recursal/Fanatic-Fandom huggingface dataset:
List of Species in Zoo Tycoon

African BuffaloAmerican BisonBighorn SheepAlpine IbexMarkhorGemsbokBongoGazelleBlackbuckGiant Sable AntelopeBlue WildebeestAddaxMuskoxDromedaryLlamaReindeerMooseCommon HippopotamusGiraffeOkapiCommon WarthogZebraPrzewalski's Wild HorseBlack RhinocerosTapirBottlenose DolphinSperm WhaleOrcaChimpanzeeWestern GorillaBornean OrangutanBaboonMandrillLemurSealWalrusSouthern Elephant SealBrown Bear
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Max & Aurora: Ship 1

Max is barking loudly as he happily jumps around on the deck and dances around the sailors' feet. He eventually stops and pants, his tongue lolling out of his mouth. Then he suddenly jerks his head up as a strange, new scent enters his nose. His nostrils flare up as he sniffs the air, taking in this funny smell. The big sheepdog is intrigued; what could it be? He presses his nose to the floor of the deck and starts taking in deep sniffs, walking along as he follows the scent as it gets stronger, meaning he is close to the source.

Aurora watches the dog walk around sniffing the ground with great interest until she realizes that he's coming closer and closer to the window she's looking through! She's what he's smelling!

With a sharp gasp, the girl pushes herself away from the window and presses her back against the side of the ship, hoping to stay downwind from the dog. Her eyes are wide with fright and her heart is beating in her chest. But after a second, she takes a deep breath and then bites her lip nervously as she glances to the side. Eyes still wide and mouth now agape, Aurora slowly leans back toward the window...and comes face to face with Max.

Max, seeing that the source of the smell is a beautiful girl, gets a big grin on his face. As Aurora turns to face him, he begins panting loud and hard, his tongue hanging out of his mouth as he breathes hot breath into Aurora's face. Aurora presses her nose against Max's, still staring at him in wide-eyed, open-mouthed fascination. She's so close to him that Max naturally assumes she wants a kiss. And since he loves her already, smelling that she has a wonderfully spunky personality, he's more than happy to give one to her!

His tongue oozing slobber, Max thrusts his head forward and gives Aurora a friendly lick on the cheek. Aurora closes her eyes, krinkles her nose and grimaces at the sudden wet sensation on her cheek as Max's big tongue lifts it up. The dog's slobbery tongue sweeps across the girl's cheek and makes a loud "smack!" sound when it's done, drool flying everywhere from it as it retracts back into Max's mouth. Max looks at Aurora and smiles at her fondly, while Aurora lowers her head and looks a little grossed out.

Max backs up a little. Aurora slowly puts her fingers back on the sides of the window and peers back to the deck with an open-mouthed look of astonishment on her face. Slowly realizing that she liked this little encounter, Aurora gets a goofy smile of delight on her face as she rubs her wet cheek. "That was...surprisingly delightful!" she remarked.

Glad to hear it, Max bounded back toward her, his salivating tongue flopping out of his mouth and flying straight at the girl's pretty face. Aurora grinned and laughed as she received another slobbery kiss from the excited dog, his tongue pressing against her cheek and slowly rolling it upward. "Hahahaha!" Aurora laughed, "Oh, you're such a friendly dog!" Then, an eyebrow quirking upward playfully as she watched Max pant heavily, she added "And so very hairy and slobbery too! Heh!"

This remark earned her another lick, this one dragging from her chin to her forehead.
List of Species in The Wild Thornberrys

African BuffaloAlpine IbexGemsbokImpalaGazelleGrant's GazelleBushbuckBlue WildebeestWater BuffaloMuskoxYakBactrian CamelLlamaReindeerMooseCommon HippopotamusGiraffeCommon WarthogZebraPrzewalski's Wild HorseBlack RhinocerosOrcaChimpanzeeBornean OrangutanBaboonProboscis MonkeyAye-ayeSealWalrusBrown Bear
Rovanian

####  People of Rovania

   *Rovania* is a western kingdom known for its military strength and tact. Both men and women are welcome to join the military. It is often expected for boys starting at the age of ten to begin training for combat, and when they turn fourteen they are expected to serve three years within the armies, allowing them to settle down around seventeen or continue their military career and move up in the ranks. By law at least one son from each family must serve in the military. Their physical appearances differ wildly as they have citizens from all over the world due to a long legacy of conquest.

*Rovania* is famous for its wines, foods, and gardens, the royal palace is within view of the famous *Glimmering Water Gardens*. Most Rovanians worship the Valenzi, and their current king, Martulius Rovani-Aricarte, was raised for part of his childhood on the island, learning from the priests there. Rovania was also responsible for the spreading of the Valenzi faith, carrying the religious texts to the lands they conquered and establishing priesthoods around the world.

### Playing a Rovanian

Rovanians can be humans of any nation, or even any race from foreign lands (just double check with an admin or DM before using a new race). In addition, you gain the following trait:
***Formation Fighting.\**** this warrior is trained in fighting as a unit with their allies, and has proficiencies with a shield if they did not already have it. When this creature is within 5ft of at least two allied creatures that also have this feature and are wielding shields, they can use a bonus action to get into formation and gain the following benefits:

1. They receive half cover (+2 to AC).
2. They have advantage on Strength and Constitution Saving Throws.
3. If an attack or spell would cause them to be pushed and they are not prone, the distance is halved.
4. They cannot use the Dodge Action.

