recursal/Fanatic-Fandom huggingface dataset:
Species: Shifter

There are tales of a tribe of individuals that were blessed by the nature spirits, beloved of Chata specifically. To these Chatyne, as they were called, Chata gifted the ability to commune with nature on a primal level, taking on the traits of beasts. And yet another tale is told in conjunction to this- a tale that the mischievous River Nymph Fjun allured a small group of the Chatyne with promise to increase Chata's gift by a further helping. Bound by her word, Fjun did indeed increase the potency of the gift, turning it into a curse in the process. As the newly fooled Chatyne began to put their new powers to the test, they found themselves transformed into great beasts, and found their will conformed to that of their new form. So great was their suffering that they called out to the Progenitor Gods to step in on their behalf. Only Luun heard their pleas for intervention. She stole away their reins from Fjun, instead shackling them to her own kindly will. Yet the magic of the treacherous River Nymph could not be completely undone, so Luun made an allowance. One night of the month, when the goddess' presence was fullest, the corrupted Chatyne would assume their beastly forms under her supervision, and her watchful gaze would limit their havoc.

While the untainted Chatyne (called "shifters" by outsiders) were an orderly folk fully in control of their minds and bodies, the unfortunate relation to the Lycanthropes of the realm often threw them under suspicion of those around, and that unfair prejudice still circulates to this day. Terms like Shifty, Turncoat, and Two-Faced are hurtful terms that sprung from this Chatynophobia; no doubt you yourself have heard them.

Shifters themselves are a deeply emotional and family-centric group, enjoying gardening, hunting, needlework, painting, and archery, to name just a few of their favored activities.

While shifters are certainly able to be found within cities, they vastly prefer to have their own farms, ranches and wineries just out of view of a nearby city, where their natural affinity for nature gives them an edge many other folk would not have.

Why should you play a Shifter (or Chatyne, rather)? They boast many interesting abilities, and are also a great choice if you intend on pursuing lycanthropy.
A Good Look at Planar Rejunction

A rare condition, Planar Rejunciton. For one, a person has to have travelled between planes, and done it enough times, for the effect to take to root. Well, I suppose it's technically possible after a single migration, but the more one indulges, the more likely Planar Rejunction is to seize a victim.

On the surface, it might seem a boon- to be in two places at once has been fancifully considered throughout our modest history. And it certainly does grant its victim a measure of power. That said, though, it rather takes a toll as well. As one is experiencing two separate planes at one, the weave of magic attempts to reconcile this by twinning *all* aspects of the sufferer's life. The greater the joy one feels, the deeper the despair felt at the same time. The greater the pleasure, the greater the pain. The stronger one feels, the more exhausted one feels. It's a vicious duality, and one that has no cure at the moment.

Many of those suffering from Planar Rejunction attempt to live a stoic life, feeling no highs, and therefore no lows. Others learn to live with agonizing pain at the price of great joy. But most interesting of all are those who develop the ability to quarantine the life of the Other within its person. Sufferers who have mastered this are able to live an individual life, but live with the guilt that their Other is living with the opposite agony resulting from any joy they may seek. A few individuals have even sought to summon their Other to their plane, and worked out a schedule of Good Days and Bad Days on behalf of their entangled experiences.

Having the two on the same plane seems to create ecstatic fluxes in the weave of magic, however, that can lead to... unpredictable effects. These have been responsible for more than a few Wild Magic surges.

*A medical report submitted by Hopeful Moon.*
Rogue Unit Elua Fourteen

Fair folk, let this stand before you as a contract.

The Autognome known as Elue Fourteen, former tailoring unit of Gitz Ranheinsan, is at large and is considered dangerous.

Be on the lookout for a faux-mustachioed unit with a puncture wound at the base of the neck; it was this unfortunate injury that caused the unit to go berserk, strangling its master with its measuring tape before charging out of the house, squealing about "a fitting measure".

By no means are you to approach Rogue Unit Elua Fourteen, and certainly not to permit it to measure you for a new coat, lest it be your funeral gown.

If sighted, please report to the nearest arcanopost.

By order of the constabulary

Under the authority of Lar'Nebulion
Species: Owlin

Of the Daughter of Luun, Owlin are by far the most scholarly. History, arcana, nature, and alchemy are favorites studies of theirs, and they are considered peers with the elves, so great is their knowledge. Unlike their elven friends, however, Owlin are not opposed to seeking out new research, even if it be in dangerous locales. This is especially common among Owlin who become druids and arcane tricksters, sneaking into dangerous locales, whether it be by silence or disguise. Many an Owlin agent has lost their life to this fascination, but such losses are not considered foolish or wasted by the larger community; to die in the pursuit of knowledge is an honorable death. A few Owlin are also willing to go into the clergy; they have a particular affinity for Falnur, who paves the way for the knowledgeable and those who seek to be.

For all their knowledge, Owlin are, alas, *not* stylish. They frequently embrace the fashion choices of their kin, the Aaracokra. While this complements the bright coloration and lean, muscular form of the Aarakocra, the Owlin look garish and squeezed-in in their raiment. Many default to wizardly robes out of necessity, because while pompous and voluminous, at least one is taken seriously in scholarly robes.

