recursal/Fanatic-Fandom huggingface dataset:
Underdark

**The Underdark** is the vast network of underground caverns and tunnels underneath the surface of Vari. It is home to a host of evil beings driven deep into the caverns at the end of the Forgotten Age.

> "Absence of light results in darkness. So, what results from the absence of Good? The Underdark is a place with very little of either." - Domigo Thundergong
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The world of Vari is considered to be made up of four layers, three of which belong to the **Underdark**.

* **World Above** - The surface area of Vari. The name those who once lived in the Underdark gave the surface.
* **Upperdark** - The first 3 miles below the surface. It is here where the surface dwellers most often venture, but little further.
* **Middledark** - Located 3​ to ​10 miles below the surface, this layer is where most of the Underdark cities were once located. As well as Naxus.
* **Lowerdark** - 10 miles or more below the surface, the Lowerdark is where even those who knew the Underdark were loath to go. It is said that Void Entities stalk the Lowerdark endlessly seeking prey. They venture further up, should that need for sustenance not be met.

**The Underdark** is not one giant cavern under Vari, but rather, many huge networks of caverns and caves. As a result, it is not always possible to travel from one end of the Underdark to the other. The exception to this rule, is said to be Naxus, an ancient Zahn-tahet empire spanning nearly half the breadth of Vari. The Underdark is said to be divided into several domains that are similar to continents of the world above, however, nobody has yet mapped this endless dark network.

Its environment varies vastly from the surface world, making adventuring through it a dangerous expedition. Just like trekking through a desert, adventurers traversing the Underdark's passages needed to be well prepared. It was mainly without any source of light save for the occasional luminous rocks or fungi, creating ideal habitat for Void Entities. Large portions of it were also without food or water, making well-stocked food supplies a must-have when exploring uncharted terrain underground. Lack of light combined with a tomb-like silence makes traveling something only for the strong-hearted. The nerve-wracking silence makes even experienced adventurers grow agitated after a few days.

The temperature underground varies according to depth and the proximity of thermal activities in the area. Throughout the year, the temperature remained stable and moderate in most regions, usually slightly clammy or chilly. The water underground was extremely cold and posed a hypothermia risk.
Barbarian

**Barbarians** are mighty warriors who rely on their strength and incredible toughness, characterized by a bestial rage empowered either by ancestral totems and nature spirits or an inner passion for violence. Barbarians are less versatile than fighters but are tougher and capable of dealing heavy damage to their foes much more quickly.

Barbarians are commonly found aligned to the Iron Herd, a faction of wanderers that exist outside of the walled cities of the Mainland. They are the only known people to have the will and strength to survive the harsh landscape of Vari in the face of the Void.

Barbarians have a reputation, perhaps not completely deserved, as reckless ruffians and savage nuisances who needless disrupted society by acts of mayhem. However, barbarians, while undoubtedly feral at heart and unpredictable by the nature of their rages, are not necessarily uncultured brutes. Time and time again, barbarians prove their cunning and resourcefulness as well as their sheer physical power and endurance. Sometimes, in spite of their aversion to an organized order, barbarians demonstrate the highest level of honour of any sentient creature. Many barbarians in The Iron Herd faction are a prime example of this.

They are often united - no matter their origins - by a marked lack of discipline or patience for the laws and traditions that others adhere to. Likewise, while a generalization, it is true to some degree that nearly all barbarians have their origins in ancestors from outside the confines of settled civilization, once being far more common among nomadic tribes or frontier settlers than they were among urban city dwellers. It is from these remote origins that barbarians often derive their reverence for nature, which brings them closer to druids, rangers, and others who venerate the wilderness. Barbarians are often found among the few that survive wandering the dangers of the wilds, thriving on the the thrill of constant confrontations with monsters, beasts and void entities.