A creature loses these benefits if they become incapacitated or they move more than 5ft. Away from their allies. Creatures in formation can all move at once up to half their speed, as long as none of them have moved this round.

Alternatively, the DM can have all creatures in formation act on the same Initiative.

> \*This is playtest material and is subject to change, please use the most updated version of the trait as feedback is gathered and edits are made.
>
>
Khopesh of the Viper

### Effects

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one Attack with it as a Bonus Action on each of your turns. On a hit, if the target is a creature they must make a DC 16 Constitution Saving Throw take 2d6 poison damage and become poisoned for 1 day.The Viper longs to unleash its venom on mortals, if no creature is wounded with this weapon, the wielder must injure themself with the kopesh and take the poisoning with no saving throw.

## Material Rights

### Usage Permissions

You may use with permission from the owner or other Admins

### Editing Permissions

You may edit while in the balancing/playtesting phase

The Khopesh of the Viper is one of the Seven Blades, and whoever wields it would be drawn into the eternal Grand Contest between the other wielders. The viper hisses into its wielders ears, commanding them to defeat the opposing wielders. Strike fast, hit hard, give them a swift end.

 Magic Item

*Weapon (khopesh), legendary (requires attunement)*

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one Attack with it as a Bonus Action on each of your turns. On a hit, if the target is a creature they must make a DC 16 Constitution Saving Throw take 2d6 poison damage and become poisoned for 1 day.

The Viper longs to unleash its venom on mortals, if no creature is wounded with this weapon, the wielder must injure themself with the kopesh and take the poisoning with no saving throw.

The wielder of this weapon is drawn into the Grand Contest, and they cannot escape this fate.

### Weapon Stats: Khopesh

*Melee weapon (martial, khopesh)*

* Damage: 1d6
* Damage Type: Slashing
* Properties: Finesse, Versatile (1d8)
* Weight: 3
Malfeasilel

Master of Mayhem

Malfeasilel is only interested in creating Mayhem, he is a patron often to goblinoids and other wicked creatures. He is not able to simply open rifts on his own will, he often requires mortal intervention on his behalf to carry out his will. He will create pacts with mortals offering them boons like power, immortality, wealth, love, etc.. In exchange he becomes "tethered" to his servants and will often be able to follow, interfere, and torment them for the rest of their existence (his favorite bargain is giving immortality, but the recipient can actually be killed and decay, but after a certain time period they are revived and keep on kicking)

His ultimate goal is to topple kingdoms, empires, and pantheons. He wants to be the master of chaos above all others, destroying order and essentially making the mortal realm similar to the Abyss.
Minotaur Tribe of Rutor

The Minotaur Tribe of Rutor are one of the five Allies of Rutor. They were once a nomadic people who enjoyed discovering the luxuries of far away lands. Ever since the Catastrophe of 1246e4, however, the Tribe has been blocked off from a majority of the Horizon Kingdoms. The Gnomish Parliament has promised them assistance in navigating through the blight and beyond, mainly through access to their transportation technologies. In return, the Tribe is scheduled to provide protection and a cut of their spoils to Rutor.
Siedonis Baeloth

> *I have a job to do, alright? I kill the undead and I protect the ocean. And I'm like, real fucking good at my job.*
>
>

## Physical Description

### The Charming Commander

Within the ranks of the Valtamere Empire, Baeloth rose to the position of Grand Commander with two things, her blade and her beauty. She does not hesitate to kill and her presence is inspiring to her comrades around her. While her appearance has little affect on the undead it raises the spirits of those underneath her command and she has more than proven herself as way more than just a pretty face on the battlefield.

### Personality

Baeloth, like many Tritons, has a feeble understanding of surface world life. She worships some of the Valenzi Court, but under different names. However, unlike many Tritons, she is not (as) arrogant. Her goal will always be to protect the Empire and to kill undead. She wants no quarrel with any of the nations of the surface. She believes that the Black League is getting stronger and wants to see that they do not grow beyond the control of the Empire. She is passionate in her belief that the surface needs to join with them against a threat to them all.

#### Ocean's Wrath

Siedonis' most prized possession is a long sword made of enchanted coral. It deals long sword damage and an additional 4d8 + 6 lightning damage. If the weapon is within 100ft of any undead it gives off a faint hum only she can hear and directs her towards her next victim. If the blade is within 30ft it gives off a visible dim light that glows brighter as she gets closer. If she is within 5ft of an undead it has disadvantage on attack rolls. It can also cast *tsunami* once every 3d8 hours.
Renegade Coast

The Renegade Coast lies east of Dor-Hamman and northeast of Rovania. The coast was once a part of Dor-Hamman, however a series of Bandit Kings and Robber Lords carved out a swath of land from the Dwarves, Halfings, and Gnomes. This land lies on an extermely rocky, and treacherous peninsula (90% of the area is difficult terrain) on both the Mothering and Fathering Seas. The coast is a nest of pirates and cutthroats. Their raiding parties attack border towns and bring back the plunder to their strongholds. They enjoy wine women and song in their great halls. The raiding parties are often made up of roving Orcs, Barbarians, and Half-Orcs.
Dragon's Chosen (Dragonborn)

## The Dragon's Blessing

No one's really sure when the Chosen started appearing throughout the world, but one thing is certain about them. They origin has deep ties to Cult of Three Fangs. Many claim them to be demons, or others aberrations of some far off reality; however, the truth isn't nearly as cruel. Well only if you were chosen as a baby.