Owlin are quite adept in scrollcraft, small-game hunting, and calligraphy. Aside from their scholarly pursuits, these are their most frequent form of income, and they've amassed quite the economic foothold in the Grand Duchy. They also produce art on the side, but apart from the paintings (which are rather nice), a lot of Owlin art is a bit underwhelming.

Why should you play an Owlin? Flying rogues sound fun to play, but terrible to DM for. Gods help me.

Related Documentation: An Honest Review of the Y'lophenes Tapestry in Burgundy
Species: Leonin

The celebrated Dragonborn fighter Rekyan Omsletz never met a foe she couldn't best until she called Leonins "juiced-up Tabaxi" in a bar. A retired Leonin lumberer named Earthen Claws asked her to adjust her view and make apology. As apology was not forthcoming, Earthen Claws roared a challenge at the racist Dragonette, and when she drew steel on him, he severed her throat with a clawed thrust and threw her body out on the stoop. The local cleric's guild could do nothing, so a necromancer was called. Eventually raised to mostly normal capacities, the Dragonborn apologized and took up a life of woodcarving, learning from her assailant. The now Reborn Dragonborn became fast friends with Earthen Claws, and Earthen Claws of course forgave her entirely.

And that is how it generally is for a Leonin. A Leonin is capable of erupting in furious and unstoppable wrath, but is also forgiving to a fault once its ire has died down. So take note, traveler: be courteous to all, and doubly so to a Leonin.

Leonins prefer a restful existence when possible, taking part in tasks that require one to be out in the wilds. This can include trapping, hunting, logging, foraging, shepherding and fishing, to name a few. But every once in awhile, one can get ansty, and take to more dangerous sport, such as hunting sans weaponry, drinking contests, forays into dangerous craft (such as enchanting and glassblowing), and wandering too far into the wilds. Fortunately, this hardy species is generally game for such challenges, and usually makes it back home in one piece.

Why should you play a Leonin? Increased speed can lend to your utility, and you have buffed one-armed strikes, which can be handy if the party is taken unawares and unarmed.

Related Documentation: Children of the Celestials
Species: Satyr

Many people mistakenly think of Satyrs as creatures of joy. While many are joyful, and tend to engage in the occasional mirthful leap, Satyrs are merely passionate. That can be any kind of passion. Gods help you if you expect a joyful Satyr and instead stumble upon a wrathful or annoyed one.

These caprine bipeds were originally introduced into the realm during the Ironpines Incursion event, during which they were sent into the Grand Duchy through a portal from the Fey realm. However, many of these shock troops saw the dangers of the soldier facing them, and quickly leapt off into the surrounding woods, far from the roving eyes of their masters. Unlike the Centaurs, Satyrs never really adapted to city life, occasionally passing through and purchasing goods, but always returning to their beloved woods. For that reason, they're quite rare in the non-forested areas, sticking primarily to Siolyburgh, Dosial, Straussendor and Cielgaard districts.

Where a Satyr truly shines is the production of high-quality musical instruments. Flutes, pipes, whistles, harps, lutes and dulcimers are their favorites, though some do tend towards small hand-drums as well. These artifacts are all rare, and fetch a high price in civil markets.

Why should you play a Satyr? Well, if you've always wanted to crank the reactive knob up to 11, this would be a great fit.

Related Documentation: The Original Ironpine Incursion
Harpoon

Martial Weapon

Special Property: Harpooning. You may attach 150ft of rope to this weapon. Upon successfully making a ranged attack with the weapon, you may draw the target towards you using a contested athletics check. If the target succeeds, they remain where they are. If the target fails, you may draw them 10ft towards you. On each of its turns, the target may attempt to pull away from you with another contested strength check. More intelligent targets may also attack the rope directly, severing the cord that binds them to you. In that case, they would be attacking the rope's AC and hit points directly.
Quartzite Golem (Ranger Conclave: Golemier)

**Size:** Medium Construct

**Armor Class:** 11 + PB

**Hit Points:** 5 + 7 times your ranger level

**Speed:** 35ft

Stats

**Senses:** Ordinary vision, Blindsight 10ft

**Languages:** Primordial

**Challenge:** -

**Proficiency Bonus (PB):** equals your bonus.

**Earthen Construct:** Your golem doesn't need to breathe air, eat, or drink.

**Crystalline Structure**: This Golem has the Lucky feat. Uses of this feat are recovered when you take a long rest.

### Actions

Skewer: + 3 plus PB to hit, reach 5ft, one target. *Hit*: 1d6 + 2 + PB Piercing Damage

### Reactions

Bulwark: When an ally within 10ft is successfully hit with an attack, you may command your golem to take half the damage.
Spell: Greater Clamorstride

*6th-level Alteration*

**Casting Time:** Reaction, which you take when you are hit by an attack.

**Range:** 60 feet

**Components:** V, S, M (a mithril bell worth at least 500GP)

**Duration:** 1 minute (concentration)

You alter the enemy's feet or footgear, harnessing them with an elaborate shackle that jangles deafeningly when they move. The enemy must make a Wisdom saving throw against your spell save DC, or be subject to the spell's effect. While under the effect of this spell, the targeted enemy rolls stealth checks at disadvantage. Additionally, if the affected target chooses to move while concentrating on a spell, they must roll a constitution saving throw against your spell save DC or lose their concentration.

