recursal/Fanatic-Fandom huggingface dataset:
Social Constructionism

By Heather Strozier

**Main Points**

Social Constructionists see knowledge as a construct of society rather than as an immutable law. Reality is

both objective and subjective and both of these are socially constructed.

In the case of objective reality, Berger and Luckmann state that reality is brought about through the experiences of the individual within society. Individuals affect the whole of their society, which then affects more individuals. Eventually this becomes an imbedded routine within that society and in later generations becomes an objective set of knowledge. (Andrews. 40)

Subjective reality is achieved through socialization, both primary and secondary, and through our place and identity given to us from that socialization. The objective reality is transmitted through social constructs via language, internalized, made meaningful and then used in a way so that concepts can be used generally within society. Andrews uses the example of the phrase “have a good day at the office.” (41) A phrase easily understood by us, but may not be understood by those living in a sub Saharan tribe in Africa.

One example of this is mental disorders. In modern, western society, we consider symptoms that would be classified as schizophrenia to be considered abnormal and we treat those people accordingly in the medical profession. Society in general may treat them as an
unwelcome outcast. In other cultures, these same symptoms may instead be seen as a gift, label the person as a shaman and make them a highly respected member of the community.

**Key Figures**

**Peter Ludwig Berger** (March 17, 1929)

**Thomas Luckmann** (October 14, 1927)

**Eric John Ernest Hobsbawm**, (9 June 1917 – 1 October 2012)

**Erving Goffman** (11 June 1922 – 19 November 1982)

**Key Texts**

Berger, P., & Luckmann, T. (1966). *The social construction of reality; a treatise in the sociology of knowledge,*. Garden City, N.Y.: Doubleday.

Boghossian, P. (2006). *Fear of knowledge: Against relativism and constructivism*. Oxford: Clarendon Press ;.

Gergen, K. (1999). *An invitation to social construction*. London: Sage.

**References**

Andrews, T. (2012). What is Social Constructionism? The Grounded Theory Review, 11(1), 39-46. Retrieved February 16, 2015, from http://www.groundedtheoryreview.com/wp content/uploads/2012/06/WhatisSocialConstructionismVol111.pdf

Boghossian, P. What is Social Constructionism? Retrieved February 17, 2015, from http://philosophy.fas.nyu.edu/docs/IO/1153/socialconstruction.pdf

social constructionism. (n.d.). Dictionary.com's 21st Century Lexicon. Retrieved February 17, 2015, from Dictionary.com website:http://dictionary.reference.com/browse/social
constructionism
Cult of The One God

The Cult of the One God is a heretical cult within the Empyrean Church. The Cult primarily venerates Eos the Overgod and believe that Eos is the only true god of Ord. Cult doctrine follows the narrative that Azogun was the chosen heir of Eos rather than Nuadun. This decision resulting in the other titans rebelling against Azogun and the Seraphim. They believe that the resulting battle between the titans, led by Nuadun is the true reason for the downfall of the giants empire and the possible death of Eos. Despite this, they consider themselves a part of the overall Empyrean faith and still view the titans as the children of Eos. Many within the cult refer to themselves as the Seraphi and view the Seraphim as the closest living embodiment of Eo, decorating temples and places of worship with angelic imagery.

Some in the Cult of the One God are nihilistic, believing that without Eo, the world is slowly dying and will eventually be overwhelmed by the Abyss. Others work to resurrect Eos any way they can. The cult believes that Nuadun and the Empyreans overthrew Eos and upon his death, separated his mind, body and spirit. They believe that divine sparks are the literal remnants of Eo's spirit, and they view all Hero Deities as individual incarnations of the one true God. The whereabouts of Eo's mind and body were unknown. The cult has a unique relationship with priests of the Hero Deities and actively supports them despite the church viewing them as heretics.

   Despite being a heretical cult, the Empyrean Inquisitors often overlook the cults activity and will occasionally covertly fund the cult with the full support of Azogun himself. Many within the cult of Eos see this as confirmation of their gnosticism.

Clerics of the Cult of the One God commonly impersonate other priests and infiltrate the Empyrean Caste system. They often have the Knowledge, Light or Death Domain.

## The Tristis Veritatem

Those few members of the cult who reach the inner circle learn of the fate of Eos and his connection to terrible creatures such as Jilin. The Tristis Veritatem is the ruling circle of cult officials. Members of the Tristis include several hero deities who venerate the God above and within themselves.

## Relations

### The Seraphi

The Seraphi are divine spellcasters and worshipers of the Seraphim angels. These cultists hold a single minded devotion to their masters and exist outside the ranks of the Empyrean church, but are welcomed within the secret meetings of the cult of the One God. Seraphi are considered heretics by the Empyrean church who treat them with the same suspicion as they do followers of hero-deities or temporal powers.

### The Jiéshù rì

The Jiéshù rì Cult are considered a branch of the Seraphi as they follow the direct will of the seraphim. Many Jiéshù rì do not realize that they are a weapon purposefully crafted by the angelic orders to combat Jilin and the Vashar.

