recursal/Fanatic-Fandom huggingface dataset:
Ardaxes

Name: Ardaxes

## Details

* **Alignment**: Lawful Neutral
* **Power Level**: Lesser
* **Domain(s)**: Knowledge

## Description

Ardaxes is the god of science, and is particularly revered among alchemists and civil engineers. Most of the other gods respect Ardaxes' tenets and followers, though a few despise him, for they fear scientific achievement may one day replace the need for gods, and push worship of the divine to the side. Ardaxes himself is ambivalent toward the rest of the pantheon, though he colludes dispassionately with those associating themselves with the numerous aspects of civilization and its advancement. His symbol is the alchemist's alembic, and he is portrayed in art as a bearded man of middle age, with deep red robes and kohl-rimmed eyes. Many universities and other places of learning host a shrine to Ardaxes, though full service temples are rare.

## Tenants

Specific Tenants still need to be laid out.

## Relationships

Unlike many of the gods, Ardaxes does not stand in opposition to Voddahil. He views the entity more as a primal force, a curiosity to be studied and understood. While he did not interfere with its imprisonment, neither did he aid. This has raised suspicion among other members of the pantheon, who worry Ardaxes' curiosity may lead to collusion with Yithalin to open the void. Such an event seems unlikely, though, as Ardaxes resents Yithalin's acts of sabotage far too much to consider working with him. In any case, he views the Herald with disgust rather than curiosity, and would gladly conspire to see the creature destroyed.

Warfare has produced much scientific achievement, and Ardaxes pays his due respect to Sigdrifa, so long as the armies keep to fighting other armies, and leave the academics alone in their ivory towers. Ren and Yak cause him and his adherents no small amount of trouble, though their antics have yet to produce long lasting damage or enmity. Nevertheless, he threatens to 'catch lightning in a bottle' when they disturb him, and the other gods know he can probably do it if he puts his mind to it.

He regards Nom as a mystery to be solved, much like Voddahil, but avoids any direct inquiries. He has witnessed the fruits of her schemes, and prefers not to become embroiled in them. - *nevvur*
Malinda 'Fierce' Eastaughffe

Malinda 'Fierce' Eastaughffe has only been sailing the seas for a short amount of time, but has made quite the name for herself in that time. It is hard to not tell others when your ship has been boarded by a female pirate atop a dire wolf. No one has ever seen Malinda without her precious mount Mahigan, and it is likely that no one ever will until one or both are dead. Long before a normal boarding maneuver could be completed Malinda and Mahigan are aboard wreaking unparalleled destruction. A cooped up dire wolf is nothing to mess with, and is more than off putting in a situation that is so foreign to everyone besides Malinda and Mahigan. They often focus their wrath on the captain of the other ship to hopefully cut the head off of the snake and end battles as quickly as possible. - *Joatmoniac*
White Walker

**Ability Score Increase**: White walkers are exceptionally strong and nimble; they gain a +2 bonus to Strength and a +1 bonus to Dexterity.

**Age**: White walkers mature at the same rate as humans, but may live as long as 2000 years. However, they cannot reproduce. New, young white walkers are created from the children of humans through ritual.

**Alignment**: While most races view the white walkers as evil, they truly tend toward neutrality. They do not seek balance of good and evil nor law and chaos. Rather, they are "other motivated". Their only means of maintaining their race is by converting stolen children through ritual. Also, they have a great hatred of the sun, heat, and all warm blooded creatures. Because of these motivations, most other races see them as evil.

**Appearance**: White walkers are taller and thinner than average humans. They average around 7 feet tall and weigh in around 175 pounds. They have smooth, pale skin the color of snow and glowing, icy blue eyes. Walkers typically wear little in the way of clothing or armor; their innate resistance to cold and most weapons leaves little need for such adornment.

**Winter is Resistant**: White walkers are immune to cold damage. They also have resistance to damage from any weapons not made of obsidian or Valyrian Steel*.*

***Beware the Thaw**: Walkers are vulnerable to fire and attacks from obsidian and Valyrian steel weapons. They take double damage from these. In addition, White Walker abhor and avoid warm temperatures. When the ambient temperature around them is above freezing, White Walkers have disadvantage on all attacks, saving throws and skill checks.*

**Innate Necromancy**: Once per day a White Walker may raise a corpse of any race as an Ice Wight. The Ice Wight has the same stats as a zombie of their original race, but with additional resistances and vulnerabilities. Ice Wights are immune to cold damage and resistant to all damage from traditional weapons. Just like their White Walker masters, they are vulnerable to fire and weapons made from obsidian or Valyrian steel. They take double damage from these.

The Wight is not intelligent, but will follow any commands made by its creator to the best of its abilities. If its creator is not present, the Wight will obey any White Walker's commands. If left to its own devices, the Wight will be drawn to the nearest source of fire or life, and seek to extinguish all it finds. They attack on sight any living thing that is not another Wight or a White Walker, unless they are specifically ordered not to by a White Walker.

Notes: The physical description is the one I had in my head from the books, before seeing the series. I was going to insert some fan art, but everything I could find was heavily influenced by the HBO series. I also considered creating a special weapon proficiency and crafting ability for an Ice Crystal Blade...but its late and my bed is calling.

