recursal/Fanatic-Fandom huggingface dataset:
White-Eared Hummingbird (Basilinna leucotis)

White-eared Hummingbird occupies montane pine-oak, oak, and pine-evergreen forests. These are territorial hummingbirds spend most of their time at the lower and middle levels of the forest, where they are particularly common near banks of low flowers.

Both males and females have a dark cheek bordered by a long white stripe behind the eye, and both have some extent of red on the bill. Their metallic chipping song also helps identify them from similar species. White-eared Hummingbird nests are frequently placed in close proximity to one another and sometimes are even built on top of old nests.

*Same stats as Ruby-Throated Hummingbird.*
Guild of Healing

> *“What’s the price of a life? Well, I’ve got a rate sheet right over here. I’d be happy to discuss it.”*
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> — Bessi d’Jorasco, guildmaster
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## House Jorasco

A member of the Guild of Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the magic helps its bearer sense the nature of maladies and afflictions and find the best solution. When using the power distilled within dragonshards, the adept can even draw the dead back from the depths of the Spirit Realm.

The Healer’s Guild provides a vital service to Valyria, and the Last War ensured that there was great need for healers. The guild runs the schools that teach medicine and houses of healing that provide both mundane and magical services. If it could save a life, it’s probably tied to Jorasco… and it will come with a cost. If you have the gold, Jorasco healers can remove a disease instantly with their magic. If you can’t afford such a service, they will treat you with mundane techniques. House Jorasco is also the source of potions of healing. While many criticize Jorasco’s demands for payment, the leaders of the house maintain that it’s not about greed; it’s about ensuring the survival and prosperity of the house, so they can continue to help future generations.

While the public face of Jorasco is that of the healer, there are rumours that the house engages in disturbing experiments on their slaves, and are working with House Vadalis to develop biological weapons and strange new creatures. A member sworn to Jorasco will have to decide if they want to investigate these rumours… and what they’ll do if the rumors are true.

## Racial Traits

The dragon's blessing replaces the racial traits of anyone born in the bloodline of House Jorasco.

* **Ability Score Increase:** Your Wisdom score increases by 2 and your Dexterity score increases by 1.

* **Medical Intuition:** When you make a Wisdom (Medicine) check, you can roll one additional d4, and add the number rolled to the ability check.
* **Healing Touch:** As an action, you can draw power to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can’t use it again until you finish a short or long rest.
* **Jorasco's Blessing:** You know the cantrip *spare the dying*. Charisma is your spellcasting ability for this.
* **Lucky:** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die.
* **Healer's Ward:** You have Advantage on saving throws against being poisoned.
* **Languages:** You can speak, read, and write Common and Draconic.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding
Noricum

Capital city of Nore, previously called Miyagata. It's housing over 2 Millions of residents. It was partially attacked and occupied during an Terrorist attacks on February 2nd bombings on several Norean cities. It was also partially stroke in January 27th Bombings in 1st Norean War with radiation from Nuclear explosions.
Summoner Dragon

### Colours

Commonly found in earthy-brown and sandy tones, but some individuals have been known to boast bright pink plumage.

### Known Individuals

* Garuda
* Kinnara
* Kinnarus
* Kinnarakku
* Luminark

## Behaviour

Don't be fooled by its smile. Feathered and furious. It crushes any resistance with fire and magic.

A merciless force that has been altered and empowered by the magic of the Runes.

A dragon with the power to create life, this dragon enslaves other dragons.
The Cryptkeeper's Guild

## Overview

The group that would eventually become the Cryptkeepers Guild did not start as a formal organization. At first, it consisted only of Domnall of Arnault, his assistants, and the handful of locals hired to assist them in digging their tunnels. As Domnall's experiments made more and more progress, this group was joined by more teams of laborers, some hired all the way from Kendrickstone. By the time Domnall began informing the rest of the Concordat of his discovery, his group had grown to well over three dozen, more than enough to excavate a small vault and await the arrival of the first noble visitors.

However, the vault would prove the least of Domnall's endeavors. Avasford's rudimentary two inns were ill suited for visits by wealthy merchants and powerful lords. Using his personal wealth, Domnall financed the construction of the first of several large guesthouses. The profits from this first venture would finance subsequent constructions, including a guildhouse, three market squares, and ultimately, a much larger and well-appointed vault.

By the time the village was incorporated as the Town of Hallowford, Domnall of Arnault was by far the richest person in it. His organization had grown to the point where he employed nearly three hundred people across two dozen businesses. At that point, it was only a matter of course for the Cryptkeepers to be incorporated as a fully fledged town guild.

Since then, the Cryptkeepers have only grown in power and influence. Over the past four generations, the guild has not only funded the construction of new inns and markets, but also trained and equipped a volunteer town watch, laid new roads, erected a major bridge across the Kolmere, and set up formidable town walls more befitting a city three times Hallowford's population. With disproportionate control over the town's economy, the guild has consistently dominated the town council, forcing rival guilds to accept a more minor role or be forced out of town.

