recursal/Fanatic-Fandom huggingface dataset:
Guarte Ier

Guarte Ier (138-192) est le premier roi et fondateur du royaume de Ursmede, né dans une des tribus des Rogniard il parvient à unifier les différents clans de la région pour faire émerger le royaume. Souvent perçu comme un grand chef de guerre, il s'illustre par l'exploit d'unifier des tribus rivales depuis des siècles sans ennemis commun, la soumission militaire de ces peuples est donc passé par une grande série de bataille dont seul une poignée de rapport ont survécus au temps (bataille du Mont Grenouille notamment). Sa mort par maladie inconnue reste source de questionnement, d'autant plus que sa rivalité avec son fils Eurodrogène est source de diverses théories sur un possible assassinat.

## Guarte Ier

### Professions

Chef de tribu des Rogniard - Roi de Ursmede
La tradition des familles Uros-Rotharienne

La tradition des familles Uros-Rotharienne est une tradition dans l'empire d'Addington datant de la guerre civile d'Uros et prenant fin en 1513 avec le règne de Adrien Justiry. Cette tradition veut que les seules familles éligibles au titre de Grand Poseryon offert par le Conseil de Mehedes soient des familles étant déjà présente durant la conquête des Rothariens de Klaso, cela avait pour conséquence de mettre au pouvoir un cercle relativement limiter de famille.
Par delà la peur se trouve la gloire

Cette devise est la devise de Addington, l'origine n'est pas vraiment connue mais il est considéré comme une devise ancestrale du pays depuis 593. Elle fait l'apologie des valeurs guerrières qui ont forgés "l'Épopée".

### Origine

L'origine étant pour le moins inconnue, la plus vieille trace remonte au VIème siècle gravée sur une lame Rotharienne de Gismos, le porteur de l'épée est Julien Le Porte-Voix et aurait été perdu lors du Siège de Minski de 525
Fiteran

Fiterian est un des royaumes constituant l'empire d'Addington situé sur l'île d'Uros. Ses habitants sont les Fiteriens. Fondé en 34 par Charles Ier, le royaume est issue de l'union de peuples nomades longeant habituellement les littoraux est de Uros : les Caplétioriens. Voyageant souvent dans les "Néodes Dalcent" et ayant une culture de pacifiste convaincu, les Fiteriens rejoignent cependant l'Alliance de Lorkta durant la Conquête d'Azur de 589 par Arizon Le Félon, leur roi Charles VIII perdra la vie durant la bataille de la main. Avec une population de près de 8 millions d'habitants, les Fiterian compose une grande partie des habitants de Uros et de l'empire d'Addington, cependant leur place de royaume est réduite car une partie de leurs villes comme Alington sont assignées aux domaines impériaux. Ils disposent d'un nombre important de siège au sein du conseil de Mehedes.
'Hiteryon

Le titre de Hiteryon est un titre à la fois honorifique et une fonction politique, fondé en 850 par Benjamin de Partisio afin de calmer les soulèvements menés par les peuples d'Urgos composant l'Empire D'Addington durant la crise blanche de 850. Originellement le titre d'Hiteryon est remis par le conseil de Mehedes à un noble élu, celui-ci dispose de vastes pouvoirs et agit comme une balance à l'autorité impériale. Fortement lié au pouvoir législatif dont il est le représentant, l'Hiteryon trouve sa demeure au Palais Vertji dans Alington. Celui-ci propose les textes de lois et peut fournir des décrets, cependant bien que son but originel était de contrecarré la pouvoir du Calum, celui-ci à finira par l'absorber jusqu'à rendre le Calum purement symbolique.
Hust

Le terme Hust signigie "soumis" en Rotharien, il désigne les pays appartenant à l'Empire d'Addington en tant que puissance soumise. La plupart des Hust sont des nations perçues comme vassales, cependant elles conservent une autonomie politique forte, le fait que chacune dispose de son propre système permettant une acceptation de l'occupation. Ils sont assignés à l'Administration des Hust (AH)

Les hust ont des représentants auprès du Grand Posérion, au nombre de 5 illes peuvent lui soumettre des projets que le dirigeant peut accepter ou refuser après avoir consulté le conseil de Mehedes par un vote. Le conseil peut interférer dans les affaires des hust en imposant des changements fiscaux, politiques, militaires et diplomatiques. De plus l'Empire D'Addington peut maintenir des hommes en garnison de manière constante dans les territoires des Hust, ces même Hust peuvent être obligés de fournir des soldats également. Les Hust sont: Grabenhart, Alustrie, Asramar et Ulferi, ensembles ils participent à l'extension de la force de projection de l'empire.
Ellanher's Lesser Barrier

Ellanher’s Lesser Barrier

*4th level abjuration*

**Casting Time.**  1 action

**Range.** 60 feet

**Components.** V, S

**Duration.** 1 minute

You condense arcane energy into your fist, thrusting it out to a creature or object you can see within range. That creature or object gains 50 temporary hit points. At the end of each round, the temporary hit points decrease by 5.

***At Higher Levels.***  When you cast this spell at higher levels, the temporary hit points increase by 10 for each level above 4th.

