10)
 HP
 10 + Turns
10 + (Minutes / 5)
 PD
 7 + (Turns / 2)
7 + (Minutes / 10)
2 + (Minutes / 10)
Luxia

### Desease Effect

Is Luminant and allows people making perception checks against you do so with advantage.
Deals 1D10 reduction to Max HP and current HP and grants 1D5 Max MP for the duration. if the condition persists for more then 1 week the disease is permanent.

### Desease symptom

afflicted glows with a soft white light at its strongest in there torso getting duller closer to the appendages.

### Desease Cure

Within a week the disease can be cured with any cure all or even casting a Cure spell should work or any disease curing effect. Following the Week Exposure period and its more permanent state the Disease must be cured with a tonic specifically designed for the removal of such a disease.

the contraction of luxia is fairly common in those that take frequent doses of manna potions or partake in the ingestion of magical fluids on a frequent basis but can also be caused by a large exposure to potent sources of manna for a prolonged period of time.

## Contraction

Luxia is contracted when the body is introduced to Foreign manna and it begins to attack the systems natural defences making them weaker as the manna sets inside them.

The easiest way to avoid contracting luxia is to not expose yourself to potent magical sources or ingest magical fluids.
THE ETERNAL SPARK

**THE ETERNAL SPARK**! -  30 Pact and 300 EXP OR 500 EXP (Natural Only)
Pre-Req: All other Lightning Spells and if Pact with this Element (Unless this and all others are Natural Bought) goes into minus, lose access to this spell.

**Cost:** None

**Duration:** 1 Battle

**Description:** 1/day As a Form:

For the duration of the Form, you are under the effect of STATIC FIELD! and THUNDERBLADE!
Every round you gain 5 Elemental Mana for use with that specific Element.
You gain a free action for any Elemental spell each round, if the spell is of Lightning it is free.
You gain a free action for any non-magic action each round.

They also gain ‘The Eternal Spark’ they can use as a title, which will be backed by the house so long as it was not natural. This is usually placed between the first and second name, i.e Lord Xerethian ‘The Eternal Spark’ Astoran.
Power Shot

**Name:** Power Shot

**Pre-reqs:** 4 Strength, 2 Dexterity, Ranged Weapon

**Buy Limit:** 1

**XP Cost:** 100

**Effect:** For your normal attack completely ignore any form of armour or shield, striking at the target’s health directly (it must still hit PD). DR will still apply to this shot. This can be done 3 times per encounter.
Pure Blessing of Pitou

Piety > Pitou > Remit Universal > Pure Blessing of Pitou

**Effect**:

Gain +10 to a relevant lore when reading
Gain +2 to all lore checks until end of day
Begin to glow with holy radiance illuminating 20 ft around you
Gain +5 UDR, +5PD and +5 MD against dark and light based attacks
All damage you deal is considered Light damage.
ULTIMATE UNITY

**ULTIMATE UNITY**! -  25 Pact and 200 EXP OR 300 EXP (Natural Only)

**Cost:** 15

**Duration:** 1 Battle

**Range:** Special

**Target**: Party

**Description:** May change the turn order of combat every round so long as the caster does not change the order beyond the next enemy above their own standing in the turn order.
Luminescent

**Luminescent** - 30 Pact and 300 EXP OR 500 EXP (Natural Only)
**Prerequisite**: *All other Light Spells and if Pact with this Element (Unless this and all others are Natural Bought) goes into minus, lose access to this spell.*

**Cost:** None

**Duration:** 1 Battle

**Description:** 1/day As a Form:

For the duration of the Form you are under the effect of Radiance and Brilliance Blade.
Every round you gain 5 Elemental Mana for use with that specific Element.
You gain a free action for any Elemental spell each round, if the spell is of Light it is free.
You gain a free action for any non magic action each round.

They also gain ‘Luminescent’ they can use as a title, which will be backed by the house so long as it was not natural. This is usually as a Prefix, i.e ‘Luminescent’ Lord Xerethian Astoran.
Rodshire Province

Basic country information & Details.

Defining Climate features and most distinct culture traits.

## History

Foundings of the current state of the country major wars and defining moments with cultural impact.

## Culture

What things make these people discinct tradtions, rites of passage, country ideals and identity ect ect.

## Trade

Major import and Exports, what this country produces and where they produce it major trade partners and such.

## Capital and Major City's

List of majour Citys and Capital if one exsists.
Ward from Death (High Magic)

**Ward from Death (High Magic)** - 500 XP to learn

**Cost:** 50

**Duration:** 24 hours

**Range:** Special

**Target:** Self, Other

**Description:** The Divinator is so aware of the flow of time and possibility that they can influence it, the next blow that would kill the target renders them Unconcious instead. Only one Ward from Death can be active at one time on one person and per Divinator.
Luppi Berri

Luppi berri

### Reactant

Applies a poison, DC 20, on a failed save target suffers disadvantage to hit and must roll 1 D4 on a roll of 1 the attack target is chosen by DX where X is valid targets. The effect lasts for 1D8 rounds or 3 hours

### Source

Wild Bushes in summer

The Luppi Berri is also known as the two-faced berry by alchemists. It can either be used as an ingredient to create a poison, or as an antidote to protect from poisons.

