recursal/Fanatic-Fandom huggingface dataset:
The Combine

**About**

The Combine is a conglomeration of players from Sunbecoming, Mesopotamia, and a splinter group from the Republic. The players in it include Spoopski, Viticen, Minecrep, Gonyuwu, Pyrosweets, and S1nkcat, and Th4t0neGuy. The Combine was formed from an idea late June 20th, the idea came originally from Sinkcat for a different server called Havenguard, a server which was a thought to be replacement for Psychicraft in the period of silence, but was poorly managed and died fairly quickly. Sinkcat still excited about the idea he had, thought they would give a shot and ask the other players Minecrep, Gonyuwu, Spoopskii, Viticen, Pyrosweets, and Th4t0neguy if they were still up for the idea. When all the players said yes they all started to plan how to meet and what kind of base they wanted. From the time of creation the combine has moved around quite a bit. Either because they took on a task too big or some other problem arose. The main bases to be found are, The Underground Plains, The Great Melon walls destined to have become a castle, and "the island that looked sorta like England or something" - Sinkcat. Minecrep and Sinkcat blew up a creeper farm in the republic when they left as Sinkcat and Minecrep thought Nnom would be mad they left anyways, they thought reducing their firepower would benefit the combine. As well the creeper farm was owned and created by Minecrep.

**Wars**

The Combine has not fought in anything big enough to be called a war.

**Leadership**

Lead by a vote system among the group
Berycadia

Berycadia was a suburb of The Republic's capital that was solely administered by Sinkcat, and was populated by Agitelen and another player. It is in a savannah biome within [REDACTED] blocks of the main capital, forming a [REDACTED] with the neighboring city of Cromeethia and the Capital. These cities were all connected via a nether highway on the roof which still exists today.
RestiveSole267

Restive posing in September, 2020.

**RestiveSole267***(commonly known as Cam, Restive)* is the Fmr. Town Councilman, Business Owner, Director of Fairbanks Property Management, American YouTuber and Administrator, serving alongside DirectBuzz, and Lus0.

## Career

### Joining Fairbanks

Restive joined Fairbanks on June 29th, 2020.

### Moderation Staff

Restive became the First Ever Moderator in the server on June 29th, then would become a Senior Moderator (Head of Moderation) in July, after a few weeks would become an Administrator.

### District Court

On August 11, 2020, Chief Judge koala4lif would appoint Restive to the Fourth Seat of The District Court.

### Commendation

* Town Architect
* Fairbanks Veteran
Koala4lif

**koala4lif***(commonly known as koala, koalaMedvedeva)* is the Chief Justice of The Fairbanks District Court, and the  Department Head of Alphaborne County Transit Authority.

**koala4lif***(commonly known as koala, koalaMedvedeva)* is the Chief Justice of The Fairbanks District Court, and the  Department Head of Alphaborne County Transit Authority.

## Career

### Department Head of ABTA

Stanlabs would appoint koala to the position of Director of ABTA around July 2020.

### District Court

koala would be appointed to the Chief Justice Seat in the Fairbanks District Court.
Wilder

You are what the majority of Thedas calls a barbarian, a wild person living on the outskirts of civilisation. Perhaps you are Avvar, Chasind, or a Dalish wanderer. Or perhaps you are simply an illiterate bandit, born on the road and destined for a life robbing on the outskirts of society. The clan or group you belonged too would have largely been your entire world, and you have learnt certain skills as you scrambled for survival.

**Avvar** - You were born to the Avvar, and lived in one of their holds in the Frostback mountain. You may have some experience travelling to the lowlands for trade, but otherwise you lived and worked in the mountains, and know the terrain well. This is a hard upbringing, with emphasis on physical strength and the traditions of your ancestors.

**Chasind** - Few know of the Chasind, and you may pass for Ferelden in some cases. You grew up in the Korcari wilds, and you have unique knowledge of the trail signs which your people use to leave messages for one another, and point safe routes ahead.

**Dalish** - You are one of the Dalish, and your clan still lives the way they always have since the fall of the Dales. You are met with suspicion almost everywhere, if not disdain, and your vallaslin (if you have it) marks you out as different.

## Proficiencies and Equipment

**Skill Proficiencies:** Survival and Nature

**Equipment:** A set of common clothes, a tinderbox, a winter blanket and a waterproof cloak.

## Feature: Pathfinder

Thanks to your upbringing, you are skilled at finding a route through difficult and inhospitable terrain, calculating the dangers and expertly avoiding them. You have an eye for landmarks, by which you are able to backtrack successfully to the point you started without becoming lost. This feature does not translate to the urban landscape, which is largely alien to you. In addition, you are an expert at finding food, either by stealing or by foraging. You are able to provide daily food in most settings for up to five people.
Apostate

You are an apostate, a reviled mage from the south who has left behind the constraints of the Chantry and Circle in order to pursue 'freedom,' almost certainly at great cost. You were unlikely to be settled in one place for long, unless you have found a rare haven where the locals will protect you from persecution and the dreaded Templars. Still, you live a life of constant risk, and if the people of the south knew your true capabilities, they would almost certainly distrust you at best, or commit violence against you at worst.