**Spell Lists:** Bard, Wizard
L'Epopée

L'Épopée est un terme de propagande servant à désigner les conquêtes des Rothariens de Klaso d'en un premier temps puis de l'Empire D'Addington. D'abord utilisé afin de qualifier Conquête d'Azur de 589 par Arizon Le Félon, elle est ensuite user par Arthur Magnero pour démontrer la force et le courage des Rotharien de Klaso lors de la Fissure des Mondes. Une utilisation est également faites par les peuples de Asmed durant guerre civile d'Uros, cependant ce fut aussi le cas pour les Gants Noirs durant ce même conflit. De manière générale le terme épopée renvois à toutes les actions militaires faites par l'Empire d'Addington, cela prend en compte la création des Hust ou différents conflits asymétriques comme la Guerre du Mur de 1228
Siège de Lothras

Le siège de Lothras est un siège ayant eu lieu en 689 sur la ville fortifiée de Lothras en Asmed. Le siège a lieu durant la conquête d'Azur, Arizon va enfoncer la porte de la ville avec un bélier en Rolius après seulement 11 jours de siège. Cet événement marque le début de la campagne et la ville va subir un sac important, le Juste Conclave acclame cet acte vengeur qui rappel le sac de Flaros (sac réalisé par le royaume d'Ursmede, ici Asmed va payer pour l'action de Ursmede).

La prise de la ville alors que Asmed est un royaume neutre va pousser tout les royaumes d'Uros à entrer en guerre contre l'Empire Rotharien. La garnison de 400 hommes est faites prisonnière, les assiégeants perte 750 soldats.
Earth Shatter

Earth Shatter

*5th level evocation*

**Casting Time:** 1 action

**Range:** 40 feet

**Components:** V, M (any weapon)

**Duration:** 1 round

You slam your weapon into the ground, releasing a torrent of energy at a location within range. Creatures within a 5-foot cube at the target location must make a Dexterity saving throw or take 6d10 thunder damage and be flung 20 feet into the air. On a success they take half damage and aren't flung.

Each creature within a 15 feet wide line emanating from you towards the target location must make a Dexterity saving throw. On a failure they take 2d10 bludgeoning damage and fall prone. On a success they take half damage and don't fall prone.

**Spell Lists:** Druid, Paladin, Warlock, Wizard
Calum

Calum est un titre honorifique de l'Empire d'Addington pouvant être remis au grand Poseryon lorsque celui-ci accompli un acte considéré comme exceptionnel ou héroïque (originellement décerné par le conseil de Mehedes). Depuis le XVème siècle le titre est systématiquement donné au grand Poseryon lors de son sacre afin de renforcer la légitimité et le prestige.
Winds of War

Winds of War

*8th level enchantment*

**Casting Time.**  1 action

**Range.** 100 feet

**Components.** V

**Duration.** Concentration, up to 10 minutes

You unleash powerful buffeting winds in a 100-foot cube placed at a space within range. It grants the following effects:

* Creatures of your choice in the area deal half damage with melee weapon attacks. A creature affected can use its action to make a Constitution saving throw. On a success, it is no longer affected by this aspect of the spell.
* Ranged attacks made against creatures inside the area from outside automatically miss, unless made using a siege weapon or similar scale weapon attack.
* Creatures inside take half damage from harmful areas of effect that do not deal psychic damage.
* The area is difficult terrain for creatures of your choice.
* Creatures of your choice in the area are immune to the frightened condition.
* When a creature of your choice enters the area for the first time on its turn or starts its turn there, it can immediately move 50 feet without provoking attacks of opportunity.
* Hostile creatures in the area take 3d6 psychic damage when they start their turn in the area or enter it for the first time on their turn.

If a creature leaves the area, all effects from this spell cease on that creature until it re-enters the area.

**Spell Lists:** Bard, Cleric, Paladin, Sorcerer, Wizard
Grasp of the Specter

*1st level conjuration*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

**Duration:** Concentration, up to 1 minute

The weapons in your hands glow with an ethereal light, which persist briefly even when they leave your hands. At the end of your turn, you can choose any weapons you have thrown in the last turn to teleport to your hands or back onto your person.

If you hit with a weapon it instead stays transfixed in the target until the end of your next turn. You can use your action to wrench all such weapons back, dealing 2d8 force damage for each weapon.

***At Higher Levels.***  When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above second.

**Spell Lists:** Ranger, Wizard
Wiki Edytoris

**Bienvenue sur le Wiki Edytoris !**
Monde ouvert

Nous sommes un site Web communautaire et collaboratif à propos de Edytoris que n'importe qui, vous y compris, peut modifier. Les wikis comme celui-ci dépendent de la participation des lecteurs et de l'ajout de contenu. Cliquez sur le bouton « Ajouter une page » ou « Modifier » en haut de n'importe quelle page pour commencer !

## Articles importants

PlaceholderEmpire d'AddingtonPlaceholderUn personnage principalPlaceholderLe premier épisodePlaceholderUn lieu importantPlaceholderUn événement cléPlaceholderUn objet crucial

*Besoin d'aide pour construire cette communauté ?*

* Règles de ce wiki
* Commencer
* Comment contribuer
* Gérer votre nouvelle communauté
* Guides
* Toutes les pages d'aide

Vous pouvez également faire partie de la grande famille des communautés Fandom. Venez visiter le Centre des communautés !

