recursal/Fanatic-Fandom huggingface dataset:
Evil

Many things come in four categories. Earth, fire, air, and water. Summer, winter, spring, and autumn. North, south, east, and west. On Tanicus, notions of immorality are also classified into four primal evils from which all other transgressions and indulgences are derived. These classifications are: Avarice, Deceit, Pride, and Wrath.

The first of these, avarice, covers such offenses as greed, gluttony, lust, and envy. Because of the world’s abundance during that time of the year, this evil is most closely associated with the season of Winter. The element of avarice is air, which forces itself into any open space it encounters. It is often associated with the cardinal direction west, where the world devours the sun and moon.

Deceit covers such sins as perjury, temptation of others, treachery, and disloyalty. Because deceit is fluid and ever changing, it is associated with the element of water, and because it is a time when much of the world is often hidden in rain and fog, spring is the season most often associated with this evil. Likewise, it is associated with the south, where not only is there an eternal snow, but also the mask of undeath over the living.

The evil of pride encompasses such indulgences as egotism, stubbornness, despair, and impenitence. It is associated with autumn, when the world so brazenly shows its myriad colors. Likewise, east is the cardinal direction with which it is most associated, as it is from that direction that the world hosts both the rise of the sun and the appearance of the stars and moon. Earth is the element associated with pride, because it stands opposed to progress

Finally, wrath is perhaps the most feared of all evils, including such transgressions and emotions as murder, hatred, anger, and pure, raw fury. It is associated with the heat and bright sun of the summer months, the element of fire, and the direction of north, where the heat lasts for most of the year. It is the very essence of violence, and is thus often associated with red, the color of blood.

Outside of these four primal evils, many see a forth force for evil in the world: those who embrace all evil for the purposes of evil in itself. This is the evil of blasphemy, which encompasses all other evils in its embrace. It is most often associated with clerics of the eidolon of darkness, who serve evil in its purest form. Its color is black, like the deepest night, and it has no season or direction, because pure evil is ever-present and everywhere.
The Twisting Isle

Lost to mysterious mists long before Sear sank into
the sea, the Twisting Isle resurfaced during the Worldquake. It was not
discovered again for over three centuries when the Rakasta re-emerged from
their island to its northeast and initiated the War of Sword and Claw with
Seawn. During the war, both human and Rakasta navies ran across the island, and
their opposing forces built advanced bases on the island, waging a guerilla war
in its eastern swamp and jungles.

After
the war, both sides agreed to maintain permanent outposts on the island as a
way of "maintaining the peace," also known as "keeping an eye on
each other." After a number of years, Searians built and additional
outpost for exploration of the island's jungle and the human surveyors
discovered mysterious ruins along the northwestern shore. The Rakasta found
ruins of their own deep in the jungle, but their exploration had an additional
unforeseen consequence.

As if
the giant "thunder lizards" that lived in the jungles were not
trouble enough, the catfolk awoke something that had been long sleeping beneath
the island, an ancient, serpentine race called the Yuan-Ti. Shortly after the
return of the island, they awoke from a long slumber beneath its surface. The
Rakasta attempted to form an alliance with the snake-men and their strange
deity, the great Fire Serpent, but the alliance proved to be short-lived.

Interference from the human soldiers and
hired adventurers lead to the Rakasta learning that they were being used by the
Yuan-Ti and that their strange god was not, in fact, a deity but a powerful
efreet living at the center of the volcanio in the island's mountains. The
efreet was eventially sent back to the elemental plane of fire and the Yuan-Ti
back to their mysterious ruined cities. The humans and catfolk returned to
their fortresses along the island's shore, and while their cold war continues, the
threat of the Yuan-Ti remains everpresent in the deep jungles.
Bahamut

## Deity Information

### Bahamut (BA ha moot)

The one and only Platinum Dragon, Bahamut is also known as "the King of Metallic Dragons" and "the North Wind." His holy symbol is a platinum shooting star. Bahamut is revered across Tanicus, venerated by all good dragons but especially the gold, silver, and brass varieties. Even evil dragons respect him for his power and wisdom. Stern and disapproving of evil, Bahamut brooks no excuses for evil acts. He is among the most compassionate creatures in the universe, has limitless empathy for the downtrodden, but he is merciless when fighting those who would persecute the innocent.

Back to Religion

### Copyright Info

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Quasidh

Quasidh are a reclusive race of sea-dwelling Sidh. Although the race as a whole is reclusive, many members prefer the company of surface Sidh. Quasidh are instinctively curious and still somewhat arrogant about their heritage. Quasidh society, ruled by their Seaspeaker, is the most stable of the Sidh cultures, since most of it survived beneath the waves when the demons attacked. Unfortunately, this has led to them being a bit more arrogant than their land-dwelling cousins.

Quasidh possess pale-blue skin that bears tiger-like, dark-green stripes. Their hair colors are shades of blue or green with the occasional white. Odd Quasidh are sometimes born with black hair, though less appear with each generation. Quasidh eyes vary among the blue-green end of the spectrum with rare purples and grays.