Orcs, Goliaths, Atal'ai, Karakdann, Canadaur, Loxodon and Ursin are often the most common barbarians, although any species is capable of the descent into rage and fury.
The Aurelian Absolution

Legend says that **Aurelia** was among the deities who fought against **Mephistopheles**, the **Lord of the Nine** before the forgotten age. Many mortals died during the war in which the devilish entity corrupted her dragon clutches, creating the first chromatic dragons. She defeated him by tricking his armies (including these new dragons) into attacking one another. Despite being a dragon, it is said that she significantly wounded him using a sword forged by The Arbiter. It is thought by some of her followers that a mortal champion may have ridden her into battle and wielded the sword on her behalf. **Aurelia** angrily attacked him with her own draconic fury for harming and corrupting her children, biting further at his already open wound, before burning him with her radiant dragon fire and banishing him deep into the nine hells.

Following this, **The Changebringer** shed a single tear for the sacrifices her devoted followers had made in the war. From that tear was born a crystal, the Star of Incandescence, which is said to have been preserved for millennia. Today it is held in Summerwilde, within the **Sphere of Absolution**, a half buried spherical golden temple at the centre of the city. It is guarded by **The Aurelian Absolution**, a fanatic guild of the Changebringer's followers that are devoted to the protection of the **Star of Incandescence** at all costs. While they are not aggressive and do not seek out conflict, this guild are known to be incredibly territorial, preventing anyone from accessing the temple but the most devout of her followers, and using severe physical and magical force to repel intruders if required.

The majority of the **Aurelian Absolution's** members are Dragonborn or Human.
Bard

A **bard** is a performer whose song and word have magical efficacy, and are typically used to strengthen his or her allies. Bards are often more than simply musicians and spell weavers, as they are often the bet suited at diplomacy and court, they are often brought along as envoys and diplomats.

The bard's magical power comes from song and poetry. It is generally considered a form of arcane magic, but many bardic abilities blur this distinction, such as the ability to cast spells which heal. A bard's magic, like their music, comes from the heart. A bardic tale says that the multiverse began with the Words of Creation, and by the speech of the gods was given form. Bardic music is said to be an attempt to harness mere echoes of these primordial words.

A bard typically apprentices under another bard until they are ready to begin their own journey. Bards often collaborate to form informal colleges to share information and techniques. Many bards find their way to The Shadowstars guild, and their theatre in Brielle.

Centaur, Half-Elf, Halfling, Human, Rabbitfolk, Rilae, Tabaxi and Tiefling make up many of the bards in Vari.
The Alabaster Majesty

Sightings of the **Alabaster Majesty** are very rare, but it is claimed that her lair is somewhere within the **Gelid Alps**, a frozen mountain range that spans the north of the Mainland, from Brielle to Easthaven and surrounding the **Stonemeadow Valley**.

Although her existence goes unconfirmed and is discarded by many locals as a mere rumour spread by the people of Easthaven to ward off travellers from their overpopulated city, the word of her presence has begun to spread in recent years and there are many that wearily watch the skies. Some claim she is the reason for the terrible declining temperature and frozen winds that have been sweeping in to Easthaven for the last few decades. Some have even taken to carrying treasure with them, platinum, silver and white gems, to offer to her as a tribute they ever find themselves crossing the path of the **Alabaster Majesty**.

She has drawn the attention of The Sanguine Syndicate. She has been given the nickname, **The Alabaster Majesty**, by those who speak of her in whispers.
Severance Wiki

**Welcome to the Severance Wiki.**
Visit the Character Creation Hub to begin.

## Index

If you are new to this setting, visit this page to view important information about life in the world of Vari. This section will assist you in getting to grips with the setting. More detailed information can be found below.

### History and Maps

* The history of Vari, after The Severance can be viewed here.
* The timeline can be viewed here.
* A map of Vari can be viewed here.

### Unofficial Factions

* Domigo Thundergong's Guild for Indigent Adventurers

### People of Significant Reputation

* Domigo Thundergong - Bard and Scholar
* Sovereign Eklius Mistweaver - Ruler of the city of Easthaven
* Lady Vi'rael Lael'thala - Ruler of the city of Silver Song.
* Empress Veragost - Empress of Emberwind

### Timeline

The Timeline of the world of Vari begins at the year 0. Anything before this is "**PS** Pre-Severance" and anything after is "**AS** After Severance". Events are listed in chronological order.
Character Creation Hub

**The Societal Species**
**Choose a Character Class**
**Understanding**
**Backgrounds**

This page contains links to vital information for your character creation. Before you create a character for the upcoming **Severance Campaign**, please read the information below.

