recursal/Fanatic-Fandom huggingface dataset:
The Judge

The Judge is a deity of the Exalted Court. The Judge is obsessed with justice and truth. He believes that liars are perhaps the worst of all people, save for those who try to sidestep justice. Many guardsmen and others who enforce the laws of the land pray to the Judge. Bounty hunters are also particularly devout followers. He has made it his duty to destroy the Skulker and all of his minions. Dwarves and aasimar are particularly fond of the Judge, as they are both a people preoccupied by the concept of justice. The Judge's most devout followers banded together to form a group called the Judged Ones. The Judge typically appears in shining silver and gold armor, with all of his laws written in ornate runework along the entirety of his armor. He wields a massive double flail that serves as his scales of justice when not used in combat. His symbol is a perfectly balanced set of scales.

Tenets:

* One should be honest at all times. Deception is the truest form of evil.
* One should follow the laws and customs of the lands they travel through. If a law is broken, even unwittingly, the penance must be paid.
* One bring to justice those who seek to shirk their punishments.
The Oracle

The Oracle is a goddess of the Exalted Court. She is the wife of the Father, and mother to all the other Exalteds. She is mainly preoccupied with the notion of fate and destiny. She sometimes grants the boon of foresight to her followers, and many prophets of the Oracle have made predictions that dramatically shifted the fates of whole groups of people. The Oracle believes that ones fate is immutable. One can change their immediate future or fortunes, but their overall destiny is written in the stars and on a set track. She has no patience for those who believe that they can drastically change their fate. Her symbol is an unblinking eye.

Tenets:

* One should accept their fates and learn to live with their individual destinies.
* One should use their knowledge of the future to change their short term fortunes for the better. Even though a person's fate can be bleak, it shouldn't make them live in despair.
* One should do their best to enact prophecies given by the seers of the world.
Halfling

Halflings were created by the Hearthminder. They are fun-loving affable creatures who make fast friends with any who they come across, and they always have a cozy home that they open up to visitors. Halflings live with a dual nature. On the one hand, they want nothing more than to relax by a cozy fire, but on the other hand they have a burning curiosity inside them that nudges them into the world to find new experiences and sights. Halflings are also, despite their diminutive size, the bravest creatures in all of Nasria. They will face down a dragon if it means helping their friends, and it takes something incredibly horrifying to rattle them.

* **Ability Score Increase**: Your Dexterity score increases by 2.
* **Age**: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
* **Alignment**: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.
* **Size**: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
* **Speed**: Your walking speed is 25 feet.
* **Lucky**: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
* **Brave**: You have advantage on saving throws against being frightened.
* **Nimble**: You can move through the space of any creature that is of a size larger than yours.
* **Languages**: You can speak, read, and write Common and Halfling.

#### Lightfoot

As a lightfoot halfling, you can easily hide from notice, even using other creatures as cover. You're inclined to be affable and get along with others.

* **Ability Score Increase**: Your Charisma score increases by 1.
* **Naturally Stealthy**: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

#### Stout

As a stout halfling, you're hardier than average and have some resistance to poison.

* **Ability Score Increase**: Your Constitution score increases by 1.
* **Stout Resilience**: You have advantage on saving throws against poison, and you have resistance to poison damage.
Firbolg

Firbolg were made by the Feyheart. They are gentle giants who have an affable nature and make fast friends; however, they are formidable foes to any who threaten the harmony of nature. Firbolg tend to live in forests and protect their homes from encroachment by others. Most of them tend toward the life of druids or rangers. They live throughout Nasria, but they are mostly concentrated in the forest of Dothraynma.

* **Ability Score Increase**. Your Wisdom score increases by 2, and your Strength score increases by 1.
* **Age**. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
* **Alignment**. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
* **Size**. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Languages**. You can speak, read, and write Common, Elvish, and Giant.
* **Firbolg Magic:** You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
* **Hidden Step:** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Speech of Beast and Leaf:** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
The Father

The Father is the leader of the Exalted Court pantheon. The Father is said to have created the others of the Exalted Court with his wife, the Oracle. The Father places a high emphasis on lineage, which leads many nobles to worship him. Tritons tend to pray to the Father, as they are rather obsessed with bloodlines as well. The Father also prizes quality in all things, so many craftsman tend to pray to him when creating their masterpieces. Since each of their contain a bit of his essence, all aasimar pray to the Father. Though he created no races of his own, he helped all of the other Exalteds fine tune their own. His symbol is an unbroken chain encircling a sword.