## Game Information

Except where noted on the Sidh racial page, you gain all of the Sidh Common Traits as well as those listed below.

* Ability Score Increase. Your Charisma score is increased by 1.
* Weapon Training. You are proficient in javelin (harpoon), trident, and net.
* Amphibious. You can breathe water as well as air without penalty. You have a swim speed of 30 ft.
Ghoul Touch

## Converted Spell: Ghoul Touch

*2nd-level necromancy*

* Casting Time: 1 bonus action
* Range: Self
* Components: V, S, M (a scrap of cloth taken from a ghoul)
* Duration: Concentration, up to 1 minute

The next time you touch someone within the duration of this spell (which requires a spell attack, against an unwilling target), the target must make a Constitution saving throw or become paralyzed for as long as you concentrate on the spell, up to 1 minute.

While the victim is paralyzed, it exudes a foul stench that sickens those who come to close. Any creature starting or ending its turn within a 10 foot radius of the paralyzed victim must make a Constitution saving throw or be poisoned for the duration of the spell or until magically cured.

Back to Expanded Spell Lists
Encore

## New Spell: Encore

*2nd-level enchantment*

* Casting Time: 1 action
* Range: 60 feet
* Components: V, S
* Duration: 1 round

You compel a target to repeat the action of their previous turn.

For example, if an orc fired an arrow and inflicted 4 points of damage to your party's paladin, the encore spell would compel the orc to fire a second arrow at the paladin. If the paladin moved out of range, the orc would still fire an arrow at its target, but the arrow would fall short.

Any dice associated with the repeated action, attack rolls, ability checks, saving throws, are rolled as normal.

The target must be capable of repeating the action in order to make the attempt. In the above example, if the orc was out of arrows, the encore spell would automatically fail. A wizard cannot be compelled to recast a spell if no more spell slots are available at the level at which the spell was cast. A gnome that discovered a gem in a pile of rocks, however, would still attempt to discover the gem even if there was not another gem to be found, because he could go through the effort of trying to find one.

An unwilling target is allowed to attempt a Wisdom saving throw to resist the effects of the encore spell.

Back to Expanded Spell Lists
The Opheleum

Also called the "World Tree" and "the Spire of Concordia," Opheleum is the entrance to the afterlife for good-aligned mortals who die outside of a state of grace, regardless of race. The Opheleum exists to allow such beings to earn their way into their final rest, serving as the Purgatory of Tanicus.

When a being passes from the mortal world with "work to do," they are placed upon or within Opheleum, the specific place determined by the amount of penance required, near their ultimate destination for those close to paradise and toward the middle of the tree, farthest from their reward, for those with a lot of work to do. The souls then climb or descend, making their way toward their eternal reward. Despite the required hard work and perseverance, the plane itself is not hostile, being rather temperate and pleasant all things considered. Wounds taken there heal quickly, food is plentiful, and rest comes easily.

Of all the gods and eidolons, only Myrddin, Kellen, and Lethik reside on the Opheleum.
Korvin

The Korvin are native to the kantrevs of Korvis nestled between Kæryn and Ancellyon. Formerly of Kæri stock, Korvis has become a refuge for those Kæri with a lower moral fiber. Housed almost entirely in their walled city-states, the Korvin are not necessarily an evil people, but they tend to be more morally flexible and egocentric. Their rulers, on the other hand, tend more to Lawful Evil, and they are openly allied with the Ancelyn.

Each of the kantrevs is ruled by a king, who then answers to Kantrev Kronus, wherein rules "the High King Immortas," the final authority in the kingdom of Korvis. Unlike Kæryn, which has kings and queens alike, Korvis is a highly patriarchal society, ruled through strength of arm. As such, the Korvin tend towards more militaristic class options, with their few Cabalists tending towards invokers and conjurers, priests focusing on more aggressive deities, and warrior classes being the most prevalent.

Korvin are of similar racial stock to the Kæri, with similar skin, eye, and hair colors, though the conquest and integration of the Searian city of Shar, now Kantrev Shar, has begun to breed a majority towards Caucasian skin tones and lighter hair in recent years.

## Game Information

In addition to Human Common Traits, you gain the following features:

* Ability Score Increase. Even those Korvin who do not hold to their leaders' tyrannical ways tend to cherish strength above all else. Your Strength is increased by 1.
* Glib Tongues. Korvin are taught all of their lives that those who live outside of their Kantrevs cannot be trusted, and that the only way to deal with such treachery is to guard their own truths within themselves. You gain proficiency in the Deception skill.
Quicklings

Quicklings have long, slender bodies and powerful legs. They are noted wanderers and upon reaching their twenty-first birthdays are set free upon the world to explore and learn. Although they are not the greatest warriors, their speed helps to keep them alive in many situations.