The difference often lies in whether one uses the top half of the fruit or the bottom half of the fruit to prepare the concoction.
The Drone

The Drone is considered a form of Cognisant radiation invisible to most but known quite intimately to those of the Dreaming where such is a visible and more plentiful making the already sensitive Thautsum distinctly aware of it. The Drone is emitted by all sentient entities and in greater amounts around more wise or intellectual minds.

The Drone can be manipulated once a mind is both aware of it and aware of what they want The drone to achieve and how to achieve there goals in terms of energy's and force.
Racial Traits

This is a list of all traits available in the game.

## Humans

The following Traits are available for all Humans.

### Talrane

These Traits are only for Talrane and can be acquired in addition to that all Humans have.

 Poison Resistant
 Disease Resistant
 Terrain Sense (City or Town)
 Name
 Enhanced Taste
 Name
 Agoraphobia
 Hodophobia

### Denzen

These Traits are only for Denzen and can be acquired in addition to that all Humans have.

 Keen Sense
 Travel Sense
 High Capacity Hippocampus
 Name
 Enhanced Hearing
 Name
 Claustrophobia
 Unfocused

### Norderner

These Traits are only for Norderner and can be acquired in addition to that all Humans have.

## Elves

These Traits are available for all Elves.

### Auloran

In addition Auloran may select from the following Traits.

### Mystarian

In addition Mystarian may select from the following Traits.

### Erethos

In addition Erethos may select from the following Traits.
Small Changes: A Guide for the Alteration Apprentice

### Where to be found ?

Saundred Public Library, Great Lanisteck Library, Library of the Great Tower, various young apprentices, particularily of House Lanisteck or Renvanelian descent.

### **Description:**

A quite new publication, the Octavo has nevertheless already found widespread propagation. Finished merely half a year ago, it is a brilliant work of the Saundrish mage, Juin Stinali. One immediatelly notices why Stinali has been made speaker for his house - A branch of House Lanisteck. In calm words, he introduces new apprentices to the topic of the Alteration school. Starting with easy descriptions he starts with an explanation of Flux terminology before coming to the school itself. Here, his words sometimes get an almost romantic tone, it is easy to notice which school has found the noble mages preference. Nevertheless, he is an extraordinary teacher, which is why the publication has already relegated and replaced most older Introductions into the topic. The shadow side is, of course, that foreign spies have not needed long to gain a copy for themselves... Nevertheless, because of its well-done Introduction into Flux-terminology even aside from the Alteration-context, many mages who have a more widespread approach to schools than specialising, advise their apprentices to read this tome first.

#### **Effect:**

Allows the player to buy the School Unlock: Alteration and grants -10 to the DC of all other Flux-School Introduction books.
The Shield

**Name:** The Shield

**Pre-reqs:** 5 Vitality

**Buy Limit:** 1

**XP Cost:** 200**Effect:** When a skill, spell or ability is made by an enemy that targets tiers with a damaging effect, you may stop it affecting those tiers if you are between the source and the target tiers, with exception to the tiers in front of you; taking whatever damage the effect deals plus 25% extra, along with any potential debuffs.

If you are using a body shield you do not take the extra 25% damage.
Weapon of Flame

Piety > Fernaious > Remit Fire > Weapon of Flame

**Effect**:

You may conjure  a weapon made entirely of flame with the following stats
1H: Damage: <AFI>D3 Effect: 2D3 slashing, 2 pierce, 2 blunt
2H: Damage: <AFI>D6 Effect: 2D6 slashing, 4 pierce, 4 blunt

Weapons made this way last one combat and disappear when it leaves the hands of the caster.
Lucky

**Name:** Lucky

**Pre req:** Must have rolled a nat 20.

**XP Cost:** 150, 200, 300, 500

**Effect:** When bought you gain one lucky point, On a roll that you do not know the outcome of yet you can spend a lucky point to roll a 1d6 that may be added to your roll, you may treat the result as if the result came from the D20 dice alone.

if you have already witnessed the result you may spend 2 lucky points to roll 1d6 that may be added to your roll as above.

you can only use a lucky point once per d20 roll and once used it takes a day, per lucky point to come back.
MODIFY

**MODIFY**! -  15 Pact and 75 EXP OR 125 EXP (Natural Only)

**Cost:** 10

**Duration:** 12 Hours

**Range:** 0

**Target:** Other (Magic Object)

**Description:** For the duration of MODIFY! You may change the properties of the enchantment placed upon target object to something of the same Physical, Mental and Social grouping. For instance, you may change a plus on Athletics to a plus on Acrobatics; but not Mentality. For an extra 5 mana, you may ignore this limit.
Transfuse

Piety > Daynasus > Remit Blood > Transfuse

**Effect**:

At a *Range of 0 - 2* you may infuse blood into a target with open wounds. The target gains 1 hp for every 2 units of blood used this way (Should the blood contain the blood of a diseased person, the disease will spread to the person receiving the transfusion.)
Rite of Zephyr’s Freedom

**Word**: Breath

 Target:

**Effect**:

A gentle wind whips up and moves across the target before picking them up, turning them to elemental air, and moving them through an obstacle, only to reassemble them again afterwards. While in this form, they cannot be controlled, moved or manipulated; even by abilities such as magic except when they are willing.

