recursal/Fanatic-Fandom huggingface dataset:
Ki

Lifeforce, Chi, Ki; all of these are different names for the same thing. Within all living beings exists this energy growing with time and trial. Martial arts are often seen as the Ki’s answer to the Fluxists’ study or the Pious’ prayer, acting as the focus. In this discipline, you will have no need for weapons; your body and life itself is to be honed to be the weapon. Combos only take Ki if they are successful, to be successful they must hit with any amount of damage upon the same target it was initiated. Combos also do not give the martial artist the ability to complete the sequence in one turn necessarily, and is subject to turn and distance limitations.

Only one stance may be active at one point, and a stance may only be changed once per turn. None of these abilities will work in HA (Heavy Armor).

Those who want to start practicing KI need to undergo Novice Training.
Claw Isles

Basic country information & Details.

Defining Climate features and most distinct cultural traits.

## History

Foundings of the current state of the country major wars and defining moments with cultural impact.

## Culture

What things make these people discinct tradtions, rites of passage, country ideals and identity ect ect.

## Trade

Major import and Exports, what this country produces and where they produce it major trade partners and such.

## Capital and Major City's

List of majour Citys and Capital if one exsists.
Illusory Sense

**Illusory Sense** - 20, 40, 60 XP to learn

**Cost:** 0, 4, 8

**Duration:** Special

**Range:** Special

**Target:** Special

**Description:** Using magic to create an illusion of sight or sound, the illusion will stay for as long as you keep concentration on it.

**Extension:**

**Illusory Sense I** : Create an object no bigger than a human’s fist as an apparition. -OR- Create a whisper anywhere in range directed as desired.

**Illusory Sense II:** Create an object no bigger than a person as an apparition. -OR- Create a voice to boom out anywhere in range directed as desired.

**Illusory Sense III:** Create an object no bigger than a house as an apparition -OR- Create a great roaring voice or call in range directed as desired.
Auloran

Auloran are a subrace of Elves.

All Full Blooded Auloran start with the following for free:

**This is my Weapon (Full Blooded)**: To a Auloran, their weapons are their life. They live by their weapon, they die by their weapon; they train as soon as they can grip a sword in the martial arts. Choose Blunt, Sharp or Pierce, and then choose 1h or 2h, and then choose Melee or Ranged; when you use the weapon that matches that combination your hit and damage rolls are made at +2 after all other modifiers.

Auloran then have the option of buying the following at the cost of 300/700xp:

**Battle Trance (Full Blooded)**: To the Auloran the highest state of battle is their legendary Trance, like a force of nature upon the battlefield they pass between foe to foe, leaving bones and blood in their wake. Gain access to the following ability: Battle Trance

**Headstrong (Half Blooded)**: Any who dare insult the Auloran insult their very lineage, their very pride! Any who insult the Auloran directly place the Auloran under the Taunt debuff, however; whenever attacking a target that is taunting you, you roll with advantage to hit and to damage.
Awaken: The Senses

**Prerequisites**:

**Cost**: 175xp

**Effect**:

You no longer are affected by the debuff Blind, as you hone your other senses to compensate for a lack of vision. For 1 Ki per hr and 1 Ki per km (so 2 Ki could get 2 hr & 1 km or 1hr & 2km etc.)  you also may cast out a sixth sense, roll a perception check to sense the location of life around you with those less powerful in Ki being harder to find.
Citizen of Saundred

Citizenship in Saundred gives several rights to the individual possessing it. This includes access to public buildings like the Public Library, your word counting more in case there is a conflict with the law or you are asked to stand witness and the right to bear certain basic arms (Generally any weapon that is not Two-Handed).

Citizenship is automatically granted under the following circumstances:

-You are a Noble or directly work for a Noble that certifies your good standing.

-You are a member of the accepted guilds (including the adventurer's guild, who can generally wield ALL weapons, the Guild of Traders or the various Crafter Guilds.).

-You are a member of the royal guard or army stationed in Saundred.

-You are the legitimized child or spouse (only monogamous relationships are currently recognised by law) of a existing citizen

-You have at least three citizens or one Noble speaking for you, have no criminal history or royal pardon and pay for the certification (750 bauls). They are held accountable if you do anything which wields a bad light on you, for e.g. committing a crime.

## The Rights Afforded By Citizenship

A Citizen of Renvel province is afforded the following rights and these shall not be stripped from anyone for any reason save for that of crime or endangerment of the citizens of Renval or one of its allied nations

1. You regardless of Race, Religion, or Birth right shall not be dismissed or otherwise ostracised or discriminated by any government body or financial institution.
2. You shall have the right to education, books and manuals are to be held in library's be them great or otherwise these library's shall take 5% of the income of any town or city which they will use for its contents and its custodian whom shall read for those who can't and will teach those unable how to read the texts within.
3. You shall have the right to trail for their crimes and are to be jugged by their piers in all crimes save for crimes of blood and death. in these cases the guard shall judge in a fair manner or if such death is at risk they will swiftly stop the offending citizen.
4. You shall have the right to travel and may leave the boarders of Renval as and when they wish.
5. All shall have the right to worship any being they wish save for demonkind and in any way they wish but they must not afford harm to other citizens in their rituals save for where it is consensual, and does not risk death.
6. You shall have the right to trade no merchant may refuse the right of any Citizen to purchase their wares and no merchant may propose a sell value any further then 30% higher for one person then any other.
7. You shall have the right to sell during a trade day, the 7th day of every cycle shall be such a trade day.
8. You shall have the right to become emperor, so long as thine self is identified as one who can lead no law shall intervene in your campaign to lead.
9. You shall have the right to side arms, Swords, daggers, bows and bucklers.
10. You shall have a right to practice legal magics so long as no citizen is targeted by your spells unwilling
Heartleaf

Heartleaf

The Heartleaf grows on a type of Ivy known as Voisin Ivy and tends to wind itself around large surfaces such as trees and branches to gain more light.

