recursal/Fanatic-Fandom huggingface dataset:
Tieflings

In 2666 SR, while the government of Korvis was busy
persecuting non-humans and doing their best to ostracize their human allies, a
strange thing began to happen. Throughout the Kantrevs, starting in Kronus
itself, mothers suddenly began to give birth to children with fiendish markings
and traits. But rather than oppress such births, as the people expected, High
King Ducaid I ordered these chidren safeguarded, enacting the "Edict of
the Plane-Touched" and ensuring their protection.

Before
long, these children were growing up and having children of their own, and
before anyone could discover the origin of these unusual births, the Tiefling race
had come into being. In Korvin, these mysterious individuals were, by direction
of the Edict, granted all of the right's of the kingdom's human citizens.

To say that Tieflings
are protected by the law, however, is not to to say that they are universally
accepted. In Korvis, where they have risen to most of the greatest positions of
power within the government over the past few centuries, the majority of the
human population continues to mistrust or outright fear them. In other lands,
most people have never seen one nor could they recognize one on sight, and as
such they are usually treated with fear or outright suspicion. In Kæryn, they
are openly hunted for expulsion, trial as Korvin spies, or immediate execution
as the spawn of demons.

Tieflings
vary as much as humankind in size and shape. Their skin tones tend toward otherworldly
colors as coal black, violet, red, or stark white. There is little commonality
in their fiendish markings, but most have some manner of horns and a tail.
Their eyes range from human-like to unnatural, solid colors, and their hair
colors come from all over the rainbow.

### Game Information

Tieflings all share the following racial features:

* Abilities. All Tiefling racial features are the same as those appearing in the fifth edition *PHB*, except as noted below.
* Alignment. The majority of Tieflings give in to evil, but a small percentage just want to live their lives in peace or even aspire to good despite their infernal heritage.
* Infernal Legacy. You know the *thaumaturgy* cantrip. Once you reach 3rd level, you can cast the *hellish rebuke* spell once, after which you must complete a long rest before you can do so again. This replaces the "Infernal Legacy" trait in the *PHB* entry.
* Otherworldly Visage. You are proficient in the Intimidation skill and have double your Proficiency bonus when making Charisma (Intimidation) checks against common folk and those who have never encountered a member of your race (DM's discretion).

Back to Races.
Outer Space Exploration Treaty

The Outer Space Exploration Treaty is a treaty signed by Zootron and Airedalandia, on July 20, 1999, in the Zootronian capital of Zootron City. The treaty lays out the framework for the use and enforcement of Zootronian Spaceflight Standards, the limitations of use of nuclear energy in space, and the prospecting claim system. The treaty's preamble states, "*The solar system is recognized as being another frontier for expansion, and as such, should be open for expansion into. However, we acknowledge that space itself is a dangerous place, and standards must be maintained for the safe exploration and exploitation of extra-terrestrial resources."*

The treaty adopts and enforces the standards set forth in Zootronian Spaceflight Standards, but also deals with the issues of extra-terrestrial resource exploitation, stating that the first organization or person to land a spacecraft in a certain area, 10 km in diameter, has ownership of that area, and is allowed to treat that area as personal property. The treaty further bans all uses of weaponry in space not affecting debris, and enforces that a nation must clean up their space junk. The treaty also includes a polite neighbour clause, stating that the owner of a piece of debris is the only one allowed to deorbit it, unless permission is acquired by another nation from the owner.
Gorot

## Le clan Gorot

**Personnages**
**Bâtiments reconnus**
**Coutumes**

## Histoire

Formé par la famille Asgoroth, reconnue pour la création d'un édifice de culte à l'architecture novatrice et aux courbes ingénieuses, le Temple Céleste. Ils fûrent les premiers à prôner la sagesse pour défaire les tensions qui concernaient les clans désormais obligés de cohabiter et de partager leurs ressources. D'habiles bâtisseurs, c'est grâce à leurs talents qu'il purent crée récemment la première école de l'île dédiée à l'enseignement des arts-martiaux ainsi qu'à l'élévation culturelle de leurs fils et filles. Un édifice neutre, dont l'accessibilité est offerte à l'ensemble des clans. Le clan réside au pied de leur oeuvre céleste, le temple dont ils sont responsables. En raison de leur aimabilité, ils tissèrent dès les origines de leurs communications, de bons liens avec chaque clans et c'est pour cette raison qu'il s'agit du village le plus développé après celui de l'empereur, il est doté d'un marché reconnu dont les artisans démontrent un talent certains. Il est le clan le plus proche de celui de Peleren en raison de leurs similarités évidentes quant à leurs croyances. Aujourd'hui dirigé par Kuijö Asgoroth, descendant de Tarn.

## Localisation

Située au centre même de l'île, la ville de Gorot s'est bâtie au pied du temple qu'ils ont su faire naître de leurs mains. Leurs terres sont en liaisons plus ou moins directes avec celles des autres clans, ce qui en fait une terre d'accueuil et de sérénité. Enclavé entre les terres, l'on peut y trouver de subtiles cours d'eau menant aux récifs d'Arut, ses alentours sont habités d'une faune et d'une flore resplendissantes aux aspects parfois surprenants.