**While creating your new Severance character:**

* Do not choose any race/species that is not listed on the Species page below. Please read about the species you want before choosing it. Let your DM know if it's not showing as available in D&Dbeyond with homebrew enabled.
* Make sure you choose each of these as they reward you with unique character boosts:
	+ A Species
	+ A Class
	+ A Faction
	+ A City (Some exceptions apply)
	+ A Religion (Some exceptions apply)
	+ Do not choose a background, but read the Backgrounds page.
* Read:
	+ Life in Vari
	+ The Severance
	+ The Faction's Accord
	+ The Adventurer's Covenant
* **Stat rolling rules:**
	+ When you roll, your result when added together **cannot exceed 75**. Reduced your lowest roll until it is either a 6 or until you are at 75 total. If you are above 75 and your lowest roll is 6, then you reduce your second lowest roll to 6. Total the amount of subtracted points and add them to the **party pot**.
	+ When you roll, if your result when added together is **below 65**, you must wait until the whole party has finished rolling. Then, whoever has the lowest total stats takes points from the **party pot** until they are no longer the lowest. The players that are now joint-lowest share the remaining points until they either reach the next players total, or 65, whichever comes first.
	+ You **cannot raise any stat above 18** at **level 1**, this includes race bonuses, feats, city bonuses and religion bonuses. If your stats go above 18, you most reallocate your rolled stats to different attributes in order to ensure your stats do not exceed 18 anywhere.
The Bloodbath Conclave

Appointed members of The Consortium, The Verdant Sphere, The Felstriders, The Order of Vindication and The Sanguine Syndicate joined forces, known as **The Bloodbath Conclave** to search for Mazrek and/or Lang and have been searching since the days after **Mazrek's Bloodbath**. This Conclave is a group of elite hunters, druids, clerics, magi, paladins and other warriors chosen with the strict dedicated goal of finding and eliminating **The Lord of Destruction**.
Paladin

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.

Paladins train for years to learn the skills of combat, mastering a variety of weapons and armour. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Paladins of the Order of Vindication, for example, often take The Holy Oath, which centres around peace, with justice and punishment as a consequence.

Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.

Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

☠️Atal'ai, 😇Aasimar, 🦌Canadaur,🐺Canis, 🐎Centaur, 🐲Dragonborn, ⛏️Dwarf, 🧝‍♂️Dwelf, 💪Goliath, 🧝‍♀️Half-Elf👨Human, 🦏Karkadann, 🦁Leonin and 🐻Ursin are often the most likely to become a Paladin.
The Voiceless

**The Voiceless** is an ancient being that claims to have access to High Magic or God Spells, though it cannot use them itself as it cannot speak the words. Through means that are unclear to all but the highest ranked Felstrider, The Voiceless grants them seemingly great power, in return for secretive rituals, hushed favours and other hidden dark motives. Many worship the Voiceless as a god. There are many scholars that believe the Voiceless is not a deity at all, but is in fact an ancient mortal being that wishes to use its secretive magics to become a god itself.

Likely as a result of studying and practicing Divine Magic, though perhaps due to a curse placed upon them by He Who Weaves Incarnum, **The Voiceless** cannot speak or even convey a message to anyone at all. Thus, they cannot cast spells that require verbal components. Its will is somehow interpreted by high ranking **Felstriders** that claim to understand the will of The Voiceless.

Archmage Arius Pendergast of The Consortium has declared '***The Voiceless*** *is likely to be some form of dark druid, using twisted dark magics that channel Vari's power in horrific ways. He claims this entity is an enemy of the living*' and has called upon the worlds champions to seek it out and destroy it before it does more harm than good.

The Verdant Sphere are aware of **The Voiceless** and continue to reiterate that whatever darkness this creature wields, it is not natural in any way.

