recursal/Fanatic-Fandom huggingface dataset:
Order of the Twin Bloods

*Leader(s): Zolous' Voice and Mari's Voice.*

Once Denounced by most as nothing more than a blind following of two deities that supposedly never existed. The Order was previously known as The Church of Catharsis back during "project Assiah." The Order of the Twin Bloods have risen to become one of the largest religions in Dephiron, especially in the chaotic times coming after the cosmic invasion. Their missionaries can be seen spread far and wide, their priests giving sermons in every major city, and their banners hung on the walls of many homes. Easily identifiable from their black and green robes with a dark star insignia, their clerics are a common sight in Dephiron as many are responsible for laying the dead back to rest and to teach the dead how to die once again. The other clerics are in charge of preventing sleeping madness and healing those with near incurable diseases and wounds. While they appear to merely be a cadre of worshippers, many assert that they hold far more power than is initially seen...

This religion began to spread after the cosmic invasion as Zolous and Mari were one of the remaining gods that lived the cosmic invasion however they have completely forgotten about themselves and each other. Those that follow the order want to reunite Zolous and Mari and help gain back the memories they lost. The followers believe if they do this that they will be protected by Zolous and Mari since they have shown undying loyalty towards them as well as shield them from the fate of Dephiron.
Knights of the withered Hand

*A newly found order created by some of the remaining Necromancers. Members of the Order are trained both in traditional martial combat, as well as the basics of necromancy. The order focuses more on finding a way to lay the dead to rest. Each member is paired with another member, where they are trained to fight with as a single cohesive unit. One of their defining features is that these two knights are spiritually bound together through necromantic magics. If one falls in battle, their counterpart will immediately raise them to undeath so they can continue fighting. However the cost of this is high, as when the magics of the spell fade, the one who cast the spell will also die as their soul is carried along with their counterparts.*
Mithril Rank

Upon reaching Mithral Rank these Slayers will obtain Mithral weapons which is just an upgraded bersion of Silver. These Slayers will be able to go on higher priority missions. Mithral Rank Slayers are often seen as mentors of Silver and Gold Rank Slayers. Mithral Rank Slayers are often captains of lower ranked Slaying teams such as gold and silver teams. They are often assigned to ensure that Silver Ranks and Gold Ranks do not die on jobs and will give advice to those Slayer that need it. Those that pass the Blood Trials become the Rank of Blood Steel.
Click Rule (Traps)

Whenever someone triggers a trap, I (The DM) say "Click". Before telling the party what the effects of the trap or asking them to make saves, Each member of the party will tell the DM what they are doing. Examples include "I hit the deck", "I throw up my shield", I cast misty step to move 30ft in the opposite direction". Depending what the player says, I (The DM) might offer advantage or disadvantage to the save or a variety of other benefits/penalties.
Reputation

During your travels through Dephiron, you can meet many NPCs and factions to interact with. Depending on your playstyle and choice, you can gain favor or antagonize them. Currying favor with a faction by aiding their goals will increase your reputation with the faction, which can grant unique benefits from that faction. These benefits can range from safe passage through faction's territory to lucrative contracts and quests to allied NPCs.

At the same time, the party's actions can make enemies from certain factions, should they come to butt heads with that certain faction. The lower the reputation with that faction, the worse the opposition from that faction can become. This can range from the party being barred from the faction's territory to being actively hunted by that faction. Notably, gaining reputation with one faction can antagonize a rival faction.

Reputation operates on a +/- 100-point system

Reputation (Pts)

* -100: Hatred. Faction seeks out the party wherever they go and attempts to kill them.

* -75: Very antagonistic. Party is wanted dead by the faction, and will be attacked on sight within the faction's territory.

* -50: Antagonistic. Party is barred from faction-related businesses. Faction operatives may attack.

* -25: Slightly antagonistic. Party may be turned away from faction related businesses, or pay higher prices. Faction guards will be less forgiving of transgressions.

* 0: Neutral

* 25: Slightly friendly. Faction guards will be more forgiving of minor mistakes. Certain faction vendors may give discounts.

* 50: Friendly. Party is welcomed into faction territory. Can be offered special contracts by the faction.

* 75: Very friendly. Party can expect safety when in faction territory. Faction leaders may grant the party special privileges.

* 100: Allies. Party fully part of the faction, well-loved. Faction will be allowed party free usage of many resources, offering protection outside of faction territory where applicable.
Sephanine

The Mystic Seer

Sephanine was the goddess of the Moon and Stars. She was heavily worshiped by the Elves and those of the Void Empire long ago. She was also worshipped by illusionists and thieves. She existed since the creation of Dephiron along with the other pillars. She was killed before the cosmic invasion by an Outsider that managed to worm there way into the heavens.

