recursal/Fanatic-Fandom huggingface dataset:
Keystone

A Keystone is a type of magical-mechanical key, commonly created from Pratchett Stone. Due to the nature of tgeur creation they are near impossible to forge, and therefore were used by societies such as the Ancient Elves to seal areas of societal importance.

## The Southern Frontier

After settlers arrived in the Southern Continents, they dscovered that a number of Mistontli relics had been left intact, but locked in ancient temples and other sites. The ancient Mistontli people of the New World were known to use Keystones, and the series of them used to unlock the Soul Forge became the source of a massive search during the late 1750s DE.
Raxus Green

## Personality

Raxus is a happy, kindhearted man, usually wearing a passive grin. He loves to see people smile, and tries to judge others based on the merit of their actions rather than their words, as he was taught. Hes quick to protect and assist those who need it, to a fault.

## Known History

Raxus was orphaned as a baby. A young couple, Tim and Reene Gume, found him sleeping quietly in a basket on their doorstep, late one night, after hearing a knock on their door. He wore only the green blanket he was clothed in and an electrum necklace with the name Raxus engraved in Celestial on a small pendant. The Gumes happily took him in and raised him as their own son, for they couldn't conceive a child of their own. They took it as a "gift from the gods". Raxus grew up happy and loved, by his parents and the local townsfolk. After his sorcerous power began to manifest, he vowed to hone it and use it to help those in need. On his 20th birthday, he sets out into the world to find his destiny, with the hopes of his hometown on his shoulders. 21 years of freelance work and the like go by. A friend within the Dawn Wardens request he go to the new world and use his talents there.

## Relationships

Mother: Reene Gume

Father: Tim Gume

Friend: Elana Terso
Юрий Рерих

## Личность

Юрий Рерих - выдающийсся русский учёный востоковед, этнограф, художник и мистик. Формальный научный руководитель советско-немецкой экспедиции в Тергене. Сын Николая Рериха. Ему около 46 лет. Действительно ведёт настоящие этнографические исследования с группой своих коллег в составе экспедиции, чем обеспечивает ей прикрытие. Юрий - эрудит, фантазёр, восторженный мистик и вдохновенный художник, а также сноходец средней руки, не ас, но и далеко не новичок. Также он стихийно владеет оккультным влиянием, благодаря которому он внушает уважение слабым умам. Сам он это называет дешёвым величием. Он одет как английский дэнди, носит острую бородку и короткие волосы. Рерих открыт к любым знакомствам, национальностям. Полиглот, владеет множеством языков, с каждым собеседником разговаривает на его языке. Может читать и переводить практически с любого восточного и европейского языка. Аристократ, не терпит невежества и плохих манер. В свободное от занятий время рисует эзотерические пейзажи, выезжая с мольбертом за город на личном автомобиле. Близко дружит с Гельмутом Гёдером. Когда-то был знаком с торговцем Закиром, тот остался должен ему редкую книгу.

## В Тергене

В целом работал в своё удовольствие, много рисовал в восточной долине к югу от Тергена на холме ввиду города. Встречался и разговаривал с Эрихом Хоффмайером. После провала миссии Паркер был захвачен рейдом шотландских стрелков во главе с Черчиллем, в качестве заложника в возможном торге с немцами. На допросе Черчилль выяснил, что ни Рерих, ни Бойко не являются руководителями экспедиции. После допроса Рериха отвели в камеру, где он заснул и больше не просыпался, глубоко уйдя в дримворлд. Медик констатировал кататонию и Рериха перевели в медицинский изолятор. В это время в дримворлде Рерих путешествует к известному ему стационарному выходу брянщине. Путешествие долгое, плюс Рерих надеется, что его вытащат. На этот случай он имеет якорный заклинание, ключ от которого известен Гёдеру. Неосведомлённый видящий, потянувший за якорь будет затянут с дримворлд в окрестностях руин города Сарнат. Правильно потянуть за якорное заклинание может только Гёдер или Закир. Сам заклинание выглядит как замысловатое дверное кольцо на груди Рериха. На нём изображена мандала с арабской вязью и крестом.

Спустя какое-то время в медицинский изолятор попадает Мао Шифу. Придя в себя монах, занятый восстановлением оккультного равновесия в регионе, обнаружил рядом с собой сильного медиума, коим являлся Рерих, в состоянии кататонии. Взвесив риски, Мао создаёт избыточное давление на грудь Рериха, Внутренние органы оказываются раздавленными, а рёбра сломанными, в результате чего тело умирает. Сам Юрий Рерих продолжил путешествие по дримворлду и достиг известного ему выхода, однако воплотиться не смог из-за смерти физического тела. Осознав произошедшее, Рерих смиряется с тем, что без посторонней помощи он не сможет вернуться. В Ултаре он встречает ученика Гёдера Джозефа Кнехта и просит его передать весточку. Со временем информация от Рериха дойдёт по адресу.

**Примечание**. Данный персонаж основан на реальной исторической личности, но не является ею.
Folk

Folk are the sapient creatures of the Mortal Realms. Often referred to as "People", "Mortals", or by a variety of other terms.

