recursal/Fanatic-Fandom huggingface dataset:
Selajh

*Not much is known about Selajh, only that she has existed for as long as mortals have resided on Androa. She weaves arcane magic into a form which is usable by spellcasters and magical creatures essentially acting as a magical filter. Though all gods are capable of this to a degree, Selajh has made herself known for this feat. Selajh is for the most part neutral in all things. She will occasionally react to mortals if she finds them intriguing, bestowing them with boons or curses depending on their actions. She values magic and knowledge above all.*

Selajh

## Domains

* *Arcana*
* *Knowledge*

## Types of Followers

* *Spellcasters*
* *Scholars*
* *Teachers*
Carcharians

Carcharians are a group of shark-like humanoids that sprung up on the shores of Andora a long time ago. They roam about the coasts, and sometimes travel inwards on the continent. They live carefree lives, traveling from place to place to find work, and joy.

## Traits

### **Ability Score Increase:**

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

### **Age:**

Carcharians mature at 18 and live to around 100 years.

### **Alignment:**

Carcharians live lives typically free of typical rules and structures of society. They typically fall on the chaotic side of the alignment, but some do find themselves settling down as part of a community.

### **Speed:**

You have a base walking speed of 30 feet.

### **Size:**

Carcharians are often taller than most humanoids. They typically stand over six feet tall, up to around seven feet tall.

### **Darkvision:**

Your time in the oceans has granted you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### **Natural swimmer:**

Carcharians live along the coast, and live in and out of water. They have a swim speed of 40 and can breathe underwater.

### **Children of Freedom:**

Freedom’s blood flows through the veins of the Carcharians. Once per long rest, as a bonus action you may end one effect that reduces, forces or restricts movement on yourself.

Once you use this trait, you can't use it again until you finish a long rest.

### **Languages:**

You can speak, read, and write Common and Aquan.
Stonefall

### Description:

A medium-sized city that sits on top of one of the largest mountains in Rovgaz. The mountains itself are majestic but the city that lies on top is ancient yet technological even, beautiful to visit. The only downside is those who inhabit it. Only those who are completely clean of any corruption can enter here.
Races

In addition to all of the races and subraces from the approved books, there are also the following additional races for Andora that are available for play.

### Race List

* Alraune
* Ash Humans
* Carcharians
* Demigod Aasimar
* Dhampir
* Flerics
* Gnollborn
* Half Dragons
* Harpy
* Ice Elves
* Lunethian
* Mantis
* Oni
* Pyre
* Quetz
* Ratfolk
* Ribbits
* Ryujin
* Saru
* Skeleton
* Sphinx
* Spirit Folk
Half Dragons

Half Dragons are the offspring of a dragon, and a humanoid. Most half dragons come from Human parents, but Orc, elf, tiefling half dragons are possible. Half dragons look closer to their humanoid parent, but have draconic attributes such as scales, claws, tails, and sometimes wings.

## Traits

### **Ability Score Increase:**

Your Strength score increases by 2, and your Wisdom score increases by 1.

### **Age:**

Half dragons mature at 18 and live to around 500 years.

### **Alignment:**

Half dragons fall into the eternal battle of Good vs. Evil often choosing the extremes of either. Most half dragons are good, but the few that are evil are almost always infamous.

### **Speed:**

You have a base walking speed of 30 feet.

### **Size:**

Half Dragons are often taller than most humanoids. Standing on average over 6 feet tall. Male Half Dragons are noticeably larger than their female counterparts.

### **Wisdom of the Drakes:**

You are proficient in the Survival Skill.

### **Darkvision:**

Your draconic ancestry has granted you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### **Draconic Resistance:**

You have resistance to one type of damage, choosing from acid, cold, fire, lightning, or poison (your choice). This usually corresponds to the damage type dealt by your draconic parent.

### **Draconic Body:**

Starting at level 3, you can use your bonus action to release the power of your Draconic blood, causing your body to change into a more dragon-like form. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and grow massively sharp claws.Your claws are natural weapons, which you can use as unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.

Once you use this trait, you can't use it again until you finish a long rest.

### **Languages:**

You can speak, read, and write Common and Draconic.
L'Armure

Porter une armure protège votre corps et réduit les dégâts *physiques* que vous subissez. Les dégâts d’une attaque sont toujours considérés comme physiques, sauf si le contraire est mentionné dans ses règles. Les armures peuvent être légères ou lourdes, et possèdent une propriété supplémentaire différent pour certaines. Attention cependant, si votre personnage a la capacité de se transformer (comme les Demis de Natéo ou les élus de Leena), la transformation lui fait perdre son armure, dont les morceaux tombent sur le sol. Dans le cas où vous ne changez qu’une seule partie de votre corps (comme les élus de Téléos ou de légers changements chez un Demi de Natéo), le personnage n’a pas ce problème et conserve toute son armure.