Some would say that the guild has grown so powerful and wealthy that the Cryptkeepers are no longer the most powerful guild in Hallowford, but that the Cryptkeepers *are* Hallowford.
Boneskitter

### Cry

These centipedes become a vibrant blue during their breeding season, a time which also indicates the end of their lifespan. Removing the legs before consumption is advised.

Assessment: Necessary waste recycler - Avoid or incapacitate.

Taste: It has a crunchy and sticky texture, and tastes like lemon.

## Abilities

* **Challenge** 1/4 (50 XP)
* **Armor Class** 14 (Natural Armor)
* **Hit Points** 24 (4d10 + 3)
* **Speed** 30 ft., climb 20 ft.

 15 (+2)

* **Senses** blindsight 30 ft., passive Perception 9

### Actions

* **Bite**. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (3d4 + 1) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage.
Wildwood Owl

This owl's bite is worse than its bark. They evolved large, pupiless eyes for enhanced night vision, and leafy feathers to deter hungry predators. Are you going to fall for it?

The wildwood owl 'blooms' only once a year, where they all collectively turn vibrant colours to seak mates and birth chicks. Many forest denizens will journey long distances to witness the event. Not all of the visitors return...

Taste: The wildwood owl has a significant amunt of plant matter and is tough and difficult to break down. It's best brewed as a tea or a broth, which tastes like pea soup.

## Abilities

* **Challenge** 1/4 (50 XP)
* **Armor Class** 13 (Natural Armour)
* **Hit Points** 14 (4d4+4)
* **Speed** 10 ft., fly 30 ft.

* **Skills** Perception +4, Stealth +5
* **Senses** 60 ft. Darkvision, passive Perception 14
* ***Flyby***: The wildwood owl doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.
* ***Keen Hearing and Sight.*** The wildwood owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
* ***False Appearance***: While the wildwood owl remains motionless, it is indistinguishable from a forest or leafy growth.

**Actions**

* ***Talons**. Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit*: 5 (1d4 +3) slashing damage.
* ***Beak**. Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit*: 7 (1d6 +3) piercing damage.
Nightmare

This eerie equine creature is surprisingly sweet. Reeking of smoldering ash, it takes a particular person to refer to this menancing beast as "sweet". It will make itself known in dreams only to those who have witnessed a death. Often locked in vicious battles with resident vultures over rare food sources, they stampede in massive herds throughout Wisp Willow Grove and in the Abiding Boneyard of Bloodtusk Ravine.

Assessment: Defensive. Approach with caution.

Taste: The bones are bittle and crunchy when cooked, and carries a distinctive spicy milk flavour.

* **Challenge** 5 (1,800 XP)
* **Armor Class** 15
* **Hit Points** 119 (14d10 + 42)
* **Speed** 60 ft.

* **Skills** Perception +7
* **Senses** passive Perception 17
* ***Blood Sense.*** The nightmare has a keen sense of smell for blood, granting it advantage on related perception checks and the ability to see invisible or hiding creatures if they have taken damage and can bleed.
* ***Bad Dreams.*** As an action, the nightmare can enter the dream of a sleeping creature it can see within 30 feet of it. The nightmare pulls itself fully into the world of dreams, leaving behind the waking world. The target must make a DC 15 wisdom saving throw, waking up on a successful save, or taking 10 (3d6) psychic damage on a failed save and waking up Exhausted. The nightmare will reappear in the same place it entered the dream, or as close to it as possible if the place is occupied.

**Actions**

* ***Hooves.** Melee Weapon Attack.* +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.
Isabella Tiger Moth (Pyrrharctia isabella)

The thirteen-segment larvae are usually covered with brown hair in their mid-regions and black hair in their anterior and posterior areas. In direct sunlight, the brown hair looks bright reddish brown. Adults are generally dull yellowish through orangish and have robust, scaly thorices; small heads; and bright reddish-orange forelegs. Wings have sparse black spotting.

Larval setae do not inject venom and are not urticant; they do not typically cause irritation, injury, inflammation, or swelling. Handling larvae is discouraged, however, because their sharp, spiny hairs may cause dermatitis in some people. When disturbed, larvae defend themselves by playing possum (rolling up into balls and remaining motionless) and quickly crawling away.

This species is a generalist feeder, consuming many plant species, including herbs and trees.
Nochnyr

### Colours

Very colourful creature, they have been known to be reds, blues, whites, and everything in between.

### Cry

A haphazard union of spare parts, these creatures freeze, then skewer their victims.

Assessment: Extreme threat - Avoid in all circumstances. Do not attempt to eat.

## Abilities

* **Challenge** 7 (2,900 XP)
* **Armor Class** 16 (Natural Armor)
* **Hit Points** 96 (12d10 + 30)
* **Speed** 40 ft.

 21 (+5)

* **Skills** Intimidation +7, Stealth +7, Perception +5
* **Senses** darkvision 60 ft., passive Perception 15
* **Saving Throws** Dex +7, Wis +5
* **Damage Resistances** necrotic
* **Damage Immunities** cold
* **Languages** Common, Abyssal
* ***Turn Resistance.*** The nochnyr has advantage on saving throws against any effect that turns undead.
* ***Vicious Claws:*** The Nochnyr's *claw* attacks score a critical hit on a natural 19 or 20.