- *Friartook*
Infernal Summoning Circle

Only practiced by the most foul or creatures. Be they human or monster it is this spell that brings forth demons and devils to their sides. It can only be used through sacrifice of some sort, often the life force of the caster. The spell was created deep beneath the earth of Dayeimbe by the by a sect of Drow that were shunned by the larger community due to their insatiable desire to summon creatures of greater and greater power. The sect is believed to be long dead after summoning creatures too powerful for them to control, but that is only rumor after all. -  *Joatmoniac*
Ralgohurust

An evil wind blew from the portal. After years of research and several bouts of madness he had done it. The first tentacle-feeler of the great God emerged.
"Iä! Iä! Ralgohurust lives!" The living God slithered into our realm of existence.

Ralgohurust the unresolved is an extraplanar entity of unknown origins and eternal hate. This entity manipulates people and creates abominations in order to kill the gods and take their place. - *Arnil*
Squeak 'da Squeak

Squeak is a half crazed sorcerer, auburn furred Mouseling. When he was just five years old he realized he had an affinity to the elements, specifically to things that go boom. Though his physical strength might be nothing to boast of, this rough mousling loves sending all his creative energy into large, fire, horrific explosions that, in his mind, has "blown the very gates of hell straight toward heaven". He got his nickname ('da Squeak) from a poor farmer who last saw the mouse practicing his fiery bombs on his potatoes and apparently Squeak Squeaks when he blows anything up. - *Almarianknight*
Soul Sealer

A powerful binding magic that takes un-naturally used souls and binds them to an object of appropriate size. It was

created by a group of gnome wizards as their kingdoms last bastion of safety from an undead army was being assaulted their city walls. Not even their own armies of construct soldiers could keep back the hoards.
As the gates where being stormed, these wizards gathered at a large marble obelisk they planned to seal the souls into. It was working, sucking the souls from their undead bodies and sealing them away, slowly turning the marble to obsidian. But then the obelisk was completely turned, and the stone paths of the city started to change as well. Still the souls kept coming, and coming, and coming. The spell was not discriminatory, as it even took the souls powering the constructs and sealed them away. Eventually the entire city became obsidian, filled with the leftover husks of constructs and the rotting corpses of undead.

You can take any soul that is not naturally in its place, like undead and constructs, and channel it through yourself to seal them into an object. Whatever they are put into turns to obsidian. The conversion of soul to amount of space needed is 1 cubic foot per soul. The higher of spell level you cast it at the further it reaches. However there is potential for the amount of souls rushing through your body to essential fry your own soul. - *Lasersniper*
The Sordonna Sword

Once upon a time, a blacksmith named Kief and a witch named Sordonna got married. As they got into their elder years, the witch constantly nagged the blacksmith, to the point of driving him to homicide. One night while she slept, Kief took one of his best blades and lopped off Sordonna's head. The witch - body, head, and all - vanished in a puff of smoke, and a mysterious second sword grew from the tip of the blade.

At first, Kief was simply glad to be rid of the old witch. He tried to drop the sword, but found he could not! Only moments later, he felt a strange pulsing on top of his head. He rushed to a mirror to see what it was, and was horrified to see a miniature version of Sordonna's head growing from his scalp! Kief ended up chopping off his own hand to be rid of the cursed sword, and threw it into a nearby lake. The little head disappeared as soon as he did so, but the event drove him to insanity and an early death.

The cursed Sordonna Sword has since been discovered and discarded numerous times throughout history. The blade itself is unwieldly and difficult to use, but more problematic is that whoever holds it cannot let go, and so long as his hand grasps the hilt, a tiny head appears on his scalp, staring blankly ahead, but smiling wryly.
Ferengi

"There is nothing beyond greed. Greed is the purest, most noble of emotions." Quark

The Ferengi are a mercantile humanoid species from the land of Ferenginar. Their civilization is built on capitalism taken to its extremes, where profit is the sole meaningful goal in life. They are typically shorter than humans, with orange-brown colored skin, blue finger and toe nails, wrinkled noses, sharp teeth, and large rounded ears.

**Ability Score Increase**: Your intelligence score increases by 1, and your wisdom increases by 2.
**Age**: Ferengi often live to be over 100 years of age, and mature at the same rate as humans.
**Alignment**: Though they abide by their own "Rules of Acquisition," their dealings with other species is often subversive to local law and custom. Ferengi are not typically violent, but their fixation on greed may cause others to perceive them as evil. By and large, they are neutral in regard to both axes of alignment, with a strong tendency to chaotic.
**Keen Hearing**: Their large ears grant Ferengi extremely sensitive hearing. They gain advantage on perception checks involving sound. (\* Ferengi have disadvantage on saving throws against thunder effects, and take 1d4 psychic damage from all thunder effects and damage sources)
**Hidden Mind**: Ferengi have a brain with four lobes, which makes detecting their surface thoughts impossible for most telepaths. Any ability which allows for mind reading automatically fails on a Ferengi.
**Shrewd Traders**: Ferengi gain deception as a bonus skill.
**Eye for Value**: Ferengi gain advantage on any intelligence check to appraise the value of an item.

