recursal/Fanatic-Fandom huggingface dataset:
Leon

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# Description

## Appearance

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## Personality and Alignment

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## Titles

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## Abilities

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# Relationships

## Family

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## Enemies

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## Allies and Companions

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# History

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# Appears in

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# Creative Origins

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# Trivia

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Cleric - Balance Domain

Clerics who follow the Balance Domain seek to maintain harmony between opposing forces. They understand that existence relies on the delicate balance of light and dark, order and chaos, and other polarities. These clerics strive to uphold equilibrium in all aspects of life, leveraging their divine powers to mend disruptions and promote cooperation. They stand as guardians of balance, ensuring that no single force overpowers the other. Tyr,Odin and Aueron are examples of Gods they might worship.

Bonus Proficiencies

When you choose the Balance Domain at 1st level, you gain proficiency with medium armor and the Insight skill.

Channel Divinity: Equilibrium

Starting at 2nd level, you can use your Channel Divinity to invoke the essence of balance. As an action, you can restore balance to a chaotic situation. Choose a number of creatures within 30 feet of you equal to your Wisdom modifier (minimum of one). Each chosen creature regains hit points equal to 1d6 + your cleric level. Additionally, if a creature is under the effect of a harmful condition, it can end one condition affecting it.

Harmonious Aura

At 6th level, your presence emanates a harmonious aura that enhances the equilibrium within your allies. Whenever you or a creature within 10 feet of you rolls a d20 to make an attack roll, ability check, or saving throw, you can use your reaction to allow the creature to add or subtract 1d4 from the roll. This feature can be used a number of times equal to your Wisdom modifier (minimum of one) and resets after a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine 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 radiant damage. When you reach 14th level, the extra damage increases to 2d8

Master of Equilibrium

At 17th level, you become a master of balance, embodying the perfect equilibrium between opposing forces. You gain the following benefits:

- You have resistance to damage from spells and effects that deal radiant or necrotic damage.

- Whenever you deal damage to a creature, you can choose to restore hit points to a creature of your choice within 30 feet of you equal to half the damage dealt.

- Once per long rest, you can cast the \*Wish\* spell without needing a material component. The spell must be used to restore balance, and the effect must align with the DM's approval.

Balance Domain Spell

1st level: Bane, Bless

3rd level: Warding Bond, Enlarge/Reduce

5th level: Counterspell, Beacon of Hope

7th level: Aura of Life, Otiluke's Resilient Sphere

9th level: Circle of Power, Mass Cure Wounds
5. They See Us, They Free Us: Evergreen

## Credits

### Cast

Kirtland Cutter IV
 Zach Stenzel

 Nicholas "Hue" Hubert-Bartholomew Olsen III
 David Beaman

 Oliver Haf
 Nathan Augustyn

 Roman Winters
 David Sturges

# Featured Characters

## Players

* Oliver Haf
* Kirtland Cutter IV
* Roman Winters
* Nicholas "Hue" Hubert-Bartholomew Olsen III

# This Podcast Brought to You By

* Night at the museum (1993)
* The music industry
* A thousand miles - Vanessa Carlton
* Scary Movie - Tanner Azzinnaro
Sphairos

Leon
 David Sturges

Scooter
 David Beaman

B$/ G$ And Prosciutto
 Zach Stenzel

# Characters

#### G$ And Prosciutto / B$ and Prosciutto

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## NPCs

For a comprehensive list of NPCs, major or minor, head on over to the Sphairos NPC Guide!

To get caught up on the story as it began before the podcast, check out Sphairos Pre-Podcast

## Episodes - Arc I

Episode 1: I. The Roll from Hell: Sphairos (Arc I)

* Cabin 3 ventures into the Grave City, Nabresina, and makes some risky decisions.

Episode 2: II. Seize and Rebuild: Sphairos (Arc I)

* Cabin 3 hatches a plan of action with their new friends.

Episode 3: III. Laundry List: Sphairos (Arc I)

* Cabin 3 infiltrates the Bier Brotherhood for information.

Episode 4: IV. 20 to 20k Hurts: Sphairos (Arc I)

* Cabin 3 battles their new speaker-headed foe.

Episode 5: V. Cold-Calling Your Boss: Sphairos (Arc I)

* Cabin 3 delves deep into the Crypt Mining Hub and discovers some worrying information.

Episode 6. VI. In the Middle of It All: Sphairos (Arc I)

* Cabin 3 faces Leon's greatest fear, and fins themselves in the middle of something bigger.

## Episodes - Arc II

Episode 7: VII. Say Cheese!: Sphairos (Arc II)

* Cabin 3 enters The Tomb Forest and is quickly greeted by familiar and unfamiliar faces.

Episode 8: VIII. Making Sure of the Notsures: Sphairos (Arc II)

* Cabin 3 and B$ converse with the Night Tree and create a plan to bulk up the Tomb Forest's Defenses.