Quicklings have two ancestral cities, "Here" and "There." The position of these cities is relative to the position of the Quickling making the reference. The Quickling City in which a member of the race currently stands is Here, the other There. This gets particularly confusing when a Quickling is not in either city, when both cities are referred to as There.

Quicklings always know which city is being referred to by another, though for the sake of non-Quicklings, they usually refer to the cities as "North There" and "South There." A third Quickling city, "Totherplace," lies in the country of Wilder and is always referred to by that name, even by resident Quicklings.

The speed with which they conduct their daily lives has led to some rather unusual traditions. The most unusual of these is the presence of Holimomes (or "Holy Moments") on their calendar.

There are hundreds of Holimomes, each one as significant to the Quicklings as any other, and each lasting exactly one minute. During these Holimomes, Quicklings must fast, cannot engage in war-like activities, and cannot speak. This last part is considered a blessing by many impatient humans.

Quicklings tend to embellish everything they say so that it takes three times as long as it should. There is a very real reason for this. Quicklings assume that, since humans take so long to talk, that they require extended statements to fully process what is being said.

Quicklings usually have light hair, brown or blonde, but a few have naturally red hair. Many Quicklings dye their hair unusual colors.

## Game Information

In addition to the Halfling Common Traits, you have the following additional features.

* Age. A quickling reaches adulthood at the age of 20 and generally live just under a century.
* Ability Score Increase. Your Charisma score increases by 1.
* Fleet of Foot. Your base walking speed increases to 35 feet.
* Move Like a Shadow. You can use the Dexterity (Stealth) skill even when moving at your full normal speed.
* Languages. Quicklings speak their own dialect of the common tongue, which is basically just Searian spoken quickly with no pauses between words and sentences. They can slow down to speak normal Searian, but often overdo it, exaggerating their pauses and speaking comically slow. Quicklings who are used to dealing with other races have usually overcome this by adulthood, but still slip back into their own dialect when excited or frightened. Because they are generally well-travelled, quicklings may choose to know one additional language at character generation as well as Searian and their dialect.
Knights of the Tusk

Among the AEdar, every child who can swing an axe dreams of being a Knight of the Tusk. Sometimes paladins of Fergus, these iron-clad dwarves dire atop heavy-barded giant boars with spear in one hand and axe in the other. They serve as the bodyguard of the Underkings and lead the charge against the enemy, orc or dark elf, ogre or giant. Their boars are trained until their tusks are as deadly as the axes of their riders.
Knights of the Silver Swan

The primary order of sidh knights, dedicated to Dyanae, Tulani, and Arwin, the Knights of the Silver Swan are tasked with everything from escorting sidh nobility, guarding the Speakers of the sidh, patrolling sidh waters, and embarking on expeditions to other lands on behalf of the sidh. They are the wandering knights and those most often encountered outside of sidh territories.
Ungolthra

Ungolthra (un GALL thra), the Grandmother Spider, also called "The Eight-Legged Horror," was created by Un to spin threads that would become the Strands of Fate. These strands were woven together, first by Un then by Riva, to become the Weave that makes up the fabric of reality, purpose, and destiny. When Un disappeared after Kaos was locked away, Ungolthra went looking for him, though her threads never stopped feeding the Great Loom of Fate.

Just prior to the Third Incursion of Kaos, the Heroes of the Third Incursion met Ungolthra in the mountains in northern Ancellyon. There, she noticed threads hidden within Varis Stormglass by the god Riva, which she reclaimed and fed back into the Great Loom. It was this strand, prepared by Riva before his death, that allowed him to be reborn when Io awakened and removed the godsparks from the usurper godling, Az.
Rock Gnomes

Rock Gnomes were once a forgotten race, long
thought lost amongst the stout folk. Working through his mortal agent Brom, the
god Fergus managed to restore a large group of Rock Gnomes on the continent of
Ceilar several centuries ago. Because of this, Fergus was their primary deity
until his death at the hands of the archangel Az. Since then their hero Brom,
previously seen only as a sainted mortal and now recognized as an eidolon, and
their own Saint Gliscoran, have taken Fergus' place.

Rock Gnomes
are slightly shorter than even the shortest of their dwarven cousins, usually slimmer,
and more agile. They are also significantly more magical, counting sorcerers
and the ocassional Cabalist among their number. Males tend to grow short,
well-groomed beards or goatees, often without an accompanying moustache.
Females do not grow facial hair of any kind, their sideburns not growing much
beyond those of Halflings or humankind. They usually wear leather and earth tones,
decorated with crystals and gems. More than anything else, Rock Gnomes love
precious stones, and will go to great lengths to attain them.

Rock Gnome
society is a unique construct, best described as a theoplutocracy. Their's is a
culture built on central worship of their eidolons and a strong capitalist
ideal, considering commerce to be a divine exercise. Thus, they take the buying
and selling of goods very seriously. Because of this, the Rock Gnomes have
traveled far over the centuries since they're re-emergence. In addition to Brom
and Gliscoran, this also leads to common veneration of Astilabor and Dumathoin,
both of whom strongly appeal to their nature.

