recursal/Fanatic-Fandom huggingface dataset:
Chapter 3-0 Prelude

## Lentis

Yillia and Lentis arrive in Chikyu through the portals. They visit the head of the Kikono, Kyokku Nadare. She welcomes Yillia as her daughter and lets Yillia finish her task with Lentis.

The next day Lentis brings Yillia to his old home and they uncover his sword in the basement. It suspiciously sucks him into it leaving Yillia stunned. She takes both of the swords, which house sprites, back to Kyokku.

### Times

* January 29th, 335
* January 30th, 335

### Characters

* Yillia
* Lentis Haete
* Kyokku Nadare

## Kyokku

Excerpt

Kyokku engages with Zade as he comes back with news of taking control of the Eritomoru and they decide what they must do from here-on-out.

### Characters

* Kyokku Nadare
* Zade Asphian
* Yillia Bentine
Prelude 0-2

Elenai

It has been three days since the duo fleed Halveloy. Jake reveals he knows her name despite her never telling it, and they speak about the dream Jake had about Elenai as a child. She says she doesn't remember it and stops their conversation inexplicably.

Traveling through the forest, they reach a steep incline. It is tough to traverse downward. Then, they are attacked by a silent woman. As the fight goes on, she reveals herself to be Alcia; Elenai's half-sister. Elenai doesn't know who she is and doesn't believe her. Alcia continues to rant about the pain caused by Zade loving Elenai more than he ever did her. After Alcia bests Elenai, she convinces Jake to join her and abandon Elenai.

Elwood enters the scene and reveals to Jake that he is heralding Typhallos. He will die when Typhallos resurrects using his body as a vessel. This revelation traumatizes Jake. He isn't swayed to Elwood's side, though, as the Aera then attempts to kill him for Typhallos's power. Before he succeeds, Kenlow makes his first appearance and battles Elwood which ultimately saves Jake.

The man reveals his identity to Jake and Elenai and tells Jake he is Typhallos's brother. He had to intervene to save their lives from the meddling evil that is Elwood. Jake confronts him about the truth of Typhallos, and Kenlow tells him the only way to survive the heralding is to strengthen Typhallos enough so he can resurrect on his own. Thus he begins to train Jake as his disciple. He also prepares a healthy, albeit disgusting, meal.

### Characters

* Elenai Cherra
* Jake Flynn
* Elwood
* Kenlow
* Alcia Cherra
Null Field Generator

Military units discover an ancient Imperial Null Field Generator, moments before the device self-destructed.

## Usage

### Uses

Negating spells or magical influence cast within Imperial bodies
General magic attack resilience

Null Field Generators are an ancient Imperial asset used within their units for resisting, negating, and dispersing Celestial Energy and Magic.

## Workings

The workings of Null Field Generators are mostly unknown to non-Imperials, as no complete blueprint of the devices in any of their forms have made it into the possession of other powers. The devices automatically disintegrate some key components if their user is killed or the device is tampered with, preventing any recovery of the strange machinery. Larger variants can violently self-destruct, vaporizing any pieces of it. However, the devices commonly mounted within Imperial exosuits appear to harness the innate Weave connection of the organic wearers, and channel it into an energy field contained within the suit and all its components, which disperses any other magical energies that try to enter it, effectively functioning as anti-magic. Larger variants, mounted within Sentinels, tanks, and starships, are able to harness the ambient Weave in the space the device occupies, but this requires the device to be too large to be practically implanted within human-sized exosuits. Additionally, it is known that sufficiently powerful magic attacks can pierce the null fields created by the devices.
Chapter 3-1

Minori / Gamma

Excerpt

First excerpt of five.

Minori and Andrea sail to an unknown island covered in snow in the north. There, they find Gamma. They help them flee the area with the news of the Kikono's hunt for Sprites. They go through the last portal left in the portal hub and Andrea betrays Minori, destroying it so he is on the same side as Gamma and Minori in the hub.

### Times

* February 9th, 335 - meet Gamma
* February 15th, 335 - Portal Betrayal

### Characters

* Minori Hasuke
* Andrea Adias
* Eito Raitonin
* Ryuto Sadao
* Karisu Taragaide
Chapter 3-11

## Minori

The last we saw Minori he had failed to retrieve the Delta Sprite in Soyaze and was rendered blind in his left eye. We now see him approaching Chikyu's mountains after weeks of travel leaving him exhausted and barely operational. An airship from a town on the ground brings him to the great city atop the mountain range, and when he is given dirty looks the entire time. The always-suspicious man takes note and hides his identity with a cloak for his trip to the Palace.

A council member runs into him in the Palace and calls him a coward. He speaks about the death of Kasuke and feels Minori's feels responsible for it. It was his duty to protect the young Emperor but he was absent when he was captured. The council member also tells him of the public execution of Kasuke by the Eritomoru.

Minori is disheartened when told about Kasuke's funeral but he quickly goes to see Guan Yu. He struggles to confront the Emperor after all this time and after the funeral ends he finally builds up the courage to share the troubling news. He briefs Guan Yu about the Kikono manipulating the Eritomoru, The Launch Project run by Zade, and their goal to resurrect the Alpha Sprite. The wistful Emperor promises to look into it but tells Minori he must banish him from the City for his failure to protect his son. He carries a lot of sadness saying this, but they both know it has to be done. So, Minori departs from Chikyu to find Takeshi and Lambda as the final sprite he may be able to locate.