Les Armures légères confèrent une réduction de dégâts égale à 5 fois sa qualité : une armure légère de qualité 1 (notée Armure légère +1 pour faire court) enlève 5 points au total de dégâts reçus par le porteur, une Armure légère +3 passerait cette réduction à 15 points.

Les Armures lourdes offrent le double de réduction mais épuisent le personnage plus rapidement, qui doit utiliser une partie de sa Force pour compenser. Porter une de ces armures inflige un malus temporaire de -10 en Force tant qu’elle est équipée. En contrepartie une Armure lourde +1 réduit les dégâts subis de 10 points, et une Armure lourde +3 augmente cette valeur à 30 points.

Comme mentionné plus tôt, ces armures ont une propriété supplémentaire, décrit par leur complément d’objet, qui peuvent être de la liste ci-dessous.

De base, toutes les Armures légères réduisent l’Initiative de 1 pour chaque point de qualité de l’armure et toutes les Armures lourde la réduisent de 2 (soit un -1 en Initiative pour une Armure légère +1, -2 en Initiative pour une Armure lourde +1, -3 en Initiative pour une Armure légère +3 et -6 pour une Armure lourde +3).

Additionnellement, toutes vos Caractéristiques physiques (Force, Maniement et Agilité) sont divisées par 2 si vous essayer de porter une Armure dont vous ne maîtrisez pas le maniement. Ce savoir est défini par le niveau de votre personnage dans la compétence de Port d’Armure. Chaque point dans la compétence augmente de 1 la qualité des Armures que vous pouvez porter sans réduire vos caractéristiques.

Les armures sont d’excellents moyens de protection, mais nécessite une certaine maîtrise pour être portées correctement. Elles réduisent l’Initiative de leur porteur s’il ne sait pas comment se déplacer ainsi équipé. Pour chaque point de qualité de l’armure, le porteur réduit son Initiative de 2. Ce malus peut être réduit en montant l’apprentissage spécial Port d’Armure. Chaque point en Port d’Armure diminue le malus en Initiative de 1 point.

Il y a 2 choses importantes à noter à propos de ces malus : peu importe le niveau en Port d’Armure de votre personnage, vous ne pouvez pas réduire le malus en Initiative (celui d’un point par niveau de qualité de l’Armure), et les Armures légères +1 font exceptions à cette règle. En effet, n’importe qui peut porter une de ces Armures sans subir de malus à ses Caractéristiques physiques (mais toujours avec le malus de -1 en Initiative).
Zurial

*Information about Zurial is vague at most, but not due to a lack of followers- rather, due to the same things being repeated over again. Those who follow him are extremely devout, even going so far as to say he'll rid the world of all flaws. One thing is for certain though- Zurial offers power to those who are at rock bottom in exchange for their worship and unilateral attention to better themselves and the world.*

## Tenets

* *Be the light you want to see in the world*
* *Extend a hand of kindness when you weren’t shown one*
* *Teach the young of your mistakes*
* *Never act out of anger or jealousy*

## Types of Followers

* *Downtrodden*
* *Ex-Criminals*
* *Underdogs*
Synthia Lykaios

## Synthia Lykaios, City Representative and Cleric of Shiv'Il

Synthia is a woman of few words. She has taken a vow of silence and only speaks through sign language or text. She is able to read lips and has a keen memory of things. Holding the clergy spot in the small council, she quickly proved herself a competent leader and sound politician despite her vow. While seemingly cold and lawful, Synthia actually has a more playful and mischievous side to her that pops out from time to time.
Oxu

Soul : Fils d'Oxu

## Esprit

Oxu est l'Esprit de la mort. Rejeté par les humains qui refuse ses bénédictions, il ne bénit que les morts nées. Les parents l'appellent au secours en cas de décès de leurs nourrissons et il répond toujours présent pour soulager la peine des familles. Oxu est un Esprit au grand cœur qui ne cherche qu'à soulager la tristesse des foyers. Les bébés qu'il bénit sont appelé des ombres et rejeté au même titre que lui. Peu de famille font appel à lui, par peur de représailles.

## Les Bénis

Les fils et fille d'Oxu n'ont pas de rythme cardiaque. Ce sont des enfants sensible et sociable, mais rejetés par les autres humains. Ils ressentent pourtant les émotions humaines et la tristesse d'être rejetés. Ils sont élevés dans l'idée que malgré les moqueries, les injures et la haine des autres a leurs encontre, ils se doivent de protéger les autres. Ils sontune engeance du Dieu de la Mort et donc un présage de malheur. Les gens éviteront de leur adresser la parole autant qu’ils le peuvent et les gardes les empêcherons de s'approcher de la plupart des villes. Très peu de marchand seront prêts à leur vendre quelque chose.