Tenets:

* One should strive their best to reach perfection in all that they do.
* One should leave a legacy that will make them be remembered and leave others in awe.
* One should avoid taking the easy way out; anything worth doing is worth doing well.
Invoked Slumber

The Primordials were relieved when the fighting between the gith and illithid armies was over. They went back to creating more creatures to enhance their own powers. However, all the discordance created by the psionic warfare called a creature from the edges of the Astral Plane. This creature, known as the Old One, or alternatively Cthulhu, came upon Nasria and began feasting on the sanity of all the creatures the Primordials had made.

With the whole world awash in insanity, the Primordials sprung into action. With their combined power, they were able to force the Old One into a hibernating slumber. They then imprisoned him deep within the empty core of the world. There he still slumbers.

The Primordials were forced to completely destroy all their creations, but they decided to salvage the world and created new beasts to serve them.
Free Roams

The Free Roams are situated on the southern coast of Ventaris. Though they are controlled by the Karixti Empire, their influence isn't felt strongly there.

The city of Yarjerit is the largest in the area, and it serves as a hub in the area. Repeteance is a city of aasimar. Longtooth Ridge is the largest beastkin settlement in the world. The Marsh Tribes area is a collection of tortles, bullywugs, and lizardfolk, though the lizardfolk exert the most influence. Skymeet is a floating island that serves as a trading outpost for the Elemental Court. Thord Morndin is the second largest Dwarven mountainhold in Nasria. The Savage Coast is a dangerous area crawling with orcs. The Chainport is a slaver stronghold ran by minotaurs. The Web Warrens are a series of tunnels controlled by halflings who worship the Weaver.
The Feyheart

The Feyheart is a Primordial deity. It is a massive floating wisp that rules over the Feywild. All fey creatures, including firbolgs and elves, were created by the Feyheart. The Feywild is the most closely connected of all the planes that are tethered to Nasria, and most of the plants and animals of the world come from it. The Feyheart values those who live in harmony with the land. Many farmers tend to worship the Feyheart, as it can grant them boons that bolster their harvests or help them through droughts and the like. Its symbol is a green heart encircled by vines.

Tenets:

* One should live in harmony with nature.
* One should protect the fey creatures of the world, and they should annihilate any abominations that have been corrupted.
* One should be reflective and constantly contemplate their place in the world.
The Hearthminder

The Hearthminder is a goddess of the Exalted Court. She is the keeper of the home and the bringer of merriment. She is said to live in that moment after a long journey when a traveler finally hangs their cloak in their own home. The Hearthminder is focused on family as well as home, so she is a revered figure to midwives and expectant mothers. Tavern owners and innkeepers also tend to worship her, as she also embodies the spirit of celebration and comfort. The Hearthminder created the halfling race, who she imbued with a natural good-naturedness and homeliness. Her symbol is a fireplace containing a burning fire.

Tenets:

* One should provide comfort and merriment to those who need it.
* One should celebrate their lives, both good times and bad. Any notable experience should be marked by an occasion.
* One should build a home to create a sense of permanency in their lives. Filling that home with a family should be one of their chief concerns.
The Helldragon

The Helldragon, Tiamat, is a Primordial deity. She created the chromatic dragons and dragonborn. She also created the lizardfolk. Tiamat makes her home on the lower levels of the Nine Hells, and she has a loose alliance with the Betrayer. She believes herself to be the true ruler of dragons, but Bahamut, along with other Primordials, stripped her of that crown. She encourages her followers to be bloodthirsty and value power over everything else. Subjugating weaker creatures is also a prime pathway to collecting power. Chromatic dragons, lizardfolk, and dragon cults are her primary worshipers. Her symbol is five multi-hued claws arranged in a circle.

