recursal/Fanatic-Fandom huggingface dataset:
Xian

Found on the Eastern side of Aroura seperasted by Trackless desertys and Vast montins. The lan dof Xiuan s filled with tall peaks caped with monestaries, deep green valleys where rice farmers toil at thier fields, Bamboo jungles with stange bestial races, and Pogot styled temples that vanish from sight.
Favored minerals

A **favored mineral** was a gem or precious metal that was favored by a deity.

## Description

Deities could show their powers through major manifestations and minor manifestations. The appearance of a gem (or a mineral) fell into the latter category.

These stones were made to appear by deities to inform mortals of something. This could be something as general as pleasure or displeasure, but also something concrete like the existence of an infiltrator.

The ways in which these gems could provide information were varied. For example, Laniera could make a moonstone shine for a brief moment to be seen by a follower of hers, telling them that a fellow follower was in the vicinity. Baervan Wildwanderer showed his favor by letting his followers find high-quality emeralds, or his displeasure with an emerald that was either of poor quality or even crumbled away. Berronar Truesilver could tarnish silver to issue a warning to a follower whose faith was failing.

## Mortals' Reaction

Mortals sacrificed such gems and minerals to their deities and consecrated them.
Community Domain

Some Gods nurture civilization. The patrons of culture, they teach that no individual can accomplish as much as a group can as a collective. Some may be warlike (but only of necessity), some may honor crafts (in the service of your neighbors), but all urge their adherents to constructively contribute, to put the needs of the community above their own. Followers of such gods organize their communities to build civic facilities, root out threats to public welfare, and nurture festivals and fairs to foster communal spirit.

## Bonus Proficiencies

At 1st level, you gain proficiency in the Persuasion skill, and with heavy armor.

## Channel Divinity: Many Hands Make Light Work

Starting at 2nd level, you can use your Channel Divinity to make it easier for people to help each other.

    As an action, you present your holy symbol and evoke feelings of community and togetherness in those present. For 10 minutes, all creatures of your choice within 30 feet of you may use the Help action as a bonus action.

## Congregationalist

Beginning at 6th level, when you cast a non-harmful spell that affects a certain number of allied or willing creatures, you can affect a number of additional creatures equal to your Charisma bonus (minimum of 1).

## Potent Spellcasting

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

## Channel Divinity: Bolster Community

Starting at 17th level, you can activate an aura that bolsters the members of your community against outside threats.

    Whenever any creature within 60 feet of you fails a saving throw, you can use your reaction to present your holy symbol and grant all creatures of your choice within 60 feet of you advantage to all saving throws. This effect lasts until the end of your next turn.
Races of The Divine Symphony

Across the lands of the two connected worlds of Aroura and Dalindwell you will come in contact with a vast diverse array of inhabitants, The elves who live in time immemorial, the dwarves who value living underground near their mines, the Curious gnomes and scampering Halflings. Also the race of Dal (humans) and their kin from Dalindwell the Dalkin) Orcs hide on the outskirts pillaging what they can from those who they deem weak, and those whose birth is more mixed than most. The races of aroura show a spectrum of cultures and traditions that date back thousands of years.

### Kenthian Races

Elves

* Noble Elves
* Gentry Elves
* Wild Elves
* Wood Elves
* Ash Elves (Drow)
* Sea Elves
* True Elves (FeyWild)

Dwarves

* Stone Dwarves
* Bog Dwarves
* Ice Dwarves
* Duergar
* Korobokuru (Xian)

Halflings

* Shorefoot Halfling
* Braveheart Halflings
* River Folk Halflings
* Wyldling Halflings

Humans

* Dal
* Dalkin

Gnomes

* Gem Gnomes
* Forest Gnome
* Svirfneblin (Deep Gnome)

Orcs

* Sand Orcs
* High Orcs
* Savage Orcs

Half Elves

* Half Dal/Elf
* Half Dalkin/Elf

Half Orc

* Half Dal/Orc
* Oniborn

Plane Touched

* Azerblood
* Urdunnir
* Genisai
* Celadrin
* Fey'Ri

### Montabi Races

Lizard Folk

Tabaxi

Luxo

Simian

Yun ti

Thri Keen

### Xian Races

Spirit Folk

Tortle

Simian

Rakasha

Lónglou

Kenku

Arracokrin
Undercommon

Undercommon is a trade language spoken by the majority of intelligent races native to the Underdark. Speakers of Undercommon include the aboleth, choker, chuul, cloaker, delver, drider, drow, duergar, dwarf, githyanki, githzerai, grimlock, kobold, kuo-toa, orc, roper, svirfneblin, and mind flayer races.

