recursal/Fanatic-Fandom huggingface dataset:
Rogue

Back

Hit Die: 1d8

Skill Ranks per level: 6+ int modifier

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Weapon Finesse

Rogues gain the feat Weapon Finesse as a bonus feat at level 1

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

 The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Rogue Feat

A rogue gains a rogue feat at levels 5, 10, 15, and 20. the rogue can choose any feat that they meet the prerequisites of on the following list.

Deadly Aim

Point Blank Shot

Precise Shot

Improved Precise Shot

Two Weapon Fighting

Improved Two Weapon Fighting

Greater Two Weapon Fighting

Dodge

Shot on the Run

Rapid Shot

Focused Shot

Adder Strike

Agile Maneuvers

Throw Anything

Skill Focus (Can be taken multiple times. The feat applies to a different skill each time. Effects do not stack)

Black Marketeer
Devilkin

Back

Devilkin are humans that received a demonic boon at birth. While Devilkin way be predisposed to being evil, they can be of any moral disposition.

**Contact your DM before using this race**

Traits

Tiefling Statistics

 Devilkin can select a variant heritage if they so choose.

Devilkin can also select one variant ability off of the Variant Tiefling Abilities table to replace their spell-like ability. (Ignoring #99 and #100)

Devilkin can select one variant feature from the table Alternative Physical Features. (Ignoring #99 and #100)

Devilkin can also take any of the alternate racial traits listed on the Tiefling page.
Baycrest

Back

Once a colony of Goldbridge, Baycrest seceded in 1390 during the rebellion against the Grimsbane line of monarchs and is now it's own province of Aranarth

In 1362 a great flood raised the sea level substantially in this coastal area. Because of this the primary means of transport is ship. The cities of Baycrest are elegantly built with many canals and bridges, many of the buildings stepping out right into the water. The capitol city of Baycrest is Portsworth.

Baycrest, unlike the other human nations, doesn't have a lot of knights, except for the fabled Sailor Knights and Warders. Baycrest allows all religions except for that of Shae, whose followers despise the country.

Baycrest's current leader is Grand Duchess Avery Goldmoon.
Iluov

Back

### **Alignment: Neutral**

Appearing as a being composed of stars and galaxies, Iluov is the creator of Rhel and the progenitor of Abelas, Gaelathe, and the most powerful of the gods Aran.

Much is unknown about Iluov, his seemingly limitless power and inscrutable goals, make many wonder if he is even in the same class as Gods. Despite his massive power he has never been seen to directly intervene in anything, including the First War.

Some skeptics doubt the existence of Iluov, given no mortal has ever seen him (or at least has been able to tell of his existence), and the only accounts of his existence have been through other Gods who seem to shrug off the topic.
Gaelathe

Back

### **Alignment: Chaotic Good**

Created by Iluov to watch over Rhel along with his brother Abelas, Gaelathe has an uncompromising vision of a society without sin, believing that all beings must keep themselves pure of sin and that this would create a perfect society. Unlike his fellow celestials however , he believes that nothing should stand between him and this goal.

Gaelathe urges his followers to do anything in the pursuit of good and of the perfect society even commit acts of sin, believing there is nothing greater than to sacrifice yourself in the pursuit of perfection and everlasting happiness for those around you. His holy symbol is a winged sword.
Hart Marflow

Back

Hart Marflow was born and raised in the city of Misthill under poor and distant parents, when running through the street one day, Hart noticed how a merchant was completely outmaneuvered by a scholar who studied law. Realizing there was a way for him to stop being poor, he began to scam the merchants and defend fellow criminals from the city guard. Eventually he managed to scam enough money from helpless merchants and gained enough money from grateful criminals to afford notice from the clergy of Golyrr based in the city of PortsWorth. The clergy then educated Hart in law at the port city. Between attending his classes and learning under the cult, Marflow spent his times at the dock, helping maintain ships, (as a result he learned how to navigate a ship, maintain ships and other ship related skills) When he finally learned enough from the clergy, he left the city with a degree, connections within the clergy and a drive to make a name for himself. He decided to create a firm to defend criminals, sociopaths and other evil beings, like he did so long ago. What he does from now is a mystery.
Shae

Back

### **Alignment: Chaotic Neutral**

When the waves first raged upon Rhel, Shae was born. Shae is wild, untamed, and vastly unpredictable believing in freedom above all else. Shae detests sailors and boats seeing it as attempts to tame the sea. Due to Shae's unruly nature the sea is often rough making it dangerous for mortals.

Shae does not give her followers commands except for them to not be commanded, to not be tamed. Symbols of Shae's faith are usually necklaces adorned with seashells, seaweed, or if one is particularly gaudy, a pearl..
Drow

Back

Also known as the Dark Elves, the Drow were created from the first Elven followers of Lilante when she took the light from their souls in exchange for strange magics. These new dark elves were shunned underground by their former brothers for their corruption creating enmity that has lasted ever since. For their extreme devotion Lilante has bestowed another gift upon some Drow, the lower half of a spider, creating the Drider. This is seen as the apex of drowish society as they are gaining the closest resemblance to their dark lady. The Drow often capture Elves turning them into Drow.

