recursal/Fanatic-Fandom huggingface dataset:
Celebration Domain

**Celebration Domain**
Your god is an awesome god, and one who loves to throw excellent parties. Bacchus, Dionysus, Shezu, and any god known for alcohol or other intoxicants, wild behavior, and good cheer could have celebration as one of their domains. While the obvious goals of fun and ensuring everyone can have a good time apply, there's no reason that a god of celebration can't also pursue other ends - bringing peace to a war-torn land, freeing the hearts and minds of others from doubt and distress, and other noble ends that are always met with a good celebration!

**Celebration Domain Spells**

Cleric level Spells

1st color spray, faerie fire

3rd enthrall, pyrotechnics

5th hypnotic pattern, major image

7th confusion, fabricate

9th animate objects, seeming

**Bonus Cantrip**
When you choose this domain at 1st level, you gain the
dancing lights cantrip if you don't already know it.
You do not need to maintain concentration on this cantrip,
and you can create a number of lights equal to the normal
value plus half your cleric level rounded up.

**Life of the Party**
Also at 1st level, you gain proficiency in one of the following
skills: Deception, Performance, or Persuasion.
Whenever you cast either the dancing lights cantrip or a
spell from the Celebration Domain spell list, you gain
temporary hit points equal to your Wisdom modifier that last
for one minute.

 **Channel Divinity: Water and Wine**
At 2nd level, your god smiles on your party. You can use your
Channel Divinity feature to transform up to fifty gallons of
water into a magical ambrosia for one hour. Creatures that
drink from the font must make a Wisdom saving throw
against your cleric spell save DC or be charmed for one
minute. Either way, the subject gains temporary hit points
equal to your cleric level. This liquid can be bottled, but fades
back into water after one hour.

**Channel Divinity: Cheerful Assistance**
At 6th level, you can protect your friends from bad decisions.
Whenever a creature within 60 feet of you that you can see
makes a roll with disadvantage, you can use your reaction
and Channel Divinity feature to enable them to roll with
advantage instead.

**Potent Spellcasting**
Starting at 8th level, you can add your Wisdom modifier to
the damage you deal with any cleric cantrip.

 **Grand Parade**
At 17th level, your god brightens the world through you.
Whenever you cast dancing lights, you and allies within 60
feet can move up to 30 feet as a reaction and also gain
immunity to the frightened condition for 1 minute.
Kinetic Domain

Manipulation of the forces of the world, both seen and
unseen, is the domain of the gods themselves. Few mortals
can withstand the press of energies upon their minds, but
those who do are granted gifts with which to enforce their
ideologies upon the multiverse. Philosophical in motive and
rigid in belief, clerics of the kinetic domain are wise sages
and powerful warriors alike.

**Kinetic Domain Spells**

Cleric level Spells

1st catapult, feather fall

3rd hold person, levitate

5th fly, Leomund's tiny hut

7th freedom of movement, Otiluke's resilient sphere

9th telekinesis, wall of force

**Bonus Proficiency**
When you select this domain at 1st level, you gain proficiency in martial weapons.

**Grasp of God**
At 1st level, you learn the mage hand cantrip. You can use a
bonus action to control the hand. The hand can carry a
number of pounds equal to eight times your cleric level. You
cannot carry Small or larger creatures with the hand.

**Channel Divinity: Detect Motion**
At 2nd level, you can use your action and the Channel Divinity
feature to detect all motion within a 100-foot radius until the
end of your current turn.
Creatures and objects that are moving appear in perfect
clarity to your mental sight, while immobile living creatures
appear as pulsing heartbeats and flowing blood. You cannot
detect immobile undead or other creatures that can remain
perfectly still, such as mimics or sentient plants.

**Forceful Mind**
At 6th level, your control improves. When you take the Attack
action, you can choose to use the mage hand to Shove a
creature within 5 feet of it instead of attacking. You make a
Wisdom (Insight) check to Shove a creature using the hand.
The hand counts as a creature of the same size as your own
for the purposes of shoving. The range of mage hand
increases to 60 feet and you can move it up to 60 feet using
your bonus action.

**Divine Strike**
At 8th level, you gain the ability to infuse your weapon strikes
with pure force. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
deal an extra 1d8 force damage to the target. When you reach
14th level, the extra damage increases to 2d8.

**Unity of Motion**
At 17th level, you can Shove a creature with Forceful Mind
using a bonus action instead of an Attack action. Also, you
gain resistance to force damage and have advantage on
saving throws against effects that would move you against
your will or knock you prone.
Acionna

Alternate names: The Sea Princess, Lady of the Waves, The Dreaming Sea
Alignment: Neutral Good
Domains: Water, Community, Protection, Good
Worshipped in Domhanda

Acionna is the goddess of good seafaring folk and communities. She places great value in helping others and instructs her worshippers to preform acts to help the community rather then prayers. She is kind and beautiful and often appears as beautiful woman with a long following gown or a narwhale in the water. She used most of her divine powers to protect a number of seaside communities during the Black Sun year and this left her drained and she collapsed into a comatose state and is now still like that in a pool of water hidden and protected underneath the Ruarstead.