Undersommon is written using Tal'Shir script
Sacrifice Domain

Some clerics see self-sacrifice as the ultimate good in the world. It is only through this small act that one can help others to overcome their own struggles, thus ensuring that they can stand tall, helping many at the expense of one small life. The followers of these gods often pierce their flesh with implements to accustom themselves to the pain they often endure, or dress in very little to expose themselves to the elements to show their willingness to share the pain of others and ensure that they do not fall.

**Sacrifice Domain Spells**

 1st

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Sacrificial Lamb

At 1st level, you may form a bond with your allies, taking on their wounds at the expense of your own health. You gain the ability to grant an ally the effect of *Warding Bond* as a bonus action without expending a spell slot, and add your proficiency bonus on Constitution saves to maintain concentration on a spell when taking damage from Warding Bond. This version of Warding Bond does not require a material focus, and does not grant an increase to AC or saving throws. You may use this feature a number of times equal to the half the level of the highest-level cleric spell you could prepare (rounded up), and must finish a long rest to regain the use of this ability.

Furthermore, whenever you take damage from a Warding Bond you have active, reduce the damage taken by an amount equal to your proficiency bonus. You may spend a reaction to reduce the damage by a further amount equal to your Wisdom modifier.

### Channel Divinity: Shelter from the Storm

Starting at 2nd level, you can use your Channel Divinity to protect your allies.

As an action, you can grant up to 8 allies within 30' resistance to damage until the end of your next turn.

### Withstand the Torrent

Beginning at 6th level, if you would take damage from a single effect more than once due to *Warding Bond* (such as if both you and your ward are within the effects of a *Fireball* spell, or if multiple wards were within the area of effect of a *Fireball*), only suffer the damage once.

### Divine Strike

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

### Ultimate Sacrifice

At 17th level, you gain the ability to make the ultimate sacrifice. As a bonus action, you immediately die. All allies under the effects of Warding Bond, or who were under the effects of Warding Bond when they died within the last minute immediately come back to life (at 0 HP), regain a number of hit points equal to the hit points you had before dying, and are cleansed of any negative effects, conditions, or spells.

After using this ability, you cannot be resurrected for at least one minute. When you finish a long rest, you regain the use of this ability.
Halfling Holidays

Like most folk Halflings enjoy a good holiday, however some have said they enjoy it too much, Halflings have been known to throw dozens if not more holidays every year, That's not including Birthdays, Weddings, and dinner parties.

Halfling Holidays usually fall into Three Categories,, Religious, Secular, and Community holidays, All of which usually include some form of feasts or banquets.

### Religious Holidays

Religion plays a smaller part in most halfling lives than other cultures but on Religious holidays halflings don't give less attention. and since all halflings venerate all the pantheon of Yondalla's Children religious holidays are never in short supply

### Secular Holidays

Halflings love good fun, and find plenty of reasons to celebrate, whether it be in honor of a historical moment or just a set of days for doing nothing, The Shore folk find a reason to enjoy life.

### Community Holidays

If you traveled around the republic of Shorelin, vesting a village or town once a day chances are you will arrive in the middle of right after or in preparation for some kind of calibration, maybe a folk hero's great victory, or the day the community finished the mill, haling communities are well known for each having very distinctive cutures and cultural holidays.
Senses

The Senses entry notes a creatures's passive Wisdom (Perception) score, as well as any special senses the creatures might have. Special senses are described below.

#### Blindsight

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius.

Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.

If a creature is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.