Furthermore, the wind carries them slowly through the obstacle designated. Because the wind is gentle, this may take time. This rite will give the user an instinctive understanding of how far the target could go and what could be bypassed. This prevents accidentally failing to escape through an area before the time runs out.
Attempts to capture someone affected by this rite automatically fail so long as the effect is ongoing. Once its time has finished however, they are again susceptible to entrapment.

The duration is exceptionally short. While in combat, it is X rounds long, where X is combat preparation/3. Out of combat, the spell becomes far more manageable, lending itself 30 seconds per 3 minutes of preparation. It can affect X allies following the above formula.
Trickshot Extraordinaire

**Exp**: 150

**Effect**: 1/day: May fire 3 shots from your bow into the air. You then roll to hit the First shot you made with a DC to hit of 18, then the second with a DC of 22, then a third at DC of 26 to hit.

Once you hit each shot, you may choose one target per shot.

Each shot against your target applies your STR and DEX an additional time against your opponent doing double, triple, and quadruple your STR and DEX values respectively.
Stealth Shot

**Name:** Stealth Shot

**Pre-reqs:** ,6 Dexterity, 7 Stealth RW

**Buy Limit:** 1

**XP Cost:** 200

**Effect:** When you remain in stealth for at least 3 consecutive turns when a target is within sight you may make a special attack, which if it hits will cause twice your maximum damage. This ability must be used from stealth
Moments of Lucidity

**Moments of Lucidity** -  10 Pact and 50xp OR 100 EXP (Natural Only)

**Cost:** 7

**Duration:** 1 hour

**Range:** Party

**Target:** Party

**Description:** For the duration of the spell, the party are aware when they have been placed under an Illusion and if the effect would take them into their own minds then their perception of time is sped up so an hour within their own mind is mere seconds outside. Not only that, they share a conscious for the purpose of solving the illusion and when one solves it they all do.
Piety

Piety is the power of drawing the connection to the gods to tap into their power preforming Miracles and bringing the power of their god forth, there are a great amount of different gods from many different places within Auloran But the ones commonly worshipped within Renval Province are:

* Daynasus
* Fernaious
* Karminou
* Kitsama
* Pitou
* Tridaus

The above gods are known as the Pantheon of purity due to their involvement in the Chaos wars and the Era or reclamation. Other pantheons include the Roaming Pantheon worshipped by the Denzen Caravans and the Eldar Pantheon worshipped by the Upper Echelon of Grella Province.

There are also individual gods worshipped across the world, some of which have largely been lost to time such as [Insert name here].
Rite of The Tailwind

**Word**: Breath

 Target:

**Effect**:

Grants targets + 1 movement per turn so long as armour allows, grants targets an additional 1 movement per turn for each additional turn or 5 minutes of preparation beyond the minimum preparation time. This effect lasts for 1 hour and decays by 1 each round of combat.
Oricalcum

### Augment

When in armor Or Sheilds when the item in question is hit Attacker rolls 1D4 on a roll of, 1 make a sundering check. 2 and 3 do nothing if they roll a 4 Make them roll 1DX where X is the total damage dice on their current weapon remove an amount of dice equal to the number rolled this way.If this armor is destroyed deal the excess damage + armors APV in damage to yourself as the shards cascade into you (Includes Sundering Damage)
Rite of River’s Sight

Word: Waves

**Maximum**: 4 Hours

**Effect Strength** *X* increases by 1 for every full Hour spend preparing (X can be from 2 to 4).

**Effect**:

Grants information within sight and hearing range of the waterway for a certain amount of distance. It shows up as an image reflected in the flowing water that only the user can see and hear.
Rite of Spring’s Yoke

Word: Roots

**Maximum**: 30 Minutes

**Effect Strength** *X* increases by 1 with every full 5 Minutes spend preparing. (X can be a Number between 1 and 6)

**Effect**:

All objects made of wood suddenly begin to grow again. The shafts of spears begin to grow branches and roots, shields become heavy and unwieldable, while wagons are stopped dead as their wheels become anchored to the ground. Each object grows for *X* rounds, worsening its state. Each state causes a penalty listed below:

* Weapons - Gives a penalty of -1 to hit and damage. Grants +1/2 to SI.
* An **Armour**'s DR decreases by X/2
* A **Buckler Shield**'s PD decreases by X/2
* A **Tower Shield**'s DR decreases by X/2
* **Vehicles** suffer a 30% decrease in speed
* **Art** suffers a 25% decrease in value.