Her clerics know she is alive and actively seek to help her recovery, each prepared to give their all as their goddess has done. Whether she will recover or not is just speculation but her guardians will not give up
Chaos Domain

## **Chaos Domain**

Manifesting in endless turbulence and perpetual change,
gods of chaos can bring both ruin and creation in equal
measure. Loki, The Traveler, Set, Eris, Typhon, and other
gods of trickery, discord, creation, and destruction may
preside over the domain of chaos. Clerics of these deities
almost always seek to disrupt order, acting as harbingers of
ends and new beginnings.

**Chaos Domain Spells**
Cleric level Spells
1st color spray, disguise self
3rd crown of madness, phantasmal force
5th erupting earth, slow
7th polymorph, vitriolic sphere
9th creation, conjure elemental

**Bonus Cantrip**
When you select this domain at 1st level, you learn the minor
illusion cantrip, and this cantrip counts as a cleric cantrip for you.

**Discordant Manifestation**
Also at 1st level, your god's unpredictable nature affects your
spellcasting. Whenever you cast a cleric spell of 1st level or
higher, you can choose to roll on the sorcerer's Wild Magic
Surge table to create a random magical effect. You can do
this once per turn.

**Channel Divinity: All and None**
At 2nd level, your god enables you to channel the powers from
other domains, but without control over the result. When you
gain this feature, construct a table with 3 or more Divine
Domains whose 2nd level Channel Divinity feature requires
the use of an action, or use the following table instead. As an
action, you present your holy symbol and use your Channel
Divinity feature, rolling on the table. The resulting 2nd level
Channel Divinity feature from the specified domain activates.
You can change the domains on this table whenever you
finish a long rest.
Result Domain
1 Lunar
2 Desert
3 Trickery
4 (Reroll)

**Channel Divinity: Traitor's Trap**
At 6th level, you learn to ensnare those who would harm you.
Whenever you are struck with a melee attack, you can use
your reaction and your Channel Divinity feature to redirect
the blow to a false copy of yourself that shares your statistics.
You suffer no ill effect from the initial attack, and the copy
suffers any damage you would have taken.
You instantly teleport up to 15 feet. In your place, the copy
remains and adheres to the attacker's limb or weapon,
grappling them. The copy has hit points equal to your cleric
level and has an AC of 10 + your Wisdom modifier. The copy
lasts for one minute or until slain, and cannot move or act
other than to continue to attempt to grapple the target.

**Potent Spellcasting**
Starting at 8th level, you can add your Wisdom modifier to
the damage you deal with any cleric cantrip.

**Winds of Madness**
At 17th level, your god manifests their power in full through
your actions. As an action, you can unleash a massive burst of
chaotic energy. All creatures within a 30-foot radius must
make a Charisma saving throw. If they fail, their ties to
causality are disrupted. Whenever the creature takes an
action, they must roll on the sorcerer's Wild Magic Surge
table to create a random magical effect. This disruption lasts
until the start of your next turn. You can use this feature once
and this use recovers when you finish a short or long rest.
Caraselle

**Blood Dragon**

The Order of the Blood Dragon was once a celebrated knightly order in Caraselle however in the time of the night, they were changed into vampires. However they did not full lose their sense of honour and embraced eternity, seeking to master their martial prowess. Only the strong can become a Blood Dragon and they seek to find and drink from only worthy adversaries and powerful beasts like dragons.

**The Necrolord**
Necrolord Vampires are perhaps the most terrifying of all the lords of Caraselle. Most Vampires retain their Human features when they join the ranks of the Undead, but something in the blood of the Necrolords is tainted and foul. Their physical corruption begins as soon as they enter the ranks of the Undead. Skeletal and reeking with the stench of charnel houses, the Necrolord Vampires are truly a horrifying sight. Despite their appearance, however, Necrolords are highly intelligent. They live in high towers, where they study the Heavens and the secrets of dark magic. From time to time they summon the dead that sleep in the catacombs and tombs around their dwellings and go conquer the lands of the mortals. Worse still they feed on the blood of arcane magic users, stealing their power and life and using it for their own foul devices.

**Feral Thirster**

Feral Thristers are desperate creatures, hated by both the living and the Undead. Once the proud brood of Noctus the Lord of Bats, the brood were laid low when Derwynd Knights destroyed their home. Driven into the dark places they regressed into a terrible feral state. These hunched monstrosities lack any semblance of human appearance. They lost their minds bit by bit and now just leave piles of half eaten corpses wherever they go and refuse to acknowledge the ruling vampire clans.
Dynasty Warriors 2

***Dynasty Warriors 2*** est un jeu vidéo de type *hack 'n' slash* sorti sur PlayStation 2 en 2000. Le jeu a été édité et développé par Koei et distribuer en France par THQ. Il fait partie de la série des *Dynasty Warriors*.

 Développeur
 Date de sortie
***AN*** 26 octobre 2000
 Genre
 Plate-forme
 Média
 Contrôle
 Évaluation
PEGI : 12+

## Histoire

L'histoire se déroule lors de la guerre des trois royaumes tirée du roman des trois royaumes. Trois grandes armées se battent pour prendre le contrôle de la Chine. Le SHU dirigé par Liu Bei, le WEI dirigé par Cao Cao, et le WU dirigé par Sun Jian.