## Description

Sephanine was a very reclusive goddess never really leaving her respective place in the heavens as her true form is not really known however in elven culture she had many depictions however the official depiction of her that soon became recognized amongst the elves was a young elven girl of light blue skin and white hair wavy hair. Her whole body had these silver crescent moon patterns.

Sephanine only had one avatar to communicate with and it never changed unlike some of the other Pillar gods. She is very fond of her avatar who she calls Annallee, a female drow women who wears a dark blue, purple, and light blue dress that has a star like pattern. She has long wavy hair and wears a crescent moon necklace. Her skin having a combination of a star like pattern and a crescent moon like pattern.

## Personality

She a very reclusive and shy women who would occasionally leave her home in Mount Celestia. The only time she would leave her home in Mount Celestia is to communicate through her aspect to those most devoted to her. Her personality was a contrast for what she was actually worshipped for as those that worshipped her were more of the brave adventurous type. Eventually she would never visit her devoted followers even if it was a very rare occasion and many of the other Pillars particularly Zydis was worried as she began to hole herself off from even them in her home in Mount Celestia. According to Desir, she was afraid of something and was very sporadic and started to lose her mind. Unfortunately she died to a Usurper.

## Abilities

Sephanine had was an illusionist and her abilities revolved around very powerful illusions that were so detailed that they appear to be truly-life like. However more importantly she had the ability to see into the future and manipulate the time and the realities to get the best possible outcome.
Axel Ravenkiller

*"No this has to be some kind of joke... No way I got outmemed by an Outsider."*

## Statistical Information

### Class

Wildcard Rogue

Axel one of the only ones that are presumed alive but not entirely. many speculate that he is Desir's favorite avatar as the two love their fair share of jokes. He was announced dead in the records that were found later on however those that are heavily devoted to Desir have met his favorite Avatar Axel who has a lot of resemblances with Axel Ravenkiller.

## Description

Axel was the tallest in the class standing at around 6'4. He was a Garufan human despite his sister being a Dreamweaver human as this has to do with his father being a Dreamweaver while his mother was a Garufan human. He was always changing his style but in combat he preferred to wear more of a mix between mage clothes and roguish clothes as it was both stealthy and flashy for his wild and trickery style of combat. He always had a deck of special playing cards with him as this was a gift from his parents before they died. He would use these cards for playing pranks on his classmates and use them in combat and was the all rounder in combat due to these playing cards.

## Personality

If Axel is can be compared to another race within Dephiron it would have to be a goblin. He is chaos incarnate. A prankster that believes there are no limits to a joke. Sonia found it hard to like him, but eventually she came around to love him like family like everyone else did. In an "Axel what the hell did you do this time" kind of way. He's very fond of his sister Xandra, and as a result she's the victim of a lot of his pranks. Many were worried that he didn't take his pranks too far as they feared that would be his demise however that would be a fitting death though.

## Abilities

Axel was possessed very strange abilities mainly revolving around those magical deck of playing cards he got from his parents before they presumably died. He was the all rounder of the group mashing his roguish style of combat with his innate talent as some called it for trickery. Any position the team needed Axel would fill it with the help of his playing cards. He was quiet intelligent as well having a knack for strategy even going so far to giving everyone one of his specially made playing cards should they need it in a dire situation.

The ability of these cards ranged from: supporting his allies, healing those in need of healing, controlling the battlefield, providing defense, other sorts of trickery such as illusions and other spells, and providing offensive abilities to himself or others around him. Legends have it that these cards could actually seal otherworldly entities such as Demons, Archdevils, Gods, Outsiders, and other ancient entities.
Piety

As a cleric or paladin or even in some cases a warlock who has taken an oath or a deal with a god/deity, your relationship with that god determines the benefits you receive. From a base level of piety you can expect the normal benefits related to your class. however, undertaking tasks that benefit or appeal to your god can cause you to gain piety. As you gain piety, similar to Reputation you gain unique benefits based upon the god you worship.

Piety can be lost based upon poor decisions, and making a choice which breaks your oath or deal renouncing your god erases all piety gained from piety benefits.

Piety operates on a 0-100 scale.