**Circle Apostate** - Your reasons for apostasy are your own, but you may want to consider the role you had in the Circle before you left. For example, you may have lived a live of relative freedom running one of the shops the Circle operates, or else you may have been 'leant out' to a noble family in order to serve their healthcare or entertainment needs. On the opposite end, you may have been held so strictly you rarely saw the sun, or been committed to one of the many mages prisons dotted all over Thedas.

**Wilder Witch** - You were one of the few that was never part of a Circle. Instead, you have lived a life focused entirely on your survival, perhaps moving from place to place to avoid the authorities and the suspicions of the locals. You may want to consider how you learned your magic, whether you had a mentor, and which places are most familiar to you on the road. If you are an Avvar, you should consider what kind of spirit you were bound with during your mentoring period.

## Proficiencies and Equipment

**Skill Proficiencies**: Survival, Arcana

**Equipment**: A tinderbox, 5 candles, an extra set of rations, a set of mage robes, a set of common clothes, and a pouch containing 5gp

## Feature: On the Run

Your status as an apostate intimidates commoners who are inclined to believe the worst of you. When making intimidation checks specifically whilst using your magic to intimidate, you always roll with advantage, and may not need to roll at all depending on the background of the NPC you are dealing with. In addition, you are able to connect with other apostates more easily, and are able to join the secret networks crisscrossing the south that deal with protecting people like you from persecution.
Sage

You are a scholar, whether a tamassran, a member of the Shaperate, a chantry scholar or similiar. You almost certainly dedicated your life to that discipline, and therefore have considerable knowledge in your area of study. When interacting with fellow members of your faction or organisation, you will be treated with respect (unless you have given them a reason not to) and you will be more easily able to obtain research from almost all scholars, who will recognise in you a kindred spirit.

## Proficiencies and Equipment

**Skill Proficiencies:** Arcana, History

**Tool Proficiencies:** None

**Languages:** Two of your choice

**Equipment:** A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10gp

## Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of Thedas may require an adventure or even a whole campaign.
Noble

You are part of the privileged class of your culture, whether of the highest caste of Orzammar society, or a member of the Orlesian Royal court. Depending on the kind of noble you are, you may be received quite different from place to place and your background knowledge will vary. However, your breeding shows, and you can generally command the respect of common folk who are used to serving families like yours.

## Proficiencies and Equipment

**Skill Proficiencies:** History, Persuasion

**Tool Proficiencies:** One type of gaming set

**Languages:** One of your choice

**Equipment:** A set of fine clothes, a signet ring, a heraldic scroll of pedigree (or dwarven caste pin), and a purse containing 25gp

## Feature: Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Personal Backgrounds

As opposed to your cultural background (or subrace), personal backgrounds describe your vocation or path taken throughout your life. It may have been thrust upon you as a result of your cultural background or class, or you may have forged it as a path for yourself.

## Backgrounds

* Acolyte
* Apostate
* Charlatan
* Courtier
* Criminal/Spy
* Entertainer
* Folk Hero
* Grey Warden
* Guild Artisan/Merchant
* Hermit
* Investigator/City Guard
* Noble - Human, Dwarf Only
* Sage
* Sailor
* Soldier
* Urchin
* Wilder - Avvar, Chasind and Dalish
Mockert

Stub*Dieser Artikel ist ein Stub. Du kannst FeFa Wiki helfen, indem du ihn erweiterst.***Mockert** ist ein deutscher Nachname und der häufigste in Deutschland vorkommende Nachname. Der zweithäufigste Name in Deutschland ist Müller, gefolgt von Schmidt, gefolgt von Mayer.

In den Jahren 2016-2018 verzeichneten die deutschen Einwohnermeldeämter tausende Namensänderungen, auf diesen Namen. Grund dafür ist, dass sie den Namen des FeFa-Chefs, Herrn Mockert, annehmen wollten, in der Hoffnung, dass sie mit dem Namen ein wenig so seien wie er.
Races

The known peoples of Thedas have existed since ancient times, carving out their destinies through war and diplomacy alike. The dwarves, originally from thaigs deep below the earth now live in part on the surface alongside the unfortunate elves, cast down from their immortal thrones by the 'quickling' humans. These shemlen dominate the surface of Thedas, with only the Qunari to the north threatening to topple their hold on the continent.