## Figures emblématiques

* Tarn Asgoroth
* Kuijö Asgoroth
State Aircraft Works SAW-11

Main Operator(s)
 Number Built
 First Flight
 Service Entry
 Status
 Unit Cost

The State Aircraft Works SAW-11 was a fighter jet made in Ebeline in the from the late 1950s to the early '70s. Though it was to supposed to have been replaced in the 1980's, SAW-11s still comprised 40% of the PLFEAF's fighter force at the time of the Ebelinian Revolution.

## Specifications (SAW-11D+)

**Crew:** 1

**Length:** 14.5 m (47 ft 7 in)

**Wingspan:** 7.154 m (23 ft 6 in)

**Height:** 4 m (13 ft 6 in)

**Wing area:** 23.0 m2 (247.3 ft2)

**Gross weight:** 8,825 kg (19,425 lb)

**Maximum speed:** 2,175 km/h (1351.48 mph)

**Maximum speed:** Mach 2.0

**Range:** (internal fuel) 1,210 km (751 miles)

**Service ceiling:** 17,800 m (58,400 ft)

**Rate of climb:** 225 m/s (44,280 ft/min)

**Armament:**

1x internal 23 mm cannon, plus

2-4x AAMs *or*

2x 500 kg (1,102 lbs) bombs
Goliaths

Residing among the Stonefang Mountains in the
northern reaches of Thyrin, the Goliaths are a tall, sturdy race believed by
many, including themselves, to have started as an offshoot of the stone giants
before recorded history. Whether or not they are truly related to the stone
giant race, they share some common attributes. The Goliaths are tall, standing
between seven and eight feet tall, completely hairless, and exceptionally
strong.

Unlike
the majority of the "civilized" people of Tanicus, the Goliaths are
not united into any real government structure. Instead, they exist as nomadic,
barbarian clans that roam to mountains occasionally crossing paths with other
clans, encounters which usually end in contests of strength or in the forging of
a temporary alliance to battle some monstrosity or the forces of Kahn-Karath.

Even
the leadership structure of their clans varies, with the Orcbreaker and
Skullhammer clans being patriarchal, the Firefall clan decidedly matriarchal,
and the Bloodcrag clan falling under whichever gender makes the best argument
at the time, usually by swinging the biggest axe. Despite their differences,
the Golitah clans all revere the four elemental lords: Akadi, Grumbar,
Istishia, and Kossuth.

Goliaths
are tall and well-muscled, with a gray pallor to their skin and eyes ranging
from light blue to dark gray. They are all bald, though some of the males are
able to grow short, rough beards. They dress lightly, and even their most
far-ranging warriors rarely choose to wear metal armor, preferring freedom of
movement over what they perceive as the protective coverings of those who
clearly do not trust their own martial prowess.

### Game Information

All
Goliaths share the following racial traits:

* Ability Score Increase. This ability is identical to the Goliath racial ability presented in *Volo's Guide to Monsters* (*VGtM*)*.*
* Age. The lifespan of the Goliaths is akin to that of humans, reaching adulthood in the late teen years and living less than a century.
* Alignment. Despite their barbarian culture, Goliaths believe in honor and a strict code of conduct. As a result, most Goliaths are lawful.
* Size. Goliaths range between 7 and 8 feet tall, putting them on the high end of Medium size.
* Speed. Despite their size, Goliaths move with a slow, deliberate pace. Your base speed is 30.
* Natural Athlete. This ability is identical to the Goliath racial ability presented in *VGtM.*
* Stone's Endurance. This ability is identical to the Goliath racial ability presented in *VGtM.*
* Powerful Build. This ability is identical to the Goliath racial ability presented in *VGtM.*
* Mountain Born. You are accustomed to life in the hot, tropical mountains of the north. You take no penalty for Wisdom (Perception) tests for hearing in high winds, suffer no negative effects from thin air at elevations above 20,000 feet, and are naturally adapted to extremely-hot climates as described in chapter 5 of the *Dungeon Masters Guide* (*DMG*)*.* This ability replaces the "Mountain Born" ability presented in *VGtM.*
* Languages. You can speak, read, and write Giant and Tradespeak (Common).

Back to Races.
AEden

Also known as the Celestial Mountain of Mount Æden, the plane of Æden is considered the "home of the gods," though in truth it would be better named as the "meeting place of the gods." The central hub of the outer planes, Æden itself is an unfathomably-immense mountain, unaligned in moral aspect but simultaneously serving as the fulcrum of universal balance.

It is a rugged place, taxing to mortal beings because of its neutrality. No matter how good or evil a mortal being may be, the closer one gets to the top of the mountain, the more their morality slips towards absolute balance. And while the lower reaches of the mountain served as the central battleground of the Second Dragon War, even the gods and eidolons are somewhat affected by Æden's overwhelming neutrality, being incapable of taking any action against one another while within the Great Citadel at its peak. This, of course, makes it the ideal meeting place for the pantheon.