## Les Demis

Il est dit qu'un jour, une femme a eu pitié d'Oxu et a accepté de lui parler. Elle savait qu'elle risquait d'être banni mais l'Esprit était si triste et pathétique qu'elle a commencé à se prendre d'affection pour lui. Ils sont devenu proches et elle lui a promis de le choisir pour bénir sa fille. Cette enfant exceptionnelle est la seule Béni d'Oxu vivante. Elle a acquis des pouvoirs différents et est tombée amoureuse de son protecteur. Malheureusement ils ne purent jamais consommer leur union.

Pouvoirs
 **Affamé** | Le personnage n’a plus besoin de manger. Il peut maintenant boire du sang (animal ou humain) pour gagner un bonus de +10 temporaire en Force pendant 6h. Absorber du sang avec le pouvoir « Essence vampirique » compte pour obtenir ce bonus.

***Prise – Enlacé par la Mort :*** La cible sent que son heure est arrivée, elle meurt automatiquement d’une crise cardiaque si elle subit un critique. L’effet dure jusqu’à la fin du combat ou qu’il soit activé. Contre un ennemi de type Boss, il ne meurt pas subit 20% de ses PV max en dégâts à la place.

Bonus et Malus
Influence +5
Blood Blossom Reach

### Description:

Blood Blossom Reach is a collection of closely packed islands with a Japanese theme with a strong sense of honor and community. It is both a magical landscape and a thriving city. The island is densely covered in majestic blood-blossom trees; trees aptly named for their crimson leaves and ground is covered with lush emerald green grass which somehow never loses its splendor. Amongst these iconic trees are clusters of Minka-style houses of various sizes. The landscape however is deceptive as traders from all over Veritas are gathered in the various markets across the isle whilst both natives and travelers alike are often seen bustling about. The Reach is also home to three clans: The Honored ones, The Iron Willed and The Blood Blossoms with a central-most of the island being a neutral hub for trade and commerce.

### What is this place like:

The type of person encountered in Blood blossom depends on where you are located. Either of the clans are honorable within themselves but aggressive to members of other clans and wary of outsiders/strangers. The common folk follow a code of honor to each other and will always help a traveler. Whereas the more shady types encountered in the markets and trade districts are much less honorable and more likely to either con you, sell black market goods or rob you.

The most notable flora on the island is the Blood blossom trees. These are trees of obsidian black bark and crimson leaves. The island also has ever-fertile green grass.

Some commonly followed rules followed by the inhabitants of the island are:

* Always offer shelter to strangers in need.

* Honor among thieves: Don’t steal from another clansmen/thief

* Honor above all: It's important to respect oneself and others

### Important Locales:

The three houses of the clans at the three corners of the isle.

The market district in the center of the isle.
Zarineva

*They say that beauty is in the eye of the beholder, but it seems none can resist the charm Zarineva wields. Followers of her strive for perfection in all things, but especially in their looks. It is said that those that are ugly are scorned and discarded.*

## Tenets

* *Accept nothing short of Perfection.*
* *Beauty is to be preserved.*
* *Change is for lessers and fools.*

## Types of Followers

* *Courtesans*
* *Nobles*
* *Fey*
* *Undead*
Scoria

### Descriptions:

Trained by her father since a young age, Scoria has spent the majority of her life thus far aiming to become the greatest blacksmith Andora has ever seen. To reach such a goal she makes every use of her fire genasi lineage to craft weapons, armor, and many other metal pieces of the highest quality. Her work was eventually recognized as she found herself admitted into Ad Centrum Artium much earlier than most are. From there she quickly rose through the ranks until she managed to become the youngest person to ever gain the title of Magister at the age of 23.

While the prodigy has the respect of all of those around her, she does not have much in terms of friends. Her quick temper and propensity to anger quickly with those around her, especially while she is working, has led many people to avoid her unless they are required to, and even then they approach her with caution. Even with her personality flaws, there are very few if any individuals would question her skills with a hammer and anvil.

### Achievements:

She is the youngest individual to ever be appointed the rank of Magister within Ad Centrum Artium.

### Relations:

She has a father who is her mentor and also a member of Ad Centrum Artium.
King Calenor Beltiiryn

### **King Calenor Beltiiryn, 6th King of Blueridge**

Calenor took over for after his father passed, and has done his best to make Blueridge into a great nation. Under his direction, Blueridge has built massive greenhouses, and incorporated lost Archal Dwarven technology into the cities to help with the cold.

He is known to be kind and care for his subjects.

Not much is know about his personal life or the remaining Beltiiryn dynasty.
Nyneve

### Description of the Locale:

Nyneve is one of the most beautiful places in Navarre, full of life, beauty, and trade. There are many people who live in the cities from all walks of life. The flora and fauna that are present are of the coastal type. Features include a giant structure that consists of waterfalls that make up some of the walls of the structure. It’s a gate that most people see when they first see Nyneve.

### History:

Nyneve is the capital city of Athena. This is the biggest seaport north of Andora. They have the highest influence in Athena as a lot of trading and economy comes to the port, whether illegally or legally. It is a place of grey morals—the don’t ask policy is in place.