### Elves

Despite their history the elves recognize the Gift Giver as a dead god, and do not venerate him.
Actor-Network Theory

by Sarah Knowlton

**MAIN POINTS**

Actor Network Theory (ANT), was created with the help from sociologists Michel Callon, John Law, and Bruno Latour. Actor Network Theory is a social theory in which all objects, human and nonhuman, are all essential parts of a network. In order for a network to be successful, all parts, or objects, are needed to make the network work. These objects include both human and nonhuman objects. An example of Actor Network Theory is a social networking site; the human objects in this network would be the people who are participating and using these social networking sites and the people who create and run the websites. The nonhuman objects would be the internet, the computers, mobile devices, etc. All of the objects are necessary in order to make the network succeed as a whole. Actor Network Theory does not describe exactly why it exists, but rather the different parts of the network and the structure of it.

**KEY FIGURES**

Michel Callon (b. 1945)

Bruno Latour (b. 1947)

John Law (b. 1946)

**KEY TEXTS**

Latour, Bruno. 2005. *Reassembling the Social. An Introduction to Actor-Network-Theory*. Oxford University Press.

**REFERENCES (using AAA Style Guide)**

Latour, Bruno. 2005.*Reassembling the Social. An Introduction to Actor-Network-Theory*. Oxford University Press.
Daellethan Bloomhollow

Aside from living in Wingar and being an old friend of London, Dael speaks little about her past. She claims that she was found by a perian caravan in an abandoned campsite as a child and was adopted by the Bloomhollow family. She was raised by these halflings until her slow elven aging proved an emotional hindrance and she left to find more of her kind. She eventually settled in Findle among a sizable population of drow and sun elves, with which she felt more comfortable.

During her travels, she came into contact with several copper elves and began to secretly venerate Liadon. She kept her faith and practices private, only telling her husband and close companions until joining Blackwell's crew, when her position as priestess of the Lord of Retribution became publicly known.

Dael is a painted elf, a race of wood elves that was thought to have died out during the Age of Dragons. She seems less aloof than the typical wood elf amd is talkative and sincere, inquiring pleasantly about others but rarely speaking about herself beyond a few engaging stories about guiding caravans through the scrub-land and deserts of Southern Findle and Olgun Quisir. She has a quick, dry sense of humor and a sure-footed confidence that flirts with cockiness, likely a result of her adoption by halflings.

Daellethan is married to the drow gunsmith Imzaeras Keniryn and has a mixed-heritage son.

EXP Total
Alaesti Firebearer

Alaesti Firebearer, the Lady of Flames, was an elven explorer and one of the original founding elves in Ord. She was well known among her kin, and famous for her beauty and intelligence. Her unique features were said to be the result of her ancestery. She was said to be "planetouched" and claimed that her grandmother was a Firre Eladrin. She, along with her husband Aronran Autumnfall are considered the founders of the gold elf people. She was an exceptionally talented wizard and brought warmth to the primitive human communities in the East.

Her travels took her across the Delt continent and into the southern deserts and lands of Hul. She gathered a great following of elves, humans, and other races. She would eventually attempt to permanently settle in the lands of Morat Ras, building a large open-air citidel. Her citidel apeared strange and out of place among the taiga of Morat Ras, and was artificailly kept warmed to a balmy temperature by her powerful magics.

### History

During the Age of Dragons, shortly after the first Moon War and the tarnishing of the Silver Elves, Alaesti and her followers established a small hold in the dense, frozen forests of Morat Ras. She was declared "Queen across the Mountains" by her kin in the West, though it was short lived once the frost giants discovered them. Alaesti allied herself with the humans subjects of the frost giant warlock Jökultönn in the lands of Thrym. She spent months teaching the men basic magics as well as forging a set of eight flametongue longswords to fight the frostbrand swords wielded by the giants and their servants. Unfortunately the rebellion was betrayed when it was infiltrated by loyal servants of the giant. Many of her followers were killed outright and many more died in the following siege of her citadel. Alaesti Firebearer herself was slain by Jökultönn, weilding his frostbrand, and the rebellion was quashed. Jökultönn and many other giants did not escape unscathed however as the severe burns from Alaesti's spells took their lives.

### Fate of the Flametongues and Rimebrand

Jökultönn's rule was harsh and enduring. After his death his spirit persisted, imbued into the very frostbrand sword which took the life of his greatest foe. Early in the third age, just before the second Moon War, a company of gold elves led by descendants of Alaesti Firebearer invaded the lands of Thrym, slaying many frost giants. They recovered only three of the eight flametongues along with the greatsword containing the spirit of Jökultönn. The greatsword was given to the grey elves of the city of Mith'Taern to study. Sensing the great evil within the blade, they struck it upon a peak in the mountains of Yod, to be forgotten by the ages. Only years later, was the blade recovered and given the name Rimebrand by Geshran Herat.
Dagon Grimhold

Dagon was a member of the thieves guild, Hell in Hand for as far as he could remember. He climbed the ranks of Hell in Hand in Wynstport, becoming a "smacker" or enforcer. Dagon specializes in intimidation and closed quarters combat, taking full advantage of his spellcraft abilities.