\* - suggested as an option. 5e races tend only to have advantageous features. However, Star Trek canon has demonstrated that especially loud sounds are painful to Ferengi
お願い ! シンデレラ

# お願い ! シンデレラ

THE IDOLM@STER CINDERELLA GIRLS

島村卯月（CV：大橋彩香）
小日向美穂（CV：津田美波）
三村かな子（CV：大坪由佳）
渋谷凛（CV：福原綾香）
多田李衣菜（CV：青木瑠璃子）
神崎蘭子（CV：内田真礼）
本田未央（CV：原紗友里）
城ヶ崎美嘉（CV：佳村はるか）
城ヶ崎莉嘉（CV：山本希望）

作詞：marhy
作曲・編曲：BNSI（内田哲也）
ギター：後藤貴徳
バイオリン：越川歩
トランペット：鈴木正則

## 島村卯月 三村かな子 小日向美穂 渋谷凛 多田李衣菜 神崎蘭子 本田未央 城ヶ崎美嘉 城ヶ崎莉嘉難易度情報

※金錢、經驗值、親密度為分數S RANK過關時的數值。

其他
--

歌曲試聽：http://youtu.be/nEJeHJrW4Vw
商品情報：http://columbia.jp/idolmaster/cinderella/COCC-16718.html
Nature's Wrath

Not all wars are won through battle. It is said that the most powerful of druid's have achieved such a communion with their beloved lands that the land itself answers the call of nature's valiant defender, and armies tremble.

Once a druid is attuned to a particular locale, she is able to start a communion with the land itself against those that wish it harm. The druid performs a spell-like ritual in which she spends at least 4 hours a day in meditation and communion with her 'land'. Upon completion of the first day, she calls down the power of the forest, effecting large groups of creatures or humanoids (I was thinking ~100, but not sure it needs quantified). The plagues grow worse on each subsequent day that the druid performs the ritual, and previous plagues persist.

Days 1 and 2) Swarms of insects begin to harass the invading group. Mosquitoes in swamp-like areas, Bee-s in the forest, scorpions in the desert, etc.
Days 3 and 4) Harsh storms begin to wrack the group by night, making sleep difficult. Insects still plague during the day.
Days 5 and 6) Foodstores begin to spoil and game becomes sparse. Natural fruits and nuts of the land are very rare to find.
Days 7 and 8) Carried water begins to become tainted, and the group has trouble finding natural water

At the end of each even numbered day members of the group must make a Con save (DC determined by the druid's spell save) or suffer a level of exhaustion. This save must be made every day after day 8 or suffer a level of exhaustion. - *Vulash*
Crimson Darkred, Sword of Malice

Crimson Darkred, Sword of Malice (+0 magic bastard sword, intelligent, requires attunement)

This bastard sword is an intelligent weapon of questionable utility. While the sword is held, it provides advantage on intimidate checks made by shouting. If words are used during the shout, the wielder must use a language shared by the target, though the specific wording does not matter.\*

If the wielder dramatically introduces the sword by full name to an enemy during combat, the sword heals its wielder by 1hp. This effect can only be used once until the end of the next short or long rest. If the wielder refers to the sword without naming it (saying "my sword" or "my blade," etc. as opposed to "Crimson Darkred"), the sword deals 1d4 lightning damage to its wielder. This damage cannot be reduced or negated in any way. Damage from this effect can only be incurred once until the end of the next short or long rest.

If another intelligent weapon with the ability to speak is in the presence of Crimson Darkred, the other intelligent weapon will know of Crimson Darkred and either taunt or console Crimson Darkred depending upon the personality of the other weapon. Feelings of irritation and a desire to prove oneself flow into the user if Crimson Darkred is taunted by another intelligent weapon. If Crimson Darkred is consoled by another weapon, the wielder feels embarrassment and a desire to sheathe Crimson Darkred, and the advantage on intimidate checks while Crimson Darkred is held become disadvantage until the end of the next long rest.

\* - Once, a confused warrior held the sword high and shouted, "I'm going to mildly-to-moderately inconvenience you!" and cowed three gnolls into submission. In another, more unfortunate incident in a rowdy tavern, the warrior had to raise his voice to order drinks while one hand unwittingly rested on the sword's pommel, causing the terrified barmaid burst into tears and the regular patrons to come to her defense, casting the fighter and his party out. A third, stranger event was when the sword was stolen from its wielder: a halfling thief crept into the wielder's camp at night, picked up the sword but was caught by one of the wielder's allies while trying to escape. The thief and ally both screamed, dropped their swords and ran in opposite directions. The sword was recovered safely the next morning.

(A weapon with a case of chuunibyou.)
Aldalonder Shield of Thorns

Considered a light one-handed weapon. Each turn of combat, player decides to attack or block with the shield

(regardless of what player is holding in the second hand). If attacking, Shield of Thorns is 1d6+dex mod+prof piercing. On a successful attack, creature makes a CON save or takes 1d4 poison damage. When defending, player gets +2 to AC+prof. If a creature fails an attack on the player, creature makes a CON save or takes 1d4 poison damage.

A shield used by the reclusive Aldalond wood elves, who long ago diverged from the more traditional long-ranged tactics of their kindred. Considered savages by many, the Aldalonder became known for using their swift stealthy coordinated movements to outflank their foes. They prefer to intimidate enemies by painting their faces and shields with ghastly designs. Their goal was to get as close to their target as possible, using the edges of the light and flexible shield to create openings for their short piercing spears and blades.