To negate these effects, you must spend 10 minutes per state per weapon or shield, 30 minutes per state for vehicles, and 1 hour per state per piece of art to recover the object. Otherwise the effects are permanent.
Rite of Buffeting Breeze

**Word**: Breath

 Target:

**Effect**: A violent torrent of air appears from behind the user and crashes into all in its path. The user picks a direction. Starting in the next tier away, all creatures within range in that direction are forced to make a Push check against the wind equal to DC 18+X. The creature can instead make a Resist Harsh Weather check against DC 15+X. If they fail, they are knocked back by 1 tier. If they fail by more than 5, they are also knocked prone. This gust persists for X rounds.
Rarity

There are a lot of Resources in the world or Aluoran. Some of them are rarer than others and as such harder to get. The following list is a "Rule of Thumb", and there can be exceptions to it. It is sorted from least rare to rarest:

* [C]ommon
Any common material can be bought everywhere. Merchants usually sell up to five items of one kind to any one customer.
* [U]ncommon
Uncommon materials can, with luck, be found on the markets, or just in Shops that specialize on these materials. They usually part with up to 3 items of one kind to any one customer.
* [S]carce
These are not often found in the world, but are still out there to be bought. Maybe a travelling merchant has them on hand, and would part with 2 items of one kind, or a specialized market stall has also one they'd part with. There is a rumour, that if you are a very good customer of a shop, they might even sell these items to you.
* [R]are
These ingredients are indeed not found often. It is often better to hunt for these by oneself, or find very specialized sources outside of the big cities. Even if you find one for sale, at most they're willing to part with is one species. (Suggesting a Travel Roll of 80 and more).
* [L]egendary
These are one of a kind items. That doesn't mean that they can't be found, but anyone who is lucky to own one, won't sell it. (Travel Rolls of 95 or even 100 required to stumble on one.)

The amounts will usually be restocked once a week.
Scroll Scribe

**Name:** Scroll Scribe

**Pre-reqs**: 5 AFI, 3 INT

**Buy Limit:** 1

**XP Cost:** 150

**Effect:**  You may write a scroll of a desired spell or rune so long as you can cast it. You need a place to write the scroll and to spend gold = 10 x mana cost, to craft it. When you read the scroll, the spell takes effect and the scroll crumbles to dust.
Mark of the Scorned

Piety > Fernaious > Remit Revenge > Mark of the Scorned

**Effect**:

So long as the target has wronged the caster or an ally of the caster, the target rolls at a disadvantage in the presence of the caster or ally. The effect persists until a 1 (Natural 1, before applying any bonuses or penalties) is rolled or until the wronged forgives the target. This can be done at a *Range of up to 1*.
Until I Collapse

**Until I Collapse** - 15 Pact and 75 EXP OR 125 EXP (Natural Only)

**Cost:** 5

**Duration:** 1 Battle

**Range:** 1

**Target:** Self, Other

**Description:** For the duration of the spell the target’s K.O threshold is increased to their Death threshold; meaning they would only stop fighting when they die.
Martial Stance: Sea of Strikes

**Prerequisite**: Training: Novice

**Cost**: 75xp

**Effect:**

In this stance you may make an unarmed strike as a bonus action, such a strike cannot benefit from increases to accuracy and only commits half damage.

**Combo (Cost 0 Ki)**: *Unarmed Strike* -> *Unarmed Strike*

**Effect of successful Combo**: Gain 1 Ki.
Weight of Power

**Weight of Power**

**Cost:** 4 - per turn

**Duration:** Concentration

**Range:** 3

**Target:** Tier

**XP Cost:** 40

**Description:** increasing the density the latent magics in an area to oppress anyone in the area. Choose a Tier, everyone in that tier is unable to move on the Battleboard and any Acrobatics checks are done with disadvantage.
Repel

Repel

**Cost:** 3,6,9

**Duration:** Instant

**Range:** 3 and Sight

**Target:** Other

**XP Cost:** 20,60,100

**Description:** Roll your Lore Conjuration check vs their Push/Pull check If you win, the target is blasted back on the battle board.if they land upon a tier inhabited by an enemy that enemy gets a free attack on them, which must still hit and damage as normal. If they end in pits then they fall down, if they travel through other hazards then they take the hazard effects.

**Extension :**

**Knockback:** Target moves up to 2 Tiers

**Blowback:** Target moves up to 3 Tiers

**Blastback:** Target moves up to 4 Tiers If target collides with any other occupant of that space be it Person or obstacle the target and the object they collide with takes half the Difference between the two rolls as damage.
Precision Focus

**Name:** Precision Focus

**Pre-reqs:** 3 Dexterity, 2 Vitality

**Buy Limit:** 1

**XP Cost:** 100

**Effect:** Precision Focus lasts for 3 turns and when this period is up it goes on cooldown for 2 turns. Only when the cooldown is finished can you use Precision Focus again. For the duration of Precision Focus, as a STATE, add DEX/2 to your damage with your equipped weapon(s). This takes a Bonus Action.
Syinkx

the Syinkx is a creature that largely subsists on small insects and berries the creature tends to be rather playful and curious most beast tamers note that the creatures have a good sense of smell and hearing they are also rather good at digging and can hang of trees to emulate different kinds of seeds that hang from them.

The Syinkx comes in several different colors from badge to brown to white and to a green color, the rarest of these is the mountain Syinkx who is oft found in snow-covered mountains with Pecal pine emulating the classic Pecal seed.

the Syinkx being a small mammal has a variety of preditors in not only monsters but magical and mundane creatures being prayed upon by many large carnivores, to combat this the Syinkx are known to shoot some of their hairs off to irritate their assailant when threatened and use their quick speed to make a getaway.