### Actions

* ***Multiattack.*** The nochnyr can makes three attacks, twice with *claw* and once with *frosted maw*.
* ***Claw*.** *Ranged Weapon Attack:* +8 to hit, reach 20 ft., all creatures in a 20 ft line. Hit: 9 (2d6 + 2) piercing damage.
* ***Frosted Maw.** Melee Weapon Attack.* +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) cold damage.
Western Honey Bee (Apis mellifera)

A honey bee is any member of the genus Apis, primarily distinguished by the production and storage of honey and the construction of perennial, colonial nests from wax.

Only seven species of honey bee are recognized. The best known honey bee is the Western honey bee which has been domesticated for honey production and crop pollination.
Herulian Kaiser Navy

The Great Herulic Empire

## History

First established around mid-April of 1904 near the end of the North-West Herulic War and at the beginning of the Reich. Replacing the old Nothern Navy establishment with pass ships will still operate under such banner until decommissioned with the last ship starting with NN, the NN. Fulcrum tanker, being scrapped in 2001. The first ship to undock from the slipway barring HKN, the HKN. Garred frigate, at 1906. All ships under the Nothern Navy were moved under control of the Herulian Kaiser Army but pass ships still having NN.

1. ↑ The Great Herulic Empire
Blue Mussel (Mytilus edulis)

### Colours

Shells are purple, blue or sometimes brown in color, occasionally with radial stripes

Every mussel has a foot, and yet they can't run away. Maybe it's because they only have one. They rely on their tough three-layered shells, rather than escape, for protection. Tender, juicy, and with no pearls to choke on, mussels are high in protein and Vitamin B-12.

They have no challenge or anything because they literally do nothing. You gotta be able to pry them open I guess. You can have an armour class.

* **Armour Class** 15 (Natural Armour)
* **Hit Points** 1 (1d4 - 1)
* **Speed** 0 ft.
Spotted Seal (Phoca largha)

## Physicality

The spotted seal is a medium-sized seal distinguished by its vivid markings of brownish to black irregularly shaped spots, sometimes encircled by a faint ring, scattered over a lighter base coat.

Seals are sea mammals characterized by long foreflippers, the ability to walk on all fours, and short, thick hair, big chest and belly. Though not as fast in the water as dolphins, seals are more flexible and agile.

## Behaviour

Spotted seals are serial monogamists, forming a new family group each year consisting of a male, female and a pup. This is a unique breeding system among ice seal species.

The spotted seal moves between breeding areas on the sea-ice front in winter and spring to coastal habitats during the ice-free season in summer and fall.

Spotted seals' diet is very varied, but principle foods for adults are schooling fishes, crustaceans, and cephalopods. Pups feed mainly on invertebrates and small fish. The spotted seal diet varies not only with age, but also with region and season.

## Abilities

* **Challenge** 1/4 (50 XP)
* **Armor Class** 11 (Natural Armor)
* **Hit Points** 11 (2d8 +2)
* **Speed** 15 ft., swim 40 ft.

 13 (+3)

* ***Saving Throws*** DEX +4
* **Senses** Darkvision 60 ft., Passive Perception 10
* **Hold Breath**. The seal can hold its breath for 30 minutes.

### Actions

* **Bite**. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 1) piercing damage.
Humpback Anglerfish (Melanocetus johnsonii)

Melanocetus johnsonii is a species of black seadevils in the family of Melanocetidae, which means “black large sea creature” in Greek. Humpback anglerfish may not regularly encounter suitable prey, so they have very large mouths and stomachs and long, pointy teeth in order to facilitate capturing and swallowing anything that they find. They also have a lure that they use to attract prey. Using a muscular skin flap, a humpback anglerfish can either hide or reveal its lighted lure.

Assessment: Aggressive to small creatures.

## Abilities

* **Challenge** 1/8 (25 XP)
* **Armor Class** 13 (natural armor)
* **Hit Points** 6 (2d6)
* **Speed** 0 ft., swim 25 ft.

* **Senses** blindsight 30 ft., darkvision 60 ft., passive Perception 10

* ***Water Breathing.*** The anglerfish can only breathe underwater.
* ***False Appearance.*** If the anglerfish has not been detected, it gains +4 on stealth checks requiring sight and +2 on initiative for as long as it remains motionless.

### Actions

* ***Bite.*** *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
* **Bioluminescence.** The angler fish can ignite the small iridescent light that dangles from between its eyes, casting dim light for 30 ft. All creatures within 30 feet that can see the light must succeed on a DC 10 wisdom saving throw or be charmed. The saving throw may be repeated at the end of the target's turn, ending the effect on success. The anglerfish may make a bite attack using a bonus action against a charmed target within range.
Ruby-Throated Hummingbird (Archilochus colubris)

A flash of green and red, these brilliant, tiny, precision-flying creatures glitter like jewels in the full sun, then vanish with a zip toward the next nectar source. The Ruby-throated Hummingbird beats its wings about 53 times a second.

The extremely short legs of the Ruby-throated Hummingbird prevent it from walking or hopping. The best it can do is shuffle along a perch. Hummingbirds and swifts in the same taxonomic order, the Apodiformes. The name means “without feet,” which is certainly how these birds look most of the time.