As a
race, Rock Gnomes average between 3' 3" and 3' 9" tall. Their hair
tends to be lighter tones such as blonde or light red or brown. Their hair
grays at middle age. Most stout folk consider Rock Gnomes to be both eccentric
and a bit too impulsive, which isn't too far from the mark. They are excellent
alchemists and craftsmen, especially in the art of gemcutting. They love making
pretty things with crystals and gems and drinking sparkly potions to see what
they do.

## Game Information

In
addition to the traits common to all gnomes, Rock Gnomes gain the following
abilities:

* Ability Score Increase. Your Dexerity score increases by 1.
* Artificer's Lore: Whenever you make an Intelligence check related to magic items or alchemical objects, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
* Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Gnomes love animals and often keep burrowing animals like squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
* Beast Pact: Gnomes often use beasts as messengers. You can cast the animal messenger spell on a creature with which you can communicate, using your Intelligence as the spell ability. After using this ability, you cannot use it again until you have completed a long rest.
* Languages. You can speak, read, and write Searian and Khazid.

Back to Races.
Explosive Runes

## Converted Spell: Explosive Runes

*3rd-level transmutation*

* Casting Time: 1 action
* Range: Touch
* Components: V, S
* Duration: Permanent until triggered

You trace mystic runes on a book, map, scroll, or similar object bearing written information to prevent unauthorized people from reading the information. The runes are difficult to detect by normal means (DC 20 wisdom [perception] check), but attempts to locate traps via magical means automatically detect them.

When a creature reads or attempts to read the writing in which the runes are hidden, the writing detonates, 6d6 points of force damage with no saving throw. Creatures within a 10 foot radius of the runes may attempt a Dexterity saving throw, suffering half damage on a successful save. The objet upon which the runes were inscribed is automatically destroyed in the process.

As the crafter of the runes, you and anyone you instruct can read the writing without danger of setting off the runes. You can remove the runes whenever desired simply by touching the object and willing their removal.

Back to Expanded Spell Lists
Starwise

When the Brundle halflings joined Naichaen society,
a small number of them wished for a simpler life akin to the homelife they had
back on Ceilar. They traveled east into the hills surrounding the Hawkroost
Mountains and built a simple settlement there. Over the years, these halflings
turned their natural intelligence inward, become awakened to the truths of
themselves rather than the world around them.

After
many generations, these halflings became known as Starwise for their natural
wisdom and understanding. Many people in the towns nearer the mountains began
to seek out the halflings for advice on the weather, guidance on disputes, and occasional
insights on important decisions. After the Second Dragon War, the eldest of the
Starwise received a vision from Roan foretelling that greater knowledge could
be found higher in the mountains, and so she turned her eyes to the sky.

Leading
a troupe of halflings into the peaks, the elder and her followers arrived at a
tiered cliff face that the wise woman recognized from her vision. She
instructed her followers to build a monastery to Roan on the spot, which became
home to their fellowship. In the centuries that passed, the settlement in the
hills and monastery in the mountains began to spawn settlements around them,
creating a scattered swath of Starwise settlements amidst the mountainsides.

Starwise
are a bit shorter than their Brundle forebears but similar in build. Their skin
tends to be a bit lighter than those living among the Naichaens, as do their
eyes and their hair, which the Starwise generally keep well trimmed. Starwise
prefer more-muted colors in their clothing, wearing a lot of earth tones that
help them blend into their mountainous surroundings.

### Game Information

In addition to the traits common to all halflings, the Starwise halflings gain the following abilities:

* Age. A Starwise halfling reaches adulthood at the age of 20 and generally lives to the middle of its second century.
* Languages. Starwise halflings speak Tradespeak and one other language of your choice.
* Ability Score Increase: Your Wisdom score increases by 1.
* Field of Study: You are proficient in one of the following skills of your choice: Arcana, History, Nature, or Religion.
* Stargazers: Starwise halflings are most in touch with the universe when they are under the starry night sky. After any long rest that takes place under the night sky, you roll a d20. On a natural roll of 20, you gain Inspiration if you do not already have it.

Back to Races.
Spirit Wall

## Converted Spell: Spirit Wall

*5th-level necromancy*

* Casting Time: 1 action
* Range: 120 feet
* Components: V, S, M (a clear, cut gemstone)
* Duration: Concentration, up to 10 minutes

You create a wall constructed of a swirling mass of green-white forms resembling tortured spirits forms. You can make a flat wall 60 feet wide, 20 feet high, and 1 foot thick or a 20 foot high ring 20 feet in diameter and 1 foot thick.

One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Wisdom saving throw or become frightened for 1d4 rounds.

Any living creature that touches the wall takes 4d6 points of damage as its life force is disrupted. A living creature that passes through the wall takes 8d6 points of necrotic damage. In both of these cases, the victim is permitted a Constitution saving throw to take only half damage.
The barrier is semi-material and opaque, providing cover and total concealment against physical attacks, and it blocks line of effect for magical effects, including spells and spell-like abilities.