The Blessing when performed on newborns allow for them to grow up without a sense of mistaken identity, as well as allowing the Draconic Energies within their body to adhere painlessly. Adults don't get this boon. The shear pain as their pains are simultaneously broken down and put back together is usually enough to break any man, but those who's psyche survive this torment are eventually driven mad as they develop something akin to a split personality. Those who even reach this madness become known as the Dragon's Lost as death is the only release from their torment. At least those born with the blessing can boast of having a breath weapon and a lifespan longer than a Human's.

## Chosen and the Cult

As I've mentioned previously the Chosen have close ties to the Cult, or rather two of the gods within the Cult. Niddrog and Irsel have a habit of giving they're Blessing unto an unborn child of a member of Cult that performed a great boon for their respective god. While it does go without saying, I believe it necessary to clarify that Niddrog's Blessing produces Chromatic traits and Irsel Metallic traits. Though it is believed that the qualities each god favors also influences a Chosen's personality.

Irsel's Chosen favor innovation and creation as forms of worship. It is believed among members of the Cult that her children had hands in the creation of many ancient buildings. Though there are those who argue that dwarves are those responsible for this and not much is truly known about the ancient past as records were lost or never written down to begin with. It is known to the Cult, however, that a brilliant scientist lived with what is now the Spellscarred Lands. They believe one Drasiss Flamscribe, supposedly the Cult's brightest scientist, to have perished within the explosion that created the Spellscarred Lands. No one in the Cult really seems to know who, or what for that matter, caused the Spell Blast outside of what they were told. Many within the Cult believe Niddrog wished to kill Drasiss for her powerful connection to Irsel. Though no evidence is available to prove this to be the case, one thing is certain Drasiss's death removed the cult's only known way to Rinascita.

Niddrog's Chosen favor destruction and bloodshed above all. I personally have only interacted with a few Chromatic Chosen and they all died trying to kill me. My advice avoid at all costs, unless you find the allusive ones that have learned to curb their bloodlust.
Ser Faleon Rethan

Ser Faleon Rethan is a commander of wood elves, who has devoted most of his life to fighting off the Blight and any of the Blightborn that try to wander and hunt the elves of Tareth. His skill as a tactician and leader are rarely matched, and he has study the art of war longer than most human kings have lived. As an elf his fey ancestry has kept him from being affected by the Blight's "touch", regardless of the fact that he was been fighting it back for almost a century.

When the Third Valencion Crusade broke out, Leonius Harthfel sent out a band of his Dawn's Inquisition knights to seek Ser Faleon and plead to him to join the holy war, fighting off all the human zealots who blasphemed against their elven gods.
Glyph of the Black Spot

The Glyph of the Black Spot is a favorite cursing glyph of sailors, originally said to have been invented by the Saltborns, this glyph marks a sailor as a traitor to his crew and untrustworthy. This glyph is usually given to a crew member by another member of their crew or the entire crew. Once marked by the spot, the crew will stop at nothing to find the marked sailor and end them. It is common curtesy to have the spot marked on the sailor or have it delivered before they begin to hunt the sailor down. Once delivered, the sailor has 2d12 hours before their crew begins the hunt.

Many sea captains keep at least one spell scroll with the glyph on their ship, so if any of their crewman should betray them they can be properly marked.

## Crafting a Black Spot Glyph

A Black Spot can be given in two ways: in the presence of the entire crew and the crewmate they wish to mark, or delivered on a spellscroll carrying the glyph and upon delivery the glyph transfers itself from the scroll to the target.

In both cases, a spellcaster capable of casting the *Glyph of Warding* spell is needed to create the Black Spot. Most port towns you can find a Salt Mage or a witchdoctor capable of creating the glyph. The glyph will take one week to prepare for the ritual, and will cost 1000gp. The crew that wishes to mark the target with the spot must be present and state their names to the caster during the creation. However, the target does not need to be present for the ritual, only for the delivery.

### Effects of the Black Spot

Once delivered, the target is marked by a black spot roughly 1" radius somewhere on their skin (creator's choice). Each creature who stated their name during the creation ritual are now the hunters, and the recipient is the target. While marked by a black spot, any hunter within 1200ft. of the target knows they are nearby.

Further, if any sailor of another crew notices your spot, they are suspicious of you and will not aid you in any form. By the laws of the sea, any crew known to be harboring a marked sailor from their hunting crew is free to be attacked by the hunters as well.
Natural One

A god as mysterious and wild as the realm it protects

The Natural One is the primal god of many elves, Gaurdian of the Wild Realms. Though closely associated with the Wilds of Tareth, it is believed that the One protects all wildlands and wildlife. The One's host of other nature spirits is called "The Natural Twenty", they are both his servants and adversaries, changing their allegiance to the One as the season change too.