#### March 26th

(A side story during this journey brought back Narmaya and introduced Thorne, no plot relevance)

Minori gets off a train that had brought him across Kaentos and to Kanissa so he may set sail to Shioland. The sailors there inform him about the island falling into the sea and Minori understands. After a bit of investigating, Minori finds out the President will soon take up residence in Novrgandt. So he boards a ferry.

#### April 1st

Minori's ferry reaches the island but he watches as Shio's military convoy forces it to turn around. Not accepting this outcome, Minori dives into the water and swims to the island unseen. He reaches the palace and is greeted by Jarl Vagan who tell him Mizu is currently asleep and invites him to dinner. Minori extrapolates the Jarl aims to poison him and he outsmarts him. His Kagami eye painfully activates for the first time and leads him into the dungeons to where he finds Mizu slowly dying. He helps the weary president in an escape.

###  Times

* March 21st, 335
* March 25th, 335
* April 1st, 335

### Characters

* Minori Hasuke
* Guan Yu
* Councilmaster Fu (Prominent Council member)
* Narmaya
* Thorne
* Mizu Hidora
* Jarl Vagan

## Trivia

* Minori was quick to decipher that the Eritomoru are puppets for the Kikono.
* Minori's old title was "The Armed Hand of the Emperor" which refers to the main bodyguard of the Emperor.
* When the Sailors tell Minori of the Island of Shioland falling into the sea, he immediately connects the dots that the Eritomoru had done so as well. He asks if any tragedy has recently befall Kaentos but the Sailors say no.
Painty

## Entries

MC 1: https://youtu.be/Q7-QgLLuqcQ

MC 2: https://youtu.be/rikefBhwoTg

MC 3: https://youtu.be/uOEIg5iBWoc

MC 4: https://www.deviantart.com/kezern/art/My-Camp-4-Magent-Vore-768212874

MC 5: https://www.deviantart.com/kezern/art/My-Camp-5-Monkey-Cake-768213235

MC 6: https://youtu.be/VgJ3VaS9lJI

MC 7: https://youtu.be/rcnRsRiWMaY
Cardboard Skype

## Appearance

Cardboard Skype is a square piece of cardboard with a Skype Call interface painted on.

## Overview/Description

Cardboard Skype is a character who competed in My Gamp.

He also competed in another camp what so called hThe Race Of Children (TROC).

## Personality

Cardboard Skype is said to be somewhat grumpy and usually behaves ironically. But other then that, he's an okay guy to be around!

## Entries

He appeared in another camp season called TROC which was season 4 (TROC 4).

## Trivia

* He is a character who appeared in season 4 (TROC 4).
Chapter 2-5

Minori

Yosiron joins Alcia and Minori on their mission to scout the lands around The Launch. They do not end up fighting anything of interest except for a large Terraturtle.

When they arrive back in the village, Minori talks with Rin about Alcia. They talk about how she has gotten to where she is now and Rin reluctantly agrees to let her be. Minori confides in her by bringing up Kasuke disappearing.

Alcia overhears this, already knowing Kasuke is missing, and enters the room scolding Minori for being a hypocrite by telling her not to say things and doing it himself. Rin quickly leaves as she and Alcia nearly fight, threatening each other. They both come to an understanding that they don't know anything about each other but that doesn't extinguish their hatred toward each other. Minori attempts to comfort Alcia, but she is to upset to care. They overhear Daichi outside comforting Rin. Alcia leaves and has Minori left alone.

Later in the day everyone had returned. They hold a group discussion about the Eritomoru. The most important part of the discussion is the capture of Lentis. They fended off the Eritomoru and even better, had taken a hostage of one of those they ran into. Even though they did not find the portal, this hostage might be able to help them find it.

### Characters

* Minori Hasuke
* Alcia Asphian
* Yosiron Reno
* Rin Moyasu
* Daichi Akamine

## Trivia

* The group finds themselves on the back of a Terraturtle, a large turtle that sleeps on the land for so long that forests or other landscapes settle on its back.
Paehgand

Paeghand (8 Legislative Lords)

Despite the attempts to throw off the aristocratic rules of their homelands, the most cosmopolitan and civilized dominion has fallen into the same patterns as aristocracies. It was originally founded by the creation of a pact amongst living exiles from Augsdale, half elves from New Asari, exiled Druids from Gesankholm, civil Orcs from other areas, and others. Given the disparate nature of all the communities, and their desire to live in peace, they formed the Compact: a legal contract that granted all communities semi-independance except for limited number of rules all agreed to by all. This allowed peace and development, and the creation of an incredibly diverse, and interbred community of wealthy families; an agrarian and political aristocracy. Buildings and cities themselves tend to be old, well built and humble, with the exception of Compact Island which is overflowing with opulence, different architectural styles, and a vibrant and diverse court.