***At Higher Levels:*** When you cast this spell with a slot of 7th level or higher, you can cause them to suffer a -2 to their stealth checks per level above 6, up to a total of your proficiency bonus (Maximum of 6). If you cast this spell at 9th level, you ignore the enemy's hidden condition, and cannot be surprised by them in that way.

***Spell Lists:*** Bard, Sorcerer, Wizard
Species: Elf

In Meradyne, all elves are tinged with the light of creation, largely owing to the Progenitor Gods Suul, Lune, and Lode. While the light has faded in a large way, elves still hold a portion of those halcyon days within them, granting them long life and seemingly eternal youth.

Elves are found everywhere; being the firstborn in the region, they built the very foundation of society, and have been delighted to see other species arise to join them in their cities. They bask in the light of other cultures, and are frequently elected to preside over them as arbiters and administrators due to their fondness for all. For this reason, half-elven children are common; an elf tends to value their deep connection with another over their biological ties to them, so inter-species marriage is a common and celebrated affair. There are a few exceptions to this; Lodelight elves and Shadar-Kai generally tend to marry their own in an effort to retain their ever-waning cultural ties.

The Drow of the region favor military security as their service to friends and neighbors, and have thus founded the Military Academy in Hexiun. The Wood Elves have taken a different route, taming the wilds around cities to ensure the safety of their friends and neighbors. High elves, who are closely tied with the light of the Progenitor God Suul, prefer to protect and preserve the cultures around them, amassing great libraries and annals of folklore and technological records.

In consequence of this, the Drow tend to be great weapon smiths, the Wood Elves are considered to be excellent tanners, and the High Elves are generally experts of the higher arts, such as glassblowing, storytelling and magical augmentation. Economically speaking, the services Elves provide have a tendency to produce a great deal of legal tender over their long lives, so many elves are exceptionally wealthy.

Why should you play an Elf? These classic choices are the connecting tissue of Meradyne, and give you ample opportunity to heap praise and appreciation on your fellow teammates. Culture, dude. What's cooler than that?
Ranger Conclave: Golemier

### Tongue of Earth

At level three, you gain the ability to speak Primordial. You also gain proficiency in the survival skill. If you already have proficiency in this skill, you may choose another skill, or take expertise in this skill.

### Earthen Companion

Starting at level 3, you stumble upon a golem that binds itself to your will. The golem is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Golem Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the golem, such as its color, its texture, or any manifestation of its composition; your choice has no effect on its game statistics.

In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the golem can take any action of its choice, not just Dodge.

The golem remains until it is reduced to 0 hit points and crumbles, until you use this feature to reconstitute the golem, or until you die. Anything the golem was wearing or carrying is left behind when the golem crumbles.

Once you summon the golem, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Your options include Quartzite Golem, Clay Golem, or Peat Golem.

### Juggernaut

At level 7, your golem companion becomes an unstoppable force. When attacking objects, its attacks automatically exceed the target's AC, and it does a minimum of 10 damage to objects. In addition, it rolls with advantage when attacking other constructs, and can choose to do maximum damage once per day against constructs.

### Helping Hand

At 11th level, you have trained your golem companion to work in tandem with your goals. If you are within 5ft of your golem companion at the start if its turn, it can use its action to throw you up to 30ft in a direction of your choice. If your target location is within 30ft elevation of your starting point (ie, if you are between 30ft lower or higher than the golem after you land), you take no falling damage. Additionally, you may choose to have you golem take its action before yours, assuming you are within 5ft of it.

### Exoskeletal Golem

Starting at 15th level, you may choose to merge with your golem if you end your turn within 5ft of it. When you are in a merged state, the golem no longer has a turn. Instead, you gain a +2 to AC, advantage on close and ranged attacks, and a +2 to spell attacks and spell save DC. If you drop beneath 15 Hit Points, your golem reappears within 5ft of you, and the bonuses vanish. This happens immediately upon dropping beneath the threshold.
Species: Fairy

There was a time when Fairies weren't even tolerated within the Grand Duchy. After the first breach at the Ironpines Incursion Zone, all fey were treated with fear and loathing by the military in Meradyne, though the good citizens of the realm couldn't help but hold a fascination for the new arrivals. As tensions have calmed to a hackles-raised standoff between the two warring factions, most fey, Fairies included, are allowed within the Baronies, though under heavy scrutiny by the guardsmen, and many of those guards still harbor a hostility towards their fey neighbors. They are most readily accepted in the Siolynburgh, where their fey magic is a welcome aid to the local agriculture.