Tenets:

* One should bend weaker creatures to their will.
* One should strive to increase their power at any cost.
* One should protect all of Tiamat's children.
Defiance of the Tallstrider

After the Invoked Slumber, the Primordials got to work spreading their creations. One of them, the Tallstrider, had greater ambitions. He took a bit of his own essence and imbued his children with intelligence unseen on Nasria so far. These creatures, the giants, quickly asserted dominion over all of Nasria. They enslaved the lesser beasts and built towering cities all across the world. The other Primordials chided the Tallstrider for his decision, but his power increased along with the reach of his children.
Lore

## Concepts

Magic

Planes of Existence

## Prehistory

Arrival of the Primordials (Creation)

Gith Settlement

Retribution of the Illithids

Invoked Slumber

## The First Age (Age of Giants)

Defiance of the Tallstrider

Fell Hatching

Dragon Wars

## The Second Age (Age of Elves)

Fey Ascendance

Asanorian March

Exaltation

Aboleth Incursions

Godkin Wars

Insurgency of the Dissidents

## The Third Age (Age of Men)

Bannering of Ventaris

Breaking of the Hordes

Awakening of the Worm

Wormsunder

Endless Night

## The Fourth Age (Age of Draconics)

Founding of the Karixtis Dynasty

Midlands Conflict

Chromatic Insurgency

Great War

Seared Pact
The Gray Wolf

The Gray Wolf is a Primordial creature. It is formed half of mist and can appear suddenly from a large fog. It contents itself by devouring groups of creatures that it ambushes once every few months. Some have attempted to hunt the Gray Wolf, but their weapons simply sail through the creature as it rips them to shreds.
Judged Ones

The Judged Ones are devout followers of the Judge who travel the world bringing to justice those who seek to escape their rightful punishment. They are sometimes called on by various governments to serve as divine bounty hunters, though most of their work is done for their own cause instead of coin.
The Darkness

The Darkness is a Primordial entity. Every corner of the world that is shrouded in darkness or shadow lies in the embrace of the Darkness. It is a powerful creature that feeds on the absence of light. Some say that at the end of days the Darkness will consume everything and leave Nasria nothing but a pool of blackness.
The Forgetender

This Forge Tender is a deity of the Exalted Court. He is rather close to his brother, the Laborer. He is in the constant act of crafting, and he is obsessed with creating works the likes of which would marvel even other gods. The Father's continued preaching of perfection became a mantra for the Forge Tender. Many smiths and artisans worship the Forge Tender. Also, he created the dwarves, so he is their primary deity. He believes deeply in tradition, as starting with an idea that is proven leads to the best route for improvement. In a rare instance, he is actually friends with the Warbringer of the Primordials. He trades his weapons for access to the Plane of Fire to power his forges. Many of the Exalteds chastise him for this relationship, but his stubbornness wins through in those arguments. His symbol is a gilded anvil.

Tenets:

* One should value traditions and not easily forsake them.
* One should do their best to create items of value that are also of the highest quality.
* One should shun anything of low quality, as it cannot be trusted or relied on.
Bannering of Ventaris

Though the deities had quit outright fighting each other, the war had essentially shifted to Nasria itself, with each deity gifting boons to their creations to give them an edge. No other god worked as feverishly as the Shepherd. He gave up the most of his essence to empower his children: the humans.

Humans had started out in a rather unfavorable position on Nasria. They were fairly average, with no particular strengths. The only real bonus they had was that they were highly adaptable to nearly any environ, which led to them becoming the most widespread of all mortal races.

With the help of the Shepherd, this changed. He infused all humans with an innate sense of tenacity. Humans became obsessed with their legacies and accomplishing as much as possible in their short times on Nasria (being one of the shortest lived races). Within a few generations, massive human empires sprang up across the western continent. The Shepherd's work almost destroyed itself as these empires began to spread toward one another. No other race waged war as ferociously against their kin as the humans did.

Refusing to let his creations kill themselves, the Shepherd personally oversaw the tutelage of the one he saw as the great hope of the human race: Artemin Ventaris. Ventaris came from humble beginnings as the son of a blacksmith, but he possessed such an incredible charisma that he was able to influence those around him with nothing more than words. By his twentieth birth year, he had been given sizable command within the army of his birth kingdom.

One summer, he led his army to a massive battle with forces from all human kingdoms. Before the battle, he rode onto the battlefield by himself. In full sight of each army, he removed his helmet and began to float off the ground. Suspending in the air, his voice boomed across the field, affecting the heart of every man present. He gave an impassioned speech, and at the end he commanded every man on the field.