Back to Expanded Spell Lists
Baator

Also known as the "Nine Hells" or "Acheron," Baator is the home of devils both fiery and frigid and governed by the archdevils and dukes of the nine hells who reside there. Baator is the plane of eternal punishment for evil beings whose souls are most heavily tainted with the sins of Pride and Wrath, regardless of race.

Each of the Hells has its own hostile environment, pock-marked with deep pits, each holding its own infernal punishment. It is ruled with an iron fist by the intermediate god Caradoc and serves as his home. It is also home to the eidolons Tiamat , Garyx , Gruumsh , and Phaedra , and perhaps other eidolons of darkness not yet revealed to the mortal world.

Baator is also home to the Archdevils, and each of is nine levels is ruled over by one of their number.
Roan

Deity Alignment
 Sacred Color
 Sacred Beast
 Domain(s)
 Favored Weapon

Like his brothers that also survived the Third Incursion
of Kaos, Roan followed Io's direction to withdraw from the world and no longer
takes an active role in managing Tanicus, relying instead on the younger gods
and the eidolons to ensure that progress continues within civilization.

Roan's
monks, the Order of the Open Hand, continue to venerate and draw their power
from him. Like all of the greater gods, he is central to the traditions of the Monastery of the Five Spires.
Dragonloft Mountain

Near the eastern-most edge of The Dragon Isle is a mountain that stands apart from all others on Tanicus. It is not the tallest mountain in the realm, or for that matter on the Dragon Isle, but it is the only mountain that is wrapped by a statue of a dragon carved out of the stone of the peak itself. The volcanic mountain is constantly venting steam and smoke into the air through the nostrils of the dragon's head. For those brave enough to undertake the three day climb, an enormous doorway can be found in the statue's mouth, leading into a massive and beautiful temple celebrating the draconic gods that stretches through the majority of the mountaintop. Icons of Bahamut, Tiamat, and Chronepsis can all be found here, and all dragons mark the mountain as neutral ground, where no dragon may spill the blood of another. That wasn't always so, however, and as a reminder the central chamber still contains the bones of Ferroxous, the great wyrm rust dracolich that once guarded the now-broken seal that imprisoned the metallic dragons until the final days of the Godswar.
The Black Watch

After the War of the Frozen Dead and the rise of the Lich King, several powerful adventurers got together and formed a secret society known as the Black Watch. The purpose of the organization is the sharing of information and resources with the ultimate intent of preventing the expansion of the Lich King's domain and, if possible, destroying the creature once and for all.

In order to protect itself from the Lich King's agents, the Black Watch maintains a cell structure, with each member of a cell only knowing a limited number of members outside of their cell. Using that structure, the Black Watch has been successful on protecting civilization from the Lich King, other necromancers, and the undead menace for quite some time. Adventurers interested in joining the Black Watch should know, however, that they are very hard to find. But if you look hard enough -- and don't prove yourself a risk to their secrecy in doing so -- they will find you.
Tulani

Deity Alignment
 Sacred Color
 Sacred Beast
 Domain(s)
 Favored Weapon

### **Tulani** (too LAHN ee)

Tulani
was the god of poetry, music, literature, and the arts. He was also the god the
forest and sylvan beasts and served as the primary god of the Sidh. He ruled
over the Eldarin and thus did not make his home on the Æden, preferring to
remain on Elysium with his family.

His symbol was a four-stringed lyre crossing
a short bow, which was his favored weapon.

When Az first escaped from his
prison, Tulani appeared to give the mortals in the area time to escape the
destruction that he knew would be wrought by the vengeful angel. The first
casualty of Az's war on the gods, Tulani died defending his people and his
chosen champion from the fallen angel, but not before securing his godspark for
the eidolons that would rise to take his place.
AEdar

Ædar dwarves are the creations of Fergus. They are the first stout folk from which all others were born. Prized on Tanicus as craftsmen, even apprentice Ædar blacksmith could make a human weaponsmith pale in comparison. They are the primary source for masterwork weapons and armor on the continent.

The Ædar hold the greatest pride in their work, constructing immense subterranean museums just to show their treasures. Their subterranean cities are equally impressive. Because of this, however, they tend to be a prideful and stubborn people. They tend to look down on those who work arcane magic, seeing it as a lazy path to power, more concerned with books and brains than stamina and strength of arm.

Ædar hair is usually dark, black and brown are most common, although red and blonde hair colors are not entirely unknown. The men wear beards from birth. The women do not grow beards, but do sport long, often-braided sideburns. Their eyes are dark as well, usually brown, violet, or green.