He and his "cleaner" Realk Swan followed a lead that the chieftain of Stokkseyri on Hatchet Isle had come into a sudden fortune and they traveled to the island to relieve him of it. Unfortunately, they walked right into the middle of a war between the islands human population and the local fey. They learned that the chieftains riches had been looted from the nearby Rimeclad Keep on the Northern part of the island and traveled with a group of mercenaries to fill their pockets. The keep was not abandoned however, as a frost hag had made it her home. The party chose to side with the humans by slaying her and unfortunately this choice had dire consequences as other hags, seeking vengeance for their fallen sister, soon claimed the island as their own and no one ever heard from the villagers again.
Campaign VI Journals

* Session 1 Journal
* Session 2 Journal
* Session 3 Journal
* Session 4 Journal
* Session 5 Journal
* Session 6 Journal
* Session 7 Journal
* Session 8 Journal
* Session 9 Journal
* Session 10 Journal
* Session 11 Journal
* Session 12 Journal
* Session 13 Journal
* Session 14 Journal
* Session 15 Journal
* Session 16 Journal
* Session 17 Journal
* Session 18 Journal
* Session 19 Journal
* Session 20 Journal
* Session 21 & 22 Journal - Journey into Kaseraksa, the City in a Bottle
* Session 23 Journal
* Session 24, 35, 26 & 27 Journal - Dungeon, the Spire of Endless Day
Bone (Material)

## Bone

Bone can be used in place of wood and steel in weapons and armor. Other animal-based materials like horn, turtle shell, and ivory also use the rules for bone weapon and armor.

## Armor

Studded leather, scale mail, breastplates, splintmail, half plate and shields can all be constructed using bone. Bone either replaces the metal components of the armor, or in the case of shields, large pieces of bone or shell replace the wood. They are one quarter the weight of their base armor, and have the fragile property. The armor/shield bonus of bone armor is reduced by 1. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the bone version of the armor doesn’t.

## Weapons

Light and one-handed melee weapons, as well as two-handed weapons that deal bludgeoning damage only, can be crafted from bone. Hafted two-handed weapons such as spears can be crafted with bone tips, as can arrowheads. Other two-handed weapons cannot be constructed of bone.

* Bone weapons have the the fragile property.
* Bone weapons take a –1 penalty on damage rolls (minimum 1 damage).

## **Cost**

Armor and Weapons made from bone cost one tenth as much as those made from steel, but they are not normally available except in those cultures that use them such as the Kender.

## Fragile Property

### Fragile Weapons

Fragile weapons cannot take the beating that sturdier weapons can. If you roll a natural 1 on an attack roll with a fragile weapon, you must then make a DC(10) Dexterity (Sleight of Hand) save or that weapon is damaged and only does half damage after that. If already damaged, the weapon is destroyed instead.

### Fragile Armor

Armor with the fragile property falls apart when hit with heavy blows. If you are wearing fragile armor and are hit with a critical hit, you must make a DC(10) Dexterity (Acrobatics) save or the armor is damaged and the AC bonus it provides is reduced by 2. If already damaged, the armor is destroyed instead.

## Nwyfre Property.

Bone does not inhibit the flow of nwyfre, the energy used by druids, and wearing armour made from it does not violate druidic tenets.
Dourgo the Drunkard

Dourgo was a female gnoll, not a queen, not a chieftain, but a renegade who abandoned her tribe and travelled South to seek her fortune. Some time duing her adventures she befriended a group of dwarves, including the original holder of the Spark of Cheer. Nobody knows the details of how the gnoll got the spark, but Dourgo the Drunkard has been a wandering power for several centuries.

None can bear to strike the Master of Merriment and she uses this to her advantage, often leaving those who attempt it full, drunk, and pennyless. Her greatest enemy was Olari, the elven Lord of Patience, and through her own methods, he was left in a state of permanent innebriation, unable to threaten her again for decades.

Dourgo is a deity of excess and often draws other creatures seeking such things. Bugbears, Half-Dwarves and Fauns, especially Satyrs are among her most valued company.

She travels with Parun and Rhiannon as part of the Vanguard of the Coin.
Clan Dan

A Yonguren clan whose primary colour is burgundy. Clan Dan was chosen during the Silver Intervention as the ruling clan. This ended the chaos of the clan-wars for most of Danasia, leaving only the Bloodlands East of the Great Gash to continue the battles. Ever since, any ruling individual of the nation of Danasia has been given the title of Dan. In early Danasia, it was customary for the heir to be of the source clan Dan, but as generations passed, the role was given to the individual who possessed the strongest ability to rule, most often exhibited through a trial of single combat. In this way, Durtom Crûsgar, through defeating The Dan of that era, took control of the Danasian nation and established the ruling dynasty of Dankil Dwarves. It was in this time that the capital was moved from Oldan to Gangdan.