He took his army to every human capital and expanded his empire with each step. Soon he owned all but the most inhospitable areas of the continent. With his united empire, the western continent was dubbed Ventaris.
The Shepherd

The Shepherd is a deity of the Exalted Court. He is the creator of the humans, who were his proudest achievement. He gave up a lot to bring them to prominence and ultimately to hide them away from further persecution. The Shepherd believes in generosity above all else, and he has many beggars and other such people who pray to him. He also values a tenacious spirit that is always striving to better itself and reach new heights. The remaining humans, as well as tieflings and aasimar, tend to worship the Shepherd. His symbol is a shepherd's crook.

Tenets:

* One should help those in need in any way they can.
* One should strive to spend every day doing something worthwhile in order to reach new plateaus of success.
* One should do their best to foster a sense of community with their kin.
Graytide Mercenaries

The Graytide Mercenaries are the world famous mercenary company that operates out of Kusgawa in the Gray Toils. The majority of the members of the company are hobgoblins who have trained at warfare from birth. They are hired by every government in the world for extra muscle, and they saw heavy usage during the Great War. The largest contract they currently have is finding the leader of the insurgent dragonborn in the Spiteferns.

They will accept nearly anyone into their ranks as long as they can prove their martial prowess or usefulness in other ways to support the fighters. They take professionalism seriously, and any who reflect badly on the company are summarily executed.
The Sage

The Sage is a deity of the Exalted Court. He is the wisest and most learned of the court. It is said that he his nearly endless libraries contain all of the knowledge from countless planes of existence. Education and worldly experience are two things the Sage respects above all else. He can appreciate someone with a strong natural intelligence, but he values it less as he sees it as unearned. Scholars and mages of all sorts worship the Sage, and they hope for his boon of insight that can provide them with a surge of learning in their own studies. Leaders also pray to him when faced with particularly important decisions that require a large amount of wisdom. His symbol is a tome pierced by a spear.

Tenets:

* One should educate themselves so that they can more fully understand themselves and the world around them.
* One should make calculated decisions in order to select the wisest course of action.
* One should not squander their natural intellect, as it can be a great asset.
Endless Night

The night of the Wormsunder, the dragonborn learned of the death of almost the whole ancient dragonflight, and they charged against the nearby human lands with revenge in their hearts. They began to mindlessly slaughter every human they came across, completely overtaken with unimaginable bloodlust.

The Shepherd, seeing the danger his children were in, sacrificed an enormous amount of his power to save them. That night, which lasted for two days, saw the disappearance of almost every human in Nasria. When the sun came up finally, the human settlements were eerily quiet. The only ones who had been left behind were those touched by the divine and elemental planes. It was found out several weeks later that one human settlement in the north, Hargvost, had also been unaffected. All said, ninety-five percent of humans were gone.
The Earthbreaker

The Earthbreaker is a Primordial deity. He was the one responsible for forming the face of Nasria. He created the mountains, valleys, and plains of the world, using his delicate touch to form homes for the children of the Primordials. He values those who are unmoving in their resolve and stick to their beliefs no matter what. The Earthbreaker also favors those who protect the denizens of the Plane of Earth, his home plane. He created the earth genasi. His symbol is a mountain peak.

Tenets:

* One should be resolute in their thinking. Changes in thinking should only be made when overwhelming evidence is provided.
* One should protect the creatures of the Earth Plane.
* One should show reverence to the land and protect its natural beauty.
Shattered Star Freebooters

The Shattered Star Freebooters are a loose collection of pirate gangs that operate in the Shattered Star Sea. They will attack nearly any vessel in the sea, and when hunted they will disappear into the thick jungle to escape authorities in the area. Captain Ironhoof is currently the only who roughly oversees their actions, though each captain acts with autonomy.
The Harbinger

The Harbinger is one of the Dissident Gods, formerly of the Exalted Court. The only task that the Harbinger bothers himself with is the spreading of a sense of doom. He is the enemy of hope, and he does all that he can to eradicate optimism and morale around the world. With his searing red eyes and gaunt, pale talons, he scours the world for opportunities to sow hopelessness. His followers will typically commit acts of terror with the intention of breaking the resolve of any who witness it. His symbol is two bright red eyes, usually stained into robes with blood.

