recursal/Fanatic-Fandom huggingface dataset:
Ghostslayer Dawnwardens

The Ghostslayer Dawnwardens is a splinter faction from the original Dawnwardens. They claim to stand by the ideals of Brogar Bronzeson, that the undead is to be fought directly and without question. They consist mostly of people trained in various martial ways, some with divine ways to more directly harm the undead they hunt. The elite members are privy to the secrets of gunpowder weaponry.

One notable member is The Roach. When he found out that his adventuring companion Hadannis was being hunted by a lich he immediatly contacted the organization for directives.
Auskar the half-orc

Auskar the half-orc was a dorth legendary champion of all half-orc people. While he was an accomplished adventurer on his own his greatest deed was to lead a crusade to first gather as many half-orcs as possible from both human settlements and orc tribes, and then to establish the first half-orc city.

While he is generally seen as a heroic figure, some historians focus on the fact that he killed as many half-orcs as he recruited during his crusade in order to convince those who doubted him.
Count Cosong Folgráh

The last head of the dumérian Folgráh family. When it became clear to the nobility that he and possibly more branches of the Folgráh bloodline was tainted by sorcerous magic, his mansion was raided and burnt to the ground. The remaning Folgráh members were hunted, leaving only two sons alive: Antív Folgráh and Jevíl Folgráh. A few on the furthest branches were pardoned but had their nobility revoked.
Duck amulet

The duck amulet is a magical item. It granted the wearer advantage on Dexterity saving throws.

During the Arcane revolution, it was used by Coward Ratch. After he and the entire tribe of the Elfeaters was defeated by the combined efforts of several counts forces, dwarven surface troops and the Tower of 8 the amulet was claimed by Lucien.
Circle of the Shepherd

The circle of the shepherd is a subclass of druid which characters in Reth'car can become. They speak with spirits and compell them to aid in the druid's endeavors.

They are reclusive and can't be found in any specific nation.

## Notable Sheperd druids

Bernard is a firbolg adventurer who travelled to the new continent and learned of its new wildlife.
Fatum Vincula

Fatum Vincula is a magical item. It is a decorative bracer, consisting of rings for each finger on a hand and metallic bands on the forearms, with all elements being connected by thin silver chains. Each ring had a different color, representing different elements.
It gives its wielder greater power while casting spells. Additionally, its user could change which element of the spell being cast had. Finally, it gathered charges at each dawn which could be used for a wide variety of effects.

It was made during Trailblazers. Originally it was the Focus of Asher, a simple arcane focus which gave minor aids to the wielder. It was used by Jacks Despson. As Istus was aiding the Dawnwardens at this point, she gave visions for the group to gain more power by enhancing them through various means. Jacks let the Focus of Asher be enhanced, turning it into Jacks elemental focus which gave it the ability to switch between different elements. When the time came to once again recieve boons from Iztus, the focus once again was enhanced and became its current form Fatum Vincula.
Circle of Wildfire

The circle of Wildfire is a subclass of Druid which characters in Reth'car can become.

In Kiaan, they aid in plantation with their knowledge of how to burn fields to fertilize them. This technique has spread across the world with dragonborns and in particular The Notharian Empire, where several Wildfire druids aid in helping the barren lands grow.
Heartwood Halfling

The heartwood halflings travels in large groups around nations, but avoid trading or making their living off other species. Instead they live of the bounitful nature through secret techniques shared from their elders. From this lifestyle you’ve learned to respect the natural order, to understand your surroundings and to pick your battles carefully.
Genasi

Genasi are individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations. Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Genies seldom have interest in their mortal offspring, seeing them as accidents and many feel nothing for their genasi children at all.As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people. Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble. Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.

### Physical description

Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power. Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).

### Adventurer

Genasi rarely gets an oppertunity to settle down and find normalcy. They seek situations where their abilities are used, making them an unusual case where the majority of the species are adventurers. Some seek the cause of their unusual heritage and look for ways to communicate or travel between the planes.

### Names

Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.

### Subspecies

There are four subspecies of the genasi, one for each of the greater elements.

