recursal/Fanatic-Fandom huggingface dataset:
Kash Pasanhara

Sultan of Kashar, the inheritor of a millenium long legacy: the Kash dynasty. The previous Sultan, Tarcata, undertook significant public works and expansion projects which made him popular among the people of Kashar, so when his son inherited the Sultanate expectations were high. Unfortunately, this good will only served to make Pasanhara complacent, lazy and entitled. The Kash legacy still carries weight and garners good will, but public opinion is fast turning against this despotic leader.
Kainta

Kainta is one of a triad of Undine towns that serve as hubs above some of the most precarious places in the ocean, built on the edge of the Ogol Chasm. It is a packed, narrow town either side of the chasm, built as if to ensure every building overlooks the trench below. The majority of every structure seems to be build with a dark stone that shimmers green as it catches the light.

No natural light reaches this deep, and the city is lit by bunches of green and orange floating bioluminescent plants, orbs of light that look like they're tethered with netting called Eye Plants.

The buildings are all serviceable but rustically hewn, blocky and square aside from a few that seem to be accented with columns and plinths.

## Origin

Like the other Undine towns of Porewa and Whatt, Kainta was built near an area of known activity within the depths, in order to guard against encroachment from other planes. The Ogol Chasm was historically thought to be an origin point for deep sea leviathans.

## Population

Mostly Undine live in Kainta, but it is a popular rest stop for deep-sea adventurers.

## Politics and Leadership

Kainta is consider as much a military outpost as a town, and as such is run under a variation of martial law, with all soldiers reporting to Captain Phryne.

## Relations

Most nearby settlements maintain good relations with Kainta, since they act as the first point of defence against trouble.
Kelp

Kelp is a ubiquitous resource undersea, and forms the staple of most aquatic diets. While most species of kelp have uses as food, others are used in industry (fishing nets and bindings), or in agriculture.

While most have broad ribbon-like blades, some varieties feature small polyps, like sea grapes. Tastes and texture vary greatly, and kelp is served as commonly as bread on the surface.

Kelp farms are found near many major undersea cities in shallower waters, and are one of the goods traded regularly with coastal and terran towns.
Hammeroth

Hammeroth is a mountainous land rich in the precious metal platinum, prized for its immense density and often used to give more heft to weapons. The only species who call this land home are the goliaths, whose high tolerance for the cold and general hardy nature make them perfectly suited to this otherwise harsh environment. While the land is rich in platinum, mining operations are generally small in scale, as the only people capable of working them mines are local goliaths, who are generally averse to large scale industrialisation and prefer to live in smaller settlements.
Fishfolk

"Fishfolk" is a generalised term for aquatic people with fish-like qualities.

## History

Many fishfolk communities have historically been exploited for their labour, forced into economic disadvantage or slavery. The history of fishfolk is also filled with tales of revolt against such conditions, and any assertion that they are a people "meant" to be enslaved is met with rightful hostility.

## Biology

Fishfolk is a broad term for a gamut of aquatic beings that are often bipedal, but decidedly fish-like in appearance. Species such as Kuo-toa, Locathah and Anguiliians are generally considered types of Fishfolk. While outsiders may have difficulty distinguishing them from the likes of Gillfolk, their most obvious difference is that fishfolk cannot breathe out of water without aid.

Sahuagin hold themselves apart from other fishfolk as a distinct and separate species.

Although there are magical means by which fishfolk can breathe air, they are seldom seen on land. Terran races view them with curiosity at best and hostility at worst, and the adaptive needs for a life on the surface make it quite an undertaking.

## Settlements and Infrastructure

They are the most widepsread and populous people in the seas, though they have never made any move to create a state or nation based around racial hedgemony, preferring to band together with their own kind.

But they are far from isolationists; instead it is most common to find communities of fishfolk embedded with others, be that in diverse communities of many races, or cohabiting with one particular people.

## Art and Culture

Adventuring fishfolk can be sentimental, and while they relish the chance for travel, they tend to take a little piece of home with them. They will happily tell new friends about their family and community, and generally make excellent hosts.

Rather than being ashamed of their similarity to fish, fishfolk are proud of their connection to the natural world, and it's a widespread cultural practice to keep fish that resemble them as pets or livestock. While diets vary, eating fish is not seen as a taboo — though serving a guest a fish that looks like them is considered a grave insult.

### Language

Fishfolk speak Sakiet and Common, though it is also common for them to learn the language of any species they are living with.

Naming traditions vary widely by community, but it is fairly common for fishfolk to go by nicknames that are adjectives in their native language.

**Examples:** Gars, Tauki, Liels, Zils, Peleks

## Society and Relationships

They work as they live, preferring to be with others. Fishfolk in professions and jobs that could be solitary usually take at least one apprentice.

## Death, Deities and Belief

### Death Rites

what steps are traditionally taken when someone dies

### Death Ajacent Roles

how are roles related to death (eg morticians) considered within their culture

## Notable Figures

* Quash
* person
* person

## Campaign Events

* event
* event
* event

## 5e Mechanics

### Traits

* Aquatic
* Advanced Watersight
* Darkvision
Anora Cragback

## Background

Sister to Onvex Cragback. Formerly served on a ship with Nine.