Episode 9. IX. Visions: Sphairos (Arc II)

* Cabin 3 and B$ Approach the Psychic of the Tomb Forest

Episode 10. X. Train Car Shuffle: Sphairos (Arc II)

* Cabin 3 and B$ make their way through the strange train cars of the Tomb Train.

Episode 11: XI. I Really Gotta Hand it to Ya: Sphairos (Arc II)

* Cabin 3 and B$ fight the creature controlling the Tomb Train.

Episode 12: XII. Away: Sphairos (Arc II)

* Cabin 3 and B$ reconvene in the Tomb Forest.

## Episodes - Arc III

Episode 13: XIII. Learning Isn't Hard When You've Got a Library Card: Sphairos (Arc III)

* Cabin 3 and G$ enter the city of Hub and gather information from it's Library.

Episode 14: XIV. The Resurgence of Team Goofs: Sphairos (Arc III)

* Cabin 3 and G$ entertain an offer from Vial.

Episode 15: XV. A Truck That Could: Sphairos (Arc III)

* Cabin 3 and G$ make the trek back to SNUBB in Atruch.

Episode 16: XVI. Techquarters: Sphairos (Arc III)

* Cabin 3 and G$ infiltrate Techquarters.

Episode 17: XVII. In This Corner: Sphairos (Arc III)

* Cabin 3 and G$ battle an 8-tentacled foe.

Episode 18: XVIII. May Your Bling Shine Bright as the Stars: Sphairos (Arc III)

* Cabin 3 and G$ do damage control for Techquarters.

# Locations

## Summer Camps

* Camp Wimwam for Boys
* Camp Winnebago for Girls
* Camp Dingo Bingo
* Camp Agawan
* Camp Rabbit Foot
* Camp Greylock

## Nabresina: The Grave City

* Bier's Brotherhood
* Crypt Currency Mining Hub
* Catafalque Corner
* Rugs' Graveyard
* The Tree
* The Sarcophagus
* The Pit
* Catafalque Corner
* Store of Woes
* Murderers'
* Gluttons'
* Thieves'
Night Hunters (project)

**Night Hunters** is an upcoming project that follows the story of the young adult ghouls as they set up their business and help humans from the Mortal Realm, while surviving the strange and mysterious Netherworld. Along the way, they must face off against the supernatural creatures and bizarre occurrences that inhabit the Netherworld, all while trying to keep their business afloat and protect their clients from harm.

The story is a Gothic punk urban fantasy inspired by works like Gravity Falls, the Nightmare Before Christmas, Buffy the Vampire Slayer, The Office and X-Files, combining elements of horror and comedy. Through the story, the characters will face moral dilemmas and grapple with difficult psychological issues, such as guilt, fear, and uncertainty. The characters must make difficult decisions and face the consequences of their actions, which will have a profound effect on their mental state and morality. In addition, their relationships with one another will be tested as they try to balance their own personal agendas with the needs of their clients.
Stanford "Stan" Stanfordson

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# Description

## Appearance

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## Personality and Alignment

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## Titles

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## Abilities

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# Relationships

## Family

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## Enemies

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## Allies and Companions

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# History

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# Appears in

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# Creative Origins

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# Trivia

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Barbarian: Path of blood

Barbarian - Path of blood

Barbarians who follow the Path of the Blood tap into their own life force, using their own blood as a source of power. They learn to channel their rage through their veins, granting them enhanced physical prowess and unique abilities.

Bloodline Surge

Starting when you choose this path at 3rd level, you gain the ability to tap into the latent power within your bloodline. As a bonus action, you can enter a state of Bloodline Surge. While in this state, you gain the following benefits:

- You gain a bonus to attack equal to Your constitution Modifier

- Your melee weapon attacks deal an additional 1d6 necrotic damage.

- You have advantage on saving throws against being frightened.

- You gain resistance to necrotic damage.

This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Bloodied Resilience

Starting at 6th level, your connection to your own blood grants you increased resilience. While you are not wearing heavy armor, your AC is equal to 11 + your Dexterity modifier + your Constitution modifier. Additionally, whenever you take damage, you can use your reaction to gain temporary hit points equal to your Constitution modifier (minimum of 1).

Blood Fury

At 10th level, your blood becomes even more potent, fueling your rage. When you enter a rage, you can choose to enter a Blood Fury. While in this state, your melee weapon attacks score a critical hit on a roll of 19 or 20. Additionally, if you reduce a creature to 0 hit points with a melee weapon attack, you gain temporary hit points equal to your Constitution modifier + your Barbarian level.

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

Blood Ascendancy

At 14th level, you have achieved a level of mastery over your bloodline's power. Your Bloodline Surge feature is enhanced in the following ways:

- The bonus to attack is equal to  +4.

- The additional necrotic damage dealt by your melee weapon attacks increases to 2d6.

- You have advantage on all saving throws of Strength and Constitution.

Additionally, while in your Bloodline Surge state, your melee weapon attacks also ignore resistance and immunity to necrotic damage.
Wesgard Királya

Wesgard Királya egy megszűnt titulus, melyet a Ruhendarion-ház uralma előtt a Horaenal-ház töltött be. Wesgard területének királyai már a múlté, de tolsó uralkodójuk, III. Edgar Horaenal közbenjárásával tudott egyesülni Aerendyl.

