recursal/Fanatic-Fandom huggingface dataset:
Denzen

Denzen are a subrace of Humans.

The Denzen people are usually always on the move, living in caravans and travelling from place to place. It is usually said, that a Denzen that can't travel, will always feel the need to travel.

Those that are born into the caravan will get a mark, designating the origin of the caravan they belong to, when they come of age.

All Full Blooded Denzen start with the following for free:

**Supernatural Navigation (Full Blooded)**: Put quite simply, a Full Blooded Denzen cannot be lost; they always know where they are and what way to go… Even if they do not know what the destination is. They ALWAYS know: Which way is North, the time of Day, which way to the nearest settlement and where the nearest water source is. They also do not need a map to return to an event, and can do so for an indefinite time. They are true masters of the wilds.

Denzen then have the option of buying the following at the cost of 150/850xp:

**Seen it all Before (Full Blooded)**: When the Denzen is on the road, they have seen all the tricks, traps and shenanigans the predators of the roads can muster. The Denzen can sense when there is an ambush awaiting them on the road, the DM will inform the Denzen as they describe the scene that this is a combat ambush.

**Tallest Tales (Half Blooded)**: Not only are Dezen the best navigators and explorers, but they also have the ability to simply tell their audience of the places they have been and if they wish even give them their locations. So long as they are no further than a day away from the place being told of, the target of this ability can lead an expedition to the destination with assumed average travel rolls; meaning no good nor bad things will happen.

Denzen may also choose additional Traits from the following table:

 Keen Sense
 Travel Sense
 High Capacity Hippocampus
 Name
 Enhanced Hearing
 Name
 Claustrophobia
 Unfocused
Celvanti Province

Basic country information & Details.

Defining Climate features and most distinct culture traits.

## History

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

## Culture

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

## Trade

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

## Capital and Major City's

List of majour Citys and Capital if one exsists.
Crush!

**Name:** Crush!

**Pre-reqs:** 5 Strength, Blunt Weapon.

**Buy Limit:** 1

**XP Cost:** 200

**Effect**: when you hit an opponent with a max damage roll on a dice with total damage of 20+  instead of cascading you can choose to break a limb instead of cascading, Breaking a limb has the following effects: Arm - Causes the target to roll at a disadvantage to hit & damage with that arm, Leg, causes target to lose 1 teir ie movement or to require an additional turn to make that movement. The cascade range is affected by any cascade modifiers the target has.
Hydro-barrier

**Hydro-barrier** -  15 Pact and 75 EXP OR 125 EXP (Natural Only)

**Cost:** 5

**Duration:** 1 Battle

**Range:** 1 Tier

**Target:** Self, Other

**Description:** Magical Water Swirls around the target, the cast element protecting against its weaker counterpart. Gain 5 UDR and a further 4 MDR against Fire. You may walk upon the water.
Food

There are a great many foods that exist in atf, and its best to keep an open pallet.

Food effects if not otherwise stated last for 6 hours, food items can provide various benefits from increasing health to increase stats and other such things, foodstuffs can't be consumed during combat as potions can and as such eating food becomes about preparation rather then desperation.

Food can be purchased and even prepared by anyone in the most basic manner but any ingredient is best suited to be used in a recipe with others to bring out their full potential.

Eating any cooked item is considered to be eating one days required amount of food when traveling.

Food effects unlike that of potions do not stack with one another and no more then one food effect may be active if another food item is eaten the previous food effect is rendered inert.
Golden Isles

Basic country information & Details.

Defining Climate features and most distinct culture traits.

## History

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

## Culture

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

## Trade

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

## Capital and Major City's

List of majour Citys and Capital if one exsists.
Abilities

Exp Abilities can be bought at the player’s discretion so long as they meet the prerequisites and are laid out as follows:

Name: The name of the ability

Pre-reqs: Other abilities or stat requirements that must be met before you can buy the skill.

Buy Limit: How many times you can buy this ability.

XP Cost: How much XP this ability costs to buy.
Effect: What the ability does.

* Universal Abilities
* *Might Abilities*
* Grace Abilities
* Bow Abilities
* Dagger Abilities
* Socialite Abilities
* Warrior Abilities
* Rouge Abilities
* Ranger Abilities
* Scout Abilities
* Noble Abilities
* Player Made Abilities
* Non Handbook Abilities.
Parque

Vista Standar.

El **Parque** se encuentra ubicada al sur este del centro de la aldea. El terreno fue generado naturalmente, pero terraformado y decorado por Ezequiel912. Dentro del parque se encuentra una mini-área de búsqueda del tesoro, un cementerio y una estatua.

## Secciones

* La primera sección contiene la mini-área de búsqueda del tesoro. Es un pozo de arena con 2 catus, un cofre y una pala de madera en un marco.

* La segunda sección es una gran estatua de un Steve con una espada y un escudo, parado en un bloque.

* La tercera sección es un cementerio en el cual los participantes del servidor pueden 'enterrar' simbólicamente a sus compañeros del servidor que se hayan ido.