Anora served on the doomed ship The Garnet Wake. While the entire crew were killed by some unknown entity, and fixed to the sea floor as drownies, Nine noticed the particular lack of Anora's body, despite her name being on the manifest and finding her diary.

## Campaign Events

* Nine found Anora in hiding on Garnet Outcrop
Am'mā the Superior

Am'mā the Superior is the singular deity of the Cecaelia, who was once worshipped as the avatar of their ambition. In the recent age, worship of her has split into two primary factions, worshiping opposed natures of her godhood. Rather than being worshipped as a deity of duality, these factors have ongoing theological conflict over the true interpretation of their deity.

## Symbology

Am'mā is depicted as a Cecaelian woman with greenish tentacles, and head tentacles rather than hair. The *Beacon* depiction often involves her holding a lantern and various items of healing. The *Spear* depiction sees her armed with a variety of weapons or banners.

The symbol of Am'mā is the silhouette of an octopus, but other items or symbols are often incorporated to differentiate between the two churches of worship.

## Worship

### Church of the Beacon

Followers of the Church of the Beacon believe Am'mā the Superior is a healing leader who guides her people with kindness and patience. The success of the many is more important than the success of the individual, and the tenets of community, charity, and fealty to one's own are prized.

### Church of the Spear

Followers of the Church of the Spear believe Am'mā the Superior is a warrior leader who guides her people with force and an iron will. Individual success is seen as the most important priority, and that only the strongest and most successful will gain the blessing of Am'mā in this life and beyond.

### The Dark Reef

Believed to be where the souls of failures and the unambitious go when they die, drifting endlessly.

## Superstitions

* a sign of favour
* a sign of wrath
* good luck
* bad luck

## D&D 5e Mechanics

### Channel Divinity

#### Steady Hand (Church of the Beacon)

*Am'mā senses the purpose and potential in all, and it would be a shame for one to go before they are able to strive for it.*

Once per long rest, you are able to use channel divinity to surround a downed creature that you can see in holy light, leaving them at 0HP and unable to take turns in battle, but stable.

### Channel Divinity

#### Crushing Fist (Church of the Spear)

*Am'mā cares not for the weak. Mercy is the remit of the strong, and she would have you see the weak expunged quickly.*

Once per long rest, you are able to use channel divinity to force a downed creature to make remaining next death saving throws at disadvantage.

### Traits

#### Gracious Winner

*description*

When you succeed on a physical feat (e.g. you escape a grapple, trip someone),

effect

#### Sore Loser

*description*

effect
Axolomeh

The Axolomeh are a aquatic amphibian race that resemble axolotls, that tend to be found in fresh water, or sea inlets where fresh water meets the sea.

## History

Axolomeh, or indeed axolotls, are not native to the region, but since coming to the Cobalt Sea have thrived in mangroves and brackish lakes.

## Biology

Like axolotls, they have regenerative healing abilities, even able to grow back limbs that have been severed.

## Settlements and Infrastructure

Favouring the coastal mangroves of the south-east sea, the Axolomeh live in submersed dwellings within the roots of mangrove forests.

## Art and Culture

Axolomeh are well-known as healers, and their communities have seen some popularity as places of respite.

## Society and Relationships

They are generally not a romantic people, but forge strong bonds of friendship.

Their leadership is as transient as their gods: community leaders are only in position for a short time, and it is seen as a community responsibility to take on that mantle for a time.

## Death, Deities and Belief

They believe that deities are transient, and called upon from the three divine forces of Xiemia (earth), Morxe (sea) and Niebox (sky) for specific purposes, and not in perpetuity. It is believed when they are dismissed, their energy is returned to where it came from, and that the same deity cannot be summoned twice.

### Death Rites

The dead are laid to rest depending on the energy a person favoured, or that serves the needs of the community at the time. Cremation for Niebox, burial for Xiemia, dissolving for Morxe.

### Afterlife and Beyond

Axolomeh believe that in death their energy is returned to the great primal forces. Their outlook on contacting or ressurecting the dead is that it is pointless.

## Campaign Events

* event
* event
* event

## 5e Mechanics

### Traits

* Amphibious
* Regeneration
* Dry Skin
Ahmalik Bluebeard

Captain of The Balanced Scale.

## Campaign Events

* Planned a heist on Butterfly Island to thwart some nobles who planned to steal a relic from a local temple.
* Infiltrated a gallery party with Strawberry and his crew to retrieve an ancient artifact.
* Left document pertaining to a sea monster for the crew of The Atrocity Exhibition.
Circle of the Sea

***This is add-on information for the Druid class.***

Circle of the Sea druids have deep connection to the ocean, and are often Aquatic species. They are powerful and changeable, unpredictable as the waters themselves.

## Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

## Aquatic Wild Shape

Your connection to the sea allows you to select swimming wild shape forms starting at level 2.

## Circle Spells

Your mystical connection to the sea infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the sea.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

## Water Breathing Aura

At 6th level, while submerged, Water Breathing is granted to any creature within 30 feet of you, regardless of if you can see them. The effect of this passive version lasts while they are in range, or for an hour. As a bonus action, you can choose to cast Water Breathing in full (granting the effect for 24 hours regardless of proximity), or to end the effect for up for 10 creatures at a time, without using a spell slot.
Elves

## Sea Elves

See: Sea Elves

Most in the Cobalt Sea would consider Sea Elves separate to outsider elves, despite their direct origins from there. Whereas Sea Elves share magic and knowledge and generally try to live in harmony with other communities, the Elven kingdoms from beyond the archipelago are much more imperialistic in their outlook.