> "If **The Voiceless** does have access to High magic, and if somehow it did find its voice again, then it could spell doom for us all." - Domigo Thundergong
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**Suggested Class:** Bloodhunter, Paladin, Sorcerer, Warlock, Wizard
Hroarllen

**Hroarllen** is a large island across the waters to the North West of Silver Song. Before the Severance, the isle was apparently inhabited and dominated by elves who shared it with giants and ice giants. The ice cold waters to the north of the Mainland are filled with colossal sea monsters and terrible void entities, that cause the waters to be too dangerous to cross. Due to this, nobody has ventured to Hroarllen in known history. All current knowledge of **Hroarllen** comes from historical tomes and journals that were written during the The Forgotten Age, as such the information is almost a millennia old.

Only recently has it come to light that **Hroarllen** may in fact be the Prideland that the Leonin attribute their origins to, due to old maps of Vari being located in ancient ruins of a city called Bleakshade with the **Stonemeadow Valley**. It is not certain if these are authentic, as they show a slightly different arrangement of continents, with significantly different climates across them. This would explain why the **Leonin** describe it as an extensive expanse of savannah, grasslands and deserts, with plentiful food, water and other resources. Today, it is likely to be a frozen tundra, due to its location in relation to other parts of Vari.
Rabbitfolk

**Rabbitfolk,** also known by some as **Harengon**, are tall bipedal rabbit-like people that are relatively new to the Mainland. The first recorded sighting of Rabbtfolk in was in 427AS near the city of Summerwilde. Since then it has not been uncommon to see Rabbitfolk in all cities across the mainland.

They claim to have walked over from their home in The Lushland and unintentionally found themselves in the world of Vari. Most **Rabbitfolk** don't mind that they are no longer home, instead, they look to help try and improve this one. They speak fondly of The Lushland as an endless expanse of ever green fields and forests.

   They are bipedal rabbit-like humanoid creatures with extended feet and prolonged ears. They have a variety of fur colorations. Rabbitfolk have keen senses and powerful legs. Their main characteristic is their energize personalities and tightly wound up musculature ready to spring into action at any given moment.

**Rabbitfolk** have a lifespan of around a century and are roughly the same height and weight as a human.

[For the sake of game statistics a Rabbitfolk would use the Harengon D&D race]
The Transcendental Epicure

**The Transcendental Epicure** is a stoic god, and the precepts of his worship include moderation, inner balance, self-reflection, and reason. The Severance severely injured The Epicure by wiping out the vast majority of his worshipers, and his faith simply fell into obscurity over the next few hundred years. All is not lost, though, as a glimmer of hope survives: a few devotees of this deity yet remain and they serve as powerful guardians against the intrusive and destructive Void.

Many users of Psionic powers follow The Epicure, as without his guidance they believe their minds would be lost to the endlessness of the cosmos.
Azoss

The most dangerous Void creature known to exist is a **Void Dragon**. Only one such being has ever been encountered, as recorded by The Verdant Sphere in 221AS, nicknamed **Azoss, Lord of the Void**, this being was described as being *intensely knowledgeable*, and as having seen *far too much*. It is unclear if that was the name it gave itself, or the name that was given to it by the Verdant Sphere at the time.

When **Azoss** appeared within the a vast void tear in the deserts south of Summerwilde, all within its the presence of the tear felt the compulsion to kneel and did so. immediately. They all understood at once what they saw, the most powerful being they would ever see. The Verdant Sphere druids quickly sealed the tear, much like they would seal any other and claim they prevented Azoss from crossing over to Vari, but others speculate that Azoss was only perhaps peering into Vari, others even think that Azoss was unaware of Vari until the moment in which they frantically attempted to seal the tear behind him.
James Colberton

As a human arcane touched child of only eight years old, James Colberton of The Consortium wrote **The War of the Tenth Sphere: The Theory of Separation**, which is regarded as the most complete theory map of events leading to The Severance. How and why **Colberton** came up with this theory is not entirely understood, he has since been revered as a genius.