### Genasi across of Reth'car

Isles of Dedecus is an island nations which mostly consists of genasi living together, bound by the need to stick together against an outside world which do not understand them.
Death Domain

Death domain is a subclass of cleric which characters in Reth'car can become.

The gods which govern this domain are Wee Jas and Incabulos.

Clerics of death are found in The Notharian Empire. They were once a common presence all over the world before Vecna disappeared from the world.

## Notable death clerics

Lily Forrester, a altherian human who was a founding member of the Dawnwardens. During her adventures, she abandoned her training to instead become a Necromancy Wizard.
Dunham

Dunham is a young dumérian. Born into a farmers life in Oikand, he looked for a way out to find adventure and excitment. When the Tower of 8 came by on their way to slay Utharox, he took notice of them.

When Captain Permon Dalléi came by his village, they villagers tried to help the dragonslayers. While they were being arrested, Dunham rode to the adventurers to warn them and joined them in their escape.

He would later officially join the revolution, both for the adventerous life and to find justice for his village.

Dunham is quiet and prideful, so when he sought help from the Tower of 8 to find a new life he made certain that he wouldn't become less than a respectable man. But he is far from reaching his potential, whatever way he chooses in life.

### Agent stats

**information**
**pursuers**
**gold**
**resources**
 0
Bitterboggle night

Ragged Bitterboggle night is a celebration in Cidarn of the death of the evil hag Ragged Bitterboggle. Large bonfires are built and facsimile of hags are set up to be burnt. Children are told scary stories of how Bitterboggle wanders this night to find strays to drag down to the abyss to be burned forever.

It originates in Pillos Cairn, and spread to the other nations that became Cidarn.

A common story is that of Ragged Bitterboggle herself. She was the most devious and hungry hag there has been, and the only food that fed her cravings was cooked children and babies. Her desire became so great she made deal after deal with demons, devils and all kinds of evil creatures. But her cunning let her trick each of them, giving nothing in return. After having kidnapped and eaten the children of several villages, a brave halfling champion was set up as a trap. When Bitterboggle tried to kidnap her, she blew her horn to alert the guards who overwhelmed the hag. She was bound in silver chains to subdue her, but neither silver blade or holy fire was strong enough to kill her. To completely destroy her she was thrown into the volcano Pillos pot. Her cackling finally turned into pained, horrifying screams as she burnt and all the evil beings who she had tricked could finally collect their toll.
Aarakocra

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material plane. They hail from a world beyond—from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien. Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand.

### Physical Description

From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.

### Names

As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.
Azzagrat

Azzagrat is the capital of Vasheedas. It is built in a crater, with the city surrounding a enormous palace.

During the demon wars, a group of explorers sent from Baltharn infiltrated the city to find a secret entrance into the palace which could be exploited. When the group found it, the tunnel led them to the throneroom where Sorcerer king Garoth Ursuul was.
Debaucheridom

A holy day amongst belivers of Olidammara. Celebraters wears a mask depicting the laughing god while taking parts in large parties open to everyone. Traditionally, partakers are expected to revel in whatever manner that pleases them so if there are no parties to take part in they are free to commit to pranks and mock those that do not celebrate.

It is commonly celebrated even outside of Olidammara belivers in Cidarn. There it is a remenant from The Eminent Concord, as a celebration to their free ways.
Count Noham Apárds

Count Noham Apárds is a dumérian count. He is a part of the Candymen club, a group of counts who get together to avoid responsibilities and find entertainment.

While visiting Count Marc Gréyule, the club went fox hunting. Their hunt was interrupted when they found the Tower of 8 wandering through the forest. Count Gréyule invited the adventurers to his mansion, while secretly setting up a game for his friends. They would attempt to find out what the adventurers history and goals was. During the evening, Sylvain would make several observations about the group but not enough to make certain deductions. In the night, Count Leon Navellé caused a ruckus by hiding the corpse of a seemingly magical fox they had kept under guard. The commotion gave the counts a few more clues about the group, and in the end they let Gréyule present a conclusive deduction they've agreed upon. The Tower of 8 "confessed" to their deductions and the Candymen club's victory was celebrated.
Destined youths

The destined youths are a group of 4 people from the village Salmon river. Sorcerer king Garoth Ursuul found that they had been chosen by destiny and is now ordering searches for them in Baltharn.