*Fondateurs de la communauté* : Rédigez une description correcte et courte pour votre section d'accueil concernant le thème de votre wiki. Informez vos lecteurs sur ce dont parle votre thème et ajoutez des informations générales qui le concernent. Puis, n'hésitez pas à visiter le tableau de bord des administrateurs pour plus de conseils.
Rolius

Le Rolius est un alliage de fer et de bronze réaliser grâce à du Srape, très résistant mais aussi très rare il est utilisé par l'empire rotharien dans le but de construire des armes de sièges. Solides et facilement malléable, le rolius fini par être remplacé par l'acier. Cependant le fait de forger du matériel en rolius reste considéré comme un art et son usage actuel est lié au milieu des joailliers.
L'accident du Justus

L'accident de Justus est un accident survenu le 28 mars 1768 durant lequel un navire marchand de Marysor va heurté le Roc d'Uros durant une tempête. Le navire transportant des marchandises et 48 marins va sombrer sans survivants. Cet événement marque la fin de la traversée des "Néodes Dalcent" pour le commerce, l'empire d'Addington ne pouvant garantir la sécurité des navires.
Marine De Fer

La Marine de fer est le surnom donner à la Marine de Addington, elle tient son nom de la "Porte de fer". En effet le principal port du pays : Port Grisatre est situé au nord du mur afin de sécuriser la position du "Fil". Elle est la marine de l'Empire d'Addington.
Fondé en 589 par Richard Alain, amiral en chef de la flotte de Arizon Le Félon durant la Conquête d'Azur de 589 et l'Épopée, elle perdure jusqu'à aujourd'hui en s'imposant comme la plus grande flotte du monde. Composée de centaine de navire de classe Oros, sa renommée vient de ses victoires durant la bataille de l'amij et de Torape où elle brilla par ses capacités. Enfin la flotte de fer est dirigée par l'Administration Marine, sous commandement direct du Grand Amiral Gris.
Flashpalm

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, S

**Duration:** 1 turn

You open your clenched hand and a glaring light pulses out, disorienting a creature within range that can see you. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 radiant damage, and is blinded until the end of the turn.

The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

**Spell Lists:** Cleric, Sorcerer, Wizard
Jaunt

*1st level evocation*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (a weapon)

**Duration:** Instantaneous

You move in a flash of movement, appearing to have teleported to the untrained eye. You can move up to 15 feet with opportunity attacks provoked by this movement made at disadvantage. After moving, you can make a melee spell attack at a target within range. On a hit, the target takes 2d6 lightning damage and a Large or smaller creature is pushed away the same distance (the distance you moved).

If the creature is pushed into a place already occupied by an object or a creature, it and the target takes an additional 1d6 bludgeoning damage and stops.

***At Higher Levels.***  When you cast this spell using a spell slot of 2nd or higher the distance you move increases by 15 feet for each spell level above 1st.

**Spell Lists:** Druid, Ranger
Hindsight

Hindsight

*4th level divination*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** 8 hours

You peer into your past mistakes, learning from them. You have advantage on your next attack roll, ability check, or saving throw. Additionally, whenever you roll a 1 on a d20 for an attack roll, ability check, or saving throw, your next attack roll, ability check, or saving throw has advantage.

**Spell Lists:** All
Stun Seed

*2nd level transmutation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

You touch one nut and infuse it with crackling energy. As part of the action used to cast the spell, you can make a ranged attack with one of the nuts by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. On a hit, the target takes bludgeoning damage equal to 2d8 + your spellcasting ability modifier. Regardless if the nut hits or misses, the nut explodes and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage and be pushed 5 feet back from the origin of the explosion. If the target fails, it is stunned until the beginning of its next turn.

**Spell Lists:** Ranger
Cave Digger 2: Dig harder!

*It seems The New Frontier guards it’s secrets well, and it’s your turn to explore, rookie. Time to blow off the dust on your trusty pickaxe and get down to the mines. Incredible treasures are just waiting around for you to go dig ‘em up, so be sure to make the best use of all the miner’s tools lying around. However, you better look out for those nasty creatures lurking in the dark caves so make sure to carry some firepower with you.*

A VR adventure game taking place in an alternative, weird west dieselpunk world. The player is a penniless but adventurous prospector in the wild northern region known only as “The New Frontier”. As the player excavates the mountains of their claim, they encounter many mysteries along the way as they mine and fight their way through various unique biomes.

## Tools and progression

Choose the right tools for the job from a collection of mining equipment on the surface. Exchange your loot for money to upgrade your gear. The upgrades will make your tools more effective, for both work and combat.

## Multiplayer

Gather your party up to 4 players, to create a hard working team of miners! What kind of a role will each of you have in your mission is totally up to you as long as everybody is doing their best.

Customize your characters to your liking from a wide selection of clothes and accessories to show off to your friends.

## The story

Discover the lost pages of a comic book, which follow the story of Clayton Lee Jackson III, a legendary adventurer who arrived to The New Frontier before you.

