recursal/Fanatic-Fandom huggingface dataset:
Drantii Blood Countess

The first circle of Blood Counts were the product of an insidious plot of a short-lived Overlordom by the now-defunct Ebonfrost clan. Wielding powerful necrotic magics, a circle of liches covertly corrupted a cabal of Bittonian nobles, intending to use these undead agents as the moles that would bring the kingdom low once and for all. Unfortunately for the Ebonfrosts, their military leadership was sorely lacking, and their planned invasion fell apart scarcely before it had left the Bittonian beachfront. With the invasion routed in embarrassingly short order, and the vampiric agents uncovered, the former Bittonian nobles had little choice but to flee to Ramdrant. While further generations of vampire generally lacked any Bittonian heritage to speak of, let alone noble pedigree, these "Blood Counts" stubbornly retained the trappings of their former homes, studying the sanguine artes in an attempt to forge a simulacrum of the holy power many of them once possessed.

While the diminutive Bloodspire clan eventually merged with the Shadowpaw gnolls and the remnants of the Ebonfrosts to form what is now known as the Rattlebone clan, their unique magics and fighting styles persist to this day, along with their own curious form of self-proclaimed nobility.

### Bloody Fangs Style

Beginning at 8th level, you gain proficiency with the Longsword and the Shortsword, and can use your Charisma in place of your Strength score when making attacks with these weapons. You can use a hand wielding one of these weapons to provide somatic components for your spells. Additionally, whenever you deal damage with a melee attack, you gain a Blood Point, up to a maximum amount equal to your Charisma modifier. Blood points can be expended on the following effects, and all blood points are lost at the end of an encounter.

* Crimson Tithe: Upon dealing damage with a spell attack or weapon attack, you can expend one blood point as a free action in order to regain health equal to the damage dealt by the attack.
* Misty Form: Upon taking physical damage, you can expend one blood point as a free action in order to gain resistance to that specific iteration of damage.
* Black Wings: As a bonus action, you can expend any number of blood points in order to fly 10' for every blood point spent. Attacks of opportunity provoked by this movement suffer disadvantage.
* Twist Heartbeat: As a free action, you can expend three blood points in order to inflict disadvantage on a single bloodied creature's save against one of your enchantment spells.

### Hidden Lore

The full secrets of this art have yet to be discovered...

### Hidden Lore

The full secrets of this art have yet to be discovered...
Sacred Fist

### Inner Light

Beginning at 8th level, you can channel your inner Ki into the holy light of life itself, drawing forth miracles from the strength and discipline of your spirit. Whenever you spend a Hit Dice, you regain additional HP equal to your Wisdom modifier. Additionally, you gain the following options.

* Kiai: You can spend 2 Ki points and use your bonus action to let loose a heartening cry that infuses light and and hope into your allies. This functions as the Bless spell cast as a 1st level spell, but lasts for 1 full minute and does not require concentration.
* Ward Spirit: You can spend 2 Ki points and use your bonus action to ward an ally against the most insidious of foes. This functions as the Protection from Evil and Good spell cast as a 1st level spell, but lasts for 1 full minute and does not require concentration.
* Rekindle: You can spend 2 Ki points and use your bonus action to mend the wounds of your allies in a wash of holy luminescence. This functions as the Cure Wounds spell cast as a 1st level spell.

### Holy Shield

Beginning at 13th level, whenever you hit a creature with an attack granted by your Flurry of Blows class feature, you can grant yourself or one ally within 30' a number of THP equal to half your level. Additionally, you gain Resistance to Radiant and Necrotic damage,

### Unchained Soul

Beginning at 18th level, you can separate body and spirit, fighting alongside a radiant incarnation of your inner light. Once per short rest, as an Action, you can summon an incarnation of light that has the stats of a Deva (MM p.16) and fights by your side. The incarnation rolls initiative and joins the battle, acting on its own turns. You control the incarnation's actions innately, and maintaining its presence requires Concentration. If your concentration is broken, the incarnation vanishes. Otherwise, it remains for one minute.
Champion

## The Champion

Paladins are usually pretty well liked among normal folks, with few exceptions. A few let it get to their heads, and abuse their power. The Champion walks a fine line between that, soaking in the admiration of the crowds, but not to the point where it muddles their quest. They are still fairly dramatic and hammy, but in an endearing way!

### Inspiring Smite

The Champion is a paladin in every way, so their conviction to protect the innocent is no less real. When they smite their foes, they make a spectacle of it, inspiring their allies to greater heights. At 8th level, when a Paladin uses their Divine Smite feature, they grant one ally within 30 feet the effects of a Bardic Inspiration die, using a 1d4. The effects of this die must be used before the end of the Champion's next turn, at which point it expires. For every effectual spell level they expend to modify their smite, they can affect an additional ally with this ability. At 13th level, the die increases to 1d6. At 18th level, it increases to 1d8.

### Show-Stopping Smite

The Champion excels in prolonging the fight with boasting just to make a massive strike at the last minute. They have, fortunately, mastered the art of simultaneously psyching up their allies when they do so. At 13th level, when the Champion hits with an attack modified by level 2 or greater tension, one ally within 30' gains a level of tension. At level 3 and 4 tension, the Champion affects an additional ally with the attack.