The four are Lucas Shepard, Leliana, Waldemar and Vincenzo.

They have found several allies. These include Shata, Casia, Rinya and Ulfgar Taroksson. Nyx sought to travel away from the rest of the group, and found the adventurers Hjorvald, Thurion Belathor, Madir Metscu and Azariah.
Eldritch Knight

Eldritch Knight is a subclass of fighter which characters in Reth'car can become.

It originates from high elev martial techniques, which has then spread across the world.

It is taught as an advanced martial style to exceptional champions in Altheria.

## Notable Eldritch Knights

Zallathon, a altherian ghostwise halfling who joined The white lillies and explored the new continent. There, he left the organization to start the nation of Lunaria.
Githyanki

The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons – the legendary silver swords with which they cut through their foes. Since winning their freedom from the illithids, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.
Greed valley

Greed valley is a natural valley in Duméri. It housed a forest filled with life, which was corrupted when the green dragon Utharox moved in. This dragon was at first tolerated, but it became a problem after it gave birth to twins which ate out both forest and the nearby village Oikand. The Tower of 8 managed to kill all the dragons, and free the people who had been turned to stone which the adult dragon had collected. As the group worked in freeing everyone, Dunham arrived to tell them that the Anti-Arcane Authority were coming for them. They rode away, leaving the valley behind.

The forest started to heal after the death of the dragon. It was once again visited by the Tower of 8 when they sought out a safe place to plan their next move. While there, they were found by Dunham, Fanezan and Howell deSamuel who were travelling nearby to find any people who may have escaped the capture of Oikand.
Grandolfa of clan Müsgard

Grandolfa is a duergar of clan Müsgard.

During the Demon war, she was at the surface-connecting fort of Clan Sunblight. After having met with Thane Zardok of clan Sunblight, her dinner was interrupted by the Destined youths who had found the hidden entrance to the fort. She calmly explained as she was merely a visitor, she had no quarrel with them. She instead offered them to partake in her dinner of cooked Intellect devourer. Waldemar partook, and then the group left to continue their decimation of clan Sunblight.

Shortly after the dinner was finished, her group left to return to the Underdark. On their way through the fort, they once again met the Destined youths who were leaving. Once again approaching diplomatically, she managed to learn that they prepared to destroy the elevators connecting to the lower floors. She offered to trade a few magical items from the fallen thane's treasury in exchange for them waiting until her group had taken the elevators down first, which the adventurers agreed to.
Forest gnome

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. Your kind gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.

Forest gnomes are rare to see, as they are most often lonesome travellers. The only place where larger groups are found are in Lahal. They are unbound by social conventions, inevitably leading to never finding a place where they can fit in for a longer time.
Amanda Lovecraft

Amanda Lovecraft is a pirate in the Sea shears pirates crew.

## Character

Amanda loves unearthing mysteries of magic and alchemy. Her experiments vary from lesser to spells to creating life-like beings, with no regard for consequences. Her life as a pirate is a mean to keep her freedom while doing what she loves.
Count Sylvain Maillárd

A dumérian count, former military commander who considers his duty complete. He now spends his days enjoying the youthful energy of his compatriots, the Candymen club, a group of counts who get together to avoid responsibilities and find entertainment.

While visiting Count Marc Gréyule, the club went fox hunting. Their hunt was interrupted when they found the Tower of 8 wandering through the forest. Count Gréyule invited the adventurers to his mansion, while secretly setting up a game for his friends. They would attempt to find out what the adventurers history and goals was. During the evening, Sylvain would make several observations about the group but not enough to make certain deductions. In the night, Count Leon Navellé caused a ruckus by hiding the corpse of a seemingly magical fox they had kept under guard. The commotion gave the counts a few more clues about the group, and in the end they let Gréyule present a conclusive deduction they've agreed upon. The Tower of 8 "confessed" to their deductions and the Candymen club's victory was celebrated.
Forthcoming department

The forthcoming department is a Branch of Veshi's goverment. It manages submitted projects which are deemed to not be developed yet, whether due social impacts or economical management. It's most important function is to ensure safe storage of documents and prototypes until they are ready to be used.