For the sake of stats, you may pick one race to play as. For characters with a parent of a different race, see Halfing (lore change).

* Dwarf
* Elf
* Human
* Qunari
Version 3

The Community Center was built originally inside a cave, image taken September 8th, 2020.

The entirety of Fairbanks, September 5th, 2020.

### Location

Fairbanks, Alphabourne

**Version 3** is the third and current map Fairbanks, airing and hosted since September 2nd, 2020. The server this time has taken a different path, with the final outcome being all in Survival mode, creating some pretty interesting builds.

This is the first version to stay in survival since Version 1's original debut, which has caused for some pretty interesting and intellectual housing, buildings, and structures overall.
Spy

## Wins/Loses with

**Wins with:**

Every Member of the Mafia

Amnesiac

Anti-Cult

Dream Master

Guardian Angel

Jester

Possessors will

Potion Master

Sleeper Agent

Survivor

Mayors who aren't against the Mafia

**Has to kill:**

All Members of the Town

CULT

Serial Killer

Mayors who want to stop the Mafia

## Passives

Mafia- Go to the Mafia meetings for the first night. (Unless all other Villagers have died which means you just go to the mafia meetings).

Spy- Go the the Villager meetings. (happens after night one and stops until all Villagers are dead).
Guild Artisan

You are a guild artisan, or a merchant member of a guild. You have travelled a little to sell your wares, and may have been employed by a wide variety of people.

**Crafter** - You were a member of a local, city-wide guild which is dedicated to the kind of craft you do. You are skilled in your chosen craft, and can construct items if you have the materials and time to resell. You know where you would need to sell them to get a decent price. In your guild town, you know where to get raw materials at a discount price. In addition, your skills as a guilded crafter are in high demand: You can get work and access to many other workshops in other towns.

**Merchant** - You are a merchant, and know the rhythms of the market as well as any tavern song. In your base town, you know where to find discount goods, and you are also aware of the safe trading routes in your area.

## Proficiencies and Equipment

**Skill Proficiencies:** Insight, Persuasion

**Tool Proficiencies:** One type of artisan's tools

**Languages:** One of your choice

**Equipment:** A set of artisan's tools (one of your choice, if Crafter) OR navigator's tools (if Merchant), a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp

## Feature: Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

**You must pay dues of 5 gp per month to the guild.** If you miss payments, you must make up back dues to remain in the guild's good graces.
Hermit

You are a loner, and therefore in the dangerous world of Thedas, you are also a survivor. Whether you have been living as a religious hermit - perhaps accepting offerings of food along pilgrimage routes - or lone woodsman, you have become accustomed to your own community and the rhythms of life outside the company of others.

**Apostate (Mage Only)** - You have been living alone not entirely out of choice, but out of necessity. Finding it easier to avoid chantry forces in the dangerous wilds, you have managed to eke out a living entirely on your own merits. You may have traded your healing spells to trusted locals, or kept on the move. Either way, you know the area you lived in well, and have unique insight on how to survive there. You may prefer the dedicated Apostate background.

**Anchorite** - You were a religious hermit, living along popular pilgrimage routes and receiving alms from the people who used it. You understand the dangers of the roads, and which times bring new travellers out to visit sacred sites. Although you have been living alone, you would have heard local news and gossip from them.

**Recluse** - For whatever reason, you were a recluse, living and working entirely alone in the area you lived in. You may have chopped wood, hunted (or poached) for a living, or perhaps you were a forager.

## Proficiencies and Equipment

**Skill Proficiencies:** Medicine, and Religion OR Arcana (if Apostate)

**Tool Proficiencies:** Herbalism kit

**Languages:** One of your choice

**Equipment:** A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp

## Feature: Discovery

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the world, magic, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with the DM to determine the details of your discovery and its impact on the campaign.
Sölden

**Sölden** ist eine Millionenstadt in Österreich, welche unter anderem Haupthandlungsort der Jugendbuchreihe TKKG ist. Es siedelten sich dort aufgrund der gut ausgebauten Infrastruktur zahlreiche international tätige Konzerne wie der Weltkonzern FeFa an.

## Bekanntheit von Sölden

Die bekannte Jugendbuchserie TKKG spielt größtenteils in Sölden, es ist die Heimatstadt der Hauptprotagonisten. Dies führte zu einer Internationalen Bekanntheit der Stadt Sölden. Hinzu kam das Einbauen realer Personen, wie z.B. die des Bürgermeisters Karl-Walter Wichtigmann, welcher von 1996-2016 tatsächlich das Amt des Oberbürgermeisters von Sölden innehatte.