Nature's Shield of Thorns was a shield worn by Malendonel, an Aldalonder shaman of the Bertathanen tribe. While often successful in battle, he preferred to hide in the shadows, supporting his troops from a short distance. The plain design of his shield made for better camouflage. As a master of herbs and poultices, his close-quarters equipment were always bathed in some exotic toxin. No one is quite certain what happened to Malendonel. A human anthropologist researcher found his treehut, along with all the treehuts in his village, abandoned with all their belongings left behind. The disappearance of of the Bertathanen tribe retains a mystery to this day.
Bone of Thrym

This weapon was forged after Thor has battled with Thrym (King of Frost Giants). Thrym had stolen Mjollnir and when Thor retrieve it (disguised like Freyja... That's another story which made Thor pissed off) he had killed all the Giants. The battle was bloody and messy. Thor had beaten Thrym pretty badly that pieces of him were scattered about.

One piece was a finger. This finger was picked up by Loki were he took it back to Asgard and he made the bone from it into a knife/wand.

The wand has the ability to cast any ice/cold spell to the users level. Also if the wand is used as a knife (piercing) and Crits the target will turn into Ice.
Orb of Stasis

The Orb of Stasis was created by a gnome tinkerers guild and then later enchanted by a powerful wizard. While the orb itself is not very effective as a ranged weapon, its minor damage is augmented by its hidden power. Once a creature takes damage it must make a (high level) DC Ref save or be pulled into a different dimension where time has no effect. All status and magical effects are 'suspended' until the detainee is released back into the material realm. The owner can release any creature captured by the Orb by saying "I choose you (x)" (where x is the creatures name). The orb itself deals 1d4 damage when thrown and has the 'returning' ability for thrown weapons.
Requiem, Reach of the Banished

Forged deep within the Nightosphere itself, cast onto Ooo many years ago. There is a button on the handle that extends the reach of the weapon, and summons forth a previously banished person that shouts out something as it helps extend the weapon. If you slam Requiem on the ground the spikes shoot out from the morningstar and hits targets at a decent range. It has the ability to banish people to the Nightosphere in which it was forged, but it has already banished too many people, and instead replaces the person being banished with someone that has already been banished before by Requiem. There is no way to reset the number of banished people for the weapon short of returning it to the Nightosphere itself and figure something out from there.
Hell's Fury

Throughout Dayeimbe the name Hell's Fury is spoken, and carries with it several meanings.

An illness that can be contracted by coming into contact with an item soaked in the blood of a demon. When an individual is effected by Hell's Fury, they experience both a great surge in power and rage. They also become consumed with a desire to kill and create chaos by whatever means possible. The kicker is that in reality it is only the rage and desire that is real. The deadly power that comes with the illness is completely in the effected person's mind. Those who are effected with Hell's Fury usually end up dead, at the end of a town guard's spear for acts of atrocity that they commit while under the illnesses' effects. - *DM Mitch*

Made from the refined ashes of slain demons. Once injected into the target it creates a burning sensation inside and out. The pain wracks the target so badly that they become incapacitated if they do not resist the poison. - *Joatmoniac*

A sickening parasite that draws people into the embrace of fire. After going slightly insane, the victim tries burning itself, twisting and writhing in order to get every part of himself charred by flames. The disease is formed from the heart of only the vilest of villains, grows and twists until it is a living parasite. The villain's heart then breathes baby parasites into the air that infect nearby heroes or vermins. - *Almarianknight*

A chronic eye infection acquired when the blood of corporeal demons splashes your face, or from handling a fiend's bloodied corpse and touching your face without washing your hands. The bacteria causes the blood vessels in the eye to become highly inflamed, turning the sclera red, and causing a dark red or black liquid to leak from the tear ducts. The infected person's vision also becomes tinted red, eventually leading to blindness as the bacteria proliferates and penetrates the lens. - *Nevvur*
Telluric Enforcer

The archetypal Telluric Enforcer is a warrior whose focus on inner peace and connection to the material plane allows him/her to negate magical effects and more effectively fight spellcasters. Some Telluric Enforcers are soldiers neutralizing mages on the fields of war and some are freedom fighters rising against horrible magical rule. A Telluric Enforcer is the perfect weapon against evil warlocks and tyrannical sorcerers.

Absorb Magic
Starting at 3rd level, a Telluric Enforcer can choose to negate one magical attack whose target is within 50ft of the Telluric Enforcer as an immediate reaction or to negate a magical effect within 50ft as an action once per short rest. At 7th level, the Telluric Enforcer can do this twice per short rest, three times at 15th level, and four times at 18th level.  *- Arnil*
Mothman

The Mothman is a lonely creature found in temperate hills and forests that is cursed to bring ill-fortune and sorrow

where ever it goes.  Unfortunately for this solitary beast, few of their kind exist, and few other creatures will allow them to remain around due to their bad luck.  The Mothman's sole purpose seems to be finding companionship, but due to it's cursed nature, they never seem to quite cross paths with one of their own kind (no one is quite sure how, or if, they mate).  Other creatures will run off, or outright kill, a Mothman due to the bad omens, ill-fortune, and doom that follows in it's wake.