The 8 Lords are elected every 4 years, and both men and women are eligible, but only landowners are

eligible to vote, and then vote as a family with the eldest person deciding where the votes go, and everyone over 18 that is in the family that lives on that land counting. As such elections are always decided by the wealthy few and their families. Almost no one lacking in status and wealth gets elected. Once someone has served as a legislative Lord at a junior level, they need to be a Lord Governor for at least one term before being re-elected to Legislative Lord, at which point they usually attempt to become Lord Protector.

Features: Agrarian, Cosmopolitan, Aristocratic, Elitist

Geography and Ecology

Resources and Economy

History

Prominent Places and People
Banana

(Banana's MC signup picture.)

 Overview/Description

Banana is one of the 24 contestants in MC. She is a very outgoing, clumsy, naive, but smart individual nonetheless. Banana, although she may be foolish, always gets her way, and goes through whatever challenges possible to get that way. Even if she is cute, do not let it fool you, for Banana is cunning, and if she needs to, will go through any matters possible to do what she needs to.

## Entries

* MC Challenge 5
* MC Challenge 6
* MC Challenge 7
* MC Challenge 8 (https://www.youtube.com/watch?v=cSbUmIlUZtk&feature=youtu.be)
* Mc Challenge 9

## Trivia

* Banana is a characer/persona created and run by cocovanilla.
* Banana has approximately 240 brothers and sisters.
* She is one of the four remaining contestants in My Camp 1.
* Banana is chaotic good.
* She is one of the 3 debut characters of MC 1, along with BORB and EDGEIAWJ.
* Although her badly drawn shape was not intentional in the beginning, the shape has become apart of her character, and will not change.
Gunben

* Current (YAG)
* Debut

 Personality

Gunben is a kinky little shit who, as you could probably tell by the name, owns a simple pistol of sorts. He's a very angry contestant and hasd shown his passion for drawing

...Poker Chip/Gunben vore

## Unique Abilities

Gunben is seemingly a god, being able to move how he pleases and warp reality or himself to his need.

## Weaknesses

So far, the only known way to conceal him is to uhhhh fucking vore him.

## Trivia

* He is a character who also appeared in an object show called Yet Another Gameshow.
* HE IS FAT
Zur-Kythos

Zur-Kythos - Pain (dndbeyond), Scorn(CSM), Hunter (CSM)

Symbol: Razor and Chain over black

Names:  King of Pain, Prince of Envy, Dark Twin,

Tennants: Your will is all that matters, and there are no binding moral rules; cut away that which hampers and burdens you;

Rules: be willing to experience any pain or pleasure, as this will strengthen you; never cease doing something because you are unwilling to inflict pain on something; Cause at least 1 scream of pain a night;  never put off revenge if you can get away with it; never forget a slight; do not kill quickly when you can kill slowely; never back down from an opportunity to be tortured by another one of the faithful, unless it will lead to your death;

Alignment: LE

Home: Palace of Pain in the Dark Reaches of the Astral Plane

Domains: Pain, Scorn, Hunter

Portfolio:  Envy, Torture, Pain

Worshipers: Torturers, Slaves, Those who feel wronged without reason, sadists and masochists;

Holy Book: Manual of Screams

Weapon: Spiked Chain
The Planes of Existence

All the World, the Vidgart, the Airth and the Underdark all connect to the planes of existence via portals and areas where the walls are thin between worlds. As well, deep explorers into these realms contact not only being of immense power but also the gods themselves.

Planar travellers describe the cosmos as a sphere (the world) with two overlapping spheres (the shadowfell and the feywild) inside a Cylindrical prism, with the horizontal sides being the elemental planes, and the top being the positive material plane, and the bottom being the negative material plane. All of the sides influence each other, so that the places in the elemental plane of fire closest to earth, slow with molten hot magma, whereas the areas of the elemental planes closest to the positive material plane resemble a genuine heaven, with floating palaces and pegasi. The Four planes include: the elemental plane of fire, the elemental plane of water, the elemental plane of earth, and the elemental plane of air.

Nearest the Material realm are the ethereal and the astral planes. Technically a plane, the Ethereal realm is much more a space between - filled with fog, that mirrors the exact structure of the material plane, it is filled with strange beings, and trapped souls, but is a physical realm.

The Astral plane is a conceptual reality, a place that is filled with thoughts and ideas given form from concepts such as beauty or logic, to concepts like hatred and pain.

The other two planes rest nearby the prime material plane, as pockets connected to each other but lacking a clear geography that mirrors the material plane. They are not always accessible, except via powerful gates, magick, or the whims of those who control those planes. The feywild, home to magical life run amok is fought over by the elven dieties Thalasian and the Weave Queen. Its mirror, the shadowfell is a realm of darkness, like pustules on the back of existence, the most evil beings form their own pocket of evil that acts as a quarentine and a prison. Only the purest soul can escape, and few can remain pure in the shadowfell.
Contestants

## Season 1

Contestants that appeared in the first season of My Camp.

