recursal/Fanatic-Fandom huggingface dataset:
Half-Elves

Genevieve, an example of a Half-Elf.

“
*They like to think they combine the best of their parents but, in truth, they combine the worst.*
”
— The Aagta, on Half-Elves.
**Half-Elves** are...

## Biology

### Appearance

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

## Religion

Half-Elves have no pantheon *per se*, with the vast majority following the elven or human pantheons of their parents or cultures.

## States

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

## Subraces

Half-Elves have no subraces *per se*, although they do have numerous ethnicities. Some scholars consider Half-Elves to be a subrace of elves or humans, but most consider Half-Elves to be a race of their own.

## Appendix

The Common Peoples
**Dwarves** (Deep, Hill, Mountain) • **Elves** (Deep, High, ShadowHB, Sylvan, Wild) • **Gnomes** (Deep, Forest, Rock) • **Halflings** (Lightfoot, Stout) • ****Half-Elves**** (Half-Elf, Quarter-Elf) • **Half-Orcs** • **Humans**

### References

1. ↑ Player's Handbook.
2. ↑ Player's Handbook.
3. ↑ Player's Handbook.
Saurians

“
*Survivors of a time long past, trying to find their place in the modern world.*
”
— The Adventuring Adventurer's Guide to Adventure.
**Saurians**, also known as **Lizardmen**, **Lizardfolk**, and other names, and by themselves as the **Uxal** (a name they share with their fellow Cold Bloods), are a humanoid race in Vosel. An exotic reptilian folk, they are rarely seen outside of the impenetrable jungles of the Old World.

Little is known of the Lizardmen in the present, though they have played a critical role in the history of Vosel, particularly in the Third Age and the Fifth Age.

## Biology

Lizardfolk are bipedal reptilian beings, generally larger and stronger than a human. Size variance between males and females is smaller than most mammalian species. Lizardfolk are omnivorous, though they strongly prefer meat. They are well-adapted to their harsh home: their eyes can see in the dark, and their tails make them excellent swimmers.

## Culture

The culture of lizardmen is very distinct from the individualistic societies that have developed troughout Vosel. As a whole, the culture of the Uxal is decidedly collectivist; they care little for the concept of private property, and hold the benefit of the many to be paramount over the benefit of the few.

## History

The Lizardfolk were among the first species to arise in the world, though their exact origin remains elusive. Many believe Soros was Uxal, though the Uxal themselves believe that Soros created their race.

During the First Age, the Lizardmen ruled vast territories in Nivelor and Uxalor; the end of the Elemental War is considered by historians to represent the apex of their power.

As the other races began to seize further territories, though, the Lizardfolk began to recede, preferring to avoid direct confrontation. Nonetheless, many conflicts flared up between Lizardmen and the Warmbloods, especially when they began to threaten the homes of the Uxal.

During the Godfall, Saurian civilization became threatened following the sudden disappearance of Soros. Leaderless, they struggled for many long years against the Nameless One, and they were triumphant, though their numbers were greatly diminished.

## Appendix

The Common Peoples
**Dwarves** (Deep, Hill, Mountain) • **Elves** (Deep, High, ShadowHB, Sylvan, Wild) • **Gnomes** (Deep, Forest, Rock) • **Halflings** (Lightfoot, Stout) • **Half-Elves** (Half-Elf, Quarter-Elf) • **Half-Orcs** • **Humans**
Divine Concord

The **Divine Concord** is a complex religious organization present throughout the world. Established by the gods themselves after their self-imposed exile into the Outer Planes, the Divine Concord seeks to uphold their proper reverence and worship.

The Concord is primarily composed of Clerics and Paladins, although nearly all classes are members of it. The Concord is based in the holy city and isle of Vaer, from whence the gods departed to their self-imposed exile.

Nominally, the Concord is one of the most powerful organizations of the world. However, the Concord is crippled by a number of internal issues: intrigue, politics, and schisms cripple the Divine Concord.

## History

### Establishment and argument

Originally established as a simple organization to maintain contact with the exiled Divines and ensure that the Divines could continue to guide their followers in the Material Plane

Derived from an agreement between mortals and gods at the end of the Godfall and the beginning of the Fourth Age, the Concord maintains the ongoing worship of the divines.
Augustus

“
*placeholder placeholder.*
”
— Augustus
**Augustus** is a Human Wizard adventurer currently participating in Runeblade. he is from the priomordial magic era, he was known thanks to the contributions made in the academy of Ohrus, and he delved into the creaction of ancient magic. in order to gain longevity he used a spell to "stop" his time, dyne judgement was clouded by his ambitions, and suffered the consecuences...

alongside "Saristoff" and "Ohrus" augustus has a statue in the main hall for his discoveries, the statue represented the bond between atoms and the cosmos.

## Description

### Appearance

augustus, is a slender male near his "60s" he has a grey gair beard and long hair. often seen in blue robes, alongside his famous grimoire of time.