While undergoing the ritual where light is stolen from a soul makes one evil, natural born Drow can act in accordance with any moral philosophy the wish, though their society does compel ruthlessness and cruelty.

Drow commonly have black to deep purple skin and white to silver hair. The eyes of Drow are usually red.

Traits

Drow are immortal and stop aging after they reach the adulthood at the age of 110 and cannot die from old age.

Drow Statistics

**Contact your DM if you want to be a Drow noble**
Mage

Back

Hit die: 1d6

Skill ranks per level: 4+ int modifier

Mages are proficient in all simple weapons, and light armor.

Choose Book

* The Book of Flesh- Those who choose the book of flesh learn to shape their flesh in various ways to make themselves into weapons.
* The Book of Steel- Those who choose the book of steel learn to move their soul into a golem, this also details the methods of their crafting.
* The Book of Pacts- Those who choose the book of pacts learn to summon and deal with outsiders so that they can make the magic of Rhel's creatures their own.
* The Book of Seeing- Those who choose the book of seeing learn to see far beyond just their own senses and to fool the perceptions of others.
* The Book of Stars- Those who choose the book of stars learn how to use orreries so that they may draw magic from the heavenly bodies that inhabit the skies of Rhel.
* The Book of Elements- Those who choose the book of elements learn how to use various components to create magical effects.

Capable Caster

 A mage gains a bonus equal to half their level on spellcraft and knowledge: arcana rolls
Order of Abstersion

Back

Founded by the Golden Knight, Leo, in the Age of Prophecies, the Order of Abstersion is tasked with the destruction and seizure of forbidden artifacts and knowledge.

The group declares that their List of Prohibited Articles originally came from Leo himself and is regularly updated by the governments of the area, but it's contents are usually kept secret with the exception of bounties and searches that they have announced to the public. The Paladins of Abstersion have been known to seize magical and non-magical objects, books, entire buildings, ruins, dungeons, and even people. Movable objects and people are taken to one of their many strongholds, while structures are usually destroyed or blocked off and then guarded by paladins. What happens in the areas and strongholds controlled by these paladins is a well kept secret that they go to great lengths to protect.

The Paladins of Abstersion have been known to be very selective in their recruitment process. As well as trained for combat, the Knights of Abstersion are known to be well educated and strong willed.
Tahcaluss

Back

### **Alignment: Lawful Evil**

Once a toad, Gaelathe excessively indulged the desires of Tahcaluss, eventually feeding him the blood of Eiul, creating the demon of Hedonism. Tahcaluss joined the demons believing that in the new world he would be able exercise his desires freely.

Tahcaluss feels that life should be spent in the pursuit of pleasure and self indulgence, believing that civilization facilitates such pursuits.
Malthen

Back

Called the Golden City, Malthen is one of the largest cities on Verun. Malthen is the capitol of Aranarth and is ruled over directly by the God-King Leonis.

Malthen is a city of technological and magical wonders, which are illegal to remove from the city under harsh penalty. Both entrance and exit measures for Malthen are scrutinous and advanced to keep out subversives and keep the secrets of the city within.

People that live within Malthen have a high standard of living and have access to many public amenities.

The population of Malthen is routinely cycled limiting most citizens to a five year stay within the city with regular lotteries happening throughout Aranarth to be chosen to live there (Immigration procedures still apply).
Urem

Back

### **Alignment: Lawful Good**

Urem is the base which Rhel sits upon and is the first of the Fey. Once rough and unshaped Urem searched Rhel for purpose, when his eyes fell upon the Mer he saw the construction of simple a house. As he took in the sight he saw the foundation of stone, well put together and unyielding, holding up all placed upon it. It was there that Urem realized his purpose as the foundation of Rhel, to hold up all those placed upon him, because of this he took the shape of a stalwart stone warrior bearing a shield and hammer. Seeing the demons try to destroy his charge Urem fought with the Celestials during the first war, but when approached by Aran to help bring peace he rallied his Fey brothers and sisters to Aran's cause, bringing an end to the First War.

Many starving, homeless Mer migrated to the mountains after the first war. Feeling pity for them, Urem infused their souls their with stone, giving them the determination to go on. These Mer became the first Dwarves.

Urem's faith emphasizes doing your duty, or as it's called in his faith carrying your burdens. He encourages his followers to never give up, and to uphold their community like the unyielding stone. Urem's symbol is fist, representing an unbreakable grip.
Rhel Wikia

## Welcome to the Rhel Wikia

The Wikia for Rhel, a world created for a tabletop RPG

The current year is 1526

## Pages

Player Characters

Associates

Creatures

Character Creation

Gods

Lore

Countries

Locations

Organizations

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Parma

Back

It is said Parma was upon Rhel before Abelas and Gaelathe, watching, recording, and catagorizing. Parma is said to hold an account of every event that ever occurred on Rhel and possibly of those before it's existence. Though despite their vast knowledge Parma stays eerily silent.