Some Denzens use this leaf to create a deeper variation on a grass whistle creating a more somber pitch that was used in some of their ancient ballads the small stems when pinched allow a change of wind flow that generates many notes.

the Mystarim often grows a giant variant of this plant and uses its great leaves to wrap foods and other items for guests believing that the heart shape gives the receiver good luck and good health.
Echostep

**Echostep** - 120xp
**Cost:** 5
**Duration:** 2 rounds or until damage is taken

**Range:** Self

**Target:** Self

**Description:** Shroud yourself in illusionary forms of you as you perform your actions opponents must beat a DC of your Lore Illusion roll vs their Perception before being able to roll to hit.
Clone

**Clone** -  25 Pact and 200 EXP OR 300 EXP (Natural Only)

**Cost:** 15

**Duration:** 1 Hour

**Range:** Self

**Target:** Self

**Description:** The caster makes a clone of themselves that speaks, acts, sounds and feels like the original. They can act as if they had their caster’s will behind them, and so long as that hour is not exceeded they can travel as far as they need to. If they are sighted by magic however it will reveal their nature; a construct of water elementalism. To learn what the clone has, the caster must reunite with their clone; if it is destroyed before then the knowledge is lost. The clone is assumed to have no APV and only 1 Health, nor can they cast.
Team Taco's Racing

04: Christian Parker

33: Logan Hiro-Anderson

Is a team owned by Addison Steinbach and current competes in the ASCA Copperhead Amatuer Series. The team has competed in Seasons 1 & 2 of the Samsung Cup Series, they are the only team that has competed in Samsung Cup Series to have 4 drivers win in a single Season(Season 1/2016).
Glimpse the Future

**Glimpse the Future** - 50,100 XP to learn

**Cost:** 4,8

**Duration:** Instant

**Range:** Special

**Target:** Self

**Description:** Before making an action you can cast this spell to gain a hint as to what MAY happen if that action is taken. This is not usable in a combat sense.

**Extension:**

**Foresight I:** You get a very basic idea of the outcome, such as ‘Success’ or ‘Failure’, in the incidence where it would require a roll then the roll is made before the result is said.

**Foresight II:** You get the above, and you can ask the result of an action and a fairly detailed explanation of what may happen is given.
Barrier

Barrier

**Cost:** 2 - per turn

**Duration:** Concentration

**Range:** Self

**Target:** Self

**XP Cost**: 20, 30, 30

Description: Increasing the Density and letting the magic seep out of you to create a barrier against hostile forces, this magic is heavy however and will oftentimes cause the caster to be unable to move as long as they keep it up.

**Extension:**

**Universal Shield:** Creates a barrier around yourself with a refreshing 10 armour pool each turn. However, during this time you cannot move and anything which moves you forcefully stops the concentration.

**Magical Shield:** Creates a barrier around yourself with a refreshing 20 magic only armour pool each turn. However, during this time you cannot move and anything which moves you forcefully stops the concentration.

**Physical Shield:** Creates a barrier around yourself with a refreshing 20 physical only armour pool each turn. However, during this time you cannot move and anything which moves you forcefully stops the concentration.
Arid Cane Province

Basic country information & Details.

Defining Climate features and most distinct culture traits.

## History

Foundings of the current state of the country major wars and defining moments with cultural impact.

## Culture

What things make these people discinct tradtions, rites of passage, country ideals and identity ect ect.

## Trade

Major import and Exports, what this country produces and where they produce it major trade partners and such.

## Capital and Major City's

List of majour Citys and Capital if one exsists.
Ember

**Ember** - 5 Pact and 25 EXP OR 50 EXP (Natural Only)

**Cost:** 3 Mana

**Duration:** 24 Hours

**Range:** 1

**Target:** Self, Other

**Description:** Upon cast, the target is filled with a pleasant warm sensation, forgoing the need for any Endure Harsh Weather check in relation to cold. For an additional 2 mana, make this a 5-meter radius around the caster effect for half the duration.
Barlin's Rope

### Distilled Effect

Creates a coating that can help protect against corrosion; 5 DR against Acid Damage.

### Location

Areas of dim light and acidic soil; Frequently found among oak groves and pine forest.

*"A strange plant. Somehow it was looked over for use in most alchemical practices. Still, I find it to be incredibly useful, if situational. It has saved my life* *in a few instances and proved to be an invaluable resource even if one only keeps a single dose of it on hand." - Hrith the Seeker*

## Description

This plant is a simple, small-leaved, bush. It has small white flowers and is fairly easy to spot. The leaves contrast with the white flowers starkly and provide a clearly recognizable plant.