While it is one of the most secure locations in Reth'car, it has been breached in the past by Barks Twice who left an unused fire bomb to intimidate Veshi's leadership.
Gith

The warlike githyanki and the contemplative githzerai are a sundered people – two cultures that utterly despise one another. The brutal githyanki are trained from birth as warriors, while the Githzerai hone their minds to a razor’s edge in their fortresses within Limbo. But before there were githyanki or githzerai, these creatures were a single race enslaved by the illithids. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day: the Githyanki in the way of Gith, and the Githzerai in the way of Zerthimon. Whether these creatures were peaceful or savage, cultured or primitive before the illithids enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.

### Physical Description

The githyanki and githzerai are both tall and gaunt creatures. Their skin tones range from pale yellow, brownish and green while their hair was black to darker tones of brown or red. Noses are very small and placed high up on the face, while the ears are as pointy as an elf’s ears. Their teeth are sharp. While the githyanki are frighteningly thin, the githzerai are commonly more muscular due to their rigid training.

### Adventurers

The few Gith who leave the astral plane are unique individuals. A githyanki may view their service to their queen as a form of slavery and whishes to experience true freedom. Another might seeek to redeem the githyanki pirate-like lifestyle and seeks another way. A githzerai on the other hand may seek knowledge not from the mind, or seeks to prove a theory. Either way any gith who is on the material plane will find few to none of their kin there, and will truly be an exception.

### Gith subspecies

The gith species has over time split into the barbaric githyanki and the contemplateous githzerai.
Fighter

Fighter is a class which characters in Reth'car can become.

## Subclasses

Arcane Archer

Banneret

Battle Master

Cavalier

Champion

Echo Knight

Eldritch Knight

Psi Warrior

Rune Knight

Samurai

## Notable fighters

Brogar Bronzeson, a altherian dwarven battle master who was a founding members of the Dawnwardens and the inspiration for the Ghostslayer Dawnwardens.

Zallathon, a altherian Ghostwise halfling eldritch Knight who explored the new continent as part of The white lillies, and left them to start the nation of Lunaria.

Liberty, a dumérian tiefling battle master who is a founding member of the Tower of 8. She also multiclassed into paladin.
Gnome

Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange.

## Description

Gnomes generally stand just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual. Their appearence is affected by their enviorment, with body parts changing color. First the hair, then the eyes and in some cases even skin color.

Gnomes are passionate and filled with a lust for living each day to the fullest. They are very curious, with varying ways this is brought out depending on the individual. Due to this other species know that they are very knowledgable. It is a common saying that you always learn something new when you speak with a gnome.

They are independant, feeling less reliant on living with their own kind compared to other species.

## Adventurers

Gnomes’ propensity for wanderlust makes them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Their wit is legendary and their greatest stories come from making the most out of a few small allies.

## Gnomes across Reth'car

The gnomes have made a home in the mountainous Veshi. There technology unavailable to other nations is being made, and rarely exported.

## Subspecies

Rock gnomes are the most abundant kind gnomes. They have seemingly changed to become more attuned with the Material plane, embracing the abundant earth and its ever-changing ways. Their curiosity comes in the form of mechanical engineering.

Forest gnomes are rare to see, as they are most often lonesome travellers. The only place where larger groups are found are in Lahal. They are unbound by social conventions, inevitably leading to never finding a place where they can fit in for a longer time.
Elemental upheaval

The elemental upheaval was a event in Cidarn's history where a large ammount of elemental forces gathered and with their mere presence reformed the land into a chaotic mess. Their lingering effect keeps several large slabs of stone afloat above the nation, and the grounds are filled with sharp edges, cliffs and mountains due to the ground being split apart and forcibly moved.
Dragon

Dragons are primeval beings of immense power. They shape history through their actions and their inspiring appearence. Whether through terror or aid they inevitably affect the lives of all other species who come across them.