## Biography

### Background

Once every 1000 years or so, augustus forgoes the curse of Time, he chronoshift to his past self and forgets every spell, memories and sometimes common knowladge. He is in the continous search to stop his time flawlessly in which he doesnt go to his past self once again.

### Adventuring

in the present cycle we know that he is working alongside a party of mercenaries etc..etc..etc

## Character Information

### **Abilities**

Firebolt, cantrrip

light cantrip

minor illusion cantrip

ray of frost cantrip

sapping sting cantrip

shocking grasp cantrip

chromatic orb 1

create or destroy water

detect magic

feather fall

fog cloud

gift of alacrity

identify

mage armour

magnift gravity

shield

sleep

thunderwave

blindness/deftness

darkvision

detect thoughts

fortunes favor

Immovable object

invisibility

misty step

scortching ray

wristpocket
Deepfell

The **Deepfell**, also known as the **Underdark**, the **Great Hollow**, to Dwarves as the **Deephold** (Kundelft) and the **Deep Realm**, is a location beneath the surface of the Material Plane. Because of its geographic isolation and unique properties, including unique flora and fauna, it is considered to be a different plane than the Material Plane.
Illusion

**Illusion** is a school of magic encompassing the application of magic to alter sensory experience.

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Lycanthropes

“
*Is that... fur? Coming out of your ears?*
”
— The Aagta satirizing townsguards dealing with Lycanthropes.
**Lycanthropes**, occasionally referred to as **Beastmen**, are a class of humanoid.

## Biology

### Appearance

When in unshifted shape, lycanthropes are impossible to identify from regular humanoids except by magical means.

## States

Lycanthropes are inherently wild and chaotic. They possess no states or realms of their own, although many lycanthropes live within civilization. Lycanthropy is hated and feared throughout civilized lands, for which reason these lycanthropes must masquerade as regular humanoids.

## Appendix

Soulbound Peoples
**Dragonborn** (Chromatic, Dual, Metallic) • **Heavenborn** (Aasimar) • **Hellborn** (Tieflings) • **Khem** (Yuan-Ti) • ****Lycanthropes**** (Werebears, Wererats, Werewolves, etc.) • **Vampires** (Trueborn, True, Thralls)
Draconic Imperium

## The Draconic Imperium

The Symbol of Harmony over the Draconic Colors: Platinum and Purple. Typically, however, only the Draconic colors were displayed, and the Symbol was omitted.

## Diplomacy

### Enemies

All other countries and nations.

The **Draconic Imperium**, often known simply as the **Imperium**, was a powerful and world-spanning empire that ruled for the duration of the Fifth Age. The first Dragon Emperor was Noldorant, who arranged the Alliance of Dragons Chromatic and Metallic, and coordinated the assault against the Elven realms of Nivelor, the most powerful of the world.

## Culture

### Demographics

The Imperium occupied the entire world, for which reason its populace was as diverse as the populace of the world itself. In an ultimately failed effort to break national identities, many generations of children were repatriated around the world during the Fifth Age.

### Languages

The Draconic language was promulgated as the sole and official language of government, with most functionaries being coerced or heavily-pressured to learn and utilize the language. In the world of academia, particularly within the study of Magic, the use of Draconic was compulsory. For this reason, and even up to the present, Draconic remains the *lingua franca* of research, particularly Artificers and Wizards, throughout the world.

### Religion

The Imperium heavily criticized the Divine Concord and the Divines. The worship of the Divines was, during most of the Tyranny, not fully outlawed, but it was heavily taxed, regulated, and closely-inspected by Dragons and their emissaries. The Divine Concord itself was effectively dismantled by the Dragons: Noldorant ordered the Pontiff executed, and replaced the deceased with a new Pontiff—effectively, a Draconic puppet. The Shadow Pontiff continued to rule the Concord at the behest of the Dragons. That said, the Conclave within the Concord retreated to secrecy, where a new Pontiff was elected; the Divine Concord, existing as a secret organization, would become a pivotal foe of the Tyranny during the Fifth Age, eventually becoming one of the chief architects in orchestrating the end of the Alliance of Dragons Chromatic and Metallic and leading the War of Independence against Dragonkind.

## Geography

The Draconic Imperium spanned the entirety of the world itself, with the absence of a few regions that were able to maintain self-determination. These include Issel, Mzundelft, and others.

The continent of Nivelor was almost entirely razed during the Usurpation, and nearly all of its inhabitants as could be found were deported early in the Fifth Age.

## History

### The Charter

Noldorant, who would become the first Dragon Emperor, was primarily responsible for organizing the Alliance of Dragons Chromatic and Metallic

## Politics

### The Charter

The Charter of the Alliance of Dragons Chromatic and Metallic brought an end to a civil war amongst Dragons that had been raging from time immemorial.
Rogue

Rogues are incredibly diverse: from witty scoundrels to stoic assassins to everything inbetween.