Every playable Race is considered one of the Folk.

All Folk are imbued with a spark of the Divine, a taste of the Arcane, and a body of the Mundane, making them the central point on the Fundamental Triad. How much of each they have changes from person to person, and informs their abilities and stats.
Begin Again

"**Begin Again**" is the eighth and final episode of the second season of television series *This Close* and the fourteenth overall. It first aired on September 20, 2019.

## Synopsis

Kate is thrilled when Stella asks her to lunch; Michael dives into his new teaching job; shocking news threatens the future of Kate and Michael's friendship.

## External links

* "Begin Again" at the SundanceTV website
* "Begin Again" on IMDb
Gaia Yulevaul

The entrance to the temple.

Gaia Yulevaul was one of the temples containing the Keys to the Soul Forge in the New World.

After the Colonization of the New World began, the area around the temple was chosen to become the Royaume capital, due to the abundance of buildings surrounding it that were largely intact.

The temple was opened by a party of adventurers, known as the Keyholders, in the late 1750s DE, and possession of the key was taken by Mi'raj, of the Order of the Crimson Pygmy.

Further exploration was later taken under order of Loras DeStrife.

## History

Gaia Yulevaul was one of several temple created by the Mistontli people to avoid what was termed as an oncoming cataclysm, each with a key to the Soul Forge hidden within.

The order to construct the temple came at a turbulent time for the people who lived in the city, however, as the High Priestess had recently fallen ill and died, leaving control of the area to her inexperienced daughter.

The daughter failed to control the will of her people, and so ordered her holy guards to enslave them in order to get the construction complete. However, this took a toll on her sanity, and her mind quickly began to fracture into two individual entities.

Although the temple was constructed, the Mourning Queen as she has come to be known refused to concede the power stored within to the Soul Forge, instead hoarding it to herself. Her conscious mind and physical essence split into two, creating a being known as the Grieving Child.

The Mourning Queen's power over ice was amplified, and she planned to fight against the cataclysm from within the temple, however the Grieving Child persona locked them both inside the temple.

The Queen would desperately try to escape to the surface world, to take the power of the Soul Forge to become impossibly strong and rule over her people reborn as ice devils, however the Child would fight back, holding her power within the temple for a thousand years or more.

Eventually, the stalemate would be broken when the Mourning Queen was defeated by the Keyholders, a group of explorers of the New World in the late 1750s, DE.

The Child chose to rejoin the wheel, after thanking the party for their aid in slaying her violent alter-ego.
Drunk (Condition)

A group of celebrating drunkards.

Each time you drink alcohol, you must make a CON save against a DC of 10+ your total *Drunk Dice*. On a failure, you become *Drunk*.

Before you make the save, whether pass or fail, you add 1 to your pool of *Drunk Dice*. Once you are drunk, you can no longer add to this pool.

## Effects

When you are drunk, your Drunk Dice are a pool of D6s. You, or the DM, can roll these dice in certain situations, as a benefit added to a roll or penalty subtracted from it. As a player, you can only choose to roll one die at a time, but a DM may force you to roll several if they desire.

The rolls this can be used on are as follows-

* *Roll as a benefit...*
	+ Deception, Religion, Athletics, Animal Handling
	+ Constitution, Strength, Wisdom- *Checks*
	+ Intelligence, Dexterity, Charisma- *Saves*
* *Roll as a penalty...*
	+ Any Skill
	+ Any tool or gaming set
	+ Intelligence, Dexterity, Charisma- *Checks*
	+ Constitution, Strength, Wisdom- *Saves*

The reasons for this can vary, based on the DM's decision.

## After Effects

Once you complete a Short or Long rest, you roll your remaining Drunk Dice as hangover damage to yourself. This damage cannot kill you, but if it takes you below 0 HP you are knocked unconscious until revived or a full day passes. This ends the Drunk condition.

You also sober if you run out of drunk dice.
Slaati Elabalar

Slaati Elabalar was a mage of the Augury in the Long Night era. Before the Equatorial Barrier was raised, he was contacted by the Mistontli people and requested to aid in developing a device planned to save their society, known now as the Soul Forge.

Using Necromancy and Soul Magic to preserve his soul and bind it to his tower in the New World, he continues to experiment.

## Personality

Elabalar is a slightly doddery, forgetful but kindly old mage. Although austere and intimidating in life, years of solitude have left him rather starved for company, especially after his death.

## Biography

Slaati was hired by the Mistontli as an Archmage of the Augury to aid in the creation of a soul magic device to preserve their civilization. He accepted, along with another group, however upon completion of the device he was stranded in the Southern Continents by the Equatorial Barrier.

Undettered, he built himself a Wizard's Tower and began experimenting, even long past his death of old age.
Farmer's Rest

Farmer's Rest was one of the earliest farming settlements on the New World.

## History

Farmer's Rest was first formed in 1755 DE as a place for local farmers to meet up and trade wares during the early days of settling. It gradually became better known and became a minor town because of the amount of traders and adventurers who found it perfectly situated for sorties out into the mountains in search of gold, or monsters to slay for bounties.