Due to their behavior some even suspect Parma to be related to Iluov, but this has yet to be confirmed. Even though Parma has not indicated a holy symbol to represent them, their followers use an open eye to represent them.
Golhyrr

Back

### **Alignment: Lawful Evil**

Golhyrr was born from a corrupt leader of the Mer. For his transgressions Gaelathe kidnapped him, forcing him to drink the blood of Eiul, warping him into a demon.

Golhyrr believes that the laws of society are set by those that are more powerful, and promotes following of conduct only to the letter. Golhyrr believes the contract to be a sacred bind and it's rules must be followed, but not to the spirit, because if a loophole is found that's due to the mental weakness of the writer, he views laws in the same way.
Aldrotha

Back

Once a fey of the trees, Aldrotha's home was ravaged in a forest fire. This changed him, giving him a form of fire and ash. As he saw his forest grow back stronger he realized that when things are purged they return stronger. Despite the regrowth of his forest, his form remained the same, resembling the trees that burned under his watch. During the First War Aldrotha joined the demons seeing it as an opportunity to create a new, stronger world, earning a place among them.

Cults of Aldrotha believe in destroying the old world to usher in the new and that the ashes of this world will enhance the next. Unholy symbols of Aldrotha are usually composed of burnable materials, something on fire, or something that has been burnt.
George Packwood

Back

## Alignment: Lawful Good

In the small town of Eastborough, George packwood was born in the year 1508. During the beginning years of his life (ages 3-7) his father drilled into him that a man deserves nothing but what he earns. Whilst his mother taught him the basic history and literacy to get him through life. On his 8th birthday, his father put him to work in the fields working. Over the next over the next 5 years, George worked hard and long hours whenever he had free time he'd watch the local guards training even taking part in some of the exercises. Soon (4-5 years after 13th birthday) he even became a parttime guardsmen doing what the other guards didn't want to do breaking up bar fights, cleaning up the mess and dealing with people who had sightings of “monsters”.  after about 18 years of verbal abuse from his father George left home with the 25 gold his mother gave him and a sword his mother gave him that was wrapped in stories in myths.
Goblins

Back

Goblins were once isolated cave dwellers before the introduction of the Dwarves and Drow into the Darklands. Since then the Goblins have been pushed out of their native lands and are stuck in the middle of the brutal Dark Wars. Some Goblins fight for their native lands against these invaders, while others are reduced to the slums of other cultures and scavenging.

In their native culture, Goblins have strong animist beliefs. Traditionally, Goblins attribute furtiveness to the spider, wisdom to the mushroom, and strength to stone. Goblins that were raised outside of Goblin culture adopt the customs of the culture they were raised in.

Goblins mature at the age of 12 and live up to the age of 60. They stand just above 3 feet tall, have green skin and eyes that range from red to orange.

Traits

+4 Dexterity, -2 Strength, -2 Charisma

Starting Languages: Choose from Goblin, Common, Dwarven, or Undercommon

Small size (+1 size bonus to their AC, +1 size bonus on attack rolls, –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks)

Base Speed: 20 ft.

Climb Speed: 10 ft.

+8 to climb checks

Darkvision: 120 ft.

Light Blindness: Abrupt exposure to any bright light blinds Goblins for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Keen Senses: +4 on Perception checks
Aran

Back

### Relatives

Creator: Iluov, Brothers: Abelas, Gaelathe, Nephew: Kor, Daughters: Lindale, Namba

## Physical description

### **Alignment: Lawful Neutral**

Created during the First War, Aran is the most powerful of the gods. Seeing his brothers fight, he rallied the Fey and ended the war, leaving an uneasy peace that prevails to this day.

Aran values law, order and station above all else. In terms of ruling he believes that those ruled legitimize the government, and the goal of the government is to protect the interest of the people. He favors kingdoms because a king or queen can take decisive action when it is needed, as long as the ruler has the interests of the people at heart. For this reason he believes that a ruler is more of a servitor of the people rather than someone for their citizens to serve.

Aran believes that the law should be equally and rigidly applied to all and that no being is above it, saying that the government shouldn't serve some more than others. He also places heavy value in commerce believing that commerce is a measure of how well a ruler is providing for their citizens, though he detests involuntary slavery seeing it as barbaric and thinks that they could serve their country better as free citizens.

Aran's holy symbol is a crown. He expects his followers to follow the law and respect genuine authority, without exception. When proclaiming judgement Aran expects his followers, like him, to be unbiased. Aran also expects for his followers to do their duty and does not expect anything more, but appreciates those who go above and beyond as they help out the populous when doing so.
Uma Uma no mi - Centaure

## Intro

Cette version mythique de l’Uma Uma no mi permet à son détenteur de se transformer en centaure.

## Forces et faiblesses

Forts, robustes, précis et ivrognes sont des qualifications qui s’incorporent bien chez les maudits de ce fruit. Possédant à la fois la vitesse et la puissance d’un cheval tout en conservant une agilité hors du commun, on observe une grande facilité pour le maniement des armes à distances chez ceux-ci. Ce fruit ne semble pas posséder de faiblesses qui ne sont pas celles communes aux autres fruits du démon.