Piety Level Benefits

* 0 None
* 10 Minor benefit
* 25 Minor benefit
* 50 Enhanced Channel Divinity/Pact magic (typically affects your eldritch blast)
* 75 Major benefit
* 100 Godly Aspect

*Mechanics for players: Those that worship a deity or have made a deal with them will start at 0 piety. Various actions will get you piety and various action will make you lose piety.*
The Weave

The Weave is the way in which magic presented itself to being for their use, and it flowed throughout the world of Dephiron, touching almost every corner of existence, with exception of dead magic zones. The Weave Coexists with something known as the Shadow Weave. Before the cosmic invasion casters of various ways would connect to the weave in able to use magic. Most importantly The Weave was considered the source of magic and all the studies of casters, arcane and divine alike. Some are born with an excessive amount of The Weave's energy allowing them to shift planes freely while some are able to manipulate The Weaves energy completely. All casters are born with some of the Weaves energy so that they can draw power from it allowing them to cast magic. Ever since the Cosmic invasion especially when the Shatterer became unsealed the Weave has been extremely messy as many areas have become dead zones of magic while others have been very chaotic causing random effects to happen when magic is being used. In extreme cases this has caused Weave Sickness or Weave Corruption. Many casters that use magic excessively tend to get arcane scars from excessive use of their magic putting a burden on their body while those born with excessive energy from the Weave are finding it hard to shift planes willingly and might be corrupted by the Shadow weave or are more likely to get Weave Sickness.

*Player's Note: Those that are playing a magic class other than Paladin or Cleric (Unless your god's magic is impure) must roll on the wild surge table (unless you are in a dead magic zone). Those that cast magic or are born with excessive weave energy are more vulnerable to things such as Weave Corruption and Weave Sickness. Lastly excessively using one spell can put a burden on the body and can cause arcane scaring on the body due to the Shatterer's influence.*

*Player's Mechanic: If you use the same spell more than two times in a row arcane scarring begins to form putting burdens on the body.*
Children of the Night

*Guild Master: Davorn Wolfsong*

*A guild of young Slayers ranging from the ages of as young as 8 years old to the 17 years old (in human years). These children were either trained as child soldiers by a faction or slaves of a Forsaken Gods, Demon, Devil, Archdevil, or Dread Lord. These children broke away from their masters one way or another and began to use their talents to help humanity to fight off the various monsters that plague the land and provide support to other Slayers Guilds. They often steal away other children from these factions and slave owners allowing them to join into their ranks as a Slayer to offer them protection during these Chaotic times as well as train them to give them a career as a mercenary, slayer, or soldier. All races are allowed into their ranks with no discrimination and those that discriminate are often punished by going on suicide missions for the guild (the high risk missions) or are left in the mist to survive for one day. For those Children that turn 18 (in human years (adults)) they are offered to join other Slayers guilds as their talents are needed somewhere else. These Children help some factions such as the Psykers taking children away from the Forsaken gods to train them as Psykers (those that use Psionic powers). These Children follow a strict creed of discipline where if one person on a team did something wrong the whole team takes the punishment instead of that one person. They believe that this will help with teamwork an overall team performance.*
The Faceless

The Faceless is one of the oldest Outsiders to exist and possibly older than The All Seer however it is not as strong as The All Seer. Many believe that The Faceless was the cause that ended the Garufan civilization. The Faceless is similar to The Caller as it does not have a set identity but instead of manipulating its victims it attempts to steal the identity of the victim's mind it manages to corrupt. The Faceless is considered to be the first Changeling.

Protean apocalypses scar the impossible vistas of The Faceless, and none who witness them remember. This Forsaken god etches itself not upon the waking mind, but rather upon the body as inexplicable scars and on the psyche through nightmares.

The Faceless' scale and impossible geometry induce instinctual anxiety. Gaseous tempests whirl upon the hooked peaks of gravity defying mountains, oily spires, and twist in semi organic contortions. Little can survive the wastelands it creates after destroying towns, cities, or even nations. Which is why the changelings are able live in these wastelands and The Faceless followers typically dwell underground.

Beneath the alien surface, the mind flayers of the Faceless drift through the howling darkness of their ancient metropolis laboratory. The illithids' numbers are few they research with urgency to prevent the unthinkable: The Faceless dying. The Faceless' followers, the mind flayers work desperately to reconcile their god's demented whims even as they struggle its demise. The follower's tentacles slip through reality to drag unwitting souls back for experiments. Many abductees are returned with only psychic scars, while others are never seen again. An unlucky few find themselves set upon strange routes leading them back to the beginning where they meet the Faceless and realize that they have met it before. The changelings roam the lands attempting to find a way for their god to become immortal.

No one really knows what The Faceless actually looks like hence the name The Faceless. The group known as Insurgence was attempting to track down the Faceless god and set off to go slay it 30 years ago however they have yet to return. Only the mind flayers (followers) and the changeling actually know if The Faceless actually has an identity.