### Heaven Cannot Wait For You!

While they possess an undeniable ego, Champions are still blessed by the heavens themselves. With a cry and a sword stroke, they can call down a hail of angels to batter their foes. At 18th level, the Champion can make a single weapon attack as an action. This attack targets every enemy in a 50' radius around the Champion, and can be normally modified by Divine Smite and spells such as Banishing Smite, applying to all targets it hits. Once the Champion uses this ability, they cannot use it again until after a long rest. However, if the attack misses all targets, they can use this feature again after a short rest.
Noble Families

## The Four Noble Families of Bittonia

So there's these four families of generally rich and influential folk. They can be snobby and greedy and not too pleasant depending on who you talk to, but they no doubt have the good interests of the kingdom of Bittonia in their hearts! Probably.

Maybe.

The Guineass Church

The Dominion of Ramdrant

The City State of Wyrmspire

House Farmadr
Aku

Aku is the Capital City State of Akoon. King Whitekeep resides within its keep. The King was the former baron of Aku, before he began his conquest of all of Akoon 8 years ago. The current baron of Aku is Baron Roger Hawkes. Hawkes became the baron after King Izel Whitekeep went to war with the other City States for control of Akoon from the Rasery Family. Aku is an enormous city built upon ruins of some long forgotten city that sprawls beneath Aku. The Beph Ocean is the South of Aku and provides a thriving port for Aku to export and import goods.
Shadowcaster

### Walk Unseen

Beginning at 8th level, whenever you cast a spell that consumes a spell slot, you can use your bonus action before the end of the current turn to take the Hide action. You can make this hide check even if you are unobscured or have no concealment, simply melting away into shadows in plain sight. You become visible again at the end of your next turn if you do not find a tangible hiding location or activate this ability again. Additionally, learn the spell Invisibility, which does not count against your usual limit of spells known, and you gain proficiency in Stealth.

### Shadowcast

Beginning at 13th level, you can weave magics from nothing but shadows and the darkness of your targets' minds. When you cast a spell of 5th level or lower, you can choose to shadowcast that spell instead. A shadowcast spell does not consume a spell slot, but any creature affected by it must (even if the spell is harmless) make an intelligence saving throw (against your usual spell save DC) before any of the spell's effects occur. If this saving throw is a success, that creature is unaffected by the spell. You may shadowcast a number of times between short rests equal to your Charisma modifier.

### Umbral Empowerment

Beginning at 18th level, you can expend two uses of your shadowcast ability in order to shadowcast a mystic arcanum of 6th, 7th, or 8th level. Additionally, whenever a creature is unable to see you, it suffers Disadvantage on intelligence checks to disbelieve shadowcast spells.
Drunken Master

Drunken Master

*....Sho you wanna get'n my way?  Don' blame me if ya fall...down....\*urp\**

Drunken Masters are Monks that have gone drinking with a Barbarian one too many times.  Possibly meaning once.  Through inebriation, they find that the obstacles to their flow in combat, the self's tendency to think when simply doing is better, can just be...floated past, on a river of liquor.  Their erratic motion makes them nigh-unhittable. Doesn't hurt that the booze dulls the pain of injuries, too.

At 8th level, when a Drunken Master chooses to Dodge, they may still make one unarmed attack against a target of their choice.  Truly unfortunate, how people tend to jump onto their fists...

At 13th level, a Drunken Master gains resistance to the first damage dealt to them after each Dodge action, and Advantage on Strength saving throws while Dodging.  Rolling with a punch is a lot less tricky when you've been having to roll with the whole world's bucking.

At 18th level, a Drunken Master is one with the booze.  When an enemy misses them with a melee attack, it must make a Dexterity save against the Master's ki attack DC or be knocked Prone, and the Drunken Master gains resistance to the first two instances of damage dealt to them after each dodge action.
Soulfire Preacher

On whatever shore it can be found, the core tenants of the Goddess and her faithful remain the same. Reverence of life, love for one's fellows, compassion and hope - while the rites and specifics vary wildly, and some sects are riddled with corruption or other issues, Her teachings remain largely constant. And so it is that nobody is quite entirely sure from where the first Soulfire Preachers emerged. With holy fire at their fingertips and scathing rebukes on their tongues, these vitriolic souls live a tireless crusade to burn away the wickedness and mediocrity of the world. After all, even beloved children sometimes deserve a good smack.

### Condemnation

That the goddess loves her children does not mean she is unwilling to discipline the unruly among them. Beginning at 8th level, you can use your bonus action to issue a scathing condemnation of a foe within 60', burdening them with the weight of their sins. If the target creature does not use an action to express its penitence before the start of your next turn, it is afflicted with damnation, suffering disadvantage on its saving throw against the next spell you cast before the end of your next turn. This ability can be used a number of times between rests up to your wisdom modifier.

### Fire and Brimstone

Fire is a thing of beauty - a symbol of passion, purity, and retribution all. Handled with care, it brings life. But to the foolish, it wreaks swift vengeance, as you will readily demonstrate. Beginning at 13th level, you can add your wisdom modifier to the damage of any spell that deals fire damage. If you already have the potent spellcaster class feature, this effect stacks with that one, allowing your wisdom modifier to be added twice to the damage of fire cantrips. Additionally, when you cast any spell that would deal radiant or necrotic damage, you can choose to have it deal fire damage instead. Lastly, you gain an additional use for your channel divinity. As an action, you can expend a use of your channel divinity to inflict a vulnerability to fire damage on each enemy that can hear you within 60'. A successful charisma save against your cleric spell DC negates this effect. This effect lasts for one minute, and afflicted creatures may attempt an additional charisma save against it at the end of each of their turns.