All of the greater gods reside in Æden in their truest forms: Bilé, Emanyn, Io, Roan, and Seane. Additionally, it serves as home to the intermediate gods Riva and Inessa, and also the eidolons Portir, Astilabor, Chronepsis, Eshara, and Lendys.
Thuirzar

Commonly known as "cloud dwarves" because
they make their homes high among the peaks of the Noble March Mountains, the
Thuirzar live in stone structures and shallow caves among and above the clouds.
Because of the unstable nature of the natural caves in those peaks, these
dwarves carefully mine near the surface of the mountain, keeping their halls shallow
and skillfully reinforced.

Ruled
by a hereditary sovereign known as the "Thunderous Duke," the
Thuirzar are not a very populous people. They do not have what most races would
consider settlements or cities, but communally reside around the tops of
several mountains with the Duke living at the highest peak of the tallest
mountain in their domain. Their society is a very loose collective, with the
Thunderous Duke generally only presiding over matters of conflict between individuals
or family clans.

They
do not often travel far from their peaks, and their only really political
allies, outside of the Alliance of Stone that includes all dwarves and gnomes,
is with the Saerasi, their closest neighbors. Thuirzar adventurers are a rare
sight indeed, and most common folk outside of Thyrin don't even know they exist,
or at the very least wouldn't recognize one on sight, more likely mistaking
them for Ædar should one cross their path.

Thuirzar are the tallest of the dwarven
sub-races, averaging about an inch taller than their Firbolg ancestors, and
quite muscular. They are fair skinned and haired, tending towards blonde or
even white hair. They do tend towards dark eyes, ranging from indigo to dark
brown. Because of their pale complexions, Thuirzar usually wear cloaks with
deep hoods or visored helms to protect them from the bright sun of their peaks.

### Game Information

In addition to the traits common to all dwarves,
Thuirzar gain the following abilities:

* Size. Thuirzar range from 4-1/2 feet to 5' 3" tall. They are wide-shouldered and thickly-muscled. Your size is Medium.

* Ability Score Increase. Your Strength score is increased by 1.
* Lightning Resistance. You have resistance to lightning damage.
Lignée du Farad

Bien avant la Genèse d'une aube rouge, Arut et son archipel aux multiples îlots comptaient bien des familles et des clans éparpillées sur ces différentes parcelles de terres. Farad était autrefois un clan renommé et réputé pour la diplomatie dont ils savaient tant faire preuve à l'égard de toutes les autres familles.

Aujourd'hui, les anciens d'Arut vous ont sans doutes déjà évoqué la dynastie du Farad, le premier réel gouvernement instauré lors du développement de l'île et de ses liens avec les autres. Les témoins de leur lignée se sont éteints avec le temps passé depuis la mort impromptue du dernier Farad, seules les rumeurs persistent. Certains disent que ce clan était en lien direct avec les esprits et que leur conscience n'était que le fruit d'action divines.

L'on peut également entendre des rumeurs quant à leur héritage, souvent architecturale mais aussi technique et social, le nouvel empire aurait condamné et détruit toutes les innovations artistiques et architecturales léguées par les différents Farad qui se sont passé le pouvoir de père en fils durant bien des générations. La salle du conseil reste un mystère encore non-résolu, ensevelie sous de nouvelles bâtisses commandées par l'empereur.
Drausidh

Among their own kind, they are simply called "Drow." These elves are not native to the prime material plane that contains the world of Tanicus. They were brought into the world during the world-quake that raised the continent of Ceilar.

Their point of entry is unknown, but they were contacted by a cult known as the Cult of the Burning Eye shown routes to the surface, and told tales of this world's elven races. What impact they will have on the world now that they are a part of it has yet to be fully realized.

Of the few facts that have come to light, it is known that they have dubbed their queen the Spiderspeaker in answer to the hierarchy of the surface elves. It is also known that their society is structured around the worship of a great spider demon called "Lolth," believed to be an eidolon (demigod) in service of the gods of darkness.

## Game Information

Drausidh are an inherently evil race and not suitable for player characters.

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 increases by 1.
* Superior Darkvision. Your darkvision has a radius of 120 feet.
* Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
* Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
* Languages. Drow can learn Eldarin, but do not speak it natively. They learn to speak Undercommon and their own Drow tongue as their primary languages.
Kaeri

Kæri are native to the city-states of Kæryn, existing in the central lands of the continent of Ceilar between Wilder and Seawn. They are allies of the Searians, but have a tenuous relationship with the barbarians of the south, who they've warred with several times over the centuries since Kæryn was founded.

They are a proud people, strong, yet wise; able, yet intelligent. They are perhaps the race most suited to an adventuring life. They are ruled by Paladin-kings, each city-state, or kærn, named for its first ruler. The seat of government for the country is Kærn Kel, wherein resides the hereditary High King of the Theocracy.

Each king holds a council of knights and paladins that are pledged to king, kærn, and country irrespectively. The Kærns are feudal in organization, with Nobility, Lords, and Serfs. The Kæri are not a populous people, numbering just over half of the population of Seawn. Most of the Kæri are devoutly religious and self-sufficient, relying more on the strength of their backs and their gods than with the magic wielded by the Cabal.