Farmer's Rest is protected by a citizen's militia from the potential dangers of thieves and wildlife, but as it is quite a thriving town the local wildlife usually stay clear.
Galletian Trading Company

The Galletian Trading Company (GTC) is a government-independent group of merchants and privateers that operate the seas between the Royaume, The Nations of Galletia, and The Draconic Empire, but have recently expanded trade to include the Southern Continents.

The GTC are something of a monopoly on high-seas trade between the three groups, and even have ships going up to the Commonwealth. The group are known for unscrupulous methodology when it comes to would-be trade rivals, but their actions are supported by their home government.

The GTC have the single largest naval force of any faction, despite not being an official arm of any government.
The Royal Family of the Crown

The Royal Family, also called the Family of the Crown or the Royal Family of the Crown, are the leading family of the Royaume. There are a few positions in the Royaume family of note.

## King DeLeon

As they are crowned, each member of the family is granted the title King DeLeon, as well as a number for their order in the line of succession to the throne. Occasionally, a king has been stricken from this line and their number has been given to their successor instead, although this is rare.

This is a tradition

## Queen DeLeon

The wife of the current king. Often, though not always, a marriage of political convenience between a kingdom in the Wilds or a royal household, the Queen is treated with the utmost respect and takes over leading the country should the king be at battle as opposed to at court, or when the king visits other areas.

Due to this status, it is rare for the Queen to leave the royal capital with the king.

## Royal Mistress

The official "mistress" of the king. Frequently chosen due to personality or inherent attraction from the lesser-nobles or even a staffer at the royal houses, the Royal Mistress accompanies the king to events which the queen does not wish to attend, or is unable to. Because of this, a mistress may have a close working relationship with the Queen.

There are often multiple mistresses that a King may have. A mistress may have a spouse outside of the King, but generally in those circumstances they will be afforded a plot of land if they have none and discreetly replaced in the court.

## Prince Regent

The heir to the throne, a special distinction for one Prince. The Prince Regent is most commonly the oldest child of the current King, although ultimately the King and Queen may choose a different successor should one not be suitable, due to health, inherent ability, or education. Should the king have no male heir, the Prince Regent is then their eldest brother, followed by the husband of their eldest daughter, and so on.

There has not been a situation in the history of the Royaume where there is no "Heir apparent", and so there is no written plan should no Prince Regent exist.
Ancient Elves

The Ancient Elves is a term used to refer to the societies that lived during the Elven Era.

Although these societies were largely purged, many of the survivors became the Elven Domain of today.

## An Tùsail

The First Culture, as the Elves call it. Making their home on the Southern Continents, these Elves were known for their beautiful architecture and deep attunement with nature.

The Elven citizens were an even mix of Eladrin and High Elves.

The birth place of Elven finery, they were mostly believed to be peaceful, but when provoked into war would fight without hesitation.

It was they who raised the magical barrier seperating the hemispheres of The Planet, as a means of defense from the ever-advancing forces of the Winter Kingdom.

Sadly, much of their culture is lost with the discovery that far from thriving, they, along with the other cultures of the Southern Continents, have seemingly gone extinct.

## The Augury

The Magitek Domain, responsible for many of the ruins found across human lands. The most common type of Elves were the Augur Elves, now known as Wood Elves.

The Augury were devoted to harnessing the power of souls and technology, often to a fault.

Non Elven species were shunned or, in worst cases, enslaved, and were given no rites in the Augury's society. They were used for experimentation, and frequently their souls would be stripped from them to power magitek creations.

When the Winter King attacked, he used his control of the undead and mastery of necromancy to turn their own constructs against them. The survivors of The Augury fled into the Wilds and their descendants live a life more in tune with nature, atoning for the sins of their past.

## Eòlas

Devoted to the quiet study of magic and the world, this Elven society survived perhaps the most intact- the Elven Domain capital is an Eòlas city, as are many of their most important cities and temples.

It was these people who started to harness magic, wrote of the first spells, and built the first schools and wizard towers. They were diplomatic, but seen as haughty by many, and typically refused to allow "Lesser speices" to live in their cities.

## The Winter Kingdom

The most infamous society of Drow, the Winter Kingdom was created into the lands to the north, with harsh winds and cold terrain.

The Drow, who had always been discriminated against in An Tùsail and accused of worshipping Lolth, Spider Queen (One of the many recognized Drow deities), were given these cold and barren lands to rule over.

Eventually, a charismatic leader, known as the Winter King, took over, promising the Drow a better future. He led a war that destroyed almost all other civilizations, including the other Ancient Elves, and led to the creation of the Equatorial Barrier.

After his death, the Winter Kingdom fell into chaos, with their manufactured servants the Orcs taking control and installing a Warchief. These days, they're more of a savage and unruly force of undead, necromancers, shaman and bloodthirsty orcs rather than a real nation.
The Fundamental Triad

The "Fundamental Triad" is a theory proposed and ratified by the mage Peppepery Sparkspell about the fundamental forces that shape the universe.

She proposed that the universe's relative state can be best placed as a triangle, with each point corresponding to a particular nature. She considered the three points to be the "Mundane" the "Divine" and the "Arcane".