The next Dan to be of the Danasian (and fittingly of the clan Dan) bloodline was Jodando Legault, who came from the western continent to reclaim the Danasian throne from the Dankils. During this time, Clan Dan and the Deltic Noble house Legault were essencially unified in ruling the Legault-Dan dynasty of Danasia.

Notable Members of Clan Dan;

Jodando Legault

Jomandan - maternal connection.

Bydanlong, the Thundering Emperor
Ancestor Stone

## Hafea'llarion

The Hafea'llarion (Ha-fee-la-rion) or Ancestor Stone is the most sacred artifact to the grey elven peope of Mith'Taern. Originally a large hexagonical uncut emerald crystal, the Hafea'llarion has been imbued with the souls of generations of grey elves, making it invaluable to the leadership of the small nation.

In the second age, copper elves under the command of the dragons of Xorvintaal discovered the stone in a treasure trove held by a green dragon family and their goblin-kin servants. The stone caused a great amount of infighting between the elves and their draconic allies before being spirited away by Paralas the Pale and taken deep into the mountains of Yod by his followers. This widened the rift between the copper elves and the grey elves. The descendants of Paralas the Pale used the stone in their religious rituals, and under the guidance of Bahamut, imbued it with the memories and history of their people. Over the eons the gemstone has absorbed the spiritual essence of so many grey elves that said spirits are able manifest physically. The Mith'Taerni elves, noblemen and high priests, interpret the will of these spirits to help guide their people and work to imbue themselves onto the Hafea'llarion to aid future generations.

## Worship

Grey Elves regularly venerate the spirits of the Hafea'llarion. These spirits will guide their followers by communing information and granting spells. Worshipers enact the will of the Ancestor Stone in hopes being worthy to become one with the stone after death.

## Fea-Shard Weapons

Close proximity to the Hafea'llarion can imbue mundane emeralds with strength and resilience greater than worked steel. Emeralds of appropriate size can be cut and ground into proper shape and gain the properties of Fea-Shard weapons after several centuries near the Hafea'llarion. The larger the emerald, the longer this imbuement takes.
Castle Morților

Castle Morților is a large and ancient dark stone castle near the Eastern edge of the Wraithpine forest in Morat Ras. The castle is the seat of the Stanislav family and has been occupied since before records were kept in the area. The land around the castle is dark and overgrown, thick with groves of Sablewood trees. The villagers in the area generally avoid the castle if they can and rarely even speak of what goes on there. Despite the families apparent openness, rumors of dark and profane practices have spread across the region.
Cascade Flu

Cascade Flu is a disease which is easily and quickly spread by vermin. It causes dangerous flu-like symptoms when contracted by a normal person, and causes a psionic cascade when effecting any persons with psionic powers. A psionic cascade is a loss of control over psionic abilities. Using power points becomes dangerous for a character infected by cascade flu, once the incubation period has run its course. Every time an afflicted character manifests a power, she must make a DC 16 Concentration check. On a failed check, a psionic cascade is triggered. The power operates normally, but during the following round, without the character’s volition, two additional powers she knows manifest randomly, and their power cost is deducted from the character’s reserve. During the next round, three additional powers manifest, and so on, until all the psionic character’s power points are drained. Powers with a range of personal or touch always affect the diseased character. For other powers that affect targets, roll d%: On a 01–50 result, the power affects the diseased character, and 51–00 indicates that the power targets other creatures in the vicinity. Psionic creatures (those that manifest their powers without paying points) cascade until all the powers they know have manifested at least twice.

In the year 158V a vashar mutant by the name of Fushoku Kansen infected the city of Mungu in hopes that a psionic cascade would possibly cripple Kimchiwei and his companions.
Aurorum (Material)

Aurorum is a metal native to the Luminal Plane. While it is common on that plane, it rarely makes it to the prime material plane. This luminous metal gleams with varying hues of pink and indigo, and emit bright light in a 20-foot radius and dim light for an additional 20 feet much like a torch.

Forging aurorum is extremely difficult as the material seems to have its own preferred shape. Weapons and armor forged from aurorum will bend and twist themselves into bizarre and unpredictable shapes before finally settling into a final form.

An aurorum weapon, shield, or suit of armor that has been sundered can be reformed by bringing together its fragments (a full-round action). The broken pieces bond quickly and seamlessly, restoring the item to its previous state. Aurorum can be used to replace wood as well as metal allowing weapons made of either substance to reform. Most arorum items, including ammunition, are formed entirely of this substance. Aurorum ammunition that has been destroyed can be restored by spending a full round action to reform it.

Aurorum metal s worth twice its weight in gold, costing roughly 100 gp per pound
Boleros Béimnech

Formorian

Boleros Béimnech was the chieftain of storm giants during the waning years of the Empyrean Empire. He was the son of Taotatun and considered a mighty warrior in his time. During the Age of Dragons, he lead the Coalition of the Thundering Clouds into battle against the Farwest.