Kæri dedicate themselves fully to their chosen path, mastering one career over any other pursuit, and they rarely multiclass. They tend towards darker hair and eye colors. Kæri have a darker complexion than Searians, though half of them would still be considered Caucasian. About half of the Kæri, however, possess much darker complexions.

## Game Information

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

* Ability Score Increase. Kæri are a sturdy and stalwart people, training to defend their lands from an early age. Your Constitution is increased by 1.
* Theocratic Upbringing. All Kæri, from the lowest serf to the Paladin Kings, are educated in the ways of the gods, especially their patron goddess Arwin. You gain proficiency in the Religion skill.
Sorcerers

The basic sorcerer class is unchanged from the *Players Handbook*. There are a few exceptions to that statement. First of all, dwarven biology does not allow for the evolution of magical ability within the subraces, except for Derro. As such, members of the dwarven subraces cannot become sorcerers.

Secondly, the Cabals of Magic have worked to eliminate all traces of wild magic from the world of Tanicus. Considered a specifically dangerous threat, sorcerers of the wild magic heritage were hunted to extinction when they first started to appear and are not permitted as player characters. To offset the elimination of half of the Sorcerous Origin options in the Player's Handbook, a number of new origin options are available, including the Axiomatic Bloodline, the Blood of the Deceiver (for the Rakasta), Phoenix Sorcery, Stone Sorcery, and those Touched by Death.
The Ironbane Cavaliers

Among the AEdar and their enemies, there are few dwarves more feared than the Ironbane Cavaliers. Short even for dwarves and often a little off-kilter, these warriors fill their bellies with ale, grab stone axes, strap on leather armor, and ride rust monsters into battle ahead of an advancing Ædar force. Because they're a little crazy, a lot drunk, and often not entirely capable of controlling their mounts, the Ironbane Cavaliers are used sparingly, never allowed to train with other troops, and only sent in against heavily-armored troops well in advance of armored Ædar. Fortunately for the enemies of the Ædar --and for the dwarves themselves -- their numbers are few.
The Fellhorn Mountains

For years the seat of power for the ancient,
fiendish red dragon Pyrefang, the Fellhorn Mountains and the Bronze Duchy of
the Værgar are in many ways still recovering from the presence of the
fiend-blooded beast that once enslaved them.

Prior
to the rise of the devil-dragon, the Bronze Dwarves were under constant threat
from the Grouff goat men of the high mountains and troglodytes from below the
earth. The quick and zealous devotion that the troglodytes gave to Pyrefang
upon her rise only made matters worse. Her death, however, left her troglodyte
worshippers without purpose and severely weakened, and the growing strength of
the Værgar has seemingly made the Grouff far less interested in coming down from
their mountain homes.

On
the surface, the Værgar are a structured as a monarchy under their Bronze Duke,
a descendant of rebel leader Janto Steelanvil who struck the killing blow on
the devil-dragon. However, their generations of slavery have instilled in the
Bronze Dwarves with a sense of independence that seems to defy such a system,
resulting in a duke that is guided by a large number of advisors representing
every major class of their society. These representatives all have titles like
the Forgemanster, Master of Arms, Minister of Faith, and Ambassador of Shadows.

Among
the peaks and crags live the Grouff, a race of demon-worshipping goatmen with
an appetite for the plunder and living flesh. The Bronze Dwarves fought them
for generations before the dragon came, his devil-blood leading them to hide
out in the peaks of their mountains, doing their best to remain outside of her
notice. Since her death, the goatmen have more-or-less remained in their peaks,
content to remain distant from the grudges of their ancient enemies for the
time being.

The
Fellhorn are fault-block mountains with steep sides facing inland and sloping
backsides stretching down to the sea. The striation of minerals and ores within
the mountains at varying levels makes them rich picking for the Værgar, who
craft the rich deposits of copper and tin into their namesake metal, from which
the majority of their implements are forged. Tremors and earthquakes are common
in and around the mountain range.

Because of the natural instability, the
Værgar do not live deep under the mountains like their Ædar kin, but in
citadels partially housed in the bases of the moutains and partially outside among
the hills. This gives them a variety of defensive options for both resisting
enemy forces at their gates and seeking safety from the landscape itself,
depending on their most immediate need.
Siyri

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

is sometimes necessary, she always strove to comfort those who were suffering. She
also served as the patron goddess of halflings.

In order to become the
"one true god," Az would need to defeat Annwn and attain power over
death. In order to conquer death, however, Az first had to attain power over
life. To this end, he assassinated the goddess of healing to attain her
portfolios. One of her spheres of influence, however, was mercy, which caused a
conflict within Az that would eventually lead to his undoing.