* Eggplant
* Quarter
* Mr. Pizza
* Pizza Cutter
* Cardboard Skype
* Plastic Star
* T
* Painty
* Vortex
* Fruit Flavored Donut
* Autumn Token
* PK Fire
* Calzone
* Plugy
* Liquid Paper
* Water Bottle
* Treble
* Gunben
* Brownie
* Blue Barrel
* Lapis Lazuli Gem
* Banana
* Bottle of Root Beer
* Epic's Green Dyed Eyebrow in a Water Jar
Tieflings

* + **Ability Score Increase**. Your Intelligence score increases by 1, and your choice of Charisma or Dexterity score increases by 2.
	+ **Age**. Tieflings mature at the same rate as humans but live a few years longer.
	+ **Alignment**. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
	+ **Size**. Tieflings are about the same size and build as their parental race. Your size is Medium.
	+ **Speed**. Your base walking speed is 30 feet.
	+ **Darkvision**. Thanks to your infernal heritage, 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.
	+ **Hellish Resistance**. You have resistance to fire damage.
	+ **Infernal Legacy**. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
	+ **Languages**. You can speak, read, and write Common, their parental race and Infernal.

#### **Variants**

As fiends are many and varied, so too are tieflings. You may, if you wish, choose one of the following traits in place of Infernal Legacy.

* + **Devil's Tongue**. You know the vicious mockery cantrip. Once you reach 3rd level, you can cast the charm person spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the enthrall spell once per day. Charisma is your spellcasting ability for these spells.
	+ **Hellfire**. You may replace your *hellish rebuke* ability with burning hands. This alters, but does not replace, Infernal Legcy
	+ **Winged**. You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet.

* All tieflings have 1 demonic looking trait, but never all of them. It could be a tail that seems to have a mind of its own, pitch black skin, glowing eyes, horns, talons rather than fingers, but often can find ways of hiding this.
* However all tieflings, are detected by spells such as detect good and evil, their spells are effected by spells and effects like protection from good and evil, unless they align with a Good divinity;
* The character, despite not having any alignment restriction IS considered a fiend and an outsider and a human for the purpose of spell effects.
Community

Divine domain for a lawful good cleric: Clerics of community are firm believers in law and order, but they temper that belief with a strong sense of justice. Understanding that laws are made to protect groups of people, such clerics value the spirit of the law over the letter. As living symbols of justice, clerics of community strive to protect the communities they serve from all threats, both from without and within.
Clerics of community tend to be crusaders. They often lead adventuring parties; even when they don’t, they have strong opinions and do their best to sway the group to their cause. Clerics of community are always on the front line during an attack and hold their ground to protect their allies, even if that means leaving the cleric behind.

**Community Domain Spells**

* 1st *alarm*, *shield of faith*
* 3rd *aid*, *detect thoughts*
* 5th *beacon of hope*, *dispel magic*
* 7th *banishment*, *guardian of faith*
* 9th *commune*, *telepathic bond*

**Bonus Proficiencies**
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapon

**Stand with Me!**
You can shield your allies during battle. Choose one creature within 5 feet of you. For the next 1 minute, all creatures have disadvantage on attack rolls against your designated creature. This effect ends early if the designated creature moves more than 5 feet away from you. This feature can be used a number of times equal to your Wisdom modifier (minimum of 1). Spent uses are regained after a long rest.

**Channel Divinity: Righteous Challenge**
At 2nd level, you can use your Channel Divinity to bellow a fierce war cry that strikes terror in the hearts of your enemies. As an action, you present the symbol of your faith (either your holy symbol or a visible representation, such as on a shield) and loudly challenge your enemies. Each living creature within 30 feet that can hear you and is actively opposed to you must make a Wisdom saving throw. On a failure, that creature is frightened of you for one minute or until it takes damage.

**Drive Them Back!**
At 6th level, you gain the power to drive back your enemies when you strike them. Whenever you hit a creature with a melee weapon attack, you may force it to make a Strength saving throw. On a failure, it is pushed 10 feet in a direction of your choice (except up or down).

**Divine Strike**
At 8th level, you gain the ability to infuse your weapon strikes with righteous energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

**Hold the Line**
At 17th level, your divine mandate to hold the line and protect others enables you to shrug off blows that would normally fell a person. You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Gnolls

Gnolls of the Xetos Wastes (The Unclean/The Survivors):

While most find such ideas disgusting, the monstrous and cannibalistic humanoid hyena’s claim that they were royalty of the Ushabti inner circle, who  survived their cities and cultures destruction due to their immense power and noble character has some evidence behind it. Their written language is similar to the ancient Ushabti script, and more than one archeologist who have hired a gnoll guide has found their assistance and understanding of Ushabti ruins incredibly helpful, until the gnoll inevitably betrayed them. But their virtue and magical capability are clearly in question, so most ignore the evidence presented by gnoll apologists, despite their claims to have been cursed to their fate by the Gods that destroyed the Ushabti.  And while familiar with UShabti ruins and some historical customs, a number of their claims about the fate of the Ushabti are confused and contradictory. More than one Gnoll has claimed to be a famous Ushabti prince reincarnated and set up a stronghold in some ruin in the Xentos Wastes.
Tse Rori

Tse Rori - Irori - Knowledge, Kenetic (CSM)

Symbol: Open hand, Lotus,

Names:  The Enlightened Child, The Perfected Man; Venerable Elder; The Ascended One;

Tennants: Seek balance, truth and wisdom; Eschew attachment to anything in the material world but seek to learn from it;

Rules: Eschew material wealth and political power; seek new wisdom about yourself, and the cosmos at all opportunities; remain self reliant; never marry or engage in sexual intimacy; Eat no animal flesh, except that

rarely and ritualistically prepared; do not become attached to any person or place (your people are all people, your home is the cosmos)

Alignment: LN

Home: The temple of 5 winds, A floating island between the elemental plane of water and air.