## Features

* Mining, looting, capitalizing
* Tool and weapon upgrades
* Exploration in procedurally generated levels
* Close-quarters combat
* Cross-platform co-op multiplayer
* Character customization
* An unraveling story in a form of collectibles

## Vaults and Riddles

Vaults are the locked objects that give many loot alongside a comic book page and relics. They can always be found at the last level of each mine but can sometimes appear on other levels.

Each vault has a riddle infront that you need to solve in order to open up the lock. You can also use dynamite or exlosive obejects to open up the vault, however the relics inside the vault will be destroyed in that case.

All of the current Vault Riddles can be found here.
Beastial Brand

*3rd level enchantment*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Concentration, up to 1 hour

You touch a beast or monstrosity at least one size larger than you and bind it to your will as a mount. Roll 8d8. If the creature's remaining hit points are less than this roll, you can clamber onto the creature as part of the action used to cast the spell. As long as you keep one hand on the mount and its hit points are below your roll, it is charmed by you and you can control the creature as your mount which accepts you as a rider.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, roll an additional 1d8 for each slot level above 3rd.

**Spell Lists:** Druid, Ranger
Cave Digger Wiki

**Howdy Rookies! Welcome to the**
**Cave Digger Wiki**Welcome to Cave Digger Wiki! You can find everything Cave Digger here from endings, characters to the clues. Be sure to visit us in our Discord and talk to us!**14 articles • 5 files • 225 edits**

**About Cave digger 1 and 2**

This is a wiki of all things about Cave Digger and Cave Digger 2: Dig harder!

Cave Digger is a video game series is developed and published by VRKiwi, an indie game studio and publisher from Oulu, Finland.

Visit us in our Discord!

**Cave Digger 1 PAges**

Cave DiggerPlaceholderTools - Cave DiggerPlaceholderCave Digger 1 endings (Spoiler)PlaceholderCave Digger 1 Areas

**Cave Digger 2 PAges**

Cave Digger 2: Dig harder!PlaceholderVault RiddlesPlaceholderTools - Cave Digger 2PlaceholderClaytonPlaceholderCave Digger 2 EnemiesPlaceholderCave Digger 2 Areas
Ent's Fury

Ent’s Fury

*5th level evocation*

**Casting Time.** 1 action

**Range.** Self (15-foot cube)

**Components.** V, S

**Duration.** Instantaneous

You bring forth a mass of vines and thorns, slamming into all creatures in a 15-foot cube adjacent to you. Each creature in the area must make a Constitution saving throw or be pushed back 15 feet, stunned until the end of your next turn, and take 5d6 bludgeoning damage and 5d6 piercing damage. Creatures take half damage and are not pushed or stunned on a success.

***At Higher Levels.***  When you cast this spell at higher levels, the bludgeoning and piercing damage each increase by 1d6 for each level above 5th.

**Spell Lists:** Druid
Firework

*2nd level evocation*

**Casting Time:** 1 action

**Range:** 300 feet

**Components:** V, S, M (A pinch of stardust or niter.)

**Duration:** Instantaneous

Choose a point within range. A multicolored explosion radiates from this point. You can choose the colors of the explosion. If you choose a point inside an object, creature, structure or terrain, this spell fails.

Each creature in a 20 foot radius must make a Constitution saving throw against your spell save DC. On a failed save, they take 2d4 thunder and 2d4 radiant damage and half on a success. Until the end of your next turn, 20 feet of bright light and an additional 20 feet of dim light radiate from the point of this spell’s origin. Any creature within 300 feet can hear this spell going off.

***At Higher Levels.***  When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 thunder and 1d4 radiant for each level above 2nd.

**Spell Lists:** Artificer, Bard, Ranger, Sorcerer, Wizard
Aberrate

Aberrate

*6th level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

**Duration:** Concentration, up to 10 minutes

This spell uses energies from the Far Realm to distort your body. As a result, your anatomy becomes fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits.

Additionally, your body adapts to threats as it warps.

After you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type.

***At Higher Levels.*** When you cast this spell at higher levels, you can gain resistances to additional types of damage, storing up several at once. When you gain too many resistances, you can choose a previous one to end. You can gain an additional resistance for every two levels above 6th.

**Spell Lists:** Bard, Sorcerer, Warlock, Wizard
Blood Puppet

Blood Puppet

*9th level enchantment*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (A drop of your blood)

**Duration:** Concentration, up to 1 minute

Choose one target within range. The target must succeed on a Constitution saving throw or be controlled by you. If it fails, on each of your turns, as an action, you can control the targets movements, and can force them to take any action they would normally be able to take, and depriving them of the ability to take any actions on their next turn; however, if the action would directly damage themselves, they can repeat the saving throw, ending the spell on a success. At the end of each of the target’s turns it can repeat the saving throw, ending the spell on a success.

**Spell Lists:** Druid, Warlock, Wizard
Windward Blade

*2nd level evocation*

**Casting Time:** 1 action

**Range:** 15 feet

**Components:** V, M (any bladed weapon)

**Duration:** 1 round

You imbue your blade with the quality of the Elemental Plane of Air, and make a vicious rising slash. A creature within range must make a Dexterity saving throw. On a failure it is suspended several inches off the floor. Until the end of its next turn it can't take reactions and is restrained.