#### Darkvision

A creature with darkvision can see in the dark within a specific radius. The creature can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.

#### Tremorsense

A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance.

Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs, have this special sense.

#### Truesight

A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane within the same range.
Divine Magic

One of the three forces that make up the Divine Symphony, Divine magic or **The Melody** tied to the underlying forces that move the world, Gods, Nature, and other Divine forces.

Clerics, druids, experienced paladins, and experienced rangers can cast divine spells. Unlike Arcane spells or Psionic powers, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid and ranger spells. The divine forces of law and good power paladin spells. Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than arcane spells.
Celadrin

Celadrins are a subrace of elf related to eladrin, and touched by the Planes of Melody. Celadrin are gifted with a beautiful voice, and filled with a natural warmth and wanderlust. They are rarer than other elves, and are typically found in communities of noble elves. Free-spirited, they are more chaotic than most other elves, and value their freedom more than most. Celadrins mostly resemble wingless noble elves, but with flame-red hair, bronze skin, and gold eyes that glimmer and glow with an unstable inner fire.

### Description

Celadrin are of medium height and size. Celadrins have golden colored skin, and they also possess gold eyes and flame-red hair. They prefer to wear brilliant robes, often times fine silk with touches of silver and gold.

#### Abilities

Known to be quite dexterous and charismatic, but with a frail constitution, celadrin have a number of useful abilities. They can see in the dark and have resistance to fire and sleep spells and effects. They possess a fiery gaze that lets them occasionally cast a scorching ray from their eyes. They are most notable for their melodious voice however, which is said is able to influence beast and humanoids alike.

### Society

Celadrins are usually found living with Nobe elves, although a few are known to wander the world before eventually settling down in distant elven settlements. They usually live in communities with prominent temples to Hanali Celanil, and tend to venerate her as their patron deity, though they worship the entire Seldarine pantheon as well.

When forced to fight, they are cautious warriors who try to first learn as much of their enemy as possible. They then use that to find the most optimum time and location to fight, using ambushes, stealth, and hit-and-run tactics. Celadrin prefer to use longswords, rapiers, and bows in a melee fight, and their wizards often use sleep spells due to their kins' resistance.

### Celadrin Traits

Celedrins use the Basic stats of all Elves

Ability Score Increase. Your Charisma score increases by 1.

Melodious Voice. You are proficient in the performance skill.

Elven Weapon Training. You are proficient with the longsword, shortsword, shortbow and longbow.

Fiery Gaze. Once you reach 5th level, you can cast the scorching ray spell as a 2nd-level spell once per day. Half the damage is considered Radiant damage. You do not require somatic components when casting the spell in this way, and the spell emerges from your eyes.

Charisma is your spellcasting ability for this spell. Languages. You can speak, read, and write Ignan.
Braveheart Halflings

Raised in Dal and Elvish villages and cities, The Braveheart stock of Halflings have gained their Human's since of adaptiveness, Braveheart Halflings, find their farming kin rather dull and boring. They are also more likely to get swept up in human politics, and were some of the most outspoken members of the Shore when it came to emancipating their homeland. Braveheart Halflings are more keen to keep their hair strait which comes in all sorts of colors depending on the local customs and trends, Some even sporting facial hair, Braveheart Halflings tend to wear bright fashionable clothing and some even wear boots and shoes to better fit in to their culture. They smoke their tobacco in a fine wax coated paper.

They live in lavish apartments usually on Dal and Elvish properties believing they would rather let big folk tent to the big problems of home ownership allowing them more time to explore. They also don't stay for long, some have even made homes of their wagons putting cloth dividers to separate rooms. adorning their homes with tokens from their adventures. Braveheart Halfling adventurers usually make great scouts and thieves however they also can be shroud diplomats and cunning warriors. They have great relationships with other races, but because of their exposure to the outside world are seen by the residents of their homeland as the reason the slavers came there. They find river folk halflings as weird as their short height makes any water treacherous, but admire the craftsmanship that goes into their boats.