Ruby-throated Hummingbirds normally place their nest on a branch of a deciduous or coniferous tree; however, these birds are accustomed to habitation and have been known to nest on loops of chain, wire, and extension cords.

* **Challenge** 0 (10 XP)
* **Armor Class** 13
* **Hit Points** 1 (1d4 - 1)
* **Speed** 0 ft., fly 40 ft. (hover)

* **Skills** Perception +3
* **Senses** passive Perception 11

* ***Keen Sight.*** The hummingbird has advantage on Wisdom (Perception) checks that rely on sight.

* ***Flyby.*** The hummingbird doesn't provoke opportunity attacks if it flies out of an enemy's reach.

***Actions***

* ***Beak.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.

## See Also

* White-Eared Hummingbird (Basilinna leucotis)
Kendrickstone

## Overview

On the border between the heavily settled "civilised" lands near the coast and the wild frontier that is the Iron Marches, Kendrickstone is a walled city of 15,000 inhabitants, second only to the city of Concordat itself. The city and its hinterlands comprise of one of the Concordat's crucial trade hubs. With the frontier to the west, the "civilised lands" to the east, and the Empire of Korilandis to the south, Kendrickstone is a city of docks and markets, a meeting ground for adventurers, traders, settlers, and travellers alike.

Kendrickstone owes both its name and foundation to one of the great heroes who rose to prominence immediately following the disappearance of The Flowering Court: a man by the name of Kendrick Giant-Slayer. As the story goes, this adventurer, then-known as Kendrick Bright-Blade, encountered and slew an immense giant made of red stone on the banks of the Kolmere River.

Kendrick Giant-Slayer erected a keep made from the blood-red stone of the giant's body, and the fortress soon became a base of operations for adventurers and settlers seeking to explore and tame the frontier. In time, "Kendrick's Stone" became a city in its own right.

## The Grand Duchy of Kendrickstone

The city of Kendrickstone possesses direct control over its hinterlands. This area, ranging from the walled town of Hallowford in the north, to the fortress of Sonnemerci in the south, is subject to Kendrickstone's laws, protected by Kendrickstone's vassals, and pay taxes to Kendrickstone's government. Together with the city, they form the Grand Duchy of Kendrickstone, and are ruled by the Duke of Kendrickstone, a descendant of the sister of Kendrick Giant-Slayer.

Serving the Duke of Kendrickstone are a group of about a dozen knights sworn to his service. They and their retinues serve as the hard core of Kendrickstone's armed forces, as well as the Grand Duchy's contribution to the Concordat's armies in times of war. In addition, Kendrickstone maintains a city guard, a part-time militia which watches the walls and gates in times of peace. Lastly, those of the Duke's vassals in charge of Hallowford and Sonnemerci are allowed to raise and maintain armed levies of their own.

The Grand Duchy itself is made up mostly of untamed forest. Only a few areas have been cleared and made made useful for cultivation, such as the land around the village of Forester's Hollow, on the border between Kendrickstone and the Iron Marches. As a result, the City of Kendrickstone is incapable of feeding itself, relying on trade from the Iron Marches to keep its population from starving.
Krona Peak

Krona Peak is both a city and an enclave located in the Ironroot Mountains in the Mror Holds. The city is owned and run by House Kundarak and has an estimated population of 19,500 to 20,000+.

Krona Peak is House Kundarak's largest enclave and is the home to Lord Morikkan d'Kundarak.

Krona Peak has the only path to access the vaults of Korunda Gate, which are among the most secure vaults in the universe. Some of the vaults are used as armories and weapon arsenals that contain military wonders and magnificent examples of both mundane craftsmanship and magical potency.
Guild of Making

> *“My house built the modern world. Orien may drive the lightning rail, but it’s Cannith who builds the cars and lays the stones it travels on. Cannith makes the everbright lanterns that hold the night at bay. Smith, carpenter, alchemist — the best all carry my seal.”*
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> — Archon Merrix d’Cannith
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## House Cannith

The Guild of Making guides its bearer through any act of creation. This ancient bloodline can mend broken things with a touch, and are always tinkering over some magic item or other. Usually the go-to house for any artificer or wizard, though anyone can find a use for an enchanted blade.

House Cannith dominates all forms of manufacturing, both mystical and mundane. Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.

Three barons are jockeying to fill the leadership vacuum after the recent death of Archon Merrix d’Cannith and his only son: the alchemist Jorlanna of Fairhaven, weaponsmith Zorlan of Korth, and innovator Merrix of Sharn. It remains to be seen whether one of these leaders will unite the house, or if it will shatter under the strain. If you’re sworn to House Cannith, you should decide which of these barons you serve — or if you have other ideas about the future of the house.

## Racial Traits

These racial traits represent those born to House Cannith

* **Ability Score Increase:** Your Intelligence and Dexterity scores increase by 1. Increase either Intelligence or Dexterity by an additional 1 point.
* **Artisan’s Intuition:** When you make an ability check with artisan’s tools, roll 1d4 and add it to the result.
* **Maker’s Gift:** You know the cantrip *mending* and gain proficiency with one type of artisan’s tools.
* **Magecraft:** You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips.
* **Spellsmith:** You can spend one minute to weave a temporary enchantment into a nonmagical suit of armour or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armour or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can’t use it again until you finish a long rest.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding
Ethereal Trickster

Did you see that? It looked like a fox! You didn't? Well, it was there a second ago...