## Caste System

The elven kingdoms north of the Cobalt Sea have strong traditions of hierarchy and racial hegemony, tracking the purity and lineage of various "types" of elves in a caste system. This classification is a cornerstone of their culture, which the Cobalt Sea's population of Sea Elves reject.

Silver elves are the highest caste, making up the majority of the ruling class.

Sun elves make up the ruling class of the southern kingdoms.

Wood elves make up the majority of the population of the northern elven kingdoms.

Drow and Wild Elves are considered of the lowest social class.

Elves considered to be of impure blood or mixed lineage are given no class: they live in exile, servitude or enslavement.

## Elven Kingdoms

Several encroachment and colonisation attempts in the Cobalt Sea have been made by elves, including the large push several hundred years ago that was stopped by Stormsire and the newly-allied Dragonborn clans.

Elves have always maintained several trading routes through the sea between their kingdoms inthe north and south, but in the past few decades their use has grown exponentially, and these have become prime targets for pirates.
Captain Brassjaw

* Everyday
* Formal

A Dragonborn pirate is a rare thing, but it well known that even when they turn to life on the high seas, they take their sense of honour and duty with them. Brassjaw's reputation is that of both might and fairness, engaging with The Code, splitting bounty fairly, and zero tolerance of unnecessary barbarism amongst their crew.

## Background

To most, they are only too happy to retell the tale of how they lost their lower jaw, and had to be fitted with a metal prosthetic; the story has enough variation, however, to remain somewhat of a mystery.

Bahrbrar was given the truth to the story: that the Captain's jaw was removed, their body burned and tattooed, during torture conducted by zealots of Am'mā the Superior. Bahrbrar's son was a participant. The Captain had recognised Bahrbrar on sight, and hired her to their crew without mentioning their knowledge of her son for many years.

## Campaign Events

* Recruited Tilly, Roree Farraden, Nine and Jan Kwan from Gybrant.
* Confronted Bahrbrar about her son and his part in Brassjaw's torture.
* Stabbed while on Garnet Outcrop.
Havaka

Havaka is the language spoken by Birdfolk, and also the likes of Aarakocra, Tengu and Harpies.

Traditional pronunciation features clicks, whistles and trills akin to birds, but most other races have difficulty making these sounds. Havaka means "air song".

## Script

    The written form of Havaka is a mix of sharp lines and curves. For signage and records of significance, it is often etched into wood and then inlaid with coloured dyes.
Eyes of the Fey

A pair of magical goggle with faceted glass eyes. There are conflicting reports of their origin being a commission from the Canopy Court to a human artist, a creation that was made by a human and stolen by the Fey, or a Gnome Fey relic. Their use and magical powers are unknown.

## Campaign Events

* Was part of Rion de Fey's collection, shown off at an auction.
* Stolen by Tilly and returned to the Insectum Temple on Butterfly Island.
Hegas

Hegas is a hermit that lives deep in a cave in the hills of Garnet. He has been living amongst the magical Tanzenite deposits for so long that he claims they speak to him.

## Campaign Events

* Read the runic fortunes of Nine and Roree Farraden.
* Read the runic fortune of Sick Olly, and gave him the Sapphire Disguise Pendant.
* wip
Bahrbrar

Write a blurb about your character here.

## History

Your character's backstory. Don't write anything you're keeping secret in the campaign until it's been revealed!

## Campaign Events

* Was given a Beacon Rosary from Tezzik.
* Found some mysterious sea glass beads at the Crab Shack.
* wip
* wip

## Trivia

* random facts about your character
* wip
* wip
Hatırla Gönül

## Detalles

* **Título:** Hatırla Gönül
* **Título en inglés:** Gonul
* **Título en español:** Recuerda corazón
* **Genero:** Drama, Romance
* **Episodios:** 13
* **Cadena:** Star TV
* **Periodo de emisión:** 11-Octubre-2015 al 10-Enero-2016

## Sinopsis

Gönül se crio en un orfanato, pero con mucho esfuerzo se transformó en una exitosa enfermera. En el trabajo conoce y se enamora de Tekin, un médico cirujano con un traumático pasado. Cuando la exnovia de Tekin es encontrada muerta después de advertirle a Gönül sobre su futuro esposo, la enfermera empieza a entender que Tekin es un hombre muy peligroso. En medio de esta difícil situación conocerá a Yusuf, un hombre que se siente atraído por Gönül desde el primer momento que la ve.

