recursal/Fanatic-Fandom huggingface dataset:
Aarakocras

Aarakocras act like birds in the wild do, they fly as a flock chasing the best possible weather and only settle down in an area to raise their young. Because of this it is hard to pinpoint an area that is home to Aarakocras but an eagle eyed explorer may be able to spot a nesting ground on the peaks between VenJarra and Kiaton.

They're distrustful of outsiders and there are not many reasons for an Aarakocra to leave their flock, in dire times they often harass traders travelling along the peaks for their precious food.
Cysealia

*"If you ignore the fighting between the Centaurs and the Orcs you will see a land full of proud tribes, skilled artisans breathtaking sights and animals that will fill you with wonder and amazement. If you can't afford a trip to the Feywilds just book passage here".*

**Capital:** Nideera

**Racial Makeup**: Cysealia is made up of mainly Centaurs, there has been a significant decline in the population since attacks from Orcish warbands from the West. Thankfully the new alliance with Tyllis (and the influx of Northern Gnomes as a result of this) will prevent the further decline of the Centaurs.

**Legality of Spellcasting:** Arcane magic is treated with superstition, Druidic magic and the natural magic of a sorcerer is seen as a good omen however. Despite this there are no restrictions on spellcasting.

**Demonym:** Cysealian

**Government:** Gerontocracy

**Leader:** Elder Phegetheus, a Centaur who took up the position of leadership after seeing his herd slaughtered by a band of Orcs. The Elder now spends his waking hours doing what he can to ensure a future for his people.

**Patron Deities:** Cysealians worship no God, instead they celebrate the deeds of ancient Cysealians and honour their spirits.
Ostair

*"The land of culture, cheese, wine and art. Don't just think that this country's only purpose is to look nice, the nobility actually have brains and that is more dangerous than any roaming monster".*

**Capital:** Talmont

**Racial Makeup**: Ostair is made up of mainly Humankind. Due to some of the parallels with Elven Culture a handful of Elves and Half Elves can be found there too. Tieflings and Dragonborn emigrating to escape VenJarra can also be found.

**Legality of Spellcasting:** Highly regulated, licensed spellcasters receive a ring that tracks the spells that are cast. Necromancy is illegal and anyone caught practicing it are normally executed on sight. The Circle have a strong presence here. Should someone be caught casting without a ring (licensed or not) they will be detained unless a replacement ring can be found. Clerics and Paladins are exempt from these laws and Druids are treated with caution.

**Demonym:** Ostairin

**Government:** Previously a Matriarchal Feudal Monarchy, it is now more or less a Plutocracy in the Empress' absence.

**Leader:** Since the death of the Empress at the hands of an assassin many noble families have been vying for a place on the throne.

**Patron Deities:** The Pantheon of Civilisation is primarily worshiped here, despite this however interest in The Pantheon of Heroism has risen in recent years much to the chagrin of Ostair's religious elite.
Moradin

**Alignment:** Lawful Neutral

**Title:** God of craftsmanship, God of Smithing, The Architect, God of Dwarves

**Goal:**To inspire craftspeople and guide those undertaking great works of wonder.

**Afterlife:** A place in Moradin's halls. The priesthood speaks of an afterlife in an impossibly-built temple where crafters can create to their heart's content.

**Worship:** Worshippers pray in solitude. Some artisans and articifers may dedicate some of their work to Moradin for guidance.

**Holidays:**Winter's breach: A holiday held at the beginning of winter, worshippers dedicate exquisite works of art and wonder to Moradin in the hopes that the structures keeping them up (like their warm houses) survive the harsher months of the year.

**Family:** Not allowed. Crafters of Moradin must have full dedication.

**Distinguished by:** Grey robes interwoven with golden leaves. They are often expertly crafted and substandard robes are not to be tolerated in the church of Moradin.

**Symbol:** An anvil balancing on a hammer.

**Joining the priesthood:** The hopeful priest presents the church with something that they made (or maybe a rare material) that will benefit the church. If they are accepted they are free to say their vows.

**Virtues:** Patience, dedication

**Sins:** Lust, sloth

**Marriage:** Nope

**Death Rites:** Burial in a stone coffin so that they can become one with the stone.
The Circle

**Agenda:** To maintain their laws and control over magic users for the safety of both the innocent and the spellcasters themselves.

**Active in:** Ostair, Mela, Poriscourt and Kiaton.

**Leadership:** Knight Divine Diah. A zealot who believes that magic must be tightly controlled as it is a path to falling to madness or demonic possession. Following that is Knight Commander Josef.

**Ranking System:** At the top sits the Knight Divine, followed by her sits the Knight Vigilant, then the Knight Commander and then one Knight Captain for each country The Circle is active in. Below that follows a standard system of rankings that mirror the military of that time.

**Joining the Faction:** Application and mental aptitude tests. After that the recruit must train for an allotted time before being allowed to leave and officially join The Circle.
Gnomes

The smaller and free-spirited cousins of the Dwarves, Gnomes are a short race who barely exceed 3". Where Dwarves have their martial traditions and stubbornness Gnomes are forever changing and flexible in terms of lifestyle. Despite technological and magical advancements Gnomes are often overlooked by other nations due to their less than impressive contributions to the world outside their home countries.