Vista Actual.Fiesta de Halloween 2020.
Armistice Tides

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

**Cost:** 10

**Duration**: Concentration

**Range:** Half Mile Radius

**Target:** Self - at sea only

**Description:** Pay the mana for this spell once. Until they are disrupted, the caster causes the sea for a half-mile radius to become calm, though storm clouds, rain and lightning may well still rage; this spell will, however, minimize the rough waters. For the duration of this spell, the caster must be concentrating and may not talk or open their eyes, they must also be stationary save for how a vehicle may move them.
Ancestral Powers: Devout

## Devout

The very devout have established a very deep relationship with the god they worshipped when they were alive. This devotion carries on after their death, keeping the connection alive.

The Devout may bestow one of the following Ancestral Powers:

* A Deeper Connection
* Divine Connection
* Old Testament Punishment
* Through the Faithful's Eyes
* Words of Parting
Ancestral Powers: Civilian

## Civilian

Civilians may not have had any stories written about them, and yet many of them have their own little struggles to get through. They often silently support the big legends, and as such their powers also take on a more supportive role.

A Civilian may bestow one of the following Ancestral Powers:

* Hard Work
* Home Cooking
* Homely Rest
* Labourer's Grit
* Slacker's Mentality
Expertise

**Name:** Expertise

**Pre-reqs:** None

**Buy Limit:** None

**XP Cost:** Cost = 30 \* <Amount of times this has been bought, to a minimum of 30>

**Effect:** You gain skill points to spend in your 3 groups, 5 for Primary, 4 for Secondary and 3 for Tertiary. Which group this is must be the same as was chosen upon character creation for Stats.
Higg's Hood

*"Another mistake that was gladly rectified was that Higg's Hood had no uses. A mild addition of a weak acid was enough to bring its properties frothing and bubbling up." - Hrith the Seeker*

## Description

Higg's Hood is a form of *Digitalis*. Its top resembles that of a cowl. Its orange color is reminiscent of the tunic of the fabled Denzen story-figure Higg, giving it its name. It has light green leaves and stands about 3 feet tall with five to six flowers on each stem.

## Alchemical

Higg's Hood has the primary use as a reactive substance. It has a potent healing effect when combined with many other reagents.

Higg's Hood is a toxic plant and can cause cardiac issues, much like foxglove. As a base, it can make a powerful poison.

Not much is known about the effects of this flower by use as a catalyst. Hrith the Seeker believed in his works that the ability to be more sneaky from the plant's effects was either something based on a mindset or was entirely a placebo...
Inkberry

*"These berries are useful to make your own Ink. It always leaves your hands black though. Otherwise they're not very useful." - Corry Blackhands*

## Description

This absolutely black berry contains sap that tastes extremely bitter and is as black as ink. They are not larger as half an inch and grow in bunches on little bushes that itself has dark green leafs.

## Alchemy

The thick black sap can create a cloud of thick tarry smoke if used as a catalyst. It is not recommended to drink the sap or eat the berries, as they might lead to the suffocation of the ones doing so.

## Habitat

The bushes may grow everywhere. One bush is usually alone, but it can be found equally on open plains as well as deep within a forest.

## History

 In the past these have been used to create ink, but nowadays the use of the berry's sap as an alchemical component is often only used by those trying to create smoke grenades.
Fallow Shroom

Fallow Shroom

the Fallow Shroom is a member of the Falowcorus family of mushroom which is known for its small bulbous nubs and degenerative positions that they produce. to eat one alone is almost guaranteed to have a violent reaction. Most Fallow Shrooms are found in dank and dark conditions as most mushrooms are and take particularly to long-dead oaks and other deadwood they also require a great deal of moisture and will often be found near bodies of water.
Character Sheet Linklist

Charname 1 [Level X]: link

Charname 2 [Level X] : link

Charname 3 [Level X] : link

Charname 4 [Level X] : link

etc.

Do NOT provide additional information here, including pictures. If you want to give that, please create a character page ! Example ]

**Cherry/Stefan:**

Felicia [Level 7]: [1]

Thalira Steylavin [Level 6]: [2]

Charya "Cherry" [Level 4]: [3]
Awaken: The Path

**Prerequisites**:

**Cost**: 200xp

**Effect**:

Your spirit, senses, and body work together with seamless efficiency, allowing for the penultimate martial technique. You may now cast a bolt of Ki from your hands, into which you may put up to 2 Ki. This must surpass MD, using usual magic attack rules. If it hits it deals <WIT>d<AFI> to target, expanding to all in that tier with 2 Ki. Ki Bolts have 5 range with 1 Ki and 7 range with 2 Ki.
Blue Moss

Blue moss

Blue Moss has been known since generations for it's alchemical uses. That it has magical and alchemical properties can be seen by its faint blue glow that is apparent in absolute darkness.

In bright sunlight it just looks plain blue, and has a soft texture that quickly dries out in prolonged sunlight. An alchemist can get the best use out of it when preparing it fresh, otherwise it must be stored in a cool dark place.
Ancient Ways

**Exp**: 100

**Effect**: 1/day: May augment a Spell to have a verbal component. The verbal component is 2 words per MP of the spell and gains the following effects:

* For each word - Raise the DC of the spell by 1.
* For every 4 words - The spell’s range increases by 1.
* For every  6 words - Gain a +2 to damage or healing.
Fire Sigil

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

**Cost:** 15

**Duration:** 24 Hours

**Range:** 1

**Target:** Self, Other

**Description:** A Sigil appears on the form of the target, the Sigil is able to hold any spell from the Fire list up to 15 power. Any spell cast from a sigil is consumed and makes the Sigil empty again, the Sigil itself will disappear when a spell has been cast from it 5 times. This cannot be cast upon an item or object. The target then casts the spell from the Sigil as a bonus action as if the original caster were casting it, using a bonus action and only spells that do not require concentration may be cast into the Sigil.
Erethos

Erethos are a subrace of Elves.