During the battle, Boleros was captured by Jilin and its offspring. He and his followers were returned to the battlefield some time later as formorians, their forms warped and twisted by aberrant forces of Jilin.

As a formorian, Boleros proved to be more than a match for Bahamut and the remainder of the Coalition. This caused the Coalition to resort to drastic measures by destroying much of the continent. The exact nature of this destruction is unknown, many believe the destruction to be the work of the Empyrean Lyttan. Whatever the cause, it resulted in the death of Boleros and the abandonment of the region.

## The Eye of Boleros

The Eye of Boleros is an ancient artifact infused with the searing agony of the formorian race. Legend calls it a "destructive" and "poisonous" eye that no mortal army can withstand. Whether or not the eye still exists after the destruction of the Farwest is a matter of speculation.
Clan Han

A Yonguren clan whose primary colour is grey. Clan Han allied themselves with the Dankil dwarves during the Crûsgar incident and were given positions of prestiege under the Dankil Shogunate. After Jodando Legault over threw the dwarves and reestablished rule of clan Dan, members of clan Han hid away large stores of dwarven gold.

This clan is famous for their creation and common use of the Han Longsword.

Clan Han is primarily based in the Eastern territories around Gangdan
Bahamut

Home
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 Favorite item

Bahamut was one of the great serpents first domesticated by the Empyrean Titans in the early years of the Age of Titans. They imbued him the with power of the metals of Ord and he became the father of the Metallic Dragons.

Bahamut was depicted as a massive dragon with mirrored platinum scales and shining eyes, the exact color of which was hard to specify and may have depended on Bahamut's mood.

His has made few appearances since the time of Xorvental, during which he often appeared as an old man, accompanied by seven gold great wyrms polymorphed into canaries.

The dogma of Bahamut is based on Justice, Nobility, Protection and Honor. He taught his followers to always uphold the highest ideals of honor and justice, to be constantly vigilant against evil and to oppose it from all fronts, and to protect the weak, liberate the oppressed and defend just order. He took a strong stance against Xorvental and the actions of dragons against mortals.

He also liked to reward strength of purpose and character in his followers. He has since retired from worldly afairs and now serves as a companion deity to Nuadun.

Bahamut disdained combat, usually asking goodly dragons or adventurers of great power to do his fighting for him. Despite this, he was easily capable of defending himself.Those who saw him fight claimed that he had two breath weapons, one a powerful *cone of cold*, the other a vapor that turned his enemies into gaseous forms. A third special attack was his roar, which *disintegrated* creatures or objects within 100 feet (30m). If facing off against more powerful creatures, this roar would still permanently deafen those who weren't turned to dust. On top of that he was a powerful warrior and was also reputed to know every arcane and divine spell.
Bhii Lar'aza-Karashain

Bhii was one of the ten soldiers of the Infinite Suns who accompanied a group of adventurers into the undersea City of the Holy Dragon. Being the only one of the ten to survive to see the party speak the command words to activate the 6 Demon Bag, he was not permitted to die and return to Ravana. Instead he was kept unconscious for days before being forceful bonded to the released spark of hate and trapped in the 6 Demon Bag by the party.

What manner of demi-god he is is unknown. He never regained conscious before being forced into eternal imprisonment.
Campaign V, Session 0, Introduction Session

Session 0

Welcome to the world of Ord.

In your travels you have made may acquaintances, including a halfling archaeologist named London Bucklebough . London always paid well and was generally agreeable so he rarely had enemies. Three months ago you received a package from a halfling courier and a hastily written letter from London;

\*\*\*

Salutations friend!

London calling,

I know there has been some trouble with the famine and the recent cold snaps, but I think I have an idea what's going on. I'm sorry to put you in such a position, but I'm in dire straits here. I need you to keep this package hidden for a few weeks. I'll come to you and retrieve it as soon as I can.

I can't let my new employer know what we found here.

P.S. Watch out for the one with the yellowy eyes.

-L. B.

\*\*\*

Three months later you receive another letter, this one is written by a scribe working for the Blackwell family. The letter details regarding London's recent passing, and the date of his funeral. You may be from somewhere far away but you find yourself in Findle, traveling to the Halfling town of Crimbury to witness the burial of your friend.

But what about the package?

It is autumn in the year 157V. The king Pahlin Holt has recently passed away after 155 years or ruling. Findle is on the verge of famine after a series of costly skirmishes with Danasia. To the East, the town of Dan's Rest and the Wraith Pine are currently occupied by Danasian forces and to the West, Quisiri merchant companies clash with Copper Elves and Hobgoblins. Thessan to the North remains neutral and offers little support to the struggling Kingdom.
Fuck Apologies

**Fuck Apologies** (also titled "No Apologies" for the radio edit) is the lead single from JoJo's upcoming third album Mad Love featuring rapper Wiz Khalifa. It was written by JoJo, Wiz Khalifa, Taylor Parks, Oscar Holter & Matt Friedman (who also produced the song) and Whiskey Water.