## Adventuring

### Subclasses

***Archetypes:*** Arcane Trickster, Assassin, Thief.

“
*Of course something's not right here. If everything were all right, I'd be in jail and you wouldn't need a friend who picks locks.*
”
— Radell d'Avenir, famous thief and scoundrel.
**Rogues** are talented and resourceful individuals who rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

## Abilities

Rogues have a wide palette of skills and talents to draw upon for their missions.

Rogues are incredibly dextrous by any standard. They may dash, dodge, and hide with ease. Although they rarely wear the medium armor of fighters or clumsy heavy armor of clerics and paladins, Rogues are far more survivable than any of them because of their agility--but most importantly, because they can sneak or run away from any life-threatening situation.

To a varying degree, all rogues are versed in Thieves' Cant, a way of utilizing any spoken or written language to leave secret messages. Rogues can speak, write, and understand these clandestine communications.

## Organizations

Rogues operate as agents in nearly all large-scale organizations in the world. Wherever intelligence-gathering, espionage, or infiltration are required, Rogues are enlisted because of their unparalleled skills in these arts. That said, there are some organizations that primarily recruit or utilize rogues.

## Subclasses

Rogue subclasses are known as Roguish Archetypes.

## Appendix

Classes
Artificer • Barbarian • Bard • Cleric • Druid • Fighter • Monk
Paladin • Ranger • **Rogue** • Sorcerer • Warlock • Wizard
Humans

Human knights gallop to adventure.

“
*Humans have no special traits at all. Unfortunately, that's what makes them special.*
”
— The Adventuring Adventurer's Guide to Adventure.
**Humans** are a humanoid race in Vosel. An incredibly diverse group, humans share dozens of languages and ethnicities: the natural result of their migration to every continent of the world.

The apex of human civilization is at hand in the Sixth Age, as humans are directly behind most of the mortal empires rising throughout Vosel.

## Biology

### Appearance

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

## History

### Sixth Age

The greatest age for Humankind throughout the world, the Sixth Age has brought about unprecedented levels of human control

## States

* In Erideon:
	+ The Kingdom of Aldia (also Half-Elven)
	+ The Duchy of Allsellen (also Half-Elven)
	+ The Duchy of Leveire (also Half-Elven)
	+ The Duchy of Tourall (also Half-Elven)

## Subraces

Humans have no subraces *per se*, unlike most of the other common peoples, including elves and dwarves. That said, Half-Elves and Half-Orcs are sometimes classified as such, given their human parentage. The same is true for Heavenborn, Hellborn, and Khem, despite their less-mundane origins.

## Appendix

The Common Peoples
**Dwarves** (Deep, Hill, Mountain) • **Elves** (Deep, High, ShadowHB, Sylvan, Wild) • **Gnomes** (Deep, Forest, Rock) • **Halflings** (Lightfoot, Stout) • **Half-Elves** (Half-Elf, Quarter-Elf) • **Half-Orcs** • ****Humans****
Dwarf project

The **Dwarf Project** is the project to finish developing the Dvaerkar and their lore in the world.

* Dwarves main article 99%

* Pantheons: Finish Dwarf pantheons 90%

* Divines: Finish Dwarf divines 60%

* Mzundelft: Finish Mzundelft 50%

* Stavendelft: Finish Stavendelft 30%

* Dwarvish: The Dwarven language article. Also see Dwarvish dictionary. 10%

* Odengard: Finish Odengard. Check Portal:Geography 0%
Eden

## Adventurers

Asutali (Khem Wizard)
 Huron (Human Batman)
 Iago (Dragonborn Cleric)
 Jade (Human Fighter)
 JoJo (Human Bard)
 Lumiyax (Dragonborn Artificer)
 Shump (Half-Orc Barbarian)
 Ulfgar (Dwarf Paladin)
 *and*
 Ricardo as the DM

## Chapters

**Chapter I: Paradiso** (levels 3-7)
 **Chapter II: Purgatorio** (levels 7-15)
 **Chapter III: Inferno** (levels 15-20)

“
*Can everyone stop overreacting? It was only murder!*
”
— Ulfgar at some point, probably.
**Eden** was a D&D 5e Campaign set in the spiritual predecessor of this setting.

The player characters are the Usual Suspects, the former lieutenants of the master of the universe, who have been cursed (or blessed, depending on your perspective) with eternal rebirth. The party seeks to gather all of the fragments of the four Primordial Souls, which hold a boundless and invincible power, as they unwittingly (or at this point in the campaign wittingly) follow the final wish of their vanquished master.

## Companions

* Hjartarson Coldwind: The illegitimate son of the ruler of Mzundelft, who acted as his sibling's (Tuderick) decoy double. He proceeded to ascend to the title of ruler of Mzundelft once it was recovered by the party.