All Full Blooded Erethos start with the following for free:

**Strength of Presence (Full Blooded)**: Where the other elves are strength in battle and nature, the Erethos are strength of being; their mere presence in a room can swing things in their favour where discussion is concerned. 3/day the Erethos may impose either advantage or disadvantage to a target in a social combat scenario with a few words of solidarity or scornful slight.

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

**Wonder of the Ages (Full Blooded)**: When Taking your Time in crafting, you have no restriction on how long you may do it for. However, for every day past your profession level you craft you must commit a half hour of RP in the place you are crafting each day.

**Masters of Protocol (Half Blooded)**: Regality and pride on their heritage is part of even the lowliest Erethos. They gain advantage on all Lore (Nobility) rolls.
Cabinshite

## Trade

Major import and Exports, what this town produces

Non Grain based Food & Iron Bars at + 20% Demand

#### Buy Power

The towns buying power is about 10,000 baul/month. or 2,500 per week.

They have a storage capacity of 500 Trade units.

#### Selling power

The towns Selling power is

* 250 Trade units of Stone
* 30 Trade units of Stone Grannate
* 50 trade units of Chalk
* 15 trade unts of marble
Cooking Ingredients

Food is something that everyone needs. Fancy foods do not only taste good, some of them can convey bonuses that last for quite some time, if prepared correctly.

The following list is a list of currently known ingredients - as well as their properties when used in a dish, or prepared in a simple pot while out in the open (cooked alone effect).
Kitsama

Piety > Kitsama

Kitsama is the Goddess of Beasts, Nature and Time. Her followers may enact miracles by drawing on the goddess' power. The Miracle's effect depends on the Domain - or Remit - they belong to. As she is closely connected to Nature, the language of her followers may address other followers with their bestial counterpart's description (like 'bitch' for any female).

Kitsama's Miracles are listed below:

## Miracles

### Remit Universal

* Blessing of Kitsama
* Greater Blessing of Kitsama
* Pure Blessing of Kitsama

### Remit Beasts

* Minor Beast Aspect
* Walk with Wolves
* Survival Sense
* Shimmer Sympathy
* Words of the Wild

### Remit Time

* Stasis
* Minor Loop
* Rewind
* Minor Chronobreak
* Major Chronobreak

### Remit Nature

* Wild Growth
* Wall of Thorns
* Binding Vines
* Nature's Bite
* Nature's Embrace
Daynasus

Piety > Daynasus

Daynasus is the Goddess of Blood, Death and Peace. Her followers may enact miracles by drawing on the goddess' power. The Miracle's effect depends on the Domain - or Remit - they belong to. There are some priests that have different opinions on how her powers manifest in the world, which also results in slightly different Miracles or Blessings.

Daynasus' Miracles are listed below:

## Miracles

### Remit Universal - Western Sect

* Blessing Of Daynasus
* Greater Blessing Of Daynasus
* Pure Blessing Of Daynasus

### Remit Universal - Eastern Sect

* Blessing Of Daynasus
* Greater Blessing Of Daynasus
* Pure Blessing Of Daynasus

### Remit Blood

* Gather what’s Spilt
* Transfuse
* Drown in Blood
* Draw from Blood
* Blood Price

### Remit Death

* Eyes of Death
* Words of Death
* Death Bond
* Dynasus' Welcome
* Dynasus' Call

### Remit Peace Western Sect

* The Lady's Quiet
* Dark Mother's Whispers
* Dark Mother's Grace
* Quell the Anguish
* Silence

### Remit Peace Eastern Sect

* Ease the Worry
* Clear the Mind
* Strengthen the Mind
* Tend the Afflicted Minds
* The True Peace of the Dark Lady
A Tempting Fate. Wiki

**Welcome to the Atempting Fate Wiki!**Helloand welcome to the AF wiki.
We are a community of Roleplayers that play a game with a homebrew system. Which grows with the input of the community and its staff.

​

Our **Prime features** are:

**Character imports**:
 Characters from other worlds or cannons may be imported through
something known as the world gate and by doing so it allows you to bring
 their unique history and play style and furthermore allows you to bring
 a single unique ability from a previous character you owned all whilst
first hand experiencing the world and culture as a non-native.

**Non Existence**: Non-existence
allows for new native players to gain a unique skill of their own based
of a pre-game run through that helps give your character direction and
helps give them means in which to interact with the world in their own
 way.

**System Open Dev**: We believe everyone's points are valid and have a room
for our players to discuss mechanics, skills, and abilities that they
would like to see added or augmented to keep a constant discussion with
 our player base on what we can do to improve.