## Wesgard ismert királyai

* Edwyn a Diplomata
* I. (Vasszemű) Edric Horaenal
* II. Edmund Horaenal
* II. Edwyn Horaenal
* I. Edgar Horaenal
* I. Lyonel Horaenal
* III. Edward Horaenal
* I. Egon Horaenal
* III. Elvyn Horaenal a "Királyok Védője"
* II. Lyonel Horaenal
* IV. Eustace Horaenal
* Félkegyelmű Willyam
* V. Lyonel Horaenal
* V. Edwyn Horaenal
* III. Edgar Horaenal
1. The Origin of Adventure: Archaeo II: The Fight for the Fountain of Youth

## Stats

### Campaign

Archaeo II: The Fight for the Fountain of Youth

## Credits

### Cast

Stanford "Stan" Stanfordson
 Zach Stenzel

 Rodney "Toxin" Pepperbaum
 Nathan Augustyn

 Ellion Lightfeather
 David Sturges

William Joseph Growler
 David Beaman

## Episode Guide

### Next

2. What's at Stake: Archaeo II: The Fight for the Fountain of Youth

# Featured Characters

## NPCs

Larry Winkle

Lenny "Jackknife" Jacobs

Nestor
Sea Elf

Sea Elves, sharing similarities with Fae Elves in stature, boast distinct features that align them with their watery domain. With their finlike ears and captivating skintones ranging from teal to sky blue, they harmoniously blend with the waters they inhabit. Their hair typically showcases shades of blue, green, white, and black, serving to complement their surroundings and aid in underwater camouflage. Unique large-pupiled eyes, shimmering in hues of gold, green, blue, black, or brown, hint at their profound connection with the ocean depths. Their most remarkable trait, however, lies in their gills, allowing them to breathe comfortably underwater.

Thriving in the warm embrace of oceans and the surrounding islands, Sea Elves maintain friendly relations with humans, especially those engaging in trade-based economies. Their skills in shipping and transporting goods make them wealthier than most elves, and they are well-rewarded for their invaluable services.

Despite their affinity for the sea, Sea Elves still require some contact with land, and they settle near coastal regions or islands. Their open and amiable nature fosters a harmonious coexistence with other races.

Similar to Fae Elves, the culture of Sea Elves revolves around trust, beauty, and nature, with an emphasis on cherishing wisdom above all else. Greed is seen as a character flaw, and the Sea Elves strive to remain humble and content with the bounty that the oceans provide.

As a Sea Elf, your abilities are enhanced by the following traits:

* - Ability Score Increase: Your wisdom (WIS) score increases by 1, representing your profound understanding of the natural world and the ebb and flow of life.
* - Amphibious: Your connection with the water grants you a swimming speed of 30 feet, allowing you to navigate the ocean depths with ease. Additionally, you can breathe underwater, enabling you to explore the aquatic wonders without constraint.
* - Training: You are proficient in using rapiers, tridents, and nets, skills honed through generations of mastering combat both above and below the water's surface.
* The Sea Elves' deep ties to the ocean, their affinity for beauty and wisdom, and their exceptional swimming abilities make them extraordinary additions to any Dungeons and Dragons adventure. With their friendly and open nature, they form valuable connections with other races, fostering alliances and friendships across the land and sea.
Paladin - Oath of the Shielder

Paladins who follow the Oath of the Shielder are guardians of the weak, protectors of the innocent, and defenders of justice. They take upon themselves the duty of shielding others from harm, placing their own safety and well-being secondary to the protection of their allies. These paladins are paragons of resilience and sacrifice, standing as an unyielding bulwark against any who would threaten the defenseless.

Guardian's Aura

At 3rd level, when you choose the Oath of the Shielder, you emanate an aura that shields your allies from harm. While you're conscious, friendly creatures within 10 feet of you gain a bonus to their AC equal to your Charisma modifier (minimum of +1). Additionally, when a creature within the aura takes damage, you can use your reaction to grant that creature resistance against that damage.

Shielding Strike

Also at 3rd level, your strikes become infused with protective energy. When you hit a creature with a melee weapon attack, you can expend 1 spell slot to deal additional radiant damage equal to 2d8 + the level of the spell slot. Additionally, the target has disadvantage on attack rolls against creatures other than you until the start of your next turn.

Defensive Stance

Starting at 7th level, you can adopt a defensive stance to enhance your resilience in battle. As a bonus action, you can enter a defensive stance, gaining the following benefits for 1 minute:

- You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

- Whenever a creature within 5 feet of you hits you with a melee attack, it takes radiant damage equal to your Paladin level.

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

Aura of Warding

At 15th level, your aura extends its protective influence even further. While you're conscious, friendly creatures within 30 feet of you have resistance to damage from spells. Additionally, you have advantage on saving throws against spells and other magical effects.