## Story

### Background

*Our adventurers find themselves in a world of conflict: countries, cultures, and even ideas are engaged in a bitter struggle for supremacy. Wishing to escape this war-torn environment, the party is lulled to a peaceful and solitary southern kingdom -- an island of bounty and prosperity stranded in this sea of strife. But the longer they remain in this Eden, the more they begin to feel that something seems... ever-so-slightly... off...*

### Chapter I

The conspiracy of the southern realm of Tyrland begins to unravel as the party begins encountering its mysterious ruler. The party allies with the exiled populace of Mzundelft in order to restore the old chiefdom. However, this aim interferes directly with that of the ruler of the Nexus, and his plan to gain permanent mastery over the Abyss, as his predecessor once did...

### Chapter II

The party begins learning of the true nature of the world and the universe, shattering the despotic illusion created by the vanquished tyrant. The party travels the land, learning more of the erased history of the world, learning of powerful and ancient forces that seek to bring destruction to it...

### Chapter III

The Planar War commences, as the party finds that the Last Dragon was the only force preventing the rest of the planes from claiming their stake on the Nexus. With millions of lives at risk and a ticking clock, the party must hasten to rediscover and marshal the invincible power wielded by their past selves in order to save the world from certain destruction...
Half-Orcs

“
*Do you like fistfights?*
”
— The Aagta, on things you should never ask a Half-Orc.
**Half-Orcs** are...

## Biology

### Appearances

Half-orcs’ grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.

## States

Half-orcs have no lands of their own, and most often live among orcs. Of the other races, humans are most likely to accept half-orcs, and half-orcs almost always live in human lands when not living among orc tribes. Whether proving themselves among rough barbarian tribes or scrabbling to survive in the slums of larger cities, half-orcs get by on their physical might, their endurance, and the sheer determination they inherit from their human ancestry.

## Subraces

Half-Orcs have no subraces of their own, although they have a number of ethnicities. That said, Half-Orcs are often considered to be subraces of humans and orcs.

## Appendix

The Common Peoples
**Dwarves** (Deep, Hill, Mountain) • **Elves** (Deep, High, ShadowHB, Sylvan, Wild) • **Gnomes** (Deep, Forest, Rock) • **Halflings** (Lightfoot, Stout) • **Half-Elves** (Half-Elf, Quarter-Elf) • ****Half-Orcs**** • **Humans**

### References

1. ↑ Player's Handbook.
2. ↑ Player's Handbook.
3. ↑ Player's Handbook.
Draconic dictionary

This page contains a glossary of words and terms in the Draconic language, primarily spoken by Dragons and Scholars. For other dictionaries, see Category:Dictionaries.

## Words

* **Ae:** Air.
* **Au:** Water, liquid.
* **Ir:** Fire, flame.
* **Is:** Pain, suffering.
* **Mun:** Chaos, disaster.
* **Os:** Element.
* **Sel:** Place, location.
* **Te:** Earth.
* **Um:** Ethereal.
* **Vo:** Being.
Leveire

The Coat of Arms of the ducal House of Auxiliac, which rules over Leveire.

**Leveire** is a duchy in central Erideon. It is ruled by Duchess Valere of House Auxiliac.

The city of Leveire, one of the largest cities of central Erideon (second only to Tourall), has been continuously populated since at least the early Fourth Age, and possibly earlier. The city eventually grew to the point where its rulers created first the title of Count of Leveire and then Duke of Leveire.

While the county of Leveire is densely populated and broadly settled, the counties of Charin, Lat-de-Mierre, and Vaudogne remain primarily agricultural. Meanwhile, the county of Lauvac remains largely savage and unsettled, particularly in its southern reaches, where Lauvac borders the mountains of Mzundelft.

## Geography

### Counties

* The **County of Leveire** is the most wealthy and prosperous of Leveire. Its capital is the city of Leveire, the largest in the eponymous duchy.
* The County of Charin. Its capital is Mont-de-Medoc.
* The County of Lat-de-Mierre. Its capital is Pegereux.
* The County of Lauvac is located in southern Leveire, and is sparsely populated. Its capital is Seidell. It is ruled by Baron Ermond de Lauvac, the Baron de Lauvac. Notably, it contains the village of Phandalin, which in canon is known as Phandaline.
* The County of Vaudogne. Its capital is Tullie.

## Appendix

 Elven Wilds
 Human Countries
Evocation

**Evocation** is a school of magic encompassing the physical manifestation of magical energy. Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

## History

From the birth of the Arcane, evocation spells have been a key component of the magical canon. In the earliest times, these forms of magic were highly prized, as they were able to crystallize aetherial energy into discretely useful effects, such as lighting fires, illuminating dark places, and healing deep and dangerous wounds, far beyond the reach of ordinary medicine.
Home

**Welcome to the Grand Library of Orus, the Founder, at Vaer.**
Since the days of the Second Age, the Grand Library has been the premier repository of knowledge in all of Vosel. Only the most authoritative subject matter is permitted within the vast, yet exclusive, collection of the Ortheum. All of the many volumes, treatises, and articles in our possession have been thoroughly vetted to ensure their adherence to the highest standards of scholarship.