​

## Important articles

Forms of PowerDocumentsRacesCrafting ResourcesLocations
### Important articles

* Forms of Power
* Abilities
* Powers
* New Player
* Documents
* Races
* Crafting Resources
* Locations
* NPC's
* PC's
* Mechanics & Systems
* Bestiary
Citizen Mentality III

**Name:**  <x> Citizen Mentality III

**Exp:** 500

**Buy Limit:** 1

**Pre-req:** Be a Citizen of Chosen Country, PER 6

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

**Name:** Half-Dodge

**Pre-reqs:** 4 Dexterity, 4 Wits, CA or LA

**Buy Limit:** Dexterity/2

**XP Cost:** 200

**Effect:** When a hit is made against you, you may use a Half Dodge to cut the damage from that strike in half. This can count for both Physical and Magical Damage. Every Half-Dodge you buy is added to a ‘Dodge Pool’, you can perform Half-Dodge as many times as you have it in your dodge-pool per encounter.
Entrada a la Súper Mina

Vista Standar.

La **Entrada a la Súper Mina** se encuentra ubicado al suroeste del centro de la aldea. Fue construida por Drako. Es una pequeña casa en la cual la parte inferior te lleva a la Súper Mina; y en la parte superior se encuentra un pequeño almacenamiento.

## Habitaciones

* La primera habitación contiene tres cofres que sirven como almacenamiento temporal.

Mini-Almacenamiento
* La segunda habitación lleva a la Súper Mina.

Bajada a la Súper Mina.
Elementalism

Elementalism is the practice of either tapping an innate affinity to another plain to draw out elemental effects and power or the taking of this power from the denizens of such a world known aptly as elementals.

One of the major drawbacks of Elementalism is the relationship between the different elemental realms.

Many of these realms have a political standing with one another that any budding elementalist needs to head if they wish to conjurer this power from more then one elemental realm.

The elemental powers consist of these realms:

* Fire
* Water
* Air
* Earth
* Lightning
* Light
* Shadow

 Each of which have their own noble house that has those who are able to provide contracts for magical conjuration. The goal of appeasing the nobility by achieving tasks for them should be the goal of any budding elementalist looking to bring more of that elemental houses power to bare.
Crowain

Crowain is a God of Journey's end and his role is considered to be that of a motivator and a claimer of the souls of those who perish.

Crowain is often seen as a tall creature with a thick traveling cloak of black and a head of a dears skull to have him close gives you chills and has the back of your neck standing and to gaze at him causes people to freeze up and become stunned.

The Traveling caravans advise that he comes for those who have lost there way in the world and stopped moving forward, for those who travel as the denizen do such a thing can be dangerous and as such crowain manifests and forces people to move forward or die under his pursuit, those who succeed in escaping his pursuit are often given a fruit of deep blackness that helps fill the person where once they were empty.

Whilst in pursuit the person running feels a growing weight the closer crowain gets from wading through mud to walking underwater through treacle the experience is often harrowing.

When encountered Crowains Forrest is found before he is, it is covered in soft snow and littered with the corpses of creatures and people alike in various forms of decay.

###

## Lore history

in the folk tales Crowains origin is marked in the poem Crowain the crow which details his ascension and his affinity with death.

Crowain is also seen in the Tale of the blackspring where he harrows the character Verrin in his moment of doubt.

Crowain is seen ascending to the stars after gathering enough of the dead of those who ended their journey and having them pull his chariot to the stars as crows in the Fall of Nitthin

 Crowain was seen acting as a angel of Daynasus in the Dayasus Proverb the Brothers Crow

## Remits and powers.

Powers - Turning into Crows, Creating thick snow & mists, Making a woodland that appears anywhere that contains many of the dead, using the woodlands property's to traverse large distances, Making people Stop, Leaching the life out of people, creating a fruit of life. flying to the stars, converting the dead to crows,

Remits - Death, Travels, the Dyeing, Crows, Snow & Mist, the lost
Fiefdom Management

**Tile Descriptions**
TYPES

Below is a reference guide to the types of tile and their bonuses to production. You may only take on bonus at a time per tile.

Unit Information

\* refers to the battle rating of the chosen type of unit. e.g Bowman Capitan BR = (Bowman BR + 1)

\*\* Refers to the Cost of the type of unit it is. E.g Scout Capitan requires Scout cost + 5 food

Items And Vehicles

Structures

**Combat**

 Combat is calculated Simultaneously using BR (Battle Rating) As the only stat
Knight (BR = 4 )  VS Scout (BR = 1)

then come damage calc

-1                -4

Knight (BR = 3)    Vs Scout (Br = -3)

At this point the scout is dead but the Knight is injured
When a Unit is injured they can visit a Friendly hamlet,town,city,village to Regain health
Bowmen when firing upon a unit must state the one he's aiming for The BR damage will only effect that unit

**The Population Problem**

Your fiefdom Starts with a population of 20. one population is generated every five turns from each of your settlements

Population can only be Generated and the Population cap may only be increased by settlements

**Taxes**

When charging people taxes you gain X amount per population currently listed in gold, 5 is considered a fair amount by most but other such policies can be undertaken. Gold is taken in taxes every turn.

**Turn Times**

A Turn lasts for one real life Week. and as such each weak your town will change in accordance with your orders, you may ask for the town to stop, doing this will result in the town ceasing to produce anything or growing, This can not be used in times of crisis, however if RL is being intrusive please speak to an FT or MOD to overturn this ruling due to circumstance.