## Usages

Capable de courir plus rapidement qu’un homme mais possédant le torse d’un humain, ce dernier peut aisément pour suivre ses victimes tout en les achevant avec des armes à distances.
Sanhil Obresh

Back

Born and raised in the middle of a forest Sanhil Obresh was very happy with his life. Omatoris Obresh a skilled warrior and Sanhil's father, attempted to teach him to be a warrior . During Sanhil's training his dad taught him to live of the land and gave him his first animal companions, who are his only friends , To'rah his owl that the boy used to hunt small prey, and his fox Ni'ala which was used to track his prey. However his parents  soon found the boy had no talent as a hunter and so his training as a hunter stopped. But soon after ,his mother who was a Druid showed him magic and gave him his focus an intricately carved ring. He instantly connected and spent countless hours studying what world was like outside of his forest , and the different types of magics. However one day a gang of 10 Orc's past through the forest of which he lived in. His father managed to kill five and his mother killed three before they both were murdered. Sanhil,scared for his life used the spells his mother taught him managed to kill the remaining two Orcs. When went to his mother  and father and saw they were both dead. He mourned for a brief minute before hearing more orcs. Quickly he gathered what he could and ran off. Now frightened he must leave his home for the first time to face the harshness of the world with only two gold pieces, his two animal companions Ni'ala and To'rah, no social skills,  the ring his mother gave him, and his fathers armor and sickle.
Leonis

Back

Previously known as Leo, the Golden Knight ascended to godhood precisely in the year 1000. This extended his already long lifespan and cemented him as the King of the humans.

Leonis only rules the city of Malthen directly and allows the rest of Aranarth to be ruled by his proxies. This is by choice however and he does possess limitless legal power within his domain and along with divine powers.

Leonis stresses that his followers follow the laws of his lands and takes decisive action to ensure that this happens. The "clergy" of Leonis are entirely military and consists of paladins, some even joining specialized paladin orders. Leonis often uses his paladins as agents of his will and thus they may supersede local authorities

The holy symbol of Leonis is a circle of chain. Many of his followers use these chains as necklaces for easy transport.

Leonis' active presence within people's lives and his willingness to take action makes him the most popular god within Aranarth
Lindale

Back

### Relatives

Mother: Aster, Father: Aran, Sister: Namba, Uncles: Gaelathe, Abelas, Cousin: Kor

## Physical description

### **Alignment: Neutral Good**

Born from the union of Aran and Aster, along with her sister Namba, Lindale is the Goddess of Art, Music, and Beauty. Lindale believes that everything possesses beauty in one form or another and that mortals should try to replicate that in their art. She encourages her followers to try to bring out the beauty in all things and thus to avoid destroying things preferring for her followers to try and refine them. Lindale only condones the destruction of something if it poses to harm others and only if all measures are taken beforehand are taken to try and stop it. Lindale also encourages her followers to protect art regardless of it's message, seeing it as a personification of beauty and feeling.

Lindale's holy symbol is a treble clef.
Dwarves

Back

**Contact your DM before using this race**

After the Great Collapse the only Dwarves left were those that were apart of King Onyxmane's golem army. Those golems that were left inert under the city of Deepcastle were awoken by the Elves only to realize their kin were gone. They are the last of the Dwarves and they will hold the Drow for eternity.

The Dwarves are relatively small in number, but immortal. Most Dwarves inhabit their last city of Deepcastle and defend against the Drow and Duergar. Some Dwarves however chose to leave for a number of reasons.

Racial Traits

Dwarves gain a +6 to strength, -4 to dexterity, and -2 to charisma

Starting Languages: Dwarven, Common

Dwarves don't posses a constitution score, and are not subject to fortitude saves. However, because of this Dwarves don't gain a bonus to hit points due to constitution, but are immune to nonlethal damage.

Dwarves do not eat, breathe, or sleep.

Dwarves are immune to poison, fatigue, stunning, and pain effects.

Dwarves gain 5 bonus hit points at the first level

Any Dwarf at 0 hit points or lower is rendered inert until repaired.

Dwarves are large size.

Dwarves cannot wear armor.

Dwarves cannot use magic as the runes of containment on its body interfere with its ability to draw on magic energy.

Dwarves are immune to heal, inflict, and sleep spells.

Dwarves have a base speed of 20 ft. but it is not affected by encumbrance

Dwarves have a base toughness equal to 7 + their character level

Dwarves take a -10 armor check penalty

Dwarves possess darkvision with a range of 60 ft.

Dwarves have a slam attack equal to large size monk unarmed damage.

Dwarves don't start out with any equipment.
Kor

Back

### Relatives

Father: Abelas, Mother: Cerionis, Uncles: Gaelathe, Aran, Cousins: Lindale, Namba

## Physical description

### **Alignment: Chaotic Evil**

Kor is the son of Abelas and and the Mer Cerionis. Kor lived with his mother and father amoung the Mer unknowing of his father's true nature for sixteen years. One day his father left, and that night Gaelathe slew his mother and attempted to kill him. As Gaelathe's blade slid into Kor's back he fell over seemingly dead, but alive, seeing his mother's killer. Kor awoke bleeding to see his father clutching his mother's body as he told his father of his mother's killer rage swelled up inside him turning his skin deathly pale and forming wounds upon his body, becoming more demonic in shape. It was then Kor realized his true nature, that of a God. Together he and his father vowed vengeance upon Gaelathe and to destroy his vision. Together they wreaked unimaginable destruction, as this proceeded Kor became more unhinged until he was entirely consumed by his rage. Eventually they were joined by demons and dragons on their campaign. The Celestials organized a defense and this initiated the First War. This war raged until Aran and they Fey forged an uneasy peace that lasts until this day.