### Northern Gnomes

Northern Gnomes, otherwise known as *Forest Gnomes* are native to Tyllis and rarely venture out from there. They are very crafty and have an affinity for magic involving illusions.

### Southern Gnomes

Also known as *Rock Gnomes* of Poriscourt are the more serious of the two common subspecies. They typically have darker skin and where they lack an affinity with magic they instead share an innate knowledge of the physical world and easily adapt to anything mechanical.
Innana

**Alignment:** Good

**Title:** Goddess of war and honour.

**Goal:**To ensure that all wars and fights are fought fairly with honour.

**Afterlife:** Priests are invited into Innana's grand hall where they can eat, drink and tell stories to their heart's content. Even in death Priests are called down to the mortal planes in a spiritual form to assist in battles.

**Worship:** Group prayer which normally involves war stories. Before a battle the leader of an army may ask for Innana's blessing.

**Holidays:**There aren't any holidays dedicated to Innana however if there is ever a remembrance service in honour of a past battle or war then a priest of Innana is often called in to help organise it and give attendees their blessing.

**Family:** No restriction

**Distinguished by:** Priests of Innana tend not to wear robes or have a set dresscode. They often wear capes into battle emblazoned with the symbol of Innana.

**Symbol:** A battered helmet

**Joining the priesthood:** The hopeful priest must be tested in a safe fight. The winners of said fight are invited to say their vows before a member of the priesthood.

**Virtues:** Honour, forgiveness, respect

**Sins:** Sadism, cowardice

**Marriage:** An ordained priest allows the couple to say their vows. Afterwords a reception is held in which the attendees are welcome to engage in *friendly* fights normally to settle grudges (see: Goliath weddings).

**Death Rites:** Cremation on a funeral pyre that floats out to the sea.
The Crescent Isles

*"This is the one place on Kelik I've never been. If not for my Dwarven height I could probably make a more convincing Elven disguise however... Talk to Nuala or someone if you want to know more about this place".*

**Capital:** Amberfell

**Racial Makeup**: Elves. Lots of Elves. The Crescent Isles will not accept anyone through their borders who are not elves, the only exception are Half Elves but they must be accompanied by full-blooded Elves at all times.

**Legality of Spellcasting:** The circle have no influence here despite numerous campaigns from them so the Elves are free to do as they please. Necromancy is not illegal but it is often shunned by other practitioners of magic.

**Demonym:** N/A

**Government:** Feudal Monarchy

**Leader:** King Horendithas. An ancient Elf (and one of the leaders who fought against Telzorak millennia ago) who has unmatched power. Many of the Elves revere him as a God of sorts due to the influence he has on the nature of the Islands.

**Patron Deities:** Hordendithas is often revered as a God of protection even after his many statements denying his title of Deity. It is said that these Islands was where Ki first appeared and there are many ancient (even by Elven means) sites and forests dedicated to her worship.
Eo

**Alignment:** Good

**Title:** God of Justice

**Goal:**To rid the world of evil and necromancy, and to keep demonkind from leaving the hellish planes.

**Afterlife:** A place in Eo's heavenly kingdom where the faithful can watch the world to warn those on the mortal planes. There have been a handful of times in the past in which the most dedicated followers have been reincarnated as angels so that they may continue the fight against evil.

**Worship:** A weekly church service. Priests of Eo often mutter a quick prayer before going into battle.

**Holidays:**Saviour's week: A weeklong celebration in honour of Eo who once walked on the Earth to rid it of Demons. It is held mid March.

**Family:** A priest wishing to marry can only marry someone who is considered pure of heart by the priesthood. Should the priest's partner turn to evil then the priest must annul the marriage otherwise he or she will be removed from the priesthood.

**Distinguished by:** White robes with a gold trim, atop that is a gold stole worn by high priests. Paladins of Eo can wear any armour that they wish however it is often adorned by a white and gold cloak.

**Symbol:** A white shield

**Joining the priesthood:** Children dedicate years in service of a church and after proving their faith through dedication they are anointed as a priest of Eo. Alternatively a child may wish to take to the battlefield and become a paladin; children wishing to follow that path are chosen by a master who they must squire to for several years before becoming a fully-fledged paladin. There have been instances when a child who isn't part of the church has been chosen by a wondering Paladin (normally after claiming to be guided by a divine vision).

**Virtues:** Bravery, righteousness and temperance.

**Sins:** Sloth, Lust and wrath

**Marriage:** A priest performs a ritual before the marriage to determine whether the couple are pure of heart, if so then the marriage will progress and the couple will speak vows to each other and to Eo.

**Death Rites:** Burial in a dedicated church to Eo.
Golems

*"Master, do I have a soul?"*

Created in 250CE by a group of Golem and Dwarven articifers after receiving an order from the King of Knardon at the time. Originally they were built as mindless servants but it was agreed that they would be upgraded with the capacity to learn and adapt to situations whilst still keeping their obedience. Despite this however no one anticipated a sudden surge in Golem intelligence leading to a world-wide debate on whether Golems are sentient and thus deserve rights.

The "skeleton" of a Golem is made of wood, iron plates and leather straps to keep it together. On the outside a Golem is fitted with a shell or carapace made out of anything from metal to stone or even crystal.