**Research & Items**

You May use Research and items to increase the BR of your units things such as ritualized items may be given to a unit and items such as Shields and Horses can help with Various Issues

You may also research to design new building types and new forms of structures.

**Don’t Starve**

Your settlements Require 1 Food and 1 Water unit for each pop if you don’t meet these requirements you will lose 5 pop per turn Stacking each turn until your population die out or an equilibrium is met
CHARGE

**CHARGE**! -  10 Pact and 50 EXP OR 100 EXP (Natural Only)

**Cost:** None

**Duration:** Instant

**Range:** Self

**Target:** Self

**Description:** For a bonus action (This may be done out of combat however) gain a pool of 5+AFI Universal Mana, for use with any spell that takes mana. You may do this AFI/10 (rounded up) times a day. Any unspent mana from this pool disappears when the per day uses refresh.
Cascade Casting

**Exp**: 60

**Effect**: 3/day: When casting a spell that is a greater extension of a base spell, roll 1D4; on a roll of 4, cast the lesser variant of this spell for free. (Requires no action for bonus spell) Continue until you either do not roll 4 or you have cast the lowest variant of that spell. Using this ability is a bonus action.
Feeding the Flames

**Feeding the Flames** - 20 Pact and 125XP OR 200XP (Natural Only)

**Cost:** 10

**Duration:** Instant

**Range:** 2

**Target:** Spell with an overtime effect currently in effect.

**Description:** When cast upon another spell in effect, do one of the following:

    - Increase the turns the spell/over time effect is in effect by either 2 turns or half its natural duration, whichever is lower.

-  Increase the magnitude of the healing or damage of the effect by (4dINT/2)/duration of effect per round until the effect is over.
Iluviria

### Desease Effect

+50 Max MP -20HP&MaxHP -20 to Disease Resist checks -10 to Poison resist checks, Double recovery time for Disease and poisons following Cure. Anyone using a Perception check against you with sight do so with an Advantage.

### Desease symptom

Glowing a Faint blue and brighter along the veins.

### Desease Cure

Disease can be cured by causing the afflicted to have a max MP of 0 and to have that MP remain as 0 for 1 week, the user will suffer a Fever that requires a roll of 27+ on a D20 Disease resist check, failing to meet this check renders the afflicted unable to walk and unable to make their check until the end of day. Following failing the check twice the afflicted goes blind and is unable to make their check till the end of the day. following three failed disease resist checks the afflicted dies an agonising death

Iluvira is an advance form of Luxia that begins to augment natural bacteria in the host to also develop a form of Luxia allowing for advance growth to manna but increasing the likelihood of illnesses and making poisoning more sever for the use as the bacteria is proportionally weaker and takes longer to achieve the same goals and longer to replicate.

## Contraction

one contracts Iluvira through quite the same method of luxia is contracted however it is contracted repeatedly during the luxias initial infection period of the original week causing the system to receive an even further shock of manna causing the infection to develop even further.
Delving Do's & Dont's

### Where to be found ?

Public Library of Saundred, Celvanti Adventurers, Closten Adventurer's Guild, Saundred Adventurer's Guild

### **Description:**

A usually quite well-used looking Quarto bound in water- or fireproof leather. Published over 200 years ago by the then-active guild leader of the Closten Adventurer's Guild, this book has long been a staple. It is written more with a practical than an academic approach and orders possible dangers by the nature of the dungeon (grave, actual dungeon, natural cave...) and its location. Never losing its earnest tone, the dry humour of the author nevertheless lead to some chuckles among the wittier readers, though it is said that it looses in translation. For a long time only available in the Celvanti language, it has meanwhile been translated into Common by a member of the adventurer's Guild of Saundred. An exemplar (also in Common) was donated to the Public library of Saundred too and various copies of also varying condition circulate among adventurer's of all provinces or those that looted their bodies...

#### **Effect:**

May ask a DM when in a dungeon before they do something if its a good idea without rolling for Dungeoneering. Things deemed a bad idea include: Anything that may be immediately detrimental or detrimental over a long time as a direct consequence of that action. The DM has the last word what counts as a dungeon and may still ask for a roll on Lore: Dungeoneering if the trap/danger is particularly unique or hard to understand (Though the player rolls with an advantage in that case).
Kamdeth

...

 Lore bonus: +5 Law Lore
Special bonus: Choose a weapon type and gain a +5 to hit and damage with that weapon and twice that bonus when in combat with a single opponent.
Special Crux: Code of honor Must be upheld at all times, breaking such a code will get you Exiled from your house and you will lose the Special Bonus provided by this Noble House. The code of honor states the following.
Can’t refuse a duel, Must Protect a Lady in Distress, Can’t Refuse an honest plea for help,
Must put the safety of others above themselves, Will not Strike an unarmed opponent,
Will not attack an opponent from behind, Will not attack an opponent from hiding,
Will not attack an outnumbered foe, Will observe the law in all but times of war
Druidism

Druidism is the power to invoke rites and rituals set in place long ago in agreement with the world *Auloran.*

These agreements were made with the people of this land and the lands themselves and as such the power can be granted to anyone willing to learn the terms invoked in these agreements.

To invoke a rite or ritual usually takes time but does not deplete any form of resource. Furthermore the rite/ritual can be extended should time allow to gain stronger effects and reactions as apposed to using any other form of scaling.