## The History of the World

First AgeSecond AgeThird AgeFourth AgeFifth AgeSixth Age

## Adventurers and Classes

ArtificerBarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWarlockWizard

## Disclaimer

This wiki is written in-character - campaign articles are written from the perspective of the party, while lore articles are written from the perspective of the fictional scholars of the world. As such, its content is subject to their biases, speculation, limited or incorrect information, and errors in scholarship.

## Vosel Lore

* Adventuring
* Creatures
* Geography
* History
* Magic
* Organizations
* People

(view all pages)
Khem

“
*Meeting Khemians is either the best or the worst thing that will ever happen to you*
”
— The Aagta on Khem.
**Khem**, occasionally known as **khemians** and **khemites**, are a humanoid race native to Vosel.

## Appendix

Soulbound Peoples
**Dragonborn** (Chromatic, Dual, Metallic) • **Heavenborn** (Aasimar) • **Hellborn** (Tieflings) • ****Khem**** (Yuan-Ti) • **Lycanthropes** (Werebears, Wererats, Werewolves, etc.) • **Vampires** (Trueborn, True, Thralls)
Dwarvish dictionary

This page contains a glossary of words and terms in the Dwarvish language. For other dictionaries, see Category:Dictionaries.

## Words

* Atze: Nature.
* Chaft: Beard. E.g. Mzinchaft, "Moonbeard," or Gtandenchaft, "Deepbeard."
* Gen: Gold.
* Gtanden: Deep, profound.
* Klandt: Pact, alliance, dealing.
* Kund: Clan, family, relation.
* Mzin: The Moon.
* **Tzeld**: Speech, tongue, language. As a proper noun, Mtzeld, it means the Dwarvish language.
* **Tznum**: Snow, frost.
* **Zfer:** Iron.
* **Zund:** Essentially, badass.

## Suffixes

* -delft: Dwarf Hold of. Only applicable in the Material Plane.
* -gard: Realm of. Applicable mostly outside of the Material Plane (especially for the Elemental Planes and Outer Planes), with some exceptions.
* -stand: Minor Dwarf Hold, literally meaning "city."
* -vund: New or recent. Occasionally used as an insult.
Aellun

Aellun, the Elf Ranger.

“
*What's that, you doubt my words? Don't think I didn't catch that, I'll have you know this old codger would have appeared behind you rather than before you if it weren't for my back acting up.*
”
— Aellun notices some skepticism in his companions.
**Aellun** is an Elf Ranger adventurer currently participating in Strahdborne. An older Elf well over a half millennium old, Aellun has seen the passing of an age and the dawn of a new era.

## Description

### Appearance

At a glance, one would be forgiven for assuming Aellun was a human crone rather than an elf of his years. His harsh life has robbed him of the graceful presence his kind are accustomed to, leaving him emaciated, deeply wrinkled and scarred. With barely a penny to his name, he walks about in a shabby hooded coat, covering his ears, and he's let his facial hair grow out, further concealing his true nature. One of the few visible signs of his old calling is his stare - penetrating and vigilant, constantly taking in his surroundings and gauging everoyne about him.

## Biography

### Background

"See this cane here, with the engraving? Ever seen anything like it? That there's the symbol of the Durien Owlguard. I doubt you'd have heard of it, few today know its significance, even amongst hunters who should. I see that look in your eye, of all the mighty beasts of the woods to pick - the leopard, the wolf - why an owl? Well let me answer you this, have you ever tried to hunt an owl? The owl is not bothered by the darkest night, its ears can hear the step of a vole underground yards away, and its wingsbeats are so soft it can pass by the hair of its own prey's back leaving them unawares. Yes... you learn that one the hard way. If you want to catch an owl, you must push your body, your senses and your mind to exceed it in every way. You must be keen of sight, sharp of hearing, silent of foot, and swift and sure when you finally strike out. You'll only get one chance before it flies beyond your reach... and when the opportunity arose I siezed that chance. That's right, as a young man, my companions and I held the honor of Owlguard. We were in tune with the woods, as much a part of it as it was a part of us.

What's that, you doubt my words? Don't think I didn't catch that, I'll have you know this old codger would have appeared behind you rather than before you if it weren't for my back acting up. Act fast, that's how your survive. It's how we in Durien held up to the Imperium as long as we did. It's why I know my friends are still out there. Sure I might be a bag of bones now, but if the dragons couldn't take us out, there's no way we're letting anything that's come this century get the job done, mortal or otherwise. I'm going to find them, if it's the last thing I ever do!"

## Appendix

Strahdborne PCs
****Aellun**** (Elf Ranger) · **Arbrek** (Dwarf Cleric) · **Gromash** (Half-Orc Barbarian)
 **Lo-thak** (Goliath Warlock) · Thalia (Half-Elf Paladin)

 Allies of Strahd: **Lautrec** (Half-Elf Rogue)
Primeval Circle

The **Primeval Circle** is the highest of all Druid Circles of Vosel. A rather loosely-organized collective of all the Archdruids of the world, the Primeval Circle meets in a rather infrequent fashion to discuss matters that affect nature throughout the continents.