Typically situated on their forehead, Golems are fitted with a gem that absorbs power from the surrounding area and acts as a *brain.*
Loki

**Alignment:** Chaotic Neutral

**Title:** The Trickster God, God of Thievery.

**Goal:**To bring disorder to the Church of Tyr. To ensure that the many secrets of the world remain hidden.

**Afterlife:** A place in Loki's archive where the worshipper may delve into any secret that they wish.

**Worship:** There is no official priesthood to Loki however in many Thief Guilds there are alters dedicated to Loki where a thief may make an offering to the God in order to receive his blessing during the thief's next job.

**Holidays:**None

**Family:** No restrictions

**Distinguished by:** Nothing.

**Symbol:** A black dot with a tiny silver key in the centre.

**Joining the priesthood:** The closest thing to joining the priesthood would be joining a guild of thieves.

**Virtues:** Freedom, independence

**Sins:** Sloth, wrath

**Marriage:** There are no official marriage ceremonies that Loki would be interested in blessing.

**Death Rites:** Burial beneath a Guild of Thieves.
The Wizard's Collective

**Agenda:** To dissolve the unfair treatment and laws against Wizardry and spellcasting, and to destabilise The Circle.

**Active in:** Ostair, VenJarra, Fornym, Mela, Poriscourt and Kiaton.

**Leadership:** Mage Lurnun, an Elven Wizard who is currently stationed in the small country of Fornym where he can be protected by the law.

**Ranking System:** An elected leader is stationed in each active Country who telepathically commune with Apostate Garanar. Everyone beneath the elected leader is considered on the same level.

**Joining the Faction:** After public displays of protest a member of the faction will locate you and extend an invitation for you to join. Even if you are not a spell-caster you may still join the ranks but you are exempt from any position of leadership.
Elves

A pointy eared slender folk rarely seen away from The Crescent Isles. They can live up to 800 years but they take at least 100 years to mature and reach adulthood, in this time however an Elf can reach levels of power allowing them to outlive the expected 800 years.

Their architecture and crafts employ a lot of magic, in an Elven settlement you may find crystalline blades forged using magic or trees magically reshaped to support a family.

Historically the Elves didn't always live on The Crescent Isles, their empire once spanned the entirety of Kelik but after several wars with the early VenJarran people they were forced to retreat away from the mainland. Despite this however there are still nomadic groups of Elf who live in various places around the mainland of Kelik who strive to reclaim lost Elven knowledge.

**Sylvan Elves**

Also known as Wood Elves, these are the Elves someone from mainland Kelik is most likely to encounter. When the Elves retreated to the Crescent Isles many tribes willingly stayed behind to act as a last stand for the Elven people; many years have passed since and the Elves that stayed behind developed and evolved (or regressed according to some historians) into the Sylvan Elves of today with their own unique culture allowing them to stand apart from the Grey Elves of the Crescent isles.

**Grey Elves**

Also known as High Elves, these are the Elves that make up the entirety of the population of the Crescent Isles. Unlike the Sylvan Elves who lost their natural affinity with magic these Elves still try to practice their craft even if they can only access a fraction of what they once had.

Unlike the Sylvan Elves who attempt to find home within the homelands of the Humans these Elves have no desire to live among them as they believe that the Humans are responsible for every wrong that they face.

**Drow**

Also known as Dark Elves, it is said that these Elves fled underground when the rest of the Elves fled to the Crescent Isles. Many Elves lost their life trying to navigate the forever changing depths of the earth and the ones that managed to survive the hostile environment are twisted into the spiteful race known as The Drow who spent centuries engaging in vicious guerrilla warfare against each other. The fighting continued until a priest of Vecna named Lolth united the few remaining Drow for reasons that are still unclear to this day.

### **Half Elves**

Humans and Elves are able to reproduce and produce Half-Elves. These children inherit more physical and mental traits from their Elven parent and humans generally regard them as full Elves; to a Full Elf however they can easily see their Human parentage. Due to the differences between Elven and Human physiology Half-Elves are infertile and unable to raise their own young naturally.
Knardon

*"Why are you heading to Knardon? To sell your wares or because it's in the way of your destination? Good. If you stay too long you'll see what it's really like for the poor souls living in the dirt left behind by the slightly more fortunate poor souls and so on until you get to the King".*

**Capital:** Ormar

**Racial Makeup**: Above and below the mountains of Knardon live the Dwarves. The Dwarves seldom leave and there is little reason for others to move to Knardon, despite this however you do often see Gnomish and Human travellers making a stop in Knardon. Golem slaves live here too but it is hard to get an estimation on their numbers.

**Legality of Spellcasting:** Highly regulated, licensed spellcasters receive a ring that tracks the spells that are cast. Necromancy and offensive magic is illegal and anyone caught practicing it are normally executed on sight (for the former anyway, the latter are normally detained for a day or two). The Circle have a strong presence here. Should someone be caught casting without a ring (licensed or not) they will be detained unless a replacement ring can be found. Clerics and Paladins are exempt from these laws.