"It feels like getting small needles stuck in your eyes and mouth, I was not expecting it, I spend a few moments spitting and sputtering, my eyes started tearing up, and the creature was just gone by the time I got rid of the most of it." - An alchemist who mistook a Syinkx for a rare Pecal seed
Mind Wipe

**Mind Wipe** - 20, 40 XP to learn

**Cost:** Special

**Duration:** Special

**Range:** Touch

**Target:** Other

**Description:** Erase memories from a target so long as they are not in a combat situation, the cost increases as the amount of time you wish to erase increases. Roll your Sleight of Hand Check vs their Acrobatics check, if you win then the spell takes effect as you are able to touch them. If you were already touching then the spell instantly takes effect.

**Extension:**

**Full Wipe:** Costs 1 Mana per 5 secs of Memory wipe.**Targeted Wipe:** You can choose what memories are lost. Costs 1 Shot per 3 Seconds of Memory wipe.
Talrane

Talrane are a subrace of Humans.

All Full Blooded Talrane start with the following for free:

**Urban Mastery (Full Blooded)**: In the sprawling metropolis of the world is where the Talrane calls home, moreover they have a hometown they will feel a physical compulsion to stay in for at least some time every year; an effect that is ingrained into their very souls. Choose a city or town on the map as your hometown, you must spend at least a month in your hometown every year or suffer -2 to all rolls until this time is spend. Otherwise, you gain +1 to all non-combat rolls in a settlement of 500+ Population, this is replaced by a +2 if you are in your hometown.

Talrane then have the option of buying the following at the cost of 150/850xp:

**Ancient Wisdom (Full Blooded)**: The marks on the face of the Talrane are not mere drawings of novice painters, they are intricate tatoos whose tradition goes back to the first of their kind. The power behind these icons is no magic, rather fate, and thus will not show on any readings. However, upon acquisition of this ability choose Physical, Mental or Social. 1/week you may forgo your roll for any skill or straight stat roll in this category and can instead take an instant natural 19 to which your bonuses may be added.

**Protect the Clan! (Half Blooded)**: With the cities of the Talrane comes the inevitable clans of the Talrane as well, such tight knit families mean the world to these people. You have 3 ‘slots’ with which to fill with specific people you care for that are not related by blood. When defending either blood relations or any of the 3 slotted people you gain +2 to all rolls and can fight into the negative HP, however below 0 HP you lose your +2. People may be taken out of your slots but that slot cannot be refilled for a month after removal. (Must have a tattoo for this to work.)

Talrane may also chose additional Traits from the following Table:

 Poison Resistant
 Disease Resistant
 Terrain Sense (City or Town)
 Name
 Enhanced Taste
 Name
 Agoraphobia
 Hodophobia
Limit Shot

**Name:** Power Shot

**Pre-reqs:** 4 Strength, 2 Dexterity, Ranged Weapon

**Buy Limit:** 1

**XP Cost:** 100

**Effect:** For your normal attack completely ignore any form of armour or shield, striking at the target’s health directly (it must still hit PD). DR will still apply to this shot. This can be done 3 times per encounter.
Rites

The teachings of the world are a constant whisper, a faint sound only to be heard by those who dedicate themselves to listening to the distant call. Indeed there are a great many words that can be heard, but each one speaks in another tongue and a great number of days is required to understand the many languages of the great mother each word speaking to another contract another agreement to the world we stand upon, the languages are as follows:

 Word of Roots
 Word of Waves

Each teaching of words stands for different ideals, different motions. Those of the Breath favor motion, movement, and intangibility. Those of the Roots favor fortification, enrichment, and sustenance. And those of the Wave favor life, obscurity, and lucidity.

Those that have mastered one of these languages may also purchase the ability Wild imbue.
Shield Bash

**Exp**: 80

**Effect**: 1/day: May, as a reaction to being attacked, strike the enemy with a shield dealing half the shield's APV or DR in damage. In addition a D4 is rolled. On a roll of 3 the opponent is struck back one space on a failed opposed push check. On a roll of 4 the target is unable to take their primary action or reaction on their next turn.
Rainbow Foxglove

### Catalyst

Convert one variable to another of the same type. (Element to Element; Skill to Skill; Etc)

### Source

Plain Fields, usually in places that are half the day in the sun, and half the day in shadows.

*"Getting this plant into an alchemical lab to work with it was a complete nightmare. The blossoms are poisonous to the touch, and yet the careful work was worth the price for sickles and tongs I paid." - Corry Blackhands*

## Description

This plant looks like a regular foxglove, only that the blossoms show several different colors from the rainbow, depending on how old the blossom itself is. The newer ones to the top are purple, going over blue, yellow and red at the bottom.

## Alchemy

The blossoms of the flower can be easily made into a slight antidote when prepared as a base for a potion.

If used as a Reactant, the Rainbow Foxglove's blossoms can strengthen the effects of other ingredients used in the potion.