*Player Information: For those that might want to make a Great Old One pact with The Faceless. The Faceless typically tricks people into pacts after its followers (mind flayers) have abducted you. It will give you power for you to find a way for The Faceless to become immortal. The Faceless will take away your memories of ever coming into contact with the Mind Flayers, Changelings, Itself, and events that it has caused. Its domain is Memories.*
Virus Council

Leader(s): Unknown

The Virus council is a faction that resides in the Mist just like the Order of the Exiles. These people were all once Slayers in the various guilds holding various ranks however they were kicked out and stripped of their previous rank and given the rank of Adamantium Slayers. There are many reasons why Slayers are the rank of Adamantium one of the main causes though is that they have lost their minds due to various reasons: A stressful contract, attempting to obtain power form various entities, attempting to evolve and perfect there Slayers arts. However these Adamantium Slayers get a different name known as Mad Slayers and only some of them are associated with the Virus Council for unknown reasons. Those apart of the Virus Council are sane individuals for the most part that have committed various crimes, done forbidden rituals, spoke in a forbidden language, cursed, or had dark solutions to solve the current problem.

These Slayers believe that they were wronged by the various Slayers guilds and seek to destroy them all. They hold grudges against many other Slayers and seek to ruin the lives of those that have wronged them. They often sneak into Slaying parties and take pleasure in betraying them much like the way they were betrayed by the guilds. The Virus Council was formed to protect other Adamantium Slayer from being hunted down by the guilds. It is not known whether the group has a leader or not but it is known that these Adamantium Slayers work in pairs and use odd magic and techniques that they didn't use nor have back when they were Slayers. There are few cases that these Adamantium Slayers operate with three people. The first case is to find new Adamantium Slayers and bring them back to The Mist. The second case is that they are escorting an ally through the mist as these Adamantium Slayers are the only ones other than the Order of Exiles that know their way around in the mist. The last case scenario and the worst case is if they have a Mad Slayer with them. If that is the case Slayers are told by the various guilds not to pick a fight with them and to let them go and report back to the guild for further instruction. As for why exactly the Mad Slayers are with these members are uncertain however they are considered the strongest of the Adamantium Slayers especially if they possess a Slayers Art. There have been few instances where entire Slayer teams of 20 were wiped out by the members alone and that none of these members possessed a Slayers Art.

In terms of goals for the order it seems that each member has their own goals rather than one major goal entirely but this is only speculation as not much is known about their base and if they have a leader or not. There is a rumor within the various slayers guilds that all Adamantium Slayers know where other Adamantium Slayers are despite not knowing them or exchanging information on their whereabouts.
Mysterious Entities

These entities were steeped in mystery as they didn't belong in any Pantheon whether it was the Remaining Divine gods, The fragmented gods known as the Star Signers, The remaining Archfiends that inhabit the mortal plane due to their home being destroyed, The fragmented evils and other dimensional beings known as the Dread Lords, or even the eldritch, alien like Outsiders. As for when these entities came to be is shrouded in mystery as some date back to the BR era of time while others come from the BD era of time, while very few come from the current era of time in AD. Their exact identities, and goals are unknown, as some of them have never interacted with the physical realm directly, while some of them have and were sealed away in ruins deep under the world of Dephiron that are in what is known as the Lowerdark or the even more dangerous ones sealed below that known as the Desolate Void. There are very few entities that are forgotten about and roam the chaotic world as they please and interact with others in mysterious ways.

In terms of abilities and power these entities range from being just as weak as the Lesser Gods to very powerful beings that have existed since the creation of the universe, and as such eclipsed even the gods in power and knowledge. Those that do not interact with the physical realm directly, often interact with prophets, the whispers of dreamers, and occasional offhand words of the gods themselves that these being are even named.

* Shylock
Knights of the Diamond Dust

*A group of Paladins dedicated to perserve the current world instead of letting it change for the worse. These knights all come from the Broken Vale and took the Oath of Cryogenesis. They are a strange knight order that would rather freeze the entire world preventing it from progressively getting worse rather than fighting against the Outsiders. These knights dedicate themselves to the Star Signer known as Hakros the deity of Preservation and Frost. These Paladins are easily identifiable by their full coverage armor that looks similar to ice.*

*Players Note: If playing a Paladin of this Knight Order you will be playing a homebrew subclass of the Oath of Croygenesis. They are neutral aligned typically and fight to preserve the world how it currently is as these knights hate change with a passion. They use their powers to freeze the world over to prevent change.*
Overload

*A special condition that casters can use should they chose to. When casters run out of spell slots they can choose to enter the Overload condition, allowing them to cast spells even though they have no spell slots left however this will come at a price. This is a very risky condition where some casters will die instantly as their payment to the debt is their lives.*
Shadow Weave

The Shadow Weave is a force of magic similar to the Weave, said to lie in between the strands of the Weave. If the Weave is a loose mesh permeating reality, the Shadow Weave is a pattern formed by the negative space between the Weave's strands. It provides an alternative conduit and methodology for casting spells. These strands are typically negative energy that signifies undeath or dark magic. The Shadow Weave actually was created by the Forsaken God known as the Shatterer as a means to pollute the Weave with negative energy and dark magic crippling the mages over time leaving them with arcane scars from excessive use of magic or in some cases drawing the dark power from the Shadow Weave for the mage to lose their minds. Drawing magic from the Shadow Weave is very addicting and will corrupt a mage slowly making them delve deeper into the dark arcane. Some Curses (Curse Magic), Garufan magic, Void Magic, demonic and other dark rituals all draw from the Shadow Weave. There are some people that are born with the ability to manipulate the Shadow Weave allowing them to cast dark magic.