The Natural One is an embodiment of the wilds, cruel and unforgiving, a testament that only the strong, wise, and resolved can survive against the wild realms. It is often shrouded, shape changing, and unkown to those who encounter it. The Natural One is often deemed as a symbol of bad luck, especially by humans or other non-elves who don't wholly understand the faith. Though not inherently evil, the presence of mark of the One usually means hardship against the wilds and the elements are coming your way. Those who have had close encounters with the One have often gone mad after witnessing the power it weilds.

If you chance to encounter the One, even from a great distance, it is best to turn away and leave with your sanity.
Displacer Giraffe

> *Why does this exist?*
>
>

A cross between a giraffe and a displacer beast.

1. REDIRECT Template:Infobox non-player character*Huge Beast, unaligned*

AC: 13

HP: 115

Speed: 40 ft

Str 19 Dex 13 Con 15 Int 2 Wis 12 Char 6

Senses Passive Perception 15

Languages --

#### **Abilities**

**High point of view.** The giraffe has advantage on Wisdom (Perception) checks that rely on sight.

**Tall build.** The giraffe has disadvantage on Strength saving throws against getting prone and standing up cost 3/4 of its movement.

**Avoidance**. If the displacer giraffe is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

**Lesser Displacement.** The displacer giraffe projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it takes any damage, this trait is disrupted until the end of its 1d4 turns. this trait is also disrupted while the displacer giraffe is incapacitated or has speed of 0.

**Charge**. If the giraffe moves at least 20 feet straight toward a creature and then hits it with a head slam attack on the same turn, that target takes an extra 5 (2d4) piercing damage and increase the DC for the save by 2 . If the target is prone, the giraffe can make one hooves attack against it as a bonus action.

#### Actions

The displacer giraffe can make three or four attacks, two with it's hooves or one as a head slam, and two with it's tentacles.

**Tentacle.** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.

**Head slam.** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

**Hooves.** Melee Weapon Attack: +6 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage.
Fenzuja

> *Dude, that's one angry looking tornado...*
>
>

The Fenzuja is large reptile with blue and silver scales. It has large horns with blow out air across its back and limbs. It has a large flat tail that it uses to build up winds and that can strike multiple targets at the same time. It's entire body is electrified. It is a walking tornado.

## Fenzuja

### CHA

20 (+5)
17 (+3)
15 (+2)
9 (-1)
14 (+1)
2 (-4)

### Languages

draconic, primordial

*Large monstrosity Chaotic Neutral*

AC 16

HP 115

Speed 45 ft. Climb 40 ft. Swim 40 ft

Str 20 Dex 17 Con 15 Int 9 Wis 14 Char 2

Challenge. 7

#### Skills:

Senses Darkvision 90 ft, Passive Perception 16

Damage Resistances Slashing Cold Lightning

Languages Draconic, Primordial

Hold Breath: The fenzuja can hold its breath for 15 minutes.

Spider Climb: The fenzuja can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vortex: Creatures within 15 ft of the fenzuja must make a STR check (DC 14) or be pushed 15ft from the fenzuja on a failed save.

Charged Form: As a reaction to a melee attack the fenzuja discharges lightning from it's plates damaging the attacker for 2d6+2 lightning damage on a failed DEX save (DC 14) or half as much on a successful one.

#### Actions

**Multiattack.** The fenzuja can attack three times, and it may use any combination of attacks that include Bite, Tail, Claws or Cyclone Discharge, but no more than two tail attacks.

**Bite.** Melee Weapons Attack: +6 to hit, reach 5ft, one target. Hit 3d8+2 piercing damage

**Tail.** Melee Weapon attack +5 to hit, reach 10 ft. Small target area within 5ft of center target Hit 2d10 + 3 Bludgeoning damage

**Claws.** Melee Weapon Attack: +6 to hit reach 5ft one target, Hit 3d8 + 2 piercing damage.

**Cyclone Discharge.** Ranged Weapon Attack +5 to hit. reach 30 ft. Every target in a straight line. Hit 3d6+3 Force damage, and is pushed until they are 35ft away from the fenzuja.

**Thunderous Torrent (Recharge 5-6).** The fenzuja spins around in place.  Everyone within a 25ft radius of the fenzuja must make a STR save (DC 16) and take 1d10 + 2 force damage and 2d8+3 lightning damage and be pushed until you are 25 ft away from the fenzuja on a failed save or half as much damage on a successful one.
Mothering Sea

The *Mothering Sea* is the northern smaller sea to the north west of the *Fathering Sea*, Most of the sea's surrounding coastlands are countries previously conquered by *Rovania*, either still under the empire's governance or now independent. Only the *Renegade Coast* remained unconquered from the Rovanian Legions.
MacTíre Wolf

*Medium beast, any alignment*

* **Armor Class:** 14 (Leather Barding)
* **Hit Points:** 19 (3d8+6)
* **Speed:** 40ft.