## Alchemy

This root is largely used to protect against corrosive reactions. It can be used as a neutralizing agent for both bases and acids. If distilled in a large, concentrated quantity (Two units) it creates a coating that provides 5 DR against Acid damage for an hour. This can be applied to a living creature or object.

If the main ingredient is the sticky and sugary root in any form, then Barlin's Rope can cause a reaction in which the creature's pores excrete a thin slime that allows them certain advantages while climbing or gripping objects.

If left most, or entirely, whole Barlin's Rope will begin to seep out into the rest of most concoctions. As a catalyst this root grants the imbiber further resolve.

It should be noted that a special concoction of powdered Copper Trumpet, dried Mylot's Grace leaves, and paste derived from the root of Barlin's Rope has a peculiar ability to increase one's durability. The effects last one day and the temporary HP becomes an increase to Max HP. (For a total of 10 Max HP for the day)

## Habit

Barlin's Rope is known for choking out underbrush and its roots are exceptionally long and thin taproots. It prefers dim light and has a mutualistic relationship with both pine and oak trees.

## History

Hrith the Seeker discovered the uses of Barlin's Rope as an alchemical component in [18 years ago]. It was largely ignored or its roots used as a sweet drink before that.
Flood

**Flood** -  10 Pact and 50xp OR 100 EXP (Natural Only)

**Cost:** None

**Duration:** Instant

**Range:** Self

**Target:** Self

**Description:** For a bonus action (This may be done out of combat) gain a pool of 5+AFI Water only Mana, for use for only other Water Elementalist spells. You may do this AFI/10 (rounded up) times a day. Any unspent mana from this pool disappears when the per day uses refresh.
Ancestral Powers: Vanguard

Vanguard

The Vanguard stands at the front line, defending their allies with vigour. Their shield can stop attacks and deflect at least half the damage done to them, or even their allies. If worse comes to worst, they can even use the shield as a weapon.

The Vanguard may bestow one of the following Ancestral Powers:

* Cover
* Defensive Strikes
* Shield Bash
* Fortress Guard
* Heavy Press
ENERGIZE

**ENERGIZE**! -  5 Pact and 25 EXP OR 50 EXP (Natural Only)

**Cost:** 3

**Duration:** Instant

**Range:** 1

**Target:** Self, Other

**Description:** When the target becomes tired and unable to continue, ENERGIZE! Will count as a full night’s rest (albeit without any restoration in term of HP, MP or PP)  allowing them to continue on.
Ancestral

## Ancestral Powers

Ancestral Powers are abilities and skills passed down from the essence of ancestors left behind upon their death. The essence of an ancestor can only be learned, if the ancestor deems you worthy of embodying their essence to achieve their past feats. Each ancestor can only grant you the knowledge of a single skill or ability but this still requires effort to learn and master (That means it still requires you to spend exp to learn them).
Ancestors will likely be of one of the following archetypes, each archetype will have a list of skills and abilities able to be called upon, embodying the essence of your ancestor. What skill your ancestors can grant is entirely random and dependent on your heritage.

* Berserker
* Civilian
* Crafter
* Devout
* Druid
* Hunter
* Mage
* Ranger
* Scout
* Socialite
* Trader
* Vanguard
* Warrior

Additionally to one Power of an Ancestor that deems the character worthy, the character can opt to buy the Skill Tale Imbue.
Lesser snow golem

## Creature information

Standing at 4'6" (137 cm) It is made entirely of snow save for bits and pieces of debris that may have been in the snow which can be incorporated into the body such as twigs, carrots, coal or cloth for example. Its body naturally segments into three orbs of snow. The base, and largest orb, which rolls so it can move. The second orb, the 'torso' which it forms psudopods from to act as limbs. And the smallest orb, which acts as a head, from which it gains sensory information.

## Attacks

### (Optional) Rock

1D4 (Blunt 1)
Range 0-2

## Spells

### Chill

Targets: Tier, Costs: 10, Rng 2
Every creature within the target tier must make a resist harsh weather (cold) check of 12 or reduce DEX by 1

## Traits

 Stout
 Camouflage
 Size: Short (-1)
 "Warm Blooded"
 Dilution
 Flame Weak
15, 14 (pt. 1)

**15, 14 (pt. 1)** is the sixth episode of Showtime's 2019 comedy television series *Work in Progress*.

*Our community needs more information on this page! Can you help out? Click here to add more.*

## Synopsis

Official episode synopsis from Showtime's website:

Edward and Carol Lynn wed, Danger Zone has their moment and Abby violates Chris’ one request.
## Cast and characters

Starring:

* Abby McEnany as Abby
* Karin Anglin as Alison
* Celeste Pechous as Campbell
* Julia Sweeney as Julia

## External links

* 15, 14 (pt. 1) on the Internet Movie Database
* Official website: Sho.com/Work-in-Progress/season/1/episode/6/

## References

1. ↑ https://www.sho.com/work-in-progress/season/1/episode/6/
Dismiss Spell

**Dismiss Spell**

**Cost:** 4

**Duration:**Instant

**Range:** 0

**XP Cost:** 200

**Description:** You may target a persistent magical effect that either requires concentration or that has been placed there prior and remove that effect, the caster if they are still present may attempt to make an opposing check of the l Lore Arcane (x) where (x) is the school of magic the spell being countered originated in The DC is the same check made by the caster of the spell to be countered, if you EXCEED the other’s check the spell is dismissed, otherwise it is not and the mana expended anyway.