## **Braveheart Halfling Traits**

* *Ability Score Increase:* Your Charisma score increases by 1.
* *Naturally Stealthy:* You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
* *Weightless Step:* While you are hidden your footsteps make no noise. In addition traps whose triggers are pressure or weight activated do not activate if you cross them at half your base speed or slower.
Protection Domain

***The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind.***

 1st
 3rd
 5th
 7th
 9th

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

### Channel Divinity: Radiant Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

### Blessed Healer

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.

### Divine Strike

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

### Indomitable Defense

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Savage Orcs

Boogie Men to those who dwell at the borders of society, Savage orcs are well known for their raids into the world of men and elves. Savage orcs live in loosely organized Clans, broken down by their tribes. While extremely Warlike, the orcs Reverie ones family as ones greatest asset, and will quickly die to defend the honer of ones Tribe and clan. An Orc who acts with great honor in respect of his fellow orc is of high praise, where an Orc who shows dishonor among his people is either exiled or executed. Second to honor is Strength, The life of a Savage orc is no world for the weak and therefor all orcs are trained in war craft from a very young age. Neither good at agriculture or mining, orcs use their Strength and power to pillage resources from other races.

Savage orcs are tall though their Hunched posture makes them seem a lot smaller then they are, their skin is a dark shade of gray, with many scars from a life of combat. Savage Orcs also have blood red eyes, and elongated tusk like teeth. Since Orcs were one of the last races to be awoken, they have never been able to really gather a land of their own, and resent the other races for not sharing the land with their people. What little contact they have with other kinds of orcs is usually never peaceful, as each race lives so different a lifestyle from one another that their philosophies are on different extremes. Of races they do consider allies, monstrous groups like Gnolls and Goblins are their favorite, mostly because they are the easiest to push around.

## Savage Orc Traits

* Ability Score Increase Your Constitution score increases by 2, and your Intelligence score is reduced by 2.
* Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
* Menacing. You are trained in the Intimidation skill.
* Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Vision

The most fundamental tasks of adventuring— noticing danger, finding hidden Objects, hitting an enemy in Combat, and targeting a spell, to name just a few—rely heavily on a character’s ability to see.

Darkness and other Effects that obscure vision can prove a significant hindrance.

A given area might be lightly or heavily obscured. In a **lightly obscured** area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A **heavily obscured** area—such as Darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the Blinded condition (see Conditions ) when trying to see something in that area.

The presence or absence of light in an Environment creates three categories of illumination: bright light, dim light, and Darkness.

**Bright light** lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of Illumination within a specific radius.

**Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding Darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

**Darkness** creates a heavily obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical Darkness.

## Blindsight

A creature with Blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with Echolocation or heightened Senses, such as bats and true Dragons, have this sense.

## Darkvision

Many creatures in fantasy gaming worlds, especially those that dwell Underground, have Darkvision. Within a specified range, a creature with Darkvision can see in Darkness as if the Darkness were dim light, so areas of Darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in Darkness, only Shades of Gray.

## Truesight

A creature with Truesight can, out to a specific range, see in normal and magical Darkness, see Invisible creatures and Objects, automatically detect visual illusions and succeed on Saving Throws against them, and perceives the original form of a Shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
Time Domain

Gods of time govern the passing of years and the turning of seasons. These deities oversee cause and effect, providing a background against which the course of history unfolds. They are also gods of fate and of the inevitable, responsible for the fulfillment of prophecies and the destinies of mortals. Clerics of gods of time are granted knowledge of events in the distant past and the far future, and are tasked with protecting prophecies and ensuring pivotal moments in history.

##### Time Domain Features

 2nd
 6th
 8th
 17th

#### Domain Spells

You gain domain spells at the cleric levels listed in the Time Domain Spells table. See the Divine Domain class feature for how domain spells work.

#### Oracle

Starting at 1st level, your deity allows you to glimpse moments from history and of possible futures. You gain proficiency in the History skill, and you learn the *guidance* cantrip if you don't already know it.