Being larger than Pixies, yet smaller than Halflings, Fairies are sometimes seen as cute and helpless, and indeed, many have diminutive names, such as Nimble Netty or Warm Tom Green. However, those who underestimate a Fairy, whether in battle or in social situations, has an awakening coming their way. Clever, and blessed with innate magic, a Fairy will let their deceptive size and saccharine nature work for them, erupting into swift action at just the right time.

Gemstones are a Fairy's truest delight; when a young fairy comes of age, they spend whatever they need to buy a precious stone to carve into a Spirit Gem. While the finished Spirit Gem doesn't have any particular magic essence to it, each is intricate, breathtakingly beautiful, and took a lifetime of dedicated effort to make. Lifetime here is a deceptive term; a Fairy may finish their Spirit Gem and live on, but the life lived after the gem is complete is considered a separate life altogether, and is marked by the purchase of a new gem to carve into a Spirit Gem. Some Fairies have lived 5 or 6 lives, by Fairy standards. This all-consuming task generally takes up all of a Fairy's "free time", so they rarely branch out to other artistic adventures.

While a Fairy may take a day job to get by, it is the sale of these works of perfection that results in the vast wealth a fairy acquires over their century of life. They are exceptionally choosy about their buyer, and often have outlandish contracts the buyer must agree to, such as where the gem must be displayed, whether or not they should present it to a sphinx if given the chance, and what kind of gloves they should wear should they handle the gem.

Why should you play a Fairy? Well, I don't need to tell you that a small size with flight is quite the unusual playbook. But apart from that, you can reference The Language of Gems to decide which best embodies your character, which can lead to some fun RP options.
Battered Note on the Peacekeeper Monks

First of all, don't never say I done nothin for ya. This is the first and last time I help you. We vagrant types aren't known for our solidarity. It's first come, first serve.

That said, it don't feel right watching a young kid get thrashed by begging alms from the wrong party, so here you go.

You're gonna see two religious orders in Straussendor: The Peacekeeper Monks and the Veiled Sisterhood. I'm gonna need you to stretch that mind of yours now- the more approachable-looking of the two is the group you want to avoid most. The Peacekeeper Monks wear fairly ordinary, though decidedly monk-ish, robes, and rather than carrying a morningstar or sword, just carry staves. But these bloodthirsty sons of rats see you as an obstacle to clear, not a person to be pitied. Quick beatings with staves are only the beginnings of your worries, as they'll then toss you in a cell for a fortnight on meager bread and water, and then consider releasing you only after you've confessed your sins to their inquisitor, who claims to have a direct line to Vyazhin itself.

Now, the Veiled Sisterhood- there's a sympathetic ear. They shamble around looking like black ghosts, faces hidden in cowls, and carrying flails and censers. However, they consider themselves first and foremost students of Anaasim, and are always eager to uplift and educate the downtrodden. Now, I gotta warn you, kid- they Sisterhood accepts all types, so don't be surprised to hear a man's voice when you address one of them. But don't overstay your welcome with them. They take any sign of acute interest as an application to join the Sisterhood, and will whisk you away to the abbey quick as a wink.

Don't contact me again. If you see me on the streets, you go the opposite way, you hear? Good luck, kid.

-N
The Blessed Ship of Saint Es'Lourren

Oh! Sing me the tale of Saint Es'Lourren and her ship of astral pine.

Her colors flew so merrily, gold and grey in the balmy clime.

With the ear of her god, the Falnurian ship sailed 'cross the Astral Sea

Ethereal wind bearing it forth to the Isle Menagerie.

But alas! for on seventeen weeks adrift, arising from starry deep

An astral dreadnought rent the boat, a wreck in its mighty teeth.

As all was lost, Saint Es'Lourren fell to knees and gave plaintive prayer.

Her Watcher heard, as from above the sails gave a mighty tear.

Each canvas rent itself to shreds, coalesced into biped form,

And with Falnur's provision the teeming masses of Hadozee were formed.

They swept her up in mighty arms, and she was borne aloft

On a zephyr born of godly will, strong, yet satin-soft.

That day, the god of chance saw fit to save their servant's skin

And birth a new brood for itself, now known as Falnur's Kin.

*Recorded by Genzien the Lore Paladin*
The Falnurian Conspiracy

During the 33rd year of the Civilized Era (year 376, according to the Collective Calendar of Willelm Arbrak), there was a large, if brief, disturbance in the Allied Northwestern Marches (modern day Zletograd and Exabysm, as well as the surrounding wilderlands). A group of ambitious artificers, going by the name of Falnur's Elect, staged an insidious coup that resulted in the destruction of the ruling family of the time, the Guardaa dynasty. Led by the zealot Mala, the small group pierced the antechamber and kidnapped Thane Onnick Guardaa, his wife Ana Guardaa, and their young son whose name has been lost. According to folklore, Falnur's Elect then presented the three as an offering to the god Falnur. Though the record isn't clear at this time, a vampiric spirit by the name of Lutaes (LOO-tase) was called forth from the void, and assimilated not only the three offered, but Mala herself, as well as three of the Elect. Those who escaped made their report to the ANWM Militia, who gathered a battery of mages to destroy the demon. After every hostile spell had been attempted, and every banishment failed, the mages resolved to seal the creature away, enveloping the creature in an antimagic field, and collapsing the mountain upon it. This done, the remaining members of Falnur's Elect were gathered, tried, and executed.