this takes an action to complete but prevents the target from casting on their next turn, this can’t be countered.
Citizen Mentality II

**Name:**  <x> Citizen Mentality II

**Exp:** 200

**Buy Limit:** 1

**Pre-req:** Be a Citizen of Chosen Country, PER 4

**Effect:** Gain an additional +5 to your Composure when rolling against someone trying to persuade you to do one of the Taboos of your homeland, gain a Taboo from your homeland, This taboo is gained in addition to your current taboo limited granted by your persona.
Glowberries

"These berries are a coveted ingredient by any alchemist that is also using magic. But besides their almost visible effect they do have another use. Just keep them away from peeping toms." - Corry Blackhands

## Description

Glowberries are not much larger as one's thumb and they glow continuously with a blue glow, that is even enough to read in the dark. In daylight they look like normal blue berries. The bushes are slightly thorny, and they don't carry many of the berries at a time.

## Alchemy

The unnatural glow of the berries can be extracted into a liquid, and the liquid can then be used as a base for a potion. This potion makes a user more aware of their surroundings.

The berries, directly used as a reactant, replenished magical energy over time. Mages need to be careful not to overuse this potion as that may lead to luxia.

## Habitat

Glowberry bushes like dark places with plenty of air, moisture and ambient magic. They often grow in dark forests.

## History

Glowberries have been found and used by an elven alchemist. After a few first tries, the alchemist managed to create potent magic regeneration potions. A few mages were overwhelmed by the magic and succumbed to Luxia.
3, 2, 1

**3, 2, 1** is the eighth episode of Showtime's 2019 comedy television series *Work in Progress*, and it is the final episode of season one.

*Our community needs more information on this page! Can you help out? Click here to add more.*

## Synopsis

Official episode synopsis from Showtime's website:

The final almonds. When Abby motivates herself to get out of the apartment for Julia’s *This American Life* show, she’s met with two unwanted surprises. Season finale.
## Cast and characters

Starring:

* Abby McEnany as Abby
* Karin Anglin as Alison
* Celeste Pechous as Campbell
* Julia Sweeney as Julia

## External links

* 3, 2, 1 on the Internet Movie Database
* Official website: Sho.com/Work-in-Progress/season/1/episode/8/

## References

1. ↑ https://www.sho.com/work-in-progress/season/1/episode/8/
Direbeast

Direbeast

## Loot

### Harvestable Resources

Direbeast Hide, Direbeast Fang, Dire Beast Meat, Dire Beast Steak, Direbeast Bone.

## Creature information

the Direbeast is a creature most easily recognizable by its thick shaggy fur it's human-like vestigial arms and its great bearlike claws.

###### Lore Monster DC (10-15)

The creatures often live on high mountains and are fairly solitary creatures save for the season of march-may where most creatures will venture down from the mountains to seak mates in season.

###### Lore Monster DC(16-19)

The Direbeast is one of several creatures of the Demolical family which are categorized as such for their transformations following the corruption of Sythr found in the time during the reclamation era,

###### Lore History DC(15+)

Some rumors and stories such as the cry of Holorn the hunted, speak of a hunter killing a creature and becoming infected with its corruption and turning into this creature though any verifiable sources for any such occurrence are lacking.

###

## Attacks

**Basic Bite**

```
2D3+5 damage & 3 Piercing

```

```
[Cascades up to 3 times]

```

```
when target is grappled

```

```
+ 1D3 damage & 3 Piercing

```

**Basic Scratch**

```
D5+5 & 1D3 Slashing effect

```

**Horrifying Screach [Bonus action]**

```
Causes targets who can hear to roll

```

```
a DC 10 mentality check

```

```
failing this cuases the opponent to lose 5pp

```

```
falling below 0PP this way causes

```

```
 the target to run.

```

## Traits

**Fur**

```
Grants Advantage on Harsh weather Checks for Hot and Cold Climates

```

**Winter Coat**

```
When purchased with Fur grants a +5 on Resist Hot Weather from April to August, Provides a +5 on Resist cold Weather Checks during other months

```

**Claws**

```
May roll 1D3 slashing effect when sticking unarmed against an unarmored target

```

**Strong Teeth**

```
When Grappling you may bite your opponent dealing 1D3 with 3 Piercing

```

**Strong Jaw**

```
 Cascade up to 3 times when biting a target and add +3 to biting damage

```

**Fangs**

```
Deal 2D3 Piercing 3 damage when biting someone on the same tier as you.

```

**Paw Pads**

```
Take 1 less damage from spikes and caltrops and other such floor hazards; Increases stealth by +5

```

**Tail**

```
Roll Advantage on Acrobatics Checks

```

**Additional arm 1 pair**

```
For each pair beyond the first: gain a +2 to Grappling Checks and may carry 1 additional Giant resource

```

**Enhanced Hearing**

```
Gain a +5 and Advantage  to perception Checks made with sounds & Any sudden loud sounds Disorent for three turns

```

## Alpha Varient

Alpha Varients have +100 HP +10 to all saving throws and deals +5 Damage
Hinn's Heart

### Base

Other potion effects from this potion occur once every minute for five minutes; Instantaneous effects are halved.