### Judgement Day

On the scales of judgement, only the goddess herself sits above reproach. For all others, there is a reckoning - great or small. Beginning at 18th level, once per long rest, you can demand a holy judgement of those engaged in battle. As an action, you can inflict your Condemnation on every creature within 100'.
Whirling Slayer

What fool would stand before a hurricane of steel? Many are the rangers who wander the wild places of Nestoria, protecting the land and finding power in forgotten places. Some learn patience. Some learn humility, or calm. But for some, gazing upon the savage face of nature kindles a spark of terrifying rage. Carrying their techniques back to civilized lands, these fearsome warriors have more than earned their titles - as the rare, hapless student can readily attest.

### Whirling Frenzy

The power of nature awakens in you the spirit of a terrible beast. Beginning at 8th level, you can use your bonus action and expend 2 MP in order to enter a Whirling Frenzy until the start of your next turn. Whenever the frenzy would expire, you can expend 2 MP to sustain it for one additional round. While in a whirlding frenzy, you gain the following benefits.

* Whenever it is your turn and you hit with a melee weapon attack with a one-handed weapon or a thrown weapon attack, you can make an additional melee weapon attack against a creature within your reach other than the original attack's target. If you hit with multiple attacks on your turn, you can execute this extra attack for each of them.
* Your walking speed increases by 10'.
* Opportunity attacks against you suffer disadvantage.

### Blade Cascade

Your weapons sing with the havoc they wreak upon your foes. Beginning at 13th level, whenever you hit with a weapon attack while in a whirling frenzy, you can choose to gain a stack of Momentum. Each stack of momentum increases your walking speed by 5', causes your weapon attacks to deal an additional 1d4 damage, decreases the cost of ranger spells which target an enemy creature by 1 MP, and increases the per-turn upkeep of Whirling Frenzy by 1 MP. You can have a number of stacks of Momentum up to half your level. Momentum lasts until your whirling frenzy ends.

### Crimson Path

You are as a raging river. A tempest of blades and blood. Those who stand in your way will know the kiss of your steel. Beginning at 18th level, you gain advantage on initiative checks. Additionally, the first time each encounter you move adjacent to a given enemy, you can make an attack against it as a free action. You can only use this ability if you are in a whirling frenzy.
Oomph

*2nd-level enchantment*

**Classes:** Bard, Paladin, Wizard

**Casting Action:** 1 action

**Range:** 30 feet

**Components:** V, S

**Duration:** Instantaneous

This spell encourages or pisses off an ally with a simple incantation, raising their tension. Choose a creature within range. It must be able to see and hear you. That creature gains a level of tension as if it had psyched up.

**At Higher levels.** When you cast this spell as a 3rd-level spell or higher, it increases the tension level by one for every additional spell level (to a max of +4 for super high tension).
Skald

### Savage Inspiration

Beginning at 8th level, your music can inspire allies to new heights of valor, whipping them into a frenzy of glory and carnage. As a bonus action, you can expend one use of your bardic inspiration to send an ally within 60' of you into a battle rage until the end of your next turn. This rage grants Resistance to slashing, piercing, and bludgeoning weapons and adds 1d4 damage to all strength based weapon attacks.

### Heroes of Legend

Beginning at 13th level, you can extoll the mighty deeds of your comrades in arms, wielding tales of past heroics to drive your fellows onwards to every greater triumphs. When an ally within 60' of you scores a critical hit, you can use your reaction to give them or another ally within 60' the benefits of either Bardic Inspiration or Savage Inspiration. This does not consume a use of your bardic inspiration.

### Einherjar Calling

Beginning at 18th level, you may call out to the fallen heroes of the past, throwing wide the gates of Valhalla and inviting the glorious dead to do battle once again. Once per long rest, you can use your action to summon up to three hero characters who had previously perished (and are not currently alive) over the course of the campaign. These characters arrive at locations of your choosing within 60', have full health and no expended resources, and have the same abilities and equipment they perished with. The summoned heroes act on your initiative count and cannot take any Action or Bonus Action on the turn they are summoned. The summoning lasts for one minute and requires Concentration. If you lose Concentration on this effect, the summoned heroes fade.
Circle of the Land (Subclass Fix)

## Circle of the Land

### Potent Cantrips

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. Additionally, you add your Wisdom modifier to the damage dealt with any druid cantrip that does not already add it.

### Primal Wellspring

Starting at 2nd level, you gain a special pool of spell points equal to your level, which is restored fully whenever you take a long or short rest. These spell points cannot be used to cast your normal spells known. Instead, they can be used to cast from a special list of spells determined by the surrounding terrain (ignoring any artificial structures that might overlay it). In addition to the spells listed in the PHB, the following 1st level spells are available:

* Arctic: Ice Knife, Faerie Fire
* Coast: Fog Cloud, Create or Destroy Water
* Desert: Silent Image, Earth Tremor
* Forest: Entangle, Goodberry
* Grassland: Absorb Elements, Longstrider
* Mountain: Thunderwave, Jump
* Swamp: Fog Cloud, Ray of Sickness
* Underdark: Faerie Fire, Detect Poison and Disease

### Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through natural, nonmagical hazards (such as thorns, spores, or pools of acid) without being slowed by them and without taking damage. If such a hazard or movement imparing effect is created through magic, as with the Entangle or similar spells, you have advantage on effects related to it.

### Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

### Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a creature of the Aquatic, Beast, or Plant, monster families attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.
Islamp

Islamp was founded 15 years ago by Lord Kriv Turap. Islamp is a a major trade hub for Grova and its neighbors. it is run by an iron-willed, respected, fair, and just leader. Lord Kriv's Grand Library is filled with a large amount of books ranging from simple life skills to deities, to magic spells, to academics, to medicine, and more. Islamp is known for its educated and straight forward people. As of late, there have been a number of monsters and marauders appearing close to Islamp. Guards under Guard Captain Joven Roaric are sent to maintain Islamp and the three outposts under Islamp: Dak, Pyrgua, and Estra. Judicial issues are settled by a group of the Judge Falin, Captain Joven, and Lord Kriv. Sentences are moderately harsh and quickly administered. Sentences can be lowered usually by community labor, and rarely by other means. Islamp is the intersection of Bongos' Road.

Buildings within Islamp:

* Lord Kriv's Grand Library
* Customs Warehouse
* Green Hammers Smith
* The Barking Star Bar
* Cathedral of Bahamut
* Day Bright Orphanage
* Bait Swap General Goods and Pawn Shop
* Courthouse
* Islamp Keep

Islamp is currently waging civil war on Grova. They are in cooperation with the national army, and being led by Lord Kriv.
Defender

Many fighters wade into battle seeking fame and fortune, striking down mighty foes in search of ever greater glory. For some, however, there is no higher calling than the protection of the innocent from the ravages of evil. Stalwart shield in hand, these champions defend the weak from any who might threaten them.

### Knight's Challenge

The challenge of a true knight is not an easy thing to ignore. Beginning at 8th level, whenever you damage an enemy with a weapon attack, you can use the Mark rules when making attacks. Additionally, if you damage a creature with a melee weapon attack while wielding a shield, you can inflict a Knight's Challenge upon it until the end of your next turn. You gain Advantage on opportunity attacks against a creature marked by your Knight's Challenge, and it suffers Disadvantage on attacks against creatures other than you.

### Vigilance

A Defender's focus never wavers - their mighty strikes can hold back a legion of foes. Beginning at 13th level, you gain an additional number of reactions each round equal to your Wisdom modifier (to a minimum of one extra reaction).

### Mighty Guardian

The greatest Defenders are titans on the battlefield - unflinching pillars of safety amid the chaos of war. Beginning at 18th level, while you are wielding a shield, you can wield a two-handed weapon on one hand. Additionally, you can use your reaction when an adjacent ally is attacked to grant that ally a +5 bonus to AC against the triggering attack. If this causes the triggering attack to miss, and if the triggering attack was a melee attack, you may make an opportunity attack against the offender as part of the same reaction.
Leeroy's Retainers Initiation

The Initiation for joining Leeroy's Retainers is taken by new recruits. They are put in a corridor to test their loyalty. In the corridor there is a banner and a mirror, the initiate will see a dark figure appear on the mirror. The image is of Leeroy Obmika and his image approaches the initiate. If the initiate destroys the mirror, it destroys the illusion and kills the sacrifice, then the initiate joins the Retainers as a follower.
Fisticuffs

In the Under Dome in Belu, there is a category of events specifically for magic users. The Fisticuffs events are the following: Mud Bowl, Punch-a-Sucker, & Orphan Toss. If at any point a fighter dies, the other may win the series unless a second is provided for the fallen. The most recent victor, Delkarian, defeated the Bladed Twins who was on a winning streak.

Mud Bowl Event: The combatants are given wooden armor and weapons. They are then put into a mud pit to fight each other to whoever loses the most points by damage.

Punch-a-Sucker: This is a single hit contest. The fighter hits as hard as he can and takes a hit from his opponent. Whoever cannot withstand a hit or takes less damage loses.

Orphan Toss: Who can toss a "Volunteer" further in a single throw. Teams can bounce their "Volunteer" for a further distance.
Street Fighter

## The Street Fighter

Believe it or not, there are actually regular humanoid races in Ramdrant. Refugees, convicts, and fugitives from other nations, they are driven into hiding in the dangerous streets and understreets of the capital city. These places are innately dangerous, and as such, only those who become as vicious as some of the worst of the monstrous races around them survive. And so, the Street Fighters were born. Dirty fighters that aimed to maximize the damage with their fists and the environment around them, Street Fighters aim to win at any means necessary. Even crotch punches.

### Dirty Tricks

Street Fighters are masters of improvised fighting, and also use a good bit of poison in their careers. At 8th level, the Street Fighter treats any improvised weapon as a monk weapon, and adds 1d4 damage to any improvised weapon attack. This increases to 1d6 at 13th level, and 1d8 at 18th level. In addition, the Street Fighter can use poisons while unarmed without poisoning themselves. They gain resistance against poison damage, advantage on saves against poisoned and the poisoned condition, and finally, poisons they apply to their attacks use a modified DC of 8 + Proficiency mod + their Dexterity mod.

### Sucker Punch

When the Street Fighter catches an opponent offguard, it can be devastating. They go for the eyes, the throat, the crotch... anywhere vulnerable. At 13th level, when the Street Fighter hits with an unarmed attack, if they had advantage on the attack or if there was at least one ally adjacent to their target, the attack is a critical hit. This feature can only be applied once per turn.

### Brick Buster

A good Street Fighter always has a brick in their pocket, to hit people in the faces with. At 18th level, when the Street Fighter uses Stunning Strike with a improvised weapon, the target has disadvantage on their save. However, the improvised weapon immediately breaks after the action.
Raziel, The Desert Skirmisher

Raziel, The Desert Skirmisher is a brown dragon of myth that is said to roam the deserts of Akoon and pounce on potentially tastier targets. When described, it is said that Raziel is a shade of brown that blends into the sand. One of the dangers of the desert, Raziel's warning is the use of sandstorm(s).