The most versatile usage comes when using the blossoms as a catalyst - depending on which color of blossom is used, a Strength potion can be made into an Intelligence potion for example, or a potion that protects against fire can be changed into one shielding against ice. Even transformation effects into a canine can be switched for that of a feline, for example.

## Habitat

Rainbow Foxgloves like more shadowy places than regular Foxgloves, and can easily be mistaken with one when only the first blossoms have opened. Since only the blossoms are alchemically active, alchemists can only get fresh blossoms during spring time. Drying out the blossoms is possible, but it should be noted here, that dried blossoms won't change their color anymore.

## History

The alchemical properties of this plants are a rather recent discovery. Before this discovery, the plant has sometimes been used to create poisons by simply grinding up the blossoms and coating the edge of a blade with the resulting mixture. It is said that some noble that married into the elven noble house of Nightwalker died to such a poison ...
Traveling

When moving outside the safety of a Hamlet, Village or City you begin something referred to as travelling, when travelling you make a D100 Travelling roll and dependent on that roll depends on some of the things that can occur.

For each D100 roll made when travelling on foot, you spend 1-hour moving, Every tile on the world map is just over days worth of travel, not only this but after 12 hours of travel night falls and this may cause other dangers to occur.

When travelling there are several things you should keep in mind.

* Rations - For each day you require one ration of food and one ration of water.
* Rest - you will not fully recover your hp and MP when outside a town or village and must rely on camping supplies to help replenish your pools see the Rest & Recovery area for more details.
* Gathering - You will often come across areas where resources can be harvested, some require tools to claim such as ores or logs
* Exhaustion - Failing to sleep for 6 hours will cause you to gain a -1 to all rolls, this negative stacks for each day you fail to have 6 hours of bed rest and is fully cleared after a night of sleep.
* Harvesting - when fighting creatures and beasts you can harvest the components from animals, you may find this useful see the Harvesting area for more details.

Maps can be used to mark interesting locations & to renavigate to dungeons. Marked maps can also be purchased for a higher rate.

A Compass can be used to reroll your D100 roll, however the reroll must be taken even if the result is worse then the previous roll.
Planes of Existence

Since the creation of the world it has always laid adjacent to the other worlds, or planes, with only small choke-holds called gates linking them. Each holds their own biology, society and magical structures unique to them; though some have found ways to use the magic of other worlds through the use of contracts.

The Planes:

* Auloran, "Rursum codendant resistere"; The Plane of Hardships
* Aetheric Coalescence, "virtute verborum"; The Plane of Elements
* Pantheon, "re per fidem"; The Plane of Gods
* Dreaming, "stravit cetera sentit"; The Plane of Mind
* Necrova, "poenitet aeternam"; The Plane of Husk
* Malicia, "iterum signum amplius"; The Pane of Deals
* Kruul, "praeesset cinere"; The Plane of Corruption
Taboos/Western Renvanel

Western Renvanel is dominated culturally by its capital, Saundred. Culturally influenced by all races together making their last stand in the southern part of Western Renvanel against the demon hordes millennia ago, it is a world open society, having tolerance versus all noncorrupted races and at least tolerating some of the races who are generally considered less trustworthy, like goblins or worldgaters. It is also a rich nation, Saundred being the biggest non-port trading hub in the known world. While the society has recently experienced an opening though a tolerant king in that regard, it is traditionally sexually a bit more closed-up. Saundred has Temples of each of the ancient gods of humankind. Humans are the dominating species, with about 40% of the commoner population and about 70% of the nobles, with the various beastkin coming a close second. The elves are in third place, through the millennia-long influx from eastern Renvanel. Since the murder of the old emperor and the flight of the old court mage, today known as Xerethian the Betrayer, there is a fair bit of distrust towards mages who are not citizens.

Also, tolerance or not, old habits die hard and there are some people in Saundred who are not happy at all with some of the other (good) races. Some humans remember how the elves treated them as slaves and still "try to control Renvanel" from the Emerald city. Others of all races despise the beastkin for their supposedly bestial ways, not better than animals or see the foreigners from the claw isles as mere barbarians. The most common prejudice is actually against worldgaters though, which are known to often be different, wielding strange powers and making nothing but trouble...

Common Taboos in Western Renvanel include:

1. Murder

2. Steal

3. Betray your superior

4. Allow yourself to be swayed by racism or intolerance based on nationality unless the race or nation is obviously corrupted. (Like Goblins, Orcs, Trolls, Demons, Devils. Undead, Inhabitants of the Kelmar Isle...).

5. Succumb to demonic lures.

6. Not destroy a demon, devil or undead if you have the chance.

7. Have more than one lover at the same time (Taboo less common among the upper classes) or betray your spouse.

8. Allow a betrayer to go unpunished.

9. Be disrespectful towards a superior (Noble, priest, your parents or master)

10. Trust [species] (Player's choice. Common options include "Those damn Gaters", "The beasts", "arrogant knife-ears", "the southern barbarians" or "that not-to-be trusted fae-folk!". Of course, this option is mutually exclusive with 4). A variant of this taboo is the reverse - "Not meeting [your own race] with friendliness and trust".

11. Trust or follow an unknown or dark mage.

12. Giving or lending money or goods to someone you barely know or know is not trustworthy
Mystarian

Mystarian are a subrace of Elves.