### Catalyst

Recover 5d10 PP; Lose MP equal to half recovery.

### Source

High sun and fertile soil; Forests and orchards

*"Named after one of my favorite tales, the special pit of much more common fruit trees, this odd occurrence happens when a tree collects much more mana than normal and a few of the fruits collect much more energy than normal. Finding them is difficult, but fortunately I have an unnatural sense of where they are. Seems my Second Sight has a sweet tooth!" - Hrith the Seeker*

## Description

This reagent is simply a normal pit that has undergone a rare transformation; As such it has no uniform appearance.

## Alchemical

As a base, it creates a powerful object infused with the other effects. It must be left to sit in the mouth and slowly absorb the effects rather than having an instantaneous effect. The other abilities are drawn into the pit and last a decent amount of time.

In potions where this reagent is a reactant, it drastically increases the healing one naturally undergoes.

Due to its sweet flavor, as a powder additive it restores a great deal of emotional damage at the cost of some mana being drawn out into the world.

## Culinary

While it can be used to sweeten a dish, it's usually far too sweet to be good for such a thing. However, on its own it is one of the best candies one could imagine. It acts as a lozenge and recovers 1d2 PP every minute for five minutes; Effect is reduced to 1 PP for five more minutes.

## Cultivation

Due to its incredibly random formation, it cannot be cultivated. Even attempts to farm it by pouring mana into the soil doesn't consistently result in Hinn's Heart being created.

## History

The tale of Hinn's Heart originated from a Denzen merchant who was stingy and sometimes less than charitable. When he lost his entire family during a bandit attack and was the only survivor he turned around entirely. He became incredibly sweet and tried his best to take care of everyone. His incredibly wealth dwindled until he died with nothing but a cart and a donkey. The transformation of his heart is a good parody for that of the plain and ordinary pit turning into a truly wonderful creation.
Ardor

**Ardor** -  25 Pact and 200 EXP OR 300 EXP (Natural Only)

**Cost:** 5

**Duration:** A night

**Range**: 0

**Target:** Self, Other

**Description:** When cast upon 2 people in a bed, their rest for the night will restore their HP, MP and PP by what their bed says x 1.5 (min 5). If this would bring them above limit they gain that much in temp until it is spent or until their next sleep. If used outside of Traveling camps it grants +20 MP,HP,PP as temp MP, HP&PP above the maximum.
Great House

The Great Houses are the ruling body of Renvanel. They mainly consist of the descendants of the first emperor and his companions with some houses rising to greatness at a later time.

The current houses are:

Brendeth: The house of religion.

Lanisteck: The house of magic.

Manphetec: The house of nature.

Teultun: The house of war.

Volinure: The house of money.

Kamdeth: The house of honour.

Dranstad: The house of diplomats.

Valoures (royal house): The house of heroes.

Belliere (disputed): The house of excellence.
Inflate

**Inflate** -  10 Pact and 50xp OR 100 EXP (Natural Only)

**Cost:** None

**Duration:** Instant

**Range:** Self

**Target:** Self

**Description:** For a bonus action (This may be done out of combat, however) gain a pool of 5+AFI Air only Mana, for use for only other Air Elementalist spells. You may do this AFI/10 (rounded up) times a day. Any unspent mana from this pool disappears when the per day uses refresh.
Aimed Shot

**Name:** Aimed Shot

**Pre-reqs:** 2 Dexterity, 2 Strength, Ranged Weapon

**Buy Limit**: 1

**XP Cost**: 100

**Effect:** You may use this ability in one of two ways:

1. Add a charge of Aimed Shot, if you are moved in any way or do not add a charge of Aimed Shot consecutively then you lose your charges. You may only have as many charges as STR/2.
2. Expend all your charges of Aimed Shot to make a special attack with a +2 per charge to hit. If it hits, it deals (Charges)x(Weapon Damage roll) in damage. (Only apply DR once)
Aqua Creeper

Aqua Creeper

This plant makes its home in calm, but not stale waters. Its roots are submerged in water, smaller roots anchor it in place on the bank. Its thick leaves are often believed to contain water, but the liquid inside has alchemical properties that can, if treated correctly, transfer some of the plant's ability to survive within water to the user.
Dreaming

The Dreaming is a world where all inhabitants lack a physical form and consist purely of floating consciousnesses each one seemingly having the ability to commune with the others through thought alone.

The Dreaming is referred to as such because all creatures that are sentient that sleep often find them minds drawn there to a ThoughtBubble of their own design, most creatures minds are anchored to their physical forms keeping them from remaining in the dreaming. occurrences of people getting out of their ThoughtBubble are rare but when they do occur they often cause death or a coma in the body.

## Ecology

The beings within the dreaming are known together as Thautsum of the Thautsum there are the Zashiai and the Xelifali the minds of deceased sentient races also seem to gather here and are referred to as Thulinai . there are non sentient races in this place also with a few rare forms of flora the environment though is largely abstract with large ThoughtBubbles that littler the plain.

## Native Forces

Creatures who are able to tap into the Drone can manifest their thoughts in this place creating images or manifesting forces such as heat, cold, kinaesthetic force, Psycoesthetic force, and manipulation of states of matter.

Those able to preform these feats are dubbed Psionicists and, though few exist outside the Dreaming those few who have achieved this feat find they are able to achieve similar feats in other plains though their power is far weaker then that which can be found within the dreaming.