* **Skills:** Perception +3, Stealth +5
* **Senses:** passive perception 13
* **Languages:** --
* **Challenge:** 1/2 (100 XP)

***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

***Pack Tactics.*** The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

### Actions

***Bite. Melee Weapon Attack:*** +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Umber Mountains

The Umber Mountains are an ancient mountain range on the western edge of Dor-Hamman. It is a contested area by the Dwarves, Dueregar, and Drow. The Dwarves seek the Mountain for the riches beneath, The Drow and Dueregar seek the Mountain range as a good base of slave operations. Drow and Dueregar are selfish and do not desire to share the mountain with any one. Currently the Umber mountains are split between The Dueregar, the Drow, and the Dwarven Houses, houses Strong Arm and Strong Eye.
The Flora of the Glimmering Gardens

1. *Purple Fang-* A purple shrub that when the seeds are prepared correctly becomes a light purple liquid that can be drank or coated on weapons.
	1. This poison causes an explosive amount of pain when first introduced to the bloodstream, this poison causes the victim to hallucinate everyone around them become dark purple shades and it causes sensory overload to the point where any kind of movement, or touching anything causes pain.
	2. Every 5ft the user moves on their own, or 20ft when moved by something else causes causes 2d6 +2 poison damage on a failed Strength saving throw or half damage on a successful one. Every unique living thing that the victim looks at appears as a slightly different and terrifying image causing 1d4 + 2 psychic damage on a failed Wisdom saving throw or half damage on a successful one. This affect lasts for 3 hours.
2. *Flicker Flower-* A white flower with very large petals layered on top of each other and barb sticking out of the center. These flowers only bloom at night without any light around. Very shortly after these flowers bloom they emit a dim light and then teleport to a new location in the gardens as a seed. When the barb has been prepared correctly it creates potion that when consumed teleports you in a to a random spot nearby.
	1. 3d6 ft away in a random d4 direction. If the space that the flower would take you is occupied or would put you in danger (above lava, a cliff or into a damaging spell area for example) re-roll.
3. *Satinvita-*A flower with dark red and purple petals that grows along vines. The vines attach themselves to larger plants in the garden and form symbiotic relationships with other plants. When pieces of the vines are prepared correctly they remove all diseases, poisons and magical effects short of a *Wish* spell and restore all missing hit points, all missing spell slots and granting 2d10 in temporary hit points that gives the user a purple glow.
4. *Halitua*- This flower looks similar to a hyacinth, has large orange petals and grows on the water. When the leaves that rest on the surface of the water and keep the plant afloat are prepared correctly, it creates a tincture that can be added to any liquid to be consumed. It has 2d12 uses when created and has the follow affect.
	1. For the next 12 + 2d6 hours you have the ability to breath underwater and if you don't already have it you gain Darkvision 40 ft. You are also lighter and have an easier time moving through the water, if you must make an ability or saving throw involving aquatic move do so with advantage.
Glacial Dwarves

Glacial dwarves live in northern costal mountains and craft moving fortresses from ice gathered on the mountaintops. After several decades, they launch a raiding fortress from the top of their mountains and ride these glacier castles down to the lowlands, bulldozing everything in their paths.

They've specially crafted their fortresses and finely prime them while moving to set courses and bring them back to the sea. Once in the water they abandon the fortress on warships and sail back north to their mountain homelands to rebuild.

Long ago the Glacial Dwarves were enslaved by the Frost Giants, conscripted to craft their colossal palaces in the north. The dwarves rebelled and escaped the giants, and fled to the mountains where they began to craft fortresses of ice to ride into the lowlands and wage ware on the others. After they created these moving fortresses, the Glacial Dwarves drove the Frost Giants back and conquered most of the Marsabian Peninsula, and they enjoyed an era of rule over all the other peoples. However, in the past century the forests of the Murderous Mire grew cursed and a darkness came forth from the forests. Now the forests are uninhabitable and the boarders the dwarves once controlled have been pushed in, and the other factions of Marsabia have begun to fight the dwarven rule and each other competing for dominance.

### Playing a Glacier Dwarf

You use the stats of the Dwarf race in the PHB. As your subrace you can choose either the Mountain Dwarf or the Glacier Dwarf. Glacial Dwarves have the following subrace traits:

***Ability Score Improvement*** +1 to Intelligence.

***Frozen Fortitude*** You have resistance to cold damage. You have advantage on survival and climbing checks in snowy/icy climates, and can traverse difficult icy terrains as if they were normal.

## Glacial Fortresses

Taking their perfected crafting of ice-smithing and cold forge iron, the Dwarves began developing Glacial Fortresses as a way to both fight off the Frost Giants and later conquer the entirety of Marsabia. Every several decades, the dwarves have a new fortress crafter from the ice formed at their mountain peaks, and shaped into a well fortified moving castle. Once ready, they break the fortress off the mountainside and let it slowly slide downhill into the lowlands to conquer everything below. Plowing through hills, lands, farms, cities, and more these fortresses are colossal and unstoppable forces. The dwarves lower their smiths on pulleys, then tossing spellets at the bottom of the glacier to knock out lower chunks, changing the sliding surface underneath and altering the glacier's course.

When the glacier's form begins to diminish and melt, they change course for the nearest shore, and then unload their warships from the glacier and sail back north to Waldenlock to return home to their mountain keeps.
Natural Twenty

A Powerful Fey Court in the service of The Natural One

The Natural Twenty are the host of Fey that both serve and oppose The Natural One. The twenty are a varied set of fey lords and ladies, each with their own designated domain within their court. Their relationship with the One is ever changing, the One is their master and creator, but members of the Twenty have been known to rebel against their master, and there have even been times of full civil conflict within their court, cascading the warfare into the wild realms of our world and changing the landmarks around them.