Today, Kor stews in his rage among the Demons of Hell, keeping a sword in his back to remember Gaelathe's betrayal, waiting like a frothing wolf on a chain for his chance at revenge. Kor expects his followers to always claim revenge against those that have done wrong to them and to suffer no insult. Kor doesn't care to represent himself with an unholy symbol.
Varash

Back

Varash is the subterranean "kingdom" of the Drow and Duergar, collectively referred to as the darkened peoples. Made in accordance with Lilante's faith, Varash is absent of any official law, allowing any person to come into power and enforce their own laws. In Varash all people are equal and free to do whatever they wish, but that also includes the freedom to create law or take away freedom (slavery). Usually whomever is in charge of an area, typically whomever has the most power (troops, magic, etc.), creates the laws for that area. The structure of Varash is fluid and often results in many changes in government, individuals often come in and out of power quickly. Because of this Varash uses many different currency systems and dialects of undercommon.

Despite the lack of consistency in government, this society seems to favor drowish females as leaders, who often have the most resources. This may be traced back to the fact that Lilante is feminine of nature or may stem back to the initial creation of the "country". Regardless, there is a stigma (mostly from Drow) against leaders who are not Drow females.

There isn't an official religion of Varash though one may be imposed by a leader of an area, however it's inhabitants favor those of a demonic nature due to their pursuit of power and earthly pleasure, making celestial religions much less common.
Huine

Back

### **Alignment: Neutral**

Born when the waves first met the land, Huine is the inadvertent daughter of Taure and Shae. When born Huine was not seen by her parents and was left on the shore. She grew up on her own her shyness causing her to hide from most threats, including the First War. The gods didn't even know of her existence until Lindale read of her existance in the archives of Parma. She has since coaxed Huine out of hiding, gaining her a following with the mortals of Rhel.

Huine advises her followers to never reveal themselves fully whether it is physically, emotionally, or mentally, saying, "***There is power in things that others do not know of, including one's self"***. Because of this she also has a substantial following among criminals and other shadowy types. Huine chooses not to represent her faith with a symbol.
Barren Elves

Back

Inhabitants of the desert wasteland known as the Barrens, Barren Elves have adapted to their environment of the last 300 years due to their bond to the land.

The Barren Elves live on moving cities pulled by large tusked creatures called Lethean which were initially summoned to serve their purposes. These moving cities almost constantly move between water sources, but also make stops in certain areas to trade supplies.

This life on the move motivates these Barren Elves to often become traders, mercenaries, and adventurers.

Traits

+2 Dexterity, +2 Constitution, -2 Wisdom

Starting Languages: Elven and Common

Base Speed: 30 ft.

Desert Runner: Receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments.

Elemental Resistance: Gain elemental resistance 5 to fire

Fleet-Footed: Receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Dagora

Back

### **Alignment: Chaotic Neutral**

Dagora was one of the celestial's greatest warriors created from the Zeal of the Mer and fought against the demons in the First War. Though as he fought Dagora began to
relish in the blood and adrenaline of the battlefield. Consumed by his lust for battle Dagora suddenly turned against both the celestials and demons fighting countless hordes of both before creating what seemed to be an endless graveyard from all of those that he killed. For this he was excommunicated from the celestials, and was actually offered a place amoung the demons. This he refused, being neither good or evil Dagora became something inbetween, now appearing as a being of metal with flaming wings only living for the thrill of the fight.

Dagora insists that his worshipers be strong, honor themselves in the field of battle, be courageous in the face of danger, and to die fighting. Dagora represents himself with a sword.
Aster

Back

Created by the honesty of the Mer, Aster encourages her followers to be completely truthful, keep their word, and to pursue the truth. She does understand that the situation does not always allow this and prefers omission to lying. She believes that the truth should be available to everyone and thus encourages her followers to spread their findings.

Aster is not angered if something that is spread by her followers is not the truth, only if they believed it to be the truth at the time and are sure to correct their error.

This philosophy often leads her followers to be scholars and adventurers for these lifestyles allow them to find the truth, wherever it may be hidden.

Aster's holy symbol is a key reflecting her belief that ***the truth will set you free***
Angelkin

Back

Angelkin are humans that posses a celestial blessing from birth. Though Angelkin are predisposed to be good, they can be of any moral disposition.

**Contact your DM before using this race**

Traits

Aasimar Statistics

Angelkin can select a variant heritage if they so choose.