To the north of this capital are islands. These islands are ruled by the pirate faction called Aquarius. They control the trade as a whole and make sure Navarre prospers as a whole while protecting its citizens. These islands (which are called the Lifeless Archipelago) keep moving around frequently.

Nyneve is the first city in Athena. The city has existed as long as the written history of Athena has existed. Origins of Nyneve have told of how a group of ten pirates, hoping for a safe life for their crews and their families, decided to found the country of Athena. As a result, they took on the 80 to 20 rule. These pirates started the guild of Aquarius to enforce their way of living---or those who wished to continue a life of piracy.

Due to the threats outside and inside (Ebritea), Aquarius was formed to keep the peace among those in Navarre and to make sure to defend themselves from outside threats, therefore becoming a mercenary group.

Eventually, other people who weren’t pirates or wanted to get out of the pirate life decided to take a different route, finding solace in religion. As a result, multiple city-states based on deities (particularly the Divine Council) came to be. In order to appease the growing Athena, an oligarchy was formed—making sure the city of Nyneve had the majority of sway. As a result, the chairperson was usually someone from Nyneve, though there are exceptions to the rule. They are called the Athenian Council.

Due to the nature of the pirate life—as they traveled to many parts of Andora, they were able to cultivate and create plants that were unique in Athena and as a result, they became great farmers, becoming the main source of food for Navarre.
Noblesse

### Description:

To the southwest resides Noblesse, what some might refer to as the envy of all Navarre. It is a society dominated by luxury and opulence that invites all those of status and wealth to indulge in its great splendor. And while these noble and wealthy individuals revel in the grandeur of Noblesse, it is built on the back of a caste of miners that endlessly feed those of higher social rank. Their daily toils have built a nation of technological dominance, fueled by the rare resources plundered from the volcano of Vulcan.

Noblesse is a nation that is supported simultaneously through its luxurious attractions and the efforts of menials who work to mine the rarities within Vulcan. Most of the countryside is comprised primarily of farmers who work to fulfill their feudal obligations, offering bounties of wheat and flour to their local lords.

### Important Locales:

* Jaux
* Kridos
Lok Anatoli

### Description

5'5, has dark grey and a rough skin denoting his old age. Has no hair and blood red eyes with a nasty scar running right beside one of them.

### Who are they?

High Priest in the church of the Meticulous and the highest standing pontiff in the city. He’s one of the last Drows still sitting on the merchant council together with Asterin. Unlike Asterin though, Lok has fully embraced the new order of things. He was one of the main allies of Lesos during the takeover, having been persuaded by the goblins' promises of power and wealth, promises that would actually come to be true.

### Achievements

Helped Nesos during the takeover, became the first High Priest of the city and declared a saint of the Meticulous by the Olicharchs.

### Relations

Has a distant relationship with his son

Leff Nesos: Lok sees him as an allly and owes him heavily for his sudden rise in power

Asterin Neveraks: Is annoyed with his resistance to the change, is convinced he can turn him as well.
Nata

*Originally from the Nezumi clan in Hashan, Nata’s power grew during a time of great war, when she was leader of her clan. A mission in the Faewilds, whose outcome is unknown, had her returned as a Patron of the shadows. Revered in her home village, Nata teaches any willing to abide by her code of honor in assassinations.*

### Titles

Teacher in the Shadows, Revered Sister, The Ragged Blade

## Tenets

* *1. We are the ever present shadow, gone before we are noticed*
* *2. We complete our assignments, always*
* *3. We are quick and clean, never cruel*
* *4. We kill for our family*

## Type of Followers

* *Nezumi*
* *Assassins*
* *Professionals*
* *Vigilantes*
Moranthis

*Moranthis claims those who have wilted. She helps remove the burden of the past and blesses them with a bright new future. Moranthis is one of the greatest storytellers for when she blesses those with her kiss a flower of all their memories grows within her garden. Moranthis believes that in order to grow a being there must be an end. For the greatest pride of any living being comes at the final moment of their story. The ability to look back at all that has occurred with a smile. Defiance against her isn’t inherently disrespectful but in fact makes her smile for those who refuse her blessing have something left to accomplish. However though she may smile at their continual struggle, she also smiles knowing eventually there will be a time for their end. For time is not a concept to her as she in herself is timeless.*

Moranthis

### Symbol

A spectral blue glowing lotus with wisps coming out of it

## Domains

* *Dream*
* *Grave*

## Types of Followers

* *Librarians*
* *Teachers*
* *Grave tenders*
* *Bards*
The Red Priestess

### Description:

The Red Priestess is a woman who constantly wears heavy cloaks, obscuring her form, and stays within her temple to Kalaketra most of the time. Preferring the dark, smoke filled chambers to the harsh winds of Hashan. The spiritual leader of the Ketakrol tribe. Her visions have led the Gathering to places to safely stay over the years. Seers and Shamans from across the tribe hold her in high regard.