#### Mire

Also beginning at 1st level, you can slow the passing of time around your enemies. As an action, you can force a creature you can see within 30 feet of you to make a Wisdom saving throw. On a failure, that creature is restrained until the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

#### Channel Divinity: Expedite

Starting at 2nd level, you can use your Channel Divinity to briefly speed up time for yourself. You can use your Channel Divinity to take the Attack, Dash, or Use an Object actions as a bonus action.

Additionally, when you cast a spell with a casting time of 1 action, you can use your Channel Divinity to change its casting time to 1 bonus action for this casting.

#### Supernatural Reflexes

Starting at 6th level, your ability to alter the flow of time around you becomes almost instinctual. You gain proficiency in Dexterity saving throws, and you can no longer be surprised while you are conscious.

#### Potent Spellcasting

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

#### Timeless Soul

Starting at 17th level, you gain the following benefits:

* You do not age, and you cannot be aged magically.
* The *foresight* and *time stop* spells are added to the cleric spell list for you.
* You gain the ability to jump back in time to turn failure into success. When you miss an attack or fail an ability check or saving throw, you can use your reaction to reroll the d20, replacing the previous roll with the result. Once you use this feature, you cannot use it again until you finish a short or long rest.
Divine Amphitheater

Home of the Dalvine, the Divine Amphitheater is where all the music that created the world and is creating new life is played.

## Description

The Realm is vast, New parts are continually being created as more music is payed, at the center is a great stage where the music Divine Symphony itself is played.

## Inhabitants

**Deities**

The Divine Amphitheater is inhabited by the gods of the Dalvine pantheon, each with their own corner of to focus on their music.

**Petitioners**

Those of the faithful are said to inhabit the Realm after thief pass, listening to its vast array of music, and even if their skill is great enough being allowed to play the Dalvines songs.

**Planar beings**

The realm is also inhabited by Angels who help to keep things orderly, and who play the great songs of creation as composed by the Dalvine.
Forest Gnome

Hiding in the forest from the scary world of Giants the forest gnomes are a little more grim then their cosmopolitan cousins, when the drow left they decided that in order to protect their people they would stay far from the big folk who would very likely abuse them. Over time with the use of magic they even learned how to blend in to the forest ad speak with the verdant inhabitants. Not as much of pranksters as their kin the forest gnomes are experts at medicine and the healing arts.

Forest gnomes can be distinguished from their kin by the modesty in which they dress and wear their hair. Their dwellings are also Extremely modest, usually living in burrows under large trees, Or along riverbanks. Many make roommates of the creature that made the burrow in the first place, such as hares, foxes, and badgers. They do however expand and furnish the burrows.

#### Forest Gnome Traits

* Ability Score Increase. Your Dexterity score increases by 1.
* Natural Illusionist. You know the minor illusion cantrip. intelligence is your spellcasting ability for it.
* Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Smaller smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Faewild

The **Faewild**, also known as the **plane of Faerie**, is an "echo" of Aroura suffused with potent magic. It was the place from which fey originated, and from where The Elvish Pantheon was awakened,

## Description

The Faewild was a place of unrestrained and awe-inspiring natural beauty. The plane is always bathed in twilight of the setting (or perhaps rising) sun, with lanterns and fireflies providing additional, haunting lights. As an "echo" of Aroura, its geography was similar although not entirely identical to that of Aroura] but the natural landscape was markedly more dramatic and beautiful in the Faewild, with mountains standing straighter and sharper, rivers flowing clearer and faster, and flowers bloom brighter and more fragrantly. While most Arouran locations and landmarks had analogues in the Faewild, sites of civilization in Aroura could be so unimportant in the Faewild as to be easily missed, while natural landmarks might be significantly more majestic or extreme. Navigating the Faewild was further complicated by the fact that distances did not always make sense. While two landmarks might be the same distance apart as in Aroura when travelling in one direction, they might be inexplicably further or closer on the return trip.

Further complicating any visit to the plane was that time did not flow the same in the Faewild as on Aroura. While any visitor would experience time flowing as normal, it was often the case that more time was passing in Aroura, sometimes on the order of weeks, months, or years longer than expected, although it was also possible for little or no time to have passed instead. More concerning, leaving the Faewild could have dire consequences. Lost time could suddenly "catch up" to a mortal, sending them into fits of exhaustion or hunger, or even killing them instantly if many years had passed. At the same time, those with no fey ancestry might find their memories of time spent in the Faewild going hazy, if not vanishing altogether.