All Full Blooded Mystarin start with the following for free:

**In Tune with the World (Full Blooded)**: The whispers of the forest, the gusts of the dunes, the howls of the Tundra… All tell tales of the world and such stories can tell the Mystarin of its pain, its joy…. The Mystarin gains advantage to all Nature Lores and may roll for them even if they have no invested points in them. They can also feel the source of the world’s pain within a mile of their own location, using Lore Nature they can even deduce what it is that is causing the pain. (i.e. Animal Slaughter, Plant Sickness, Tainted Ground, Dark Influences)

If a tree is asked for advice on the matter, gain a +3 to said Lore Nature rolls.

Mystarin then have the option of buying the following at the cost of 300/700xp:

**An Agreement Reached (Full Blooded)**: You may complete any rite instantly, this ability has a cooldown equal to the turns mitigated by this method; so if the rite has a 3 turn preparation then its cooldown is 3 turns and likewise if its preparation is 3 days, then the cooldown is 3 days.

**Teammate (Half Blooded)**: Mystarin are closely connected members of their social group. They gain a +1 on all rolls if at least 1 ally is present.
Transference

**Transference** - 10 Pact and 50 EXP OR 100 EXP (Natural Only)

**Cost:** 1 for every 5 taken

**Duration:** Concentration

**Range:** Touch

**Target:** Other

**Description:** So long as physical contact is kept you may siphon mana from the target until they have none left, such mana is added to the appropriate pool and cannot be put above your own cap.
Water Clover

### Catalyst

Reduces incoming damage from water-based sources by 25%; Grants a +2 to resist water effects.

### Source

Shallow, calm bodies of water.

*"The Water Clover is an elusive find, the little plant, not larger than a regular clover and with transparent leaves, makes its home in lakes, ponds and rivers. That makes finding these plants very hard ... and getting a four-leaved variant even more so. They are a bit of a lucky find, but that the potion made from one of those led to a gambling problem ... who could have known ..." - Corry Blackhands*

### Description

The Water Clover is almost translucent, its leaves having only a faint green-blue colour. They usually grow in clumps of three or four and become visible during the summer months when the water levels of some ponds and rivers sink below where they grow. The discoloration is the only thing that differentiates this plant from regular clovers in appearance.

### Alchemy

A cleansing potion, that lowers the effect any poison has on one's body, can be based on this plant. It's not perfect, but sometimes it can make the difference between life and death.

Its affinity to water can be transferred into a potion as well when being used as a catalyst. This will make the user more in tune with water, and thus any water based attacks have less impact.

Most coveted is the four-leafed variant. It is not only more valuable than its three-leafed cousin, a potion with a four-leafed water clover as a reactant seems to boost one's luck.

### Habitat

The water clover usually grows in warm and moderate climates and within calm bodies of water. This can be small lakes, ponds or even calm stretches of rivers. Stronger currents will wash the plant away though.

### History

The plant has been discovered roughly two to three hundred years ago by an exiled elven alchemist. Many believe that a potion based on the water clover was the reason for the exile, as a whole town came down with a severe case of gambling addiction. The minor luck boosting qualities of the plant have seen its use in everyday life, and even in combat, though the amount of potions that really increase luck are few and far between. Almost like finding a real four-leafed clover in a bunch of normal clovers, one may find one potion in a couple dozen that really work.
Teltaka Province

Basic country information & Details.

Defining Climate features and most distinct culture traits.

## History

Foundings of the current state of the country major wars and defining moments with cultural impact.

## Culture

What things make these people discinct tradtions, rites of passage, country ideals and identity ect ect.

## Trade

Major import and Exports, what this country produces and where they produce it major trade partners and such.

## Capital and Major City's

List of majour Citys and Capital if one exsists.
Ministries of the South Pacific

The **ministries of the South Pacific** are the departments of the South Pacific that comprise the regional government. As of 2019, there are three ministries: the Ministry of Regional Affairs, the Ministry of Foreign Affairs, and the Ministry of Military Affairs. These ministries are headed by ministers who are periodically elected. With the Prime Minister serving as the head of government, the heads of these ministries comprise the Cabinet of the South Pacific.
Norderner

Nordener are a subrace of Humans.

Nordeners are a hearty people, used to cold climates and struggle.

All Full Blooded Nordeners start with the following for free:

**Cling to Life (Full Blooded)**: The hardiest of all races, the Nordeners can take more punishment than most and find the fire in their veins simply stops the cold from affecting them much at all. HP is now (VIT+1)x10 and whenever an Endure Harsh Weather check is made for the purposes of Cold, it is made at +10 and Advantage.

Nordeners then have the option of buying the following at the cost of 150/850xp:

**Roar of the Mountains (Full Blooded)**: The Fjords of the frozen North echo with the cries of the tribes of the Nordeners, mighty bellows that shatter metal and spirits alike. 3/day gain Advantage on any Intimidate roll which can be made after seeing the first roll.