While not an official position within the tribe, few would be foolish enough not to pay attention to the words of the shaman that has arisen above the rest. The Red Priestess has proven herself to be extremely capable. Her dreams, visions, and advice has driven the Ketakrol tribe to moderate success in recent years.

### Who are they:

Spiritual leader, Shaman, Seer, etc. of the Ketakrol Tribe

### Achievements:

Helped track down the child of the chieftain through her visions

Holds the true name of a fae
Hephaestus

## Description

In the west of Athena, around the base of the mountain range on the peninsula lies Hephaestus, the City of Stone. It is a strange city, all things considered, as it is far more akin to a collection of small mining settlements, with a central storage point.

On the shores of the ocean south of the mountains lay Hephaestus proper, with a population of 8,000 souls. With warehouses, masonshops, foundries, caravansaries, docks, and all manner of tavern and inn for recreation, Hephaestus proper is the heart of the network.

The largest collection of buildings in Hephaestus proper by far is that of warehouses. The main export is that of stone and metal, refined and shipped away to other cities for their needs. The raw ores and stone are brought in by the wagonload from the mountain, and stored in the warehouses. There, skilled smiths and masons will dig through, smelting ore in the many foundries and cutting stone in the mason shops. Once made into cut blocks or cast into bars, the finished product is placed into other warehouses for shipping, either by land or by sea.

Supporting the industry is all manner of civilian work. What arable land surrounds the city is farmed, smiths craft tools to support the miners, carpenters take wood from the nearby forest to shape into beams and tresses for mining tunnels. Finally, a large number of taverns and hostels maintain recreation for the miners on their breaks.

North of the city proper, however, is what could be considered the true city. Countless mining settlements dot the mountain range, from single person digs of a prospector hoping to strike lucky, to hundred man operations hauling forth a ton of ore per day. For as many people live in Hephaestus, just as many live amidst the stone.

For the miners, their life is a hard but simple one. On average, they will spend a month in the mountains, mining or prospecting as they may, before returning to the city for two weeks of recreation. Even out in the wilderness, however, many have little fear of the common beast or monster. Their lives spent to digging stone and lifting rock has made them strong and hardy, and the tools of their trades make for weapons they are comfortable wielding.

## Areas of Note

### Hephaestus Proper

The city itself is the largest area of note, with its many buildings to support the mining efforts.

### Shipping Points

Two areas of greater note than most within the city are the wharfs and the caravansaries. It is there that the finished goods, be they blocks of cut stone or bars of metal, are loaded onto caravans or ships for transport.

### Mining Settlements

Dotted throughout the mountain are the mining settlements. From small, single person digs to massive undertakings with dozens of miners, they are ever present throughout.

### Roads

Important to note are the roads leading from the city to the base of the mountain range. These roads are patrolled by what city militia there is, aiding any miners that may have been stranded by a cart losing a wheel.
ArchDuchess Zuhle Freannia

### Description:

The Fleric Duchess of Ziashire. A fair-minded and well-loved ruler of the province, she is nevertheless hounded by rumors that she holds the imperial artifact, Ether Eyed Wings, in her vault. She has continued to deny this, though an inquiry has been launched by The Everwatch. Most speculate that the duchess does not want to invoke the ire of the Everwatch, or that she is biding her time to use the artifact. With the ongoing attacks of the Harrow, that time may be nigh.
Thief of Thunder

### Description:

The current Chief of the Zipwaange is a hobgoblin of some legend despite his origin in one of the smallest of the Azakii tribes. The man known as Thief of Thunder earned his title in his trials as an aspirant to the Zipwaange itself, by the stories, he was able to steal his 5th feather from the wing of the Rainbringer Himself. Now possessing far more than the minimum 5 thunderbird feathers, he is easily distinguished even in a battle line by his wings that are dominated by the vibrant sheen of thunderbird feathers rather than accented.

The man himself is fairly straightforward at first glance, he has the bearing of a grizzled veteran and the blunt tone to match, a fact that has led many to underestimate the man's cunning.

### Achievements:

- Has possession of many Thunderbird feathers, when even one is a notable achievement.

- Stole a feather from the wing of the Rainbringer himself.

### Relations:

While he has no children, he is known to be quite popular with the youth of all of the Tribes, something he takes well to during the winter gathering.
Gao the Arsonist

### Description:

A bit of a chaotic spirit, but good-natured all and all. Gao is a Dwarf with a fiery personality. He’s jovial and very fun to be around, as well as a very passionate person. Always a good person to share a drink with. Relaxed and flowy with everything from his speech to his movements, he embodies a fiery spirit.

### Who are they:

An arsonist on the run. Gao has burned down as many buildings as he has charred corpses to nothing but ash. An evil and downright despicable man, some would even consider him psychotic. Whether it was for coin or for some sick pleasure, Gao was a man of the flame, and he was going to burn the whole world down around him if given the chance.

He was not given the chance.