Shield of the Faithful

At 20th level, you become an indomitable guardian, shielding your allies from all harm. As an action, you can unleash the full power of your divine shield. For 1 minute, you gain the following benefits:

- You have immunity to bludgeoning, piercing, and slashing damage.

- Friendly creatures within 30 feet of you have resistance to all damage.

- Whenever a creature within 10 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to instantly heal them to half their hit point maximum.

Once you use this feature, you can't use it again until you finish a long rest.
Mandel Fő Yarg

Mandel Fő Yarg, az Elnémuló Szél Hitének vezetője volt még a Ruhendarion dinasztia előtt közel 150 évvel. Az egyik fontos irományának köszönhetően fennmaradt egy csonka, de lényegre törő történet a Horaenal-házon belül kitört polgárháborúra, mely I. Willyam Horaenal király és a későbbi Wesgard Királya, III. Elvyn Horaenal király közt zajlott.
Hatnote (disambiguation)

Disambiguation page for Hatnote (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
I. Willyam Horaenal

I. Willyam Horaenal volt Wesgard Királya a Teraenon-i Horaenal-házból. Uralkodásának idejét R.e.-i második század elejére teszik a Prefektusok. Davyn Fő Prefektus úgy írt róla a "Kegyetlenség és az Uralmuk" című művében, mint az egyik legrosszabb ismert ősi uralkodó, legalábbis a fennmaradt jegyzetek alapján.

## Történelem

I. Willyam király a kegyetlenségei miatt híres az ismert történelemben. Bár elődjei és az utána következő ismert királyok mind az Elnémuló Szél Hitét gyakorolták, őt Tagadónak említik a jegyzetek. Udvarában mindenkit felakasztatott aki követte Yahzel és az őt hírdető Öt Hírnök tanításait, vagy bárkit aki egyáltalána Yhortát olvasta. Peter Prefektus szerint Willyam király több tízezer hívőt ölt meg uralkodásának idején. A dolgok addig fajultak, hogy népe és rokona, Elvyn Horaenal herceg fellázadt uralma ellen.

A lázadás a halálával végződött, miután flottája egy hatalmas szélviharban elsüllyedt a Véres-tenger mélyén. Ez megerősítette az embereket az Istenbe vetett hitüket.
Aerendyl hercege

Az Aerendyl hercege/hercegnője címet az Aerendyli trón örököse viselte, melyet a király/királynő adományozott választott örökösének. A cím legelső tulajdonosa I. Mareon Ruhendarion, Aerendyl népének királya volt, aki tizenöt esztendős korában kapta meg ezt a címet atyjától, I. Roneor Ruhendariontól R.u.7-ben.

## Aerendyl hercege

### Viselője

Raleon Ruhendarion koronaherceg
Az Aerendyli trón örököse

### Kinevező

Aerendyl népének királya
Yahzel választott vére
A Hit és a Nép Őre

### Időtartam

Élethosszig tartó
Uralkodói döntés alapján
Trónra kerülés esetén

### Első

I. Mareon Ruhendarion

A cím jelenlegi viselője Raleon Ruhendarion herceg, I. Ranhel Ruhendarion király unokája.
V. Lyonel Horaenal

V. Lyonel Horaena volt Wesgard Királya a Teraenon-i Horaenal-házból. Valószínűsíthető hogy V. Edwyn Horaenal király nagyapja, vagy dédapja (nem tudni pontosan), így uralkodása közel 120-100 évvel a ruhendarionok előtt kezdődhetett.

## Történelem

Uralma a nagy felfedezések támogatása miatt volt emlékezetes. Többek között ő is támogatott expedíciókat Mityniába, ahova rengeteg Prefektusa el tudott jutni az anyagi támogatása révén. Megerősítette Wesgard királyi flottáját, aminek köszönhetően a kor legnagyobb flottája az ő irányítása alatt állt, illetve ez megkönnyítette a korban történő nagy felfedezéseket is, a Felfedezések Korában.
Elnémuló Szél Hite

Az Elnémuló Szél Hite egy ősi vallás, mely Aerendyl Királyság egyik hivatalos vallása, és egyben a legtöbbek álltal gyakorolt vallás a térségben. Vezetőjük Yahzel, és az ő tanításait követik a Yhorta tanításait, melyet az Öt Hírnök írt meg. A vallási vezető személye a Fő Yarg, míg annak védelmezője maga a korona, tehát Aerendyl népének királya.
Druid - Circle of the Weather

Druids who follow the Circle of the Weather have a deep connection with the elemental forces of weather, wielding their power to shape and control the environment. These druids are attuned to the ever-changing patterns of wind, rain, lightning, and other natural phenomena. They use their abilities to bring balance to the weather, summon storms or clear skies, and command the forces of nature.

\*\*Bonus Proficiencies\*\*

When you choose the Circle of the Weather at 2nd level, you gain proficiency with the Nature skill. Additionally, you gain the ability to speak, read, and write Primordial.