Angelkin can also select one variant ability off of the Variant Aasimar Abilities table to replace their spell-like ability. (Ignoring #100)

Angelkin can select one variant feature from the table Alternative Physical Features. (Ignoring #99 and #100)

Angelkin can also take any of the alternate racial traits listed on the Aasimar page (note traits like Heavenborn will not allow your character to be born in heaven, but you can still keep their benefits.)
Order of Death

Back

The Order of Death was founded by Leo, The Golden Knight, in the Age of Prophesies tasked with keeping balance between life and death, and striking down the undead. These Paladins of Death are more colloquially known as "Death Knights"

The way these "Death Knights" determine the "balance" is largely a mystery to those outside of their order as those in the order are sworn to secrecy on its methods. The Death Knights have been known to kill people for unknown reasons and rarely even "purge" entire areas. On the other hand Death Knights also perform great acts of compassion, providing medical aid, and other services, but also deny people for unknown reasons.

The training and abilities of Death Knights are largely unknown given the order's secrecy. Similarly, the methods of joining are also well kept secrets.
Skill Level up

Player can increase effect of active skill by Level up skill with simple step like this.

Click on Stony that you want to level up skill. And click on Skill+

And then system will Show detail about skill after level up and gold you have to use.
When ready click ok.

System will tell you Skill levelup success. Skill can level up max at 10.
The Age of Creation

Back

The Age of Creation begins with Iluov's creation of Rhel. Shortly after they create Gaelathe and Abelas, the first Celestials, to watch over their creation. Then, Gaelathe creates the Mer, the first mortal race, and helps them create their society, but is stopped from taking rule by Abelas who claimed that they should rule themselves. To relieve Gaelathe's concerns Abelas creates the first metallic dragons to protect the Mer. During this time many Celestials were born from the virtues of the Mer, but the Mer also developed sin. Meanwhile, as the planet developed the Fey took form, exemplifying the natural aspects of Rhel. All was well until Abelas became smitten with a Mer woman named Cerionis and courted her in mortal form, marrying her and eventually having a son named Kor. Gaelathe saw this and thought that the sin of the Mer would corrupt his brother and set plans in motion to stop this. First, Gaelathe created the Demons who showed the sins of mortals and sent Abelas to fight them hoping that the experience would persuade Abelas to his way of thinking, but when the enemy was quiet he would see Abelas watching over his family. In response to this Gaelathe took extreme action, slaying Cerionis and Kor while Abelas is away. Abelas sensing their deaths abandoned the field and came upon the sight of his dead wife and child. As Abelas cradled the dead Cerionis, Kor rose from the floor his form twisting into one of blood and rage as he told his father of what happened. As Abelas sat there mourning, his body began to show demonic influences until he was only a tragic reminder of who he once was.

Meanwhile the Demons moved upon Rhel and the Celestials braced for their coming. It was almost as if the world stood still, until Kor and Abelas began their wave of destruction upon Rhel, destroying everything the celestials had made. Seeing this the demons began their assault as the celestials tried to defend the Mer. The Demons noticed his savagery and joined their former enemy, Abelas, eventually naming him their king, beginning the First War. Some dragons also joined the demons campaign becoming the first chromatic dragons. The fighting raged for centuries until Aran was thrust into being and set upon bringing order to the chaos. To do this Aran consulted Urem, the first of the Fey, to rally his brothers and sisters against this war as it would surely destroy Rhel. To that Urem delivered gathering the Fey to protect their home and create peace. Together Aran and the Fey intervened brokering an uneasy peace between the two parties. Afterwords Halisstrad appeared ushering in the Age of Prophesies.
Eiul

Back

Eiul was once a Mer. This was until he was found by Gaelathe, who tortured him to insanity to create the first demon. For a time Eiul and his kin warred against Abelas, until the first war where they joined Abelas and Kor.

Eiul and his followers believe that pain is the purest and most intense feeling one can experience and life should be spent in it's pursuit. Devotion to Eiul can be shown through various sadistic scars.
Orcs

Back

When the elves took to their cities the followers of Dura took to the wilds, becoming the Orcs.

The Orcs are nomads that travel across the wilderness of Verun, they usually avoid townships and cities due to their mission to live as a part of nature. Orcish tribes usually have multiple leaders that are collectively referred to as The Elders. There are usually three main elders in an orcish tribe, these being:

* The Shaman- The Shaman deals with matters of nature and magic and apprentices those with magical talent. Shamans are also the primary spiritual leader of the tribe.
* The Chief- The Chief deals with the matters of justice and law in the tribe. The Chief also usually dictates matters of trade and diplomacy.
* The War Chief- The War Chief manages the tribe's hunters and warriors. The War Chief's main objective is the defense of the tribe, he also manages the tribe's scouts which makes them largely responsible for first contact with other peoples. The War Chief also has a hand in keeping the tribe fed due to their management of the hunters.

Orcs have green skin that ranges from sage to forest green. Their eyes are usually green, hazel, or brown and are rarely black. Orcs usually have hair that ranges from brown to black, though occasional abnormalities have been known to exist. Orcs possess a sizable bulk putting their height from 7-8 ft. tall and putting their weight at 300-500 lbs.. Orcs also possess tusks which are often seen as a symbol for their robustness.

Feral orcs have been known to be larger in size and possess larger tusks, but often lack mental capacity.