*Recorded by Scribe Simholme*
Background: Notary

This background can be adopted by training with a mage, town councilman, or captain of industry. These parties must have a good reputation. When you have trained with this person (takes 24 total hours of training, can be split into chunks, but must be done with a single person), it replaces your current background, as well as all features and bonuses granted by it. Depending on the relationship you have with your tutor, your training may be free, or it may cost you a small fee.

***Skill Proficiencies:*** Persuasion, Investigation.

***Languages:*** Elvish, Gnomish, Common.

***Equipment:*** Current equipment, with the addition of a notary's amulet, a ream of mid-grade parchement, and a silver-tipped quill.

***Nothing but the Truth:*** As a notary, your word is your bond. You have advantage on Persuasion rolls regarding past events you have witnessed yourself. These accounts must be true. In addition, you can generally gather knowledge of recent events from other notaries you might encounter on your travels, which could prove invaluable when looking for quests or answers.
Dossier: Fendus "Ragdoll" Faeman

Interrogator: Please state your name.

Prisoner: Depends on who you ask. Some call me Fendus. Some call me Ragdoll. Never been called a fool, though, so don't start making a habit of it now, human.

Interrogator (somewhat tersely): Do you know why you have been detained?

Prisoner: Aye, of course I know why. I had the misfortune of being born a changeling. You official types love nothing more than exterminating those unlike yourselves, case in point, the Centaur slaughter of 427, the ousting of the Torrines in 493--Nine Hells, mate, you even got into a feud with the dwarves. Everybody does business with the dwarves. Everyone except you lot.

Interrogator: In fact, no. This is an official investigation, and personal prejudices have no place here. You have been detained in conjunction with the robbery of the Andresz Tannery, and the consequent murder of young Anatiole Andresz. As you've been known to hang about the district, and the only suspect sighted was a man who has been known to be dead for the last six years, it had to be someone \*straightening up in his chair and smiling\* wearing his face and body. Now for a performer such as yourself, that would be no issue- your rabid little fan club goes on and on about your flawless transformations, your perfect voices... you're made-to-order for the rap on this one, Fendus.

Prisoner: And what of my mates at the Seasonal Slosh on the west end? They can, to a fellow, all account for my presence with them that eve. If I was wearing someone else's skin, who then was wearing *mine*, you daft fool?

Interrogator (frowning): Who indeed. Unfortunately for you, this isn't an investigation regarding who was or wasn't at the Slosh on the night in question, but rather who was at the Tannery. \*Closes dossier and smiles\* We finally got you, Fendus. From the second your feet crossed into this town, I've had my eye on you. And you've finally slipped up, for the first and last time. You will now be led to the guardhouse and be kept under lock and key until your bail is paid, currently 5500 gold pieces. Barring that, I hope you have friends to bring you food, or the funds to pay the local guards to keep you in bread. I would hate to know you had *checked out early*.
That New Gnomish Contraption

Frankly, Lemnius, I haven't the slightest clue what the device is. I've seen it, of course, but not in action. All the gnomish agricultural guild has given me is its name, as though that's enough for me to go on? Even translated, I can make neither head nor tail of it. See if you can parse it:

Fast-And-Slow-Creeping-Lizard-Magic-Disc-Here-And-Far-Three-Foot-Optomistic-Brave-Stoic-Accurate-Irrigation-Projectile-Compact-Turret-Flat-Gound-One-Foot-Tall-Granz-Tech-Combine-Tiller.

You know I have a passion for gnomish gadgetry, but I tell you Lemnius, their names for things are simply too much. Please do write or message back if you know what this is. Otherwise, I shall let you know when I finally get to the bottom of it.

Regards,

Caluard, Magister under the flag of Straussendor, by the grace of her lady Baroness Fralia Herriman.
Spell: Labyrinth of Fugue

3rd-Level Enchantment

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** S, M (A carved antler)

**Duration:** 1 minute

You entrap a single target in a befuddling maze, suppressing their sense of self with each wrong turn. The target must make a Survival check against your Spell Save DC. On a success, the target has capably navigated your maze and escaped unfazed. On a fail, roll a D6. On a 1-2, the target is blinded and deafened. On a 3-4, the target is incapacitated. On a 5-6, the target takes 2d6 psychic damage, and is frightened of the nearest creature to its location. At the start of its turn, the target may attempt another Survival check to escape the spell. On a success, the effects of the spell immediately vanish.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, each effect does an additional 1d6 psychic damage for each slot level above 3.

***Spell Lists:*** Bard, Druid, Wizard.
Feat: Hulking

***Prerequisites:*** A strength score of 16 or higher, or the Barbarian Class.

Your impressive form commands the respect and fear of those around.