As the first of all Druid circles, the Primeval Circle is primarily a court of arbitration for severe disputes between competing Druids and Circles. It has rarely, if ever, acted as a unified force, not even in the face of the Godfall of the Third Age nor the Tyranny of the Fifth Age.

Nominally led by legendary Archdruid and former adventurer Lavandula Ellenien, the Primeval Circle has not met as a full collective in the entirety of the Sixth Age.

## Membership

There are no ranks per se in the Primeval Circle. That said, there are a number of different roles in the organization with various responsibilities.

### Druids

There are three ranks that differentiate Druids from each other: Initiates, Druids, and Archdruids.

* Druid Initiates: Initiates are able to assume the shape of wild beasts.
* Druids: Can assume the shape of powerful beasts.
* Archdruids: Are able to assume wild shapes at will, with no restrictions. They are one with nature.

### Paladins

Snow Knight, Sand Knight, Sun Knight, Oaken Knight, Grass Knight, Hill Knight, Swamp Knight
Spells

**Spells** are discrete magical effects.

### 10th

The Wish spell is the sole 10th level spell. It is impossible to cast except in very specific and particular circumstances; even the attempt of casting it has resulted in the death of many spellcasters. Only two individuals in recorded history have been recorded to be able to successfully produce this spell at will: Sinvariol, the mother of magic, and Noldorant, first of the tyrants.

Some artifacts are said to be able to confer this power to their master, and the granting of wishes has been attributed (rather dubiously) to many creatures, especially genies.
StarFox: Game Time Polish

**Lis Gwiazdy: Czas Gry**

Fanmade Anime series adaptation of "Star Fox," with eight human allies helping Fox, Krystal, and their allies. (The series only ran for four seasons)

Polish version of "StarFox: Game Time"

StarFox: Game Time Season 1 Polish

StarFox: Game Time Season 2 Polish

StarFox: Game Time Season 3 Polish

StarFox: Game Time Season 4 Polish

## **In Other Languages**

StarFox: Game Time Japanese

StarFox: Game Time

StarFox: Game Time Spanish (Latin American)

StarFox: Game Time Spanish (Castilian)

StarFox: Game Time Catalan

StarFox: Game Time French

StarFox: Game Time French (Canadian)

StarFox: Game Time German

StarFox: Game Time Italian

StarFox: Game Time Portuguese

StarFox: Game Time Portuguese (Brazilian)

StarFox: Game Time Chinese (Mandarin (Taiwan))

StarFox: Game Time Chinese (Mandarin (Mainland))

StarFox: Game Time Chinese (Cantonese)

StarFox: Game Time Korean

StarFox: Game Time Danish

StarFox: Game Time Dutch

StarFox: Game Time Swedish

StarFox: Game Time Icelandic

StarFox: Game Time Norwegian

StarFox: Game Time Thai

StarFox: Game Time Russian

StarFox: Game Time Finnish

StarFox: Game Time Hungarian

StarFox: Game Time Greek

StarFox: Game Time Hebrew

StarFox: Game Time Arabic
Issel

**Issel**, known as **Durencant** (Wild Elven: Dwarf-Forest) to its native Wild Elf population, is a region of dense woodland in Erideon. It is the home of a loose state populated by Wood Elves, Dryads, Ents, and other woodland creatures.

The Moot, a semi-democratic assembly, rules the forests of Issel. It is presided by the gentle and nourishing hand of Findar, Lord of the Horned Pride.

In Draconic, Is Sel translates to "Place of Pain" or "Place of Suffering," a result of the costly, bitter, yet ultimately successful defense of the region against the Dragons of the Imperium.

## Appendix

 Elven Wilds
 Human Countries
Vaer

The surface level of Vaer, the Greatest City of This, or Any, Age.

**Vaer**, also known as **Vaire**, and often accompanied with the saying **The Greatest City of This, or Any, Age**, and also known as the **Eternal City**, is the largest city in the world, and is believed to be the largest city in all of the planescape.

The city does not have a single, cohesive system of government, and its districts are self-controlled and autonomous from each other.

The city houses the headquarters of many of the mightiest and most important organizations of the world, including the Divine Concord and possibly the Hermetic Society.

## Description

The mighty metropolis rises out from the waters of the Eye of the World, spanning many leagues separated into 21 unofficial districts. Though the exact population count of the city is impossible to know, the city houses a population similar to that of an important country.

The city is divided into four primary layers. The first is suspended in the air, the second is above the water level, the third is below the water level but above the ocean floor, and the fourth is below the earth at ocean floor.

## Culture

The City of Vaer is the most diverse location in the planescape. Its culture has shared elements of all continents, all worlds, and all planes. While any attempt at describing the culture of the city as a whole would be a tremendous exercise in reductionism, the districts in general have most dinstinct and distinctive cultures.

## Geography

### Ring of Fire

The Ring of Fire is the highest level of Vaer, consisting of structures and edifices suspended in the air.