Auch bei Wintersportlern und Wanderern ist Sölden sehr beliebt, auch dies findet in vielen TKKG-Geschichten Anklang. Was genau Rolf Kalmuczak dazu bewegte, TKKG in Sölden spielen zu lassen ist nicht genau bekannt, es wird vermuten, dass er sich dort gut auskannte, da er dort oft Urlaub machte. Außerdem ist eine Stadt mit einer Lage, wie Sölden wie geschaffen, für eine derartige Serie.

Auch das Ansiedeln zahlreicher Weltkonzerne, wie 2018 FeFa machte Sölden international bekannt. Aufgrund dessen ist Sölden die Stadt mit dem dritthöchsten Export, sowie Import in ganz Österreich.

Sölden ist auch das meistbesuchte Skig
Criminal

You are one of many experienced criminals with a history of breaking the law, and you may be affiliated with a gang or organisation. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

**Dwarven Carta** - You are, or were a member of the Carta, that underground organisation reaching its grasping fingers up to the surface. You understand some of the particularities of lyrium smuggling, and can get better prices from traders you know are affiliated with them.

**City Gang Member** - You are, or were, one of the many members of the various gangs that operate in the cities, occasionally bringing local towns under their 'protection' too. Pick a city base. Your gang operates here (or did), and you can get better prices and other perks (such as knowing which guards can be bribed) when you are in this location.

**Raider of the Waking Sea** - You are, or were, a member of the Felicisima Armada or one of its affiliated raider gangs, although you did not sail yourself, taking care of most land operations. You know where to get cheaper sea travel, and know some of the main smuggling points in the area you operated.

## Proficiencies and Equipment

**Skill Proficiencies:** Deception, Stealth

**Tool Proficiencies:** One type of gaming set, thieves' tools

**Languages:** None

**Equipment:** A crowbar, a set of dark common clothes including a hood, and a pouch containing 15gp

## Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

## Variant Feature: Faction Spy

Instead of criminal contacts, instead your network is that of a spy one. Whether the Tevinter Siccari, Orlesian Bards, Ben Hassrath or some other faction, you are able to get in touch with members of your fellow faction for tips, updates and aid.
Soldier

You are, or were, a ranked soldier in your national army, and still have some influence as that rank. As long as you can prove you are not a deserter, ordinary people will respect your rank and you will be able to gain access to military areas otherwise off limits.

**National Army** - You are, or were, a soldier in a national army, although it may not necessarily be the nation you were born into. Choose one nation to be part of. You are know aware of the locations of at least three of their military encampments, that are not known to the public. You are able to rest and resupply here with minimal trouble, as long as you are not recognised as a deserter.

**Grey Warden** - You are a Grey Warden, and with it have access to Grey Warden installations throughout Thedas. You own a map of where the main ones are located, and you can rest and resupply there. You may be received differently in different places, and understand that you will not be considered a hero everywhere.

## Skills and Proficiencies

**Skill Proficiencies:** Athletics, Intimidation

**Tool Proficiencies:** One type of gaming set, vehicles (land)

**Languages:** None

**Equipment:** An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or a deck of cards, a set of common clothes, and a pouch containing 10gp

## Feature: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Kaibutsu + Yasashii Suisei / 怪物 + 優しい彗星

Disambiguation page for Kaibutsu + Yasashii Suisei / 怪物 + 優しい彗星The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

This could mean: Kaibutsu/Monster, a YOASOBI Digital single that is also used as the opening theme to the anime series, BEASTARS.

This could mean: Yasashii Suisei/Comet, a YOASOBI Digital single that is also used as the ending theme to the anime series, BEASTARS.

This could mean: Kaibutsu / Yasashii Suisei, YOASOBI's debut physical single for the anime series, BEASTARS.
Courtier

You are, or were, a courtier of one of the many royal courts in Thedas. Whether a Game player of the Orlesian court, a Merchant prince of Antiva, or simply a steward who has managed to rise high, you may or may not be of noble birth yourself. Either way, you have startling insight into the machinations of court life, including a good general knowledge of how other royal courts might work. Intrigue for you is a way of life, and your charm has gotten you places most commoners can only dream of. You should consider which noble houses you might have known, and your relationship to them.

## Proficiencies and Equipment

**Skill Proficiencies:** Insight, Persuasion

**Languages:** Two of your choice

**Equipment:** A set of fine clothes and a pouch containing 15 gp

## Feature: Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favours you seek, and what the current intrigues of interest in the group are.
Entertainer

You are a performer, either tied to a noble or one of the many travelling minstrels who attempt to find patrons where they can. You may even be a mage, if so, you would probably have been hired out by your circle to whichever noble deemed you an interesting enough curiosity.