Tenets:

* One should smother hope wherever it is incubated. People must know that their doom is just around the corner.
* One should make it their mission to spread fear and paranoia as far and wide as they can.
* One should completely break their opponents mentally, leaving nothing but a heaving wreck.
The Traveler

The Traveler is a Primordial creature. He is a powerful illithid general left behind after the illithids routed the gith from Nasria during the Retribution of the Illithids. He mostly keeps to himself in his pocket dimension, but he will occasionally emerge and enslave some creatures to entertain himself with. He especially likes making complex challenges for those he captures, though there is almost no chance for them to win.
Asanorian Empire

The Asanorian Empire has existed since the ancient times of the elves. It encompasses nearly the whole continent of Asanora. All leadership and important positions in the empire are held by elves. The capital is Teris Felnor on the edges of the Dothraynma Forests, the ancestral homeland of the elves. The main threat to the empire is the Karixti Empire, who they just fought in the Great War.

Magic is widely studied in the empire, and all of the major settlements employ it heavily. Slavery is outlawed in the empire, and Asanorian naval groups hunt down slavers and destroy their settlements. This has put them in conflict with numerous groups, notably the minotaur conclaves.

Saeval Dothraynma is the current King of the Asanorians. He is 915 years old, making him the oldest elf in their history. He is a stern and wise king, and he has led the empire through some of the darkest moments in its history.

The empire is currently dealing with incursions on its southern border by the Karixti Empire. The Seared Pact was just signed, but they know that further conflict is inevitable. During this time of peace, their archmages and seers work to find better ways to deal with their enemies, especially their ancient red dragon Cheolbom.
Kobold

Kobolds were created by Tiamat. Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations. In the kobolds' version of a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking shiny treasure to fill their hordes. Kobolds live with a difficult choice. They either serve the dragonborn as little more than slaves or they live in communities where they must constantly worry about invasion from more powerful creatures. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous improvised traps they use to protect their warrens.

Kobolds who do serve the dragonborn of Drakenstone are usually used as miners. They are also used to do other manual labor, and they will sometimes follow dragonborn armies as auxiliary fighters.

* **Ability Score Increase**. Your Dexterity score increases by 2, and your Strength score is reduced by 2.
* **Age**. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
* **Alignment**. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.
* **Size**. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
* **Speed**. Your base walking speed is 30 feet.
* **Darkvision**. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Grovel, Cower, and Be**. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
* **Pack Tactics**. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
* **Sunlight Sensitivity**. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* **Languages**. You can speak, read, and write Common and Draconic.
Court Merchants

The Court Merchants are a group of traders who have license to operate on the behalf of the Elemental Court. They are privy to the most lucrative contracts in all of Nasria, but they are expected to operate on a higher level than most trading companies.

Only particularly rich or connected merchants are invited to join, but sometimes sell swords join as caravan/ship guards.
The Exalted Court

The Exalted Court is one of the main pantheons on Nasria. They typically appear in a more humanoid form than the Primordials. They created the majority of the humanoid races on Nasria. The Exalteds arrived during the Exaltation.

Most humanoids whose race was created by the Exalted Court worship one or more of the Exalted Court. Though some humanoids worship the Primordials, it is exceedingly rare.

The following is a small list of the humanoids that the Exalteds created: aasimar, dwarves, gnomes, halflings, hobgoblins, humans, minotaur, tritons, and tieflings.
Human

Humans were created by the Shepherd. Though once the most powerful race in all of Nasria, the human population was reduced to about 5% after the Endless Night. The aasimar banded together to form their own realm, and the only pureblood humans left are those who dwell in Hargvost in the Frostholds. These humans are proud, but they know that they are only a shadow of their former self.

Humans have unlimited adaptability and tenacity, which led to their former dominance. They can excel in nearly any task they set their mind to.

Life in Hargvost is hard for humans. The land is rocky and largely infertile with nearly constant snowfall. The Karixti Empire also lords over the humans, making sure they can never again grow in power and threaten Nasria. The human leadership despises the dragonborn, but they dare not try to rise against such an overwhelming force. Nearby tribes of snow orcs threaten Hargvost regularly, but the dragonborn do nothing to quell their numbers. Many humans believe the dragonborn leave the orcs alone to keep the human population manageable. However, there are rebellious factions in Hargvost keen on overthrowing their draconic masters.