The Mothman is a large, vaguely humanoid creatures with a 7-10 ft. wingspan.  The most remarkable feature is it's massive red, glowing, eyes, and dark feathers.

Ill-Fortune:  A Mothman creates ill-fortune in a roughly 5-mile radius.  When one is near, bridges fail, crops seem to die, old buildings collapse, etc.  Unfortunately, at this scale the effect is subtle, and it's not obvious what is happening.  The bridge may have had a faulty support, the building may have been near collapse anyway, and a blight may have taken hold on the crops.  In combat this ability is less subtle.  Critical fumbles now happen on a roll of 1-2, and all rolls made within sight of a Mothman have disadvantage (or equivalent for a different edition from 5th).

Mothman:
Neutral
Large magical beast
Armor Class:  14 (+2 dex, +2 natural armor)
Hit Points: 60 (8d6 + 24)
Speed: 30ft Fly: 30 ft.

Str: 16  Dex: 14 Con: 16 Int: 6 Wis: 8 Cha: 3

Skills:  Perception +2  Stealth + 4
Senses:  Darkvision 120 ft.

Uncomprehendable Language:  The Mothman is unable to communicate with other intelligent creatures, even via spells.

Psychic Noise:  The Mothman can emit a strong sound in the minds of any creature within 60 ft of it.  The noise manifests as a loud, debilitating, white noise or buzzing sound.  A creature must make a wisdom save DC 13 or be confused until the end of each round.  Once a target successfully saves against this ability, it can no longer be affected during that encounter.

Ill-Fortune:  See above.

Actions:
Multiattack.  The Mothman can attack twice with it's claws, but tries to avoid combat, choosing to flee when it can.  It will prefer use it's psychic noise to allow it to escape.

Claws:  Melee Weapon Attack:  +4 to hit, reach 5 ft, one target.  Hit: 11 (2d8 + 2)
The Wintery Absolute

The caves of the underdark are strange and alien to an outsider. The farther down one goes, they stranger they appear. Deep deep down into the depths of the underdark is a cave without light or sound. Without warmth for heat. It is so cold and frozen that it is said Time itself stops there. Made up entirely of ice and darkness, The Absolute is mentally dangerous to explore. Few have returned from its depths with their sanity intact.

Nothing lives here besides the darkness.

There is one large sheet of nearly clear ice that reflects everything in this strange and twisted cavern. Here, there is no telling what is up or down, friend or foe, exit or entrance. It breathes darkness and ensnares the mind as well as the body. - *Almarianknight*
Florianus's Belt of Sensational Fabulousness

Florianus was a sorcerer that was very flamboyant and wore the flashiest cloths. When he came in a room, everyone noticed. To properly accessorize his outfits he set out to make the perfect items that would always match his attire. The items would make anyone see his clothes anything but Fabulous. Special gems encrusted to the fashion items

What are its powers? Add +5 to charisma and makes all charisma based skills learned. User needs to have all items together for it to work.

Where is it now? Unknown. Last time it was seen was at the Magical Mage Conference where Florianus was the guest of honor. Florianus won Mage of the year among other awards. He was last seen exiting the castle where the festivities was being held, never to been seen again. So think he was killed and buried, others think he was went to other lands to spread the word of he greatness. No one knows.

\* he was really murder by a rival wizard Ralifii and his body was tossed over a cliff into a river. Florianus body is currently rotting in a riverbed being picked apart by creatures. - *Kjmagle*
Kree

The Kree race resembles humans with the exception of those with blue skin. They have a higher strength than humans because of the increased gravity on Hala, but cannot breathe in Earth’s atmosphere without a “breathing formula.” The Kree race was evolutionary stagnant for some time. During this time they bred with other races creating the pink skinned version of the race. Over millennia the pink skinned version outnumbers the blue skinned ones.

**Ability Score Increase**. Your Strength score increases by 2.

**Age**. Kree mature at the same rate humans do and reach adulthood in their late teens and live for close to a century.

**Alignment**. Due to their nationalistic, imperialistic and militaristic society with only one widespread religion being worshipped they are mainly Lawful in nature.

**Size**. Kree height can vary greatly, but is typically that of humans. Adult Kree range (typically) from between 5 to 8 feet (1.5 to 2.4 m) tall.

**Speed**. Your base walking speed is 30 feet.

**Tech Savvy**. Whenever you make an Intelligence (Investigation) related to mechanical items you are considered proficient in the Investigation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

**Extra Organs**. A Kree character may reroll a failed death saving throw. After using this ability you can’t use it again until short or long rest.

**Languages**. You can speak, read, and write Common and a second language of your choosing.

**Subrace**. There are two subraces of Kree in the universe. They are the blue skin Kree and the pink skin Kree.

**BLUE SKIN**
The blue-skinned "purebred" Kree have become a small, but powerful, minority. They have almost exclusively lived on Hala and continue to stay adjusted to living in a heavier gravity than Earth’s. They also continue to have a nitrogen dependency for survival.

**Ability Score Increase**. Your Constitution score increases by 2.

**Purebred Politics**. You have proficiency with both Charisma (Intimidation) and Charisma (Persuasion) due to years as part of the upper class of the Kree society on Hala.