## Natural laws

Thautsum that breaches into another plan become a disembodied consciousness that quickly fades back into the dreaming naturally being pulled back, however those who have talent within Psionics can attach themselves to a host consciousness and in their hosts weakness its not unheard of for them to wrest control from them to obtain a physical form.

Physical creatures entering the Dreaming find themselves undergoing an outer body experience finding their consciousness detaching from their body's and floating around in the barely caporal plain whilst still being in control of their body's and still having their normal senses.
Ki: Struggle

**Prerequisite**: Awaken: The Path

**Cost**: 550xp

**Effect:**

When a damaging spell or Ki bolts are thrown at you, you may cast a Ki bolt to meet it. Roll for damage against the spell and reduce the spell’s damage by that amount. This may bring the damage as low as 0, and if it does nullify all damage then any side effects also are negated. This is a reaction.
Emerald City

The Emerald City is the second largest City in the province of Renval, right after Saundred.

It is the elven capital of the continent, and the prominent city to renval east culture. Whereas Saundred is a typical city made by men, the Emerald City has been made by elves. Any observer new to the emerald city will notice that the name doesn't stem directly from the gem that is its namesake, but rather from the various greens that permeate the place: Most elven homes are grown from trees, some of the noble houses even from rare Emerald Trees, their wood glittering like the gem in the sunlight.

Even though it is one of the oldest cities in all of Auloran, it isn't the largest. This can be attributed to the long live span of most of its inhabitants, but also due to the last demon invasion roughly a thousand years ago. The Emerald City had been to the forefront of the invading forces and was decimated, with the invading demon hordes successfully fought back at Saundred.

The Emerald City is still one of the most prominent cities in East Renval, mostly also because it houses one of the few massive libraries on the continent. It has brought forth many scholars, magicians, alchemists and enchanters over the years.

While there are also noble houses within the Emerald City, there are far fewer than in Saundred, almost all leaders still remembering the time of reclamation when they had to cleanse the land from the demonic corruption left behind. Knowing their responsibility and achievements from the past doesn't make them immune to the same political squabbles that are found in Saundred though, and there might be the one or other voice that would want to go back to how the relationship between humans and elves had been before the war. Others recognize the contribution the other races have made and cling to the current system, both factions secretly fighting each other while giving a unified front to anyone happening about one of the council sessions.
Karminou

Piety > Karminou

Karminou is the God of Protection, Lightning and Smithing. His followers may enact miracles by drawing on the god's power. The Miracle's effect depends on the Domain - or Remit - they belong to.

Karminou's Miracles are listed below:

## Miracles

### Remit Universal

* Blessing of Karminou
* Greater Blessing of Karminou
* Pure Blessing of Karminou

### Remit Protection

* Guard the Meek
* Shield Brother
* Karminou Guard the Brave
* Shield Wall
* Faith Shield

### Remit Lightning

* Bolt Of Karminou
* Charged Blades
* Charged Protections
* Shock
* Lightning Reflexes

### Remit Smithing

* Craftsman Pleasure
* Blacksmith's Blessing
* Great Craft
* Forgeman's Ways
* Karminou's Hand
Abby McEnany

**Abby McEnany** is an American actress and writer who portrays Abby in Showtime's 2019 comedy television series *Work in Progress*. She co-created and co-writes the show with Tim Mason.

*Our community needs more information on this page! Can you help out? Click here to add more.*

## General overview

Prior to *Work in Progress*, McEnany is known for *Roomies* (2013) and *Door* (2018).

## External links

* Abby McEnany on the Internet Movie Database

Interviews:

* November 8, 2019, *Indiewire*: ‘Work in Progress’: It’s Time You Get to Know Abby McEnany, So Let Her Introduce Herself — Watch by Ben Travers.
Leonie Rybun

### Personality Traits

Optimistic, Excitable, Loves sweet things, a bit of a glutton, like to socialize and gossip.

## Character Bio

Leonie is a strawberry love rabbit Levial with a taste for trade and exotic foods, she resides at Holdstead hamlet in the Arsalia-Fiefdom after making a few bad trade choices in the city Leonie decided to expand her experience.

She has been working hard as a trader for the last 14 years and while experienced she has a tendency to invest in more chancy propositions that have led to her losing approximately 45,000b throughout her carrier but in contrast, she has managed to gain 60,000b throughout her carrier in profit through such practices.

She is a straight girl who enjoys a classic tall dark and handsome man with strong features and a soft approach and often reads romance novels in her spare time.

She dreams of owning her own port, ships so she can settle and have something to contribute to her would-be husband and a strawberry plantation for her own tastes

She often writes short stories and romance memoirs about people she knows to make her own romantic pairings she calls her "Ships" and documents some encounters between the pair, the encounters are largely tasteful and rarely get particularly heated of she is presently in heat. This is a secret that Leonie wishes to take to her grave and she has left her sister a note to burn her memoirs when she dies.

## Traits

**Best stats**

- Persona

- Seduce

- Witt

- Sense motive

- Perception

**low stats**

- Fac

- Composure

- Disguise

## Relationships [Favor]

Tavral Cloves - 12 (Friends and workmates)

## Reputations.

 Sweet
 Citizen

.
Drive

Drive is a form of power that comes from pushing ones body beyond its normal limits and straining it to achieve super human feats, the power of drive is one known to many within Renval Province due to their experience with the demon incursion during the Demon war facilitating the circumstances needed to awaken drive.