* **Ability Score Increase.** Your ability scores each increase by 1.
* **Age.** Humans reach adulthood in their late teens and live less than a century.
* **Alignment.** Humans tend toward no particular alignment. The best and the worst are found among them.
* **Size.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range. your size is Medium.
* **Speed.** Your base walking speed is 30 fee!.
* **Languages.** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions,
The Warbringer

The Warbringer is a Primordial deity. He makes his home on the Plane of Fire. He is the embodiment of war, and he does his best to influence the creatures of Nasria to go to war with each other. His favored followers are typically masters of combat. He not only favors those with martial prowess; he also grants boons to particularly apt military commanders who have a mastery of tactics. The Warbringer created the orcs, gnolls, and other warlike races. He also created the fire genasi. Many of his followers seek to gain his favor in combat so that they may go to the Plane of Fire when they die to take part in the Unending Battle. His symbol is a flaming sword.

Tenets:

* One should distinguish themselves in combat by any means necessary.
* One should protect the denizens of the Plane of Fire.
* One should not show mercy, enemies must be beaten completely.
Midlands Conflict

Eventually the Karixti Empire decided to venture into the Midlands to take control of the area surrounding the Crater.

The hill dwarves of the area did not take this encroachment lightly, and they held fast at the incoming tide of dragonborn. They even called upon the forces of Dwarven Mountainholds to help them hold their claim to the land. It was thus that the Karixti legions met with heavy resistance during their march through the Midlands.

The dwarves made the dragonborn bleed for every inch of ground, but over the course of twelve years, the dragonborn finally managed to push the dwarves all the way to the mountainhold of Groht Barak. The dragonborn laid a siege on the hold and used kobold miners to tunnel in new areas of attack. The hold eventually fell, and the dwarves surrendered.

With this victory, the Karixti Empire held sway over the entirety of Ventaris. There were talks of annihilating the humans of Hargvost, but it was decided to simply supplant their government and keep a close eye on them.
The Warrior

The Warrior is a deity of the Exalted Court. He is the strongest of all the court, and he is one of the most favored by the Father. The Warrior favors those who take part in glorious combat. Battles worthy of a bards story and mythic heroes battling grotesque monsters are what the Warrior live for. He detests the Murderer and the Warbringer, as he believes they taint the sanctity of battle. Many soldiers and gladiators worship the Warrior. He took the twisted, chaotic goblins and formed his own children from them: the hobgoblins. His symbol is a battle axe flanked by a shield.

Tenets:

* One should show honor in combat whenever possible.
* One should work to become the strongest they can possibly be, in order to defeat all who would challenge them.
* One should never show cowardice in the face of adversity.
Minotaur

Minotaurs were created by the Wayfarer. Minotaurs are natural explorers who serves as navigators on any ship worth its salt. Their uncanny ability to create infallible maps in their minds is an invaluable gift for naval travel. The minotaur homeland is a cluster of islands north of the Drajminus Bay in Asanora. They now live in many different island chains around the world.

Minotaur society is shaped by strength. Trials by combat are how most disputes are settled, and it is also how leaders are elected. If one cannot defend themself, then they are not worth the trouble of saving. Minotaurs are also rather serious about oaths and contracts, and they will almost always keep their words. They are also the most loyal companions a person can find, as long as that person proves their own worth.

Minotaur strongholds usually support themselves by piracy or slavery. The majority of their slaves are either lizardfolk and dragonborn from the Spiteferns or goliaths from Jotunlund and Wyltaryn. Most of these slaves are sold to the Karixti Empire, though the Elemental Court buys some as well.

-Ability Score Increase. Your Strength score increases by 1.
-Conqueror’s Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
-Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
-Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
-Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
-Speed. Your base walking speed is 30 feet.
-Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
-Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
-Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
-Labyrinthine Recall. You can perfectly recall any path you have travelled.
-Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water).
-Languages. You can speak, read, and write Common.
The Betrayer

The Betrayer is one of the Dissident Gods, formerly of the Exalted Court. He was the one who led the conspiracy to betray the Exalteds during the Godkin Wars. The Betrayer spends most of his time guarding the entrance to the Nine Hells on his domain of Avernus. He sends out his children, the devils, to seduce and trick mortals into giving away their very souls. He also greatly enjoys sowing discord in the hearts of the loyal. The greater the corruption he can inflict, the greater his joy. His symbol is a bloody dagger.

Tenets:

* One should do their best to turn friends against each other.
* One should entice others into contracts or deals that are highly detrimental to them.
* One should take advantage of every opportunity to stab someone in the back (metaphorically and literally).
Warforged

The warforged are a race of sentient constructs that are relics from the age of the Ventari Empire. Once their masters disappeared during the Endless Night, they suddenly found themselves with freedom for the first time. Some of the warforged went insane with this knowledge, but others quite liked the idea of directing their own life.