## Personnages

**Wei :**

* **Xiahou Dun**
* **Dian Wei**
* **Xu Zhu**
* **Cao Cao**
* **Xiahou Yuan** (nouveau personnage)
* **Zhang Liao** (nouveau personnage)
* **Xu Huang** (nouveau personnage)
* **Sima Yi** (nouveau personnage)

**Shu :**

* **Zhao Yun**
* **Guan Yu**
* **Zhang Fei**
* **Zhuge Liang**
* **Liu Bei** (nouveau personnage)
* **Ma Chao** (nouveau personnage)
* **Huang Zhong** (nouveau personnage)
* **Jiang Wei** (nouveau personnage)

**Wu :**

* **Zhou Yu**
* **Lu Xun**
* **Taishi Ci**
* **Sun Shangxiang**
* **Sun Jian** (nouveau personnage)
* **Sun Quan** (nouveau personnage)
* **Lu Meng** (nouveau personnage)
* **Gan Ning** (nouveau personnage)

**Autres :**

* **Diao Chan**
* **Lu Bu**
* **Dong Zhuo** (nouveau personnage)
* **Yuan Shao** (nouveau personnage)
* **Zhang Jiao** (nouveau personnage)

## Stages

Le texte gagnerait à être *rédigé* sous la forme de paragraphes synthétiques, plus agréables à la lecture.
Il y a 8 niveaux dans le jeu :

* Turbans jaunes (182)
* Bataille de la Porte de Hu Lao (191)
* Bataille de Guandu (200)
* Bataille de Changban (208)
* Bataille de la Falaise rouge (208)
* Bataille de He Fei (215)
* Bataille de Yiling (222)
* Bataille des plaines de Wuzhang (234)

## Accueil

La presse a bien accueilli le jeu.
*Famitsu* a noter le jeux 31/40,

Jeuxvideo.com : 15/20,

Playstation-act : 16/20,

IGN : 7,9/10,

GameSpot : 7,8/10.

GamePro 4,5/5

donc on constate que les notes sont bonnes.
Ravenfolk

## **Ravenfolk (Tengu)**

Ravenfolk

Stats +2 Int +1 Dex

Size: Medium

Humanoid but with black raven wings

Speed: Land 40ft, flight 40ft

Advantage of saving throws versus illusions

Proficiency in perception and acrobatics

Pass without Trace as a bonus action

1 Cantrip from the Wizard spell list

Languages: Common and Auran

Can shapeshift into a raven if choose to
While a raven, can communicate with other ravens in order to bring in a flock to attack

Lore
A humanoid like a creature but with wings on their back, Ravenfolks look similar to angels or an Aarakocra but are more distinctly human than Aarakocra and are rare species than angels. Unlike Angels or Aasimars, Ravenfolks are not considered to be divine or full of radiance. Some don't know how they came to be or where did they come around. There are some stories or rumors on where they might've come from others are based off on myths. The Myth about it is that they were the "true" Kenku's and were seen to be able than the Kenkus. The other stories heard that a wizard created them on accident. The story goes that a wizard was experimenting on what will happen if a human and a raven combined by magic resulting in a person with raven wings. No one will know the real story about how they come to be.
Ravenfolk has an ability to transform into a raven if they needed to scout ahead for any sign of danger or to look what is ahead of the group. If they are in their humanoid form, they have wings on their back to fly around, black hair with possible raven feathers mixed in with the hair and a few tiny feathers across the body. It is mostly covered in public so that people will believe that they are angels but with black feathers. They aren't a social bunch but are considered to be intelligent creatures when it comes to planning and researching.

Ravenfolk are not a kind to be seen as a good omen depending on how most people see them. Truly they are not angels or any divine beings, and people view ravens as evil when Ravenfolk are only present to search for knowledge and can be great messengers to those who wanted it to be done without getting caught or aren't able to use spells. They can slip through shadows and fly over head to get to their destination.
Path of the Slayer

Like totem warriors, slayers are shaped by the beasts and
the elements of the savage world in which they come of
age. But where totem warriors see a world of spirits to
honor or follow, slayers see a world full of deadly dangers.The dire wolf, the saber-tooth, the giant viper—these are
not supernatural beings, but instead rivals and enemies.
The wilderness hardens the body and sharpens
the wits, offering a never-ending series of lethal lessons
only the strong, the quick, and the cunning survive.
Many barbarians—berserkers, for instance—glory
in battle, losing themselves in savage bloodlust as they
charge mindlessly into the fray. he slayer’s battle-madness,
however, takes on a different form. His rage leads
instead to a cold and deadly place, a place of iron resolve
and calculated murder. The fierce determination to strive
and survive drives the slayer to feats of strength and
deeds of pure endurance that seem superhuman to the
warriors of more civilized lands.

**Slayer’s Rage (3rd level):** Double your rage damage
bonus when you ight using a two-handed weapon. In
addition, when you reduce an enemy to 0 hit points on
your turn, you gain a bonus action to move up to your
speed. Slayers learn to strike hard and keep moving,
since survival in the wild depends on taking threats
down fast and staying ahead of your foes.

**Grim Resolve (6th level):** When you fail a save
against an efect, you gain tactical advantage on all
subsequent saves against that efect for the rest of the
encounter. his might apply to a single spell or condition
that allows you a new save at the end of each
of your turns, such as the hold person spell, or it could
be multiple castings or uses of the same spell or efect
(for example, a dragon’s breath weapon) in the same
encounter. Your sheer, savage willpower often prevails in
unlikely circumstances.
 **Natural Athlete (10th level):** You are proicient in
any Strength, Dexterity, or Constitution check you attempt.
When you make a long jump or high jump, add
5 to your Strength score for purposes of iguring the distance
or height of your jump. Survival in the wilderness
often pushes you to the very limits of physical ability.