\*\*Weather Control\*\*

At 2nd level, you gain the ability to manipulate the weather around you. As an action, you can call forth a mild, localized weather effect. This effect lasts for 1 hour and can manifest as rain, wind, fog, or a light snowfall. While the effect is active, you and your allies gain advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks made to hide or move silently. Once you use this feature, you can't use it again until you finish a short or long rest.

\*\*Storm's Fury\*\*

Starting at 6th level, you gain the ability to summon the fury of a storm. As an action, you can summon a storm cloud in a location you can see within 120 feet. The storm cloud is a 20-foot-radius sphere and lasts for 1 minute. Each creature of your choice within the sphere when it appears or that starts its turn there must make a Strength saving throw against your druid spell save DC, taking lightning damage equal to your druid level on a failed save, or half as much damage on a successful one. Additionally, the area becomes difficult terrain, and ranged attack rolls within the area have disadvantage. Once you use this feature, you can't use it again until you finish a long rest.

\*\*Elemental Resilience\*\*

At 10th level, you gain resistance to cold and lightning damage. Additionally, you have advantage on saving throws against being charmed or frightened.

\*\*Eye of the Storm\*\*

Starting at 14th level, you gain the ability to calm the wildest of storms. As an action, you can restore balance to the area within a 30-foot radius centered on you. The storm effects are suppressed, the winds calm, and the area becomes peaceful. All creatures in the area gain the benefits of a short rest, and they regain hit points equal to half their hit point maximum. Additionally, any spell or effect that is suppressing sunlight or producing darkness is dispelled. Once you use this feature, you can't use it again until you finish a long rest.
EXIT/IN

credit: exitin.com

## Description

**Exit/In** is a music venue based in Nashville, Tennessee. Located on Elliston Place near Centennial Park and Vanderbilt University, Exit/In opened in 1971 under the management of Owsley Manier and Brugh Reynolds. Initially as a small venue seating 200 or so, it developed its unique reputation in the 1970s because of the unusual things that occurred almost nightly.

## Trivia

* Site of the murder of Sola, the Tomato Queen

1. ↑ https://en.wikipedia.org/wiki/Exit/In
III. Elvyn Horaenal

III. Elvyn Horaenal volt Wesgard Királya a Teraenon-i Horaenal-házból, aki unokafivére, I. Willyam Horaenal király ellen vezetett lázadás után került a wesgardi trónra. Ő volt az első olyan uralkodó, akit a Fő Yarg felruházott "A Hit Őre" címmel. A Szél hívői a királyok védőjének tartják, majd közel fél évszázaddal Elvyn király halála után Mandel Fő Yarg kijelentette őt hivatalosan is a Királyok Védőjének.

## Történelem

Unokatestvére volt I. Willyam Horaenal királynak, és egyetlen férfi örököse is. Willyam király félkegyelműsége, kegyetlenkedései és vallásüldözése a Tagadók oldalán vezette őt arra, hogy felkelljen a nép érdekében, és megvédje őket a Hitbe vetett bizalmukért. Lázadása sikeres lett, és miután nagybátyja meghalt egy szélviharban a Véres-tengeren, ostrom nélkül tudta bevenni a fővárost, Teraenont.
Rogue - Silencer

Rogues who follow the path of the Silencer are skilled infiltrators and saboteurs, specializing in countering magic and neutralizing spellcasters. They have a keen understanding of arcane energies and the vulnerabilities of spellcasting, enabling them to silence incantations and disrupt magical effects. Silencers excel at dismantling magical defenses, negating spellcasting abilities, and exploiting weaknesses in arcane constructs.

Silent Movement

At 3rd level, when you choose the Silencer subclass, you gain proficiency in the Stealth skill if you don't already have it. Additionally, you can move at normal speed without making any sound, and you have advantage on Dexterity (Stealth) checks made to move silently.

Deadly Precision

Also at 3rd level, you gain the ability to strike with deadly precision. When you hit a surprised creature or a creature that is unaware of your presence with a weapon attack, you can choose to expend a Sneak Attack to deal additional damage equal to your Sneak Attack damage dice.

Silent Strike

Starting at 9th level, you can strike swiftly and silently to incapacitate your enemies. When you hit a creature with a weapon attack, you can choose to spend a bonus action to attempt to stun the target. The target must make a Constitution saving throw against your Rogue spell save DC. On a failed save, it is stunned until the end of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Shadow Cloak

At 13th level, you gain the ability to blend seamlessly with the shadows. While you are in an area of dim light or darkness, you have resistance to all damage from non-magical attacks. Additionally, you have advantage on Dexterity saving throws against spells and effects that would cause you to become restrained or paralyzed.

Master of Assassination

Starting at 17th level, you have honed your skills in the art of assassination to perfection. You gain the following benefits:

- Your Sneak Attack damage increases to 8d6.

- When you attack a surprised creature or a creature that is unaware of your presence, it has disadvantage on the saving throw against your Silent Strike feature.