## Reparto

* Gökçe Bahadır como Gönül Çelik
* Engin Öztürk como Yusuf
* Onur Saylak como Tekin
* Selen Öztürk como Figen
* Sezin Akbaşoğulları como Selma
* Cahit Gök como Hilmi Yavuzcan
* Turgay Kantürk como Mazhar
* Lila Gürmen como Hatice Yener
* Macit Koper como Ensar Özkara
* Ali İpin como Kürşat Büyükşahin
* Perihan Ünlücan como Şermin Büyükşahin
* Özcan Tekdemir como Özlem
* Tuğrul Tülek como Ali
* Biğkem Karavus como Neşe
* Ezgi Tombul como Aylin Özbey
* Berrin Şeker Civil como Lale
* Süleyman Felek como Mahmut
* Nedim Suri como Rıdvan
* Hülya Şen como Mehtap
* Kaya Akkaya como Alper
* İrem Kahyaoğlu como Aysel
* Sevilay Şimşek como İlknur Ayan

## Producción

* **Guionistas:** Deniz Yeşilgün, Esra Çetek
* **Director:** Neslihan Yeşilyurt
* **Compañía productora:** Most Production
Bertha Bloodletter

Bertha Bloodletter captains the privateer vessel The Vengeance, a powerful warship in the Bloodswords' fleet, with a fearsome reputation. Truly an imposing figure, her skill in battle is the stuff of legends. While her leadership style is undoubtedly harsh, The Vengeance is never short of eager recruits. Serving under Bertha is a dangerous venture, but one with a great deal of potential for profit. As hard as she is on her crew, she is never anything but generous in the distribution of plunder.

## History

Unlike most captains, Bertha didn’t work her way up to the rank - she took it by force. The Vengeance’s original owner was a powerful sorcerer, particularly adept at flame conjuration. He was a formidable fighter by all means, but he made the mistake of crossing Bertha. Though she lost an arm in the process, she walked away from their battle the victor, and took the now vacant position of captain for herself. In her early days as captain, she cowed the crew into submission - ruling through fear. But as time passed and the plunder began to roll in, the attitudes of the crew towards their new captain slowly shifted from fear to genuine respect. Or they died. Either way, she now commands sailors who are fiercely loyal to her.

## Relationships

At one time, Bertha was married to Johnny Platinum. While she doesn’t necessarily understand his distaste for violence and ambition, and now finds him somewhat strange and confusing, she still holds him in very high regard, having loved him in his prime. Likewise, he holds a tremendous respect and admiration for her, the two remain close friends and correspond regularly.

## Campaign Events

After hearing from Johnny about The Sneintonion’s run-in with famed dread pirate Bloodtooth, Bertha set course to meet them at Garnet, arriving some days after the Sneintonion made port. As a favour to her ex husband / close friend, she offered the support of her ship and crew in their conflict, giving the Sneintonion some much needed muscle.
A Field Guide to God Figures of the Cobalt Sea

> “It would be obvious to say that the Mermish Guardian figure Savai is a significant figure of worship throughout the region. The merfolk are perhaps the most established of the aquatic peoples, and their worship has never been a closed practice, welcoming others to know their deities.”
>
>

One of the small collection of books aboard The Sneintonion.
Helio Steel

A rare metal ore mined exclusively in the Dwarven Kingdom of Heliodor. It has a close-guarded status, where only dwarves are permitted to craft with it, and only recently have dwarves begun selling it to other people.

It is a blue-grey colour, and considerably lighter than most metals of similar strength.

## Campaign Events

* Nine and Sick Olly retreived crates of helio steel that had been stolen from a blacksmith on Garnet Outcrop.
Gemforged

These strange automatons were first encountered by the crew of The Sneintonion on Garnet.

## History

Create by Ketra Anvilbane from the souls of dying dwarves trapped in garnet gems, the Gemforged were the end point of long experimentation with the strange properties of the garnet gems on the island.

## Biology

The Gemforged appear to be a mix of mechanical and arcane, fused under metalic and gem bodywork. They stand at a similar height to Dwarves, but many have a second set of arms. They do not have distinct faces.

## Society and Relationships

Most people on Garnet believe the Gemforged to be a race of machines built to act as guardians of the machines. Very few people know the reality, and it is a closely guarded secret.

## Campaign Events

* Finx became the first Gemforged to leave Garnet Outcrop when they helped steal the ship that would become The Atrocity Exhibition.
* event
* event

## 5e Mechanics

### Traits

* Constructed Resilience
* Sentry's Rest
* Integrated Protection
* Garnet Soul
Anthozoa

There are many legends about the Anthozoa - known to most as Coralkind. An ancient type of being said to be made of living coral, resembling large humanoid statues left for corals and polyps to grow over them. There are very few records of their existence as beings, many stories are based on rumours and fables surrounding actual statues.

Crustacea view the Coralkind as stalwart protectors of ancient secrets, maintaining the belief of their existence even though very few people in modern memory claim to have actually encountered the Anthozoa.

Azoa is a coral reef deity worshipped by Merfolk, and the legend of Anthozoa in their stories is of Coralkind being made to help the guardian Azoa protect the seas. There is historic record of merfolk constructing idol statues with coral encouraged to grow on them in the likeness of Azoa in their shrines to the guardians, often cited as the source of this mythos.

Sea Elves believe them to be ancient constructs, and their death rituals see them emulating the Anthozoa, hoping to become Coralkind in death so they can protect the sea that they love.
Basi

Basi is a a deity found within both Human and Catfolk cultures. Whether she is two seperate beings, or the interpretation of one deity is for scholars to debate; generally, worshippers treat her as aspects of the same divine. Humans traditionally worshipped her as a magic and fertility deity, and Catfolk as a traveller and adventurer. She is worshipped in a combination of these aspects now.

## Symbology

Basi is depicted as a black jaguar, with sea-blue eyes. Her attire is varied depending on region, with mixtures of traditional human regalia (white robes, gold and black adornments), and more utilitarian traveller's garments.