The single was released on July 28, 2016 by Atlantic Records.
5e Chaos Domain

### Chaos Magic

Starting from when you choose this domain at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw once. After using this feature, the next time you cast a cleric spell of 1st level or higher, you can roll on the Wild Magic Surge table[2]. If you do so, you then regain use of this feature. You also regain use of this feature when you finish a long rest.

### Channel Divinity: Incite Chaos

Starting from 2nd level, you can use your Channel Divinity to sow chaos into the magic of other creatures. As an action, choose 1d4 creatures within 60 feet of you. The next time that creature casts a spell of 1st level or higher within the next minute, they roll on the Wild Magic Surge table.

### Channel Divinity: Bend Fate

Starting from 6th level, you can use your Channel Divinity to twist fate. When another creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can use this feature after the creature rolls but before any effects of the roll occur.

### Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Controlled Chaos

Starting from 17th level, you gain more control over your chaos magic. When you roll on the Wild Magic Surge table, you can roll twice and use either roll.
Never Say Goodbye

**Never Say Goodbye** is a track from JoJo's debut album.

## Lyrics

<poem>
[Verse 1:]
Never been in love
Cause a girl like me
Never had someone to care for
Never thought there could be
Someone special for me

And now I'm all in love
'Cause a girl like me
Waited patiently for someone
Someone to care for me
And there will never be

[Chorus:]
No more lonely
No more just me
I've been there before
Ain't going no more
And now that you're here
I never wanna say goodbye love
Never wanna be without you

No more crying
No denying
I'm in love with you
And now that you're here I
I never wanna say goodbye love

[Verse 2:]
Now it's time for me
To find out what a first time love could mean
Little scared but its cool
Cause it's worth it
Now I finally fell in love
And I know that it

Gots to be for real
(So real)
It's the way that I feel
So come share my world with me
So there will never be

[Repeat Chorus]

[Bridge:]
So I'm standing here
Arms open wide
Ready to give my heart
I'm sure this time
Love's gonna last for life
Baby I know things change
And there might be some rain

But the clouds are gonna fade
And the sun is gonna shine again
Shine light on our love, baby
So let's make it last forever

[Repeat Chorus]

Da da da da da
Oh
<poem>
Anmarru

Anmarru is a filthy and ugly deity, being mostly depicted as a mummified reptilian humanoid.

As the personification of earth, he approves of sand, rock and gems but is disdainful of plants and rich soil.

He is often worshiped by reptilians and painted elves. Dwarves find his worship very seductive, but generally consider it heretical to the Empyrean Church. His followers from reptilian cultures generally reject the forests and swamps associated with their kind, preferring to live in caverns and deserts.

His totem animal is the golden lizard
Adamantine (Material)

## Adamantine

Adamantine was a dark metal nearly black in colour. When polished adamantine had a green sheen when viewed by candlelight or a purple-white sheen when viewed by magical light. It was a very rare metal only found in the deepest reaches of the World Cavern or even more rarely, in small meteorites that rain down from space.

Adamantine was highly prized by dwarves and giants who generally relied on the metals resilience to create weapons and armor that could withstand the stresses of use by such a titanic figure.

Adamantine, when smelted, was ultra-hard but this was a costly procedure. Adamantine weapons were useful for damaging the weapons and armor of opponents. A set of adamantine armor or a shield was nearly impenetrable to normal weapons.

## Weapons

* Adamantine can only be applied to weapons that are primarily made of metal such as swords and axes.
* Adamantine weapons lose the Finesse and Light property.
* Can only be destroyed by magic or special forges that can craft such a weapon to begin with.
* +1 to Damage Rolls.
* Adamantine weapons bypass the critical resistance of adamantine armor
* Is a magic weapon for purposes of overcoming resistances.
* An adamantine weapon deals an additional weapon die in damage when attempting to sunder an object.

## Ammunition

* Can only be destroyed by magic or special forges that can craft such a weapon to begin with. Adamantine arrows and bolts still run the risk of breaking on hit, but the arrowheads can be recovered and reused.
* +1 to Damage Rolls.
* Adamantine weapons bypass the critical resistance of adamantine armor
* Is a magic weapon for purposes of overcoming resistances.

## Armor

* Any medium or heavy armor (except Hide armor) can be made out of adamantine.
* While you're wearing adamantine armor, any critical hit against you becomes a normal hit.
* Can only be destroyed by magic or special forges that can craft such a weapon to begin with.

## Shield

* While wielding an adamantine shield you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
* Can only be destroyed by magic or special forges that can craft such a weapon to begin with.

Adamantine weapons, armor, ammunition and shields can be forged by only master craftsmen.
Blackhorn Rangers

The **Blackhorn Rangers** were a powerful bandit group that operated on the Great Gulf region of Delt in the late Fourth and early Fifth ages. They were the most successful and notorious bandits of the area at the time. It was named for and led by the Satyr lord Quixote the Blackhorn.