### Ring of Air

The Ring of Air is the second-highest level of the city, comprised of structures above the water level but still based on the surface of Vosel.

### Ring of Water

The Ring of Water is the second-lowest level of the city, located between the water level and the ocean floor.

### Ring of Earth

The Ring of Earth is the lowest and deepest level of the city, and is located below the ocean floor.

## Politics

Vaer has no centralized system of government. Each of the city's many districts is essentially autonomous from the others, with its own systems of peacekeeping and taxation. Some districts even have a military force and a diplomatic corps to handle foreign policy. During the course of history, some districts have conquered or occupied others, though such conflicts have often been brief and bloodless, since a complex web of guarantees and mutual defense pacts ensures that a district declaring war on another district is declaring war against much of the rest of the city.
== Rumors & Legends ==
Dragonkind

Dragonkind, or just Dragons, are what most think of when they hear 'dragon'. Large near-reptiles, Dragonkind is composed of hundreds of separate species, ultimately all derived from the primordial True Dragons; due to Dahar being the maker of the True Dragons, all Dragonkind are ultimately derived from Dahar's being.

* True Dragons
* Purple Dragons
* add more
Conjuration

**Conjuration** is a school of magic encompassing magic that is transportative in nature. Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. That said, no conjuration can create objects or effects out of nothing, per the first Canon of Arcana.
Portal:Adventuring

Lore portals
**Adventuring** • Creatures • Geography • History • Magic • Organizations • People

**Adventurers** are extraordinary people, driven by a thirst for excitement into a life that most would never dare lead. Class is the primary definition of what characters can do. An adventurer's class is a crystallization of their call to adventure. For veteran adventurers, a class is more than a simple job or profession: it's a philosophy of life, a paradigm, and a vocation.

## Classes

ArtificerBarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWarlockWizard
**Permissible Sourcebooks**
 Player's Handbook • Monster Manual • Dungeon Master's Guide
 *Everything else subject to DM approval.* Be sure to consult Homebrew.

Homebrew Classes

Gunslinger - Magewright - Transpositor -

## Details

Needs MustThe daily needs of adventurers include:
* **Food:** You must eat a pound of food a day or else you gain 1 level of exhaustion.HB
* **Water:** You must drink 1 gallon (2 waterskins) of water a day or gain 2 levels of exhaustion.HB
* **Encumbrance: Variant Rules.** If you carry more weight than:
	+ 5 times your strength: you are encumbered, your speed drops by 10 ft;
	+ 10 times your strength: speed drops by 20 feet and you have disadvantage on any rolls using STR, DEX, or CON;
	+ 15 times your strength: you exceed your carrying capacity: speed drops to 0 ft.

TravelThe following travel paces may be used:
* **Fast (-5 to passive wisdom)**
	+ 120 m (400 ft)/min
	+ 6.5 km (4 mi)/hr
	+ 50 km (30 mi)/day
* **Normal**
	+ 90 m (300 ft)/min
	+ 5 km (3 mi)/hr
	+ 40 km (24 mi)/day
* **Slow (Able to use Stealth)**
	+ 60 m (200 ft)/min
	+ 3.5 km (2 mi)/hr
	+ 30 km (18 mi)/day

Tools of the TradeThe following are the main adventuring implements:
* Armor: Light, Medium, Heavy.
* Weapons: Simple, Martial, Ranged.
* Adventuring gear: Miscellaneous gear used in adventuring. For Consumables: Using one on oneself is a bonus action, administering one is an action.HB
* Tools: May be used to try specialized actions, especially during downtime.
* Magic items: You can only attune to 3 magic items that require attunement.
* Mounts and vehicles: Can shoulder burdens and transport adventurers.

DowntimeThe following may be performed during downtime:
* Build a stronghold
* Carousing
* Crafting
* Gain levels (Variant rule)
* Gain renown
* Practicing a profession
* Recuperating
* Researching
* Run a business
* Sell a magic item
* Sowing rumors
* Training
* *Other*

## Homebrew

*Main article: Homebrew*
Homebrew content is marked as such with a Homebrew Tag (it looks like this: HB). Visit the Homebrew page for a quick summary of Homebrew rules, as well as the Homebrew category (Category:Homebrew) for a full list of pages which contain homebrew content.

## Appendix

1. ↑ Player's Handbook, p.45
2. ↑ Player's Handbook, p.45
Phoenixes

Phoenixes, like the Krakens and True Dragons, are an elder race that was created by an unknown god during the Year of Wrath. The Phoenixes were born of the sky and the sun, moon, and stars; the celestial vault was their home, truly. They were the first to teach mortals the magics of the skies, and the ones who gave fire to mortalkind.

Highly intelligent, but wrathful, the Phoenixes dominate the sky to this day. Unlike the other two elder races, they did not enter into a period of slumber, as they had no homes to dwell in.