Orcs have been known to leave their tribes for various reasons in favor of cities and countries, but his often comes with shunning from their tribe.

Racial Traits

+2 to Strength, +2 to Wisdom, -2 to Charisma

Starting Languages: Orcish, Common

Base Speed: 30 ft.

Bonus Feat: Skill Focus (Survival)

Natural Weapon- Bite: 1d6 +STR mod

Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.

Ferocity: Orcs can stay conscious and continue fighting below zero hit points. They are staggered in this state and lose one hit point per round.
Lilante

Back

### **Alignment: Neutral Evil**

Lilante is said to have been the first spider growing more powerful as she bit Ghi, tasting his blood. From this she became one of the fey, but differed in nature being crueler and more predatory. She lived like this until she witnessed the demonic tide in the First War, she joined the demons on their rampage earning a place among them.

Ever since Lilante has become even more evil, only leaving her followers with one maxim: **Never be prey**. Lilante's unholy symbol is that of a spider.

The Spider Queen created the first Drow by taking the light from the souls of her first elven followers gifting them strange magics in return. These new dark elves were shunned underground by their former brothers for their corruption creating enmity that has lasted ever since. For their extreme devotion Lilante has bestowed another gift upon some Drow, the lower half of a spider, creating the Drider. This is seen as the apex of drowish society as they are gaining the closest resemblance to their dark lady.

Some Dwarves join the Drow having the light sapped from their souls in an unholy ritual, creating the Duergar.
Vytih

Back

### **Alignment: Neutral**

When the plants first withered and the animals died Vytih was spawned into being. Vytih isn't malicious he simply waits for the world to die. Vytih believes that death is part of the natural cycle and that all things eventually die and decay, because of this Vytih abhors undead and commands his followers to dispose of them. Followers of Vytih believe in burial of bodies after death rather than the rights that the followers of Nuis practice, believing that it allows them to return to Rhel and decay as they were meant to.

Vytihite burials usually consist of the burial of the nude body and are relatively short with few words. Followers of Vytih say this is because death is simply the next step in the cycle and shouldn't be drummed up to more than it is. The sights of these burials aren't even labeled. These burials are rare and seen as strange, given Vytih's relatively small following. Vytih doesn't care to use a symbol, seeing it as pointless.
ATR

**Class:**Cross

**Overall rank:**4

**Car model:**Baja

**Parametres:**

**Level: \*\***

**Unlock in Beetle Challenge:**Available to buy in the beginning

**Price:**1100

Championship 2

Moon track cheat mode (no select car menu, automatically redirecting to the game)

**CPU:**

Quick Race Cross (2x)

Championship 1

Championship 2

Championship 3 Cross race 2

Cross Rookie

Cross Semi-Pro

Speed Professional

**Multiplayer:**

Playable

**CPU Racers:**

Loky (Championship 1)

Emmanuel (Championship 2)

Yoko (Championship 3)

**Demo Version:**

CPU opponent
Sanhil Obres

Born and raised in the middle of a forest Sanhil Obresh was very happy with his life. Omatoris Obresh a skilled warrior and Sanhil's father, attempted to teach him to be a warrior . During Sanhil's training his dad taught him to live of the land and gave him his first animal companions, who are his only friends , To'rah his owl that the boy used to hunt small prey, and his fox Ni'ala which was used to track his prey. However his parents  soon found the boy had no talent as a hunter and so his training as a hunter stopped. But soon after ,his mother who was a Druid showed him magic and gave him his focus an intricately carved ring. He instantly connected and spent countless hours studying the what world was like outside of his forest , and the different types of magics. However one day a gang of 10 Orc's past through the forest of which he lived in. His father who was a very skilled hunter managed to kill five and his mother killed three before they both were murdered. Sanhil,scared for his life used the spells his mother taught him managed to kill the remaining two Orcs. When went to his mother  and father and saw they were both dead he mourned for a brief minute before hearing more orcs. Quickly he gathered what he could and ran off. Now frightened he must leave his home for the first time to face the harshness of the world with only two gold pieces, his two animal companions Ni'ala, no social skills,  the ring his mother gave him, and his fathers armor and sickle.

## Sanhil Obresh

### Relatives

Mother:Jorona Obresh (KIA)Father: Omatoris Obresh (KIA)
Dural

Back

### **Alignment: Lawful Good**

Being created by the honor of the Mer, Dural is the God of Honor, Loyalty, and Valor. Dural believes that beings should conduct themselves in an honorable manner, always keep their word, follow the law, defend the weak, and strive to do good. To Dural ***your word is your life and you must never break it***, because of this Dural cautions his followers to not give it lightly.

Dural's holy symbol is a shield bearing an eye to symbolize the vigilance and protective nature of his faith.