**Nitrogen Dependency**. For each day that a blue skinned Kree does not use a dose of their “breathing formula” they receive a level of exhaustion.

**PINK SKIN**
After millennia of interspecies breeding the pink skinned Kree have become the more prominent kind of Kree. They have a similar appearance to that of Caucasian humans.

**Ability Score Increase**. Your Charisma score increases by 2.

**Human Likeness**. You have advantage on all skill checks that include the impersonation of a Human.

**RUUL**
After 90% of the Kree population were intentionally killed by their deity (Supeme Intelligence) they were then artificially evolved by means of an artifact. This new brand of evolved Kree have a grayish skin tone and many shoulder-length tentacles atop their heads. Individuals possess the ability to 'will' adaptation to different environments, spontaneously developing the ability to breathe underwater, fly, or whatever their circumstances require.

- *Joatmoniac*
Illian's Water Step

A pool of water appears beneath the caster's feet. He falls into it, and emerges a moment later, ankle deep at the shore of the nearest body of water whose volume is no less than a small pond, and which is exposed to the sky. He and everything he carries or wears remains dry as he briefly transits through the elemental plane of water. The spell has no effect if a suitable location does not exist within a mile of the caster.

According to the itinerant wizard Anderstok Elway - who shared the formula centuries ago with several magical academies and friends - this spell was designed by an intrepid member of an aquatic race he befriended. Elway has long since passed, and the exact nature of the original author remains unknown, though most accounts say it was a kuo-toa or sahuagin.

Neither Elway nor the people he taught ever made much use of the spell, as the original version did nothing to prevent the soakage that accompanied travel through the elemental plane of water. However, a young prodigy of abjuration magic named Illian Genser discovered the spell in his mentor's collection. He modified it to envelop the caster in a minor protective field without greatly complicating the formula. The spell is relatively low level for inter-dimensional magic, and has enjoyed greater popularity since its redesign, especially as an effective getaway in coastal and island regions. - *Nevvur*
The Tome of Arcwelon

Sometimes called the Greatest Story Ever Told, the Tome was written by Arcwelon himself. It is the tale of the entire world as told by every storyteller who ever put pen to paper, or regaled an audience with a legend. The great library dedicated to Arcwelon contains many of these stories, but only the Tome of Arcwelon contains them all. He created the Tome as a repository of knowledge -- many would posit that it contains all knowledge, in one way or another. It is a safety net lest any worthy stories somehow slip past those dedicated to his cause. The priests themselves are forbidden from ever peering into the unabridged collection of lore, though they always seek clues as to its current location (see below).

The bearer of the Tome may concentrate on it for a moment, beseeching it to show him a story which matches certain criteria. He may be as specific or vague as he likes, the Tome always knows the perfect story to match his wishes. Upon opening the tome, the story comes to life on the pages for but a moment, then the reader is transported into the narrative itself, to witness the events firsthand as a disembodied presence. When the story is completed, the reader is returned to his original location, while the book itself is transported through space and time to the location within the narrative, or a close approximation if the story was purely fiction. Because the device can travel through time, more than one Tome may exist at any given point in history.

Also due to this last attribute, the location of the Tome is often difficult to track. It had been held in Arcwelon's great library for decades after being discovered by one of his paladins. However, during a dark and troubling time, a great hero required access to the Tome to gain insight into an ancient evil. He learned what he needed from the Tome, but the Tome then traveled to a point in pre-history, a place the hero could not identify for the priesthood when he returned from the living story. They search for it still. *- Nevvur*
Eudaimonia and Dysthymia

Once wielded by two sisters whos names were lost in legend once took their lives with these blades. One sister overcome with a constant despair took her own life with Dysthymia. Soon after her sister who was always full of happiness in taking care of her sister through her dark times also took her life in order to continue her mission. Their brother came across their bodies and he broke down and cried over their lifeless bodies. Eventually when the tears had stopped he took the blades and swore to fight off any who would cause another any sadness. Over time the blades took on their namesakes in legend which spoke of the supernatural powers. It was said that Eudaimonia would leave its victim in a giddy laughter long enough to be struck again and Dysthymia would overcome its target with a sense of dread and make them lash out at themselves is depression.

**Eudaimonia**

One-Handed 1D4

5th Edition - On successful attack next attack is made with advantage.

3.5 Edition - Target is unable to attack untill the end of your next turn. (Effect cannot trigger while effect is active)

**Dysthymia**

One-Handed 1D4

Target immediately makes a basic attack against itself. (Considered Flatfooted for this attack)
Errokan

## Details

* **Alignment**: Neutral
* **Power Level**: Intermediate
* **Domain(s)**: Nature, Magic.
* **Aliases**: Errokan The In-between

## Description

Errokan is said to be the ancestor of shapeshifters and those who travel between the planes, Errokan is not worshiped as much as imitated by those who's desires rest in travelling to other planes.
Mostly known by shamans and druids, though those who travels to the astral plane may encounter 'his' presence.
He enjoys travelling and observing and may even have been in your presence without your knowledge. *- frohtastic*
Loop of Avian Adaptation

## Description

#### Origin

What is its story of origin? (i.e. who created it, how was it made, and why was it made?)
The Loop of Avian Adaptation was created by Lark the Strange in his endless effort to see the world through as many eyes as he could. He studied avian creatures for many years while living as closely among them as he could before creating the Loop. This was so that he could begin to transform into a bird and truly live among them and know what it was like to be a bird.