Shadow Weave users have many advantages. First, they can ignore disruptions in the Weave. A Shadow Weave effect works normally in dead magic or wild magic zones. Skilled Shadow Weave users are able to cast spells that are extraordinarily difficult for Weave users to perceive, counter, or dispel and they are able to create their own magic.

Shadow Weave users also suffer from some but heavy disadvantages. First, The Shattterer has full control over the Shadow Weave and can isolate any creature from it or silence it entirely without and harm to itself. Second, the secrets of the Shadow Weave are disquieting and injurious to the mortal mind as those that attempt to use it will become more addicted to it and will tread dangerous paths. Third, While the Weave serves equally well for any kind of spell, the Shadow Weave is best for spells that sap life or muddle the mind and senses. Finally the more familiar a mortal becomes with the secrets of the Shadow Weave, the more divorced they become from the Weave. An accomplished Shadow Weave user can work spells that Weave users find difficult to detect, dispel, or counter, but the Shadow Weave users also becomes similarly unable to affect spells worked through the Weave and will slowly lose their ability to connect with the Weave leaving them only able to cast dark magic.
Nicole Mikaelson

**Notice:** This **article** uses content directly taken from the Hope Mikaelson **article** at the Vampire Diaries Wiki, and is licensed under the Creative Commons Attribution-Share Alike License.

## Biographical Information

### Titles

* Nicole O'Connell (salvatore school alias; formerly)

## Family Information

### Parents

* Niklaus Mikaelson (father; deceased)
* Camille O'Connell (mother; deceased)

### Siblings

* Hope Mikaelson (paternal older half-sister)

## Appearance

### Played by

* Kathryn Newton

**Nicole Julianna Mikaelson** is a main character in *Legacies* and a former recurring character in *The Originals*, before being promoted to a main character in the fifth season. Nicole is the tribrid daughter of Niklaus Mikaelson and Camille O'Connell and the younger half-sister of Hope Mikaelson.
Kerian Frostdreamer

## Description

Kerian was a Dreamweaver human with medium length brown hair and had bright green eyes. His skin was as pale as porcelain along with these odd black marking around his skin that resembled locks and chains. He wore a black scarf which he never took off as many speculated he was hiding some type of scar on his neck. Unlike most of the children Kerian never had anything to remind him of his guardians or anything that he could remember his life before he entered this class. As a birthday gift the class got him a special armor set for him to wear and his best friend Griffon got a specially made longsword for him.

## Personality

Kerian was very popular within the class and in the school, much to his chagrin. He just wanted to live his life with his best friend Griffon Rosedane. When he first entered the school he would never say anything this wasn't because he was shy it was because of the trauma he had to endure his life before this school. He was very gloomy and was very suicidal however with the help of the class and his best friend Griffon they managed to turn him around and make life worth living for him.

## Abilities

Kerian was the most powerful amongst the class wielding a very special longsword that he got from his best friend Griffon on his birthday. This longsword is made from the metal known as Umbrasteel, a very rare and powerful metal that is known to have strong withering properties. Despite their being other Dreamweaver humans in the class Kerian had the most powerful connection with whatever powerful entity he made a contract with and it was very potent. If there was anything the class couldn't do in battle Kerian could definitely pull it off as he was seen as the miracle child.
School of the Void

Original Head Master Zajha

Current Head Master Vargas Moonsorrow

The School of the Void is the most mysterious and closed off school out of all the Slayers schools and even other Guilds. To become a member of the school of the Void one must typically be Mithral Rank or possess a Slayer Arts however there has been some exceptions in the past. Slayers in this school typically study topics that others would not dare speak off. Slayers in this school often practice the dark arts and study more about the monsters that currently inhabit the world. This school has an unhealthy fascination with the Forsaken Gods and the Abyss lords as well as their connection to the Void.