Each thing that exists, from sentient life to inanimate objects, is placed on part of this three-point scale, depending on it's makeup. Lifeforms such as the Fey creatures are heavily Magical, whereas Humans lean toward the heavily Mundane. The higher the Magical Potential, the more they lean towards the Arcane part of the triangle.

The rules of one rarely rule over another, the further towards the divine or the arcane you go, the less the rules of the mundane- mathematics, physics, even some forms of logic- apply.

While mortal beings and those of the Mundane can seemingly transcend different axis- as demonstrated by Paladins and Wizards, Pepeppery theorized that certain types of being are geared towards, or even exist solely due to, a single point on the triad- beings of a purely Divine or Arcane nature.

## The Mundane

The term used to describe the laws of physics and applied mathematics. the Mundane is the universe ticking along according to principles that can be explained through mathematical formulae.

Through the Mundane, technology is able to exist, as are biological processes.

The mundane is home to the powers of Psionicism.

## The Arcane

The Arcane is magic, the ability to contact other plains and alter The Mundane in ways that would be otherwise impossible for it to consider- shapeshifting, for example, would be impossible through the laws of the Mundane alone.-

The Arcane is the tool for rewriting the fundaments of reality. A creature's adaptability to the Arcane is what is commonly reffered to as "Magical Potential."

The Arcane is home to the power of Magic.

## The Divine

The "Element of Divinity". This is the element that controls the souls of beings, how a physical mind can change shape but the person inside will still exist in one form or another to be restored- the creation of The Mundane elements and how the gods can perform miracles that are not a part of The Mundane or The Arcane.

While The Arcane can manipulate the Divine to a certain extent, the Divine and the powers it grants are their own unique form.

The Divine is home to Divine Powers.
Glossary

A Glossary is a list of terms and words related to a subject matter. This particular Glossary has been categorized into terms about different physical and metaphysical concepts originating from and about different fields.

## Faction Specific

### The Draconic Empire

 The Platinum Moonchild
 Budo
 The Proper Practice of Ettiquette |  | Being a heavily courteous and honour-based society, the Draconic Empire has a series of very important rules related to everything, from meeting those in a more important caste to yourself to how you conduct yourself in a manner befitting a polite and good citizen of the Empire.
Breaching ettiquette in the wrong company can lead to a loss of face, or a loss of life.

### The Democracy of Terra

 Exile
 Casteless
 Suntouched
 Deepguard |  | An internal army dedicated to fighting off the creatures of the Under. The Deepguard are hero-worshipped and praised, but are also somewhat feared among the citizenry.
A Dwarf who has lost their Honour or their family name may choose to regain some of it by serving and perhaps dying in the Deepguard, as opposed to facing exile.

### The Wilds

 A'rithist
 Booyahg
 The Hive | All
Those afflicted with it congregate in underground burrows, coming to the surface in raiding parties or sometimes armies, to fight, pillage, and kidnap.
The Hive cannot be reasoned with, or dealt with.
"When the Hive comes, seek sacred ground."

## Political

 Banishment
 Dark War

## Celebrations

 New Year
 Harvest End
 Prayer Day

## Health and Wellbeing

Most common illnesses and afflictions can be cured through simple application of a Lesser or Greater Restoration, however certain illnesses require long-term treatments. Sometimes this is intentional, or an evolved mutation to defend against this magical assault.
Herelda DeLeon

Princess Herelda DeLeon, also known as Herelda the Fierce, was a leader of the Royaume during the Great Royaume Civil War.

She was known in her youth as a spitfire, and a ferocious warrior with blades. She became a paladin of the Divine Church in an effort to impress her father, King DeLeon XI, and show that he needed no male heir after the death of her mother in childbirth with her younger sister, Artemis DeLeon.

As a member of the Inquisition, she fought in the Third Crusade, where she led many successful battles against local lords and monsters.

## In Popular Culture

Herelda is known for starting the Civil War with an assassination attempt on her sister. Most playwrights, notably Horace Moisson in his work "The Two Sisters", depict her as power hungry and controlled by the Church form the start, while others take a more lenient view, depicting her as a tragic figure simply unable to deal with the potential disruption to her ascension to the throne and believing that getting rid of all questions of her leadership to be the only path to peace.
Undead

## Overview

"Undead" is a catch-all term for any being that's sould has been entirely severed from the living plane and has returned only partially to it.

For example, someone who has had divine powers used to revive them from death would not be considered Undead- their sould has been fully restored to the mortal plane of the living. Whereas someone who is only partially restored -such as a Zombie, Ghoul, or Vampire- is considered an Undead due to their soul having left some of it's essence behind in the afterlife.

Most types of Undead are created by magic, brought back impurely by nercromantic powers, but some are brought back through force of their own spirit or even pushed forward by a divine or demonic being of some form. Undead raised by their own spirit often become Free Dead- shambling corpses that only know hunger for the light of life, and keep roaming until their body is torn apart too much for it to maintain a hold on the fragment of soul.