Her symbol was a
crescent moon above a single tear. Her favored weapon was the light mace.
Druids

Unlike their Cleric counterparts, Druids do not dedicate themselves to a single deity. Instead, they venerate all of the "gods of nature" while tending the wild places. Dyanae is honored as the sky, mistress of storms over land, and watcher over all that lives. Seane is the sun, patron of growing things and bringer of fire. Tulani is the lord of the forests, sylvan beasts, and sacred places. Emanyn is master of storms and beasts upon and within the seas. Fergus is the master of the earth and deep places, shaker of stone and stoker of fires under the mountains. Bile is the master of the night, lord of wolves, and the king of winter. Nephys is the queen of decay and entropy, which must be allowed its place but never allowed to run untethered. And Annwn is the keeper of the cycle of Life and Death.

Each of these gods has clerics and priests, but druids pay homage to all of them in their own time. Neutral evil druids tend to focus on Bile as their highest influence and thus their first animal companions must be wolves. There are no druids among the dwarven subraces.

Two new Druidic Circle character options, the Circle of Sky and the Circle of the Sun, are available to druids in Tanicus.
Celestia

Also known as "Paradise" or "the Heavens," the plane of Celestia is best recognized as the eternal reward of good-aligned humans and Halflings, the final resting place of those who die in a state of grace. Their souls reside here in spirit form as ascendant beings, bathed in the radiant power of their deities. Celestia is a realm of pure good, the landscape shaping itself to the
needs and benefit of its inhabitants to create the ideal paradise.

The primary residence of the intermediate gods of light and their eidolons, it is home to Arwin, as well as the eidolons Cyrilalee, Daelen, Novis, and Yondalla.

Celestia is the second-largest of the true outer planes, just under the size of AEden.
Arwin

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

### **Arwin** (ah ROO en)

Arwin, twin sister of Caradoc, embodies heroism, wisdom, justice, and
all the positive aspects of an ordered society. She is the wisdom to know when
to fight and when to parlay, a master of tactics on the battlefield, and an
expert in all forms of negotiation. She is the primary goddess of the theocracy
of Kæryn, and is venerated their warriors and paladins as a goddess of justice,
wisdom, and war.

Once venerated more for strength in battle than for her
wisdom, that perspective changed during the Third Incursion of Kaos, when her
choice to send her clerics and paladins across the world to bring an end to the
many raging conflicts went a long way toward saving civilization from itself.
Now, her clergy tend to focus on her aspect as goddess of wisdom and security,
leading her church and nation while serving as advisors and directors to her
warriors and paladins when the need for their art arises.

The warhammer is her
holy symbol and favored weapon.
Faylinn

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

### **Faylinn** (FAY lin)

Once
the Head Mistress of the Cabal, Faylinn gave her life for the gods of Æden in
defiance of her own goddess, Cymber, and was ultimately chosen to take her
place as goddess of magic.

During his insurgence, Faylinn was murdered by Az to
throw the Cabal into disarray during a gathering intended to unify the wizards
and sorceres of Tanicus against the fallen angel. Unfortunately for him, while
his actions had the intended consequence, the chaos unleashed on the strands of
magic only greatly affected those who learned the Art through study, leaving
sorcerers and warlocks less affected, and still capable of rising against his
forces.

Her symbol was thirteen stars in concentric rings of one, four, and
eight. The rings represented magic, the four elements, and the eight schools of
wizardry. Her favored weapon was the quarterstaff.
Io

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

Eventually, the elder gods
rose up to overthrow Kaos, nearly destroying him completely. In order to
maintain the balance, Io's body was reduced to its primal elements. From those
elements, Fergus, with input from the other elder gods, created the world. Un
was lost, Kaos was dead, and Io was forgotten. After the devastation of the
Third Incursion of Kaos ravaged the living world, Io was shocked to
consciousness once more. Seeing the mess her children had made of the universe,
she entreated her four surviving sons to stop toying with the mortal world, and
with their mother they withdrew their direct influence and handed reality over
to the surviving intermediate gods and the eidolons.

Like her sons, Io does not
provide power directly to any clergy. She is, however, venerated by druids and
rangers, who draw some of their power from her. Like all of the greater gods, she is central to the traditions of the Monastery of the Five Spires.
Phaedra

Despite her power over fire, Phaedra is a lesser power in the service of Bile. She has been placed in his service as punishment for attempting to overthrow both Seane and him in the Year of Two Suns. A bitter and hateful creature, Phaedra is the daughter of Bile and a mortal woman. A bitter and hateful creature, she revels in causing destruction and continually plots to destroy her lord and father.

Venerated as a demon goddess among fire giants and salamanders, she commands a horde of demons forged from evil thoughts and consuming fire. Phaedra appears as a girl in her late teens, burning red hair -- often covered with flickering flames -- and a jet-black complexion. Red, bat-like wings sprout from her shoulders, veins of flame dancing across their surface. She might be beautiful if not for the twisted rage nearly ever-present on her face.

Phaedra carries a short sword given to her by her father as a birthday gift, but usually leaves it hanging at her waist, preferring to use her mastery over fire to destroy her enemies.

Phaedra is Chaotic Evil.
Seane

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

The death of his estranged wife Dyanæ
during the Third Incursion of Kaos affected him profoundly, as did the betrayal
of the Saerasi, who turned away from his worship to pledge their faith to the
usurper Az, driving him to involve himself deeper in the affairs of his
followers rather than turning away from his duty.