* Increase your Strength score by 1, up to a total of 20.
* You may now use your Strength modifier for Animal Handling, Survival, Intimidation and Persuasion checks, rather than their typical modifier.
* When you hit a creature with an attack, you can force them to make a WIS save (DC = 8 + Proficiency Bonus + STR) or be frightened of you until the end of your next turn. You can use this feature a number of times per long rest equal to your Proficiency Bonus.
Key Lore (GM Only)

The documents listed on this page are to be meted out by the GM, and are not for the eyes of players until the GM deems it time.

Episode One:

Enchanting Items and the Damned Nuisance That it Is. by Professor Grapejuice

The End of the Strand by Senreich Seisenvald

A Study on Draconids and Their Greater Kin by Eln-Dathallin

Episode Two:

The Problem With Ley Lines: A Debunking by Washbasin

A Source Most Infinite, hymn of the Hexiun Arcaneum Corps, snidely written to rankle the other departments.

The Founding of the Lighthouse by Aurivit
The Exodus

This is the account of the grateful souls who escaped from the hells in the year 386.

From the fiery wasteland of Avernus, eighty-six brave souls did depart, each with crimson skin and the long arcing horns of the Ibex.

From the Iron City of Dis, thirty-three tortured persons did depart, each olive green, with two short, conical horns on either side of their heads.

From the rancid bog of Minauros did emerge forty-nine of Tiefkind, sulfurous yellow, with two thick horns akin to longhorn cattle.

From smoldering ruin of Phlegethos came the great twenty-nine, sullen orange, with blood dripping from their vertical spiked horns.

From the ice realm of Stygia came the salt-sworn, sixty blue persons with ice encasing their markhor-like horns.

From petrified desert of Malbolge, forty-five of the great black tieflings escaped, their broad, curving horns reaching down to follow their jawlines towards their chins.

From the choking labyrinth of Maladomini fled the fleet Violet Folk, quick on the hoof, with light, delicate antlers on their brows. Thirty-two of these escaped the hells.

From the grinding deep-freeze of Cania came the twenty of the wily folk, their indigo skin disappearing in the dark. Only their broad branching horns showed in the night.

And from the confounding Citadel of Nessus, the ever-wounded folk emerged, their color unknowable and coruscating. These had two strong horns which stood straight back on either side of their heads. A mere twelve of these escaped from that winding prison.

This is the account. These are the fortunate and brave. These are the Survivors.

*Penned by Antinnien A'Stygia.*
The Process of Arcane Decay

What, per se, *is* Arcane Decay? Simply put, it's right there in the name. It's when Arcane Magic grows fallow due to the natural resistance of physical matter to hold Arcane potential within itself. So eventually, no matter how powerful the enchantment, that, uh... *what is that you have there, son? Ah, thank you--* that Everfull Basket of Bread will stop manufacturing those loaves, and the Arcane energy itself will leech into the world around us, dumping into the reserves of natural magic. An additional source of Arcane Decay is a failed spell. If I cast Hold Person on you, my dear, but your will is too strong and the spell fails, where does that energy go? Correct- into the world around us.

*Recorded during one of the lectures of Eln-Dathallin.*
Spell: Shad'Elyn's Token of Transit

6th-Level Conjuration

**Casting Time:** 10 minutes

**Range:** 2 miles

**Components:** V, S (the action done to the object), M (any nonmagical tiny object)

**Duration:** 1 hour (concentration)

You create a bond between yourself, an object, and an action. When anyone does the specified action with the specified object, you teleport to within 5ft of their location. The space you land upon must be solid terrain, large enough for your size. Upon teleporting, the spell is complete, and you are no longer bound to that action or item.

***At Higher Levels:*** When you cast this spell using a spell slot of 7th level, the spell lasts for 24 hours and no longer requires concentration. When you use an 8th level spell slot, the spell lasts until sprung or dispelled. When you use a 9th level spell, you can be called to the event location even from beyond the grave (as with a Resurrection Spell), and will exist for 1 week, after which your body disintegrates and you are dead once again.

***Spell Lists:*** Bard, Warlock, Wizard
The Abbey on An'Lathienne's Arm

Once there was an elf old and wise

Who tore a blackened rift in the sky

For to visit friends afar

Who live among the floating stars

First was kindness, joy and wine

Which soured in the passing time

Away he went with valise and staff

To found his own great floating raft

Full day's trip down An'Lathienne's Arm

He built a mighty Astral farm

Around the tender growing crops

He built an abbey, flags atop.

So if you see fair pennants white,

Take comfort in the regal sight;

Before you lies a feast of fame

You'll dine on stars and astral game.

A note to the reader: An'Lathienne's Arm is a region of Astral Space that is considered not only unnavigable, but also made-up nonsense.

*Recorded and annotated by Taninney the Ranger, a member of the College of Planar Troubadours.*
Species: Lizardfolk

As far as nature and philosophy are concerned, the Lizardfolk of this realm are nearly identical to those in Volo's Guide to Monsters. The creatures don't feel emotion or feel any special bonds towards other humanoids. Rather, the question is simple: does this benefit me, and should I seek it out and preserve it? Or would this detriment me, and should I destroy or avoid it? It's that simple for these lesser Draconids.