**Deadly Defense (14th level):** You gain a bonus to
AC equal to the number of enemies within 5 feet of
you. You must be able to see an enemy to count it for
this bonus, and you lose the bonus altogether if you are
blinded or incapacitated. When foes press in from every
side, you somehow ind the relexes and agility to make
attacks miss.
Chthonia

Chthonia

Chthonia is the North-Western home of the Chthonic Zeran's and as they constitute the Chaotic Evil aspect of the Zeran race they have no city and roam the area in vast marauding war-bands killing and conquering one another. Chthonia is vast bleak mist covered highly acidic salt marsh, the water basin forever tainted by sulphuric deposits from the volcanic disturbances that wrack that area as a whole. Chthonic Zerans take on a fiendish, demonic appearance with green wings and sharp teeth and claws and red horns. Each is wracked with an underlying need to destroy everything and everyone else and stand above the slain bodies of others. When Chthonic Zeran's go to war they do so in frenzied hordes lead by one supreme Warord who is simply the most powerful of them. Chthonic Zeran's have an affinity for acid and use it for horrifying acts of violence.

The current warlord is Kyphus Marroweater, a massive bloated individual who has made numerous demonic pacts and has a brood of cambion from the succubi harem that he keeps.

Chthonic Zeran's live by might = right, you want something you take and if you lose it then you were weak in the first place. This goes for everything and they live in small groups with a dominant male and all the females are his and success is measured by the strength of their loins.

Betrayal and violence are meat and potatoes for them and destroying and conquering the other tribes is the ambition of each of male heads of the smaller groups.
Academy Necromica

Whether symbolised by the seductive nature of the vampire or the sheer power of the lich, the undead have an undeniable draw to the living. Over the centuries, innumerable cults, conclaves, and organisations have sprung up dedicated to or led by the walking dead.

The Academy Necromica was founded nearly one hundred and fifty years ago by the necromancer Torog Blaagard, who sought to establish a place where like-minded individuals could come together and share the secrets of the dark arts. Over the next two decades, Master Torog slowly built up the organisation, hand-picking members from those who respected (or worshipped) the power of death and undeath. Soon he had a cadre of necromancers, evil priests, and professional killers.

But the Academy was infiltrated by a paladin/rogue named Rion who represented Pelor, who used his knowledge of the group’s inner workings to organise an assault by those who opposed them. Most of the Necromicans (as the Academy’s members call themselves) were destroyed, and Torog himself was on death’s door when loyal minions spirited her away.

From the ashes of the Academy’s worst failure came its first great success. Unable to repair Master Torog's horribly broken body, the necromancers instead performed an unspeakable process upon him, turning him into a lich. With a newfound lease on unlife, Torog swore vengeance upon his enemies. He knew that patience was his ally, and over the next century, quietly built up a secret but powerful organisation dedicated to death and evil. They left the mainland forever to establish themselves on the north coast of the Norsica

Today, the Academy Necromica prides itself on its strict dedication to evil above petty politics, and thus remains basically neutral evil. Individual members may vary from this ideal, but the Academy itself rarely strays into either lawful or chaotic methods. Symbolic of this ideal is Torog, the Master of the Academy and a powerful necromancer in his own right. As the organisation's founder and most powerful member, Torog is possessed of a patience born of more than a century of unlife. He does not take unnecessary risks, though he also knows the value of personal involvement in times of crisis. He spends most of his time teaching the students of the Academy, as well as crafting long-range plans for the organisation's future.

As one might expect, the Academy welcomes both the living and the dead, and it numbers a few undead (vampires, spectres, and the like) among its membership. To join, one must only demonstrate an appreciation for the arts of death, whether that appreciation is scholarly or more...hands-on. One must also find the Academy too and that is challenge in its own right
Saika Moor

A perpetual and permanent fog has spread for hundreds of miles in the land once called the Kingdom of Kardia. The Moor is the single most dangerous place on the continent. Beasts shuffle into the black and vanish, waiting for an unsuspecting foe. Rumors tell of a terrible evil that lurks in the castle once controlled by King Saren Saika, gathering the power of the Moor towards it.

Legends tell of one of the first kings of man in the new age, and how his arrogance and naivety reduced his empire to eventual damnation for him and his people. The legend claims that King Saika ruled over one of the first kingdoms in Wenaria. Older than any other surviving human realms, Kardia expanded to dozens of villages while Gavstor was still building its first walls. Kardia used knowledge gleaned from the first bastions to create a stable, growing empire with well-paved roads, a reliable underground sewer system, plentiful crops and powerful magic.