## Fragmented Souls

When a being becomes Undead, it means their soul was fragmented when it returned to their body. this can be deliberate, a choice by a necromancer to damage the mind and will of an undead would be an example, or unintentional in the case of a poorly-executed revival by an inexperienced Priest.

The part of the soul that was left in the afterlife joins with the flow of rebirth and eventually becomes whole, reborn into another being, while the fragment left behind becomes like an open sore and must be released to recover into another life cycle.

## Divine Healing and the Undead

Whether a Cleric or Paladin's healing spells can cure an Undead's injuries depends on the opinion of their God- most lawful Gods will refuse to heal an Undead, while some will even hurt them to try and move them along to be healed and reborn in the afterlife.

Other gods take pity on the Undead, and heal them with mercy- and some believe the righteous fury that keeps you alive post-death is worthy of admiration, respect and reward. Maya, Goddess of Chaos, even requires her Clerics to have died and defied the natural order at least once.
Kurald Rake

**Kurald Rake**, also known simply as **Rake** by some, is a wizard from **The Royaume**.

## Biographical Information

### Likes

- Arcane/Magic, Discovery and Exploration, Knowledge- Trying new things, meeting new people and experimentation.,

## Physical Description

### Species

Aasimar - But all will assume he is drow/human

## Gameplay

### Feats

Sparkspell's Students (Master of the Mundane)Warcaster

### Expertise

ArcanaHistory

Nature

Religon

### Languages

CommonCelestial

Elven

Sylvan

## Possessions

### Magical Items

Ice Crown of Khuno

It is not known by anyone that he is an Aasimar - everyone assuming he is a Drow or Human without question. His Aasimar nature gives him a slightly unique apperance that often draws and captures the eye in a way that can't quite be explained.

Kurald Rake is tall standing at 6ft6, with jet black skin, silvery white hair and sharp features as if carved from onyx. Slightly tilted multihued eyes that change color depending on his mood or the spell he is weaving. Wears an intriguing dark green gambeson and boots. He carries a strange staff which is a cross between an arcane staff and a glaive. The blade is of an unidentified inky black material, the haft is inscribed with an unknown shimmering script which changes in color, and the butt of the weapon is tipped with a silvery cap. It exudes a strange aura around it, seeming to draw something from its immediate surroundings, and oddly seems to go unremarked upon by others.

By the time Kurald meets the party he is eager to put an end to the cultists terrorising the area. Once the party discover the key stone his curiosity is peaked, and Kurald is intrigued to see what mysteries are on the other side...

## Personality

Kurald Rake is a steadfast and stalwart character who holds true to his word. He is a curious individual, enjoying the uncovering of mysteries and exploration of the unknown.
Predominatly a calm and composed individual not easily agitated. In less serious situations he relaxes and enjoys talking and laughing with his companions. Respectful to everyone and likes interacting with people of all kinds.

As an academic explorer he has expert knowledge of the history of the ancient and more recent history of the world, religons and the gods, nature and most extensively the arcane arts. He is always looking to expand his knowledge and is happy to share what he learns with those that are interested, and willing to assist others in their endeavours.

Kurald cares little for the acumulation of power simply for his own personal gain, refraining from unleashing huge magics unless absouletly necessary. He holds the lives, freedom and liberty of people more highly, with his magic a means to aid and protect.

## Known History

* From the Royume (Lion and Royals)
* Encountered the cultists with Florissa and Raxus.

## Relationships

Please write in relationship information with important characters to them.
Clan Kindred

Found in the Northern Commonwealth, Kindred are a form of Vampire descended from Clan Vampyrum. Because of the exposure to the almost-sunlight common near the border to the winter kingdom, the odd genetics of the vampire have allowed the Kindred to adapt- though they find sunlight unpleasant, they do not become injured by it.

Kindred are solitary hunters, and will only turn others through the Embrace when they themselves are weakened and require the protection of a servant. Like many Vampires, it is incredibly difficult for them to turn against their Sire once embraced.

Kindred like to hunt in the open, they can often blend into societies of mortals with little effort, making them valuable spies for a Vampire House. Although looked on as one of the lower strata of clans by others, their undeniable usefulness has led to them often receiving decent accomodation.

## Physical Abnormalities

* Kindred have eyes that are red, with snake-like pupils. A particularly notable feature.
* Their skin is smooth and pale, as though they have been staying inside for a long time.
* The fangs of a Kindred are pronounced, and slightly visible at all times. They are capable of drinking a great deal of blood quickly because of this, however it also makes them easier to spot.

## Feeding Habits

Kindred prefer to hunt in seculsion, not allowing others to witness the act when possible, to maintain the facade of being a normal member of society. They will often hide the body of their prey once the deed is done, and will rarely tolerate witnesses- often killing any who see the deed.

## Lair

Unlike others, to keep a low profile the lair of a Kindred is small and has little effect on the world around it. They will usually use a townhouse in their hunting ground and stay within it's walls. Their layer will attract an abnormal amount of ravens in time.

A Kindred can detect when someone has entered it's lair within a week and can track down whoever it was.

## Extermination

Kindred can regenerate if they have a sarcophagus. Typically, they will hide their sarcophagus somewhere within their lair, where they can keep watch over it.