## Game Information

In addition to Dwarven Common Traits, you gain the following features:

* Size. As per the basic dwarf in the *Players Handbook*
* Ability Score Increase. As per the Hill Dwarf in the *Players Handbook*
* Dwarven Toughness. As per the Hill Dwarf in the *Players Handbook*
The Standing Stones

On the northeastern shore of Ancellyon, visitors willing to brave the ire of the Ancelyn can find the Standing Stones, an ancient monument to Dyanae echoed across Tanicus but never matched. Unlike the smaller druidic stone circles that can be found scattered across the continents, the Standing Stones are over twenty feet high and stretch over a five mile diameter in nine rings of concentric circles. The stones are covered with ancient runes that not only serve to preserve and protect the monument, but also spell out the early history of the world and Dyanæ's part in its creation. So holy and powerful are the stones that even the Ancelyn have not dared to desecrate them for fear of the goddess' wrath. With the exception of patrols around the edge of the monument that maintain vigilance for trespassing pilgrims, the Ancelyn will not even approach within a mile of the stones, nor do they attempt to harm or hinder the druids who are native to the stones and have tended them for generations. The demigod known as The Hunting Hart and his Fey Wolves are known to reside at the Standing Stones when spending time on the mortal realm.
Languages

The following is a list of languages available to PCs and those who most often speak them. Any language identified as "restricted:" can only be learned by the race or class listed after the colon. A language listed as "non-written" is spoken only with no written component. A language identified as "non-verbal" is silent but requires the ability to see the "speaker."

### Common Languages

Common languages are widely known, though most often associated with one race or people. Players can select any common languages for their additional language slots without requiring DM approval, though the reason for knowing them should be integrated into a character’s background. The most well-known common languages are:

* Eldarin (Sidh, Ancelyn, traders)
* Felinese (Rakasta, manticores, sphinxes)
* Goblish (goblins, hobgoblins)
* Gnomespeak (River Gnomes)
* Gruunish (gnolls, bugbears, grouff)
* Khazid (dwarves, Gnomes, clerics of Fergus, "undercommon")
* Naichaen (Naichaen humans, uncommon on Ceilar)
* Oroc (Orcs, Ogres, most Hill and Stone Giants)
* Saerasin (Saerasi humans, uncommon on Ceilar)
* Sign Language (non-written, non-verbal), and, of course,
* Searian, a.k.a. Tradespeak (humans and the allied races; the Common tongue)

### Class-Specific

lass languages are either automatically known by the class to which they apply (Druidic and thieves cant, specifically), or they are considered uncommon languages that do not required DM approval for classes that fit their group. The list of class-specific languages are:

* Arcanus (restricted: Cabalists, Sorcerers, Warlocks)
* Druidic (restricted: Druids)
* Hand Signs (warriors, paladins, knights, tactical communication, non-verbal)
* Old Searian (clerics, scholars, the Tanicus version of "Latin")
* Thieves' Cant (restricted: rogues; semi-verbal, non-written)

### Uncommon

Uncommon languages are automatically known by members of the race that speaks them, but require justification and DM approval for non-native speakers. The best known uncommon languages are:

* Abyssal (language of the Pit, demons, Derro, abyssal sorcerers)
* Ancelyn (Ancelyn)
* Aquan (Quasidh, locathah, sahuagin, kuo-toa, terrapin)
* Avran (aarakocra, eagles, intelligent birds)
* Celestial (archons, gods, clerics, favored souls)
* Chittik (rudderkin, wererats)
* Deep Speech (language of many abberations)
* Draconic (dragons, draconic sorcerers, lizard folk, kobolds, Dragonborn)
* Giant (all Giants)
* Ignan (salamanders, earth elementals)
* Infernal (language of Baator, devils, evil gods, infernal sorcerers)
* Kray (Kæri and Korvin humans)
* Primordial (common tongue among elementals and the elemental planes)
* Sylvan (Sidh, treants, faerie folk)
* Terran (Goliaths)
* Venosh (Drausidh, sentient spiders)

Players are allowed to leave one language slot open at character generation for a common or class-related "convenience language" later in the game, so long as the DM approves the logic behind why the character would know that language. Once a "convenience language" slot is assigned, however, the choice is permanent.
Semyazu

A red-skinned, winged devil with a wolf-like head.

## Game Information

The entry below is the standard *Monster Manual* entry for an average howling devil.

### Devil, Howling (Semyazu)

*Medium fiend (devil), lawful evil*

**Armor Class** 16 (natural)

**Hit Points** 37 (4d10 + 10)

**Speed** 40 ft., fly 40 ft.

#### Ability Scores

* Str 18 (+4)
* Dex 15 (+2)
* Con 18 (+4)
* Int 11 (+0)
* Wis 12 (+1)
* Cha 14 (+2)