Arcane magic ran more freely and powerfully in the Faewild than it did in Aroura, and it was for this reason that so many of its inhabitants and landmarks were suffused with magic. Visitors to the plane found that all sensations, both sensory and emotional, were heightened. Smells were stronger, colors were more vivid, and sounds were clearer, but at the same time shadows were darker and impulses were harder to control As an additional consequence of this all-encompassing magic, arcane spells tended to be amplified in power or duration when cast in the Faewild.
History of Aroura

This page Details the History of the Three Continents of Aroura, Kerathia, Montabi, and Xian

Time in Aroura is divided into Four kinds of history,

## THE THEOLOGICAL AGES

Theolgical Ages, deal with history before recorded history, Creation stories, Pre Civilization timeframes

The Age of Chaos is a the Time before the founding of the Holy Elvish Empire. In this time, The World was created, The Gods created to Races, and they were awoken, The first civilizations and the War against the Dragons. This Age's stories vary from religion to religion but must agree that it ended when the last dragon walked Aroura

In Montabi this Age is Called The World Viod, and in Xian they call it The Great Sundering

## THE MYTHOLOGICAL AGES

Mythological Ages, Stories that are told after translation upon translation, there are no first hand accounts for this time period but studies show many of the stories to be at least based on truth if not accurate.
The Mythological ages From the many cultural that make up Aroura date from the End of the Dragon wars to the Arrival of the Dal.

In area's with Imperial Elvish Influence This Age is called The First Era, In The Land of Montabi They called it The Lost Age, inEats Xian and the areas that practice Shi this age is called the Age of Tempering, to the Rakshasa this is called the Time of Conquering.

## THE LEGENDARY AGES

Legendary Ages, This time frame is up to modern history, some stories have been embellished to make their hero's seem mightier and their villains' more sinister.,
The Legendary Ages of Aroura Start within 100 years of each other, Starting with the Arrival of the Dal

In Imperial Lands this is refered to as the Second Era, In Montabi it is called The Awakening, In Eastern Shi it is known as the Time of Others, and in Ra
Dal

Interlopers from a distant world, the *humans* of Aurora have crafted many homes in this world. after ten thousand years of residence they have set up many nations and all but occupy every corner of the known world. While their first appearance was seen as a miracle of the gods, they have since splintered their unities and squabble about many things. Border wars are almost constant among their kingdoms. Among the longer living races, the humans, or *Dal* as other races call them see, them as bleak remnants of a once great race. The *Elves* are in constant worry about the progress of human lands. Their long memories remember great blights set forth by some human kingdoms craving for power and magic. The *Dwarves* respect the *humans* ingenuity but also know to stand clear of them during their times of strife, to many dwarven kingdoms where garrisoned by humans seeking "refuge from the newest local Tyrant. Even with this reputation it was the heroes of man who saved the world of Aurora during their times of greatest.

#### **Human Traits**

* It’s hard to make generalizations about humans, but your human character has these traits.
* *Skills:* You gain proficiency in one skill of your choice.
* *Feat:* You gain one feat of your choice. It’s hard to make generalizations about humans, but your human character has these traits.
* *Languages:* You can speak, read, and write one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Court of Melodies

The Court of Melodies is Religious Belief in a series of gods who Awoke and embody the different attributes of the lives of the many Races of Aroura.

Followers of this faith acknowledge the Dalvine but more as the creators of the Dal and Dalkin, and not as the Over gods that the Church of Dalvine would prescribe.
Holy Symbol

**Holy symbols** were divinely powered implements used by clerics and paladins alike to enhance their prayers or unleash the fury of their god.

## Description

Holy symbols came in a wide variety of designs, though all shared the common quality of being directly blessed by a god, godlike being, or the servants of the former two for the purpose of aiding agents of the divine. In many ways, holy symbols were to clerics and paladins what swords were to fighters or wands were to some wizards.