Many followers of Dural are knights, paladins, and guards. Paladins of Dural make an oath to him swearing to protect the weak, follow the law, keep their word, protect the honor of themselves and those they call friend, and to always strive to do good.
Hannah Adams (1618-1702)

Nickname(s)
 Birth Place
 Death Place
 Burial
2. Thomas Adams (1612-1688)
3. Jonathan Adams (1614-1690)
4. Samuel Adams (1617-1689)
5. Ursula Adams (1619-1679)
6. Peter Adams (1622-1690)
7. John Adams (1622-1706)
8. Mary Adams (1625-1711)
9. Joseph Adams (1626-1694)
 Spouse(s)
 Children
2. Hannah Niles (1637-?) (step)
3. John Niles (1639-?) (step)
4. Joseph Niles (1640-?) (step)
5. Hannah Ames (1641-1690)
6. Nathaniel Niles (1642-1727) (step)
7. Rebecca Ames (1642-?)
8. Moses Niles (1643-?) (step)
9. Samuel Niles (1644-?) (step)
10. Lydia Ames (1645-?)
11. Increase Niles (1646-1693) (step)
12. John Ames (1647-?)
13. Sarah Ames (1650-?)
14. Benjamin Niles (1651-?) (step)
15. Deliverance Ames (1653-?)
 Note(s)
Edith Rosamund Squire (1587-1673)

Nickname(s)
 Birth Place
 Death Date
 Death Place
 Burial
 Children
2. Thomas Adams (1612-1688)
3. Jonathan Adams (1614-1690)
4. Samuel Adams (1617-1689)
5. Hannah Adams (1618-1702)
6. Ursula Adams (1619-1679)
7. Peter Adams (1622-1706)
8. John Adams (1622-1706)
9. Mary Adams (1625-1711)
10. Joseph Adams (1626-1694)
 Note(s)
The Age of Prophecies

Back

After the First War, what the Mer once had was completely destroyed and scattered to the winds. The remnants of the Mer rallied behind 8 oracles to find their way.

* The Golden Knight, Leo

Leo attracted the largest following. His prophesy leading him to the golden fields of what is now Goldbridge establishing the nation of Aranarth, settling the city of Malthen. Aranarth eventually became the largest nation upon the continent of Verun. These Mer eventually became what are known today as humans.

* The Laborer, Udmael

Udmael and Tyr's prophesies led them north, but instead of living in the tundra like those under Tyr, those under Udmael went to the mountains. In the beginning it was a hard life and many died to the extreme cold, Urem took pity upon these mortals infusing their souls with stone, giving them the strength and determination to survive. These Mer became dwarves settling the first dwarven citadel Deepcastle.

* The Lady of the Forest, Elyon

Elyon and Dura's prophesies told them to live in-tune with nature. For that these groups went to the forests of Verun, but when Elyon began to settle Dura and her followers took off claiming that Elyon didn't understand what was meant for them. Elyon and her followers created the forest nation of Uralas living amongst the trees in highly magical cities. They settled the city of Vhenas, eventually becoming the Elves.

* The Huntress, Amaka

The Huntress Amaka took her followers across the western seas.

* The Shaman, Dura

Elyon and Dura's prophesies told them to live in-tune with nature. For that these groups went to the forests of Verun, but when Elyon began to settle Dura and her followers took off claiming that Elyon didn't understand what was meant for them. To this day Dura's followers travel the wilderness as the nomadic Orcs.

* The Philosopher, Masaru

Masaru, the philosopher, took his followers across the eastern seas.

* The Mountain Man, Tyr

Udmael and Tyr's prophesies led them north, Tyr settled under the mountains in the tundra. These Mer split off into various clans becoming the nomadic men of the north.

* The Wizard, Rumlar

The followers of Rumlar mysteriously vanished soon after the first war leaving no evidence of their passing.
Order of the Ward

Back

 Founded by the Golden Knight, Leo, in the Age of Prophesies the Order of the Ward was tasked to protect magic users and watch for abuses of magic.

Warders are trained in magic negation, have an innate resistance to magic, can detect and track magic, and possess a sense of the location of the mage that they are tasked with.
Taure

Back

### **Alignment: Neutral**

When the trees and grass first grew upon Rhel, so did Taure. Taure calls himself brother of all things natural rather than their leader and when called upon to make decisions does so as a representative. He is said to often roam the lands of Rhel hidden from mortal eyes visiting his many siblings.

Taure does not resent mortals and in fact actively encourages their following, but not of him. Taure is the father of the druidic arts and points those who wish to follow him to those instead. The druidic practices, or the the Green Faith encourages not the worship of nature, or of Taure, but rather for it's followers to live harmoniously with nature, to treat the plants and animals with respect as you would a mortal. Though to his duress many worship him or nature in general rather than follow these tenets.

The symbol for the Green Faith is a leaf.
New Humans Wikia

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Theresa Ellen Beasaw (1863-1937)

Nickname(s)
 Birth Date
 Birth Place
 Death Date
 Death Place
 Burial
 Father
 Children
2. Mary Marie Walton (1892-1977)
3. Anastina Walton (1894-1978)
4. Margaret Theresa Walton (1895-1978)
5. John Edmund Walton (1898-1970)
6. Philip Walton (1899-1981)
7. Angeline Elizabeth Walton (1901-1991)
8. Luessia Ramona Walton (1902-1994)
9. Agatha Josephine Walton (1904-1990)
10. Clarice Cecelia Walton (1905-1984)
11. Andrew Augustus Walton (1908-1963)
 Note(s)