#### Basic Characteristics

**Saving Throws** Con +7, Wis +4, Cha +5

**Damage Resistances** cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't silvered

**Damage Immunities** fire, poison

**Condition Immunities** poisoned

**Senses** darkvision 120 ft., passive Perception 11

**Languages** Infernal, telepathy 120 ft.

**Challenge** 6 (2,300 XP)

#### Features

**Devil's Sight.** Magical darkness doesn't impede the devil's darkvision.

**Magic Resistance.** The devil has advantage on saving throws against spells and other magic effects.

**Pierce the Veil.** With its gaze, a howling devil can share its anguish with another creature that it can see within 120 feet. The target creature must succeed on a DC 14 Constitution saving throw or take 4d8 necrotic damage and be poisoned until the end of its next turn. If successful, the creature suffers only half damage and is not poisoned. If a creature fails its saving throw against this attack, a connection is formed with the specific howling devil for 1 minute. During that time, the creature has disadvantage on saving throws against this ability's effects. A creature may only be linked to one semyazu at a time in this manner and successive saving throws against other howling devils cannot create such a bond until the duration of the first has ended or that howling devil is dead or banished.

**Howl of Anguish.** On its action, the semyazu can release a soul-splitting howl that shakes the world around it and resonates in the minds of those nearby. All creatures within 30 feet of the howling devil must succeed on a DC 14 Dexterity saving throw or take 4d6 thunder damage and be knocked prone. Those who save successfully take half damage and stay on their feet. The howl continues to resonate, however, and on the following turn everyone affected by the howl must make a DC 14 Wisdom saving throw or take an additional 2d6 psychic damage and suffer disadvantage on attack rolls and ability checks until the end of their next turn. On a successful save, the victim takes half damage and suffers no other ill effect.

#### Actions

**Multiattack.** A howling devil may attack with its bite and both claws when taking the Attack action.

**Bite.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage.

**Claws.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) slashing damage.

Back to Monsters
Fighters

Members of any race can be fighters, but the dwarven subraces (except for the Derro) and stout halflings cannot choose the Eldritch Knight archetype. The class is exactly as represented in the core rules. Two new Martial Archetypes, the Gunslinger and the Sharpshooter, are available on Tanicus however, as are a few new Battle Master maneuvers.

## New Battle Master Maneuvers

The Battle Master archetype is exactly the same as presented in the Player's Handbook, with the addition of the following new Maneuvers.

* **Fighting Challenge.** You shout a challenge to one of your foes. Spend one superiority die. Gain a bonus to hit and damage that target, and on Wisdom saving throws versus that target's spells and abilities, equal to half of your proficiency bonus (rounded down). This maneuver is only applicable if your foe has a language.
* **Shield Ally.** When an adjacent ally is damaged by a ranged or melee attack, you may use your reaction to attempt to intercept and weaken the attack. Spend one superiority die. Roll that die and subtract your roll from the damage done to your ally.
* **Test of Mettle.** You let out a shout of challenge. Spend one superiority die. All opponents within 100 feet that can see you, have an Intelligence of 5 or more, and are of level no less than two below your own or higher must make a Wisdom save with a DC equal to 8 + your Charisma modifier + your Proficiency bonus or focus their attacks on you until felled or struck by another attacker.
The Orc Wastes

Spanning the deserts and mountain crags between Ancellyon and Kaeryn, the Orc Wastes are as their name implies, a wasteland dominated by the orcs. The land was granted to the orcs by the Ancelyn as payment for their support in the War of Vengeance. The desert has other inhabitants, most notably blue dragons and the orcs' goblin brethren (and servants).

The political structure of the orcs of the Wastes is the same as the wandering tribes to the west of the mountains, but the chieftains in the wastes are of a different breed, larger, stronger, and more experienced. These are not the dull-minded orcs often encountered by low-level adventurers... that are cunning, brutal, and capable of raising armies to rival those of the Kaeri or Korvin, though the latter have had occasion to meet with the orcs as allies.

The orcs of the Wastes are rumored to have a card they have not yet played. Rumors have reached human settlements of a great orc Chief-of-Chiefs that has begun a campaign of conquest, slowly unifying the orc tribes of the desert.

Other Locations
Wyrnsidh

Descending from shipwrecked Lwnasidh explorers long
forgotten on the continent of Thyrin, the Wyrnsidh are a race of "wild
elves" living in the Murmuring Forest of western Thyrin. They tend to be
somewhat reclusive, preferring their simpler life among the trees to the
complexities of city life and complications of political alliances. Compared to
most of the societies on Tanicus, the Wyrnsidh seem primitive, almost savage,
but they make up for any deficiencies in technological progress with their
mastery of the wilderness and deep connection to nature.

Unlike
most of the Sidh races, the Wyrnsidh are a patriarchal race, ruled by their
chieftain, the Windspeaker. They have established trade relations with the Værgar,
River Gnomes, and, to a lesser extent, the Naichaens, but do their best to
remain separated from the political affairs of other races.

Wyrnsidh
are the tallest of the Sidh, usually an inch or two above the Lwnasidh on
average. Their skin ranges from tawny to a deeper brown, and marked by darker,
tiger-like striping. Their hair, which is usually kept long, ranges from dark
brown and black to dark red-black. Their eyes tend towards rich to dark brown
with rare amber tones.