#### Powers

What are its powers?
It allows the wearer to cast spells that help them understand what it is like to be a bird. The amazing sight of an eagle, but the casters head becomes that of an eagle. The ability to soar amongst the clouds, but that comes with actual wings in place of arms. Other aspects of avian life as well, but they will always come with the actual physical features of a bird.

## Location

#### Where is it?

Where is it now?
It is said that Lark the Strange leaves these items after he feels he has learned all he can from them. Rumor has it that he left it with a tribe of Aarakocra people, and said that they could do with it what they will. It is also rumored that they will only give it to a trusted ally that has proven themselves to the Aarakocra tribe. - *Joatmoniac*
Nom, the Great Witch

## Details

* **Alignment**: Chaotic Evil
* **Power Level**: Lesser
* **Domain(s)**: Death, Destiny

## Description

Nom's motives and origins are shrouded in mystery. She appears throughout time, often at events that seemed innocuous at the time until viewed through the lens of history. Viewed this way the careful studier can see that Nom has manipulated these events from behind the scenes with a deviousness and skill that inspire a dark chill down the spine.

Nom prefers to act through agents, many of whom are not fully aware of whom they truly work for. When she does appear herself she assumes the guise of a beautiful, stern woman (who could be human or elven) of indeterminate age, wearing a simple black dress. She concludes her business and departs, always about her dark business.

It's possible Nom was once mortal who then ascended to godhood. However, if that's true she must have ascended long, long ago, well before reliable records became available. Aside from a strong grudge against Ehlonna, it's difficult to tell what sort of relationship she has with other deities as she seldom comments on them or gets directly involved in their affairs.

The Great Witch prefers beguilement and subtlety to overt displays of power so her full abilities are something of a mystery. She does seem, at the least, to be capable of altering the fates of other persons, re-writing them to suit her own ends. It's suspected that she's steered the history of nations and bloodlines all to ensure the birth of certain individuals she finds suitable to her purpose. Once she deems they're ready, she maneuvers them into a situation wherein they must choose between something precious (such as every soul in the kingdom) or their own destiny. The person is free to make their own choice, but they can be sure that Nom will carry out her promises if they choose to deny her. The ritual requires that they give up their fate willingly. *- Tesla Ranger*
Giveon Suvaida

Philanthropist and explorer Giveon Suvaida braved many exotic locations in his search for adventure, but one mystery always tugged at his heart: what lay beyond the Divautic Ocean? Sailors had attempted to cross the vast expanse, but either were rebuffed by the violent storms and waves, or swallowed by them. In his autumn years, Suvaida spent the bulk of his fortune in designing a ship capable of traversing the Divautic -- not by sea, but by air! The fabled Skythresher was the result of his ingenuity and wealth, and disembarked from Port Amertithe on a fateful Spring morning to much fanfare.

No one knows precisely what became of Suvaida and the Skythresher. He maintained contact with his homeland by magical means, and according to the historical record, declared spotting land after 39 days. Contact ended immediately thereafter, without any description of the alleged land or a hint as to why his communications ceased. The records had been sealed by order of his king, and remained so for over fifty years, though the recent revolution in that kingdom brought to light this great discovery. The revelation ripples through the imaginations of prospectors, explorers and governments, and numerous agencies conspire to follow Suvaida's lead, despite his unknown fate. - *Nevvur*
Dwarfrot

Dwarfrot has several rumors surrounding it.

A terrible disease that only effects dwarves. Dwarf rot works much like that of leprosy. The terrifying part is that unlike leprosy, in which the symptom of body parts actually falling off being only a myth, when it comes to Dwarfrot, this is the terrible truth. Those individuals who are effected by Dwarfrot are effected by a terrible skin disease that is complete with boils, flakiness and the peeling off of skin. Slowly the body becomes poisoned to the point that body parts, even limbs begin to fall off, until the dwarf is completely killed by the disease. - *DM Mitch*

Once infected with this disease the body begins to painfully shed its skin. The body also begins to shrink as the skin continually sheds. If the infected target does not save they will lose 1d6 inches of height per day until cured. - *Joatmoniac*

Villiagers are terrified of the meer prospect of Dwarfrot. It starts of as a simple cough or bloody nose, but turns into something much worse. Victims would wake up to find themselves two feet shorter. It is impossible to stop this terrible disease from spreading amongst Villiagers. The wife of the mayor of a new Dwarfrot City was asked what her experience was with the disease. "It was horrible!" She replied, "One day you have a small, normal cough and then the next you have trouble reaching the salt in the cupboard!" - *Almarianknight*

An effect of non-dwarves consuming certain dwarven food and beverages made from mushrooms. The spores of some exotic fungal species are able to take root and germinate in the digestive tract of non-dwarves. Early symptoms include intense abdominal pain and blackened feces. Weakness and paralysis ensue as the growing fungus releases toxins into the bloodstream. If left untreated, the intestines become necrotic and the victim dies. Black, rotten smelling mushrooms erupt from the mouth and anus of an infected corpse within days. As the body decomposes, the fungus will also burst through the abdominal wall, and eventually cover the entire body. - *Nevvur*
The Luray