Catching a trickster in the midst of its trick is much easier than catching the spirit itself. It vanishes as soon as it's been spotted.

The fluffy tail of an Ethereal Trickster glows with a vibrant energy and is very soft to the touch.

 Abilties

* **Challenge** 1 (200 XP)
* **Armor Class** 16 (Natural Armor)
* **Hit Points** 22 (4d8)
* **Speed** 20 ft., fly 40 ft.

 7 (-2)

* **Skills** Perception +3, Stealth +4
* **Damage Resistances** Necrotic, Radiant
* **Damage Immunities** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* **Condition Immunities** Exhaustion, Frightened, Grappled, Restrained
* **Senses** Darkvision 60 ft, Passive Perception 14

* ***Keen Hearing and Smell.*** The trickster has advantage on Wisdom (Perception) checks that rely on hearing or smell.
* ***Ethereal Sight.*** The trickster can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
* ***Evasion.***Whenever the ethereal trickster makes a dexterity saving throw to take half damage, it instead takes no damage if it succeeds the save, and only half damage if it fails.

### Actions

* **Life Drain.** *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
* ***Teleport (Recharge 4-6).*** The trickster magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the trickster can make one life drain attack.
Aida

### Composition

26.4% oxygen, 20.2% iron, 19.5% silicon, 15.3% magnesium, 2.2% calcium, 14.4% other metals, 1.9% other elements

## Climate

### Atmousphere Composition

58.1% methane, 25.8% nitrogen, 16.1% carbon dioxide, trace other gases

### Temperature

* Min temp 309 K (36 °C)
* Avg Temp 313 K (40 °C)
* Max Temp 316 K (42 °C)

### Climate

Heavy volcanism, subtropical to tropical climates

## Civilization

### Inhabited By

The Aviar* Aquilen
* Aven
* Corven

### Population

8.2 million

> *"If you ever hear a crying baby on Aida, take my advice. Walk the other way."*
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Aida is a planet of the Galactic Federation.

## Star System

Aida is the first of five planets orbiting its star. It has an orbital radius of 2.89 x 107 km (0.19 AU) and an orbital period of 1.37 x 103 hours (0.16 earth years).

 **Luminosity** | 1.84 x 1025 W   (0.05 x sol)

The planet is the only terrestial world containing life in it's solar system, and is seperated from the other four by an asteroid belt.

The second planet and third planets away are rocky planets, the former has no moon, but the latter is fairly large, and holds in orbit 4 small moons and 1 large moon.

The fourth planet is very cold, enough for methane to condense and form distinctive methane seas. The fifth planet is notable for ice and dust rings.

## Climate

Sub-tropical to tropical, with countless small seas separated by mountain ranges and a diverse fauna and flora.

## Society

Home to the Aviar, who are actually three distinct species. They commonly tame Tigerblood Foo and use them as guardians or to threaten those who would underestimate them due to their dimunitive size.
Comh Rànach

> *"Sing, my pretties! Cry like the world is ending, lament like the battle is lost; and sing me a funeral song."*
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## Pronunciation Guide

Cauv RRAA-nuh-chh

The RRcontains a tap whereby bending your tongue back until the underside of the tongue is touching the roof of your mouth, and then flicking the tongue forward while trying to say an R. The tongue should catch behind the teeth, producing a sharp tapping sound.

chh is a throaty sound as in *loch* or German *Bach*.

## Story

Don't let the red patches fool you. That's not fur, that's blood. As an albino, my eyes are the most piercing red and my feathers the purest white. Pure, innocent, and utterly boring. As nice as white is, all this blood does make a much prettier sight don't you think?

I can never tell where my foes blood ends and my blood starts. Everybody bleeds after all. But perhaps no one quite as much as me. I suffer from both haemophilia and high blood pressure, every cut and bruise and scape is etched into my skin; a scalpel on yielding flesh, metallic sheen covered in gushing crimson.

People say dull-coloured song dragons are cursed, bad omens, that my lustless feathers are a sign of my weakness. But you see, the true hues of my skin are revealed in moulted bruises; not pallid and white and colourless, but green and purple, blue and crimson. My body is a canvas, wreathed in broad strokes of ever-changing colour, and the world has no lack of artists who would add their own touch, their mark across my skin.

There are things far worse than haemophilia. There is nothing nobler than bleeding for your cause. It is evidence of my strength, of my drive to survive, not of weakness.

But enough of me, what brings you here at this hour? Oh, you're injured? And they send you to me? I've said so many times—

Actually, since you’re here, let me grab a few samples. Oh don’t look so worried, it’s not as if you aren’t already bleeding. Come on, sit down. This will definitely hurt, but you're a big boy, you can handle it.

I suppose I am a healer, in one sense. I actually know a thing or two about the body, which is more than most around here can say. I've trained under a real surgeon too, it was marvellous, truly eye-opening. Though I don't see why everyone started expecting me to actually want to heal people, I learnt medicine out of curiosity, not for any actual desire to help creatures like you.