**Demonym:** Knardoni

**Government:** Totallitarian Autocracy

**Leader:** King Korfak Goldhelm, a Dwarf who rules with an iron fist. He believes in maintaining the strict caste system as he believes that it is the only way a kingdom can properly function, he also believes his kingdom to be superior for enforcing such a system. It is well known that his daughter Narri opposes his views however she no longer speaks out since her younger brother mysteriously went missing.

**Patron Deities:** The Dwarves worship Moradin as their chief Deity for the guidance he gives to create their works of mastery. Surprisingly the Dwarves are known to revere Ki for the gift of materials that they can craft from. Due to the rigid and lawful structure of Knardon many Dwarves will devote themselves to Tyr for guidance. They do not favour a specific Pantheon and instead, embrace the individual Gods that they favour.
Tieflings

Devil-Child, Demonborn, fiend and curse-blood are just some of the few nicknames given to Tieflings. Although it is hard to trace ancestry to ancient times it is said that the first Tieflings came about when a tribe of non-specified sentient creatures came into contact with a powerful entity who wished to expand his dominion. This said entity blessed/cursed the people of the tribe so that their offspring would be born with a slither of his power and thus the first Tieflings were born.

The original bloodline of Tieflings has been diluted so much that now Tieflings of the modern age contain almost no power from Nihlus but at the same time no longer feel his pull.

The first Tieflings had bizarre demonic appearances including having long horns, crimson skin, jet black eyes and jagged teeth and nails. Nowadays these traits rarely show and Tieflings look a lot more like their mortal ancestors, a tiefling in this day may have one or two of the following traits: dark purple eyes, scales in odd places, jagged teeth or horn-stubs on their head.

### Cross-Species reproduction

Tieflings are able to breed with almost anyone and have a healthy birth. The child however of such a union is guaranteed to always be a Tiefling.
Languages

In most editions of *D&D* the languages are normally named after the race that speak them, I feel like that poorly reflects the culture of most settings; **every** Gnome that can universally speak **Gnomish** doesn't make too much sense, imagine a surface dwelling Gnome travelling miles underground to the Underdark only to find that the Deep Gnomes there also just happen to have developed the same language. This change isn't made to make the game harder in anyway but instead it exists to impose more immersion and culture into the world of Kelik.
Death

**Alignment:** Neutral

**Title:** The unstoppable force. The Reaper.

**Goal:**To aid the dead to their afterlife depending on which Deity they were most devoted to.

**Afterlife:** n/a

**Worship:** Priests of Death are rare and seldom seen so that is unknown. However many priests of other Gods dedicate parts of their sermons to Death.

**Holidays:**None

**Family:** Not allowed

**Distinguished by:** Black robes

**Symbol:** A scythe

**Joining the priesthood:** Unknown

**Virtues:** Patience

**Sins:** Impatience

**Marriage:** *See family*

**Death Rites:** Burial
Tyr

**Alignment:** Lawful Neutral

**Title:** God of Justice. The Justicar.

**Goal:**To punish the wicked who would dare disturb the peace. To thwart the plans of Loki's agents. To help agents of Eo and Bahumut dispense Justice if needed.

**Afterlife:** A seat in the courts of Tyr where the worshipper can have a voice to help pass judgement on the mortal plane.

**Worship:** The faithful engage in group prayer. Many worshippers may seek a blessing before entering a court of justice.

**Holidays:**None

**Family:** Priests can only marry those who are deemed as *lawful* by the rest of the priesthood.

**Distinguished by:** Dark blue robes.

**Symbol:** A set of scales.

**Joining the priesthood:** Children dedicate years in service of a church and after proving their faith through dedication they are anointed as a priest of Tyr. Alternatively a child may wish to take to the battlefield and become a paladin; children wishing to follow that path are chosen by a master who they must squire to for several years before becoming a fully-fledged paladin. There have been instances when a child who isn't part of the church has been chosen by a wondering Paladin (normally after claiming to be guided by a divine vision).

**Virtues:** Selflessness, temperance, order, restraint

**Sins:** Lust, wrath, greed, pride

**Marriage:** A priest performs a ritual before the marriage to determine whether the couple are pure of heart, if so then the marriage will progress and the couple will speak vows to each other and to Tyr.

**Death Rites:** Burial
Dwarves

*"Your Mother was a Kobold!"*

-The Legendary Dwarven Bard, Torford.

Dwarves are a short race, as their name implies standing between 4'3" to 5". Despite this they have a bulky build making them just as effective with martial tasks as the bigger civilised races. Dwarves are a traditional folk who abide by lawful customs known for their effective use of rare metals, beautiful craftsmanship and love for gold.

Although many people believe that they live under the mountains of Knardon this is a misconception; most Dwarves live above on the surface of the mountain range and build communities and houses much like that of Humans. It is also easy to dismiss Dwarven craftsmanship as practical but devoid of taste; this is untrue as all Dwarven crafts are normally constructed with great attention to detail, an old tankard in a backwater tavern may be adorned with intricate details and etchings depicting tales of the past.
Tritons

*"Ha! Look at what the fisherman brought in, things a bit too hot for you fish-boy?"*

-A foolish bandit attempting to rob a particularly haughty Triton

Hailing from the Feywilds, Tritons dominate the oceans and coastlines whilst staying away from the equally haughty Eladrin of the Feywild. These proud folk live in clans beneath the waves and have a natural affinity with the sea where they travel as restless as the ocean; before the sky was torn many Tritons moved to the material plane to seek out new lands to lord over, many colonies however have since been separated from the Feywilds and have since attempted to start a new life in a strange place attempting to co-exist with whoever lives along the coastlines.