## Gameplay

Kindred do not take damage from sunlight, but still have the imposed disadvantage while it shines on them.
Grandmaster "Grampa"

### Languages

Draconic, Common, Elven, Sylvan, Celestial, Infernal, Dwarvish, Gnomish, Halfling, Goblin, Orc, Giant, Abyssal

## Music and Sound

### Peaceful Theme

https://www.youtube.com/watch?v=vaXPN23NFts

## Personality

> "Mortals invented Justice, not gods. Justice is a shield against tyranny, and there is no greater tyrant than a God."
>
>

Grampa is strong and calm. He can be kindly, but is willing to hit someone with his cane should they do something too stupid.

He is very brave, willing to do what he can to protect those he knows need protection.

Although a follower of Bahamut, his worship of the dragon god came after his discovery of Justice, not before, and he is aware that gods may slip from their path as easily as mortals.

## Known History

Grampa came to the monastery as a young man, seeking atonement.

He made friends with a fellow trainee, an orphan raised by the monastery, and completed his trials and pilgrimage, eventually training many apprentices.

He grieved for a week when his own master died, but he never forgot her teachings or words of wisdom, and took those to his own pupils.

## Relationships

### Suzu

Grampa deeply respects Suzu's commitment to atonement and fixing her sins, and was saddened to see her go- because he knows that the journey she takes will never again lead her to the monastery.

### Ayane Shiina

Grampa is pleased that Ayane has learned to controlthe anger within her, and let it go, replacing it with a sense of righteousness. She was the pupil he most expected to fail the Trial of Self, and he was humbled and encouraged by her success, remembering the words of his long-time friend.

### Mule

Although they parted ways decades ago, Grampa still wonders how his friend is doing in the world, and knows that he has found the right path for himself. In times of weakness, he finds himself reflecting on Mule's stoic wisdom.
Clan Dearg-due

The Dearg-due are known as the most charming and beautiful vampires. They pick only those who are already attractive, and their supernatural Embrace only enhances these natural proclivities.

Dearg-due typically form romantic pair-bonds with their sire, never wishing to leave their side and always hunting together. It can take upwards of a century for a Dearg-due to recover from the loss should their partner die. Because of this, when their partner is in danger they will often act irrationally, making a Dearg-due a wildcard in this stage.

Dearg-due rarely create another of their kind, as they tend to wish to hunt only with the one, however after the loss of their partner they will eventually begin seeking that attachment, to make that connection again.

Dearg-due use their natural looks, enhanced by their Vampiric powers, to prey on the more mortal appetites of their chosen target.

## Physical Abnormalities

* The eyes of a Dearg-due glitter gold when angry, hungry, or experiencing pleasure. They are said to be captivating, which is often used to entice their prey.
* The skin of a Dearg-due is notably soft and smooth, and has a faint glow about it.
* Dearg-due fangs appear only when provoked or required, they are more naturally hidden in the gumline where they can be spotted with a careful check.

## Feeding Habits

The Dearg-due like to feed on only those who match their unique standards for physical beauty. They enjoy romancing their target, although unless looking to sire a partner this is rarely anything other than a brief fling compared to their own sire.

As their hunt progresses, they grow more and more obsessed with their target, becoming full blown stalkers monitoring every moment. They will feast a little at a time each night, but eventually this will no be enough and they fly into a rage and kill their target when their love is not returned. They will then return to their Sire. The whole process can take around a month and repeats a few times a year.

## Lair

The lair of a Dearg-due is shared with it's sire and will often be referred to as a "love nest". They will typically pick the most beautiful, scenic locations for it.

The lair will be full of trophies snatched and borrowed from their current prey, as well as reminders of their past conquests, sometimes grotesque like stuffed corpses.

The air in and around the lair will smell sickly-sweet. Any who enter the layer unshielded will have to make a constitution save against the senior vampire's Spell Save or be charmed.

## Extermination

Dearg-due have the ability to regenerate, so in order to slay them you must destroy their sarcophagus. A Dearg-due regularly move their sarcophagus, however, often plaing it at a location that is important to their prey, meaning that to isolate one you must first find it's prey.

## Gameplay

Dearg-due gain +1 to their charisma and can choose to Dominate with any charm spell- causing disadvantage on their target's saving throw but raising the chance that when freed the target will respond with hostility.
The Righteous Flame

> *"They call me Godslayer and I reply with thunderous applause!"*
>
>

> - An unknown chanter before execution for Heresy.
>
>

Maya, Goddess of Chaos

Tiamat, Goddess of Vengeance

A religion of fire and brimstone, worshippers of the Ashen Crone, the Dead God Kamia. Also called the Wandering Flame by some.

Originally a sect within the Divine Priesthood, they were cast out due to their actions and formed their own religious sect, as they decided in their god's dying gasps.

The Righteous Flame is a group of religious quasi-zealots who believe in putting to fire that which binds. The church has no central point, and no major consensus- individual preachers travel alone and preach alone, they do not seek worship- only to open eyes to the truth of free will.