I don't know what you were expecting. Did the blood all over my feathers not clue you in? Grab a couple bandages and go walk it off, and quit your incessant complaining. You are nothing until you have suffered for your cause, until you have nothing more to give.

I bleed every day, trailing behind me a path of defiance against death, against disease. I stand resolutely against any who would do battle with me, my bloodstained feathers a herald of my wounds and of the wounds of those who challenged me before them. Through it all, I am unmoved, undefeated.

You sing your laments to the dead, to those who would drown themselves to dim their pain. But I sing for those who have never tasted that sweet agony, who have no cause for which they bleed.
The Flowering Court

Black ziggurat city of the Flowering Court

## Overview

Before the Concordat, Korilandis and the Nizam-i-Khazar, the world belonged to the Flowering Court.

From an imperial heartland in what is now the Iron Marches, the Flowering Court presided over a vast realm of wonders. Masters of the lost art of enchantment, they built cities in shining black stone ziggurats and impossible citadels of towering spires and spellcraft. They worked steel and spell with a precision and skill that few have ever been able to match. They cut and stitched the very fabric of life itself, sculpting thralls out of meat and bone to serve their menial needs.

And they guarded their secrets jealously. Few outsiders were allowed through the walls of thorn and spell into the Flowering Court's realm. The tales they brought back fired the imagination of the younger realms.

But imagine was all they could do. The borders were guarded, and any attempt at trade or diplomacy was rebuffed. The walls of thorn and spell stood firm, and beyond, the Flowering Court thrived in splendid isolation.

Until one day, 217 years ago, the walls crumbled and the spires collapsed into ruin. The fall of Valyeria would mark the end of the Flowering Court.

Well, not quite.

The Flowering Court was gone, but the twisted remnants of its civilization remained. Among the ruins, the feral remnants of its sculpted creature-servants stalked, and the power of deranged enchantments scarred the land. In the deepest chambers and highest spires, a few intact remnants of the Flowering Court remained, artifacts waiting for the bold and daring to put them to use once again.

Once they had realised what had happened, the primitive kingdoms on the planet sent their best and brightest explorers and scouts inland, to find out what had happened to the vast empire whose shadow they had but so recently lived under. What they found were ruins: great cities reduced to rubble, metal instruments rusted into dust, the magical wonders in shambles, and the very stone weathered as if by the passage of centuries.

As for the members of the Flowering Court themselves, there was no sign. It was as if they had simply vanished.
Elk (Cervus canadensis)

Assessment: Edible. Unaggressive unless provoked. A good source of natural resources.

## About

Elk are adaptable, tenacious, herbivores that eat a large variety of plants. They are ruminants, just like cows, and have a four-chambered stomach that allows them to digest lots of vegetation that has little nutritional value.

During winter months, they may strip the bark from trees, and eat moss, twigs and acorns. When food is initially swallowed, it is stored for a few hours in the first stomach chamber, called the rumen. After the food has mellowed, the rumen sends balls of partially digested food back up to the mouth, where the elk will continue to chew it, before finally swallowing it again. This is called "chewing cud", and it helps large animals to survive on meager rations.

The adaptable elk also grow double coats for winter time that are lighter in color than their summertime garb, to help them blend in. In the spring, they tend to look a little shabby as the fur falls out and is replaced by their rich, single-layered coppery colored summer coat.

Elk are generally peaceful, social creatures that live together in large herds and cooperate to protect themselves from predators. Male elk lose their antlers in late winter, and grow a new pair in the spring

## Abilties

* **Challenge** 1/4 (50 XP)
* **Armor Class** 10 (Natural Armor)
* **Hit Points** 13 (2d10+2)
* **Speed** 50 ft.

 16 (+3)

* ***Charge.*** If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

### Actions

* ***Ram.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
* ***Hooves.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
Otherworldly Aura

A jumble of mismatched parts of bones and magic, leviating in tandum through a musty cloud of dark energy. Someone's attempt at making their own familiar. This is the kind of thing that one might find at the back room of their local magic shop. Eternally preserved.

Assessment: Unpredictable temperament, avoid.

* **Challenge** 2 (450 XP)
* **Armor Class** 12

* **Hit Points** 23 (4d8 + 5)
* **Speed** 0 ft., fly 40 ft. (hover)

* **Damage Vulnerabilities** Radiant
* **Damage Resistances** Necrotic, Poison, Slashing from Nonmagical Attacks
* **Damage Immunities** Piercing, from Nonmagical Attacks
* **Condition Immunities** Exhaustion, Frightened, Grappled, Paralyzed, Prone, Restrained
* **Saving Throws** DEX +5
* **Senses** Darkvision 60 ft, Passive Perception 13
* **Languages** Any languages it knew in life
* ***Ethereal Sight.*** The otherworldly aura can see 60 feet into the Ethereal Plane when it is on the Material Plane.