Many Tritons who try to live a normal life in their new home often become hunters near coastal villages keeping them safe from marauders above and below the sea.

### Hybrids

Being closely related to Elves, the two species can have children of their own. Although the mixed children can't breath underwater like their Triton parent they have still adapted in such a way that they can hold their breath for long enough to call the sea their second home. Unlike most hybrids a half-triton half-elf are able to reproduce as long as the partner is either an Elf, a Triton or the hybrid of the two.

A child of an Elf and a Triton is said to have an unnatural beauty and is often seen as a good omen in peasant superstition.
Orcs

A race of hardy humanoids with a natural inclination towards war and bloodshed. Despite their innate aggressiveness they still posses moderate intelligence; they live in tribal communities, have their own language and some are even able to use magic. Despite this however, all attempts to peacefully contact Orcs have been in vain.

It is theorised that Orcs came from another plane of existence after looting, raping and pillaging the entirety of it due to the lack of history relating to Orcs. Other researchers however argue that they traveled from the Frozen Wastes to escape a resurgence of Giants.

### Half Orcs

Despite their planar differences Orcs still possess an anatomy that is compatible with Humans and Goliaths. Although most children are born from non-consentual unions months before the children are often born with intelligence to match their non-orc parents. Half Orc children can be seen as either a gift to a tribe due to their intelligence or a curse due to their racial impurity.

Like most Human-hybrids Half-Orcs are unable to reproduce.
Poriscourt and the Shattered Isles

*"There is nothing I can say that will prepare you for what you will see. Metal structures the size of your house take to the sky and metal tracks that launch carriages from one part of the country to another are commonplace here, just make sure you don't light a torch near any powder".*

**Capital:** Yehna

**Racial Makeup**: Mainland Poriscourt consists of Southern Gnomes and Golems. The shattered isles however are filled with a mix of all sorts of races, many of them are people leaving their country to escape to a land where they can earn their own freedom.

**Legality of Spellcasting:** Necromancy and 'offensive' spells that can be used as a weapon are outlawed. Otherwise wizards must register and receive circle rings so that they can practice spellcasting.

**Demonym:** Porisin

**Government:** Republic/technocracy

**Leader:** A council of four rule the lands of Poriscourt. Each ruler is in charge of either the military, wizardry, technology or culture of Poriscourt. Once every 10 years new council members are elected to take their place.

**Patron Deities:** Due to the abundance of technology and inventions the people of Poriscourt have began to abandon their Gods in order to continue pursuing advancement through technological means. Whereas people once worshiped Gods the masses now praise the inventors and geniuses behind the advancement of technology.
Nihlus

**Alignment:** Chaotic Evil

**Title:** Emperor of the nine hells

**Goal:**To take over the mortal planes and the heavenly planes.

**Afterlife:** The soul of a worshipper is sent to the nine hells where they must work their way up to join Nihlus' infernal army.

**Worship:** Group prayer and sacrifice. Sacrifices are common during a demon (or angel) binding ritual, some priests will even perform a sacrifice before an important battle of event. Many demon lords such as Orcus or Demogorgon don't worship him as such but they carry a great deal respect for Nihlus who created the Nine Hells and effectively creating the rest of Demonkind.

**Holidays:**None.

**Family:** No restrictions as long as it is kept within the priesthood.

**Distinguished by:** Dark red robes adorned with a pattern of black fire.

**Symbol:** A parody of Hastzezini's symbol; a blackened hand carries a dark twisted flame.

**Joining the priesthood:** The hopeful priest must sacrifice a good-aligned sentient creature in front of the priesthood. After that then the hopeful priest performs a blood pact forever binding his soul to Nihlus.

**Virtues:** Wrath, obedience, pride

**Sins:** Temperance, forgiveness

**Marriage:** Someone who shares a background with at least one of the couple is sacrificed so that the couple's souls can be bound as one to serve Nihlus better. If one person in the marriage is killed then the surviving partner is normally sent into a demonic rage (normally when they are mostly surrounded by innocents or enemies).

**Death Rites:** Left to rot, after the body is fully decomposed their soul joins the afterlife.
Bahumut

**Alignment:** Good

**Title:** God of Good Dragonkind, the Platinum Dragon.

**Goal:**To rid the world of Tiamat's agents and the Chromatic dragons

**Afterlife:** The chance to serve Bahumut for eternity in his paradise. The souls of the deceased often guide good adventurers in a spirit form to search for lost eggs of Chromatic Dragons so that they can't be corrupted.

**Worship:** Prayers in solitude or through battle against Tiamat's agents.

**Holidays:**A yearly celebration held every November in honour of the soldiers who died fighting in the last war against Tiamat thousands of years ago.