Saika, however, grew troubled over his own mortality. Unlike the bastions, afraid and xenophobic, Kardia embraced the new world, almost to a fault. As the fae and half-fae population of the kingdom continued to grow, with much of the population obsessed with magic and the elder folk who had mastered it, Saika came to realize that his own lineage was threatened with obscurity. Though already married with two sons, he began seeking a fae bond – at first not for gift of long life it would bestow on him, but so that his heirs would receive the adulation that the merest peasant could command as long as their ears were pointed. However, every one of his invitations was rebuffed, and not long after, both of Saika’s young sons given to him by his innocent wife fell to a rare infection, taking them slowly and painfully. Without heirs, Saika became paranoid about losing his lineage and set his wizards to examine any avenue that might extend his life. What happened next is unknown but a massive explosion rocked the country and leveled it, the sea came in and swept the land and by the time the disaster was over, all that remained was Saika's castle and a dark dangerous salt marsh.
Arad-Drumu

Arad Drumu
The wild sands

Climate: Hot Arid
Area: 214,768 sq miles
Demographics: 51% goblin, 20% Orc/Half-orc, 25% Hobgoblin, 2% Bugbear, 2% other.
Capital: Try-Ne-Trh

Arad Drumu is a huge vast sweeping desert country with oases scattered all over it like freckles on a human face. Amongst these are dozens of smaller forts and castles owned by the various warlords. Before the war Arad was ruled with an ironfist by the Hobgoblins who had the larger fortifications built but after the war its broken down into dozens of small factions claiming independence from each other.

The Drumun's suffered some of the most horrifying casualty numbers in the war, orcish tribes were extinguished and their traditions lost forever, goblins used as arrow fodder lines died in the tens of thousands. Once a proud nation they struggle to maintain even the most basic order but have had assistance from the dwarves whom before the war were a sworn enemy. The warbands each have different leaders with different ideas as to how the country should be run. Tensions are running high but violence is not on the table yet, most are afraid that violence now would mark the death of their country. Numbers are beginning to rise but the generations that have been lost are proving hard to replace.

Korbad City
Korbad lies apart from the rest of Arad Drumu, both physically and psychologically. Geographically cut off from the rest of the land by the towering Druin Mountains and made nearly unreachable from the sea by the perilous Fool’s Rocks, travelling to Korbad is no easy task—a fact Korbadians relish, for only their pilots and navigators are able to safely guide ships to the harbour, for a fair sum of course. By virtue of its geography Korbad is rather insular, choosing to keep itself from the squabbling of the tribes across the Arad Drumu and its Sand Sea. This often rankles with the other tribes that take this as a show of Tobaran arrogance. Korbad is on good terms with Kel Kazardad, much to the jealousy of the other states, and of the few foreign vessels to be found within the harbour, at least half will be from Kel Kazardad. Korbad has little to trade in the way of luxuries; its wares are, as befits the down to earth nature of its people, of a much more basic nature—most commonly ore mined from beneath the city, traded for less readily obtained items such as foodstuffs.
Ent

## **Ent Traits**

Ability Score Increase +2 Con

Age: Indefinite until slain

Alignment: Lean towards Neutral Good

Size: Medium

Speed: 30 feet

Blindsight: 60 feet

False Appearance: Proficiency in Stealth

Natural Armour: +2 bonus but they cannot wear metal armor

Languages: Ents can write and speak Common, Druidic and Elvish

Subrace: Ents undergo one of two types of Ritual with Obad-Hai and thus can pick the sub race from either Natures Wrath or Natures Keeper.

Ability Score Increase +1 Strength

Unstoppable: While their feet natural ground they can not be hindered by difficult terrain that is natural (i.e. thick bushes)

Immovable: Advantage on checks hen on natural terrain to remain in position against knock backs, being knocked prone, etc.

Summon Great Weapon: Once per short rest they can form a natural weapon from their bodies which they are proficient in including two handers.

Nature Gift. As the Ent of Nature's Wrath grows in level so do the bonus on his summoned great weapon:

### **Boons**

4th Weapon is considered Natural
6th 1d4 of Bonus Damage (Nature)

9th +1 Magical Weapon

13th 1d6 of bonus damage (Nature)

15th +2 Magical Weapon

17th +3 Magical Weapon

19 1d8 of Bonus damage (Nature)

### **Natures Keeper**

Ability Score Increase: +1 Wisdom

One with the Forest: Once per day they can commune with nature (as stated in the spell)

Keeper of the Forest: Gain Nature as a skill, also advantage on checks to things native to the forest.

Summon Weapon: Once per short rest they can form natural weapons, these can be a one handed sword, shield or staves.

Speak with small Animals: As the keepers of the forest Ents of Natures Keeper are able to communicate freely with small or smaller creatures
Hunting Domain

## **Hunting Domain**

The thrill of the chase, the hiss of the arrow as it flies with
unerring accuracy, the bay of the hounds and the smell of
blood upon the ground: these are the praises sung to the gods
of hunting and predation, archery and wild places. Oshoshi,
Woden, Mixcoatl, Cernunnos, Flidais, Neith, Mielikki,
Artemis, Apollo, Bhadra, Odin, Diana, Obad-Hai, the Wild
Huntsman, and other gods and ancient powers that hold
sway in the deep wilderness may claim the domain of
hunting. Clerics of these gods are called for a variety of
reasons, such as protecting the wilderness, killing dangerous
beasts, safeguarding other hunters, and performing feats of
great strength and cunning.

**Hunting Domain Spells**

Cleric level Spells

1st hunter's mark, longstrider

3rd earthbind, locate animals or plants

5th Leomund's tiny hut, lightning arrow

7th arcane eye, hallucinatory terrain

9th commune with nature, swift quiver

**Bonus Proficiencies**
When you select this domain at 1st level, you gain proficiency
in martial weapons and in the Survival skill.