**Actions**

* ***Bite*.** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) Piercing damage.
* ***Life Drain.*** *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (2d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Swamp Avatar Dragon

Swamp Avatars are a sturdy four legged dragon species with large, arching wings. As its name implies, its appearance is strongly reminescent of trees with a dark green to deep purple head and woody tendrils creeping down the throat and chest.

## Physicality

Swamp Avatars have thick, dark brown to purple feet and claws that smoothly blend upwards into the deep green to purple body. The wings and tail are the brighter green of new leaves, save for a few more root-like flesh things and leafy ribbon-like tassels.

## Behaviour

Eats foliage like candy. One of the few species of dragons that are herbivours. Although it won't eat you, it can still totally kill you.
Caelius

### Composition

36.4% oxygen, 27.2% iron, 21.1% silicon, 7.7% nickel, 7.6% other metals, trace other elements

## Climate

### Atmousphere Composition

68.2% carbon dioxide, 26.6% oxygen, 5.1% argon, trace other gases

### Temperature

* Min Temp: 173 K (-99 °C)
* Avg Temp: 296 K (22 °C)
* Max Temp: 350 K (77 °C)

## Civilization

### Tech Level

Star-faring

This is a planet. With bugs. Smart bugs. Yes. Behold the Lepidopterans

 Star System

Caelius is actually not a planet, but one of the 38 moons that orbit the first planet of the solar system, the gas giant Cerberi. The star is a dim red dwarf, and despite the close proximity of the planet, does not output a significant amount of light nor heat.

It does mean that the sun and parent planet occupies a large area of the skies, and the other 37 moons in orbit means there are many celestial bodies surrounding the planet, shifting its orbit and rotation,significantly obstructing any attempt to view other stars. Total and partical eclipses are common, and the sun moves rather erratically due to the orbits of Caelius around Cerberi.

 **Luminosity** | 1.09 x 1025 W   (0.03 x sol)

There are a total of 6 planets that orbit the red dwarf, with the second planet also being a gas giant. The third planet is a rocky one, and is notable for being the site of a crashed spaceship from an early Phoenix Empire exploration team.

The rest of the planets are icy and barren, the first of which has no moon and are seperated from the other two by an asteroid belt. Beyond this, the fifth planet has a single large moon and the sixth holds 3 small moons in orbit.
Siduman

The nation-state of Siduman is the largest and longest-running micronation within the Gittish Empire.

Primarily based on the planet of Celestria, the real leadership of Siduman has fallen into legend. It is said that the nation-state was originally founded by two arch-demons from the darkest pits of hell, who crossed over into our realm. Most outsiders dismiss this as a myth created to sow fear and obedience, but the more time one spends within the cities of Siduman, the more one starts to wonder...

## Leadership

The demons said to have formed the nation-state have become god-like figures. Larth, the Father of Destruction, and Morag, the Mother of All Evil. There are other three lesser demons worshipped as deities within Siduman. The Goliath, Gurth the Titan of Terror, and Princess Priscilla.

For the most part, the nation is ruled by the Triumvirate. Their true names are not common knowledge since names can hold power. Instead, they are known only as the Warrior, the Strategist, and the Slavedriver. It's believed that they have ruled continuously for over 300 years. An incredible achievement in the Gittish Empire, where nations rarely last the week.
Silverfish (Lepisma saccharina)

Neither silver, nor a fish. Life is full of disappointment. You really don't want these in your home.

* **Challenge** 1/4 (50 XP)
* **Armour Class** 11 (Natural Armour)
* **Hit Points** 4 (1d8)
* **Speed** 20ft., burrow 10 ft.

* **Senses** darkvision 60 ft., passive Perception 10
* ***Disappearing Act.*** When a Silverfish burrows, it does not leave behind a tunnel. In fact, the only way to notice that a Silverfish recently burrowed into something is by making a DC 20 Wisdom (Perception) check. 2 days after borrowing, the Silverfish' traces fade and are no longer noticeable.

**Actions**

* ***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 1 (1d1) piercing damage.
* ***Distress Call.*** The silverfish will emit a high noise. Any other silverfish within 30 ft that can hear the noise will burst out from their hiding place, becoming visible and aggressive to any creature within the 30 ft. area that is not another silverfish.
The Opal Court

A most warm welcome to the Court of the Opalites; a gathering of nobles that enjoy fancy parties, socialising, lounging about with sweet, sweet wines and treats.

## The Unfortunate Beginning

Many centuries ago, our ancestors, whose namesakes were lost to time, were at war with the bloodthirsty Crimson Court. They were an evil and cruel people, and lusted after nothing but conquest. Our numbers plummeted as our enemies hunted our young and old. We were gutted like animals for food and for raw materials. They fashioned our bones into necklaces and blades and they harvested our flesh and organs to feed their beasts of war.

We could not stand against them, even our most able warriors fell beneath their blades. As a desperate attempt to escape the slaughter, our ancestors fled deep into the mountains. These wise elders chose to barricade the exits, digging further and further, and sealing us far, far away from those barbarians.

It was difficult to see inside the caverns we now called our homes, the only light was cast by the glow of the moss and lichen that lined the walls and rocks.