**Courage of the Heroes (Half Blooded)**: The crashing avalanche, the charging bear, the cold that can freeze a man in mere minutes. All these things a Nordener faces on a daily basis, they are nothing to the sheer bitterness of nature. 1/day Ignore Fear Reduction effects to damage, 1/day Ignore Fear Reduction effects to hit, 1/day in an encounter reduce all PP reductions from Intimidations by half.

Nordeners may also chose additional Traits from the following table:
Manipulate Element

**Manipulate** <Element>

**Cost:** 1 + X

**Duration:** Special

**Range:** Sight

**Target:** Special

**XP Cost:** 30 per element

**Description:** When bought specify one of the following elements: Fire, Water, Wind, Earth, Lightning, Shadow and Light. You gain the ability to manipulate the chosen element(s) to create various minor effects. To use it, pay the 1 Mana and declare the element and target, along with your intent. Then roll a Lore <Element> for the magnitude, it will be up to the DM to decide how much is needed for your intention.

Manipulating the elements often does not produce precise results, and as such the scope of the ability to use Flux on the elements is limited.
Sra. Silêncio

**Sra. Silêncio** é o sexto episódio de Miraculous: White Tigress & Tubarão Azul, fazendo parte da primeira temporada.

## Sinopse

Senhora Fayersheld, a mãe de Mysa, é akumatizada e se torna a Sra. Silêncio. Agora, silênciando a todos em sua volta que desaparecem, White Tigress terá que chamar novos heróis para ajudá-la.

## Personagens

### Maiores

* Ana Maillard/White Tigress
* Sebástian LeCour/Tubarão Azul
* Mysa Fayersheld
* Sra. Fayersheld/Senhora Silêncio
* Nicole Coyer
* Alison Wallace
Squox

the squox is an omnivorous creature that is seen largely in thick woodlands and city streets, its largely seen as a pest due to its mischievous and rather odd mannerisms. The squox is known to be an envious creature that will steal or swipe items people seem to be attached to and will often make off with said object and tease their victims with it often staying close by and playing with such objects pawing at, chewing or grooming them.

The squox is actually rather intelligent and finds itself easily escaping its pursuers with there swift speed and excellent climbing & Burrowing capabilities, squox's do tend to be horrible pets and untrainable but have a faint understanding of the elven language as seen by some tests conducted by scholar Earlmand Friggs, who ascertained that they tend to respond to the word food, play, and steal with some understanding for there meaning regardless of prior training or education, though it has been noted this response seems absent from the squox's found in the wilds and only in the ones that are found within the city.

Squox's that are kept as pets are said to be owned by one of two types of people, people who are just as mischievous as the creature or people who shower the creature with gifts food and affection.
Mylot's Grace

### Source

Areas of intense light and loose soil; Prefers fields and rocky areas over forests.

*"Of all the misused herbs I've come across, Mylot's Grace is somehow one of the most obvious. There's even a story about it to mark its use, but still it hasn't been properly utilized. Its noxious taste is obviously not useful for cooking, but it does carry its own purpose." - Hrith the Seeker*

## Description

Mylot's Grace looked quite stunning with its orange and red leaves. It almost seems to burn as it dances in the breeze. It's a rather short shrub, but is terribly obvious when it's present. The thorny branches do make it somewhat more difficult to manage.

## Alchemy

The leaves Mylot's Grace can act as a poison that harms the individual's happiness. It can cause apathy, depression, and loss of love.

If they are neutralized with another more potent component, they can, instead, make one more resilient to pain and suffering.

Lastly, if used as a catalyst, Mylot's Grace can even penetrate potent magical effects that result in being charmed.

It should be noted that a special concoction of powdered Copper Trumpet, dried Mylot's Grace leaves, and paste derived from the root of Barlin's Rope has a peculiar ability to increase one's durability. The effects last one day and the temporary HP becomes an increase to Max HP. (For a total of 10 Max HP for the day)

## Habit

Mylot's Grace tends toward the sunlight and has a wide network of roots. It struggles early on if there is excessive litter, so it prefers fields to forest.

## History

Though it had been around for a long time, its potent abilities were only rediscovered in [4 years ago] by the master alchemist, Hrith the Seeker. The Denzen told tales of Mylot having used the plant to stop herself from falling for a powerful entity that sought to ensnare her with false love to consume her.

Her use of the plant allowed her to barely fight off the effects and win the bet in order to save her daughter from the very same entity. The amount of the plant's tea she consumed deadened her happiness for the rest of her life to the point where she could only feel it in the presence of her daughter.
TSP Encyclopedia

Hello and welcome to **TSP Encyclopedia**, the source of all knowledge on the gameside of **the South Pacific**. Currently, there are **18 articles and counting** in this encyclopedia and you can help by creating more and expanding existing ones.

## Featured nation

**Qvait** is a nation in the South Pacific that was founded on 8 March 2012. However, Qvait did not become part of the region until 3 February 2014, when the nation moved here from the European Union through Canada. Since then, the nation gained a seat in the Assembly of the South Pacific and unsuccessfully campaigned to become Delegate in the July 2019 election.

## Content

Placeholder**The South Pacific**Placeholder**Delegate**Placeholder**Prime Minister**Placeholder**Ministries**Placeholder**Assembly**Placeholder**Elections**