## History

Phoenixes were born in the Year of Wrath to an unknown god. They were the masters of the sky, living artillery platforms that rained down flaming death and radioactive hellfire, their only goal to destroy all that opposed their maker. When the gods were banished back to the Spheres Beyond, the Phoenixes were left without any guidance, making an already volatile race even more unpredictable. The Krakens and Dragons banded together, and with the sea and stone combined, the Phoenixes were brought down to earth and punished for their uncontrollable violence. Forced to temper their hatred and rage, the Phoenixes were charged with being the wardens of the skies; this would be known to the Phoenixes as the 'Great Curse', as it would limit their actions severely.

When mortal races evolved on the world, the Phoenixes were the first to interact with them; they gave the flimsy, tiny, beings fire. With the worship and reverence of themselves as gods by the early sentient races, the Phoenixes were finally able to restrain their emotions enough to become the Phoenixes known today; peaceful and content to endlessly fly through the heavens, the Phoenixes are heralds of the gods and the guides of mortalkind.

## Traits

### Appearance

Phoenixes were massive avians, half flesh and feather and half solar fire and whirlwind. They had no feet or limbs for terrestrial movement at all, only four wings that shot lightning and rains of fire down when they flapped. Their cry was the thunder and lightning, their body was the cloud, and their eyes shot down hail and lightning. Shrouded deeply in the magics of the sky, heliomancy, aetheromany, lunamancy, astromancy, and aeromancy, the Phoenixes were living apocalypses able to rain down fire at a whim.

### Abilities

The weakest phoenix was a threat on the country level, able to raze entire fields with only their mere presence. They could conjure up horrifically powerful windstorms and lightning storms, rain down radiation and stellar fire, rip meteors from orbit and unleash miniature solar flares upon the unlucky mortal. They could fly infinitely without tiring and could fly faster than anything else in the sky. Their eyes were hundreds of times superior to a hawk's, and could telescope to allow for far-away sight. Only a True Dragon or Kraken could even attempt to harm a Phoenix, as the sheer power even an infant Phoenix wielded was too great for anything less than the godlike elder races.
Elder Race from Beyond the World

The *Elder Race from Beyond the World*, usually called the Interplanetary Elder Race, was the 5th least well known Elder Race. They have never been seen in the modern Age, and no records of their appearance survive.

## History

The Interplanetary Elder Race was not created during the Year of Wrath. The only major event that they had any modicum of importance in was the destruction of the Great Empire of Kagina.
Mounts and vehicles

This page offers an overview of mounts and vehicles available.

## Mounts and Other Animals

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

### Animal-based vehicles

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

### Exotic Mounts

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

## Tack, Harness and Drawn Vehicles

### Barding

Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

### Saddles

A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

## Waterborne Vehicles table

 Keelboat
 Longship
 Rowboat
 Sailing ship
 Warship

## Waterborne Vehicles

### Rowed Vessels

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

## Vehicle or Mount Proficiency.

If you have proficiency with a certain kind of vehicle or mount (land or water), you can add your proficiency bonus to any check you make to control that kind of mount or vehicle in difficult circumstances.
Magic

**Magic**, broadly speaking, refers to the ability possessed by spellcasters to manipulate matter and energy through spellcasting into desired objects or effects.

Magic is also known by many other names, including the **Force**, the **Power**, the **Method**, the **Craft**, and **Chaos**.

The most versatile casters of magic are undoubtedly Wizards, who study its ways and methods with religious fervor. Bards, Clerics, and Druids are just as adroit in the forces of Magic, although their knowledge and expertise is usually focused on a particular motif.

## Fields of Magic

### Alchemy

*Main article: Alchemy*
Alchemy, to its practitioners, is the *Magnum Opus*, and the highest and noblest of the magical arts. Being able to produce discretized and reproducible effects, many consider it a universal science, far more accessible to the populace than the esoteric ways of spellcasting and transmutation. There are many, and most prominently the Hermetic Society, who believe that Alchemy heralds an age of prosperity and bounty immeasurable, and hold its advancement paramount among their creeds.

### Spellcasting

*Main article: Spellcasting*
Spellcasting refers to the specific practice of casting and creating spells, discrete and self-contained magical effects that are mostly temporary or instantaneous. Spellcasting is the most common method of producing magical effects: alchemy is an expensive hobby, while transposition requires specialized equipment, lore, and decades—if not centuries—of training in order to produce magical items.

### Transposition

*Main article: Transposition*
Transposition, occasionally known as artifice, is the term that refers to the transposition of magical substances and reagents into magic items. Artificers are primarily renowned for their abilities in this art. Many have a natural talent for it, while others only develop it after great effort and training. It is famously difficult to imbue an ordinary object with magical power, for which reason transposition is typically the rarest of all magic.

## Schools of Magic

The Schools of Magic, also known as the Classical Schools, contain all of the most typical magical effects, from mighty fireballs to bountiful healing and enchanting suggestion to terrifying raise dead.

AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutation
## See also

* *See also: Portal:Magic*

* *See also: Spellcasting*

* *See also: Spellcasters*