**Thrill of the Hunt**
At 1st level, your god empowers you with the endurance to
track down your prey. While you are not wearing medium or
heavy armor or a shield, your movement speed increases by
10 feet, and your pace is not reduced while tracking.

**Channel Divinity: Slayer's Arrow**
At 2nd level, your god teaches you to attack the soul of your
quarry. As an action, you can expend a use of your Channel
Divinity feature to launch an ethereal arrow or spear, striking
all creatures in a line up to 360 feet long and 5 feet wide that
passes through walls and obstacles. Struck targets must
make a Charisma saving throw. If they fail, they take magical
piercing damage equal to 2d8 plus your cleric level and are
knocked prone. If they succeed, they take half as much
damage and are not knocked prone.

**Living Wind**
At 6th level, the winds of the wildlands come to your call.
Whenever you cast a cantrip or attack with a weapon, you can
use a bonus action to move up to your speed towards a target
of your attack or spell. When you do so, ranged and
opportunity attacks against you are made with disadvantage
until the start of your next turn.

**Divine Strike**
At 8th level, your attacks are empowered with deadly potency.
Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8
magical piercing or slashing damage to the target. When you
reach 14th level, the extra damage increases to 2d8.

**Unerring Hunter**
At 17th level, you become immune to the effects of difficult
terrain and gain a climb speed equal to your walking speed.
You can choose to have your Slayer's Arrow turn up to three
times during its flight and the first creature struck takes
additional force damage equal to your cleric level if they fail
their saving throw. Each creature cannot be struck more than
once per use of this feature.
Hallangd

Hallangd

Land of Titans

Climate: temperate oceanic climate

Area: 90,000sq miles

Demographics: 97% Various giants 3% other

Capital: Halgard

Hallangd is a land dominated by giants, fire, earth, stone, storm and sun giants just for starters make their home on this largely mountainous land. Different clans have different strong holds and each clan member meets at Halgard for the moot that is held every year. The clans are rivals and compete with each other resources. Clan wars and violence has been part of this and is part of the culture. The giants, one and all love a good fight and a quick to defend their territory from each other and outsiders.

This vast track of mountains is home to some of the fiercest human and humanoid tribes in Atern as well as some of the largest. Traditionally the home to nomadic barbarian tribes, and large numbers of kobolds, orcs and goblins. The Northern territories, who have an alliance with Kithonia and who themselves make war against the clans of the south who have alliances with Arad Drumu forces. Although large numbers of barbarian tribes remain free from etheir sides influence, many have also been either enslaved or paid to make war on the forces of Tellugwellyn on behalf of Nornlund warlords and the land is now rife with strife

The Noma Forest dominates much of centre. Traditionally home to a large population of human reufgeee, who settled there after the Oppressor war, as well as high numbers of orcs and goblinoid refugee's.The forest is also home to poisonous spiders and other wild beasts, which find good food from picking off stray and weak humanoids. The Noma Forest is abundant with life and while life there is tough, there is enough food and water unlike other parts of Atern

Brief History

Hallangd has no history, for it is a lawless, wild land that has been squeezed between the ever-growing civilised nations of Atern. Wars and tribal infighting have always been common in Hallangd, though occasionally a unifying force in the shape of a great leader has emerged. The greatest of these was the Sun giant Warchief Mal-Voi whom controls a large portion of the east of the country who secured an alliance between the giant tribes in order to fight the Oppressors.

After several successful victories against the forces of the Oppressors and some of his band spilt off and sacked several towns in Caraselle and Kel Kazardad, including the sacking of the town of Rockfist, which was then torched and razed to the ground. These actions broke the faith of other countries in Mal-Voi's leadership and diplomacy as a result broke down.
Hy-Brazil

**Hy-Brasil**

**Hy-Brasil**

The Island of Hy-Brasil is shrouded in mystery and legend. Said to be home to a great nation of powerful warriors and mighty kings not much was known besides this before the cataclysm as the only people to have direct contact with Hy-Brasil were the tribes of Hatar.

The people of Hatar told stories of an island surrounded by mist and home to a strange warrior people who could appear out of and vanish into the mists of the Island at will. They claimed that a giant led the great warriors and was king of Hy-Brasil.

**The truth of Hy-Brasil**

The Island of Hy-Brasil is actually populated by a people called the Daoine ar an Réaltaí or People of the Stars. The Daoine came to Hy-Brasil thousands of years ago from mainland to escape war and famine. When they arrived on the island it was inhabited by a race of giants called the Fir'Bolg. The Daoine went to war with giants when they first arrived. When the war ended the Daoine were victorious but they saw the Giants of Hy-Brasil as great warriors and the leader of Daoine offered his daughter to the leader of the giants as a tribute of peace between the two people.

In the two thousand years since the Daoine came to Hy-Brasil the Giants of Hy-Brasil and the Daoine have become one people. The line of their kings holds the most giant blood. The current King is Crom Tuarra.

**About the Daoine ar an Réaltaí**

The people of the stars are Half-Giants. Crom their king is nearly the size of a full blooded Giant. They live by a code to be one with nature and that all things happen for a reason. They do not worship the gods but rather have an animistic belief system. Each star represents one of the spirits of the natural world. According Daoine tradition it was the the goddess Danu that sent them to Hy-Brasil originally. The Fir'Bolg that joined with the Daoine also worshiped Danu

They believe the cataclysm was caused by the other races need to alter the natural world rather then living with it.