Chased off from a job gone bad, Gao was forced to retreat into the desolate lands of Racraag. Lost and confused, he would follow the only leads to civilization he could find, eventually leading him to Rac'Var. Luckily, this is not an uncommon thing for Rac’Var. Gao was taken in by The Racraag Covert and rehabilitated, shown the error of his ways and treated with a kindness and respect that Gao had never seen before; even allowed an outlet for him to use his fire prowess. He gave the same respect he was given and soon became the leader of protectors of The Racraag Covert.

### Achievements:

- Leader of the "Protect" Order of Racraag

- Master of fire based magic and combat

- Has drank a whole shot of alchemist's fire without flinching

### Affiliation:

- The Racraag Covert

- The "Protect" Order - Rac'Var
The Salvatore School

The Salvatore boarding school was founded by Caroline Forbes and Alaric Saltzman in 2019. It has been open for 22 years.This school is for supernaturals only. This school had hybrids,tribrids,vampires,witches,werewolfs,phoenix's,and siphoners. The school was donated by Damon Salvatore. The school was created to protect supernaturals. Alaric was the principal until he retired in 2037. Then Nik Malraux became principal.When Alaric retired, he still was a teacher there.

Students;Harper Forbes,Carter Forbes,Hunter Bennett,Conner Bennett,Maya Petrova,Isabella Nadia Petrova,Brooklyn Claire-Mikaelson,Hayley Freya Kirby,Layla Mikaelson-Gerard,Brandon Saltzman,Jayden Saltzman,Cassie Miller,etc

Teachers;Hannah Williams,Nik Malraux,Landon Kirby,Miranda Lillian Salvatore,Mason Collins,Callie Smith,Alaric Saltzman

mentor;Freya Mikaelson-Malraux

therapist;Elijah Mikaelson
Ash Humans

These humans have adapted to living in the darkness caused by the ashes of the volcano they live near.

## Traits

### **Aging**:

Like normal humans, Ash Humans mature at around 20, and live until they are 100 years old

### **Alignment**:

Neutral alignments are most common, leaning towards true neutral rather than one way or another

### **Size:**

Like other humans, your size is medium, ranging between 5ft to 6ft

### **Superior Darkvision**:

The darkness has granted you the ability to see 120ft in dark and dim conditions.

### **Ashen Step:**

You can use your connection to the darkness to surround yourself with a dark mist. When doing this, you may Teleport up to 30 feet to an unoccupied space that you can see. This consumes an action and can be used up to your proficiency bonus per long rest.

### **Keen Hearing:**

You have advantage on WIS(Perception) checks using hearing

### **Sunlight Sensitivity:**

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

### **Avid Learner:**

You gain proficiency in 1 skill and 1 tool of your choice.

### **Languages:**

You can speak, read, and write Common, Undercommon and 1 Language of your choice.
Speaker Serria

### Descriptions:

A young woman that wears leather armor and utilizes a stone dagger said to be previously used by the lost civilization and contains knowledge of the old lost civilization. She obtained the rank of Speaker after helping decipher information from the old lost civilization as she developed a translation method to decipher some of the old language of the old civilization. She’s known to give classes and tours to adventurers about what’s known of the old civilization as she likes to share knowledge, so it doesn’t get lost again.

### Who are they:

- Speaker

- Leader of the Ruin Preservation Program
Cobalt Prospectors

### **Description:**

The cobalt prospectors will do anything for a score. They are a group of like minded Academics, who delve into the unknown to find the hidden treasures of the past. The Cobalt only have two rules: Sell to the highest bidder and never back out of a contract.

### **Faction Benefits:**

##### (Active) **That Belongs in a Museum!**

The Prospectors equip their members with a curio that aids them in the endeavors. This item is magical and allows a Prospector to cast *Locate Object* and *Find Traps* each once per long rest.

##### (Passive) **Artifact Captcha**

A Prospector is taught how to look for things that bear elements from civilizations long past. They gain advantage on investigation or history checks involving an ancient place or object.

### **Ranks:**

Explorer (lvl 1)

Reclaimer (lvl 5)

Archeologist (lvl 10)

To become a Reclaimer, an Explorer must bring back an object of historical value to the Cobalt Prospectors.

To become an Archeologist, a member must successfully uncover some knowledge or significant artifact from an ancient civilization.
Duke Uruk Cragbarrel

Duke Uruk Cragbarrel

Sex: Male

Age: 259

Faith: Asha-O

Personality: Not much is known to the public about Duke Uruk due to his antisocial habits. The few housekeepers that do gossip about him, describe him as crabby, and easy to anger. He spends most of his time in his work shop working on fine metal artifacts.