Out of all the schools the School of the Void had to build their school from the ground up as Zajha never really passed down anything during the creation other than documents in an unknown language. Another duty of these Slayers is to uncover the lost and the forgotten just like what Zajha would do when he was the Head Master. These Slayers are often never seen around Defiance as they either in there respective school or out on missions. The current Head Master is a very odd one as he locks himself away for long periods of time. Currently it has been 10 years since he has last been spotted by the Slayers within the School of the Void. The only exception to this is those Slayers that he is close to and his occasional meetings with the other Head Masters and Guild Master. Strangest of all those that have seen him have a strange feeling of nostalgia when seeing him despite just meeting him.
School of the Timeless

Original Head Master Tobias Zehru

Current Head Master Zaleishara

The School of the Timeless is a very odd school. Slayers here are inflicted with a strange condition that doesn't allow them to age nor die. When they die they are teleported to a random location in Dephiron and have to start from scratch. All there possessions on them are gone only leaving the clothes on their back and the masks they were. These Slayers are able to retain there memories and are able to pick up skills faster since they have learned it in their previous regression.

These Slayers abide by Tobias' ideals trying to make the world a safer place and will go out of their way to save a life. The school was originally created to find a way to cure the curse of Regression however that changed when these members found out the true purpose of Regression. Slayers of this school practice how to harness the power of Regression under the oath of there Lady. All Regressors have claimed that they have met their Lady before as well as receive a message from their Lady each message varies depending on the person. This school has no requirements to join even those without the power of Regression are able to join the school. Slayers of this school are tasked with aiding the other Guilds and some other factions notably the Fiend Hunters and aid them in making the world a safer place.
Slayer Guilds

*Throughout history following the group of Insurgences other Slayers began to make guilds however they didn't pick up traction until the original members of Insurgence vanished and Defiance was slowly crumbling eventually reaching the dark ages of the guild. These Slayers Guilds also share the same goal as Defiance as to establish Order and to save humanity cleansing the world from the Forsaken Gods but they take a different approach in the matter while some Slayers guilds do not specialize in getting rid of the Outsiders, they have other goals and other objectives.*

* Scarlet Hunters
* Mystical Devils
* Blue Vale
* Forsaken Nightmare
* Snow Wolves
* Arcane Syndicate
* Dark Dawn
* Cobalt Ravens
* Order of Rose and Thorns
* Children of the Night
* Society of the Void

Former Slayers Guilds

* Defiance (Original base)
* Solar Lions
* Lunar Wolves
* The Fallen Crows
* Ironbane (Dwarven guild)
* Shadow Foxes (Black Foxes)
* Black Soldiers
* The Sacred Hand (Assassins)
Identities

When working as a Slayer one is given a code name that they are referred by to protect their true identity. All Slayers keep there true identities a secret to prevent unwanted interference in their private lives and to protect their loved ones from dangerous individuals. With many adamantium ranked Slayers wandering the world with many passed grudges and many cults with sick and twisted agendas it is best to keep your true name a secret or even those people who wanted to survive more than anything else and will do anything possible even selling someone out or betraying them.

*Mechanics for players: Each player will have a code name keep your true name secret. People with grudges against your character will attempt to interfere with your life and ruin it to the best of their ability. Intelligent creatures will also attempt to interfere with your personal life getting you to make decisions and deals that you would not want to make. Keep your true name a secret. Common things that happen to Slayers that didn't keep there True Identities a secret: Framed from crimes that you didn't commit, attempts to kill your loved ones or torturing them, sacrificing your loved ones for a dark ritual, being hunted down, in extreme cases people returning as a revenant to kill those that have wronged them.*
Zephyr Vespel

Zephyr Vespel is a gold rank Slayer who joined about a few months ago and have been ascending the ranks rapidly. Due to his abilities many other slayers guilds made attempts to recruit him however he rejected all of them to join Defiance to aid his old friend Kannon Zahrem. He also rejected many of the offers from each of the schools within Defiance regardless of rank or slayers art due to his abilities.

## Description

Zephyr Vespel is a wind genasi, he has light blue skin with wavy white markings along his skin representing that of wind. He has winter gray eyes however wears he wears a black bandana over his right eye. He has short curly white hair that is parted on the right. He wears a necklace in the shape of a crescent moon and wears another one in the shape of a sun. He wears a white vest and a golden jacket over the best with a wind like pattern on it.

## Personality

Zephyer is a very laid back and not serious person at all. He is always happy an excited no matter the situation and many find his happiness contagious. He is a very honest guy and very loyal to his comrades especially Kannon and Mel Ravenflayer, however according to the two of them he is kind of a playboy.

## Abilities

Zephyr has a very unique ability that allows him to harness and channel the power of storms to aid him in combat. This fighting style allows him to control the battlefield allowing his comrades to take advantage of the chaos of each storm he creates. He uses three daggers when using this fighting style each of which due different types of damage and have different effects. The first dagger seems to be extremely cold to the touch and freezes anything that it strikes capable of completely freezing the enemy alive. The second dagger seems to represent a thundercloud that deafens and pushes away those that are struck with the dagger. The last one seems to look like another thundercloud however it has a lightning symbol in the middle of it that electrocutes foes and paralyzing them completely.