Raziel's Warning:

When the sandstorms is a comin'

You best get runnin'

Roger Hawkes firmly believe that it was Raziel that ambushed Izel and himself those years ago.
Grand Master Whisperer

This is the title of the elected leader of the Whispers of the Myth. Elections occur every three years or if the Grand Master Whisperer dies an early death. The last election was held shortly after the passing of Bue Vraus's brother who was the then current Grand Master Whisperer. Bue did enter the election but do to criticisms of his brother's bravado, he did not win. The Duties of Grand Master Whisperer are to negotiate funding from various groups for expeditions, setting the requirements to take on an expedition for guild members, training of mid tier archaeologists for the guild, testing artifacts found for any magical potential, and the distribution of artifacts to groups, museums, & auctions. The Grand Master is still permitted to take on expeditions themselves.
Landon's Delivery

This is the package of Landon Wayne of Burang for delivery to Sam Gibbs of Belu. There is a messaged to be delivered to Mr. Gibbs upon delivery, "Wayne is done." Upon inspection of the package, the delivering group of adventurers found that it was Wayne's left arm and a Letter of Introduction to the Assassins Guild, courtesy of Landon with a strange insignia.
House Guineass

**The Guineass Church**

The organization most devoted to religion in Nestoria, the Guineass Church has served as the common people's portal to the mercy of The Goddess for Untold Generations! Of course, the Goddess's wisdom can sometimes be hard to hear, coming as it does from far on high, so it is often necessary to build complex acoustic chambers to properly listen.

And if the faithful may wish to perform penance by helping to build such structures, why, who should stop them?

The Guineass Church is also renowned for their assistance in organizing the charity of the people, and feeding the hungry. Less organizational expenses, of course.

Sometimes, The Goddess has been known for taking Archbishops straight to the heavens, to better explain to her the feelings of her people, through lightning bolts on days with clear skies.

Archbishop Cutler Guineass's tendency of wearing a great deal of metal jewelry, with numerous chains that drag along the ground, of course, is entirely unrelated, and purely out of a desire to show the splendor of The Goddess's house unto the rest of the world.

In these dark and troubled times, it is unquestionably true that The Guineass Church is a comfort to the people of Nestoria. Particularly with as talented a leader as Archbishop Cutler at the helm.
Landon Wayne

Landon Wayne is a grisly halfling that has a shady appearance coupled with a toothy grin. He is a friend of Syralth and commissioned a delivery job for a group of adventurers under her guidance. He wears a thick cloak and when moving seems to dance out of vision of the viewer. His package was to be delivered to Sam Gibbs immediately upon arrival to Belu from Burang by Delkarian & Hope.
The Council of Nau

The Council of Nau is a group of representatives sent from each City State to discuss any issues that may occur. They are able to suggest laws to the King and with unanimous decision overturn a law the King has created and enacted himself if it is too extreme. These representatives act in favor of the ruling government from each city state and are almost of equal power to the ruling power of each city state.
High Gun Qui Seis Tripe

High Gun Qui Seis Tripe is a Human Male and current leader of Burang. He is a fan of the shrimp from Jimbo "Shrimpie" Truthee of Burang. He has a wife and child. He is a skilled swordsman and trains daily. He has a very laissez faire policy towards economics in Burang. He has been ruling in Burang as part of its royal family once he reached adulthood before the Civil War. He does not have much of any business with Drosa & Nuabu, but he believes if need be amicable conversation can be reached.
Seers of the Poisoned Prohphecies

The Seers of the Poisoned Prophecies are a group of prophets that consume a secret and illegal concoction to derive prophecies. As their name suggests, these seers poison their bodies, at times to death, in order to derive prophecies. These seers at times have been seen to praise either Ioun or Asmodeus to glimpse possible futures.
Town Signet

These town signets were made by help from the Meng brothers and Lord Kriv's magic. The ring grants the wearer permission to use the businesses in Islamp and access to Kriv's Grand Library. Upon interference, the rings have a tracking ability that transmits a signal to Lord Kriv of the location of the wearer and proximity of any dragons. The rings were altered to now show Syralth to be a mile away when she wishes to interact with the adventurers.
Nebuchadnezzar

Nebuchadnezzar is the Prison City. The seals & enchantments used to help secure it were placed by Father Patrick Bishop. The Prison City has existed for a fair amount of time, but only started to flourish about 40 years ago. As the King of Akoon & Baron of Aku both despise any members of Leeroy's Retainers, most prisoners within the Walls of the Prison City are criminals, former members of the Rasery, terrorists, etc.
Gamma 5, Crypt of Leeroy

This was one of the many Crypts of Leeroy hidden throughout Akoon. This specific crypt is found about two miles southeast by east from Bongos' Threeway. Some of the cultist at this crypt had kidnapped Christopher Chanel and were using him as a sacrifice. The crypt also had hidden within it, one of the few remaining Laughing Skull Tapestries. The Whispers of the Myth have named it Gamma 5.
Perceval "Stumpy" the Orphan

Perceval "Stumpy" is an 8 year old orphan. His parents were killed during the war for Akoon by rebels opposing then Baron now King Nirar. During the fighting he was trapped under burning fallen timber beans. He was rescued by Lord Kriv Turap, but at the cost of his limbs. He was given an Amulet of Mage Hand by Lord Kriv to help him in his daily life. He dislikes fire and pork meat. He likes to read and make model boats with his amulet. He currently is able to play the bugle and harmonica as well as read, write, & speak: draconic, elvish, dwarven, & common. He resides in Day Bright Orphanage under the care of Mother Jana Sunflame and Father Patrick Bishop. He currently resides in Islamp.