## History

Dragons are one of the oldest creatures in Reth'car. They ruled large landmasses while in near constant strife amongst eachother. They would only unite to resist their common enemy, the giants. Their long-standing battle drove the giants to experiment to find ways to finally gain ground against their draconic foes, leading them to create the original ancient humanoid.

The ancient humanoids developed magic and battle tactics to fight back, leading the dragons to lose their long-held position.

From this, the dragons became more solitary than ever before. Amongst the many kinds of dragons there are, there are few of each coloration left in the world. The most powerful kinds of dragons left the material world behind, growing in strength when unbound by the material plane.

## Draconic magic

Dragons are infused with magic to their very core. Their body parts are excellent for usage in magical crafting and they can easily manifest spells with only the most basic training. The magic is arcane in nature.

People who have been affected by dragons such as sorcerers of the Draconic Bloodline manifest a little of the species inherent power. The magical rituals of dragons have also influenced several socities arcane methods. The Draconic language is a common usage for verbal components in spells.

## Notable dragons

Utharox, a green adult dragon who lived Greed valley, Duméri. When she had twin children, she began to steal cattle and expand her territory at the expense of the nearby village Oikand. Hearing of the village's plight, the Tower of 8 sought out Utharox and killed her along with her children.

Oceanus, a ancient bronze dragon who is the protector of Baltharn. His primary duty is to contain the evil of Vasheedas, by destroying any attempt they make to expand by the sea.

Karnaxios, a ancient silver dragon who is the ruler of Cidarn. He took over the rule of Holy Cidarn after his friend Galingos death, and united Holy Cidarn with Pillos Cairn and The Eminent Concord to form current Cidarn in order to resist the expansion of The Notharian Empire.
Birk of clan Hidzed

Birk is a merchant of clan Hidzed. While travelling with a merchant caravan, they were attacked and caught by orcs led by Red Witharz. Before he could be trained as a slave he was rescued by the Tower of 8, who helped him get back to Fort Irkatz. While traveling with them, he noticed their useage of arcane magic and swore that he would keep their secret because he considered his debt to them to be far more important than telling the dumérian authorities.

After returning to Fort Irkatz, he had a short time to readjust himself before he would once again meet the Tower of 8. He was to be one of the witnesses against Morelét and Kyle for the crime of graverobbing. When he was approached, he promised that he would never do anything that would hurt his saviours.

In time, the revolutionary organization grew to a respectable size and Birk decided to repay his debt more directly by joining it.

### Agent stats

**information**
**pursuers**
**gold**
**resources**
 1
Halfling

Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a half ling almost never loses his sense of humor. Halflings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a halfling’s curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes. Though their curiosity drives them to travel and seek new places and experiences, halflings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.

## Physical Description

Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward light shades of brown. A halfling’s ears are pointed, but proportionately not much larger than those of a human.

## Culture

Halflings are commonly conservative and slow to accept new ideas. They love stories and prefer talking over writing, many never learning to neither read or write. They value fair play, honesty and living a peaceful life. Finding peace in Reth'car is difficult, and each subspecies have their own way to strive for it.

## Adventurers

Their inherent luck coupled with their insatiable wanderlust makes half lings ideal for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that some of their mystical luck will rub off.

## Halfling subspecies

Lightfoot halflings are the most common subspecies. They are nomadic traders with large wagon of goods which they peddle.

Stout halflings are sturdier built than the lightfoots, seemingly having some dwarven blood. They form small villages upon hilly areas, where they try to stay out of the business of the nations they inhabit.

Ghostwise are pale and seemingly odd compared in manner to other halflings. They live deep within woods, seeking more isolation than the Stout halflings and have guerilla fighters to protect their homes.

Heartwood halflings.