When under extreme pressure and stress and overcoming the turmoil is when Drive is known to manifest, Drive can be used for many things but one of the most notable feats of drive was by Emperor Thadius Valoures who Shattered a mountain in two to create BreakPass.
Drown in Blood

Piety > Daynasus > Remit Blood > Drown in Blood

**Effect**:

At a *Range of 0 - 2* the priest may Grapple an opponent. This works exactly like Grapple, except the user must beat the opponent's Lore Dynasus to break free and must roll hold breath each turn, and if they fail to meet a DC of 18+AFI, they take 1DBlood used damage that does not apply DR or take off APV. This requires concentration.
Favor

Favour is simply put the amount an individual, organization or area likes you and is a Numerical Measure of how much influence you have in such circles.

Favour can be gained by performing Quests, Helping NPC’s with issues, Developing relationships as well as Simply partaking in festivals events and balls hosted by some of the individuals or groups, some may require favours or donations.

A rough outline for favour gained through activities can be seen below

Some of the things that Favour can provide are listed below.
Ancestral Powers: Berserker

## Berserker

A Beserker can fall prey to rage in battle. This rage empowers them, allowing them to endure more pain and deal more strength to their enemies, as their rage fuels their strength.

A Beserker may bestow one of the following Ancestral Powers:

* Enrage
* Break Through
* In the Swing of Things
* Blood Roar
* Vengeance!
Entrench

**Entrench** -  20 Pact and 125 EXP OR 200 EXP (Natural Only)

**Cost:** 10

**Duration**: 3 Turns

**Range:** 2

**Target:** Self, Other

**Description:** For the duration of this spell the target has +10 and Advantage versus any effect that would push them back or forward, and upon initial cast, it purges Prone from the target.
Knyan Nymsil

## Character Bio

Knyan Nymsil is the speaker of her lesser house among the great courts of Saundred, Despite her rather young age Knyan has been taught a great deal about foreign relations and customs and is rather well versed in foreign affairs.

Her skill in understanding this and economic principles sets her out from her peers and makes her a well rounded noble of great use to the great house Manphetec, her viewpoints have made several shifts in Manphetec approaches to certain affairs and have slowly begun solidifying her place within the courts, due to her age she is seen as a fine prospective partner for many young nobles.

Due to her frequent travels whilst well versed she has been largely unable to make lasting friendships and is often good with introductions and keeping things professional but often finds herself getting rather flustered with personal engagements especially within her homelands.

Due to her lack of meaningful relationships during her travels, she has few people who she feels at ease with and often tends to cling to people she has any kinship with.

Her hobbies include cartography and playing the Shakuhachi a type of flute that is largely used in eastern renvel where her noble branch family estate resides, she enjoys playing it as it reminds her of home despite the distance and loves its ethereal sound finding it relaxing, she finds playing it to be a private affair and does not enjoy public performances or displays and would only consider playing alone or in the presence of close family or friends.

She enjoys mellow earthy flavors such as dark chocolate and chestnuts and has a nice taste for bass, she also likes silk gowns and parasols to complement her attire and spends a great deal of time mixing her own sents and perfumes when she has free time.

## Traits

Best stats

- Int

- International Lores

- Political Lores

- Linguistics

- Cha

- Diplomacy

- Preform

low stats

- Fac

- Composure

- Wit

- Sense motive.

## Relationships [Favor]

Felicia de Belliere - +25 (Friends, Romanticly involved, was saved from poisoning)

House Nymsil - 120 (Close to the family and well known as a talent in her field)

House Manphetec - 50 (a Great foreign ambassador and Translator)
Greater Blessing of Tridaus

Piety > Tridaus > Remit Universal > Greater Blessing of Tridaus

**Effect**:

If the target is a faithful of Tridaus, they gain one reroll, usable once at any point in the day,
and two +10 to a check, usable at any point in the day.

Once any of these have been used, they are unable to take another blessing for the rest of the day.
Ancestral Powers: Warrior

## Warrior

The warrior is at home on the battlefield. They know how to react to attacks, how to put their weight behind an attack, or how to parry an attack made against them with their chosen weapon.

A Warrior may bestow one of the following Ancestral Powers:

* Adrenaline Burst
* Arms Mastery
* Deft Blows
* Insightful Experience
* Veteran’s Riposte
BreakPass

Break Pass was formed of the former mountain Calicut, Emperor Thadius Valoures Shattered the mountain in two creating a great pass to one of his Villages to the north west of Saundred during the Reclamation era to grant them better protections and to allow armies to patrol there more quickly. Its rumoured that he achieved this feat in a single day and took over a year to recover following this feat.
Life's Bane

*"The addition 'Blackhands' to my name? I picked certain mushrooms with bare hands. It's not something I'd advise any aspiring alchemist to do. Though despite that effect, making a poison from the mushrooms is just impossible. The mycelium of Life's Bane is the dangerous part, and I'd advise anyone not to touch it." - Corry Blackhands*

## Description

This mushroom grows between rocks in dark damp places. Nothing else grows where these dark grey and wrinkly caps grow, and even after removing them it can take up to five years before anything else grows there.