**Family:** Can only marry someone from the priesthood.

**Distinguished by:** Gold and platinum robes.

**Symbol:** The face of a platinum Dragon staring outwards.

**Joining the priesthood:** Instead of joining the priesthood it is said that Bahumut chooses his followers himself through dreams and visions. After someone receives a holy calling they are able to say the vows to forever support Bahumut.

**Virtues:** Righteousness, bravery, pro-activeness.

**Sins:** Subserviance, Lust, Sloth

**Marriage:** The couple say their vows in a small alter witnessed by a Priest of another good-aligned God. After that the couple may hold any celebration that they wish.

**Death Rites:** Cremation, the ashes are to be scattered to the wind.
Vecna

**Alignment:** Lawful Evil

**Title:** God of Necromancy, secrets and the undead. The King of Liches. The Bone King.

**Goal:**To gain dominion of the mortal plane and to corrupt the minds of those faithful to Ki, Bahrie and Hastzezini.

**Afterlife:** A position in Vecna's army of the dead.

**Worship:** Worshippers pray either in solitude or groups in secret covens. Due to the illegality of Vecna worship no official churches exist near civilised lands.

**Holidays:**None

**Family:** Priests are not allowed to engage in romantic relationships or raise families.

**Distinguished by:** Dark purple robes with armoured plating on the shoulders normally made of bone.

**Symbol:** A parody of Ki's symbol: A black star with a withered sapling in the centre.

**Joining the priesthood:** The hopeful priest must demonstrate knowledge of necromancy by taking control of a zombie or something similar. After the test the hopeful priest may speak a vow forever binding their soul and body to Vecna.

**Virtues:** Torment, apathy, control

**Sins:** Freedom, empathy, Wrath, Lust

**Marriage:** *See family*

**Death Rites:** The dead is risen and sent to the shadowfel to await orders from Vecna.
Rellion

**Alignment:** Good

**Title:** God of the Arts

**Goal:** To share stories of valor through song, speech or scripture.

**Afterlife:** An eternity in Rellion's archives where a worshipper can find stories on almost every event in the universe.

**Worship:** Worshippers dedicate their time to perform or tell tales.

**Holidays:** There aren't any official holidays but many remembrance services in honour of a great battle or hero may be organised by the Priesthood of Rellion.

**Family:** No restrictions.

**Distinguished by:** A feather of a bird worn anywhere often denotes a follower of Rellion.

**Symbol:** Two long blue feathers in a cross with an open book behind it.

**Joining the priesthood:** The hopeful priest recites a story or performance in front of the clergy who will decide on whether they are worthy to join. If someone fails their *audition* they can prove their worth the next year.

**Virtues:** Defiance, independence and perfection

**Sins:** Wrath, sloth, subservience

**Marriage:** The couple perform for each other or present to each other a work of home-made art. Festivities with lots of music and alcohol is more or less compulsory.

**Death Rites:** Burial. Often a priest will tell stories of the deceased at the funeral.
Halflings

Halflings are an uncommon race of humanoids standing at 3"5' at most. They are a proud race of people who are known for their tight-knit communities and love for celebration and home. They can be differentiated from Dwarves and Gnomes by their thin stature and hairy feet.

Halflings are most prevalent in Fornym and Kiaton preferring to stay in the countryside close to nature, they dislike large crowds especially when those large crowds are full of people larger than them which is a common occurrence.
The Shattered Folk

**Agenda:** Independence for the Shattered Isles. To be able to continue with their *operations* without harassment from Poriscourt law. To disrupt the operations of The Venjarra Trading Company.

**Active in:** The Shattered Isles.

**Leadership:** The Shattered Folk rally under the name of *Halaman,* a legendary pirate.

**Ranking System:** The only recognised power is the power from Halaman, beneath him each sub group and ship is commanded by their own captains.

**Joining the Faction:** By joining one of the crews sponsored by The Dread Pirate you essentially join the Shattered Folk. Should you captain your own ship and rise to notoriety you WILL be found by The Shattered Folk who will give you the choice of joining or drowning.
Atsmahni

*"Atsmahni... if you ever venture through there be sure not to shit in any old woods. The Goliaths have a strong sense of smell and they **hate** trespassers"*

**Capital:** Bear Rock

**Racial Makeup**: Mountain Dwelling folk made of up Goliath and Human dominate these lands. Frost Giants are sometimes seen atop the highest of peaks.

**Legality of Spellcasting:** No restriction, but the general populace distrust magic users.

**Demonym:** Atsmahnin

**Government:** Confederacy.

**Leader:** Jarl Rommund

**Patron Deities:** The people of Atsmahni worship the Primal Gods and favour the Primal Titan Ki.
Kelik Wikia

## Welcome to Kelik

Kelik is by
no means a safe land, not only do bandits and fearsome beasts stalk the wilds
but within the walled confines of civilisation corrupt lords, religious
fanatics, greedy merchants and bloodthirsty kings prey upon the innocent. As
lords plot against one another pirates from the Shattered Isles raid peaceful
villages along the coasts of Poriscourt and The Sunken Valley. Goliath Warbands
grow in power with each conquest along the peaks of Atsmahni much to the
chagrin of their King Rommund, magic users fight a bloody underground war for
their freedom and relations between the nations of Kiaton, Ostair and VenJarra
become more and more unstable.