This style of fighting is very odd and one as Zephyr hasn't completely mastered it as he uses his daggers as a focus to channel certain aspects of a storm. According to Kannon Zephyr once had a Slayers art however he threw it away to take up this style of fighting and made a deal with some entity to gain this power. It is unknown what his Slayers art was before he threw it away as it seems that none of his companions talk about it.

## Background

Similar to Kannon, Zephyr's history is pretty spotty not because he doesn't want to talk about it, but its because he cannot talk about it due to whatever deal he made with the entity that gave him the power to channel storms. Kannon and Zephyr seem to go far back though as they both met each other and worked with each other at some point in time before Kannon became the Guild Master of Defiance and before Zephyr made that deal with the entity. Interestingly enough Zephyr didn't join the Defiance guild because he wanted to he joined to pay off an old debt he owes to Kannon. He also joined the guild because it aligns with his current goal to hunt a certain someone.
Races

*These are all of the playable player races within the world of Dephiron that the players can choose from. Something to note within the setting of Dephiron is that all races have their own unique curse that can hinder the race. These curses were inflicted by Forsaken Gods, Abyss Lords, or other deities.*

* Dragonborn
* Dwarves
* Elves
* Gnomes
* Orcs
* Humans
* Tiefling
* Genasi
* Goliaths
* Aasimar
* Firbolg
* Goblin
* Hobgoblin
* Kenku
* Triton
* Changelings
* Warforged
* Minotaurs
* Simic Hybrid
* Revenants
* Dhampir (Basically vampires)
* Kalashtars
* Star-Spawn (Homebrew Race)
The Upper Dark

The Upperdark extends from the surface to a depth of about 3 miles. Varied races inhabit this region including chitines (basically humanoid spiders), Dark elves (Drow), Dwarves, wererats, and some of the more feral goblinoids. Scouts from deeper races would often venture into Upperdark in order to trade with or prey on the races native to this area. Most Upperdark inhabitants traffic with the surface world in some way, either trading with or raiding their upstairs neighbors in hopes of getting more resources and slaves for their respective communities. The only exception to this was the Dwarves as for the most part the Dwarves are not evil and preferred to stay in the Upperdark as it was more for defending the dwarven cities since the rocks were sturdier and had some magical metals infused with the rocks such as the highly banned metal Adamantium. No underdark community is ever really friendly with another, but Upperdark settlements often observe wary truces with their neighbors however all agree on one thing. Should a threat arise involving the sealed ones most communities will join force to either re-seal the entities or helping those to escape so they can tell the tale of what actually happened down in the Underdark.

The Upperdark's main import from the surface is slaves. Slavers from the more evil-aligned cities in the Upperdark make frequent excursions into the light capturing new slaves for use as either labor or food. They also trade for textiles, grains, fruit, and weapons. Their exports include raw ore, refined metals, gems, native underdark plants, and even the banned metal Adamantium.

In the Upperdark there aren't many sealed entities only a few as they are powerful mortals who dwelled into the deep arcane with some forbidden magic mixed in. They are considered the least threatening of the sealed ones hence why they were sealed in the upper dark and should they ever be released and enter the surface level a moderate amount of damage will be done however with the advancement of arcane knowledge and some technology Slayers will be able to kill these sealed ones or re-seal them away. Some areas may be difficult due to the effects of the Arcane Fracture and the risk of getting Weave Sickness.

## Cosmic Invasion effects

Since the cosmic invasion many of the races perished leaving only some drow, dwarves and deep gnomes to survive, fleeing onto the surface. Some of these sealed ones were released due to the seals being weakened by the affects of The Shatterer. While some of the sealed entities leak their influence into the Upperdark in attempts to unlock the seals themselves but also causes odd things to happen in the Upperdark. Out of all of the layers the Upperdark has the least amount of strange things happening as only the leaky seals seem to effect the various environments making them more wild as well as cause some minor rifts between realities.
Aasimar

Aasimars are a borderline extinct race within Dephiron. Aasimar are both similar and opposite of Tiefling. Much like Tiefling they were born from a human linage with celestial ancestry somewhere down the line. This means that they have one celestial parent, are born from other Aasimar, or in rare cases blessed by a divine deitiy. Aasimar are often hunted by the eldritch minions of a Forsaken god as they pose threats the the Eldritch gods as they fear that they will restore the power of the god that they have a bloodline with or were blessed by. These Aasimar are now seen as The Chosen or Champions of the gods as they have a unique connection with the remaining gods that survived the cosmic invasion. With the many of the gods missing, dead or worse many of them have gone into hiding. They communicate to these Aasimar by strange visions and guidance from their consciousness within holy areas within the world and in some cases their dreams.