While the One is more mysterious and dangerous, the Twenty are often considered a sign of good fortune. Many of the faith take a sign of the Twenty to be a message from their gods to follow a path to riches, glory, or good health, some followers even pray to specific members of the Twenty for fortune within their specific domains.
Maul of the Ram

### Effects

You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. The bonus increases to +5 when you use the mace to Attack a construct.When you roll a 19 or 20 on an Attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct, and it must make a DC 16 Constitution saving throw or be pushed 10 feet away and knocked prone. If a construct has 40 Hit Points or fewer after taking this damage, it is destroyed.

## Material Rights

### Usage Permissions

You may use with permission from the owner or other Admins

### Editing Permissions

You may edit while in the balancing/playtesting phase

The Maul of the Ram is one of the Seven Blades, and whoever wields it would be drawn into the eternal Grand Contest between the other wielders. The Ram holds its ground firm like a mountain and pushes back it foes with great force, sending them crashing to the ground.

 Magic Item

*Weapon (maul), legendary (requires attunement)*

You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. The bonus increases to +5 when you use the mace to Attack a construct.

When you roll a 19 or 20 on an Attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct, and it must make a DC 16 Constitution saving throw or be pushed 10 feet away and knocked prone. If a construct has 40 Hit Points or fewer after taking this damage, it is destroyed.

On an attack roll of 6 or less the Maul swings wide an hits a random allied creature within 5 feet of the wielder (including the wielder). The wielder takes 2d6 bludgeoning damage and is knocked prone.

The wielder of this weapon is drawn into the Grand Contest, and they cannot escape this fate.

### Weapon Stats: maul

*Melee weapon (martial, maul)*

* Damage: 2d6
* Damage Type: Bludgeoning
* Properties: Heavy, Two-Handed
* Weight: 10
Black Wolf Knight, Wolf Guard

*Medium Human (Hillborn), any alignment*

* **Armor Class:** 19 (Plate)
* **Hit Points:** 52 (8d8+16)
* **Speed:** 30ft.

* **Saving Throws:** CON +4, WIS +2
* **Senses:** passive Perception 10
* **Languages:** Common
* **Challenge** 4 (1,100 XP)

***Dual Wielding.*** When the knight makes a melee weapon attack, as long as it's holding a weapon in each hand, it can use its bonus action to make another melee weapon attack.

***Loyalty.*** The knight has pledged its loyalty to an individual. It has advantage on saving throws against being charmed.

***Wolf Companion.*** The knight is accompanied by a tamed wolf. If a creature the knight was engaged with was hit by an attack from the wolf, the knight's attacks do an additional 2 (1d4) damaged.

***Pack Tactics.*** The knight has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

### Actions

***Multiattack.*** The knight makes two attacks with its longsword.

***Longsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

***Heavy Crossbow. Ranged Weapon Attack:*** +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

### Reactions

***Parry.*** The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

## Black Wolf Knight, Wolf Guard

### CHA

13 (+1)
16 (+3)
14(+2)
3(-4)
12(+1)
6 (-2)

### Challenge

1/2 (100 XP)

*Medium beast, any alignment*

* **Armor Class:** 14 (Leather Barding)
* **Hit Points:** 19 (3d8+6)
* **Speed:** 40ft.

* **Skills:** Perception +3, Stealth +5
* **Senses:** passive perception 13
* **Languages:** --
* **Challenge:** 1/2 (100 XP)

***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

***Pack Tactics.*** The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

### Actions

***Bite. Melee Weapon Attack:*** +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Frela

Frela is the Frostborn god of harvest, fourthborn of Grimöha

###  The Birth of the Gods:

Grimöha with her newfound knowledge saw this world needed stewards to govern. From her womb and by herself, she birthed her many children, each child holding a piece on her blue flame, for they were all a reflection of her.

####  Frela

The fourth child was **Frela**, god/goddess of seasons, harvest, hearth, sacred feasts, parenting, and good magic. Frela is depicted with both male and female genitalia, normal holding a scythe while bent over in the activity of work. Considered to be a no-nonsense dirty, it was Frela to suggest a home for the gods, Grimöha agreed, leading to the gods settling in Valhights or "The realm beyond the sky". Frela is tasked as not only the trusted advisor to Grimöha, but as Grimöhas bodyguard as she sleeps. Frela took a partner in Croohorn and bare three goddesses who would be three of the four seasons, Ulti (Fall), Sunfauset (Summer) and Piartar (Spring). These goddes

ses are seen as the full embodiment of these three seasons, depicted as muses holding hands, waiting for Frela to give them orders.
Clan Snapdragon

### Banner

Yellow Pseudo-dragon coiled around a rose snapdragon blossom one white background with green borders

## Current Members

### Current Members

Nevil Snapdragon, Flynt Snapdragon, Yedillio Snapdragon.

Clan Snapdragon is a clan of Quickfinger Halflings who have spread across the northwest of the Fathering Sea, from the forests of the Boarhart Lands to the hill country of Dor-Hamman. Snapdragons are often proud yet reclusive, though they hide their homes and halls like most other Halflings, they boast having the largest and grandest homes over most all others of their folk. The family came into a considerable wealth after becoming merchants (yet some conclude smugglers) that allowed them to trade all around the world. From this, the family developed a taste for fineries of other worlds, and thus sparked a desire for art, poetry, and knowledge. Many of the clan are struck with wanderlust, and with coin purses full with granted gold from the family, they set out across the world to find new and wondrous discoveries to benefit the clan.