Domains: Knowledge, Kenetic

Portfolio:  History, knowledge, Perfection; meditation

Worshipers: monks, scholars, doctors,

Holy Book: The Way of Centered Motion

Weapon: Open Hand;
Hearth

You have devoted yourself to the worship of a

deity of the hearth. The hearth symbolises not

only warmth and fire but homesteads and

civilization. You carry the flames of home in

your soul as you adventure.

**Hearth Domain Spells**

Cleric Level Spells

1st Burning Hands, Sanctuary

3rd Flame Blade, Heat Metal

5th Magic Circle, Protection from Energy

7th Fire Shield, Wall of Fire

9th Hold Monster; Immolation\*

**Mother's Flame**:

Starting when you select this domain at 1st

level, you learn the create bonfire and produce

flame cantrips.

**Homemaker**:

At 1st level, when you select this domain you gain proficiency in insight, cooking (tools), brewing (tools). IF you already have these proficiencies you gain double proficiency.

**Channel Divinity: Hearth's Warmth**

Starting at 2nd level, you can expend your

channel divinity as an action to instill the

warmth of flame in a number of creatures

equal to your Wisdom modifier (minimum 1)

you can see within 60 feet. Each friendly

creature is healed for 1d6 +your Wisdom

modifier hit points. Each hostile creature

suffers 1d6 +your Wisdom modifier fire

damage.

**Channel Divinity: Protective Flame**

Starting at 6th level, you can expend your ·

channel divinity as an action to wreathe your

allies in protective flames. Creatures of your

choice within 30 feet are all surrounded by

magical flames until the end of your next turn.

These flames shed bright light out to 20 feet

and dim light another 20 feet beyond that.

Creatures suffer disadvantage on ranged

weapon attacks against those protected by

these flames. When a creature hits an ally

protected by these flames with a melee attack'

they suffer 2d6 fire damage.

**Potent Spellcasting**

Starting at 8th level, you add your Wisdom

modifier to the damage you deal with any cleric

can trip.

**Rebuking Flames**

At 17th level, your power over flame has grown

so that creatures cannot bear to stand their

ground against their intensity. Whenever you

deal fire damage to a creature, that creature is

pushed directly away from you. The distance

the creature is pushed is either 5 feet or if the

source of the damage was a spell the distance

is the level of the spell times 5 feet (minimum

5 feet).
Blight

Diseases have been seen as a terrible force throughout all of history, able to destroy entire cultures and nations over the course of mere months. However, as everything this powerful, some people choose to worship it, in either an attempt to harness the power for themselves, or merely to please the beings that cause it to save their own lives. Gods that reside over this domain may include gods of death (such as Hades, Pluto, or Anubis), and gods of disease (such as Mariamman, Kurmor, or Namtar).

### Bonus Cantrip Edit

When you choose this domain at 1st level, you learn the *poison spray* cantrip, which counts as a cleric cantrip for you, and does not count towards your number of cantrips known.

### Plague DoctorEdit

Additionally, at 1st level, due to your constant dealings with plague and disease, your body has grown resistant to various toxins and poisons. You gain resistance to poison damage, and have advantage on saving throws against disease and being poisoned.

### Channel Divinity: Evoke Sickness Edit

Starting at 2nd level, as an action you thrust your holy symbol forth and unleash a green mist in a 30-foot cone emanating from yourself, forcing creatures in the cone to make a Constitution saving throw. On a failed saving throw, a creature takes poison damage equal to 1d8 + your cleric level, and is poisoned for 1 minute, or half damage and is not poisoned on a success. Creatures poisoned by this can repeat the saving throw at the end of each of their turns

### Piercing Pestilence Edit

Beginning at 6th level, the poison you bring forth penetrates even the strongest defenses. Spells you cast and your Channel Divinity features ignore resistance to poison damage, and treat creatures that are immune to poison damage as only being resistant. Additionally, creatures you target with spells or abilities are not immune to being diseased or poisoned. Instead, a creature that is immune to disease or poison makes a saving throw against your effect with advantage.

### Potent Spellcasting Edit

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Deathly Pandemic Edit

At 17th level, your diseases rot the very soul of those afflicted by them. When a creature starts its turn while being poisoned by your Evoke Sickness Channel Divinity, it takes 1d6 necrotic damage.
Lamia Shandu

Lamia Shandu - Lamashtu - Madness(), Dream(), Trickery

Symbol: Gnoll Skull, with a twisted crown; mixed and matched hybrid creatures; three eyes

Names:  Queen of Monsters, Demon Queen of Ushtab, Broodmother, Mother of Madness

Tennants: Your only duty is to family - all else is a tool or food; serve your own desires otherwise; motherhood and madness are the only true divinities; madness is a blessing of the gods-specifically it is divine from Lamia Shandu, and ought to be encouraged and liberated; Rules are meant to be broken;  Do your best to have strong children (as many and as strong as possible);