Following the events of the Cosmic invasion many Aasimar who served a god that died were corrupted by the chaotic far realm energy turning them into eldritch like creatures. The Aasimar typically keep a low profile as they are a priority hunt by the Forsaken gods and other eldritch horrors as they tend to ignore other races and target Aasimars. Aasimars are cursed by the Forsaken gods as they are more vulnerable to eldritch corruption.

*Eldritch Corruption Curse: Aasimars almost never enter the mist region and are very careful when traveling the world as they are vulnerable to the toxins in these foggy areas especially this odd red fog known as Asphyx. The Asphyx is a special poisonous fog that not even slayer masks can filter out slowly corrupting mortals and other monsters into eldritch like horrors that serve The Contagion Forsaken God. If entering The Mist Region or The Asphyx Aasimars are rolling Con Saves every hour at disadvantage and a -5 penalty. If an Aasimar falls unconcious in the mist or the Asphyx instead of making death saves they make Corruption saves (at disadvantage due to their vulnerability to the fog) Upon 3 failed Corruption saves you will begin the Eldritch transformation process.*
Dwarves

In the beginning the Dwarves were fine since they lived underground while most of the problems were on the surface. They profited pretty well selling arms to the various factions and Slayers guilds to help fight against the Outsiders and all the other monsters. These Dwarves began to experiment and research new and more effective ways on dealing with the monsters and Outsiders. In the beginning these experiments were harmless as they were testing new fire arms and improving the surgery required to use them. They experimented with magic attempting to create their own spells and find alternate ways to use magic if one was at their limit. They would also begin to experiment with different types of metals in creating weapons.

It wasn't until later where the Dwarves began to start practicing the dark arts and forbidden arcane as well as begin to use cursed metals in their crafts for blacksmithing and using other questionable methods to achieve their goals. Dwarves began to enlist the help of Necromancers to help with their one forbidden project known as the Alien Puppet Project as for what it was supposed to achieve no one really knows however one of their goals were attempting to break the natural cycle between life and death. Many of these dwarven cities were destroyed due to the numerous dark projects that they were researching and practicing. Some Dwarves survived these inhumane experimentation but were forced to flee their homes. None of them speak of these projects that destroyed many of their cities as well as the Dwarven kingdom known as Ironspine.

*Player's Note: When playing a Dwarf character that has experienced the horrors of these dark projects you will take extra stress damage in the dwarven cities. The Closer you are to the Kingdom of Ironspine the more stress damage you take.*
Peter Donovan

**Notice:** This **article** uses content directly taken from the Hope Mikaelson **article** at the Vampire Diaries Wiki, and is licensed under the Creative Commons Attribution-Share Alike License.

## Family Information

### Parents

* Matt Donovan (father)
* Arabelle Mikaelson (mother)

### Other Relatives

* Ethan Maxwell (paternal ancestor)
* Peter Maxwell (paternal grandfather)
* Kelly Donovan (paternal grandmother; deceased)
* Ansel (maternal grandfather; deceased)
* Esther Mikaelson (maternal grandmother; deceased)
* Mikael (maternal step-grandfather; deceased)

## Appearance

### Last Seen

* *When The Saints Go Marching In* (TO)

**Peter Donovan** is a former recurring character on *The Originals*. Peter is the tribrid son of Matt Donovan and Arabelle Mikaelson and the younger brother of Victoria Mikaelson. He is the grandson of Peter Maxwell, Kelly Donovan, Ansel, and Esther Mikaelson and the step-grandson of Mikael. He is the nephew of Freya, Finn, Elijah, Niklaus, Kol, Rebekah, and Henrik Mikaelson as well as Victoria Donovan and the grand-nephew of Dahlia. He is also the cousin of Freya and Mathias' unborn son; Klaus and Juliana's daughter, Hope Mikaelson; Kol and Juliana's children, Damian, James, Brynlee, and Jacob Mikaelson; and Freya and Keelin's son, Nik.

Peter is named after his paternal grandfather, Peter Maxwell and he takes the surname of his father's side.

**Peter** is a member of the **Donovan Family**, the **Mikaelson Family**, the **Maxwell Family**, and an **unnamed family of werewolves**. Peter is by birthright, a member of the **North East Atlantic Pack** and an **unnamed witch family**.
Player Mechanics

*These are the various game mechanics that will be used during the campaign. The players will decide some mechanics that will be used during session 0. Also as to give credit to where credit is due some of these mechanics are not my own and the various DMs that I have played with have used or have been found in older editions in source books for Dungeons and Dragons.*

* Slayer Arts

* Slayer Masks

* Stress

* Piety

* Smithing/crafting

* Alchemy

* Dark insight

* Reputation

* Identities

* Grievous Wounds
* Click Rule (Traps)
* Glancing Blow