## Notable halflings

Zallathon is a ghostwise eldritch knight who travelled to the new continent. He is a former member of the organization The white lillies and the founder of the nation Lunaria.
Apysha

Through rigorous meditation, exposure to necromantic experiments or an inborn mystical connection, a creature may be able to hear and understand those who are in limbo between death and their next reincarnation. Such people are called apysha. They are rare and many of them spend their entire life seclusion to understand all the history and knowledge there is to gain. Their reputation is fickle however, for the dead may speak lies or lose part of themselves upon death. Apysha has to be careful with whom to trust the ancient knowledge they’re being told. And the Apysha themselves has to be careful to not listen with no care, for it is all too easy to forget the living and lose themselves in the past.

## History

Apysha's are revered amongst elves due to their stronger connections to the memories of the dead. Elven apysha's are commonly assumed to only hear the memories of other elves due to their species already having similar connections.

Worshippers of Wee Jas who know of the abilities of apyshas are hostile to them. This is due to how apyshas abilites is something that disturbs the dead and bringer them closer to life again, breaking the seal between this world and the next.

## Description

Apysha loses all pigmentation in both hair and skin, leaving them pale and white-haired. Many grow thin from their lost connection to their material needs.

Any humanoid that has not already undergone a soul-affecting transformation can become an apysha.

## Names

Apyshan’s commonly have a name associated with the culture they were born into. Some who has lost themselves to old stories may have lost their own identity, and take on a new name representing a beloved tale.

## Adventurers

Those precious few who die without regret tend not to be the ones the apysha’s hear. Instead the apysha constantly hear tales of unfulfilled vengeance, lost opportunities and frightened loved ones who need reassurance. Many apysha wander throughout nations to answer some of these needs. Others seek out confirmation of useful information which has been gleamed. But unless an apysha finds a monastery or other spiritual home, there are few places where they can feel at ease.
Giant

Giants are a species which are amongst the first to inhabit Reth'car. They are several subtypes with different cultures and inherent abilities.

## Notable giants

Obarion the immolator, a fire giant sorcerer active in Duméri. He raided cities for locked-up magical knowledge by teleporting himself and other fire giants into the cities and then quickly escaping with the same spell. He was defeated, along with his other giants during the Siege of Lutecia when he was called in early by Antface due to the interference of the Tower of 8.
Amanda's children

Amanda's children is a monster inhabiting the underdark. It is a amorpheus creature which takes on traits and abilities from the creatures it manages to eat and/or absorb. So far, known absorbed creatures include vampires and dinosaur-like beings. When chasing targets, it grows additional heads to reach its prey. It roams without direction while searching for Amanda Lovecraft.

It was created when creations of Lovecraft, which lacked a physical form, found the remains of a kind of absorbing being in the underdark. By taking in these remains it was able to take shape and started desperatly to reach Lovecraft, attacking anything that came in its way.
Gyokuryū

Gyokuryū, (Jade forest), is a region located in the eastern part of Yuan, known for its dense forests filled with rare and exotic trees, many of which have been harvested for their valuable wood. The province is governed by the noble family, the Shiraishi, who are known for their expertise in archery and are often called upon to serve in the imperial army.

The forest of Gyokuryū is known to be mystical and full of secrets, with rumors of ancient ruins and hidden treasures scattered throughout the woods. The forest is home to many magical creatures, such as unicorns, sprites, and giant owls, and is often visited by druids who seek to learn its secrets.

Despite its beauty, Gyokuryū is also a dangerous place, with bandits and thieves often preying on travelers passing through the forest. The forest's thick canopy makes it easy for them to conceal themselves and launch surprise attacks. However, the people of Gyokuryū are resilient and resourceful, with many trained in the art of archery to defend their homes and communities.

Gyokuryū is also home to many skilled artisans, particularly woodworkers who specialize in carving and crafting intricate designs from the rare and exotic woods found in the forest. These crafts are highly sought after throughout Yuan and beyond.

Overall, Gyokuryū is a province of great beauty and mystique, but also one that requires caution and respect for its secrets and dangers.
Halgrin Apárds

Halgrin Apárds was born the nephew of one of the Apárds counts. He was never one for the noble life however and was more interested in reflecting on his elven ancestors and their wisdom. The more he learned of what had been lost by distancing themselves from nature, the more he became ashamed of what the elves seemed to be becoming. This drove him to abandon his life of luxuary completely and instead seek to find lost elven secrets. His travels quickly took him to the Parrón forest and the wild wood elves there. After some dangerous negotiations, he managed to get free range of their grounds and found several lost caches of elven lore. He took it upon himself to learn oall he could of an old elven martial art style combining arcane magic and the crystal spear.