The main symbol of Basi is a cat head and her namesake constellation.

## Worship

Temples or altars to Basi are often found in ports. She has widespread worship amongst pirates due to the prevelance of catfolk and humans amongst their ranks, and there are many stories of Basi and the pirate goddess Besmara journeying together.

Basi, along with other catfolk deities, is considered part of the Heavenly Pride.

## Superstitions

* Twins or other multiple births, discovering secret entrances or paths and cat tracks are seen as a sign of Basi's favour.
* Rodent infestations, soured milk and unexpected bird alarm calls are seen as a sign of Basi's wrath.
* Working cats (e.g. ships cats, shop cats), the number 9 and collecting cat whiskers are seen as good luck to those who heed Basi.
* Cat bites, knocking over a drink, and catching loose threads are seen as bad luck.

## D&D 5e Mechanics

### Traits

#### Wanderer's Grace

*Heeding the call of the wide open sea and all islands, shores and mysteries of it, you've followed the spirit of Basi out into the great unknown. You feel her guiding paw at your back during the most precarious times.*

Once a day, on a dexterity save (or other save related to falling or losing balance at DM's discretion) you can automatically succeed. You have to invoke this trait *before* rolling.

#### Kitten Kin

*You have always attracted young to you, and have a way with them. For good or ill, young folk heed your words readily.*

Any social checks made on children (e.g persuasion, intimidation) are always done with advantage.
Fog Whale

Fog Whales are usually encountered in cold northern seas. They can create massive fog banks on the surface that make navigation difficult for ships. Their skin is grey-white, almost appearing to swirl and give off a slight vapour. They generally avoid ships and encounters with people.

## Campaign Events

* A pod of fog whales with young were being protected by Quash when The Atrocity Exhibition encountered them, and helped to divert a passing whaling vessel from them.
Doctor Elijah Farnus

Doctor Farnus was known tobe a recluse since his wife died of illness some years before. He had left an advertisement in town, looking for willing adventurers to go into the mines in the Topaz Lagoon to retreive Jewel Turtles. A team from the Sneintonion returned to him having uncovered the truth of the town's past, and killed him.

## Campaign Events

* Wanted Jewel Turtles for a ritual to heal the town.
* Neck snapped by Sick Olly.
A Treatise on the Pirate Code

> “In past ages, Besmara has been thought to take form in avatars, to walk amongst the mortal plane and sail those fair seas. Though not usually characterised as wrathful, she is still said to have sunk a Dwarven armada that sought to wipe out the pirates, with survivors speaking of the wrath of Umberlee, and witnessing the skull and crossed bones flag.”
>
>

One of the small collection of books aboard The Sneintonion.
Gnome Fey

The Gnome Fey of the Cobalt Sea are a distant relation to Gnomes, with a much closer link to they Fey ancestry.

## History

The origins of the Gnome Fey are unknown, and it is only by their insistence that many consider them Gnomes at all. They maintain they are the descendants of Feywild gnomes that crossed over into the jungle of Krypa, bringing fey magics with them that bestowed insectoid qualities onto them.

## Biology

The gnomes of the Cobalt Sea are very different to gnomes of other regions. They have a deep connection to their fey ancestry and their jungle homes, and have significant insectoid qualities that manifest in a multitude of ways, not limited to wings, antennae, protective carapaces and sometimes extra limbs.

Many fey utilise glamours in order to appear more humanoid or conventional to creatures around them, and the Gnome Fey are known to use this when dealing with outsiders.

## Settlements and Infrastructure

Their homes are scattered around the jungles in the Cobalt Sea, the main one being the island of Krypa.

## Art and Culture

Gnomes are industrious workers and skilled craftspeople. They often show an affinity for mechanical creation, and excel at trap making and construction.

## Society and Relationships

They do share their gnome-kin's generally affable nature, though this is tempered somewhat by the hostility they sometimes face for how their fey nature manifests. To respectful parties and allies races however, they are friendly, open and jovial, ready for fair trade and warm welcome.

## Death, Deities and Belief

As Fey beings, their relationship to death can be complicated. Their deific figures make up the Court Under the Canopy. Mortals of fey ancestry, sensing their end, will attempt to make a journey to the Feywild, so their soul and energy can disperse there. Even when they dodie on the material plane, you are such more likely to encounter celebration and song than dirges and mourning during Gnome Fey last rites.

## Notable Figures

* Grub
* person
* person

## Campaign Events

* event
* event
* event

## 5e Mechanics

### Traits

* Water Averse
* Insectoid Vision
* Fey Ancestry
* Invisibility
* Toxic Resistance
Crustacea

Crustace are a crab-like people with mysterious origins.

## History

The legendary origins of the Crustacea are that the deity Savai sunk a human armada that was ravishing the Cobalt Sea; the mythos varies over whether it was purposeful and vengeful, or accidental, but always follows that in their guilt, Savai took the hundreds of drowned souls from wrecks and sealed them into shells, to save them from the tormented fate of drowned sailors.

In time these souls became the Crustacea: a vageuely-humanoid race with crustacean and shell features that can manifest in a variety of ways.

## Biology

How crustacea now come to be remains unclear, and most assume some kind of primal creation magic is involved, because while crustacea communities exist, some seem to come into being at random.

Crustacea are aquatic, and cannot breath out of water without aid.