Background: The duchy of the west was given to the Cragbarrel family as a gift for the loyalty shown by them during the Coup of the Belitryn's. Since then it has passed down to the eldest living child without fault. Recently, the Duke's younger brother challenged him to a duel for the seat, but utterly failed.
Speaker Zai Tetla

### Description:

A small woman that wears leather armor with metal and stone ornaments that represent the Teca Trailblazers, and uses a bow said to detract predators from the area just from the energy that it emits. She obtained the position of Speaker after becoming the leader of the Teca Trailblazers due to their ability to detect anomalies and develop a guide of different events that might occur in the roads with very good precision and how to avoid them. She’s the pillar of trade alongside Bracka within and outside of Xeque and due to her positions with the Trailblazers.

### Who are they:

- Speaker

- Leader of the Teca Trailblazers
Oni

Originally mistaken as demons early on, the oni are a rather proud and noble race of well built warriors within the southern areas of Hashan, Forming a tribe for the purpose of the great hunt. Though they resemble humans a fair bit, they can be identified by their protruding horns, generally tall stature and skin tones ranging from a pale white, to different shades of blue and red.

## Traits

### **Age:**

They mature into adulthood at the same rate as humans, but can live for up to 300 years. Their horns stop growing around 50 years however.

### **Languages:**

You can read, write, and speak in Common and Giant.

### **Size:**

Oni stand between 6 and 8 feet tall.

Their size is Medium

### **Darkvision:**

Accustomed to hunting during the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray

### **Powerful Build:**

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

### **Menacing Origins:**

You gain proficiency in the Intimidation skill and you have proficiency in greatclubs

### **Unnatural Endurance:**

You have an amount of charges equal to 1 + your proficiency bonus. As an action you can use any amount of charges to expend hit dice, restoring an amount of hit points to yourself equal to the total amount rolled + your constitution modifier. You regain all charges when you finish a long rest.
Belesoran

*A new power recently arrived on the scene of gods and patrons. This fire elemental spreads the message that the old system needs to be done away with, and that new blood should be put in positions of power. While a heated flame, he is rather lawful with his approach, preaching of a new system, not just tearing down the old.*

(art by https://twitter.com/the\_inkybrain )

## Tenets

* *Fire must be controlled, lest it burns out all its fuel*
* *Fire does not let others smother, or step on it. You do not back down when you are in the right*
* *Be the fire that burns away the old, to make way for the new*
* *Create your own system once you have burned the old one down*

## Types of Followers

* *Reformers*
* *Arsonists*
* *Rebels*
Ryujin

## Description

Ryujin are Elves that are typically found within the southern regions of Hashan closer to Xeque. They are believed to be descendants of ancient fae wyverns and have a few notable differences in appearance from other Elves, such as four-fingered hands and digitigrade legs. They tend to avoid any conflict with other races but can be meddlesome with their vast fascination in learning about other creatures of all shapes and sizes.

**Ability Score Increase:** Dexterity +2 / Intelligence +1

**Age:** They typically mature into adulthood around the age of 60, but can live for up to 700 years.

**Languages:** You can read, write, and speak Common and Elvish

**Alignment:** Ryujin have a preference of not causing conflict and strife between other races, and lean more towards good alignments.

**Size:** Ryujin stand between 5 and 7 feet tall. Their size is Medium.

**Speed:** Their base walking speed is 30 feet.

**Darkvision:** Accustomed to spending most nights active, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

***Hunter*:** You have proficiency in the Survival skill.

***Wyvern Ancestry*:** You have advantage on saving throws against being charmed or frightened, and magic can’t put you to sleep.

***Trance:*** Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

***Ryujin Weapon Training*:** You have proficiency in two martial weapons and one simple weapon of your choice.
Castelium

One of the Player Factions in Andora

### Description:

Castelium is a sprawling city-island located in Veritas relatively close to Veritas Prime. The city itself is home to everything Arcane and magic is an integral part of their culture including everything from magically floating carriages for transportation to magically operated brooms. The regular buildings of the city are made of beautifully cut sandstone with the community and official buildings being made of marble.

The inhabitants of Castelium are predominantly mages. They use magic in their everyday lives: lighting a fire with a fire spell or floating refreshments in a restaurant are commonplace here.

Castellum is home to grand parks and wildlife reserves. Despite being a city there are specifically kept areas controlled by magical boundaries to preserve the wildlife of the island.

Statues to the weaver, libraries and places of learning are sacred here with the white tower of the archmage kogaan being the central seat of government which also doubles as a prestigious school for the most gifted

The most important rule to follow on the island is to always respect magic with the misuse of it being frowned upon.

### Important Areas:

The White tower of Archmage Kogaan: A huge spire made of white marble inhabited by Kogaan which also doubles as a school for the most gifted mages.

### Faction Benefits:

##### (Active) **Academy Emblem**

As a symbol of being a part of Castelium, you get a magical emblem that allows you to cast either *Mage Hand*, *Prestidigitation*, or *Message.* If you already know all three, you instead gain an additional cantrip of your choice from one class you have levels in.