As a bonus action you can make a melee spell attack against the same target if you are within 5 feet of it, dealing 4d6 damage on a hit and ending the spell.

***At Higher Levels.***  When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 2d6 damage for each slot level above 2nd.

**Spell Lists:** Ranger, Sorcerer, Wizard
Lance of Light

*3rd level evocation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** S, M (a melee weapon worth at least 1 sp)

**Duration:** Instantaneous

Light condenses on your weapon, elongating it into a lance of dazzling brightness. You point this weapon in a direction of your choice, and then instantly travel along a line 30 feet long in that direction. If you point at a creature within range, it must succeed on a Constitution saving throw or be blinded until the end of your turn.

If you impact a creature along the way, your movement stops early and you must immediately make a melee weapon attack against that creature, using the weapon used in the casting. On a hit, the target takes an additional 4d6 radiant damage plus 1d6 radiant damage for every 15 feet traveled along the line. If you impact a solid surface, you stop and can choose to not make the attack.

***At Higher Levels.***  When you cast this spell using a spell slot of 4th level or higher, the spell's range increases by 30 for each slot level above 3rd.

**Spell Lists:** Bard, Cleric, Paladin, Wizard
Bouncing Bubble

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

You unleash a large bubble onto a creature or object within range, causing them to make a Dexterity saving throw or take 1d4 bludgeoning damage. On a failure, the bubble then ricochets off to another target within 20 feet. That target must make a Dexterity saving throw or take 1d4 bludgeoning damage.

The number of damage dice and bounces increases as you level up. This spell deals an additional d4 at 5th level and bounces up to two times, deals an additional d4 at 11th level and bounces up to three times, and deals 4d4 at 17th level and bounces up to four times.

**Spell Lists:** Druid, Sorcerer, Warmage, Wizard
Arcane Void

Arcane Void

*9th level abjuration*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (an onyx worth 1,000 gp)

**Duration:** Concentration, up to 10 minutes

You point at a creature and disrupt the ether around it, plunging its spirit into a realm of helplessness. For the duration of the spell, the creature can’t cast spells or use innate spellcasting, and can’t activate magic items. As an action, it can make a saving throw using its spellcasting ability. A successful save ends the arcane censure’s effect.

**Spell Lists:** Sorcerer, Warlock, Wizard
Giant Growth

Giant Growth

*4th level transmutation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V

**Duration:** Concentration, up to 10 minutes

You invoke the names of giants, and your size quadruples in all dimensions, and your weight is multiplied by sixteen. This growth increases your size by two categories—from Medium to Huge, for example. Until the spell ends, you also have advantage on Strength Checks and Strength Saving Throws. You deal an additional 1d12 damage with weapon attacks, and your current hit points and hit point maximum increase by 25.

**Spell Lists:** Artificer, Bard, Druid, Wizard
Invoke Purity

Invoke Purity

*7th level abjuration*

**Casting Time.** 1 action

**Range.** Touch

**Components.** V

**Duration.** Concentration, up to 10 minutes

You cause one creature you touch to be inviolable and sanctified. For the spell’s duration, the creature is immune to poison and disease, and is immune to the following conditions: blinded, charmed, deafened, frightened, paralyzed, and stunned.

**Spell Lists:** Cleric, Druid, Paladin
Mer Léostore

La Mer de Léostore est une Mer située dans le nord de la Palé, celle-ci sépare les Mers Jaunes Orientale et Occidentale. De plus la Mer est coupée en deux par le "Fil" et la Porte de Fer, cependant les deux parties sont reliées par le fleuve Kiloma, qui est sous contrôle de l'Empire D'Addinton. Disposant d'eau relativement chaude et d'une flore et faune bien développé, c'est une mer prospère qui est un lieu de pêche particulièrement fréquenté durant les étés. La cassure effectuée par le Fil crée de forts courants le reste de l'année qui limite les circulations, des inondations du fil peuvent également survenir.
Divinity's Reach

**Divinity's Reach** is a land masses south of the mainland of Orlanthea.

## Geography

Divinity’s Reach is like an iceberg, it appears to be a land with fertile soil, but no plant growth on the surface. Beneath the surface topsoil, a far more disturbing land is revealed. Divinity’s Reach is the corpse of a giant immortal entity, perhaps a god, perhaps something else, but regardless, the parasitic beings that clean up corpses of smaller creatures can be found in abundance underground, which appears like the dead insides of an immense creature. Veins, arteries and capillaries form long interconnected tunnel systems while immense caverns exist where organs would be or still are.

## Climate

Above the continent, the only thing that gives away the reality below is the highly acidic rain that carpets the mini continent semi-regularly.

## Population

Outside of the massive flies, maggots, worms and oozes, there is also a cult of undead that worships their leader as a Messianic figure who is destined to wipe all life from Orlanthea and usher in an Age of Undeath.

## Culture

The only civilized group in Divinity’s Reach are the Godflesh Disciples, the sycophantic cult of Peisistratos. The cult believes that the living are naive and fearful, and that all creatures would benefit from a state of undeath, even if they don’t realize it yet. They believe that they are destined to kill all living things, bring them back as undead, and create a world of the dead, a society in which they would be rewarded for their loyalty.