- When you roll initiative and have no Sneak Attack uses remaining, you regain one use of Sneak Attack.
III. Edgar Horaenal

III. Edgar Horaenal király volt Wesgard utolsó királya, egyben Teraenon első Ura, illetve Wesgard és a Cengard Alföld első Pajzsa. Az ismert történelem egyik leghosszabb ideig uralkodó királyaként tartja számon a híres IX. Arthur Parelsy, easgardi király mellet. Miután lemondott királyi címéről, Lord-i címben részesült őfelsége I. Roneor Ruhendarion király álltal. Erős és befolyásos szövetséget kötött a Ruhendarion-házzal, amikor örökösét és legidősebb unokáját, Ser Edmundot eljegyeztette a király egyetlen lányával, Myena Ruhendarion hercegnővel.

## Történelem

Sokat nem tudunk uralkodásáról, de a későbbi évei komolyan meghatározták Aerendyl történelmét és annak egyesülésének megalakulását.
II. Lyonel Horaenal

II. Lyonel Horaenal volt Wesgard Királya a Teraenon-i Horaenal-házból.

## Történelem

II. Lyonel király egy szerencsétlen baleset során bénult le deréktól lefelé, majd uralkodásának hátra levő részét így töltötte. Mivel feltehetőleg, közel 200 - 250 évvel az első ruhendarion király trónra lépése előtt uralkodott, nincs biztos információ az uralmának körülményeiről a balesete után. A bénulásról is csak megmaradt rajzok és kutatások segítségével tudták kideríteni a Prefektusok II. Lyonel király balesetére.

Egyes Prefektusok szerint a wesgardi király helyett valószínüleg az ismeretlen örököse és az ő tanácsadói uralkodtak.
IX. Arthur Parelsy

IX. Arthur Parelsy volt a Parelsy dinasztia utolsó királya és tagja, miután unokája és örököse, Henry Parelsy koronaherceg eltűnt. Az ismert adatok szerint az emberiség történelmének leghosszabb ideig uralkodott királyának vélik, az 58 évnyi uralkodásával.

## **Történelem**

Sok mindent nem tudni uralkodásáról. Sokak Easgard legjobb királyának tartják, mások bolondnak.

Idős korára teljesen összetört szerettei elvesztése után, majd az Easgardi Lázadás végleg betett neki.

## **Halála**

R.u.1-ben halt meg álmában, a saját várában Philorysban. Aznap halt meg, amikor I. Roneor Ruhendariont kikiáltották Aerendyl királyának.
IV. Eustace Horaenal

IV. Eustace Horaenal volt Wesgard Királya a Teraenon-i Horaenal-házból. Közel 5 évszázaddal a ruhendarionok előtt uralkodott.

## Történelem

Uralkodása annak köszönhetően maradt emlékezetes az utókornak, mivel IV. Eustace rengeteg sikeres hadjáratot indított a Hit nevében Norgard ellen. Wesgard határait kitolta északra, és szentélyeket építetett Yahzel és az ő Küldöttjeinek tiszteletére.

Hódításai alatt Wesgard hatalma megszilárdult, és minden nép tisztelni kezdte a Horaenal-házat.
Dryad

Dryads, ethereal tree spirits that take on human-like forms, are inextricably connected to the trees they embody. Though they appear human, their presence is graced with an otherworldly allure, as their veins emit a subtle green hue, and their skin is radiant and flawless. This heightened beauty sets them apart from ordinary humans and marks them as guardians of the natural world.

The bond between a Dryad and her tree is vital for their well-being, and if they stray too far from it, they may become sick and weep sap in distress. This profound connection with their tree makes it easy to identify a Dryad among other beings.

Due to the constant threat of their trees being cut down and harmed, Dryads have developed a more aggressive nature compared to other nature spirits. This defensive disposition often leads them to avoid contact with strangers, allowing only druids or fellow nature spirits to approach them. They guard their sanctuaries vigilantly, ensuring no one else sets eyes upon them or their tree.

Dryads have a special affinity for nymphs, viewing them as their own children. However, not every Dryad has taken an oath to protect a nymph, as the danger posed by humans often leads to tragic consequences for the nymphs. This reality serves as a painful reminder of the fragility of nature.

As a Dryad, your abilities are enhanced by the following traits:

* Ability Score Increase: Your wisdom (WIS) score increases by 2, reflecting your profound connection to the natural world, and your constitution (CON) score increases by 1, showcasing your resilience as a guardian spirit.
* Tree Strength: While near a tree, you can grant yourself advantage on one saving throw, drawing strength from the life force of your tree. You can only use this ability once before requiring a long rest to replenish your connection.
* Arboreal Magic: You can cast druidcraft at will, allowing you to harness the magic of nature to perform minor spells and create simple effects. Additionally, you can use the entangle spell once per long rest without expending a spell slot, further demonstrating your mastery over the natural elements.
* Tree Movement: You possess the extraordinary ability to move between trees swiftly. Once per short or long rest, you can extend 10 feet of movement to vanish into one tree and reappear in another tree within 30 feet of your current position. This remarkable skill enables you to traverse great distances with ease.
* Speed: Your movement speed is 30 feet, granting you both agility and grace.
* Size: You are a medium-sized creature, appearing human-like in form.
* Darkvision: Your innate connection to the natural world grants you darkvision, allowing you to see in low-light conditions and darkness.
* Languages: You can communicate in Sylvan, the language of nature, and Common, the common tongue shared by many races.
* Alignment: As guardians of the natural balance, you tend toward true neutrality, finding harmony in the equilibrium of the world.
* Fey Ancestry: You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
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Parelsy-ház

## Parelsy-ház

### Címer

Három fekete csillag, ibolya színű pajzsalappal.