## History

### Rise to Power

Originally founded as a band of rangers and descendants of the Satyr, Quixote, they quickly turned to banditry after they were exiled from the kingdom of Findle.

Hailing from the forest of Ishtar early in the fourth age, Quixote started life as many other satyrs do, simply wandering and enjoying the spoils of nature. It wasn't long until he found himself entangled in Findle politics. As a member of the Four, Quixote's wealth and power grew. His boisterous and hedonistic nature also grew and before long, he had sired dozens of sons and daughters. He quickly formed a close cabal of rangers, both his own offspring and likeminded individuals. The rabble were notorious for disrupting the peace but were often tolerated for their efforts to keep the roads safe from the kingdom's enemies.

With the rise of Arundel Shay as steward of Findle after the loss of the Royal Family, tensions between the new regime and the Blackhorns grew, eventually leading to a schism between the old friends and an exile of the Blackhorns. Set adrift in the wilderness, they headquartered themselves in the forest of Ishtar and began striking out at Findle's caravans.

“If you meet a Blackhorn, just pay them. Don't argue, just pay them. They're only bandits if they're not your friends.”

— London Bucklebough's letter to Stitwick Stapler, 147 V

## Activities

Most of the organization dedicated itself to hunting down and destroying lingering demonic and extraplanar forces after the battle at Azogun's Folly. As the years went on and fewer and fewer extraplanar entities were found, the rangers turned to focusing on other threats and eventually devolved into little more than simple bandits after the disappearance of their Scion at the end of the Fourth age.

## Members

The Blackhorn Rangers were created by the offspring of Quixote the Blackhorn. While he acted as defacto leader of the group, he rarely gave direct orders. The group ran mostly autonomously with all members free to act however they wish, so long as they maintained their enmity with demons. The group was often counseled by members of the Order of the Ancients and counted some druids among their number as well. The rank-and-file were mostly human who operated as trackers, hunters, and ruffians.

Quixote

Riksom Blackhorn

## Base of Operations

The headquarters of the Blackhorn Rangers was the ruined Ishtar Keep, which they partially rebuilt and renamed Blackhorn Barrow. While the walls and structure weren't much protection, the warrens and caverns beneath provided ample space for their operations.

Near the keep was an ancient standing stone circle where the Blackhorn Rangers and the Order of the Ancients often interacted and coordinated raids.

They also prowled the Kings Road and were often found in roadside inns and villages.
Age of Ingenuity

Age of Ingenuity

1320 years ago (0-877 IV)

Preceded by the Age of Heroes

Followed by the Age of the King

The port of Wingar and surrounding villages and forts rally at the call of the Empyrean Church and become the kingdom of Findle. Relative peace rules the kingdom for three centuries

Events of the Curse of the Seeker's Ring Campaign.

Azogun priests move to conquer Findle by using one of Hellslay's spell books to pierce the weak points in the dimensional membrane. The spell backfires and demons pour into Findle.

Events of the Fortune of the Four Campaign.

The demons are defeated and the rift is sealed by Reluse, Jodando Legault, Arundel Shay and Quixote. Unfortunately Findle takes heavy losses, including King Alpert Rant II and many nobles.

Reluse's fights a number of minor evils while founding of a series of orphanages in Findle. Arundel purchase Shay Manor in Findle City and ingratiates himself with the nobility. Jodando takes up a role as scion of Clan Dan and becomes an advisor to the puppet emperor of Danasia. Quixote restlessly wanders the forest of Ishtar, he briefly teams up with Reluse to stop a forest fire.

Events of the Storms over Findle Campaign.

Reluse, now grandmaster of the Shining Blades ventures north following the trail of the Azogun priests. Arundel Shay takes the mantle of Steward of Findle until a new king is found. Jodando Legault travels to Danasia to unseat the Cruisegar clan and ends up ruiling all of Eastern Danasia. Quixote lived in Findle until his constant abuse and impregnation of random women forces Arundel to eject him and his boisterous half-satyr sons. He forms "the Blackhorns" bandit gang with his children and permanently nestles himself as a thorn in Arundel's side.

Shay opens Findle to monstrous races and Dark Elves. Partly as an insult to Quixote that these races are less disruptive than he.

The High Elves and Wood Elves reject the outcast Shay's rule of Findle and leave in protest.

Events of the Unsung Heroes Campaign.

Shay's estranged granddaughter and her adventuring companions,  the Heroes of Circumstance, fail to foil a Dark Elf plot to travel to the past and rewrite history in their favour. As a result of a time travel paradox, the energy barrier reinforcing the membrane separating the world from the Outside bursts causing the world to dissolve.

The Hero's along with some of their close friends, relatives, Parun the God of Debauchery and even some of their old enemies manage to reach the demi plane of Concordant Opposition and learn of a place called The Observatory which allows them to travel back and assist in setting the world right again.

Arundel Shay steps down as Steward of Findle, announcing the heir to the throne has been found in Pahlin Holt. The adventurers go their separate ways.
Belt of Primus

The Belt of Primus was a powerful artifact. Its origin is not exactly known, but it bears the symbol of the Modron leader, Primus.