**Travelling Minstrel** - Living coin to coin from the handouts of strangers is a tough life, as is travelling from place to place. It's made you hardy, and you now how useful knowledge on which roads are the safest, which are infested with bandits, and where you're most likely to be well received. Pick up to three towns or cities. You know the inn keepers there, and they know you, and will be more likely to help you out with giving you space for performances and other perks.

**Artiste** - You were patronised by the nobility, and now have some knowledge on how they live or operate. You were housed in fine accommodation, and if you did not already know, have learnt some of the mannerisms and customs needed to survive amongst the upper echelons. Pick up to three towns or cities. You know the nobility there, and some in their household will remember you. You will be able to enter those households more easily, and may be able to perform there again.

## Proficiencies and Equipment

**Skill Proficiencies:** Acrobatics, Performance

**Tool Proficiencies:** Disguise kit, one type of musical instrument

**Languages:** None

**Equipment:** A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15gp

## Feature: By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theatre, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Combat Abilities and Specialisations

Combat abilities, also referred to as spells and talents, are ability trees which form the equivalent of 'spell lists' that certain classes can choose from.

## Mage Talent Trees

### Basic Spell Trees

* Creation
* Entropy
* Primal
* Spirit

### Mage Specialisation Trees

* Blood Mage
* Keeper
* Knight Enchanter
* Necromancer
* Virtuoso

## Rogue Talent Trees

### Rogue Ability Trees

* Scout Abilities
* Spy Abilities
* Shadow - Scoundrel class only
* Templar Skirmisher - Scout class only

## Warrior Talent Trees

### Warrior Ability Trees

* Defender Abilities: Templar, Orlesian Chevalier
Class

EQUIPMENT FOR ALL NEEDS ADDING

## Mage Classes

* Circle Mage
* Dalish Mage (Aspects need Finishing)
* Hedge Mage

## Rogue Classes

* Scout (Beast Companions needs Links to Statblocks, Templar Skirmisher Archetype needs adding)
* Scoundrel - Thief, Artificer
* Spy - Orlesian Bard, Ben Hassrath, Knife-for-Hire (Planned: Skald, Tevinter Siccari)

## Warrior Classes

* Fighter - Battle Master, Champion
* Defender - Templar Defender (Need Finishing) (Planned: Chevalier)
* Barbarian - Beserker, (Planned: Avvar Spirit Warrior)
Generating Initial Stats

This homebrew, for that Origins feel, uses the variant Point Buy option from 5e. A helpful calculator exists online here.

You have **27 points** to spend on your base ability scores. The cost of each score is shown on the first table below. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than an 8.

Obtain six numbers, for Strength, Constitution, Dexterity, Wisdom, Intelligence and Charisma. You might take a look at your class when choosing where your highest numbers would benefit going, for example, a Circle Mage benefits from a high INT score for spellcasting, a Dalish mage high Wisdom, and so on.

E.g. Giving your preferred abilities the highest possible you may choose 15, 15, 15, 8, 8, 8. Or be an all rounder with 13, 13, 13, 12, 12, 12. Or anywhere in between those ranges.

Ability Score Point Cost
 9
 10
 11
 12
 13
 14
 15

After this, you need to add your modifiers to the character sheet (in the base ability stats modifier section). Look at your stat number in the table below, and add the corresponding modifier. You should do this after choosing your race, which gives you extra base stat bonuses.
Human

Humans are the most common peoples of Thedas, having spread all over the surface of the continent.  They are generally the most well received people in so-called civilised settlements and work a variety of jobs and vocations.  The class divide is stark, however.  Your start in life is determined by how high or low in the ranks you had the fortune (or misfortune) to be born, although there's slightly more opportunity to rise than with other peoples.

You may play as a general human, or a noble variant human. If your personal written background has a noble of low stock, who has been disenfranchised, exiled at birth or otherwise did not receive a proper noble education, choose the commoner variant.

## General

**Speed: 30ft**

**Size: M, 5-6 ft, 125-250 lbs**

**Language: Common**

**Lifespan: 60-70 years**

## Cultural Background

### Human Commoner

You are the bread and butter of Thedas: It's most prolific citizens who have spread out to each of its four corners.  Humans rule most of the continent, but not you.  Born to lower stock, you were denied a highbrow education and training in an esteemed institution, but make up for it in other ways.

Ability Bonuses

#### Traits

* **Skill Proficiency** - You are proficient in a skill of your choosing.
* **Tool Proficiency** - You are proficient in with any one Artisan's Tool, in addition to any your personal background provides.

### Human Noble

The upper crust, the Maker's chosen, the rulers of Thedas.  Perhaps you fit well into that mold, but then again, perhaps not.  As a noble you received an education and training not available to the common rabble, and have unique insight into how the politics of Thedas work... whether you like it or not.