For the last three decades his theories have been widely accepted as the new basis of understanding on **The Severance**, yet there is a significant lack of evidence to prove it beyond simply conjecture.

His theory is based on idea that Humans were at war with The Creators, and both of which of utilized the overwhelming power of the Tenth Sphere magic, or Divine Magic as it known by some. During this war, a collection of magi both species utilised a spell so powerful, that when they collided it resulted in a **near apocalyptic** level event for Vari. He suggests that the planes around Vari began to violently tear away from each other, causing their connections to sever. Time was also warped and shifted during this moment, as boundless cosmic energies pulsed across the whole world. This theory suggests that Humans, The Creators, as well as other unknown species that existed at the time, were all removed from existence and some were thrown to another point in time, resulting in the Resplendency 800 years later, in which the humans returned to the world. He proposes that the Creators may have met a similar fate and could return at any moment, or, could have been moved to another plane or simply wiped out by the cosmic pulse that shock waved throughout Vari. Should the creators return, Colberton suggests this could result in an extinction level war.

The largest concerns that **Colberton's** intellectual opposition have, revolve around the lack of evidence regarding the creators existence at all, despite the significant number of examples of human existence throughout all of history.

**Professor James Colberton** is famous for this theory and continues to work towards advancing it with further understanding by utilising The Consortium's resources to continue his research and studies. He is now a leading academic mind at the **Vauxmire Institute** in Whitestar, of Oracle rank within the Consortium.
Raul

**Raul, The First Strigoi** was once a human barbarian from Exandria. Before even reaching Barovia, he became a Vampire. His father had an enchanter named Shaun Gilmore fashion an amulet that would suppress his bestial hunter and help him remain in control.

Later in life, Raul found himself in Barovia alongside some allies, all of which died, except Naamah.

The rest of Raul's tale is a tragic one. After meeting with Umbra Venatores in Barovia, he learned the young Anette, sister of Helvellyn, had too become a vampire. After tossing aside the one thing that was keeping the beast within from taking over, **Raul** charged towards Strahd von Zarovich in an attempt to catch him off guard and tear him apart so that Umbra Venatores could get away, But **Strahd** was able to bend Raul to his will almost immediately. Within moments, **Strahd** had Raul mesmerized and entirely under his control.

Since then, Strahd has been imbuing Raul with further strength, helping him enhance his abilities, and causing him to become a lethal, twisted killer.

Within a short time, Raul has since been given the command of a host of similarly twisted and morphed vampiric creatures, Strigoi, to call to his side in battle. Attacking from the air, Raul unleashes horrendous shrieks to both assault and detect his foes. His psionic abilities allow him to mentally assault them. He is incredibly fast moving and capable of feats of great strength.

He has since been sent to hunt Umbra Venatores while Strahd takes some time to gather himself and plan his next move.
Wizard

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

   Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures that are steeped in magic.

Many wizards study the teachings of The Consortium at the Vauxmire Institute in Whitestar, and few escape their clutches if they are born with arcane affinity.

☠️Atal'ai, 🦌Canadaur, 🤖Creationforged, 🐲Dragonborn,🧝‍♂️Dwelf,🧝Elf, 👴Gnome, 💰Goblin, 👨Human, 🦁Leonin, 🐀Ratfolk, 🦅Rilae, 🐍Vrael and 🕷️Zahn-tahet are the most likely to become studied practitioners of the arcane.
Druid

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, **druids** are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.

Druids revere nature above all, gaining their spells and other magical powers from the force of nature itself. Many druids pursue a mystic spirituality of transcendent union with nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements, or the world could face another severance.

The Verdant Sphere druid circle once stood proudly as devout protectors of Vari, the Natural World and She Who Breathes Life. Since the Severance, their mission has been to try and restore the World to what it once was, in a never ending battle against the entropy caused by void. It has extended beyond that of druids, all that revere the natural world, or those who's life has been devastated by the void, are welcome within the protection of the sphere.