* + **Dread**
		- The most loyal of Peisistratos’ followers are invited to undergo a ceremony in which the negative energy that powers them is enhanced, and they gain more power. Each one of these Dread Undead is comparable to a greater demon or devil in power and each enjoys greater status in the cult.
	+ **Godflesh**
		- The greatest tool for control that the Godflesh Disciples have at their disposal is a kind of golden meat they call Godflesh. An undead that willingly partakes of Godflesh becomes a thrall of Peisistratos, able to always hear his thoughts and compelled to act out his desires. The Godflesh also has the ability to empower those who eat it, making Peisistratos’ new minions even more powerful. As a result, partaking of Godflesh is the final part of initiation into the cult.
Cordis Reliqua

## Geography

The island of Cordis Reliqua is a bitter, mysterious place with a massive but dilapidated tower in the direct center of the island. Countless people have visited this place in hopes of finding ..something. Whether on a quest from a king of old or just seeking fame and glory, many who venture into the maze within the tower have never again seen the light of day. Here live unspeakable creatures no one has seen outside its walls. Cordis Reliqua is also the home for strange plants that can be used to create new curatives; ores never seen before lie within rocks littering the entire isle. The entrance is marked with an epitaph, a slab of stone etched with stories and accounts of other adventurers that have traveled into this forsaken place. Some of their tales might be of use for those who dare journey these halls.

## Climate

Despite being one of the most southern areas in Caledric, the island of Cordis Reliqua has an uncharastically cold and dry climate. Despite this, many adventurers that have managed to return from the dungeon on the island have reported various types of extreme weather, like heatwaves and severe thunderstorms, within the dungeon itself.

## Population

Dozens, if not hundreds, of different types of aberrations, dragons, fiends, and beasts make their home here, seemingly drawn to something within the depths of Cordis Reliqua. There is an underlying system of death here. When one kills a monster, be it goblin or dragon, they all leave a bloody, rotting corpse behind that does not disappear. As the corpse rots the stench is carried through the halls and may attract hungry creatures. Deep exploration within the depths of the tower on Cordis Reliqua makes the air heavier and the smell travels in the halls faster and farther, which may attract even more dire monsters.

## Wealth

Indeterminate amounts of loot are scattered throughout Cordis Reliqua. If one were to venture deep enough they might find a rare and powerful item such as a weapon whose power is overwhelming, a ring that grants inhuman strength, or a potion that eases the mind and soul. Whatever the item may be, it waits within the halls of Cordis Reliqua.
Cave Digger

**Cave Digger** is a mining adventure game, which takes place in a small town of an alternative western universe full of mystery, dark humor and numerous experimental tools for the brave miners! Gear up to explore the town and the depths of the mountain. Excavate the bedrock, reap the rewards of mother earth and trade the mined valuables for new gadgets.

Cave Digger VR was released in May 2018 on Steam as a free game. Later a DLC Cave Digger: Riches and Cave Digger Supporter's edition were added on Steam. Both of the DLC's have since been removed in 2019 and the contents of the Riches DLC were added to the main game. The main game went form freemium to premium during the process.

Cave Digger also has a non-vr versions on PC, PlayStation, Nintendo Switch and XBox.

## Game Features

* The elevator shaft and the train tracks with four distinct underground areas
* 9 endings depending on the choices you make. Can you find them all?
* Upgrade your tools and the train to make them more effective
* A companion Chest to carry your loot and burden
Flutter

*Evocation cantrip*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V

**Duration:** Instantaneous

You channel the wind into your step, and immediately fly 10 feet in a direction of your choice. You must end your movement on the ground, otherwise you fall. For the duration you do not provoke opportunity attacks.

The distance you fly increases by 5 feet when you reach 5th, 11th, and 17th level.

**Spell Lists:** Artificer, Bard, Druid, Warmage
Slice World

Slice World

*5th level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, M ( a weapon)

**Duration:** Instantaneous

You draw upon the destructive energies from the Shadowfell and swing your weapon in front of you. Wisps of shadow transport the material it contacts to the Shadowfell.

You are able to cut through a flat plane with an area no larger than 20 5-by-5 square feet sections. The area you cut through must be contiguous and fall within a 30 foot cone. Alternatively, you can make several quick slashes that completely disintegrate material in a 10 foot cube area in front of you.

This spell works on any non-magical material that is made of stone or weaker. This spell also is able to cut through any medium or smaller non-magical object in the area of effect, such as a sword, shield, or chain.

**Spell Lists:** Bard, Ranger, Wizard
Heart Sunder

*1st level evocation*

**Casting Time:** 1 bonus action

**Range:** Touch

**Components:** V

**Duration:** 1 round

You cause a melee weapon you are holding to thirst for blood, opening a creature’s weaknesses. The next attack you make with that weapon on this turn adds 1d6 to the attack roll. On a hit, the target suffers the attack’s normal effects and takes an additional 1d10 damage from the next weapon attack to hit it.