Ability Bonuses

#### Traits

* **Skill Proficiencies** - Persuasion, History.
* **Extra Language** - You've been educated, as a noble.  You may pick one extra language.
* **Combat Specialisation/Choose Feat** - You may immediately unlock one combat specialisation in addition to your class's **OR** choose one feat.
* **Feature: Upper Crust** - Like knows like, and unless you are fully disguised as a commoner, nobles will be more open to receiving you and hearing you out.
Charlatan

You are a con artist, for want of a better word. You know what makes people tick, and can read people like a book after only a few leading questions. A vial of sparkling orange liquid that can give a person the strength of a High Dragon, or a deep red lozenge that can cure the Blight should sound implausible, but coming from your lips suddenly these things seem entirely possible.

You have travelled, bouncing around as the law tried to keep up with you. You may have spend time in prison for your misdeeds, but ultimately you always find yourself back on your feet. Beware though, those with talents such as yours are bound to have made more than a few enemies along the way.

## Proficiencies and Equipment

**Skill Proficiencies:** Deception, Sleight of Hand

**Tool Proficiencies:** Disguise kit, forgery kit

**Equipment:** A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp.

## Feature: False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Pikeland

Pikeland is Last (6th) Country is Anierica

Capital is Boatland-Vaafanua

Kapafanua, Lufauna, Faunisa, Manfaun, New Mandaleria, Animefauna

Real life is Costa Rica, Panama, Belize, El Salvador, Nicaragua, Guatemala, Honduras

Language is Samoan and Armenian (Pikelandish Dialect)

Internet TLD is .pi

https://www.pikeland.pi
Dragon Age D20 Homebrew Wiki

A repository for a Dragon Age tabletop homebrew.

**Welcome to the Dragon Age D20 Homebrew Wiki!**
We're a collaborative community website about Dragon Age D20 Homebrew that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Mihsign Ultra and Catalin Metro gets Blocked

Vintilaandrei123: MihsignUltra & CatalinMetro, block him

MihsignUltra & CatalinMetro: No please! don't block me i block you!

Vintilaandrei123: Too bad! you're blocked only for Terra Republic Fanmade Earths WIKI!?

MihsignUltra & CatalinMetro: No No No No No, Why i am blocked!?

Vintilaandrei123: Because you are 2 of you're blocked, get out of my wiki forever, go to the wiki called "Mihsign Vision"!!!???

MihsignUltra & CatalinMetro: this is the worst day ever in my life!!!???

MihsignUltra & CatalinMetro: Hey! what the heck!? it's Mihsign Vision!?
Urchin

You are one of many in Thedas: A street urchin, desperately clawing a living on unfriendly streets. You may have received some charity, but otherwise you lived entirely self sufficiently. This lifestyle has made you tough, with a keen eye for your own survival.

## Skills and Proficiencies

**Skill Proficiencies:** Sleight of Hand, Stealth

**Tool Proficiencies:** Disguise kit, thieves' tools

**Languages:** None

**Equipment:** A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10gp

## Feature: City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Qunari

A giant, horned race of 'greyskins,' as they are derogatorily known to the rest of Thedas, the Qunari are apparently descended from the 'Kossith,' until Ashkaari Koslun appeared to guide them. Both feared and respected for their physical strength and menacing appearance, those who abandon the Qun or were never raised inside it tend towards the path of a mercenary.

## General

**Speed: 30**

**Size: L, 7-8 ft, 280-350 lbs**

**Languages: Common**

**Lifespan: 80 years**

Ability Bonus

## Traits

* **Qunari Resilience** - You have advantage on saving throws against poison, and take half damage from poison attacks.
* **Menacing** - You are proficient in the Intimidation skill.
* **Relentless Endurance** - When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. You can't use this feature again until you finish a long rest.
* **Natural Weapon** - You are proficient with your unarmed strikes, which deal 1d4 damage on a hit. When charging at an enemy from a distance of 10 ft or more, you may perform an athletics check to attempt to gore your enemy with your horns for 1d6 piercing damage.

## Cultural Background

### Follower of the Qun

Raised under the Qun, only these people consider themselves truly 'Qunari,' despite common usage of the word as a catch-all elsewhere.  Taking a name which describes their purpose in society, Qunari constantly search for the making of a perfect society where all work towards a common purpose.  Reviled in other parts of Thedas where the Qun has typically orchestrated military campaigns, they rarely live and work outside their communities except by direction of the Ariqun.