In Kiaton,
magic users take advantage of their ill King as they rebel against the Circle
who were once royally appointed safeguard practitioners of magic from
themselves.

The people
of Ostair mourn their Empress who lies dead at the hands of an assassin, no one
knows who sent the killer but the nobility is quick to point their fingers at
VenJarra.

The Elves of
the Crescent Isles continue to shut off contact with the outside world and the
Northern Gnomes of Tyllis form an alliance with the dying Centaurs of Cysealia
to fend off invading Goliaths from Atsmahni.

> Magic and the Cosmos
>
>

> Ostair
>
>

> VenJarra
>
>

> Fornym
>
>

> Mela
>
>

> Kiaton
>
>

> Poriscourt and the Shattered Isles
>
>

> Knardon
>
>

> Tyllis
>
>

> Cysealia
>
>

> The Crescent Isles
>
>

### **Races**

Many species inhabit Kelik. The various races tend to stick to their own countries but a brave few known as adventurers will venture out of their home country.
> Human
>
>

> Orc
>
>

> Dwarf
>
>

> Halfling
>
>

> Gnome
>
>

> Tiefling
>
>

> Golem
>
>

> Drakkar
>
>

> Centaur
>
>

> Aarakocra
>
>

> Goliath
>
>

> Elf
>
>

> Triton
>
>

### **Deities and Religions**

Throughout the continent of Kelik there are a countless amount of doctrines, religions, deities and sects. Below is a list of the major powers in the heavens that are more or less worshipped universally. This doesn't mean that the only gods in existence are listed below, instead the following pantheons represent the most influential gods.
> The Primal Gods
>
>

> Pantheon of Civilisation
>
>

> Pantheon of Heroism
>
>

### **Factions**

Many factions battle for control in Kelik and other factions exist to serve the people. Although many dark and sinister cults exist they often stay in the shadows and are relatively unknown.
> The Wizard's collective
>
>

> The Circle
>
>

> The East VenJarra trading company
>
>

> The Shattered Folk
>
>

> The Golem Consensus
>
>
The Pantheon of Heroism

Relatively young, the two gods of heroism travel the planes as lovers in a built up world inspiring mortals to follow paths of greatness. They have stepped on the toes of the Gods of Civilisation many times but each time survived the encounters unscathed thanks to the pure power of worship from their followers. These Gods rose to power after defeating Telzorak the Deceiver and freeing Kelik when the Gods of Civilisation refused to intervene.

**Bahumut:** Also known as the Platinum Dragon or The Father, Bahumut teaches and inspires people to perform great feats of legend. Whilst he was a mortal he went up against incredible odds to defeat the tyrannical Telzorak and that legend is still told today, his worshipers are taught about the importance of bravery in the face of evil above all else.

**Inan:** Also known as The Dragon's Bride or The Mother, it is said that Inan rescued an injured Bahumut when they were mere mortals and sacrificed her personal safety whilst Bahumut healed. This act of bravery is told in many sermons and her worshipers are taught about duty and sacrifice above all else.
Set

**Alignment:** Evil

**Title:** God of pain and poison, God of Snakes.

**Goal:**To fight the followers of Ki and Hastzezini, to corrupt and poison the natural world.

**Afterlife:** An eternity in the snake pit where through centuries of suffering the strongest of followers can be resurrected as twisted abominations of their former selves known as Yuan-ti (snake people).

**Worship:** Worshippers pray in groups around snake pits, to prove their worth and strengthen themselves against poison many priests take part in ceremonies involving drinking watered-down poisons.

**Holidays:**Summer's end. As Summer fades many priests see this as an opportunity to spread disease and suffering to badly prepared communities.

**Family:** No restrictions

**Distinguished by:** Dark green and black robes with a frill-like design at the neck.

**Symbol:** A snake twisting itself round a tree.

**Joining the priesthood:** The hopeful priest must consume a vial of weakened poison, should the hopeful die then they are sent to the snake pits to suffer for all eternity. Those who pass the test must prove that Set favours them by agitating deadly snakes and not being killed by them.

**Virtues:** Pride, sadism, lust

**Sins:** Temperance, mercy

**Marriage:** The couple drinks a poison of their choice, should they survive then an ordained priest will bless their marriage.

**Death Rites:** Thrown into a pit full of carnivorous snakes.
The Primal Gods

Thought by many scholars to be the first sentient beings to walk the planes, these titanic entities were responsible for the creation of the land as they constructed great oceans, sprawling forests and towering mountains. The majority of these titanic beings left the planes behind but a small group stayed behind to watch their creation when they learned that intelligent life began to exist, these Primal Titans would regularly commune with the mortal races and it wasn't long until they were personified and worshiped by the mortals in the hopes that they would use their divine grace to manipulate the natural forces in their favour.

**Eo:** The chief deity of Time and Space; although it doesn't control time nor space Eo ensures that time flows as normal and the planes are balanced with each other, although the commonfolk rarely see Eo's influence it is believed that everything could fall into chaos should Eo falter.

**Death:** Known by many as the *Unstoppable Force*, Death's role is to ensure that the cycle of death continues as normal to ensure that a newer generation of life may flourish.