**Spell Lists:** Paladin, Sorcerer, Wizard
Temporal Thrust

Temporal Thrust

*4th level evocation*

**Casting Time:** 1 bonus action

**Range:** 15 feet.

**Components:** V, S

**Duration:** Instantaneous

You brace yourself and briefly thrust yourself through the ethereal plane, teleporting to a location within range. Immediately after this teleport, you can attempt to shove a creature through time as part of the spell. The creature must instead make a Charisma saving throw.

On a failed save one of the effects below occurs (your choice):

**Temporal Jump.** The target is banished to a harmless demiplane until the end of its next turn. While there, the target is Incapacitated. No time passes for the target while it is banished.

**Temporal Acceleration.** The target is banished to a harmless demiplane until the start of its next turn. Any spells affecting the target with a duration less than one hour end, as well as any such spells the target is concentrating on.

After the effect, the target appears 15 feet away from the location you teleported to, in a straight line. If there isn't a clear path to the destination, the creature appears in front of the obstruction.

**Spell Lists:** Bard, Paladin, Sorcerer, Wizard
Glacial Blade

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (a weapon)

**Duration:** 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals cold damage instead of its normal type. Additionally, the target must make a Constitution saving throw or be covered in brittle frost. If the target is then hit again by an attack before the beginning of your next turn, the target takes an additional 1d8 cold damage.

At 5th level, the melee attack and secondary damage each deal an additional 1d8 cold damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8/3d8), and 17th level (3d8/4d8).

**Spell Lists:** Sorcerer, Warmage, Warlock, Wizard
Drovi Pazar

The **Drovi Pazar** is a country on the Orlanthean mainland.

## Geography

Drovi Pazar is mainly covered in jungles and has a stormy climate, which has led to a stretched population, despite the number of people, which means most of them live in small hamlets outside of Sankt Roltrov. Several tribes of Aarocroka have taken to the floating mountains over the jungle to lay claim to that territory in the sky.

## Climate

Drovi Pazar itself is mainly covered in rich tropical woodlands and has an avid humid and rainy climate, which has lead to a compactly concentrated population, despite the number of people, which means most of them live in Sankt Roltrov but there are still several settlements within the thick wilds, most making claim atop the floating isles over the jungle.

## Population

The population of the Drovi Pazar is made up of Firbolgs, Aarocroka, Halflings, Half orcs , Bugbears, Loxodon, Grunge, Shifters and Tortles.

## Wealth

Moderate. They aren’t the richest but because of their slew of natural resources, they aren’t the poorest either. They just don’t wish to part with their resources in fear of being exploited.

## Military

The Drovi Pazar’s military is separated into each tribe. They don’t have a formal military.

## Appendix

There is no overall ruler of the Drovi Pazar, instead the Drovi Pazar is split into many different tribes with more prominent tribe leaders acting as a collective to represent the country. The most well respected and well known is the leader of the Bitter Earth, a Loxodon named Droozh
Dascanoth

## Worshipers

### Worshipers

Madmen, dark priests, necromancers, experimenters in aberration, some spheres of monstrous humanoids, cults of debauchery, some hags, many places with intelligent undead or aberrations. In general, chaoticly evil creatures.

## Description

Dascanoth is an entity of entropy, with power widespread throughout the multiverse. In the dark corners of this multiverse, it is easy to come across a note or scrap of forbidden knowledge, as Dascanoth's value is the corruption of all things. Turning something into something worse, that is. Dascanoth's followers will not simply kill a captive, but toy with, abuse, torment and gaslight their victims until they are a wholly different person than before.

“
[The golden eyes] bring out in a person their deepest, darkest desires, their sins, and their putrid souls come to the forefront. At first, they moved me in a single-minded focus on destruction, which was swiftly achieved before I wiped out his entire family.
”
— Archmage Faustus Danule

**Debauchery:** If there is any value the King in Yellow enjoys besides corruption, it is impulse. Dascanoth's very nature feeds off of destructive impulse, and crimes influenced by intoxication, charms or merely spontaneous thought. The many deeds are too taboo to list here, but among them are included highly sexual acts, body mutilation, and powerful negative emotions and torment.

**The Golden Eyes:** Out of any trademark of Dascanoth's influence, the chief among them is the golden eyes, or rather the irises. They aren't merely a simple bright yellow, but rather they have the sheen and glister of gold itself. When someone has these eyes, they are either utterly enthralled by a worshiper of Dascanoth or they themselves are drawing upon a source of power the King in Yellow either directly or indirectly grants them.

For reasons such as above, devout religious communities will often shun people possessing yellow irises for fear they hide the sign of influence.
Toxic Grip

*1st level transmutation (ritual)*

**Casting Time:** 1 action

**Range:** Self

**Components:** S, M (one basic poison worth 100 gold)

**Duration:** Concentration, up to 1 minute

You harness your spellcasting to magically sequester poison into your hands. Until the spell ends, you can use your bonus action to have poison flow onto any melee weapons you are holding. A creature you hit with a poisoned slashing or piercing weapon takes an additional 1d4 poison damage.

The poison lasts for the duration of the spell. If this spell is cast as a ritual its duration is concentration, up to an hour.