When worn, the belt makes the wearers skin as hard as adamantine, making any critical hit against you become a normal hit and bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

The only known wearer of this kind of belt was the dwarf, Dirk Dankil. It is unknown if there are any others.
Artificer Spell List

(Source: Wizards Unearthed Arcana)

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy.

## Cantrips (0 Level)

* acid splash
* dancing lights
* fire bolt
* guidance
* light
* mage hand
* mending
* message
* poison spray
* prestidigitation
* ray of frost
* resistance
* shocking grasp
* spare the dying
* thorn whip

## 1st Level

* alarm (ritual)
* arcane weapon (see the end of the document)
* cure wounds
* detect magic (ritual)
* disguise self
* expeditious retreat
* false life
* grease
* identify (ritual)
* jump
* longstrider
* sanctuary
* shield of faith

## 2nd Level

* aid
* alter self
* arcane lock
* blur
* continual flame
* darkvision
* enhance ability
* enlarge/reduce
* heat metal
* invisibility
* lesser restoration
* levitate
* magic mouth (ritual)
* magic weapon
* protection from poison
* rope trick
* see invisibility
* spider climb

## 3rd Level

* blink
* dispel magic
* elemental weapon
* fly
* gaseous form
* glyph of warding
* haste
* protection from energy
* revivify
* water breathing (ritual)
* water walk (ritual)

## 4th Level

* arcane eye
* fabricate
* freedom of movement
* Leomund’s secret chest
* Mordenkainen’s faithful hound
* Mordenkainen’s private sanctum
* Otiluke’s resilient sphere
* stone shape
* stoneskin

## 5th Level

* animate objects
* Bigby’s hand
* creation
* greater restoration
* wall of stone

## New Spells

### Arcane Weapon

*1st-level transmutation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** Concentration, up to 1 hour

You channel arcane energy into one simple or martial weapon
you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
City of Toll-Bàis

The glorious cities of the Farwest were the pinacle of civilization on Ord, dwarfing even the works of the Empyrean Titans at their hight. Farwestern wizards and artificers built magnificent structures and their cities were virtually boundless. Despite their great advancements with magic and technology, their people never had a "great awakening" to the harm they did to others. Through the subtle manipulations of their allies, the Vashar, slavery and conquest became the aim of their great feats. Under threat from their growing strength a union of giants, dragons, elves, and mortals from accross the globe called the Coalition of Thundering Clouds made war upon the Farwest and destroyed many of their cities. Many escaped the coalition through various means, travelling East or into other planes, though some descended into the deep caverns beneith the world. They would become known as the Fir'dhowen, or Deep Men. They did not found Toll-Bàis however, the site had existed for countless centuries already, as a stronghold of liches. They welcomed the mortal humans and gave them safety and security in the World Cavern. As the centuries rolled on, the origial liches have elevated many others from among their mortal followers and now rule as the Aeonworks Council.

## The Aeonworks Council

The ruling faction in the city is the Aeonworks Council, a group of liches who use their arcane authority to further the goals of the Fir'dhowen. Their grand plan, spans millenia, and works to bring the world under the dominion of the Fir'dhowen and the council itself.

## Warforged

Along with the survivors of the Farwest, there were a few dozen warforged. The secrets of their creation was thought lost when the Farwest cities were obliterated, but rumours have spread that one or more of the Aeonworks Council in Toll-Bàis have rediscovered the secret, as new warforged, bound to the will of the Aeonworks have since apeared.

## Undead

The city's primary inhabitants are the Fir'dhowen, though their numbers are limited, rarely raising above one thousand individuals. The bulk of the city's population are undead. Both mindless undead servants, such as zombies and skeletons, and the Necropolitan, revived dead who maintain their sentience.
Blood Glass (Material)

## Blood Glass

Blood glass is a rare substance used to craft some of the most sinister weapons in history, namely used by the cult of Vis. The origin of blood glass can be traced back to the secretive cults of the Ta'uni people. Blood glass holds enchantments much more easily than steel, although, being glass, it is much more brittle and easily destroyed. Blood glass weapons have the Fragile property.

Creating blood glass involves a lengthy ritual and demands several blood sacrifices. Most cultures find the cost to create such a substance outweighs the benefits when compared to steel.

All blood glass weapons are automatically enchanted to +1 when created.

Blood glass can only be used to create weapons that deal slashing or piercing damage such as daggers, spears, arrows, axes and the like. Bludgeoning weapons gain no benefit from being made of blood glass.

The sword, Tonguesever was made of blood glass before being destroyed by Rilken Sureclaw.

## Fragile Weapon Property

Fragile weapons cannot take the beating that sturdier weapons can. If you roll a natural 1 on an attack roll with a fragile weapon, you must then make a DC(10) Dexterity save or that weapon is damaged and only does half damage after that. If already damaged, the weapon is destroyed instead.

 Light weapon
 One-handed weapon
 Two-handed weapon