Druidism has various pacts that were made these are divided into what were known as the *First Words.*

The words refer to the voice of the world and the contracts made between it and its people and the words the rites are divided into are as follows.

* Breaths
* Roots
* Waves
Fire Flower

Fire flower

### Base

Able to breathe Fire after Consuming, as a bonus action for the rest of the day. dealing 4D6 + 3D4 Fire damage

### Catalyst

Able to breathe Fire after consuming, as a bonus action for the rest of the day. dealing 3D4 Fire damage

### Distilled Effect

Able to breathe Fire after consuming, as a bonus action for the rest of the day. dealing 1D4 Fire damage

### Source

Near Flame Lakes and Fire laylines.

its scientific name is Xerhainia its a flower found within the Elemental plains of fire and like most Fauna and flora that grow within the Elemental plains it bared a great affinity to its element and is in fact composed of a type of flame that neither burns nor ignites any items that come in contact with it.

Such a flower is extremely rare as entering the elemental plains requires the use of Rifting or the use of the Element Gate.
Blessed Battle Scars

Piety > Fernaious > Remit War > Blessed Battle Scars

**Effect**:

Target ally may choose to make a wound permanent today (That is: Reducing their max health till the end of the day), granting them a permanent scar. Should they choose to do this they gain +1 to hit and damage for every 10 HP lost this way until the end of the day. This can be done at a *Range of up to 2*.
Consume Spell

Consume Spell

**Cost:** 4
**Duration:** Instant
**Range:**Self

**XP Cost:** 250

**Description:** When an enemy targets you with a Flux spell you may cast Consume Spell as a reaction. When Consume Spell is cast both casters roll Lore Arcane (x) where (x) is the school of magic the spell being countered originated in.
I.e Rendering Dart would require both casters to roll Lore Conjuration. If the caster of the Consume Spell has their rolled lore exceed that of the other caster by more than 5, that spell is negated and the mana used to cast that spell is gained by the caster of Consume Spell, otherwise, the spell is not negated and the manna spent attempting such is expended anyway.
Fairy Cage

*"A most curious plant. It seems to be almost entirely root and chooses to subsist almost entirely off of the nutrients that it pulls from the water around it. I say 'almost' because it has a healthy diet of otherworldly energies as well. Further research is most definitely required." - Hrith the Seeker*

## Description

Fairy Cage is a hollow ball of roots that seems to grow in nearly sphere-like patterns. The patterns usually can be easily seen through as they don't normally have much in the way of density.

## Alchemy

If the plant is thoroughly ground into a paste, it can be used to prevent shapeshifting; Both willing and unwilling. Because of this, it is highly sought after for the prevention of transformative curses. Unfortunately, due to its rarity, such efforts are usually quite unsuccessful.

Fairy Cage is also known as a potent, if specific, poison. If mixed into a concoction as a reactant, the powder of this root causes great pain and decay to both Ologs and various Fae. It even seems to work on some from other worlds.

As a catalyst, the Cage performs wonders in the way of helping guard against glamours and charms. Bolstering the imbiber's defenses against both illusions and mental effects.

A final use is in the creation of a specialized trinket that gave the plant its name. If one slathers the cage in 50b of fine honey and then coat the sticky layer with 5b worth of iron dust it gains a unique property. If the user hangs the trinket from their person or in their home and Fae magic or Illusion magics target the wearer or happen around the home, then the trinket shivers and vibrates wildly giving warning of the magic. This effect can happen thrice before the root's power is dissipated and becomes irrevocably inert.

## Habit

Growing in the shallow pools of swampland, Fairy Cage bobs up and down over a couple of days for an unknown reason. It seems to grow roots first in the semi-spherical shape before a few probing tendrils extend from the bottom.
Fortify

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

**Cost:** 3

**Duration:** 1 Battle

**Range:** 1

**Target:** Self, Other**Description:** Select a Location on the target (or spend 10 mana for all 6 Locations); that Location is Immune to Lesser and Major Limb-Severs for the duration of the spell.
Ground

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

**Cost:** None

**Duration:** Instant

**Range:** Self

**Target:** Self

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

Piety > Daynasus > Remit Peace (Eastern Sect) > The True Peace of the Dark Lady

**Effect**:

Target regains their full complement of PP for the next 4 turns or 10 minutes.

Target gains +20 mentality.

Target may end this effect early and assume a roll of 5\*turns left instead of any roll they would have otherwise made on a D20 Dice Roll (*Range 0 to 2*).
Introduction to the World

Welcome to the world of Auloran.
I am not sure if you came via the world gate or were natively born to this world. In either case, you are special, you bear the mark of the gate, or the mark of a dragon.

Many know of the world gaters, and some even shun their presence - especially in the province the world gate is located. Everyone that steps through the gate is met by a guild member, and invited to the capital city of Renval: Saundred, where they can live freely and even join the adventurer's guild, whereas their presence in the province they initially arrived is unwanted, and their mere presence is against the law.
Those that bear the mark of a dragon are far and few between in the natives of the world itself. Almost no one knows that there are those that bear the mark. Some of them find their way to the adventurer's guild, others still roam the world, fullfilling their destiny by themselves.