The Daoine are fierce warriors and defenders of their home. The warrior traditions they now have are a combination of the Fir'Bolg and Daoine traditions from before the Daoine came to Hy-Brasil.

**Crom Tuarra.**

Crom himself stands nearly 9ft tall with skin like ash. He is both the king and spiritual leader of his people. He is a great warrior and druid.
Knight of Celestine

The Knights of Celestine are the martial adepts of the clergy of Celestine. Devout, dependable and highly trained individuals their primary job is to restore peace to the parts of the world embroiled in conflict. They train constantly at monastic temples and only Humans and Nullri are accepted into the order. They favor swordplay and use

 of shields and combine divine power with a high degree of athletic ability.

Prerequisites In order to advance as a **Knight of Celestine**, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

• Strength 13.

• Dexterity 13.

• Proficiency in the Atheltics skill.

• Character level 5th.

• Must worship Celestine

• Proficiency with martial weapons and shields

Class Features: As a **Knight of Celestine**, you gain the following class features.

Hit Points Hit Dice: 1d8 per **Knight of Celestine** level

Hit Points per Level: 1d8 (or 5) + your Constitution modifier per **Knight of Celestine**

Proficiencies Tools: None
Saving Throws: None
Skills: None

Equipment The **Knight of Celestine**, prestige class gains a moon blade as below

At level 1 in this class the character receives
**Moon Blade (Su):** At first level, a Knight of Celestine receives a sliver bastard sword called a Moon Blade. It deals 1d10+ str damage
A Moon Blade is soul bound to the wielder and she can never be forced to drop it and if its stolen, she can summon it back to her person as a bonus action.

At Character levels (see blow it gains different bonuses)
At 6th level this becomes a +1 weapon
At 9th level this becomes a +2 weapon
At 12th level this becomes a +3 weapon
At 16th level this becomes a +4 weapon .
At 21st level this becomes a +5 weapon .

At level 1 in this class the character receives
**Flurry of strikes:** A Knight of Celestine can make an additional attack with her Moon Blade as a bonus action.

At level 2 in this class the character receives
**Celestine's Boon:** A Knight of Celestine gains a bonus to one of her skills equal to her Cha each day. She must choose the skill each morning

At level 3 in this class the character receives
**Moon Step:** A Knight of Celestine can slip magically between spaces, as if using the spell dimension door, 3 times per day.

At level 4 in this class the character receives
**Eclipse Strike:** A Knight of Celestine gains the benefit of a true strike spell on the first attack she makes at the start of each battle.

At level 5 in this class the character receives
**Lunar shield:** A Knight of Celestine gains immunity to all illusion spells as long she wields a shield
Vampiric Bloodline

## **Vampiric Bloodline**

Your innate magic stems from the mingling of your
bloodline with the blood of a vampire. Some sorcerers
with this origin can trace their powers back to an
ancient bargain with a powerful vampire. When a
vampire takes particular interest in a mortal being,
they may allow that humanoid to have a taste of their
blood. This ritual is seldom practiced, and few
vampires would ever even dare to try it. But this is
not the only way to gain this origin, as many of these
sorcerers can trace their powers to a near-death
experience with a vampire. Whatever the case, vampiric
magic permeates your blood, and your very being.
Vampiric sorcerers most often try to hide their
ancestry, since their origins can make them as reviled as
the vampires that spawned them. However, a select few
embrace their vampiric ancestry, and may even seek to
become true vampires in death.

**Denizen of the Night**
Starting when you choose this origin at 1st level, you
gain darkvision out to a range of 60 feet, as described in
chapter 8 of the PHB. If you already have darkvision, its
range instead increases by 30 feet.

**Martial Prowess**
Also at 1st level, your vampiric ancestry grants you
increased effectiveness in melee combat. Your unarmed
strikes use a d6 as their damage die, and use your Charisma
instead of Strength for their attack and damage rolls.

**Vampiric Regeneration**
At 6th level, you gain a semblance of the regenerative
abilities of a vampire. At the start of each of your turns,
you gain a number of temporary hit points equal to half
your Sorcerer level. The amount of temporary hit points
gained is halved when you are in sunlight or running water.
At the start of your turn, you can spend 2 sorcery points
to double the number of temporary hit points gained.

**Extra Attack**
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Additionally, your unarmed strikes count as magical for
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.

**Shapechanger**
Starting at 14th level, you can use your action to polymorph
into a Tiny bat or back into your true form.
While in bat form, you can't speak, attack, or cast spells,
your walking speed is 5 feet, and you have a flying speed
of 30 feet. Your statistics, other than your size and speed,
are unchanged. Anything you are wearing or carrying
transforms with you.

**Misty Escape**
At 18th level, you gain the ability to escape from death as a
cloud of mist. When you would be reduced to 0 hit points,
you can use your reaction and spend 5 sorcery points to
instead be reduced to 1 hit point and immediately cast
gaseous form on yourself without expending a spell slot or
material components.
Oath of Zeal

## **Oath of Zeal**

The Oath of Zeal is a sworn vow to serve the church of
their faith. Usually known by the moniker of Inquisitor,
paladins who swear this oath devote their lives to
rooting out enemies of their faith, using guile when
righteousness is not an option. They sacrifice their own
purity in order to cleanse those who defy their faith,
and are willing to take extreme measures to achieve
their goals.