Void Rifts, or Tears, open in seemingly random locations of the wild, unleashing devastating dark energies and entities that destroy the natural order of things. Monsters pour through, and the Verdant Sphere stand to send them back, restoring the corruption left by the abominations of the Void and sealing the portals from which they emerge.

**The Verdant Sphere** spend a lot of their time that is not taken up sealing Void Tears and killing Void entities, teaching druids and other interested and caring people, the ways of nature and healing those afflicted by The Void's darkness, giving them a place to call home.

☠️Atal'ai, 🐺Canis, 🦌Canadaur,🐎Centaur, 🧝‍♂️Dwelf, 🧝Elf, 💰Goblin, 🐘Loxodon,🦅 Rilae, 🐄 Tauren, 🐍Vrael and 🕷️Zahn-tahet in particular are found more often as druids than other species.
Dunerunner

**Shaka'tee**, more commonly known as **Dunerunners**, are camel-like reptiles native to the deserts climates of Thrildor. The primary habitat of Dunerunners is the dead prairie in the east, although they can be found in all areas of hot climate. They are are also bred, trained, and ridden as mounts. They are sold in various numbers in Yoln and Summerwilde and are used widely to travel from city to city as part of caravans. They are not as fast or as strong as horses, but have signficantly more endurance and can go for much further without food or water. Unfortunately they are not suited to cold climates and are sparesely found north of the **Vannor Pass**.

**Dunerunners** are carnivorous and naturally aggressive. Baby Dunerunners hatched from the same brood attack and eat each other. Adult Dunerunners will eat any kind of meat and are known for scavenging in the wilds. Although poor hunters alone, they are thought to be capable of pack hunting. A starved Dunerunner is a dangerous beast as it will try to eat anything it comes into contact with, including its handler. Understanding a Dunerrunner's dietary requirements is an area of expertise, but a rough guide is to make sure they eat a meal at least a quarter of their size at least once a week.

These creatures are notorious for using their long tongues to snatch prey, much like a frog, before swallowing it whole. If they cannot consume their food in one, they will simply clamp down their mouth long enough for the bacteria in their gums and many small needle-like teeth to erode the flesh of the trapped prey item. A Dunerunner is very unlikely to open its mouth unless it is about to eat, perhaps in order to preserve the unique bacteria in their system. Instead they fight by headbutting their rivals or potential predators. As a defense mechanism, a Dunerunner can unleash a stench from it's anal glands when frightened, this is designed to both confuse predators and paint the predator as potential target for others of its kind.

Dunerunners do not drink, instead, they absorb moisture in the air around them, or water that they come into physical contact with, such as pools or rivers. They are immune to poison and highly resistant to disease, allowing them to absorb water from unclean sources. They can retain water that they absorb in this fashion for weeks. The greatest way to ensure a Dunerunner is not dehydrated is to check the frill along its neck, if the membrane is soft and flexible it is fine, as it becomes dryer and stiff when dehydrated.

> You do realise they're cold blooded, right? What's that old saying? Oh yeah... You don't take a Dunerunner where there arent dunes for em to run across. It's not that difficult is it? North of the Vannor pass might be alright in the hottest days of summer, but hit a cold day and your Dunerunner will just shut down. Be smart about it. - Domigo Thundergong.
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Yoln

**Yoln** was once a simple market town built behind grand walls of a forgotten human ruin, but after a few decades it began to expand into and incredible market city filled with travellers from all over The Mainland. The convenience of Yoln's position has put it on the map as *the* trading city. Its massive markets are always filled with incredible sights and sounds, from beasts of burden being sold, to various fruits and herbs, textiles, metals and other materials, to all manner of things. Trading caravans run all across The Mainland to visit Yoln, which acts as the centre of Trade in Vari.

The most common species to permanently live within **Yoln** are Rilae.

An ancient colosseum known as The Arbiter's Amphitheatre stands at the centre of the city and is still used today to entertain travellers and citizens alike. Gladiatorial competitions are had, where warriors fight to entertain crowds and win grand great acclaim.