One of the adventurers from the Bard College, Hope Evermoor, a young tiefling, has expressed interest in raising young Perceval in the bardic ways.
Grova

Grova is a booming City State. This is in part to two men: Baron D. Steel Blue Lander & Lord Kriv Turap. The current baron is Baron D. Steel Blue Lander. He and Lord Kriv Turap have a strained relationship at bad times and a neutral one at best. D. Steel took control of Grova through elections and has resided as baron since his inauguration. He has focused on gaining as much self autonomy from Akoon as Grova can get. The Grova Trade Docks have provided an excellent port to trading to far away lands and to Aku & Burang for materials that are not as easily found in Grova. Grova has one town and four outposts Within its territory. The town, Islamp, runs three of the four outposts: Pyrgua, Dak, and Estra. The only outpost run by Grova itself is The Dod Outpost that is the land entrance in and out of the Grova City State.

Within Grova are the following locations:

* Grova Ghost Tavern
* Anchor's Farm & Crustaceans
* Juk Mines
* East Temple of Hermes
* Grova Trade Docks
* Moaner's Lament
* Outpost Dod
* Showboat Lighthouse
* Grover State Orphanage
* Magics' Rebounds
* Research Tower
* Sailor's Last
* Castle Grova
* Ships Out

After the group of adventurers left Grova's territory, the city state became engaged in a civil war. According to some refugees, Islamp's Lord Kriv is leading his forces and troops from the national army to take all of Grova under his control.
Mount Udosp

Mount Udosp is an active volcano found a few miles west of Freriph Mountain. It has been active inconsistently but the lava flow does not go further than a mile in any direction from its peak. Travelers found safety in walking around it by a few miles rather than near it. To its west, the Weeping Mountains are seen as a near end to the journey from Burang to Belu.
Desperado

## The Desperado

A dashing example of roguish bravado and charisma! The definition of careless freedom and charming attitude even in the face of overwhelming opposition and also a long list of lawbreaking offenses.

### Stylish Gunslinger

The desperado often indulges in firing storms of lead! ...that aren't particularly accurate sometimes, mind you, because firing with two weapons is a lot less effective than you'd think. At 8th level, the desperado gains proficiency in the revolver (DMG268). Additionally, they add their dexterity to the damage rolls of revolvers when they use one for the attack action (but not the bonus action for two-weapon fighting, unless they have the associated fighting style), and gain advantage on initiative checks. They can wield a revolver in each hand and receive the normal benefits of two-weapon fighting. Finally, if the desperado acts before any enemies on the first round, they may do one of the following things with their bonus action.

* Take the Dash action.
* Make an offhand attack with a +2 bonus to the attack roll.
* Expend a spell slot to shoot a Disarming Wink at a foe they can see. That foe must make a Wisdom save; if they fail, they're charmed for a number of rounds equal to the level of the spell expended.

### Dashing Marksmanship

While offense is good, wooing the crowd is better. At 13th level, whenever the desperado's attacks incapacitate a creature, they can give a bardic inspiration to an ally as a bard of their level. The desperado can do this a number of times per day equal to their Charisma modifier.

### Sudden Death Mark

The desperado might focus on offense, but every so often they lead their allies on to victory by marking out a single foe for death. At 18th level, on a turn the desperado hits with an attack, they can use their bonus action to expend a spell slot and put a Death Mark on a creature they attacked until the end of next turn. When allies damage a creature with a Death Mark using an attack, they deal 1d4 bonus damage for every spell level of the expended spell. This damage can only be inflicted once per turn.
Magi

In the Under Dome in Belu, there is a category of events specifically for magic users. The Magi events are the following: Target Practice, Scorch-a-Dorch, & Save the Citizen. If at any point a magic user dies, the other caster may win the series unless a second is provided for the fallen caster. The most recent victor, Jov, defeated the Red Mage who was on a winning streak.

Target Practice: Is a 1v1 duel between both magic users.

Scorch-a-Dorch: A best of three spells used to cause a target to be tortured as much as possible. Crowd opinion affects the points scored per round.

Save the Citizen: A random member of the people in the in the Under Dome is selected as a target to save as they are slowly lowered into a grinder. One mage has to rescue the target before the time expires, while the other mage tries to stop the other. There is a special button on the side of the crank used to lower the chained person that can cause a random or no effect to occur. In the last Save the Citizen, Hope was the victim of the random selection.
Hope Evermoor

Hope Evermoor is a Tiefling Bard that was sent to Akoon by his Adventurers Guild. He has helped recover an amulet for Lord Kriv from a cave of goblins and hobgoblins. After this, he aided Joven Roaric in investigating The Lone Soldier Monument and some of the outposts in Grova. During this investigating, He outperformed Bongos in a juggling competition and successfully put Bongos' spirit to rest while on Bongos' Road. Most recently along Bongos' Threeway while on his way to Burang, he has helped Cocoa Chanel recover the body of her recently deceased husband, Christopher Chanel who was sacrificed by Leeroy's Retainers. He has come into communication with a dragon named Syralth. In Burang, he mediated with his group protecting Tycon Armor from being murdered and helped them gained a map for their journey. While in Belu, he and the party stumbled upon the Under Dome. Once inside, his friends each entered a separate series of events for honor and gold. To come to their aid, he announced them and cheered them on towards victory. During Jovrdil's Save the Citizen, Hope was picked as the "Volunteer" for Jov to save against his opponent, the Red Mage. After his group collected their winnings, an army raid fell upon the Under Dome forcing the party to flee into hiding.