Rules: do your best to increase fertility; never harm the insane, except in self defence, and never seek to cure or heal their “impairments”; when possible harm the things precious to your enemies; have babies whenever the opportunity presents itself; honor the night of the Pregnant moon; Never harm a woman with child unless for self defence; never harm babies, leave them to survive on their own or raise them as your own;

Alignment: CE

Home: Nightmare Keep, floating in the dark, confusing and smoldering reaches of the elemental Plane of Air, as it borders on the negative material plane

Domains: Madness(), Dream(), Trickery

Portfolio:  madness, chaos, nightmares, monsters, abominations

Worshipers: gnolls; the insane; cultists; all manner of monsters

Holy Book: Tome of Pandemonium

Weapon: Falshion or Scimitar
Healing Rules

Healing:

Short rest - is 20 minutes of recuperation, during which a character does nothing more strenuous than clean themselves off, eat something, read or talk. A long rest is a minimum of 6 hours of sleep or uninterrupted light work (cooking, reading, eating, talking, etc)

**0 HP**

* When a character is reduced to 0 HP when they are revived they gain 1 point of exhaustion;
* If a character fails a death saving throw, when they emerge from their 0 hit point state they will have a lingering injury, decided on by the Player and the St; which can be removed if lesser restoration is cast on them within one day; Greater restoration can be cast to remove any lingering injury;
* Eventually such lingering wounds compound and might on a rare occasion provide a -2 modifier (after 5 lingering wounds) or disadvantage (more than 10) one roll per session at most.
Ushabti

Ancient and Powerful, and the rivals to the Astartes, they once dominated huge swaths of the Eastern continents. Unrivaled in transmutation magicks they have seeded with world with their scions. There are thousands of artifacts or creatures that are their remaining legacies all around the globe. Even so, little is known for certain about them.

There religion was very different than the current religions of man, suggesting to some that they existed before the gods.  Others point to their animal headed figures as a sign that, they were a totemic/animimistic people and that their gods might have been different entirely, or analogs for the God’s worshiped on the Airth (i.e. that the Eagle headed figure is Erastil, and that the Jackal headed god is obviously Lamashtu, which those theorists use to suggest that Lamashtu was at one point good, but that is the matter for other theologians to deal with).

Their language is all but lost, though a number claim that they speak the language of the ancient masters of transmutation. Their writing was primarily pictographic, though few if any can translate it without using magick.

Their architecture was ornate and vast and found on many corners of the planet.  Every inch of a Ushabti ruin is covered in their words and pictograms. While some have theorized that they had decorated using bright colors, all that remains is the stone and the materials they used to build with, much of the largest structures destroyed by the giants.

In any event, their architecture remains globally; some temple to an unknown animal faced God; The spanning towers and roughly repaired ruins that lay scattered throughout the Stori Empire; artifacts found in a hundred museums and laboratories; the current fasions and sysle of not just the Stori empire but also the Nungar and Reyesian peoples; hybrid creatures like the manticores of the Hinterland, the Lamia of the Plains of Hastur; The Pegasi, Hippogriffs, and Griffons used by the elves to traverse the sky; creatures as diverse as the eloquent sphinxes to the bestial chimera; from miniscule stirge in every swamp to the gargantuan Remoraz found only in Thurland.
Character Creation

Attribute: Point Buy or Array - 17,15,14,12,10,8 or 15, 14, 14, 13, 13, 10

Proficiency: Bonus to intelligence gives additional proficiencies in skills, tools or languages (including negatives in intelligence)

Every Character gets a bonus feat at level 1

Backgrounds: Every background from the PHB, XGtE, SCG is adjustable based on local variations when discussed with the ST. Bonus equipment is open to lots of interpretations, and additions. All class features are a minimal bonus, and every background grants the ability to "know a guy" in the regions of your backgrounds, and other benefits, though the more benefits the more potential drawbacks. I.e. If you are a noble background and it is of a prominent noble house, you might eventually be entitled to an inheritence, a right to return to your traditional home, allies to call on, but in that case you are required to live up to the reputation of your family.
Tyrock Arare

Symbol: The coin, The city, the road, the scales

Names:  The wise grandson, Lord of the Vault; The third judge;

Tennants: live an orderly life, commerce serves everyone, there is a market for anything; war is good for business for a small number, and peace is good for business for everyone, so favor peace; everyone wants something, and that thing is the thing worth most to them; Something is only worth what someone would be willing to sell it for, and what someone else would be willing to pay for it; Always negotiate; Law is the basis of common industry and peace, and if laws do not serve those ends, then they are bad laws; bad laws need to be replaced with better laws; laws come from man and mans agreement with man (humanoids)

Rules: never renege on a contract without legal cause; never enter into a contract foolishly; Maximise your own power, influence and money while remaining autonimous (don’t sell your soul for the world, but do attempt to purchase it); do not let yourself be a sucker; let no one besmirch your honor (your public reputation) with impunity;

Alignment: Lawful Good

Home: Like his deceased grandfather, and his grandfather he claims no planar home, but instead wanders the world blessing the wise and capable. Others claim that he resides where any insitution exists for lending and borrowing (not in dragon hordes). Still others claim he has in the Astral Plane a home called “the True Vault” with records of every transaction that has ever existed.