Most Lizardfolk can be found in fairly inhospitable environments, such as The Demon's Kiln, swamps, and even geothermal hotspots. There, they make their bonepile nests and live their simple lives.

These are honestly an inartistic species. While a Lizardfolk might see some value in art vis a vis other people willing to buy it, and then being able to trade in that wealth for food and security, there are *always* easier ways to get it. Most lizardfolk artifacts are fairly brutal and simple. That said, they *do* have a propensity to seek out and collect magic items that can lend more stability and convenience to life. Which, I suppose, is an art form in itself.

Why play a Lizardfolk? If you want the experience of a outsider character with limited (or no) empathetic abilities, hey, there ya go. Might be a roleplaying challenge, though. No murderhobos or edgelords, please.

Related Documentation: Metamorphic Anastasis
Peat Golem (Ranger Conclave: Golemier)

**Size:** Medium Construct

**Armor Class:** 12 + PB

**Hit Points:** 5 + 6 times your ranger level

**Speed:** 40ft

Stats

**Senses:** Ordinary vision, Blindsight 10ft

**Languages:** Primordial

**Challenge:** -

**Proficiency Bonus (PB):** equals your bonus.

**Earthen Construct:** Your golem doesn't need to breathe air, eat, or drink.

**Unstable Structure**: If your golem is hit with a melee attack, the attacker must succeed on a Constitution saving throw against your Spell Save DC or take fire or poison damage (your choice) equal to your proficiency bonus.

### Actions

**Pelt:** Ranged Spell Attack, you spell attack modifier to hit, range 10ft, two targets. *Hit:* 1d4 + 2 + PB fire or acid damage (your choice).

**Fester:** Choose a creature within 10 ft of your golem; that creature must succeed on a Constitution saving throw against your Spell Save DC or be poisoned until the end of their next turn.
Letter of Commendation to Bartoleo Da Pevicci

To the valiant Bartoleo De Pevicci,

Your services to our liege have not gone unnoticed, Bartoleo. Three assassination attempts foiled, the establishment of a martial alliance with the Hexiun Divinity Company, and the defense of the more valuable North Harbor have caught Baron Zleto's eye, and a small piece of his vast treasury. Please accept the enclosed 2,300 platinum as a just reward and an expression of Lord Zleto's esteem.

That said, Bartoleo, it is with some confusion that his Lordship has noticed you refuse to take formal post within Castle Pedriat. He begins to wonder if your loyalties are to the barony, or merely to the affections of the crowds. Pray make your position clear, lest a misunderstanding bring anyone to ruin.

His Lordship's appreciation for your service!

Advisor Skripszy, at his Lordship's pleasure.
Species: Hadozee

The Hadozee are a largely misunderstood species. They've been called agents of chaos, mad scientists, lawless lunatics, and loose canons. These are misunderstandings of a Hadoz' true nature. According to accepted documents, these denizens of the Astral Sea were created by the Lore god Falnur in somewhat recent history, seeing as Falnur only began to exert its will on this realm in the year 362. As such, these inquisitive simian folk have a lot to catch up on! As such, they *do* tend to charge blindly into exciting new research and experimentation, and unless tempered by an experienced partner, often find themselves causing a considerable amount of chaos, damage and tomfoolery in their eagerness to learn. For this reason, many Hadozee hire themselves out to elven mages and dwarven masters, as these ancient receptacles of scientific and magical knowledge are also well-versed in safety and temperance.

A Hadoz will try any art form. They take to it with gusto and an obsessive intensity, and for that reason tend towards the overblown and dramatic. For that reason, Hadozee art is extraordinarily popular among young professionals, who share their desire to make things happen. As far as career paths are concerned, it's rare to see a Hadoz doing a job that doesn't excite them. For this reason, there aren't all that many Hadozee grocers out there.

Why should you play a Hadozee character? If you're looking for that wide-eyed hunger for life and adventure, or are want to play a chaotic character with a heart of gold, a Hadoz would fit right in.

Related Documentation: The Blessed Ship of Saint Es'Lourren
Species: Torrine

The Torrine are an unusual species, and the only humanoid species known to be natives of the Everlode. Being from such a brutal and unpredictable zone, they are specially equipped to thrive within their environment. Standing on powerful legs that seem a cross between saurian legs (think kobolds) and earth-bound birds (ie cassowary), these creatures are capable of above-average speed, and can slash at opponents with devilishly long foot claws. Their torsos are strong, and covered with a mix of chromatic scales and bright plumage; no two Torrine's plumage and scale patterns are alike. Lastly, above their sharply sculpted heads is a crown of protruding bone, which can be used as a brutal ram against would-be foes.

While Torrine are largely assumed to be one of the more feral species, and therefore less artistic than many, they do have an art form unique to them--similarly to bowerbirds, they have a habit of building extravagant nests, which may be decorated with anything they find on their travels or in their immediate environment.