He performs for his keep when he arrives in towns and plays a multitude of instruments.

He has permission from Lord Kriv, Captain Roaric, and Father Bishop to adopt Perceval from the Daybright Orphanage.
Shape Shift

In the Under Dome in Belu, there is a category of events specifically for Shape Shifters. The events are the following: Flatlander, Aerial Cage, & Water Temple. If at any point a Shape Shifter dies, the other may win the series unless a second is provided for the fallen. The most recent victor, The Admiral, defeated the crowd favorite, Grand Druid Aardvark and other grand druids.

Flatlander Event: Land based shape shifting fights occur. The environment can spawn between various places such as: plains, forests, hills, mountains, etc.

Aerial Cage Event: Air based shape shifting fights occur. The environment is usually within a large cage that may have traps and obstacles within them.

Water Temple Event: Water based shape shifting fights occur. The fights occur in lakes of water that are hospitable to fresh and salt water based animal forms. There can be random ruins within the waters.
King Izel Whitekeep

The King of all of Akoon. He rose to power through military might and strategy to oppose the previous power of Rasery. He currently sits on his throne in Aku and runs the government while dealing with The Council of Nau. His best friend Roger Hawkes reports to him directly as the Baron of Aku. Izel and Roger were childhood rivals as they were growing up yet had a brother in arms fighting style. Roger would have gone to war with Izel eight years ago if he hadn't lost his leg to save Izel from a dragon attack when they both were twenty-three in the deserts outside of Egrukar. The last northern appearance of Leeroy's Followers was during a training drill led by Roger Hawkes and Izel. The Followers were able to lead a dragon to the two officers' training drill site and a fierce battle ensued. Ultimately, the victory was for the Follower's as the dragon left after killing most of the recruits and the loss of Roger's leg. Later during the war, it was revealed that the dragon attack was caused by some of Leeroy's Followers. To this day, both Roger & Izel will jump at the chance to hunt down any members of Leeroy's Retainers.

One of his current goals is to rid Akoon of opposing factions before considering conquests outside of his own nation.
Outpost Dak

Outpost Dak is the southern most outpost for Grova. It is located on Bongos' Road before Bongos' Threeway. One of the current guards is Dour James. The outpost is surrounded by forests and is close by to an apple & berry orchard, and The Lone Soldier Monument. It is found on the border of Grova and currently receives orders from Lord Kriv & Islamp.
Laughing Skull Tapestry

The Laughing Skull Tapestry is the personal war banner of the Necromancer Leeroy Obmika. The common appearance of the green tapestry was of a grey skull with blood rolling from the eye sockets and down the cheek bones while the jaw was moving to imitate a laughing manner. The banner was able to replicate the face of nearby opponents, become quite durable, and to be able to re-hang itself if it were to fall down from its placement. Some of these war banners were said to be able to perform magic to assist Leeroy and his followers if needed. It was recently found by a group of adventurers and sold to Bue Vraus of the Whispers of the Myth.
新道具「咖啡豆保存罐儲藏庫」登場！2015-3-25

**新道具「咖啡豆保存罐儲藏庫」登場！2015-3-25**

非常感謝您一直以來對《LINE I Love Coffee》的支持。

**▼「咖啡豆保存罐儲藏庫」登場！**

「咖啡豆保存罐儲藏庫」是什麼？

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告訴您一個好消息！

現在您可以把最多100個咖啡豆保存罐放進儲藏庫裡！

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**・使用方法**

**1.在商店購買「咖啡豆保存罐儲藏庫」，並設置在店裡的牆上。**

您可以使用咖啡幣或咖啡券購買「咖啡豆保存罐儲藏庫」。

無論使用咖啡幣或咖啡券購買，道具的效果皆完全相同。

咖啡店裡最多只能設置1個咖啡豆保存罐儲藏庫。

**2.點選已設置完成的「咖啡豆保存罐儲藏庫」就會顯示下面的配置畫面。**

點選「+」即可選擇要放進儲藏庫的咖啡豆保存罐。

在配置畫面中只能選擇倉庫內的咖啡豆保存罐。

若您欲將設置在店裡的咖啡豆保存罐移至儲藏庫中，請在裝潢模式裡選擇店裡的咖啡豆保存罐，然後點選最右邊的「放入儲藏庫」。

**3.點選儲藏庫內的咖啡豆保存罐，即可選擇要將咖啡豆保存罐設置在店裡，或是放進倉庫中。**

**4.儲藏庫的擴建**

您可以擴建儲藏庫，增加儲藏庫能夠容納的咖啡豆保存罐數量。

儲藏庫最多可以擴建至100個咖啡豆保存罐的容量。

只要點選配置畫面左下方的「擴建」按鈕即可進行擴建。

原則上您可以選用咖啡券或咖啡幣來進行擴建，但在擴建到一定程度之後，將只能夠使用咖啡券來進行。

**5.當儲藏庫擴建到28個的容量之後，您即可自由變更儲藏庫的造型。**

只要點選配置畫面左上方的調色盤圖案，即會出現顏色變更畫面。您可以在此選擇自己喜歡的造型。

變更造型需要使用咖啡券。

快利用咖啡豆保存罐儲藏庫讓您的咖啡店變得更寬敞！讓空間運用更加靈活吧♪

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LINE I Love Coffee營運團隊
The Assembly of Belu