### Kihalt

IX. Arthur Parelsy - R.u.1

Easgard korábbi uralkodóháza, mely kihalt a Ruhendarionok felemelkedésekor.

## Uralkodók

1. I. Henry Parelsy
2. II. Henry Parelsy
3. Ismeretlen
4. Ismeretlen
5. Ismeretlen
6. Ismeretlen
7. Ismeretlen
8. Ismeretlen
9. Ismeretlen
10. Ismeretlen
11. II. Arthur Parelsy
12. I. Robert Parelsy
13. III. Arthur Parelsy
14. IV. Arthur Parelsy
15. III. Henry Parelsy
16. I. Tommen Parelsy
17. I. James Parelsy
18. V. Arthur Parelsy
19. V. Henry Parelsy
20. II. Harry Parelsy
21. I. Richard Parelsy
22. VI. Arthur Parelsy
23. I. Lyonel Parelsy
24. II. Robert Parelsy
25. I. William Parelsy
26. III. Harry Parelsy
27. VII. Arthur Parelsy
28. II. Paul Parelsy
29. II. Jhon Parelsy
30. I. George Parelsy
31. VIII. Arthur Parelsy
32. II. Lyonel Parelsy
33. IX. Arthur Parelsy
I. Egon Horaenal

I. Egon Horaenal volt Wesgard Királya a Teraenon-i Horaenal-házból. Sokan Púpos Egonnak hívták, amiért egy hatalmas púp volt a háta közepén.

## Történelem

A fennmaradt jegyzetek egy instabil uralkodónak tartják, mivel egészsége nem éppen szolgálta őt jól. Hátán a Fő Yarg különféle kísérleteket végzett, Vaelin a Gyógyító féle gyógymódjaival. A beavatkozások csak gyengébbé tették őt.
Aerendyl Királyság

### Uralkodó

Aerendyl népének és a ruhendarionok királya, Yahzel választott vére, A Hit és a Nép Őre.

### Régiók

RengardEasgard

Norgard

Wesgard

Sudgard

### Korábban

Easgard KirályságNorgard Királyság

Wesgard Királyság

Sudgard Királyság

### Nevezetes helyszínek

Triár hegységTriár Szentély

Őserdő

Titánfal

### Nevezetes szervezetek

Királyi TanácsYargok

Prefektusok

Sugalló Fivérek

Néma Nővérek Rendje

Vyr Szolgái

Aerendyl Királyság egy kontinens birodalom, melyet a Ruhendarion dinasztia kovácsolt egybe, miután több ezer éveken át száz királyság uralta az egyik, majd a másik területeket. Aerendyl évezredekig nem volt egységes, és több király is uralta.

R.u.1-ben I. Roneor Ruhendarion király, Aerendyl első uralkodója teremtette meg az egységes birodalmat szövetségek segítségével, majd az egységesedés R.u.4-ben hivatalosan is teljes lett, miután Norgard Királyság megszűnt, és behódolt. Igaz kellet hadakozni a teljes egység megalakulásáért, de nem az teremtette meg az alapokat, hanem az Elnémuló Szél Hitébe vetett bizalom.

## Korszakok

1. Az Ébredés Kora
2. A Királyok Hajnala
3. A Hit Kora
4. A Szinúrok és a Felfedezések Kora
5. Az Elérkezett Idő Kora
6. A Ruhendarion Kor
Wizard - Pyromancer

Wizards who specialize in the Pyromancer tradition have dedicated themselves to the study and manipulation of fire magic. They possess an innate understanding of the destructive power of flames and can harness it to devastating effect. Pyromancers excel at inflicting fiery damage, controlling flames, and shaping the battlefield with their pyromantic abilities

Bonus Cantrip

At 2nd level, you learn the \*Fire Bolt\* cantrip if you don't already know it. This cantrip counts as a wizard cantrip for you, and it deals an additional 1d8 fire damage when you reach 5th level, 11th level, and 17th level.

Fire Ward

Also at 2nd level, you gain resistance to fire damage. Additionally, when you cast a spell that deals fire damage, you can choose to empower it. If you do, you gain temporary hit points equal to your wizard level + your Intelligence modifier.

Fiery Form

Starting at 6th level, you gain the ability to channel the essence of fire, gaining a fiery aura. As a bonus action, you can activate your Fiery Form, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. Any creature that starts its turn within 5 feet of you takes fire damage equal to your wizard level. The Fiery Form lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a short or long rest.

Pyromantic Mastery

At 10th level, you have mastered the art of pyromancy. You can add your Intelligence modifier to the damage of any fire spell you cast.