Domains: Justice(), Travel (), Commerce ()

Portfolio: Laws, Cities, Commerce, Money

Holy Book: The True Ledger

Weapon: Light and Heavy Crossbow
Barbarian

Barbarian:

* Path of the Ancestral Guardian\* (Xanthar's) (Requires membership in a religious community that engages in ancestor worship)
* Path of the Battlerager\* (Xanthar's)
* Path Of The Berserker\*
* Path of The Storm Herald\* (Xanthar's)(Hammer of Gozreh, Fist of Grumsh, Thurian Tempest Warrior, Aes Exiled Raider)
* Path Of The Totem Warrior\*
	+ Jaguar (also covers any large cat - lion/tiger/leopard/etc)
	+ Anaconda (any large snake)
	+ Caiman (also alligator/crocodile)
	+ Horse
	+ Ram
	+ Shark
* Path Of The Zealot\* (Xanthar's) (requires joining a religious order)

Additionally, there are a small number of accepted homebrew Primal Paths:

* Path of the Warlord (homebrew folder)
* Path of the Swift (homebrew folder)
* Path of the Reaver (homebrew folder)
Lord Fesang

Lord Fesang

Symbol: Sword in a Mountain, Bloody Sword, Horned Helmet

Names: Master of Iron, Our Lord of Steel, Bloodking

Tennants: The world is a battlefield, so always show and use strength; mercy and forgiveness are the tools of the weak; always serve to strengthen others by never going easy on them; people are antifragile; the world is hard and people need to be hard to survive; survival of the fittest.

Rules: Never show weakness, never turn down an opportunity to strengthen yourself, never allow yourself to be a slave; never accept weakness from a peer; when engaged in battle, never hold back;

Home: The Doomfort, in between the planes of fire and earth, A Gigantic tower of Iron, with molten fire as a moat, surrounded by seige weapons, and the constant clash of metal on metal.

Domains: War, Forge

Portfolio: Battle, Bloodthirst, Weapons, Strength

Holy Book: Martial Tome

Worshipers: Soldiers, Generals, Barbarians, Weapon Smiths,

Weapon: Greatsword
Xentos Wastes

The seat of the Ushabti empire, it now lies in ruin. What once was fertile soil is now mostly blasted desert. That does not mean it is empty of course. Xentosi caravans and nomads roam from oasis to oasis, feeding

herds and living simply. Gnolls set up small kingdoms in patches of grassland, dominating nearby folk. Giants still haunt the mountains of the border, raiding where they can and avoiding groups of warriors. And Ushabti ruins lie in wait, claiming the souls and bodies of those who are foolhardy enough to look for treasure in the many tombs of the damned.

**The Nomads**;

Humans who travel in the wastes are a hearty breed, used to surviving harsh conditions and forgoing luxuries. They are master of horse and camel, and are by turns brutal and welcoming, just as the Goddess they worship Aulonia. Altars and standing stones exist in many hidden places, remembered by the Xentosi elders, who revere her to the exclusion of other gods and goddesses.

Xentosi speak their own ancient language bearing little resemblence to anything spoken by others, and tell very long winded and intricate stories, with few if any slipups in retelling. A number of elven scholars have attested that their legends and tales have not changed in millenia.

As a people, they have very little to trade with others, and the wealth they have has either been earned in the ages past, when they were revered as navigators through the desert; or by raiding Ushabti ruins, a practice looked down upon by elders.

They are a capable people, well respected by those who spend time with them, but often confusing given their seemingly lack of interest in wealth or aspiration.
New Asari

New Asari (5 Lords)
New Asari is the oldest dominion by a few hundred years, and they never stop

reminding others of this fact, and had run their territory as an elven paradise on dry land, at least according to those who visit it. That is of course, unless the visitor is an elf from the homelands, in which case they view it all as derivative and primitive by comparison. But to those unfamiliar with the elven floating kingdoms, the elven dominion is a marvel. 60 foot spired towers structures, punctuating lush and cultivated boreal forests and orchards, gleaming with stained glass like jems in the skyline. The land is perfectly balances, clean, and there is lush natural places.

The elves of Asari had a hypocritical view of individual liberty. While they soon struggled with the elven hierarchy and wanted to govern themselves, they still saw, humans, orcs, and the ever increasing number of half elves as sub-elven races. As such they required the elves protection, and return owed the elves fealty and respect as their betters. This led to the evacuation of orcs and half elves from their lands. Up until the slaver war, the elves of New Asari treated humans and larger population of half elves as non-citizens, worthy of menial labor, and at the same time not allowed to leave. Their servitude represented the same style of indebtedness that the dwarves practiced in Newdwarfholm (although the elves would deny it).

After the slaver war, the agreement allowed half elves and human residents to a small fraction of the land that they resided upon in New Asari. However most merely left for less hostile and arrogant territories. Those with a strong elven accent invariably came from communities that fled New Asari. For a while this diminished the New Asari economy, but soon immigrant communities of laborers and craftsmen sprung up to provide for the perpetual elite elven classes.

Elections are held every 100 years, meaning that the 5 elven legislative lords are practical fixtures in Compact Island. The Lord Governor is the same, though they are invariably a capable combatant, as one of the traditional methods of dispute resolution is the duel.