Snapdragon has had many notable scholars, poets, bards, historians, artists, alchemists, and sages come from their clan.
2nd Valencion Crusade

### The Second Valencion Crusade, 87e5-99e5

After nearly six hundred years of peace for the island, war came once more to Valencion, but it was not brought in by any of the Kingdoms around the *Fathering Sea*.

A Dragon named Kultharax, from far away across the *Burning Sea*, traveled to the holy city covered in golden altars and shrines, temples stockpiled with offerings and holy treasures, and sacked the Grand Temple. The inhabitants either fled or were burned, and the dragon held the island for nearly twelve years, while also wreaking havoc on the coasts of *Aebros* and *Rovania*.

The Kingdoms around the Fathering Sea longed to reclaim their holy island and wipe out the evil of the dragon. The Three Kingdoms rallied their armies, and called on the temples around the world to send troops and supplies to fund the war. With the armies of Three Kings and a host of warriors from a thousand Priesthoods, the Kings of the Fathering Sea drove out the dragon and slayed Kultharax. Orothus Burugatza I was the hero that slew the dragon and was named King of Aebros. The Grand Temple was restored and the remains of Kultharax were buried south of the Temple, in a place name "Dragonbone".
House Vírac

The Colours and Coat of Arms of House Viírac

### Current Members

Helen Vírac (Mother of Gaël, alive, 93 and senile) Lady Harper Víroc (Alive, 45, sweet and kind, wife of Gaël)

Children of Gaël:Sons:Brus Vírac (Alive, age 29)Riggs Vírac (Alive, age 26)Victor Vírac (Alive, age 18)Daughter: Od Virac (alive, age 16)

The Daughters of Bonor, brother of Gaël:Ashling Vírac (Alive, married off)Carol Vírac (Alive, married off)Sun & Stars Vírac (Twins, Alive)Sash Vírac (Alive, married off) Bunhilda Vírac (Alive) Xephi Vírac (alive) Tassil Virac (Alive, Married off) Summer Vírac (Alive)

Hugo No-One (58, Alive and exiled by his father Bonor)

## Notable Members

### Leaders

Javeern ”the Stubborn Mule” Vírac I (Father of Gaël, Dead at 71.)Grontol VÍrac IV (Eldest brother of Gaël, dead, 22 from hunting accident)Bonor ”the Breeder” Vírac (2nd eldest brother of Gaël, dead, at 40, disease)Delpi Vīrac (Wife of Bonor, dead, 35, same disease)

### Warriors and Heroes

Faso Vírac (Dead at 8, died playing in a river, elder sister of Gaël)Ambrien Vírac (Dead at 18, killed by abusive husband from different house, younger sister of Gaël)

House Vírac is one of the Bannerman Houses of Aebros, who rule over the castle of Ormshire Rock. Currently ruled by Gaël ”Wrybeard” Vírac VII, the 3rd son of the late Lord Javeern I and the venerable Lady Helen.

## The 3rd Valencion Crusade

House Vírac sides with the nation of Aebros, along with many of the other southern houses of Aebros. Lord Gaël Vírac finds the actions of Leonius Harthfel abhorrent, a traitor to his country and his bloodline as many true Saltborn do.
Rovanian Lesser Bearcat

The Rovanian lesser bearcat, also known as the fey-touched bearcat, is a small, arboreal mammal native to the temperate rainforests of Rovania. Their name is derived from their soft, lavender-violet colored fur and silver markings, giving them a elegant and mystical appearance. Despite their fey look, they are naturally occurring creatures found almost exclusively to the Leonik river basin where their otherwise vibrant coloration helps them to blend into the foliage. This is likely the reason that their geographic range is so limited, though only partially why they are so rare.

Since their discovery, they have become prized by trappers and hunters for their furs. They are also coveted by wealthy aristocrats as pets, and collectors for their menageries. This combined with their incredibly limited time-frame to breed has caused the Rovanian lesser bearcat to become an endangered species.

In appearance, they resemble elongated raccoon with a more blunted, cat-like face, rounded ears, and a puffy silver mane around their neck. They have a puffy tail, tipped with silver, and short limbs with rounded paws which they use to climb trees. Though they are predominantly herbivores - eating mostly bamboo and native fruit - they have been known to eat eggs, birds, and insects.

 Rovanian Lesser Bearcat

## Rovanian Lesser Bearcat

### CHA

4 (-3)
10 (0)
10 (0)
2 (-4)
12 (+1)
5 (-3)

### Challenge

0 (10 XP)

*Tiny beast, any alignment*

* **Armor Class:** 10
* **Hit Points:** 2 (1d4)
* **Speed:** 20 ft., climb 20 ft.

* **Senses:** Darkvision 60 ft., passive perception 13
* **Languages:** --
* **Challenge:** 0 (10 XP)

***Keen Smell.*** The bearcat has advantage on Wisdom (Perception) checks that rely on smell.

### Actions

***Bite. Melee Weapon Attack:*** +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Tangraf Dascuz

Tangraf Dascuz is a Minotaur hailing from the Kingdom of Rutor. Having stumbled upon The Bear Clan, he has decided to travel with them and swear fealty to the Bear Lord. He plays the Concertina, and refers to himself in the third person. The only articles of clothing he wears are a tricorne adorned with the insignia of the Bear Clan and a pair of boots. Tangraf honors all of his previous interactions with others, and depending on how he was treated, he will come either a fierce ally or an even fiercer enemy.