## Settlements and Infrastructure

Their homes are usually well fortified, often centuries old. They are generally welcoming to travellers, and often willing to work as mercenaries and sellswords, provided they deem the work honourable. Many crustacea, seeking purpose, have joined the ranks of the Triton to protect the sea from incursions from the deep.

Crustacea are known for farming Mushcrabs, cultivating and harvesting the red and orange caps grow on their backs. they also domesticate giant crabs and lobsters, making warbeasts and beasts of burden out of them.

## Art and Culture

While strength is prized amongst them, crustacea use their strength to protect weaker member of their community. Tests of strength are a common ritual, and the success of a warrior is not measured by how deadly they are, but how many they are able to protect.

### Language

Crustacea speak Aquan and Common.

Crustacea are named simply. Through divination and meditation practices, some come to find the names of their previous lives, and may take up those names or incorporate them; "ko ra" roughly translates to "who once was".

**Examples:** Pāpaka, Kōhatu, Toa, Daka ko ra Lindheart.

## Society and Relationships

They are an honour-bound people, who seek purpose in all things. Their communities tend to value learning and training, with the expectation of dedicating oneself to a pursuit.

## Death, Deities and Belief

Crustacea believe that their souls are reincarnated, and have a spiritual focus on doing good in penance for their former lives; so follows that if they do enough, they will be able to break the cycle of being resurrected as crustacea and take their place at the guardian Savai's side. There are also several folk heroes who have been elevated to minor godhood who are worshipped alongside Savai.

## Notable Figures

* Daka ko ra Lindheart
* person
* person

## Campaign Events

* The crew of The Sneintonion came across the Crab Shack on their travels.
* event
* event

## 5e Mechanics

### Traits

* Aquatic
* Darkvision
* Advanced Watersight
* Vice Grip
* Fighting Claws
Currency

Trading with goods is still fairly common, but there's increased use of coin within the region in recent years.

## Source

There are several sources of coinage in the Cobalt Sea. Bayan Quay and the Kingdom of Heliodor both mint coinage, but there are also coins that come from the Elven Kingdoms on trade ship.

## About

While coins are often referred to by their metal, they also have names based on their minting source.

 Copper | Penny | Flint§ | Quent

§*iron rather than copper, same value*
Garnet Outcrop

Commonly known as just **Garnet**, this city is a hidden jewell on the sea. Shrouded by a magical, protective fog, it almost always feels like twilight in the town, which is built out of granite and black volcanic rock, with extensive use of red-pink garnets, with both aesthetic an magical application.

## Origin

Founded by pirates and dwarven exiles, Garnet is a port city which is friendly to trade, but more guarded beyond the docks.

## Population

Primary dwarves, there's a good population of Catfolk, and the more recent addtion of some kind of automaton population.

## Politics and Leadership

A city founded by pirates, who have moved to somewhat more democratic ways of governing. A mayor is elected, and serves alongside a council of representatives from the city's districts.

## Notable NPCs

* Pavesh
* Ink Fingers
* Sally Brightmaster
* Greta Caskmane
* Ketra Anvilbane
* Varda Stillshrine
* Hegas
* Bagraed Battlerock
* Skald Jossari

## Districts

### Docks

Where most of the city's trade and import happens. Entrance further into the city is guarded, and only those who have done much trade or brought great boons to the city are typically allowed to enter.

The Mermaid Rock is one of the taverns nearest the docks.

### City Centre & Old Town Square

A sprawling commercial area, with shops, taverns, markets, entertainment, and public spaces.

The Resting Rock Tavern, run by Sally Brightmaster, is found off the main square.

### The Hearth

The administrative area of the city, where the owlery and several libraries can be found. City Hall is located between the city centre and the civic district.

### Garrison

The miliary area, where troops train and many craftsman hone their trade.

### Quartz Hills

A roling residential area nestled in the coastal cliffs, where the largest civillian population lives. Minimal farmland, with mines, cliffs and cave systems.
Dionus

Dionus is one of the most prominent and respected philosophers of his time. His theory of Dignitas Degenerum has fundamentally shaped the lives and values of millions, transforming kingdoms and fuelling revolutions across the world. Mighty rulers of great kingdoms will undertake long pilgrimmages just to hear his thoughts on life, dignity and stoicism.

On most days he can be found on the streets of Drace, often masturbating, sometimes throwing his own excrement at strangers who he doesn't like the look of.
Eye Plants

Named so because they appear like bunches of eyes in the deep, these consist of a spherical gas-filled membrane, anchored to the sea floor by its root system. At these depths it is unlikely this structure is meant to enhance access to sunlight, but rather the pods' ability to propagate.

Once the pods attain sufficient height they burst, releasing spores which catch the currents and disperse around the local area.

## Trivia

* Inspired by the Anchor Pods from Subnautica.
Ventis

Tieflings are most often the offspring of infernals with humanoids, sometimes (particularly at sea) the offspring of aquans and humanoids, but a half-djinn tiefling is a rare being indeed. Ventis may not have the earth-shattering cosmic power of their magical parent, but they're a capable sorcerer with a cunning and devious mind.

## Background

Ventis insists they are the legitimate heir to a far off empire, their title having been usurped by a younger step-brother in retribution for the affair Ventis’ Mother had with a Djinn. Ventis has lived for hundreds of years, so this sibling is long since dead, but they retain their claim to the empire and hope to someday become powerful enough to take their throne by force.