Inferno Burst

Starting at 14th level, your mastery of fire magic reaches its peak. When you cast a fire spell, you can choose to unleash an Inferno Burst. The area affected by the spell is increased by 10 feet in each dimension, and any creature that takes damage from the spell must make a Dexterity saving throw against your wizard spell save DC. On a failed save, the creature takes additional fire damage equal to your Intelligence modifier. Once you use this feature, you can't use it again until you finish a long rest.
Deragor

Rengard

Deragor, Aerendyl Királyság fővárosa a R.u.-i első évtől kezdve. I. Roneor Ruhendarion volt az első uralkodó ki a birodalom székhelyének kiáltotta ki a várost. A korábban is már Ruhendarion kézen lévő város sokat fejlődött az idők során.

R.e.75-től a ruhendarionok, előtte pedig a kihalt Gunreas-ház székhelye volt.
Warlock - the Spiritbinder

Warlocks who forge a pact with the Spiritbinder gain a connection to the realm of spirits and ethereal entities. They possess the ability to commune with, summon, and command these otherworldly beings. The Spiritbinder wields the power of spiritual energy, using it to manipulate the physical world, gain insight from the ethereal realm, and harness the unique abilities of their spectral allies.

Expanded Spell List

The following spells are added to the Warlock spell list for you:

1st level: Guiding Bolt, Cure Wounds

2nd level: Augury, Lesser Restoration

3rd level: Speak with Dead, Spirit Guardians

4th level: Divination, Guardian of Faith

5th level: Commune, Raise Dead

Spirit Companion

At 1st level, you gain the ability to form a pact with a spirit companion. As an action, you can summon a spectral creature to fight alongside you. Choose a creature type: undead, fey, or celestial. The spirit companion has the same statistics as a creature of that type, but it is considered your ally and obeys your commands to the best of its ability. The companion acts on its own initiative and follows your mental commands. It disappears after 1 hour, when it drops to 0 hit points, or when you dismiss it as a bonus action. You can use this feature once per short or long rest.

Spiritual Channeling

Also at 1st level, your pact with spirits allows you to channel their energy through your spells. When you deal damage with a warlock spell that deals damage of a type other than force, you can change the damage type to force. Additionally, you can spend 1 sorcery point to increase the spell's damage by 1d8 force damage. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Ethereal Step

Starting at 6th level, you gain the ability to briefly step into the ethereal plane. As a bonus action, you can become ethereal until the end of your turn. While ethereal, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. Once you use this feature, you can't use it again until you finish a short or long rest.

Spectral Bonds

At 10th level, your connection to the ethereal plane allows you to forge spectral bonds with your allies. As an action, you can choose up to three willing creatures you can see within 30 feet of you. Until the end of your next turn, each target gains temporary hit points equal to your warlock level + your Charisma modifier. Additionally, if a target is reduced to 0 hit points while under the effect of this feature, it can make a Constitution saving throw. On a success, it drops to 1 hit point instead of falling unconscious.

Spiritual Mastery

Starting at 14th level, you have achieved mastery over the spiritual realm. You gain the following benefits:

- Your warlock spells ignore resistance to necrotic damage.

- When you cast a spell that deals necrotic damage, you can roll an additional damage die and add it to the total.

- You gain resistance to necrotic damage.
Under Dwarf

Under dwarves, akin to the Raven Elves among dwarves, possess a color spectrum of striking diversity, showcasing hair colors that range from white to black and skin tones in various shades of greyish purple or grey. However, their appearance only becomes evident in old age, and as such, they tend to be beardless or have short beards, as they do not place as much value on facial hair as their other dwarven counterparts. Their eyes exhibit the full spectrum of colors, adding to their enigmatic allure.

Despite dwelling in cold mountains, under dwarves have a peculiar preference for light clothes, making them unique among mountain-dwelling races. This contrast between their clothing choices and environment is a characteristic that further sets them apart.

Under dwarves are rumored to possess incredible healing abilities, and though it may have been exaggerated in legend, they indeed possess a talent for medicine and healing. They can cure minor wounds, making them proficient healers within their communities.

More inclined toward intellect than physical prowess, under dwarves share similarities with snow elves, emphasizing their role as healers and intellectuals. Their technological advancements and wondrous forges are celebrated among dwarves, producing marvelous armors, weapons, and magical items that are highly sought after.

Preferencing deep, dark caves that provide the perfect setting for their bright and enormous forges, under dwarves are responsible for crafting some of the finest weapons, armor, and items in their society, showcasing their unmatched craftsmanship.

As an Under Dwarf, your abilities are enhanced by the following traits:

* Ability Score Increase: Your intelligence (INT) score increases by 1, reflecting your sharp intellect and affinity for knowledge.
* Curing: Once per short rest, you can touch a creature, allowing them to regain 1d8 hit points, showcasing your natural talent for healing and medicine.
* Magic Item Crafting: Your time and expenditure required to craft a magic item is halved, underlining your exceptional skill in creating magical artifacts and wonders.