Typical holy symbols took the form of amulets, emblems on shields, or reliquaries that contained fragments of sacred material.

## Powers

A cleric or paladin, when casting a spell, could use a holy symbol as a spellcasting focus by holding or visibly presenting it, thereby eschewing most ordinary material components that the spell might otherwise require.
Clerics

A cleric is a divine servant of gods and faiths, serving them with martial might and divine magic fueled by their own strength of faith. As agents of a divine authority, clerics are empowered both by ritual training and their god's particular favor. Relatively rare, clerics inspired both reverence and terror, depending on their aims and who they serve.
Guild Wars 2 Gone Mad

Series three title card

## Premise

Guild wars 2 gone mad (often abbreviated to GW2 Gone mad) is the flagship series of the Tales of Thedas, Its the longest

running series on the youtube channel. Its the only series thus far that utilizes the whole guild as the main cast. The series was created by Greekmuller, Captain fine ass and Twangymouse (Possibly Mental as well, though this is unlikely). The series was the first to feature the uncensored title card, Though it wasn't explicitly adult.

While Season one and two had multiple themes in its episodes (like part three which had a clone wars theme), Season three was the first to have a season wide theme (being Stargate). This implies that future series will have a theme, It assumed that series four will have the theme of Primeval (A UK based Sci-fi TV series).

The latest episode (Christmas special) aired December 24, 2020 (12/24/2020)

## Cast

***Main Cast***

*Twangymouse-* Guild leader of the Tales of Thedas, The suffering GL who while isn't in every episode, they are a strong presence in the series.

*Captain fine ass-* Former Officer for the Tales of Thedas, He is quite easy going and jokes quite a lot.

Greekmuller- Officer for the Tales, He is present in almost every episode with the exception of Part six, where he only has a cameo appearance.

## Title card Gag

**PREMISE:** Each episode (alongside the uncensored warning) featured a joke or reference to other properties in the opening title cards. This is similar to American dads newspaper gags.

**Season one**

"It's not actually communist propaganda if you are a space lesbian..." (Part three)

"Surprisingly less explicit than the bible." (Part Five)

"Definitely better than you racist uncle" (Part Six)

"Fuck me yourself coward" (Part seven)

"Tell Slippy I got his dragon erotica ready" (Part eight)

"I know what you did last summer....Disgusting" (Part nine)

"I think my boyfriend maybe Gay" (Part Ten)

**Season two**

"Hentai free since '93" (Part eleven)

"#Palpatine did nothing wrong" (Part twelve)

"Holy Shit Batman" (Part Sixteen)

"Whats the scoop? [Penis] [Crashes into Pavement]" (Part seventeen)

"Zuko was cute with that tea shop girl" (Part eighteen)

"Stick around at the end" (Part nineteen, not a joke but an instruction)

**Season Three**

"WE'RE BACK BABY!" (Part twenty one)

"My mother was uncensored once..." (Part twenty two)

"Send Dudes" (Part twenty three)

"Its our first anniversary" (Part twenty four)

"This year, im a slutty canach" (Halloween special)

"Being an annoyance since 2019" (Anniversary special)

"Almost as mythical as your Canadian girlfriend" (part twenty seven)

"What even is a greekmuller?" (part twenty eight)

"Helen!? have you seen my wife? (Series three finale)

"Santa, breaking into your homes since 280 A.D" (Christmas Special)

## Series Title card

Pilot Title card (1 Episode)Season 1 title card, part 5-10 (Five episodes)Series 2 title card, part 11-12,16-19 (Six episodes)Season 3 title card, part 23-29 (Six episodes) (Note, the variants of this title card count as well)
Guild halls (Tales of thedas)

The Tales of Thedas has a guild hall, a building which contain many in game benefit and shops not normally found in the in game world. So far in the three seasons, there has only been two guild halls that they have claimed.

## Gilded Hollow (Guild Mission Special-Part Sixteen)

First appearing in the Guild Mission special, the base was the primary base of the guild from season one to season two.