The Luray. The glowworms are all a part of one colony that works as a single organism/single consciousness. The glowworms are neither good nor evil, but defend their home from anything it views as a threat. They work together to

form being attack any intruders, and if they kill a creature they consume it and take the the intelligence (memories and experiences) of the creature. Due to this feature this area is a great resource of information about many things, but mainly the underdark in great detail. If creatures approach with offerings of food and show absolutely no aggression it is possible for them to interact with the Luray positively. The lifeblood of the Luray flows freely on the ground below the glowworms to help further attract creatures to it. If you have done well in appeasing the Luray the lifeblood can be used to communicate with the Luray once it has been drank. If the Luray has not been appeased though that lifeblood will be seeded with glowworms that will consume the drinker from the inside out, and return the new knowledge to the collective mind. - *Joatmoniac and James Introcaso*
Priute

## Details

* **Alignment**: Lawful Neutral
* **Power Level**: Intermediate (Sigdrifa is his superior, sort of)
* **Domain(s)**: Glory, Law, Nobility, War

## Description

If Sigdrifa is the Mistress of the Battlefield, Pruite is the Master of the Training Ground. While most soldiers pray to Sigdrifa when the moment of battle is upon them, many career soldiers revere Pruite, worshiping him on a daily basis in their training. You will hear few muttering a prayer to him during the march into battle. Those who do might hear a quiet, sympathetic voice: "I do my work before the battle. Your life is in your own hands now, or Sigdrifa's. Good luck."

## Tenants

Pruite's tenets focus heavily on self-improvement, achieving excellence, and team work. His clerics preach that the battle is won not on the field, but in the moment when you and your companions are able to fight in unison. In this regard he and Sigdrifa sometimes clash. Priute is sickened by the delight that Sigdrifa takes in the chaos and bloodshed of the battle and does his best to prepare his followers to prevent disorder when the battle is breached. He wants nothing more than for them to come out alive and would prefer peace. In fact, while there are shrines to him in most barracks, his only temple is in the capital of a nation whose military is so mighty it has not seen war within its borders in nearly a century.

## Relationships

Pruite, with his organizational skill, was instrumental in trapping Voddahil, called upon by Sigdrifa to help coordinate the efforts of the many gods. He was little surprised that Yithalin did not take part, considering him entirely without honor, but he was surprised at Ardaxes, for whom he has great respect.

Ren and Yak he respects for their ability to coordinate their efforts. He sometimes studies their movements, hoping to learn something, but he fears that their chaos is ultimately too great to be implemented on a purposeful level of tactics.

Nom he loathes. He has had few personal interactions with her, but he is deeply bitter with the loss of some of his favorite champions to her "heartless machinations." He now pays great attention to his favored worshipers, guarding them from anything he perceives to be the influence of Nom.

Edit: Though Sigdrifa is his superior, Pruite greatly respects Rulcan and would probably turn to his side if compelled to choose between the two.  Good leaders, after all, makes wars less frequent and battles more survivable for their followers. He derides the decadence of Earllong and his followers, who do nothing to prepare themselves for the worst. Lao Yu he understands. A warrior must know balance in all things, but he has trouble accepting that things should be allowed to flow without the guidance of heroes. *- rorrik*
Treemelon

The Treemeleon is a huge dinosaur like creature, though it's main body is made of stone and plant life grows out of it's back. The creature is a heavy built herbivore that wanders around near forests and places of dense plant life; while younger Treemeleons are able to hide in long grass and thick bushes, looking like a pile of rocks, older and larger Treemeleons have to stay to an area with a more forest like environment to hide themselves. If a Treemeleon feels threatened it will swing it's rocky tail in the air as a warning, swinging it at any creatures that advance towards it. At birth the Treemeleon's back is very soft and takes a couple of years to harden up, during these early years the young Treemeleon will live in the foliage of it's parents backs allowing it to be kept safe from any predators that might be tempted. As the young live in the foliage of it's parents, seeds embed into the soft back and will start to sprout and grow with the Treemeleon.

A wide range of different foliage can be seen in the different herds depending on where they travel and who they have mated with, some sprouting large heavy trees others small flowers or even hedges. Some older Treemeleon are able to survive on the foliage growing from their back, providing it grows low enough.
Young Treemeleon are highly sought after on the black market for their ability to grow any plant on their back. It is said that there is a group of druids that live and travel with a herd of Treemeleon, planting useful herbs for remedies and making tools from the wood and vines that grow.
When a Treemeleon dies the plants that grew on it's back continue to grow and will eventually cover the stone corpse turning it into a beautiful, invisible grave.

Treemeleon

Huge Monstrosity

Armor Class: 16 (natural Armor)
Hit Points: 100 (11d12 + 30)
Speed: 30

Senses: Passive Perception 10

Languages: None

Challenge 3 (maybe 4?)

Tail: Melee Weapon Attack: +7 to hit, Reach 10 ft. One target. Hit 18 (4d6 +4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 strength saving throw or be knocked prone.

- *catcharlie*