Time marched forwards, and despite the challenges we faced, without the constant fear and relentless raids, we flourished in this isolated environment. As the years went by, our own Court grew. We expanded deep within the earth and obtained all we needed from the mountain's veins. Lava rivers of roiling heat and light. A sweet, comforting embrace, of rock and barren darkness.

## The New Age

Then something happened. The mountain shook. Caverns collapsed and the lava river surged to high levels, destruction was all around us. Judgement day was upon us.

The Opal Court fled, we rushed upwards, panicking in terror away from the dark caverns that had sheltered us for so many years. We did not realise how far we had run until we were reunited with the pale sky and the vast, endless open fields. We watched the mountains we had lived in for centuries crumble before our very eyes that day. Our unfortunate kin, who were too slow to too confused or too unconcerned with the destruction were buried alive in our ancient home.

The only home we had ever known. Gone. Instead, we burned under a harsh blue fire, our eyes unaccustomed to the bright light of the alien sun.

How could we live up here, in such a foreign land? Where savages prowled and the sky burned with such agonising light?

In our most desperate time, brave scouts who dared venture past the relative safety of the foot-hills returned with good news. The Crimson Court that so terrorised our forefathers was gone. Wiped out too by this unknown force that flattened our mountains and razed our home. Both Courts, scattered and lost in this ruin of a world.

Perhaps it's time for a new beginning.
Brown Marmorated Stink Bug (Halyomorpha halys)

The brown marmorated stink bug adults are approximately 1.7 cm long and about as wide, forming the shield shape characteristic of other stink bugs. They are various shades of brown on both the top and undersides, with gray, off-white, black, copper, and bluish markings. The term marmorated means variegated or veined like marble. The stink glands are located on the underside of the thorax, between the first and second pair of legs.

It is a sucking insect (like all Hemiptera or "true bugs") that uses its proboscis to pierce the host plant in order to feed. This feeding results, in part, in the formation of dimpled or necrotic areas on the outer surface of fruits, leaf stippling, seed loss, and possible transmission of plant pathogens. It is an agricultural pest that can cause widespread damage to fruit and vegetable crops.
Hybrid Dragon

## Physicality

 Left to decay in an abandoned stronghold, the Hybrid Dragon was thought to be a failed experiment created long ago. The walls that housed the Hybrid Dragon crumbled over time, leaving the monstrosity further exposed to the elements. As summer turned to fall, great storms raged across the land. Lightning struck the Hybrid Dragon bringing him to life! And he was ready to seek revenge.

## Abilities

Seething Spark, Static Shield, Earthquake
Stormhome

Stormhome is an island city at the north edge of the Scions Sound. It is the home of House Lyrandar. The scions of Lyrandar use their powers to maintain a temperate climate on the island, despite its extreme northern longitude, proximity to the Frostfell and its location on the coast of the Bitter Sea. The island itself is House Lyrandar territory. Stormhome is the seat of House Lyrandar's power and its matriarch, Esravash d'Lyrandar makes her home here as well. The island, once a desolate place of little worth, is now a bustling paradise, the home of many Ghallanda resorts as well as the Lyrandar enclave itself.
Hallowford

## History

By the beginning of the Frontier Wars, the Duke of Torinhall had already harbored designs on his southern neighbour, Kendrickstone. The first step would be to control the main ford over the River Kolmere, allowing Torinhall's forces a clear path into the Duchy of Kendrickstone.

When war broke out, Torinhall acted quickly. A strong force under Torinhall's Knight-Captain, Ava of Gwynne, quickly seized the ford and built a fortified encampment to defend its southern bank. Leaving a small force behind to guard the camp, Dame Ava went on to march on Kendrickstone itself.

Duke Kendrick Giant-Slayer was old by this point, but he had not become feeble enough to prevent leading his own knights into battle, enchanted sword in hand. Torinhall's forces were defeated. The camp was abandoned to Kendrickstone's army, and when the first meeting of the Concordat settled the borders between the two realms, both banks of the ford were awarded to Duke Kendrick.

Over the decades, the small village of Avasford formed over the remains of the camp. Despite the construction of a wooden ferry over the Kolmere and some excellent fishing spots, Avasford remained poor, too poor to even justify the castles given Sonnemerci and Forester's Hollow. The only visitors were the occasional curious scholar, brought by a rumor that meat and produce seemed to spoil slightly more slowly near Avasford. All of them left puzzled, but none remained.

Until Domnall of Arnault.

Domnall of Arnault was already a respected frontier explorer by the time he came to Avasford. It was he who first came to the conclusion that the strange preservative effect of Avasford came from an underground source. Digging exploratory tunnels into the earth, he eventually reached a depth where decay slowed even more dramatically, and finally a depth where it stopped altogether.

Within a week of the discovery, Domnall of Arnault had sent letters to the great nobles he had come to know through the course of his career. He offered them a place where their deceased family members might be preserved for all eternity, without need for potions or spellcasters.

The idea proved a shrewd one. Before long, the village was filled with the rich and powerful come to lay their family members to rest. They and their retinues spent money prodigiously, and hundreds soon flocked to Avasford to take advantage of this sudden new source of wealth.

By the time Domnall of Arnault died twenty-six years later, the village had become a town of three thousand, with its own charter and council, and it had taken on a new name: Hallowford.