The guild hall itself was fairly basic with a few upgrades and decorations, its large 'lobby' area was used to organise guild missions

It's last appearance was in part sixteen, it had a nice send off after the guild finished all of the guild missions (a difficult task under the best of circumstances)

## Windswept Haven (Part seventeen-Present)

First appearing in Part seventeen, this is the current base for the guild.

As of the premiere of season three, its quite well built up with various upgrades and decorations.
Fate Domain

The gods of this domain promote the ideals balance, karma, and honesty. Clerics of this domain are devoted to understanding time and the cycle of reincarnation. Some of them are even academics who take a theological perspective to their work. They are granted knowledge of events in the distant past and the far future, and may be tasked with ensuring pivotal moments in history occur and maintaining the balance of life.

### Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

### Foresight

At 1st level, you gain a small degree of foreknowledge that can improve your time in combat. You can add or subtract your Wisdom modifier from your initiative roll.

## Channel Divinity: Acceleration

Starting at 2nd level, you can use your Channel Divinity to briefly speed up time for yourself. You can use your Channel Divinity to take the Attack, Dash, or Use an Object actions as a bonus action.

Additionally, when you cast a spell with a casting time of 1 action, you can use your Channel Divinity to change its casting time to 1 bonus action for this casting.

### Supernatural Reflexes

Starting at 6th level, your ability to alter the flow of time around you becomes almost instinctual. You gain proficiency in Dexterity saving throws, and you can no longer be surprised while you are conscious.

### Potent Spellcasting

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

### Master of Time

Starting at 15th level, you gain greater control of time through spells. Reality Break, Foresight, and Time Stop are added to your cleric spell list.

### Mend your Fate

Starting at 17th level, you can peer through possible futures and magically pull the best or worst possibility into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes a roll of any kind, you can use your reaction to choose whether to make each of those dice roll a 1, or the highest number on those dice. You may use this feature once per short or long rest.
Forge Domain

***The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.***

 1st
 3rd
 5th
 7th
 9th

### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

### Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

### Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

### Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

• You gain resistance to fire damage.

• While wearing heavy armor, you gain a +1 bonus to AC.

### Divine Strike

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

### Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

• You gain immunity to fire damage.

• While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Shield of Heroes

Shield of Heroes

## Description

A circular magic shield featuring concentric gold and white circles and sporting a holy symbol of Tyr in the centre. Unless anyone threatens to sue for some reason, then it looks different.

This shield provides enhanced defense, but can also be used a melee or ranged weapon (demonstrating an improbable ability to ricochet off walls and return to it's owner) and provide a limited number of temporary hitpoints each day.

### Abilities

#### Defense

This shield provides an additional +1 AC to the AC bonus of a normal shield, giving a total of **+3 AC**.

#### Offense

The shield can be used as a +1 bludgeoning weapon, using the wielders strength modifier to hit, and dealing base damage of **(1d8 + 1)**.

Alternatively, it can been thrown as a ranged attack. This has a short range of 40 feet, and a long range of 100 feet. This also does **(1d8 + 1)** damage. When the attack is complete, the shield will return to it's owner, ricocheting off scenery where possible.

#### Healing

Once per day, when the user has less than 50% of their hitpoints and is hit by an attack, they may use their reaction to respond *"I can do this all day!"* and gain **(1d6 + CON)** temporary hitpoints.
Hammer of Breaching

### Description

This weather-worn sledge-hammer is highly polished on one side from use. An ornate inscription of a key is carved into its head.

### Charges

The hammer has 3 charges, and regains 1d3 charges at dawn each day.

### Abilities

#### Breaching

If used on a door or other object with a lock, the hammer casts the spell Knock at second level. The spell functions exactly as normal, aside from the range is reduced to touch and if the targeted lock, door or barring mechanism is not magical, it is explosively destroyed. This effect is accompanied by a resounding burst of sound that is audible for 300 feet.

### Combat

#### Melee

The hammer can be wielded in one or two hands, dealing (**1d8 + Str**) one-handed or (**1d10 + Str**) two-handed **bludgeoning** damage.