Once he felt he had little left to accomplish in the forest, he traveled back into civilized Duméri. There he was recruited by the Tower of 8. This would be his oppertunity to legalize arcane magic, opening new avenues of lost knowledge that would satisfy his need to understand his heritage.

When the Anti-Arcane Authority were to investigate Castle 8, an old Apárds estate, the Tower of 8's leadership set up a situation where Halgrin and Krivhall Apárds were to pretend to be the castle leaders while the AAA was there.

### Agent stats

**information**
**pursuers**
**gold**
**resources**
 0
Half-elf

Elves have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended from two cultures yet inheritors of neither. Half Elves can breed with one another, but even these “pureblood” half-elves tend to be viewed as bastards by humans and elves alike.

## Physical Description

Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. A half-elf ’s human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.

## Adventurers

Half-elves tend to be itinerants, wandering the lands in search of a place they might finally call home. The desire to prove oneself to the community and establish a personal identity—or even a legacy—drives many half-elf adventurers to lives of bravery.

## Notable half-elves

Lia Teasen'Neldeth is a dumérian sorcerer who fought for arcane rights. She is a founding member of the organization Tower of 8.

Agast Bujjon is a dorth pirate who sails with the Sea shears pirates around Guardian's cove.

Nyx Shepard is a balth youth who was forced into the adventuring life when the Sorcerer king started to look for her and other youths.
Ermagrott of clan Gloddar

Ermagrott of clan Gloddar is a mountain dwarf grand priest of Fort Irkatz. She is a devout follower of Moradin, and was one of the clerics who dreamt of Urgord Steelconqueror's fall in the eternal fight against Incabulos. Through this, she also witnessed those that had taken Steelconqueror's hammer from the ancient hero; Kyle and Morelét.

Once those people had been brought to the fort, she alongside Virzidio of no clan led the prosecution against the adventurer. In the end, the accused were found innocent due to the clever work of the Tower of 8 and Dworic of clan Hidzed.
Eldritch claw tattoo

A eldritch claw tattoo is a magical tattoo. It depicted clawlike forms and other jagged shapes. It granted a bonus to unarmed strikes, and could be activated to create ink-like tentacles which granted the user great reach with whatever they held in their hands.

One of these was given to the Tower of 8 by Rushil. Liberty recieved the tattoo, and would use it for the rest of their journey.
Dragonborn

The dutiful dragonborn hail from the rainforests of Kiaan.

### Physical Description

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. They often stand close to 6 1/2 feet tall and weigh 300 pounds or more. Their hands and feet are strong, talon like claws with three fingers and a thumb on each hand. The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor.

### Adventurers

Duty is life-defining for every dragonborn. Those whose duty take them outside of their community may know of an ancient relic which can aid their community, or have been bound to protect another person. A few may even become unable to fulfill their duty, and now wanders in shame to avoid their home.

Dragonborns are inheritly proud. Many are wanderes which have left their homeland to learn from other nations.

### Dragonborns across Reth'car

In Kiaan, the dragonborn are the ruling species of the untameable forests. There the people are great hunters and expert sorcerers, excelling in rituals which the rest of the world can't begin to compare themselves with. They have become a splintered people, some beliving that they need to learn from other nations in order to be able to compete with them. Others claim that they need to focus on their the areas which they already excel in.

In Duméri, the dragonborn are since recent time respected as a species of noble champions. Their fame and good fortune comes from the actions of Urorn the Valerous.

In Cidarn, the dragonborn who travelled from Kiaan built large stone settlements in the eastern mountain ridges in the form of square pyramids.
Arcane Trickster

Arcane Trickster is a subclass of rogue which characters in Reth'car can become.

There is no formal training to become an arcane trickster, as they are rogues who have both managed to steal spellbooks and had the drive and curiosty to learn the basics from them.