The process of creating a warforged has been lost with the disappearance of the Ventari Empire, but the basics of it were that a person's soul was tethered to a suit of magical armor. They were typically used as shock troopers in battle.

Warforged tend to be stoic, though their personalities and customs vary wildly from one warforged to the next. They live as long as their body is not destroyed completely. If such happens, the soul quickly departs and cannot be brought back with resurrection magics.

* **Ability Score Increase.** Your Strength and Constitution scores increase by 1.
* **Size.** Warforged are generally broader and heavier than humans. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Composite Plating.** Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class.
* **Living Construct.** Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
* **Languages.** You can speak, read, and write Common and one other language of your choice.
The Magus

The Magus is a Primordial deity. He is responsible for creating and maintaining the planar tethers that connect the material plane to all other planes. If not for his work, the world would be overwhelmed with energy from the other planes, which would destroy all life on Nasria. He values those who practice magic, but he shuns those who threaten to destabilize reality by channeling too much magic. Most of the magical creatures of Nasria were created by the Magus. He also marks certain creatures at birth, which leads to them becoming sorcerers. Mages of all sorts worship the Magus, and some form cults whose sole purpose is protecting the planar tethers and portals of Nasria. His symbol is a portal surrounded by four crystals.

Tenets:

* One should use their magical powers responsibly. Destabilizing reality should be avoided at all costs.
* One should defend the planar tethers and portals of the world.
* One should learn to use their innate potential to its fullest.
Godkin Wars

After the Aboleth Incursion, the Primordials were furious. They banded together and demanded that the Exalteds leave Nasria for good. The Exalteds answered their ultimatum with a surprise attack. The first salvo of the Godkin Wars nearly destroyed Nasria. Great lakes furrowed the surface of the world and massive mountain ranges sprang up from the ground as the waves of energy pounded the world.

The Primordials withdrew a safe distance into the Astral Plane and braced for war. The Exalteds attacked with all their strength, slaying two of the Primordials before the war was over. The fighting continued for millennia, with Nasria left to its own devices during this time. The war was looking bleak for the Primordials, until a timely betrayal saved them.
Fell Hatching

Shocked at the hubris of the Tallstrider, the rest of the Primordials worked together to creature two creatures of immense power, Tiamat and Bahamut. These two dragons were given a bit of each Primordial's essence. With this power they created their own offspring, and soon dragons soared over the whole of Nasria.
Thri-kreen

The Thri-kreen were created by the Queen. Thri-kreens are only found in large number in the Hive of the Vashrund Desert. There they have an enoromous stronghold where every thri-kreen works toward the betterment of the hive. Thri-kreen have no self-interest or self-value, and they see themselves in light of how they might benefit the group they are part of.

However, sometimes a thri-kreen is born without the telepathic bond common to their kind. They are unable to communicate to the colony, so they are viciously torn apart when this is found out. Some survive born they are found out and escape the hive. Others still are wounded in some way as to lose their telepathic bond. Whatever the case, hive exiles will typically wander Nasria looking for some sort of purpose. The need to be useful and to belong is like a clawing hunger inside them.

To these exiles, social norms are completely foreign. They have an exceedingly hard time fitting in, as they simply have no idea how to act in civilized society.

*Ability Score Increase.* Your Dexterity and Wisdom scores increase by 1. Charisma decreases by 1.
*Alignment.*Thri-Kreen have a sense of morality that is alien to most humanoid races. Therefore, they are almost always chaotic in alignment, and often neutral with respect to good and evil.
*Size.* Medium. Slightly taller than normal humans.

*Names*. Thri-Kreen make no distinction between male and female names, nor do they use a surname. Common names include Chak-tha, Drik-chkit, Kacht-ta, Ptekwe, Tak-tha, Tik-tik, Kat’chka, Pak’cha, Pik-ik-cha.

*Carapace Armor.* Thri-Kreen have a thick outer carapace, granting them a base AC equal to 13 plus their Dexterity modifier. Thri-Kreen who choose to wear armor must have it specially modified to fit their 4-armed body structure, tripling its base cost.
*Chameleon Carapace.* Thri-Kreen can change the color of its carapace to match its surroundings. Therefore, Thri-kreen roll with Advantage whenever they use their Stealth skill.