Nevertheless, his mother's
advice prevailed and Seane joined his brothers in stepping back and letting the
world progress within his interference.

The monks of the Order of the Sun Soul,
Seane's monastic followers, continue to venerate him and draw radiant power
from his presence. Like all of the greater gods, he is central to the traditions of the Monastery of the Five Spires.
Fergus

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

### **Fergus** (FEER gus)

Fergus
was the master smith of the gods of Æden. He was a jolly, fat god whose
strength was unmatched and skills were never tested. All gods respected him for
his craftsmanship. The weapons carried by the elder and intermediate gods were
forged by him. Fergus was the master of the stout folk, loving all of his
children equally whether good or evil.

In addition to forging the weapons of
the gods, Fergus had forged Az's weapons and armor. Knowing that Az's weapons
and armor could be used to ultimately destroy him, they were hidden by the gods
after his imprisonment. Fergus met his end defending the secrets of their
locations, but the fallen angel's seizure of Fergus' portfolio allowed him to
create new weapons to replace those he'd lost.

His symbol was an axe on an
anvil inscribed with a flagon of ale, another of his inventions. His favored
weapon was the battleaxe.
Saerasi

The Saerasi are native to the Primarchy of Saeras
in the southern reaches of the continent of Thyrin. Saeras has long been
involved in a cold war with Naicha to the north and has shown little respect
for the majority of the nations of Thyrin save for the tall and strong Goliaths
of the north and the Thuizar in the mountains to their east.

The
Saerasi are proud and athletic, their lives filled with competition and a
respect for strength of arm and military might. The nation is ruled by a
hereditary Primus who is advised by a three-person Tricaea. The Tricaea
consists of the heads of the three ruling houses and is, in turn, advised by
the Populari, a body of politicians elected by the guilds.

The
Tricaea and Populari are highly-corruptible and primarily only interested in
maintaining their power and scoring points with the Primus. The majority of the
real power belongs to the merchant guilds, who are at least as corrupt as the
government they support. The non-ruling classes watch their leadership and
their machinations as if it were a form of entertainment, taking sides in
arguments just to incite further political discussion and ignite the lamps of
the rumor mill.

The
only thing that the Saerasi love as much as politics and martial competition is
the history of politics and martial contests. They study the history of such
things with the belief that understanding the victories and failures of the
past better prepare them for the contests yet to come. The increased traffic
between Ceilar and Thyrin over the past centuries has been a gift to the
Saerasi, giving them new governments to watch, fresh histories to learn, and
many fascinating militaries to study.

Despite
this, they are not a frivolous people. For the most part, Saerasi prefer a
spartan, utilitarian lifestyle. They are not afraid of hard work, and throw
themselves fully into any endeavor that they choose to undertake. They are
courageous and self-sufficient, with a strong sense of loyalty to friends and
family, and a never-say-die attitude that has kept them strong -- and made them
a thorn in the side of the Naicha -- for generations.

Saerasi are fairer-skinned than their
northern cousins, and their hair colors follow suit, usually ranging from light
brown to platinum blonde. Their eyes tend towards lighter, more-intense colors.
They are a bit shorter than Naichaens on average, but more tightly muscled.
While not humorless, they tend to be more sober and serious... and stubborn,
sometimes seeming more like dwarves than humans.

### Game Information

* Ability Score Increase. The Saerasi people live for physical contests and competition. Even those who are not active competitors work to maintain their physical attributes, as physical prowess determines a Searasi's place in society. Your Strength is increased by 1.
* Student of Antiquity. In addition to contests of strength, Saerasi education focuses a lot of time on the past: wars, military strategy, and politics. You gain proficiency in the History skill.
Brundle

Prior to the self-imposed exile of the Cabal in 1218
SR, a small group of magically-adept Stoutheart halflings resided in the small
town of Brundle near the Cabalist Stones. When the Githyanki attacked the
Cabal, Brundle and its population was almost entirely destroyed. The surviving
halflings set sail in a large ship to seek asylum and protection on the isles
of the Cabal, only to discover that the wizards had locked both themselves and
their Gith enemies within an impenetrable barrier of magical stone to protect
the rest of the world from the magical fallout of the war.

As the
halflings turned back toward Ceilar, their ship was assailed by a series of
storms, surviving by what can only be described as "lucky accidents."
They missed the continent, finding themselves blown days off course only to fiund
themselves adrift on the open sea without a skilled navigator. Fortunately, as
halflings are known to do, they had over-prepared for their journey planning
for lavish meals aboard ship. With smart but difficult rationing of provisions
and faith in their magic to protect them, they somehow survived long enough to
reach land on the island of Naicha on Thyrin.

Welcomed
by the Naichaens after much debate and deliberation, the halflings assimilated
nicely into the young human society, where they came to be recognized as full
citizens, some even serving on the Consulate among the human leadership. Over
the centuries, the magic of the Brundle halflings grew to be more innate, and
even the most non-magically inclined among them still know a useful thing or
two.