The world itself is medieval, dominated by swords and sorcery. Noble houses rule the city, some known for great deeds, others for housing knowledge. The lower ranks of society work on fields or in the city.
In Renval the races live peacefully with one another, none suppressing another, though that hasn't always been the way. Before the last demon invasion the humans were slaves to the elves, the dominant race of the continent. But against the demons every race had to work together as one to defeat the hordes of corruption or be completely wiped out. This changed the face of the land and it took hundreds of years to repair the damage the demons had wrought. This brought all the races together as one, and Saundred, a major player in those demon wars, has become the city that is most acceptable to other races.

While there are typical problems all around - monsters roaming the world, people thinking they are better off banditing or researching darker arts ... and many more possible adventures - the possibility of the demons returning lurked ever at the horizon.
At the start of 1020 ADW (after the demon war), the gates have begun to stir, and corruption, as well as other powers have started leaking into the world. This fact is currently kept a secret from the general population though, as rumors of another Demon Invasion might cause panic.
Adventurers Guild

## Guild function and operation

The Guild functions as an independent force that covers a wide area including

* Archaeological surveys
* Agricultural surveys
* Bounty hunting
* Arcane Mediators.
* Healers
* Artificers
* Independent Guard force with Rights to kill
* Salvage team

ect.

These rights among many others were granted to the guild along with all guild property and land being declared an independent ci-y state following the guild achieving their founding goal during the Reclamation era by the request of the guild leader Gaylen Valolures.

The guild has since functioned by continuing to assist the common folk and nobles alike the strength of the guild has been recognised beyond the bounds of renval and many other continents have began forming similar organizations and to prevent the militarisation of such a Treaty was formed between several continents forbidding the use of such groups for explicit military action against any other country.

## Guild Locations

* Headquarter Guild - Saundred
* Tailquater Guild - Emerald city
* Spine Guild - Cabinshite town

The Guild also has several small offices and properties across the nation including.

- The Drowned Rat (Inn/Pub in Arbour Bay port)

- The Broken Bard (Inn/Pub in Allianwyn port)

- Unlimited Blade Works (Smithey in Kanto)

- The Glowing Vial (Alchemists in the Emerald City)

- Wangs Numbers ( Accounting office in the Emerald City)

- Souls silvers ( Accounting office in Rnvard town)

- All Mine (Steel mine in Rnvard town)

- Herbilisuous (herbalists in Scardinal town)

[Note, the above are simply the offices that have been declared to the Saundred Tax office]

## Guild History

The guild was formed following the declaration of the Reclamation era by the emperor of the time Emperor Thadius Valoures created the guild with the purpose of reclaiming the lands that were covered in Syther following the Chaos war...
Ancestral Powers: Mage

## Mage

The Mage has studied how magic works for all their life. They know the intricacies of how the magical particles interact with one another, how they react to stimulus during a spell, either through thought alone or even through verbal commands. Their control of magic is unparalleled.

A Mage may bestow one of the following Ancestral Powers:

* Ancient Ways
* Cascade Casting
* Chain Casting
* Raw Arcana
* Unfettered Casting
Kanto

## Trade

Major import and Exports, what this town produces

Stone 10% Demand

#### Buy Power

The towns buying power is about 15,000 baul/month. or 3,750 per week.

They have a storage capacity of 1000 Trade units.

#### Selling power

The towns Selling power is

* 100 units of Base Herb
* 50 units of Higg's Hood
* 50 units of Inkberry
* 10 units of Luppi Berri
* 30 units of wood.
An even playing field

Piety > Pitou > Remit Balance > An even playing field

**Effect**:

This miracle targets the battleboard itself, evening out the total number of participants on both sides, so that both sides have the number of participants corresponding to the smallest size. Any allies or enemies banished this way return to a safe place they deem as “Home”.
Godrot Bloom

The God Rot Mushroom

The Godrot plant causes horrific debilitation effects in its victims causing degeneration of muscles or brain tissues for most who encounter this horrific plant the effects are temporary but many find the horrific debilitation from this plant to be more than enough to deter them from returning near to it.
Tridaus

Piety > Tridaus

Tridaus is the Goddess of Love, Joy and Life. Her followers may enact miracles by drawing on the goddess' power. The Miracle's effect depends on the Domain - or Remit - they belong to. Her followers represent all types of love, and promote life. They sometimes give food to the poorer and do their best to heal those that have been wounded or have fallen victim to an illness.

Tridaus' Miracles are listed below:

## Miracles

### Remit Universal

* Blessing of Tridaus
* Greater Blessing of Tridaus
* Pure Blessing of Tridaus

### Remit Love

* Binding Blessings
* Affections of Tridaus
* Beauty of Tridaus
* Honeyed Words
* Blessing of Fertility

### Remit Joy

* Simple Pleasures
* Friendly Face of Tridaus
* Water to Wine
* Food of Many
* Kind words of Tridaus

### Remit Life

* Tridaus' Care
* Repair Body
* Soothe Wounds
* Purify Body
* Break the Burden
Blacksmithing Metals & bones

There are a Variety of Metals and Bones that offer attributes when used in different forms of Blacksmithing crafts a list of such items can be found below.