Ability Bonuses

#### Cultural Traits

* **Language** - You can speak and read Qunlat.
* **Weapons Training** - You have proficiency in all Martial weapons.
* **The Dangers of Magic** - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

### Tal-Vashoth/Vashoth

Either having left the Qun, or never having lived under it, this minority outside of Qunari lands generally live as mercenaries, being prized as talented fighters.  The exception to this is in Rivain, where a more sizeable minority may live outside the Qun, with Vashoth mages even occasionally taking up the traditional mantle of a seer as well as many other roles.

Ability Bonus

#### Cultural Traits

* **Powerful Athlete** - You gain proficiency in the Athletics skill, and can add double your proficiency bonus to Jump or Climb checks.
* **Extra Language** - Pick one of your choosing.
* **Tool Proficiency** - You are proficient with one tool set of your choice.
Dwarf

To a dwarf, a dream is an alien concept, although they don't seem to mind.  Less respected than their human counterparts on the surface, but not as downtrodden as elves, dwarves generally take up the roles of merchants, builders, smiths or smugglers.  Those below the surface must contend with a rigid caste system, which renders the lowest amongst them, the 'casteless' as little more than beggars.

## General

**Speed: 25**

**Size: M, 4-5ft, 150-225 lbs**

**Language: Common**

**Lifespan: 100 years**

Ability Bonus

## Traits

* **Dwarven Combat Training** - You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

* **Magic Resistance** - You are unaffected by illusions and have advantage on saving throws against being magically charmed, frightened or put to sleep. You take half damage from psychic-based magical attacks. This does not include incidental damage resulting from a magical attack, e.g. fire damage, crushing damage etc, and does not include damage from blood magic abilities. You cannot wield magic yourself.
* **Cultural Background** - Dwarves are split between those above, and those below. Choose one cultural background from below.

## Cultural Background

### Surface Dwarf

Free from the constraints of the caste system, many surface dwarves of good stock nevertheless value their heritage and the paragons, even if they can never fully reintegrate into Orzammar.  Holding a variety of vocations, dwarven communities are generally small and concentrated in large cities.  Having lost their 'stone sense,' surface dwarves generally lose their darkvision when living under the open sky.

Ability Bonuses

#### Cultural Traits

* **Extra Language** - Pick one of your choosing.
* **Dwarven Toughness** - Your hit point maximum increases by 1, and increases by 1 every time you gain a level.
* **Tool Proficiency** - You gain proficiency with one of the follow Tools: Vehicles (land or sea), Thieves' Tools, Brewer's Supplies, Smith's Tools, Mason's Tools, Merchant's Supplies.

### Thaig Dwarf

Born to a rigid caste system below the surface in one of the great Dwarven cities, most thaig dwarves are privileged to be surrounded by a robust and ancient culture in relative safety.  Placing great emphasis on their sacred ancestors, this people has a strong connection to the stone that surrounds them.  For those that leave, however, returning is not assured.

Ability Bonus

#### Cultural Traits

* **Darkvision** - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot see colour in the darkness.
* **Dwarven Armour Training** - You have proficiency with light and medium armour.
* **Feature: Stone Sense** - When underground, you know your approximate depth and how to retrace your steps.
Yucoscretian countries with nuclear warning

## Dekania

1-Lowest warning of nuclear

2-Amber warning of nuclear

3-Red-serious warning

## Toskinia

1-Yellow

2-Orange

3-Red

## Altenia

1-Stickman

2-Aquarius

3-Bigman

## Boltiskan

1-Yellow

2-Orange

3-Red

## Lotisca

1-Red

2-Titan

3-Black

## Getinela

1-Red

2-Dark

3-Serious

## Lutirjan

1-Turkey

2-Orange

3-Red

## Makedistia

1-Sun

2-Moon

3-Meteor

## Regemia

1-Sun

2-Moon

3-Meteor

## Scretonia

1-Yellow

2-Orange

3-Red

## Toslikitan

1-Yellow

2-Orange

3-Red

## Hoprovratia

1-Green

2-Blue

3-Purple
Dekania/Anthem

Državna himna Dekanske federacije
Državna himna Dekanija
Dekanija je naša sveta država,
Dekanija je naša voljena zemlja.
Moćna volja, velika slava -
Vaša imovina za sva vremena!

Slava, naša slobodna Otadžbino,
Vekovni savez bratskih naroda,
Precima data mudrost naroda!
Zdravo, državo! Mi smo ponosni na tebe!

Od južnih mora do polarne ivice
Naše šume i polja su raširena.
Ti si jedini na svetu! Ti si jedina -
Zavičajna zemlja od Boga zaštićena!