The previous formation of the Assembly sided with the Rasery Family during the Akoon Civil War led by Izel Whitekeep. The current Assembly has eleven members and is only shortened due to death by non natural means of a seat member & increased by a vote by the three oldest seats at the time. Seat terms are in years equal to the number of seats. If the number seats are decreased during a term, the term is decreased. Term lengths cannot be increased due to addition of seats during a term. Due to the rules of the Assembly, Belu has had a history of various assassins gaining their reputation from dealings with the Assembly.
【公告】關於「全部搶救」任務 2018-3-15

**【公告】關於「全部搶救」任務 2018-3-15**

任務：幫休息中的LINE好友的咖啡店進行「全部搶救」，把獎勵拿到手吧！

感謝您平時對《LINE I Love Coffee》的支持與愛護。

以下是關於2018年3月14日開始的「全部搶救」任務的補充說明，請您參考。

「全部搶救」為玩家在《LINE I Love Coffee》中拜訪LINE好友的咖啡店時，若該好友的咖啡店內有數台咖啡豆烘焙機或糕點機烤焦，遊戲畫面中會出現通知，詢問玩家是否要協助好友復原咖啡店的按鈕功能。

玩家只要點擊「全部搶救」按鈕，就可以將烤焦的機器全部搶救回來（通常只能復原3～4台），且遊戲會自動傳送「咖啡店已恢復原狀」內容之訊息給該好友。

若您的好友一覽中未顯示「休息中」的好友時，請您將好友一覽右上角的「休息中」開關轉為ON後再確認一次。

本活動為長期性活動，預定舉辦至9月14日9:30。

若您目前於遊戲內還沒有遇到需要搶救的咖啡店，只要持續玩遊戲，便有機會在未來收到休息中咖啡店的相關通知，進一步完成此任務。

請您今後繼續支持《LINE I Love Coffee》，謝謝！
Rimt Sea

The Rimt sea is the southwest sea that isolates Drosa from the mainland of Akoon. It has frigid moving waters. There are currently three ports for the Rimt Sea. At times, there have been signs of piracy on the Rimt Sea, but sustaining piracy is often difficult as the Dragon King of Drosa does not let piracy occur without his tithe.
Juggernaut

The savage warriors known as barbarians are renowned to the last for their inexhaustable toughness, and many claim that there are none on Nestoria who are tougher. Those who do have never met a juggernaut. The first juggernauts were forged by the cunning ogres of Ramdrant, casing their mightiest champions in shells of adamant and steel, but the practice spread to other tribes in time, and eventually to the wider world. Walking paradoxes, juggernauts meld primal rage with the most advanced armoring sciences known to mortalkind, becoming living fortresses against which the tides of battle must break.

### Ironclad

Though many barbarians are leery of the metal shells manufactured by 'civilized' lands, Juggernauts embrace them with an unmatched fervor. Fueled by the strength of their rage, even the heaviest armors become as a second skin. Beginning at 8th level, you gain proficency with heavy armor. Additionally, while raging, you retain the benefits of your Fast Movement even while wearing heavy armor. Lastly, while wearing heavy armor, you gain a special form of ablative resistance, reducing any incoming damage by an amount equal to [5 + Con Modifier], applied after the effects of Resistance to a damage type. If an incoming damage source deals at least 1 point of damage through this resistance, the value of the resistance decreases by 1. During a short rest, you can make adjustments and repairs to your armor that restore this resistance to its full value. This resistance does not stack with other forms of flat resistance, such as that granted by Heavy Armor Mastery.

### Towering Menace

The implacable might of a Juggernaut is a terrible thing to behold, their unbreakable stride driving foes to stire out in a desperate attempt to bring the titan low. Beginning at 13th level, whenever you grant Advantage with your Reckless Attack ability, you gain a 15' aura until the end of your next turn. Enemies within the aura suffer Disadvantage attacking any creature other than you, unless you are at or below 75% of your maximum HP. Additionally, whenever you expend a hit dice, the effects are maximized.

### Indestructable

Lay low a juggernaut? Grinding down a mountain would be an easier task by far - stone isn't half so tough, and the earth does not fight back. Beginning at 18th level, the amount of max HP you derive from your Constitution modifier is doubled. Further, when you fail a saving throw, you can expend your Reaction to suffer 25 points of unresistable damage and convert that failure to a success. Each time beyond the first that this ability is used without taking a long rest, the damage taken increases by 5. This damage does not erode the resistance granted by Ironclad.
Bongos' Road

Bongos' Road is the major road from Grova to Islamp & from Islamp to other cities. It extends through many City States, starting from Grova and ending all the way in Belu. It is named after the famous performing animal, Bongos from a circus that faded away. People have reported seeing Bongos return on the road where he will perform for travelers. Along Bongos' Road, there is a split in the road that is aptly named, Bongos' Threeway.
Red Mage

The Red Mage was a member of the Assassins Guild and worked closely with the Bladed Twins . He had a winning streak of eight series in Magi in the Under Dome in Belu . He focused primarily on fire based magic. He was defeated and killed by Jovrdil in the most recent Under Dome. As addition to his death, Jov turned his corspe into a skeleton by burning the flesh off as a trophy.