* Population: 25,000-50,000+ *(varies.)*
* Imports: *ALL (at varying prices)*
* Exports: *ALL (at varying prices)*
* Ruler: The Council of Trade and Coin
* Judicial: The Council of Trade and Coin
* Religion: Mixed
* Landmarks: The Great Market, The Arbiter's Amphitheatre, The Glass Pyramid, The Executioner's Run, The Changebringer's Cathedral,
* Taverns and Inns: The Dog Bowl, The Pair of Tits, Nine Holes Tavern, The Song and Dance, Fist Full of Silver, The Trading Post, Fanny Anny's, The Mustard Pot, The Lavender House
* Census: *Due to the nature of Yoln, many people travel through without staying, or stay for weeks or months. A census would be out of date in a matter of weeks.*
Unico 217 YT

Siempre se guire a cibercharlie y a vector07 por que valen la pena OS quiero.

**Unico\_217 YT** un miembro del Team Pato que solía buscar Scammers en Fornite para Cibercharlie en el momento de su famosa serie «Atrapando Scammers» (2017-2018). Es uno de los fieles, en sus vídeos y descripción de su canal uso: «Siempre se guire a cibercharlie y a vector07 por que valen la pena OS quiero». Creo su canal el 25 de julio de 2017, su primer vídeo fue un directo hace 4 años y su ultima transmisión fue hace 3 años a partir de la fecha de Agosto de 2022.

## Videografía

Vídeos más vistos de su canal con sus estados y reproducciones.
* Duración: 7:53
 *Es scamer ?* | * Publicado: 3 de septiembre de 2018
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Tomb of Neferkare

The **Tomb of Neferkare** is a legendary repository, filled with boundless knowledge and information, hidden somewhere beneath the surface of Vari, in a particular part of the The Underdark known as Naxus. The ruined Zahn-tahet empire.

Many seek to find this endless knowledge, but according to legend, a spell so powerful that some have likened it to divine magic, seals her Tomb to protect her from intruders. Some claim it also prevents her from leaving. Only Neferkare's Anointed Skull Bearers may pass beyond this barrier, bringing her knowledge to seal away deep within her ancient, golden halls in the bowels of Naxus, within the Underdark, never to be seen again.
Goliath

**Goliaths,** also called half-giants, are a race of tall, grey-skinned humanoids related to giants. Once a nomadic and native to the mountainous regions of Vari, they have adapted to life behind city walls quite well.

Goliaths are a humanoid race of distant giant ancestry, with a notable relation to stone giants. They average between seven to eight feet tall in height, making them even taller than dragonborn and half-orcs. Some Goliaths of considerable renown have been known to reach heights of nine feet tall or higher. Goliaths are known for their incredible strength and fortitude, being naturally capable of various athletic feats and possessing an inherent ability to resist damage. Goliath males typically lack hair, but females can grow a full head of hair. They have often have incredibly tough grey or light blue skin, similar in colour to ice or stone. One of the most distinctive features of the goliath is the darker (often vertically symmetrical) patches of skin that covers their entire bodies, sometimes these were jet black in colour. Goliaths believed that these markings somehow explained or controlled their fate or destiny in some way. For this reason, goliaths rarely tattooed themselves as this could affect their future.

Goliaths' most notable characteristic is their competitiveness. They keep track of their accomplishments and see everything as a challenge. Those not familiar with goliath psychology often get annoyed when goliaths constantly reminded them how many times a certain thing has happened, thinking them arrogant or self-centred. This is not the case however. To goliaths, score-keeping is a natural and integral part of life, not meant to belittle or demean anyone. A goliath's most fierce competitor is often themselves. Beating their own records is the most satisfying victory for a goliath of Vari. They are also competitive with their companions and other goliaths, but are rarely arrogant or cocky.

As with their recreational sports, goliaths seriously frown upon "cheating" in battle. Finishing off a fallen foe, taking hostages, and attacking civilians are considered distasteful and unfair. Slavers are said to kidnap goliath infants and raise them as brutal gladiators.