After hearing that Baal Adhikari, renowned privateer and loyal retainer of the Kasharite Sultan, had been killed by Bertha Bloodletter, Ventis' interest was piqued and they offered their service to the new Captain. The enemy of one's enemy is one's friend, in so far as Ventis is capable of friendship.
The Atrocity Exhibition

The Atrocity Exhibition is a stolen dwarven cargo vessel, formerly The Garnet Wake.

## Design

A very simple cargo ship, that was built to be sturdy rather than speedy, and later decorated with intricate dwarven wood carvings.

## Crew

Executive
Strawberry: *Captain*∅
Galley
Lavinda: *Cook*
Surgery
Ilar: *Alchemist*
Navigation
Quash: *Navigator*
Sailors
Tilly: *Sailor*
Barry: *Sailor*
Grub: *Sailor*
Finx: *Sailor*
Teal: *Sailor*
Elsbeth Know: *Sailor*
Vit: *Sailor*
Zora the Spine Shiver: *Sailor*
Pets
Eugene: *Familiar*
Dinx: *Pet*
∅ *officer positions*
† *deceased*

## Campaign Events

* Stolen by Strawberry and his crew, and re-named.
Piracy

Piracy within the Cobalt Sea has been a relatively small problem, mainly effecting Dwarven mineral-rich outposts, and the catfolk shipping fleets that operate across the region.

The sea forms part of a new main shipping route between two major Elven kingdoms, both recently expanding their territory. Leaving this region alone for the most part has allowed the elves to sail their trade routes unmolested for several years.

But pirates soon realised how lucrative the elven trade routes were, and now battles rage on the waters of the Cobalt Sea.

Pirates of the region are followers of Besmara, the pirate queen goddess.

The racial make up of pirates is mixed, with humans and catfolk making up a slight majority. Dwarves are somewhat less likely to be seen aboard pirate ships, owing to their cultural hostility to them.
Sick Olly

Write a blurb about your character here.

## History

Your character's backstory. Don't write anything you're keeping secret in the campaign until it's been revealed!

## Campaign Events

* Killed Doctor Elijah Farnus in Topaz
* Fought and then later saved Henry Sawyer
* Helped Orzle design his own clown makeup, and submitted it to Griloli's Repository of Faces
Bag of Dust

This small packet contains around 10 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed.

Is particularly potent against liquid elemental forms.

## Campaign Events

* Found by Henry Sawyer in a treasure cache.
Calendar

The year follows a lunar calendar, and consists of 13 months, each of 28 days; months consist of 4 weeks of 7 days.

## Months

The 13 months are referred to by the names given to the moon cycles of the Steady Moon.

1. Cold Moon
2. Diving Moon
3. Hungry Moon
4. Burning Moon
5. Dancing Moon
6. Shallow Moon
7. Drowned Moon
8. Fisher Moon
9. Deep Moon
10. Shadow Moon
11. Storm Moon
12. Singing Moon
13. Quiet Moon

## Seasons

The tropical climate does not experience the truly quarterly seasons of more temperate locations, but the nuance of seasons are often noted.
Bayan Quay

Bayan Quay is a city built up around a large bay and coastal cave system on the southern shores of the Cobalt Sea. The caves are home to Stormsire, an ancient bronze dragon. Over four hundred years ago Stormsire united four small dragonborn clans to protect the sea from encroachment by inland elves, and the descendants of those dragonborn, and welcomed immigrants, have lived in Bayan Quay since. Stormsire herself has become more reclusive in recent years.

The city is built largely in stone and metal, much of it built into the caves and rockfaces of the shore, which forms a natural quay.

## Origin

After Stormsire united the dragonborn clans against elven encroachment into the Colbalt Sea, the leaders of the clans agreed to continue their unification and settled where Stormshire chose to rest in order to protect her.

## Population

The city is home to shy of ten thousand, primarily dragonborn, with smaller pockets of other populations. There is a considerable population of Dogfolk and Kobolds, with Dwarves, Catfolk and humans in fair numbers.

## Politics and Leadership

Elected representatives from the clans form a council that oversees the city. Political strife is relative rare, owing the the dragonborn traits of honour, justice, and their fealty to Stormsire. The city is a popular port and a trade hub, the clans having used their connections from afar to set up trade routes both across the Cobalt Sea and inland.

## Clans

Although the clans have been settled and integrated for a long time, there are some areas where each clan naturally dominates.

Clan Karaster (black dragons) are often found as labourers such as miners and builders. They also make up an equal majority of the defence forces of the city, along with Clan Zorranti. The two clans were at war before uniting under Stormsire, and while relations have been generally good neither could trust the other to have full control over the city's forces.

Clan Zorranti (red dragons) run many forges, weaponsmiths and armouries. They also trend towards craft trades, such as masons, shipwrights and carpenters.

Very few dragons of Clan Hostan (green dragons) can be found as labourers or farmers. After being liberated from slavery by Stormsire, their clan motto became "We Shall Not Toil", and they generally avoid menial work, even with fair compensation. Trades tend to skew towards the academic and the artisan.

Clan Iceheart (white dragons) retain something of their travelling, nomadic roots, and are often found amongst the merchants, fishers and messengers. They retain deep artistic and crafting traditions, often weavers, cloth makers and tailors.