## Personality

### Ideal

The weak should perish and that the strong must rule

### Bonds

Tangraf was slighted by House Schrude, but found allies in the Bear Clan. Tangraf likes Bear Clan.

### Flaws

Tangraf refuses to admit when he is outclassed. Tangraf is not weak!

## Combat

### CHA

18 (+4)
14 (+2)
15 (+2)
9 (-1)
10 (0)
15 (+2)

## 2019 Jousting Scorecard

### Concussions Received

1

Born in the plains of Rutor, Tangraf had a heart for adventure, aching to bring his songs and stories to far-away lands.  When the kingdom first started producing ships that could survive the deep ocean, he jumped at the chance to set sail as part of the Grand Expedition.  Upon landing on unknown shores, he wandered off, leaving behind the rest of the crew to explore the uncharted territory.

He came across a strange crop, learning that they were called 'beats' only when the farmers who planted it shooed him away as if he were a monstrosity.  Sulking through the wilderness, Tangraf pondered if he actually was a monster when he was approached by two bears.  The bears led him to The Claw, where Tangraf learned of the Bear Lord and pledged loyalty to the Bear Clan.
Gnomish Parliament of Rutor

The Gnomish Parliament is one of the five Allies of Rutor. They are behind the Mending of Rutor, and are led by the direct descendant of the fabled mad mage. The gnomes place their family over all else with a high priority on their own kin, although they consider the other Allies of Rutor adopted brothers and sisters.
Memorial of the Fallen

* Kenny Cometh the Razorback Rider
	+ Boarhart
	+ Kill by the Dawn's Inquisition defending the temple of Lekaimos
* Cob Drost
	+ Frostborn Bard/Painter
	+ Killed in the battle for South Pork
* Grunkle FukSkin
	+ Boarhart
	+ Killed in the battle for South Pork
* Reginald the Feller
	+ Boarhart Barbarian
	+ slain by a Fireball while charging Olport Beach, avenged by Ser Hosters Tanny
* Ser Hosters Tanny
	+ Boarhart Knight
	+ slain by Ser Awin Might in a champion's duel for Olport Beach
	+ Ser Might renamed the beach "Mightport"
* Roynald Harper
	+ Frostborn Druid
	+ slain by a Fireball while charging Olport Beach

* House Schrued nobility
	+ Angelia Schrued, Dweid Schrued III, Mikael Scarn, Jim Halberd
	+ slain by The Bear Clan during the events of Bears. Eat. Beats.
* Maxandus Vepnarus slain by the thicc Boarhart Babe Malrune during the Duel on Lion's Watch Bridge
* Omi Fiola, slaughtered by Malrune during the Battle of Cowardly Corbulo's Point
* Droog, slain by guards of the Dawn's Inquisition Troops
* Salkur Shadowclaw, fallen in the Temple of False Whispers during the Call of Champions
Spotted Goblins

Spotted Goblins are a variant Goblin breed, they have pale yellowish skin with green and black spots covering their skin. They are more savage than normal Goblins, often with 6 Intelligence and most unable to speak a full language if at all. Their eyes cloud over and their yellowed and sagging skin begins to cover their eyes. They have no vision, but their other senses are hightened. They have Blindsight up to 15ft., and advantage on all Wisdom (Perception) checks based on smell or hearing. They are often bulkier than normal goblins, and stand hunched over and crawling instead of walking.

A Spotted goblins has a green spot for every hit dice it has. Whenever a spotted Goblin takes more than 3 slashing or piercing damage, one of their spots pops and every creature within 5ft. of it must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
House Schrued

The Banner of House Schrued

### Current Members

Angelia Schrued (deceased), Moose Schrued, Zeik Schrued, Mikael Scarn (deceased), Fen Schreud

### Bannermen

James Hillborn, Pamiel Hillborn, Keven Malum, Oscario Martien, Darnyl Phelben, Crete Barton

## Notable Members

### Leaders

Dweid Schrued III (deceased), Angelia Schrued (deceased), Dwied Schrued II (deceased), Dwied Schrued I (deceased)

House Schrued was a small yet proud and honorable minor house in the Boarhart Lands. Their House Words were: hard working, alpha male, jackhammer, merciless, insatiable. They had no castle but did rule the lands of Schrued Farms. They were most recently led by Dweid Schrued, third of his name.

While most other halflings seclude themselves and hide their settlements in the Frostborn territories, the Schrueds and their serving families are a welcome part of the Hillborn society. The Schrueds used to be a very seclusive family like any other halflings, but after his knighting in 282e5 Dweid pledged his sword to House Boarhart and King  Rupert "the Brutish" Boarhart, bringing his halfling family and farm into prominence among the Hillborn kingdom.

## Bears. Eat. beets.

The Bear Clan destroyed House Schrued in a single night and consumed the leaders of this House, with a majority of the Schrued nobility being fed to Beary McBearington. The Bears defeated the Beats with extreme prejudice.