Historically, the Dead God Kamia founded the religion, and ordered the pious of her followers to burn her alive at the stake, so that they would have no leader. They obliged. This conviction runs deep in the God Killer's faith, and reaches a terrifying feverish degree in many, causing them to be dreaded instigators for the public- until, that is, the oppressed masses cry out for freedom, where their teachings come as a breath of fresh air and light the fires of rebellion.

## The Divine Priesthood

The Priesthood have a brutal stance against the Flame, they hold that this rogue sect who would dare try to slay a god are heretics, and must be put to death. Although many churches of the Flame were destroyed, burned to the ground with worshippers and clerics still in them, the Flame persists in the form of wandering travellers and preachers who show up in places where adversity is at it's strongest to put to flame the will of the people and see if it is made of iron or wool.
Clan Vampyrum

The Vampyrum are the most common form of Vampire. They do not have a formal form of community like many other Clans.

Vampyrum are found across the Planet, on every continent.

## Physical Abnormalities

* Their eyes are red when hungry or angry, but otherwise retain their normal hue.
* Their skin has a death-like palor, under harsh light they look like the recently deceased.
* Vampyrum carry the signature pronounced fangs only when preparing to feast or angered. These fangs recede into the gumline but a careful inspection will reveal them to the trained eye.

## Feeding Habits

To feed, a Vampyrum's fangs will first descend from their gumline and then sink into the neck or throat of the victim. Vampyrum do not leave victims alive unless forced, preferring to drain them dry.

## Lair

The Vampyrum do not often have a lair, as they have no sarcophagus to protect. This can make tracking them tricky for a hunter, but not too difficult.

## Extermination

To terminate a Vampyrum, one must simply destroy the body. Vampyrum lack the ability to regenerate.

## Gameplay

Vampyrum gain +1 to Dexterity and Strength
Tanya Sabitova

Tanya Sabitova was a member of the Commonwealth Defence Force, Southern Army, and stationed in the New World as of 1750 DE.

## Biography

Tanya was a member of the Rifles in the southern army, and saw combat on multiple occasions. However, despite repeated attempts, her requests to be reassigned to the Border Watch were denied, citing her "Lack of adaptability".

In 1759 DE she was assigned as handler to Lieutenant Sylvia Reasenberg.

## Personality

Tanya is a loyal, if somewhat bloodthirsty, captain in the CDF's Southern Army.

She has a no-nonsense attitude.
Argento DeLeon

> *"I would not expect a peace without mercy to last."*
>
>

Beatrix DeLeon (Nephew)

Argento as a young man

## Personality

Forgiving and intelligent, but strong-willed and a bit stubborn, Argento is known for leading multiple victorious stands against the forces of Orcguard and the Winter Kingdom.

Although not as great a soldier as his younger brother, Argento proved himself in battle as a capable commander, and was incredibly gracious and upstanding as a king.

## Known History

Argento DeLeon is the thirteenth king of the Royaume, succeeding his father by right of succession.

As a young man, Argento proved adequate in studies but escelled in social events. He was known as a composer of music and a painter.

Although he lacked the combat acumen of his younger brother, he still won a few victories on lesser battlefields against Orcguard.

He succeeded the crown in 1689 DE at the age of 68.

As King of one of the most turbulent times in terms of human and elven relations, he chose to keep out of the fight between the Commonwealth and the Elven Domain. Some in the Crown Court called this cowardice, claiming that he was afraid to either stand with the long-term allies of the Elves or to fight against them for a human-ruled future.

After his death in 1753 DE, he was remembered as a wise, even-tempered ruler. Construction of his statue in King's Avenue finished in 1755 DE, depicting him as a young man, holding the royal sword aloft.

## Relationships

### Landricus DeLeon

Although the two siblings often bickered, he would usually be the one to end their arguments with civility- knowing that his younger brother had the edge in combat.

He developed a slightly distant relation with the younger son, choosing to provide him with armies to fight his war against The Winter Kingdom.

### August DeLeon

Argento has a close bond with his son, although his son takes more after his uncle.

He frequently pays for only the finest weapons and most exquisite gifts for the castles ruled by his son.

### Beatrix DeLeon

Argento doesn't have much of a relationship with Beatrix, although they attend formal gatherings and such together often enough. They seem cordial to onlookers, but Beatrix has always been more prone to studying than attending court, without the pressures of being in line for the throne during Argento's life.
Colleges of Magic

## Overview

The Guild of Mages and Enchanters requires prospective Mages to learn in a College or University. Normally, they will study for a period of five to ten years, from the onset of puberty when their magical talents begin to manifest until they have gained a full understanding of their powers.

For the first few years, they sleep in dormitories, but they are given quarters as they age up and require more privacy. Many great and powerful mages have left their marks on these Colleges.

Once assigned to a College, a mage is granted a Focus of their choice- commonly a Staff or Wand- that is emblazoned with their College's logo or coat of arms. Mages are often proud of their Alma Mater, and their is a tendency towards bragging about the achievements of their home college.