Unlike
their cousins on Ceilar who prefer to live below notice, the Brundle revel in
Naichaen society, joining in the debates, discussions, and parties of their
human neighbors. Over the centuries, they have lost something of their stealthy
edge, replacing it instead with a penchant for getting away once they've made
their presence known.

Brundle are a bit taller than their Stoutheart
cousins. Their skin tends toward darker tones, much like the Naichaens, as do
their hair and eyes. Moreso even than their Stoutheart cousins, Brundle love to
dress in brightly-colored clothing.

### Game Information

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

* Ability Score Increase. Your Intelligence score is increased by 1.
* Dabbler in Magic. You know one cantrip from the Wizard spell list. Intelligence is your spellcasting ability for it.
* Slippery Little Devils. Brundle are not easily restrained. They have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks to escape from being grappled and similar ability checks. Likewise, they have advantage on saving throws and ability checks to resist being magically restrained, such as by *web* and *hold* spells.

Back to Races.
Dwarven Common Traits

All descended from the same stock, the Races of the stout folk of Tanicus come in a variety of shapes and sizes. The "dwarves", though they consider that word a slight, are divided into the Ædar of Barak-Alorak, the Firbolgs of the Once-Sundered Mountains, the fallen Derro of the Deepdark, and the lost Duergar.

The fifth race of stout folk are the Gnomes of Barag-Bromel, slighter and less hardy than their cousins. Despite their differences, all stout folk have a love for precious metals, gems, and the deep places in which they can be found.

There are two basic classifications of stout folk: dwarves and gnomes. The following modifiers apply to all of the dwarven sub-races: the Ædar, Firbolgs, Derro (except where noted), and the extinct Duergar. Gnome racial abilities are contained entirely in the description of that race.

## Game Information

* Ability Score Increase. As per the *Players Handbook*
* Age. As per the *Players Handbook*
* Speed. As per the *Players Handbook*
* Darkvision. As per the *Players Handbook*
* Dwarven Resilience. As per the *Players Handbook*
* Dwarven Combat Training. As per the *Players Handbook*
* Tool Proficiency. As per the *Players Handbook*
* Stonecunning. As per the *Players Handbook*
* Stand Your Ground. When an effect forces you to move against your will, you move 5 fewer feet than you would normally move. When an effect would knock you prone, you can add your Constitution modifier to whatever roll you makes to resist being knocked prone. The bonus is added only *after* determining whether the roll was successful for avoiding other effects, such as damage or pushing.
* Languages. You can speak, read, and write Searian and Khazid. The dwarven tongue of Khazid is full of hard consonants and guttural sounds, and those characteristics tend to spill over into whatever other language a dwarf might speak.

## Sub-Races

* AEdar
* Derro
* Duergar
* Firbolgs
The Seven

The Seven is a coterie of the seven Death Knights of Tanicus. Created by Lady Jhezra, Knight of the Rusted Sword, a.k.a. the Undying Queen, the Seven consists of Jhezra, the first death knight, and the other six death knights of Tanicus, immortal warriors who can only be permanently slain if a warrior defeats one in single combat and chooses to subsume their power and take their place as a servant of darkness.

### Current Roster

* Lady Jhezra, the Knight of the Rusted Sword, the Undying Queen, Mistress of the Seven; fallen Kæri Knight of the Golden Griffin
* Sir Syrian, the Betrayer of Kings; fallen Kæri Paladin of Arwin
* Sir Krolgar, the Thrice-Burned Knight; fallen Searian Paladin of Myrddin
* Lady Ræszha, the Tarnished Chalice; fallen Searian Knight of the Chalice
* Fain Vallikai, the Blood-Borne Swan; fallen Lwnasidh Knight of the Silver Swan
* Lord Baroth, Paladin of the Faded Sun; former hobgoblin Paladin of Phaedra who served during the Year of Two Suns (2099 SR)
* Lady Gresha, She Who Chose Death; Korvin Knight of the Iron Raven that slew Lord Merastin, claiming his power as her own

### Former Members

* Lord Merastin, Knight of the Frozen Shield; Kæri Blackguard of Caradoc who fell battling Sjornian barbarians amidst the frozen wastes south of the World's End Mountains
G'Kota Lands

The forest and swamps in the northwestern corner of
Seawn serves as the ancestral home to the G'kota lizard folk of the continent
of Ceilar. Aside from the "lost colony" of S'kot in the Wintermoor,
few of their kind can be found outside of this region.

Until
recent history, the G'kota kept to themselves and behaved in a very territorial
manner towards outsiders. After the Skink War, however, and the death of the
blue dragon Lapisarian Ceruleas at the hands of outsider allies, the lizardfolk
borders have been much more welcoming and open to trade.

The
G'kota of the Stoneharrow Fens come in five varieties, though the majority of
their kind will only admit to four. The Gel tribes have short, thick bodies and
gray-green scales that serve them well in the mountains of the northern forest.
The Volk have darker-green scales with black veining that helps them blend into
their swampy homes to the east. The short, lean Kass, who inhabit the
grasslands to the north of the forest, have lighter scales patterned with
various tones to camouflage them in the tall grass, and the forest-born Sarn
are tall and lean with green and brown scales suitable for life among the
trees.