*Speed.*Your base walking speed is 40 feet.
*Standing Leap.* Thri-kreen roll with Advantage whenever they use their Athletics skill to jump.

*Languages.*Thri-Kreen characters speak a language composed of clicks, whistles, and snaps of their mandibles. Thri-Kreen player characters can only speak thri-kreen, but they understand Common. They can also write in any language they know.

*Sleepless.*Thri-Kreen don’t require sleep.

*Multiple Limbs.* Unlike humanoids, Thri-Kreen have four sets of limbs, meaning they can wield two additional one-handed weapons, or one additional two-handed weapon.

*Bite.*Using an action, you may bite, using your mandibles. This attack deals 1d6 + Strength modifier of piercing damage. Beginning at 7th level, creatures that take damage from your bite attack must make a Constitution saving throw or suffer the *poisoned* condition.
Wormsunder

In response, the Asanorian Empire sent five great warships across the ocean. These ships were full of the greatest mages that the Elven empire had even produced. At the same time, the ancient dragons, who had been alive since before all the humanoid races, set off from their roosts to meet the threat. All of the other races contributed what they could. Massive Dwarven cannons rolled out from the mountainholds, and the genasi sent their most powerful elementalists to battle.

The Worm was lured to the ruins of Ventarii, and there it was assaulted by the best that Nasria could muster. The dragons swooped in and assaulted the creature as it dealt with thunderous Dwarven cannon blasts. It wasn't enough. The dragons were slaughtered, with only Cheolbom, the ancient red dragon, left alive with a massive wound. With each sweep of the worm's axe, scores of fighters died. All seemed lost until the elves began chanting. The remaining human and genasi mages joined in with them.

Suddenly, the air grew hot and began to hum. Ripples cut through everyone's vision as the seams of reality began to bend. With the greatest surge of magic that has ever been channeled, an explosion that shook the whole world detonated. The pure, chaotic energy unleashed on the Worm ripped reality around it, and it was sent hurtling through the Astral Plane. In casting the spell, all the mages, and everyone else near the ruins, were utterly destroyed. All that was left in the wake of the Wormsunder was a massive crater that stretched through the Midlands of Ventaris.
The Reaper

The Reaper is a Primordial deity. He is responsible for the death of every mortal creature of Nasria. Once they die, their souls serve on the Plane of Death until they are repurposed later. Though he collects the souls of creatures as they die, he doesn't do so with malevolence. He simply completes the circle of life that is required to give life meaning. His followers do their best to maintain the cycle of life, and they will not use resurrection magic unless it directly furthers the objectives of the Reaper. Liches and necromancers are particularly repugnant to the Reaper. His most devoted followers formed the cult called the Harvesters. They wander the world seeking those who attempt to circumvent death by magical means. His symbol is a scythe.

Tenets:

* One should facilitate the natural cycle of life.
* One should work against those who seek to undo the circle of life.
* One should not take the life of a person before their time.
Tiefling

Much like aasimar are touched by the divine, so to are tieflings. However, they are touched by the divine power of the Betrayer, which warps their form somewhat. They look like humans, but they have some sort of physical aspect that shows their heritage, such as horns, red eyes, scaly and discolored skin, or a bony carapace on top of their skin. They typically want to cause mayhem and murder anyone who gets in their way, but there are a few who determine to live a righteous life despite their background. It is even said that some tieflings who redeem themselves can get the notice of the Father and be transformed to aasimar.

* **Ability Score Increase**. Your Intelligence score increases by 1, and your choice of Charisma or Dexterity score increases by 2.
* **Age**. Tieflings mature at the same rate as humans but live a few years longer.
* **Alignment**. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
* **Size**. Tieflings are about the same size and build as humans. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Darkvision**. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* **Hellish Resistance**. You have resistance to fire damage.
* **Infernal Legacy**. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
* **Languages**. You can speak, read, and write Common and Infernal.

#### Variants

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

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

The Drakeguard are the most elite warriors of the Karixti Empire. They are tasked with the protection of Drakenstone and the scalelord himself. Sometimes small detachments of Drakeguard soldiers will be sent to aid in military actions or undertake especially dangerous missions in enemy territory. This is rare, as they are typically kept in a defensive role.

Only the most decorated and skillful from the ranks of the Karixti military are chosen for the Drakeguard, and only metallic dragonborn are allowed to serve.