### Examinations

Examinations are required every year to test the skill and aptitude of mages, as well as their knowledge of magic. They are graded and advance to the class that best suits their ability, regardless of age or prior experience. Although passing the final exam requires a minimum of five years of study (regardless of prior results in other examinations), most mages pass it at around a full decade of training.

The Examinations consist of a Practical, a Theoretical, and a History test.

## First Royaume College of the Arcane

Located in the Royaume, the First Royaume as it is known by it's graduates is a school that focuses on all known branches of magic. Prestigious as the first college to be established in the Royaume, it has produced a fair amount of notable mages in it's long time.

The main campus is a large tower, with several smaller tower campuses suspended in mid-air connected by a web of bridges and covered passages.

## The University of Arcane Advancement

Located in the Elven Domain, the UAA is a surprisingly new college of magic. It focuses on Evocation magic, but also favours Divination and Abjuration. The college has existed for a mere two hundred and thirty years, causing mockery from some of the longer-established colleges.

The main campus is twirled around a tree that has been grown supernaturally large, and is covered in ornate carvings.

## Edel Academy

One of very few Commonwealth colleges. The Edel Academy is known for it's focus on Enchantment, Artificers, and Conjuration, but has a major secondary focus on Evocation. It also has a competitive swimming team.

The main campus is located floating on a large lake, made of large black blocks of marble. On approach, a path will rise out of the water as you take each step.

## The Third Wyrm Academy of Discovery

The Third academy founded by Archmagister Wyrmblood, this academy was built into an ancient Augury ruin and held a sadly non-functional Orrery beneath it.
Oneshots and Parties

## Overview

The following are oneshots that have been set in Commonborne and player parties for long term campaigns.

Oneshots are shorter "Mini-Campaigns" that take place over one or two sessions. If a Oneshot is played during an ongoing campaign as a break or some form, the party's results may be Ranked, granting their primary characters a temporary bonus.
Half Elves

Half-Elves are a race born of the union of Elves and one other species, most commonly Humans, although they can also result from crosses with Gnomes and Halflings.

Once shunned because of their cross-species existence, Half Elves are now an important part of many civilizations, and founders of the Royaume, the human and half elf kingdom in the east.

## Physiology

Half Elves tend to appear as lithe humans, with elf-pattern hair. Although their ears may have a slight point, and their eyes are sharper, they usually pass for slightly-daintier humans in most contexts.

### Reproduction

Half Elves have a reproductive system similar to a humans and an elf's. A half elf breeding with either elf, human, or half elf will have a child that is half-elf 90% of the time, with them being the other species the remaining 10%.

## History

### Elven Era

Although half elves have existed for as long as Elves, they only began coming into prominence in later eras. During the Elven era, the supremacists believed that mating with a non-elf was akin to beastiality, and as such half-elves were widely feared and shunned.

### Long Night Era

During the Long Night Era, Elves were forced to mingle and interact with other species as they were left homeless and forced into other cities as refugees. With many great houses falling, these Elves frequently fell in love with the humans who treated them with kindness, and a great boom of half elf births followed.

### Dawn Era

In the early Dawn Era, the humans and half elves founded the kingdom of the Royaume, led by a Half Elf royal family and a mix of human and half-elf nobles, this became the most stable growing civilization, which many people flocked to.

## Culture

### Royaume

The Royaume is a classical fantasy kingdom of swords, nobility, and knights. It is considered the first true human civilization, although it is shared with the Half Elves who make up the ruling family. Royaume people are known as pious, devoted, and sophisticated.

### Galletia

Galletia is a series of islands that earn money as ports in the storm for traders, travellers, and pirates. Galletians are known for being cheerful, peaceful, and curious.

### Draconic Empire

The Draconic Imperials are warriors first and foremost, giving great credence to the power each Samurai can instill in their blade. They put great value in artefacts such as armor and weapons that were used to perform deeds of prestige, being allowed to use one of these venerated weapons or armours is considered a great honour, and often the start of a warrior's journey.

## Religion

### Divine Church

The Divine Church worship a collection of gods derived from the many ancient pantheons that have been worshipped by humans separately since they were slaves of the Elves long ago. Each of the Divines give a single tenet to live by, and the followers live by the Great Tenet of each of the gods, although many will choose to follow a particular god relevant to their station, job, or upbringing. Specific gods have additional specific teachings for their devout followers.
The Deepunder

The Deepunder, sometimes called the Under, is the term the Dwarves of the Democracy of Terra use to describe the underground labyrinth of tunnels and large caverns populated by demons and other disgusting monsters. It is home to many vile creatures and abominations such as Mind Flayers. It seems to be connected to the Underdark in some way, but it is hard to say for certain.
Republica PMEL model-007

A Republica Personnel-Mounted Explosive Launcher model 007, commonly called a Launcher or Explosive Launcher is a technomancy weapon designed and operated by the soldiers of Republica with the permission of Divinicia. This weapon is capable of devastating damage, as long as it is loaded with a shell.

## Gameplay Functionality

* When loaded with ammo and fired in a direction, this item deals 15d8 Fire Damage or half as much on a successful DC 15 DEX save to every creature and object in a 20ft radius of the target.
* Range: 50ft