When it comes to commerce, your average Torrine has a lot to learn, and tires of the subject quickly. Being an entirely tribal species, the species has no concept of property, per se, holding all resources as common property of the whole. This has caused schisms and conflicts in many parties. Even in adventuring parties that patiently took the time to teach the Torrine in question about the concept of personal property, it must be said that the student never exactly grasped the concept of property, but rather considered their companions eccentric, and let them have their pet "possessions" as a type of unsurmountable mental sickness that is well beyond cure.

For that reason, Torrine are permitted within cities, but are always watched closely by guards on the lookout for shoplifters. There are a few jobs within polite society that fits a Torrine well, such as city guard, foot-soldier, stablehand or landscaper.

Why should you play a Torrine? There aren't many opportunities to play an "I've done nothing wrong" thief. Beside that, they make for a powerful melee build, and offer a fresh option for species.

Related Documentation: First Contact

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

**Creature Type.** You are a Humanoid.

**Age.** Infused with the light of Lode, Torrine come of age at 17 years, and may live to be as old as 400 years old.

**Alignment.** Most Torrine are neutral or chaotic, and tend neither towards good nor evil.

**Size.** Torrine are between 4.5 and 5.5 feet tall, and weight up to 220 pounds. Your size is medium.

**Speed.** Your base walking speed is 40 feet.

**Ramming Attack.** When you hit an enemy with a critical hit, you may choose to either push them 10 feet, or knock them prone.

**Vicious Talons.** When you make an unarmed strike, you do 1d6+STR modifier slashing damage instead of the standard 1 damage.

**Languages.** Torrine speak Primordial (AKA Old Lodic) and Common.
Species: Bugbear

That wasn't a mossy log- that was a snoozing bugbear, and we need to get out of here, fast. That's right; these towering bastions of stealth and destruction are also the laziest species in the entire region, and their red-hot wrath can be easily quenched in the promise of a good meal and a comfortable nap.

As anyone in the major cities will tell you, it's hard to get into the good graces of a bugbear. But what they don't tell you is, those who get into those good graces are a friend for life, and the loyalty of a bugbear stretches to the very point of mortal collapse.

Bugbears tend to live on the outskirts of cities, providing goods that can be harvested with brief, tremendous bursts of energy. An experienced bugbear is the best forester in the business, and is a fearsome hunter of game. Their thick fur coats lend to harsher conditions, so don't be surprised to find a shoddily made shack outside the frozen city of Zletograd, and to find a cranky bugbear just waking up from her nap inside.

Bugbears aren't particularly artsy. Most lack the proper temperament to turn out well-made art works, giving up halfway through to take a much-needed nap. They then abandon the project. The closest a bugbear generally gets to art is the tanning of leather and furs, both for sale and the creation of their own garments.

This big, furry creatures often use skills befitting rogues and barbarians, preferring to quickly overpower their enemies in a burst of bloody chaos, rather than engage in a drawn-out confrontation.

Why should you play a bugbear? If the party earns your trust, your instinctive loyalty will easily overcome the classic barrier of "why is my character even involved in this?" Additionally, you'll have a good reason to force taking watches onto your allies, as it's most unwise to awaken a sleeping bugbear in the middle of its sleep cycle.

Related Document: Simmin Sillysoul and the Very Big Log
Species: Centaur

These large, majestic beings bookmark the final time Meradynian leadership sent mere warriors to deal with the Ironpines Incursion Zone. The Prime Warlord had sent in three score of dragoons to destroy the invading fey creatures and close the portal using magical charges. The popular rumor states that by the end of the day, each of the horsemen had melded with his or her mount, transforming the Warlord's elite fighting force into a deadly weapon for the Incursion to use against him. Now, experiments have been done on just that; none of the centaurs that were apprehended recognized any of the dragoon's family members, and they certainly didn't resemble their supposed former forms. But rumors and legends are tough to eliminate, so the unlikely story is still prevalent. As the violence between the two great forces eventually waned into quiet hostility, the horse-man beings took upon themselves a more primal, joyful life, leaving their allegiances behind them. At the time of this campaign, tensions between the outlanders of the realm and the centaurs are at an all-time low, and centaurs are slowly grazing their way into polite society.

In light of this, many centaurs can be found in the outlying areas of the Grand Duchy, and a few can even be found within city limits. They don't have a grasp for commerce, but prefer to procure goods by doing odd jobs and services in return for barter. Many of the local stables will even put up a centaur for free, as having a second pair of sentient eyes watching the livestock is welcome insurance against bandits.

After the centaurs as a whole severed their ties with their fey masters, the arts took a high priority amongst the herd. Woodcarving and weaving rate highly, as well as the creation and playing of woodwind and stringed instruments. Some even go so far as to say centaurs make the best troubadours in all of Meradyne. That said, the strong emotional and spiritual attachments centaurs have for their works mean that acquiring one from their maker is unlikely, or may come at an exorbitant price.

Why should you play a centaur? Their melee abilities are stacked, and you can allow a rider, if it's in line with your character's preferences. Additionally, playing a supposedly mutated creature allows for some fun interactions.

Related Document: The Original Ironpines Incursion