**Tenets of Zeal**
To the paladins that swear the Oath of Zeal, their
long list of tenets are as important as their faith. The
specifics vary based on the god that a paladin serves,
but they all share the ideals of destroying the enemies
of their church and of their god.
Root out Heresy. Wherever the enemies of my faith
hide, I must hunt them down.
Heretics Must be Punished. There can be no mercy
for those who will not repent.
By Any Means. My qualms cannot get in the way of
my duty to my faith.
Absolute Faith. I will never go against my church and
my faith, and I will never attack those who are faithful.

**Oath Spells**
You gain oath spells at the paladin levels listed.
Oath of Zeal Spells Paladin Level Spells
3rd bane, disguise self
5th detect thoughts, zone of truth
9th bestow curse, fear
13th compulsion, greater invisibility
17th mislead, scrying

**Channel Divinity**
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.

**Stern Gaze.** As a bonus action, you can focus your
mind on a particular creature, using your Channel
Divinity. Choose one creature within 60 feet of you that
you can see. You have advantage on Charisma checks
and Charisma saving throws against that creature, and
the target has disadvantage on Charisma checks and
Charisma saving throws against you for 1 minute.

**Unexpected Strike.**You are exceptionally effective at
getting the drop on heretics. When you hit a surprised
creature with a melee attack, you can expend your
Channel Divinity to make that attack a critical hit.

**Lay on Brands**
At 7th level, you can use Lay on Hands points instead of
a spell slot when you use Divine Smite. You must spend
10 points per spell slot level. You can't use Divine Smite
at a level above your highest level spell slot.

**Soul Gaze**
Starting at 15th level, your Stern Gaze Channel Divinity
option also affects Wisdom checks and Wisdom saving
throws.

**Wrath of the Faith**
At 20th level, you can directly channel the fury of your
faith into combat. Using your action, you can undergo
a transformation. For 1 minute you gain the following
benefits:
• You have the benefits of Stern Gaze against every
creature within 60 feet of you.
• When you use Divine Smite, you deal an extra 1d8
radiant damage.
• You emanate an aura of menace in a 60-foot radius.
The first time an enemy creature enters the aura or
starts its turn there, the creature must succeed on
a Wisdom saving throw or be frightened of you for 1
minute or until it takes any damage. The DC is equal
to your paladin spell save DC. Attack rolls against the
frightened creatures have advantage.
Once you use this feature, you can’t use it again until
you finish a long rest.
Celestine

Alternate Names: The Moon Maiden

Alignment: Neutral Good

Worshipped all over the world

Domains: Balance, Celerity, Oracle, Moon

Personality:
Celestine is a strong believer in fate, determinism, and divine order, and laments those who struggle against their destiny. Tranquility and peaceful wisdom are her most prominent traits. She is gentle and accepting of many things, and nurtures those who are going through hardships, but is not an interventionist by any means. Despite her beauty, affectionate nature, and possible ties to other faiths. Unusually for a goddess there are no accounts of her ever taking a mortal or immortal lover or showing any kind of worldly desire, nor has she ever shown malice, jealousy, or deceit.

History

The ancient tales of the Nullri tell of a celestial outcast; a heavenly body that fell to earth long ago. Many of Celestine’s origin myths say that the heavenly sun god crafted six moons to light the world in the age of darkness, but this arrangement was very short-lived. By the day’s end only one remained and so it has been ever since. Some say Celestine rebelled against the sun gods desire design, refusing to follow her appointed path, and was ousted for her disobedience. As to why she did so Celestine was gifted with the sight of seeing the future and saw the darkness consuming 5 of the 6 moons. So she fell to the material plane, a goddess forever more walking in the world of mortals

Whatever the case, it is only known that Celestine's deepest wish is to return to the heavens, but she denies herself this desire. She marvels at the world and its peoples and knows there is no place for her there. Celestine walks the high plains as an accepting outcast and urges others to abandon personal desires and selfish pursuits and remember their place in the larger scheme of things. Her primary purpose is to remind mortals of the ramifications of their actions. Most non-Nullri scholars deny her existence and say there was never a sixth moon that fell. To this day, it is unknown if she is truly a fallen moon or something else. Celestine’s followers are few, yet she has occasionally appeared in the Nullri legends and even once or twice in the stories of other races, often as a bearer of cautionary prophecy.

Physical Manifestations

Celestine appears as a beautiful woman with rabbit like ears and a very curvaceous form. Her eyes, nails, and hair are a striking turquoise blue, while her skin is as white as pure ivory and glows softly. She is almost always barefooted, wearing only a tattered gray cloak or less. Celestine is often encountered at leisure, usually lounging or bathing in places of secluded tranquility, and it is said that time slows in her presence. She sometimes takes the form of a white owl with striking blue eyes, or a silver moonfish with shimmering blue fins.

Most tales of her descent say that she fell as a stone but was transfigured into a woman. However, there are some rare texts that say the sixth moon still lies somewhere in the high planes and is an artifact of untold power. Celestine's Stone has been called by many names and sought by adventurers from all walks of life.