Some such items also contain bonus effects that are not listed here and can be found when looking at further details by clicking the Metal or bone's name.
Focus

**Focus** - 15 Pact and 75 EXP OR 125 EXP (Natural Only)

**Cost:** 10 Mana

**Duration:** Instant

**Range:** 3

**Target:** Other Effect

**Description:** As a reaction you may Target Other’s multi-target spell. Once this spell is resolved you may apply the damage or healing done by target spell all to one target instead.
Mind Hive

a Mind Hive is a collection of consciousnesses that occupy a space and interact sharing thoughts memory's and experiences with strict rulesets this is often done within a ThoughtBubble by the Zashiai of the Dreaming its thought to be one of the most efficient ways to convey complex information and advice.
Enchant by Example(High Magic)

**Enchant by Example(High Magic)** - 500 XP to learn

**Cost:** 50

**Duration:** 3 hours

**Range:** 3 Tiers

**Target:** All Weapons/Armour of choice

**Description:** Holding up a single unit’s sample of a material, you may break the sample and change the properties of the weapons/armour as if they were made of that material keeping their APV, DMG etc for simplicity’s sake. For instance, with a single unit of silver you may make the entire party’s weapons silver against that surprise werewolf attack…
Ancestral Powers: Crafter

## Crafter

There have been many famous crafters in the past, who have gained renown by creating masterwork Armour or Weapons. Their talents might mostly be lost to time, and yet, their spirit often lives on in the things they crafted over the years.

A Crafter may bestow one of the following Ancestral Powers:

* An Author's Cursive
* Frugal Craftsmanship
* Old Techniques
* Perfect Distillation / Sparing Some Spice
* Total Crafting Control
Humans

Humans are a versatile and varied race known for their abundance and versatility. Being the second shortest-lived race they are found in almost all corners of the world and are quick to pick up cultures and skills.

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

The subraces are:

* Talrane
* Denzen
* Norderner

Humans have access to the following skills and abilities.

All full blooded humans start with the following for free:

**Dabbler - (Full Blooded only)**

Humans tend to find they are more suited to multiple areas of moderate study. Any ability that scales in cost such as Expertise has its counter delayed thrice, however when that counter expires the exp saved is added to the next buy and the pattern continues as normal. Any ability that scales by 300 or more a time is instead delayed once and Racial Abilities are not affected. For example, in the case of Expertise it would cost: 30, 30, 30, 30, 210, 150, 180 etc.

Humans then have the option of buying the following at the cost of 200xp for the first purchase and 800xp for the second:

**Divine Favour (Full Blooded only)**

Whether the Human race is literally particularly favored by the Deities is a matter of Theological or Philosophical debate, but still their ability to pull through in critical moments is renowned across the world… or perhaps it is all just dumb luck. Once a week when you fall below 30% Health or must succeed in a life threatening skill check (DM discretion) you may ask for a +10 to any, one roll in that situation, whether it be a skill, hit or damage roll.

**Talented (Half Blooded)**

Some Humans often have one area they excel in; choose any one non-lore skill and gain an advantage in it 3 times a day. This may be used retroactively after a normal roll has been made.

All humans may purchase any of the following Racial traits.
Foretell Fortune

**Foretell Fortune**- 150 XP to learn

**Cost:** 10

**Duration:** 1 day

**Range:** Special

**Target:** Special

**Description:** You may roll 2D20 when this spell is cast, the results rolled can be applied in replacement of any other D20 that was rolled in a scene you or a chosen target has appeared in. A chosen target must be chosen at time of casting, casting time takes 10 minutes. You may not have more than one instance of this spell active at any time on any number of targets.
Dazzle

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

**Cost:** 15

**Duration:** Instant

**Range:** 3

**Target:** Other Effect

**Description:** As a reaction you may Target Other’s Spell below 15 Mana. This allows the spell to be duplicated once for each appropriate target, no one target can be hit by the spell more than once.
A Haggler’s Smoking Gun

**Exp**: 50

**Effect**: 1/day: May roll 1D4 when checking an item for defects; If you roll a 1 you may identify a fault with the item, this fault affects its value by 20% and will impact its function. On a roll of 4 you may identify a cosmetic problem with the item giving you +5 Thrifty Reputation and reducing its value by 10%.
Conflagration

**Conflagration** - 15 Pact and 75XP OR 125XP (Natural Only)

**Cost:** 10

**Duration:** Special

**Range:** 3

**Target:** Other

**Description:** Make a magic attack roll against the primary target. If succeeded, deal <AFI>D5 to the target. You may then make another magic attack roll on another target within 3 range of you or 1 range of your target, the ball of flame will hop to that target and deal the damage rolled earlier but quarter taken away. This may keep happening until the attack either misses or it has hit 4 people, and the initial damage reduces by a further quarter per hit. Conflagration cannot hit the same target twice.

Every opponent hit by conflagration is also subject to their VIT/2 damage for (4-Targets hit (min1)) turns.
Ignite

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

**Cost:** None

**Duration:** Instant

**Range:** Self

**Target:** Self

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

**Name:** Impact Focus

**Pre-reqs**: 3 Strength, 2 Vitality

**Buy Limit:** 1

**XP Cost:** 100

**Effect: I**mpact Focus lasts for 3 turns and when this period is up it goes on cooldown for 2 turns. Only when the cooldown is finished can you use Battle Focus again. For the duration of Impact Focus, as a STATE, add STR/2 to your to-hit check. This takes a Bonus Action.