## Alchemy

When the lower parts of the mushroom that have still some of the mycelium on it, is used in a potion as a catalyst, the resulting fluid is mostly unremarkable. But if it is applied to a beastkin's natural weapons, it seems to "steal" some of the life of the weapons' target, healing the weilder in turn.

Some alchemists have reported that boiling the caps alone in water gives a bitter dark looking potion. It can be used as a potion that helps with wound regeneration - if one get past the stage of drinking it.

## Habitat

Where these mushrooms grow, nothing else does. Dark damp places, like swamps, which appear dead where the mushrooms grow, are a good sign that some of these are around. They can be removed quite easily, but other plants will still take years to reclaim the area one of these mushrooms as grown in. Its mycelium can still spread underground, resultig in these mushrooms to pop up somewhere else.

## History

There have not been many sitings of the mushrooms outside of dark damp places. Sunlight will kill them in a few hours. Still at the edge of a field they have cost some farmers a good percentage of their harvest, and the soil had to be replaced completely after removing the mushrooms. Because of this there is always some space between fields and forests or stones that could provide a habitat for these predatory caps.
Ancestral Powers: Druid

## Druid

Druids have not only mastered the arts of nature, they are also accomplished casters. Their knowledge about Rites is unparalleled. They are meticulous and often depicted as one with nature, using a Sickle made of precious metals, like gold.

A Druid may bestow one of the following Ancestral Powers:

* Deep Connection
* One for All
* All for One
* The Focus of Elders
* Words of Earth, Water and Winds
Elves

Elves are a very long-lived race. They are usually known for their love of nature, as well as a certain otherworldly beauty - and they have all pointed ears.

As with all native races of Auloran. The elves have 3 subraces that have distinguishing features that differ them from their cousins' blood.

The subraces are:

* Auloran
* Mystarian
* Erethos

Elves have access to the following skills and abilities.

All Full Blooded Elves start with the following for free:
**Restful Meditation (Full Blooded)**: The elven races find they need not shut off their senses when they ‘sleep’ as most other races do, keeping them alert even as they do not sleep so much as they Meditate for the same amount of time. This means they suffer less penalty to rough sleeping conditions and may use their perception as normal to detect people around them in this state.

Elves then have the option of buying the following at the cost of 300/700xp:

**Elven Grace (Full Blooded)**: Erethos are a picture of refinement, their high societal ways present an aura of sophistication matched by none; the Mystarin are as to look into nature itself, their touch gentle as the breeze, their eyes calm as the forest pools. Even the Auloran combine brute force and style near effortlessly, and as such these races have a reputation for being a sight to behold.

Auloran, Mystarin and Erethos gain +3 to Intimidation, Diplomacy and Bluff respectively and exclusively. All three also gain +1 to all DEX skill checks.

**Strong Mind (Half Blooded)**: Those descending from Elves have a sturdier mind, the magics which target their Mentality will find themselves grasping at the elusion centuries of experience accrues. So long as it is not Social Combat, any effect that targets mentality is done at disadvantage 3/day.

All elves may purchase any of the following Racial traits.
Frostbite Leafs

### Catalyst

Reduces incoming damage from cold-based sources by 25%; Grants a +2 to Resist Harsh Weather.

*"Harvesting the milky white leaves of this plant is not easy: Touching them results in the feeling of a sharp bite and then soon loss of feeling and stiff fingers. No, those are not the reason for why my hands are black." - Corry Blackhands*

## Description

The plant itself is a vine that grows on rocks, often high up in the mountains. The leaves have a milky white color, almost as if the leaves are perpetually covered with hoarfrost.

## Alchemy

Although a wrongly prepared potion is still drinkable, it will result in the recipient feeling slightly stiff all over the body. If correctly prepared, and the leaves are used as a base, it results in a potion strengthening one's life force, thought only for a short amount of time.

This effect can also be drawn out if used as a reactant, though it works in a different way: The first wound someone who has drunk such a potion receives seems to heal immediately, any other wounds after that will stay normally. Though this also depeonds on the strength of the potion and on how severe the wound was.

If used as an reactant the resulting potion allows the user to resist cold climate more easily.

## Habitat

This plant grows in colder climates, often high up in mountains, or it may climb cold stone walls in winter.

## History

The first alchemist that harvested the leaves of this plant had problems with dexterity for half a day. This resulted in botched potions that had a slightly paralyzing effect on the drinker. In fact, such a potion has been used in competitions to make enemy movements just slightly more sluggish.
In some competitions these have been used as a handicap potion, and have become known as reverse doping potions.
Base Herb

### Base

Thickens the potion making it into a salve applyable to people who are unconscious

### Reactant

dries out a potion, making it into burnable ash or incense affecting all within the same tier of the lit incense or in poorly ventilated areas 2 tiers

### Catalyst

Strengthens a potion's effects by +2 but makes its duration a single Round max
Ancestral Powers: Socialite

## Socialite

The Socialite knows how to navigate society, how to use gossip to their advantage by just dropping a few well-placed words here and there. They are not afraid to get into any argument, and may even gain knowledge by using their vast network of contacts spread throughout a city.

A Socialite may bestow one of the following Ancestral Powers:

* A Recognizable Face
* Ego Trip
* Through the Grapevine
* Grandma Was A Town Bicycle
* Town Gossip