Clan Stormchild (bronze dragons) are spread quite evenly across professions and trades, though their apparent link to Stormsire garners them some degree of influence and fame.

The Royal House of Pembroke is a Dogfolk enclave within the city, who consider themselves a de-facto sixth clan.

## Relations & Trade

The city gained wealth through mining, with rich veins of metallic ore within the caves of the coast. They mint a great deal of the coin currency of the region.
Hostan

Hostan was an ancient green dragon, who once ruled over verdant valleys far from the Cobalt Sea.

## Symbology

Hostan is depicted as huge moss and plant covered dragon, with great deer-like antlers.

Her symbol is the silhouette of a dragon with blooming flowers.

## Worship

The city of Bayan Quay's main temple to Hostan is a lush hanging garden.

### Clan

Decendants are part of clan Hostan. After being liberated from slavery by Stormsire, their clan motto became "We Shall Not Toil", and they generally avoid menial work, even with fair compensation. Trades tend to skew towards the academic and the artisan.

## Superstitions

* Seeds on the wind, abdundent harvests and blooms out of season are seen as a sign of Hostan's favour.
* Scotched leaves, wind-felled trees and poor harvests are seen as a sign of Hostan's wrath.
* New growth after fire, early harvests and setting the last bottle from a batch of wine to sea are seen as good luck.
* Bugs in fruit, accidentally touch tree sap and spooking deer are seen as bad luck.

## D&D 5e Mechanics

### Channel Divinity

#### Bouquet Snare

Once a day, you can use your channel divinity to immediately grow a coiling, flowering vine to ensnare a creature. The creature must make a strength check against your spell save DC to escape, otherwise they are considered *grappled*.

### Traits

#### Grower's Touch

*Your people were once forced to till the earth, and despite this trauma, you have never forgotten how the earth has gifted you.*

When using plants as spell, ritual or medicinal components, you only need to use half the amount.

#### Carnivore's Eye

*Plants help and hinder, and an understanding of both of these is key to being at one with the earth.*

You roll with advantage to spot harmful plant life.
Bloodswords

The Bloodswords are a mercenary guild, operating world-wide. Its operatives are referred to as bloodswords, in lower case.

## Divisions

### Ground Military

The Bloodswords' bread and butter is its ground forces. It is among the largest mercenary guilds in the world, and many wars have been won or lost based on which side was able to hire more bloodswords.

### Naval Fleet

The Bloodswords' fastest growing division is its naval forces. Bloodswords warships function as privateers, taking payment from global powers seeking to weaken their rivals without risking all-out war in exchange for raiding particular vessels. Notable ships include:

* The Gilded Shark
* The Vengeance

### Magic Arsenal

In recent years, the Bloodswords have been looking to diversity their fighting forces by utilising wizards and sorcorers. This division remains small, but has yielded some promising results.

## Notable Figures

* Johnny Platinum
* Zhan Dou
* Bertha Bloodletter
* Ventis
* Alys Goodhair
* Ishmael Kaine
* Rurik Waxwing
Inspiritus

The Inspiritus Fighter uses their own memories to empower their attacks, taking in the things they see around them and using them in battle.

## Inspired Fighting

You gain memory points to use. These are regained on a long rest.

 20 | 12

You can expend a memory point to copy a manouver, skill, ability or cantrip you have seen in the current combat.

Memory save DC = 8 + proficiency + strength modifier.

## Inspired Spells

You can use 2 memory points to use spells you have seen. Spells used cannot excede the equivalent magical level, and you cannot copy spells with advanced magical components.

## Memory Weapon

You can spend 1 memory point to embue your weapon with a magical damage type. This effect ends after combat.

## Precious Memories

You are able to recall your favoured memories, and can use 2 Battle Master maneuvers without expending points (2 per long rest).

## Memory Jump

At level 14. ou can expend 2 memory points to travel to a location you have memorised in the last day. If this leaves the field of combat, returning to costa 2 memory points, and if you were in attack range, grants attacks of opportunity against you for all eligable combatants.

## Deja Vu

At level 18, you can use 4 points to commit an attack to memory, and relive the memory (in same combat sequence).

?

At 20th level
Beacon Rosary

A string of sea glass beads, with two silver charms attached: one of an octopus, and one of a cup or beacon.

The tradition of saying "rosary", or ritualised prayer using beads, is seen amongst the Church of the Spear, so a relic with the icon of the Church of the Beacon is a strange thing indeed, as the latter church rejects this form of worship.

## Campaign Events

* Found in a treasure cache, and passed along to Bahrbrar.
Caritra Dhurta

Highest advisor to the Sultan, the most powerful non-hereditary role in Kashar. The Caritra family were wealthy and powerful before the fall of Bastion, so when they arrived in Kashar as refugees they were able to barter their way into positions of power. Their ambition lives on in Dhurta, whose cunning and strategic mind has lead her to the highest office in the Sultanate.
A History of the Undine

> “Written records of the Triton gods are limited, which is somewhat anomalous when compared to similar species such as the Dwarves. They both have deific figures with mortal origins, great heroes of old, but the Undine lack records for these Triton heroes, even in those records that predate Merfolk societies.”
>
>

One of the small collection of books aboard The Sneintonion.