Features: Elven, Aristocratic, elitist, agrarian

Ecology and Geography

Resources and Economy

Prominent Places and People
Travel

There would hardly be any civilization at all if not for the courageous explorers of old. Gods of the Travel do- main often looked down kindly on those travelers and eased their path so that they could reach their destination safely, and where they walked a long time ago might tread today’s merchants and adventurers, each with their own motive and pace, yet often with that same wanderlust

### Fleeting[edit]

At level 1, your base walking speed increases by 10 feet. It increases another 10 feet at level 11. You gain advantage on Constitution saving throws against exhaustion.

### Well Traveled[edit]

At level 1, you are skilled in leading groups on journeys. You gain the following benefits:

* Difficult terrain doesn’t slow your group’s travel.
* Your group gains a bonus to travel speed equal to your Wisdom Modifier \* 10% (minimum 10%).
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* Double your proficiency mod with the perception and survival skills if proficient.

### Bonus Proficiencies[edit]

At level 1, you gain proficiency in land and water vehicles, as well as Navigator's tools.

### Channel Divinity: Tailwind[edit]

At 2nd level, you can present your holy symbol as a bonus action to invoke your deity's blessing. For 1 minute, you and up to 5 friendly creatures gain the following benefits.

* An increase in base walking speed equal to 5ft \* your Wisdom modifier (min 5 feet.)
* The ability to use the Dash action as a bonus action.
* An increase in Initiative equal to your wisdom modifier (min 1).
* Attacks of opportunity have disadvantage on affected creatures.

### Freedom of the Road[edit]

At the 6th level, when you cast spells that increase movement speed, or otherwise effect movement and require concentration, you may maintain concentration on that spell while simultaneously maintaining concentration on another spell.

### Land's Stride[edit]

At level 8, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.

### Divine Traveler[edit]

At 17th level, you can cast the spell *teleport* without expending a spell slot. You are always on target if possible. You must finish a long rest to use this feature again.
Osthania

Osthania - Grave (), Balance(CM), Life, Winter

Symbol: Crow/Raven/Whipporwill,  Dust, black flowers, skeletal woman holding a baby; black flowers

Names:  Shepherd of Souls, Mistress of the Osuarry, Our Lady in Black, Mother of Fates, The Crone, Queen of Midwives

Tennants: A balance exists between life and death, governed by choices and fate; heal those who could heal, but allow those whos time is up to die; Mourn death and celebrate life but make sure to do both; Osthania sends omens, be aware and trust them;

Rules: Never cast a resurrection spell (Revivify and Reincarnation only - this version of the spell takes ten

years to take place, as it requires the literal birth of a new child); never defile a grave except to put undead to rest (if that would even work);  Remember the names of those who have been born and have died in your presence; record deliver and treat as sacrosanct everyone's funeral rites and final wills; help the undead to their rest or reward, peacefully if possible; obey Osthania’s omens;

Alignment: N

Home: The boneyard, a necropolis deep with the etheareal realm, past which none has gone

Domains: Grave, Balance, Life

Portfolio:  Death, Birth, midwives; graveyards, peace

Worshipers: Followers of the Whispering Way; Morticians; Relatives of the dying; midwives and doctors;

Holy Book: Compendium Mori

Weapon: Scythe, Dagger
Lord Dammurang

Symbol: An Giant Eye Filled with contempt and hate

Names: The beholder of the end, Lord of Doom, the unfathomable descent, the God-Foe, The Witness and Bringer of the End, The last to die

Tennants: Do his will, bring the end of all things; preserve nothing; kill any halfling you can;

Home: The deepest point beyond space past the negative plane

Rules: Give life to nothing, Always break rather than create

Alignment: Evil - no one is sure whether Lord Dammarung is chaotic or lawful

Domains: None - He has no worshipers to which he gives divine power. He does have cultists,

Holy Book: Doom Witnesses; a compendium of things he has shared with those who have done tasks for

him, which details how he is tasked in the multiverse with ending failed experiments, and that the gods conspired to keep the world going after its rightful end during the fall of the Astartes.
Pink Orcs

Astartes Tribes of Mountholm/The Pink-Orcs/The Penitent:

In the frontier province of Mountholm in the mongrel nation is a small community that surprised the early settlers in the region; a community of 50,000 wandering humans, with a high natural magical talent, but living for all intents and purposes like their orcish neighbors: as drovers, hunters, and worshiping nature spirits and ancestors. Scholars and anthropologists soon discovered that their original mythology matched the historical accounts of the Astartes. The shamans of the tribe recited detailed stories, and that when the nation fell, their ancestors fled below with their upper class children, and sought shelter from the falling home. With very little knowledge of how to live in a primitive environment, but with vast magical knowledge, they had to adopt simpler ways to live. Many have taken a penitent stance, presuming that the decadent and lazy and corrupted by technology. As a result there has been an intentional stance on living as they have lived for thousands of years, but the pull to ease rather than subsistence has pulled many of their children into adopting the cultures of the humans nearby. Those who know of them and their own elders cynically predict their extinction within 200 years. They tend to have white and red hair and invariably have fair and bright eyes (Blue, green and purple), as all the historical documents attest. It’s a shame their own community is demographically doomed.