Širok prostor za snove i za život
Godine koje nam dolaze otvorene.
Naša odanost Otadžbini daje nam snagu.
Tako je bilo, tako je i uvek će biti!
2011 Tome earthquake

The 2011 earthquake off the Pacific coast of Mimi was a magnitude 9.0–9.1 (Mw) undersea megathrust earthquake off the coast of Tome that occurred at 14:46 JST (05:46 UTC) on Friday 11 March 2011, with the epicenter approximately 70 kilometers (43 mi) east of the Osa Peninsula of Mimi and the hypocenter at an underwater depth of approximately 29 km (18 mi). The earthquake is often referred to in Tome as the Great East Tome Earthquake   and is also known as the 2011 Mimi earthquake,the Great Sentanese Earthquake, the Great Mimi Earthquake, and the great earthquake of March 11.

The 2011 earthquake off the Pacific coast of Tohoku was a magnitude 9.0–9.1 (Mw) undersea megathrust earthquake off the coast of Japan that occurred at 14:46 JST (05:46 UTC) on Friday 11 March 2011, with the epicenter approximately 70 kilometers (43 mi) east of the Oshika Peninsula of Tohoku and the hypocenter at an underwater depth of approximately 29 km (18 mi). The earthquake is often referred to in Japan as the Great East Japan Earthquake   and is also known as the 2011 Tohoku earthquake,the Great Sendai Earthquake, the Great Tohoku Earthquake, and the great earthquake of March 11.
Anime

* Macedonian (Altenian) (Yucoscretia, dub): Ja Promaši Sobarkata na Zmejot na Kobajaši
* Chinese (Donphon, dub): 小林小姐的龙女仆
* Croatian (Hoprovratian) (Anierica/Yucoscretia, dub): Gospođica Kobayashi, zmajica
* Czech (Anierica, dub): Slečna Kobajasi Dračí Služka
* Danish (Ofrina, dub): Frøken Kobayashi Drake
* Dutch (Anierica, dub): Miss Cuubayoosi Drakenmeisje
* English (dub): Miss Kobayashi's Dragon Maid
* Finnish (Ofrina, dub): Neiti Kobayasi Drake
* French (Anierica, dub): La demoiselle dragon de Mme Coubaeiasui
* Hungarian (Anierica, dub): Ne hagyd ki Kobajasi sárkányát
* Italian (Anierica, dub): La Cameriera Drago di Miss Cobaiasi
* Kazakh (Anierica, dub): Кобаяшының айдаһар қызын құтқармаңыз
* Lithuanian (Anierica, dub): Ponia Kubajasi drakonas tarnaitė
* Norwegian (Euphoria/Ofrina, dub): Savner Kobayasi Dragejomfru
* Polish (Anierica, dub): Panna Koubajiasi Smoczej Pokojówki
* Portuguese (Ciao, Meksica) (Anierica, dub): Senhorita Dragão Donzela Cobaiaci
* Romanian (Anierica, dub): Servitoare de dragon lui domnișoară Kobaiași
* Russian (Anierica, dub): Mисс Кобаяши, дракон-горничная
* Samoan (Anierica, dub): Manatua Kuobaiasi le faletua dragon
* Serbian (Dekanian) (Yucoscretia, dub): Zmajeva sluškinja gospođice Kobajaši
* Spanish (Anierica, dub): La criada del dragón de la señorita Cobaiaci
* Swedish (Ofrina, dub): Fröken Kobayasi Drake Hembiträde
* Slovak (Anierica, dub): Slečna Kobajasiho Dračia Slúžka
* Slovenian (Scretonian) (Yucoscretia, dub): Zmajeva služkinja gospodične Kobajaši
* Bosnian (Toskinian) (Yucoscretia, dub): Zmajeva sluškinja gospođice Kobajaši
* Ukrainian (Anierica, dub): Місіонерська дівчина міс Кобаяші
Television commercials in Ludussia

Television advertising began in Ludussia in January 1953, 2 years after the first official television broadcast, and was initially allowed only on Tuesdays, Thursdays and Saturdays. From 1964 are allowed each day.

## 2020s

Original version from Mihsign Vision+ but real country is Romania: https://mihsign-vision-plus.fandom.com/wiki/Television\_commercials\_in\_Romania
Investigator

You are, or were, a investigator bound to a city guard or a private faction which has employed your talents. You would have received martial training, and may have had a mentor to which you owe your expertise. You have investigated crime scenes, and may have been tasked with solving murders, thefts or gang-related incidents. Or, you may have been part of the guard tasked with preventing these crimes.

You are intimately aware of the law of the land where you are from, and know the penalties for breaking it.

## Proficiencies + Equipment

**Skill Proficiencies:** Athletics, Insight

**Languages:** One of your choice

**Equipment:** A uniform in the style of your unit and indicative of your rank, a horn or whistle with which to summon help, a set of manacles, and a pouch containing 10 gp

## Feature: Watcher's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

## Variant City Watch: Investigator

Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two guard members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.