The Wyrnsidh
are the only Sidh race that was completely unaffected by the Second Incursion
of Chaos and have no special intolerance of conjurers, though they are
generally unaware of that kind of magical specialization. Wizard-folk are
uncommon among their society, as such magic requires an often sedentary, studious
lifestyle, which is not something to which they are accustomed, and the few
wizards that they know are Thyrin elementalists as opposed to Ceilari
Cabalists.

### Game Information

In
addition to the traits common to all Sidh, the Wyrnsidh gain the following
traits:

* Ability Score Increase. Wyrnsidh are stalwart and sturdy. Your Constitution is increased by 1.
* Elf Weapon Training. You have proficiency in the spear, shortsword, shortbow, and longbow.
* Fleet of Foot. Your base walking speed increases to 35 feet.
* Child of the Forest. You have proficiency with the Survival skill. When in natural forests, you add double your proficiency bonus on all Wisdom (Survival) and on Dexterity (Stealth) checks to hide.

Back to Races.
Firbolgs

Firbolgs are stout folk living on the Once-Sundered Mountains. When the sunken mountains were created, they were forced to the surface by the sudden inrush of water. As a result, they are a claustrophobic race of surface-dwellers. They love sailing and are, quite possibly, the best ship-builders on all of Tanicus.

Firbolgs are perhaps the hardiest race on Tanicus. They are certainly the hardiest of the dwarves. They are taller than most dwarves and males are usually bald. Male Firbolgs share the Ædar's love for facial hair. Female Firbolgs have short hair rarely touching their shoulders and none of the sideburns known among Ædar women.

Those rare few Firbolgs that have hair on the top of their heads have similar hair colors to those who can have only beards. This coloring is almost always a shade of blonde, though light-brown is not entirely unheard of.

## Game Information

In addition to Dwarven Common Traits, you gain the following features:

* Size. Firbolgs are slightly larger than their Ædar cousins, ranging from 4-1/2 to just over 5 feet tall. Despite their shorter heights, they make up for it with wide shoulders, stout bodies, and thick limbs. Your size is Medium.
* Ability Score Increase. Increase your Strength score by 2.
* World Traveler. You have proficiency with the survival skill and speak, read, and write one additional language of your choice.
Astilabor

## Deity Information

### Astilabor (ah STEEL a bohr)

Called "the Acquisitor" and "Hoardmistress," the goddess Astilabor represents the draconic desire to accumulate wealth and power. As most dragons sleep on their hoards -- because gold is one of the few materials soft enough to be comfortable yet firm enough to support their weight -- she is also the draconic goddess of comfort and rest. She represents the positive aspects of ambition, and despises greed and obsession. She is venerated by all dragons, but actively worshipped by few. Her holy symbol is the perfect, black gemstone.

Back to Religion

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Bile

Deity Alignment
 Sacred Color
 Sacred Beast
 Domain(s)
 Favored Weapon
 Famous Figures

After the death of Dyanæ, the sacrifice of
Annwn, and the intercession of mortal heroes on his behalf during the Third
Incursion of Kaos, Bilé began to reconsider his selflish and deceitful ways,
resulting in his eventual defection from darkness. He surrendered the sphere of
darkness and the night to his eidolon Abbathor and chose to join the eldest
gods when Io called them to withdraw their direct influence from the world,
giving its management over to the younger gods and the eidolons.

A monastic
order known as the Order of the Winter Wolf still venerate him, as do the monks
of the Order of the Long Death, formerly dedicated to his late wife. Like all of the greater gods, he is central to the traditions of the Monastery of the Five Spires.
Wrack

## Converted Spell: Wrack

*5th-level necromancy*

* Casting Time: 1 action
* Range: Touch
* Components: V, S
* Duration: Concentration, up to 10 rounds

Make an unarmed spell-attack. If successful, your subject must make succeed on a Wisdom saving throw or your touch causes the target to experience excruciating pain. The subject falls prone and, for the duration of the spell, is blinded and incapacitated. Even if the target's saving throw is successful, the subject is frightened for the duration of the spell.

Back to Expanded Spell Lists
Annwn

Deity Alignment
 Sacred Color
 Sacred Beast
 Domain(s)
 Favored Weapon

### **Annwn** (ah NOON)

Annwn was chief among the gods of darkness, a powerful entity with absolute control over her realm. Only Dyanæ had the power to overrule her authority in matters of the dead. She would often send her priesthood to hunt down and kill individuals who had been resurrected without her consent.

Despite being an entity of darkness, Annwn was always fair and would often make concessions for the greater good of the world, but could just as easily choose to manipulate events to her own ends. With the death of Siyri and the actions taken by mortal heroes to save her husband Bilé and protect her secrets, however, Annwn chose to sacrifice herself in order to grant mortal heroes the chance at final victory over Az. Revealing her location to the fallen angel, she lured him into a trap
that ultimately brought end to his crusade.

Her symbol was a silver skull, and her favored weapon was the scythe