**Ki:** The Primal God of Life and twin of Death. It is believed that Ki was responsible for creating the building blocks that would lead to life flourishing on the Mortal Planes. Worshipped by druids, Ki ensures that her vast forests, oceans, plains and mountains are never devoid of life.

**Hast:** The Primal God of the Sun works to ensure that the lunar cycle continues otherwise her Mother Ki's creation of life will never flourish.

**Kyr:** The Primal God of the sky manipulates the weather to control and shape the land. It is believed that he constantly battles her Sister Hast for dominion over the raw elements that shape the land and it is shown through large thunderstorms, destructive earthquakes and even pure solar energy wrecking parts of the land.
The Pantheon of Civilisation

Gods that were far younger and far more connected with the mortal races than the Primal Gods eventually rose to power. Holy wars and great calamities ensued and a small group of the remaining deities stood atop their slain brethren and agreed to use their powers for the betterment of those who worship them; these Gods of Civilisation lead the mortal races into a golden age as they learned through divine teachings.

**Bahrie:** The Goddess of fertility and family. Bahrie teaches her followers about compassion and strength through unity, many prayers are dedicated to her to ensure that a community can stay strong and display integrity to their morals despite any struggles that they face together.

**Rellion:** The God of culture and celebration teaches his followers about the importance of ones' own identity and of the importance of culture through art, music and drunken revelry. Great feasts are held in his honour followed by legendary parties frequented by talented bards, artists and brewmasters.

**Moradin:** Moradin represents creation and craftsmanship. Worshipers of Moradin construct great sprawling temples representing great feats in architecture and ingenuity and in return Moradin blesses their hammers and anvils as he teaches how to create constructs that will survive the test of time.

**Tyr:** The Goddess of law and justice teaches her mortal representatives to seek out injustice and evil wherever it may hide to strike it down. Although her worshipers often carry out her teachings with a strong arm and a mighty hammer, she also teaches those very same people to temper their actions with mercy.

**Untamo:** The God of seafarers works tirelessly to ensure that those lost at sea can find their way to a safe warm port. Everyone with a hint of superstition often give Untamo offerings before departing at sea in the hopes that their journey will be safe.

**Keren:** The God of freedom teaches that people should be free of tyranny and to live a life without barriers. This of course has lead to many thieves worshiping Keren in the hopes that their operations can go without incident.
Poseidon

**Alignment:** Chaotic Good

**Title:** God of the sea

**Goal:**To assist Ki by preserving the sea. To provide safe passage for those crossing the sea.

**Afterlife:** The chance to sail for eternity as a spirit on the mortal planes. Although the spirits (and ship) of the deceased worshippers are unable to be seen they often guide people lost at sea.

**Worship:** Before a group of sailors or fishermen set sail a group prayer to Poseidon may occur to ensure safe passage on the sea. Fishermen may also offer some of their catch as a bounty or way of thanking Poseidon for the opportunity.

**Holidays:**None

**Family:** No restrictions.

**Distinguished by:** Grey robes with a light blue wave-like texture towards the bottom of the clothes.

**Symbol:** A trident emerging from a crashing wave.

**Joining the priesthood:** After a member of the priesthood sponsors the hopeful priest as a proficient sailor vows are taken to swear loyalty to Poseidon's cause.

**Virtues:** Freedom, alertness

**Sins:** Greed, Pride

**Marriage:** A wedding is performed by an ordained priest near a large body of water. During the ceremony the couple must at least have their feet submerged in the water until it is over, afterwards they are free to celebrate the wedding how they wish to but they must stay near the water until nightfall.

**Death Rites:** Funeral pyre on a boat.
Kiaton

*"If I were you I would try not to mention that mad King that resides here and try to stay on the Circle's good side, other than that however feel free to see the grand tournaments where nobles bloody each other with blunt weapons so that you don't have to".*

**Capital:** Turgus

**Racial Makeup**: Kiaton consists mainly of Humans with the odd Halfling settlement towards the west. There are settlements towards the border of Knardon which is home to many Dwarves.

**Legality of Spellcasting:** Highly regulated, licensed spellcasters receive a ring that tracks the spells that are cast. Necromancy is illegal and anyone caught practicing it are normally executed on sight. The Circle have a strong presence here. Should someone be caught casting without a ring (licensed or not) they will be detained unless a replacement ring can be found. Clerics and Paladins are exempt from these laws and Druids are treated with caution.

**Demonym:** Kiatish

**Government:** Feudal Monarchy

**Leader:** The Purple King, it is well known that he is unstable in the mind and many people are anxious about his choice of heir who was betrothed to the princess after a group of adventurers helped him slay a *mighty* dragon. The heir, simply known as Pete is of no significant birth but despite this many people would at least welcome someone who is sane onto the throne.

**Patron Deities:** Kiaton is a very religious country; they revere The Pantheon of Heroism.
Dragonborn

Perhaps the most scattered of races. These towering folk stand at 7" tall and are normally found wandering in nomadic tribes looking for a new place to call home.

Years ago before a terrible war against Dragons when Dragons were more commonplace Drakkar would be found in sprawling cities wherever a Dragon lived. Drakkar revere Dragons for their strength and Dragons are grateful for the loyalty that can only be found in Drakkar.