They are found most commonly in Altheria and Dorthu Eratha.
Fingers

Fingers was a tiefling from Duméri. He was previosly a thief in Salize before joining Tower of 8. His joining was prompted by Gillés, who convinced him to take up devil worshipping as to secure a good place in the afterlife. When the Tower of 8's leadership decided to clear their organization of such worshippers, Fingers stood by his newfound belifs and was thus executed. He was publicly beheaded by Liberty.
Dispater

Dispater is the lord of Dis and the archdevil of the second layer of hell.

Dispater is a master strategist and expert in intrigue. He keeps his position due to his careful planning to manuever against his foes, and mainting immense physical defenses.

Tieflings of Dispater are most commonly found in Vasheedas.
Dorthu Eratha

Dorthu Eratha is a nation in Reth'Car. It's nation primarily consists or peaceful farmer. However, it has as of INSERT YEAR HERE been overthrown by enterprising criminals who has installed puppet leaders to enforce their wills. Since then Dorthu has become a tyrannical state. Its citizens are under constant threat of overseers who threatens with national child exchanges if quotas are not met, or restistance is attempted.

## People

People from Dorthu Eratha are called Dorth's.

## Geography

Guardian's cove is a pirate haven located by Dorthu's border to the ocean.

It is rich in silver, mithral, vitriols and tin.

## Relations

It neighbours Narel to the west and Veshi to the north. Coastally, it neighbours The Notharian Empire to the west and Kiaan to the east.
Count Leon Navellé

Count Leon Navellé is a dumérian count. He is a part of the Candymen club, a group of counts who get together to avoid responsibilities and find entertainment.

While visiting Count Marc Gréyule, the club went fox hunting. Their hunt was interrupted when they found the Tower of 8 wandering through the forest. Count Gréyule invited the adventurers to his mansion, while secretly setting up a game for his friends. They would attempt to find out what the adventurers history and goals was. During the evening, Leon would make several observations about the group but not enough to make certain deductions. In the night, he caused a ruckus by hiding the corpse of a seemingly magical fox they had kept under guard. The commotion gave the counts a few more clues about the group, and in the end they let Gréyule present a conclusive deduction they've agreed upon. The Tower of 8 "confessed" to their deductions and the Candymen club's victory was celebrated. The next morning, Count Navellé offered to give the adventurers a ride with his coaches. But during the trip, they were attacked by Kristina Steiner and her hired bounty hunters. The Tower of 8 managed to fend them off but used arcane magic to do so, scaring Navellé who gave them a sum for saving his life but leaving them beside the road. Before he could leave, the group pleaded that he would at least bring along the dwarves Rabba and Birk that they were helping, which the count agreed to.
Drow

When an elf falls into true despair, they are forever transformed into a dark elf, also known as a drow. Drow were traditionally banished from elf society, and in time they formed their own society in the Underdark where they found a patron deity in the evil goddess Lolth. Any elf can be turned into a drow, but those born into drow society have a much different fate laid out for them. The drow have skin coloration varying from stark black to pale violet and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.

## Notable drows

Azariah, a sorcerer from the underdark. She is travelling with Nyx Shepard to get her to Lahal.
Flashpaper

Flashpaper is a common magical item. These magical parchments are made for written messages, which are delivered to the written reciever upon the paper's destruction.

Flashpaper cost 2 gold pieces, and can not be reused once sent. They are commonly sold in large pads of 10 or more.

It has been used by the adventurers in the organizations Dawnwardens, The white lillies, Tower of 8 and the Destined youths.
Exsultatio partum

Exsultatio partum is a copper dragon who lives in Lahal. He is a recently adult dragon who runs a organization of assassins, the Partiers.

Since hatched Exsultatio has been facinated by the concept of Dragonmarks as they offers a way to bind dragons to the lesser beings which so often creates interesting stories. As such, he made deals far before he had mastered the magic of granting the boon which instead gave his subjects abberant dragonmarks. To both find more people to practice on and to add to his keep of stories and gold, he set up his subjects to be trained as assassin's and thieves.
Fire Genasi

As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it.

Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.