##### (Passive) **Ritual Lessons**

Castelium teaches all members the most up to date techniques of how to swiftly identify magic. A member can cast *Detect Magic* as a 1 minute ritual, even if you would not be able to do so normally.

### Ranks:

Apprentice (lvl 1)

Understudy (lvl 5)

Alumni (lvl 10)

To become an Understudy, one must attract the notice of a facility member by proving their potential, either by succeeding on difficult tests, or some notable research or deed.

To become an Alumni, one has proven that they can push the boundaries of current magical understanding, or handle those that would do so irresponsibly.
Brial Fel

# Brial Fel, Leader of Demeter

## Description

A kind old man who somehow ended up being the leader of the city Demeter due to the people's choice. Although a leader with many responsibilities, Brial is often found enjoying the plant life around him as well as having fun with various creatures around the city in his free time. He is well respected and is considered extremely wise, although a seemingly aloof man at times he does take his role seriously in making sure the city is ok and makes sure that no one disrespects the beautiful nature of the city.
Elemental Sorcerer

# **Elementalist**

Your soul is infused with the elemental power of the Genies, perhaps through magic, the touch of the elemental planes, or various other means.

You are significantly more in tune with your element, bypassing normal requirements of practice and time for elemental magic through raw affinity. In addition, you have the ability to unleash your element's potential when casting spells of that affinity.

As you grow more and more familiar with this elemental influence, it may begin to express physically upon your body, such as flames across your body or a constant generation of sparks and static electricity.

## Level 1

#### **Elemental Specialty**

At 1st level, you choose one type of elemental damage (acid, cold, fire, lightning, or thunder) as your elemental specialty.

When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can instead choose the new spell from any other spell list as long as it deals damage of your elemental specialty. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

#### **Powerful Elements**

Starting at 1st level, your elemental specialty gives you a bonus when you deal damage of that type from a spell. Effects granted by this feature can only trigger once per spellcast on a creature, but can stack up to twice on a creature.

 Acid
 Cold
 Fire
 Lightning
 Thunder

## Level 6

#### **Element Transmutation**

When you cast a spell with the damage type of your elemental specialty, until the end of your next turn you can change all damage types of the next spell you cast to your elemental specialty.

Additionally, your **Powerful Elements** effects are improved, increasing all distances to 10 feet and all damage dice to 2d4.

## Level 14

#### **Elemental Armor**

As an action, you can cover yourself in your elemental specialty creating armor that lasts for 1 hour. It ends early if you are incapacitated, if you die, or if you dismiss it as an action. While active you gain a bonus to your AC equal to your Charisma Modifier. Additionally, when you are hit by a melee weapon attack, the creature is dealt damage equal to your Sorcerer level in your elemental specialty. Once you use this ability, you can not use it again until you finish a long rest.

You may select an additional element for your **Powerful Elements** feature.

## Level 18

#### **Avatar of Elements**

You gain immunity to your elemental specialty damage and are resistant to every other elemental specialty option.

As a bonus action, You can sprout wings made of your elemental type giving you a magical fly speed of 30 feet. These last until you are incapacitated, you die, or if you dismiss it as a bonus action.
The Lifeless Archipelago

### Description:

Off the Coast of Navarre there is a group of 4 islands called The Lifeless Archipelago. The cluster of islands get this name because anyone that has traveled there all they smell is death and decay. This does not mean that there is no life on the islands, on the contrary various types of plants have taken root making the islands a lush forest, this mainly happened because of people that have traveled out to these islands planted aromatic herbs and trees in the hopes to cleanse the air of the stench of decay. Along with those people have been a few druids and mages casting magic in the hopes of clearing out the smells. The only fauna that can be found on the islands are the various sea dwellers that make land a temporary home and birds that migrate to the islands to mate. On each of them there are two cave entrances on opposite sides of the island from each other. On the inside of the cave is a narrow path that leads to a large cavernous opening filled with fungal swamp with a slimy red water that seems to have been mixed with the sea water, both of the cave entrances lead to this same place.

### What is this place like:

On one of the islands there has been a rise of interactions with a group of people that dress like druids but they control the fungus that spreads throughout the islands. These people seem to stick to themselves as long as you do not intrude upon their caves. It has been learned from these people that pirates come and go from the other islands, though they are not sure what the pirates are doing on those lands. So it has been rumored that somewhere on the islands is pirate treasure that has been buried, it has yet to be confirmed.

The truly mysterious part of the Islands is that they are not fixed at any one place. They move around and occasionally crash into each other creating one massive Island. Much of the information about these islands has been lost throughout the year. Now not many people know the true origins of the islands. Some think that they are created with magic, others think they were intentionally put there for secret experiments but one thing is for sure they all believe the islands are not natural. The ones that still have the records of the islands try to keep the information to themselves to keep the common people from causing unnecessary trouble and to the people that were alive during the time of their creation still live with the knowledge on how the islands are able to move. It has become common amongst the ones that still know to suppress any sources of the information about those islands and so that it never reaches the common people.