Finally,
there are the skinks, the malicious outcasts of the G'kota. They are the
shortest of the lizard folk tribes with dark scales in gray-green and black
patterns. They are wholly corrupt and violent, and they would be a greater
threat if not for their own suspicions and ambitions that prevent the scattered
skink tribes from uniting under a single warlord's banner. Banished from the
Fens, they infest the western shores of Lake Seannon to the south.

Lizardfolk
society is barbaric by most civilized standards, though they consider it more a
simple life than true barbarism. They are a deeply spiritual people, following
a shamanic tradition steeped in the ancient worship of dragons and the draconic
gods. With the exception of the skinks, who worship Tiamat and her chromatic
children with savage rituals, the G'kota are basically an honorable people that
simply wish the live in peace with the land.

Although
they have little in the way of formal treaties, the G'kota are loosely allied
with the humans of Seawn and, through them, their allies. They are not at all
fond of the Rakasta or Ancelyn, though they've had little in the way of direct
conflict with either race. But then even among their own people the tribes have
little in the way of true unity except when they come together for trade or a
rare council of chiefs.

Unlike most of the surface races, the
archangel Az paid little attention to the G'kota in his war against the gods.
As a result, they were practically untouched by the chaos and conflict of the
Third Incursion of Kaos, and they remain essentially unchanged by those events,
happy to live their simple lives in their ancestral lands.
Caradoc

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

Together, they
represent the duality of the civilized world, and their sibling rivalry is
legendary. During the Third Incursion of Kaos, however, they were forced to
work together, fighting side by side, to stand against the forces of Az, and
discovered a begrudging respect for one another. His followers range thugs to
tyrants, crime lords to conquerors, and anyone who celebrates the darker side
of human nature.

His symbol is a bloody warhammer, but his favored weapon is
the greatsword.

Caradoc’s holy warriors are blackguards and assassins, collectively known as the Blood Guard.
Backbiter

## Converted Spell: Backbiter

*1st-level necromancy*

* Casting Time: 1 action
* Range: 30 feet
* Components: V, S, M (a small dagger)
* Duration: Concentration, up to 1 minute

You cast this spell on any melee or ranged weapon. The next time that weapon is used to make an attack, its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made.

The wielder gets no warning or knowledge of the spell’s effect on the weapon, and the self-dealt damage can't be consciously reduced (though damage resistance applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.

The weapon's wielder receives a Will save to negate the spell's effect.

Back to Expanded Spell Lists
The Great Forge

The home of the eidolons Moradin, Dumathoin, Brom, and Gliscoran, patrons of the stout folk, the Forge is a sweltering subterranean realm of crafting materials, precious medals, and gemstones that serves as the eternal reward for the non-evil dwarves and gnomes that die in a state of grace.

The spirits of dwarves serve in the infinite forges and smithies, working throughout eternity on great treasures with only the most miraculous and beautiful materials while the gnomes work to cut the most perfect stones into every imaginable shape.

Also called Mechanus, it is also the home of the mysterius modrons that serve the rule of law under the direction of the universal order laid out by the late god Fergus before his death. The modrons serve under a near-godlike creature left behind by Fergus to manage the affairs of the cosmos, a being called Primus.
Qord

Deity Alignment
 Sacred Color
 Sacred Beast
 Domain(s)

was easily one of the most despicable creatures ever conceived. The god of greed,
decay, and the undead, he reveled in the pursuit of his ethos, empowering the
undead to wreak havoc among the living.

Unfortunately for Qord, the Third
Incursion of Kaos provided the perfect distraction for Lorcan Morvaine, the
Lich King, to attempt to overthrow Qord and ascend to godhood himself. One of only two
divine casualties of the Third Incursion of Kaos not to die at the hands of Az,
Qord was destroyed, but the fallen god used his last act to shatter his
godspark, a small fragment of his divinity falling to the the world while the
rest was scattered across the Shadowfell. Morvaine was left bereft of his prize
and the undead without a deity to call their own.

His symbol was a skeletal
hand, and his favored weapon was the short sword.
Bothersome Babble

## Converted Spell: Bothersome Babble

*3rd-level enchantment*

* Casting Time: 1 action
* Range: 60 feet
* Components: V, S
* Duration: Concentration, up to 1 minute

If the target fails a Wisdom saving throw, they can't make themselves understood using speech. No matter how hard they try, they utter only nonsense sounds.

If the victim attempts to cast a spell that requires a verbal component, they may make a Wisdom save to form the necessary syllables, but must do so every time they attempt to do so throughout the duration of this spell.

The subject's ability to write is unimpeded.

**At Higher Levels.** If cast using a spell slot of 5th level, speaking causes physical pain. In any round where the victim attempts to speak, the victim suffers 3d6 necrotic damage. This damage occurs even if the victim successfully casts a spell with a verbal component, as described above.

Back to Expanded Spell Lists