**Spell Lists:** Ranger
Fantaria

**Fantaria** is an island south of the mainland of Caledric

## Geography

The elves carved the only established city in Fantaria, Etharia, from the jungle shortly after they arrived from the mainland some 800 years ago, and used the forests' great densewood trees surrounding the massive Aria Tree as walls for what would become a massive fortress city. Much of the city stands atop enormous trees, meshing beautifully with the surrounding vegetation, as many of its structures are shaped from living tree trunks. The island itself is rumored to be the

### Climate

Dry-winter subtropical highland climate. Winters are noticeable and dry, and summers can be very rainy. The southern coast of Fantaria is often visited by monsoons during the late summer months.

## Wealth

Moderate. The many elves of Fantaria are skilled artisans

## Culture

The residents of Fantaria consider themselves the most civilized culture of Caledric, a claim which holds little merit in comparison to the city-state of Veradon. However the clothing, manners, arts, and crafts of Fantarians are refined, often. While their achievements are admired by the races of Orlanthea, their culture is considered less important, as they focus on their glories in martial tradition and their mastery of sorcery and enchantments.

## Military

Fantarian weapons and armor strive for simple elegance, with flowing lines reflecting forms from the natural world, such as patterns in the shapes of abstract birds, flowers, and seashells. Armor often being embossed in order to represent scales or feather, with even cuirasses and helmets being stylized with wings or beaks.  They also train goblins in the ways of war in order to reinforce their main armies. Fantaria was famous for their prowess at sea. Due to Sanquisian invasions during the first years of the Blood Wars, Fantarians were forced to build a strong fleet to keep the invaders at bay. Fantarians are known to excel at their skill at naval warfare. Despite this long history of naval prowess, during the end of the Blood Wars, their naval prowess had decreased mysteriously.

## Appendix

After the society of Fantaria grew, a hierarchy came into place. In this hierarchy, the people were put in classes, with the higher classes holding the most power. These classes are the following, from highest to lowest: The Wise, teachers and priests, artists, landowners, warriors, merchants and workers, and finally Beasts. The social class of the Beasts were attributed to those below workers, mostly the goblins the elves “indentured” to perform duties which they consider themselves to be too high for.

### The Wise

The Wise are a council of five that rule over Fantaria;
Rohir

Rohir est un continent relié à la Palé au nord par le désert de Bossa, à Uberfat par les rocs à l'ouest et à Calen par le détroit de Turuk. Composé de désert au nord-est et en son centre, les littoraux sont quanta eux faiblement fertiles mais habitables. C'est de ce continent que sont originaires les rothariens, la grande horde sud, les Wats et les Sulariens.
Finger Guns

*Evocation cantrip*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** 1 minute

You extend your index finger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a spell attack roll against one creature you can see within 60 feet, dealing 1d8 force damage on a hit.

Your finger gun does not require ammunition, but is still considered to be a firearm for spells and effects such as *bursting shot* and *protection from ballistics*.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Spell Lists:** Bard
Crystal Santuary

Crystal Sanctuary

*4th level conjuration*

**Casting Time.**  1 action

**Range.** 30 feet

**Components.** V, M (a diamond worth at least 100gp)

**Duration.** Concentration, up to 10 minutes

You extend the diamond towards a willing creature within range. That creature becomes petrified for the duration of this spell, and gains 10 temporary hit points at the start of each of its turns. At the end of each of its turns while petrified, it regains 4d10 hit points.

***At Higher Levels.*** When you cast this spell at higher levels, the healing per turn increases by 1d10 for each level above 4th.

**Spell Lists:** Druid, Wizard
Acidic Blade

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, M (a weapon)

**Duration:** 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack deals damage as normal, except that the entire attack deals acid damage instead of its normal type. The creature must also make a Dexterity saving throw or take 1d8 acid damage at the start of its next turn.

At 5th level, the melee attack and secondary damage each deal an additional 1d8 acid damage to the target. Both damage rolls increase by 1d8 at 11th level (2d8/3d8), and 17th level (3d8/4d8).

**Spell Lists:** Sorcerer, Warlock, Warmage, Wizard
Displace Soul

Displace Soul

*4th level necromancy*

**Casting Time.** 1 action

**Range.** 90 feet

**Components.** V, S

**Duration.** 1 minute

You pull the essence of a creature from its body, which must make a Charisma saving throw. On a failure, you create a shadowy duplicate of it in a different location of your choice within range with the original’s statistics, except that it cannot move or take actions. The duplicate is immune to all harmful effects except damage, but can be targeted with attacks and spells. When the duplicate is damaged, the original takes half that damage as well. If the duplicate is reduced to 0 hit points, the original takes twice the damage of the attack or effect that reduced the duplicate to 0 hit points, instead of half.

**Spell Lists:** Cleric, Sorcerer, Warlock, Wizard
Juste Conclave

Le Juste conclave est une assemblée de noble Rothariens siégeant à Asramar durant le Quitiros. Faisant initialement parti des institutions de l'Empire Rotharien, le conclave est dissous en 601 durant la fissure des mondes.

Originellement fondé par Rothar VII pour calmer la révolte des Rothariens où l'empire explose entre les 5 maisons Rothariennes.