Many Goliaths believe that their kind owe their very existence to the god they call Kronk, The Sky God, or The Father of Fury. The taller a goliath is, the more respect they tend to receive from their kin, as they are considered to be 'closer' to Kronk. However, a goliath would not judge other races by their size, in fact, they often have great respect for the accomplishments of the folk
Zhorora

**Zhorora** is known as the **City of Calm Waters**. People are able to sail within a few miles of Zhorora without fear of Void Entities striking at their vessels. The Verdant Sphere theorises that the waters around Zhorora are actually sourced directly from the Elemental Plane of Water itself, via a tear between the planes. This causes the entities of the void, that are attuned the Vari and are trying to consume it, to be repelled from the waters around Zhorora, allowing fish populations to explode in the area and fishing vessels to be incredibly successful. Though this theory is yet to be proven, even the greatest minds of The Consortium consider it credible.

The Orcs of Vari thrive wherever there is an abundance of Fish, a such **Zhorora** has the highest concentration of Orcs than anywhere else in The Mainland.

* Population: 275,000
* Imports: Healing Potions, Meat, Hide, Stone, Perma-ice. Ale, Grain, Weapons
* Exports: Fish, Wine, Gems, Precious Metals
* Ruler: The Zhororian Republic
* Judicial: The Arbiter's Court
* Religion: The Arbiter
* Landmarks: Anairran Beach, Titan Stone Bay, Merman's Library, Ruined Temple, Emerald Overlook, The Sunken Temple
* Census: Orc 20%, Canis 10%, Dwarf 10%, Loxodon, 10%, Dragonborn 5%, Elf 5%, Gnome 5%, Halfling 5%, Human 5%, Leonin 5% Tabaxi 5%, Tiefling 5% | *Various Species: 10%*
Caiman

The last of his brood, and mentally tortured for good reason - Caiman, the Dragonborn Ravenite, led many of his kin to their deaths during their escape from The Frigid Doom.

The passage they were using to get out collapsed, and Caiman was the only one to make it out, being at the head of the line. This loss slightly broke his mind, and now he hears the whispers of his expired brethren. As he emerged into the chaos of Draconia falling into Dreemoth Ravine, he saw two paths forwards; try to help, risking his life further, or fleeing for his life. After the recent loss of most everyone he'd known, Caiman decided to flee, and barely remembers his flight that ended in the Marrow Valley.

Since then, Caiman spent his time wandering the lands with a travelling clan of barbarians, warriors and hunters of all races in a bid to survive. During his wandering with this rag-tag group, Caiman became firm friends with a strange individual named **Lambert**, who at first glance appeared normal, but on closer inspection wore slightly out-of-place clothing and strangely adorned weapons. As this friendship grew, Lambert took Caiman more and more into his confidence, training to be a **Bloodhunter**.

After a particularly gruelling ritual casting one day, the meaning of which was not fully clear to Caiman, Lambert told him that he had to walk his own path for the next stages of his learning, and to follow his gut to find his way. Caiman does not understand what, but something had been pulling him north, away from his usual clan-mates... and wondered what he might find.

Eventually, Caiman reached Palebank VIllage and joined up with other members of an investigative party that sought to solve a mystery, and thus Umbra Venatores was born.
Melusine

A **Melusine** is similar to a Mermaid in that it is a serpent or fish from the waist down and a humanoid from the waist up. All Melusine are female, at least in their appearance and are described as being incredibly beautiful. They are considered Fey creatures, worshipped by as spirits of fresh water. It is possible that some exist with wings, multiple tails or both.

A Melusine is known for its ability to divine the future and uses this to its advantage if it ever find itself needing to escape predators or hunt prey. They have the ability to charm humanoids, particularly effective against those that would be attracted to female humanoids.

They are found in various habitats, from coastal coves to lakes, swamps and forest ponds.
Varian Law

The law of the Mainland is considered by it's people to be law that spans across the whole world. The law is simple, unless you have an overriding reason for doing (such as a remit of the faction's accord, or you are acting in self defense etc)

The laws are interpreted slightly differently by different people. Sometimes, reputation of the criminal can play a factor in the dispensing of punishment, but as general rule, the following apply across the mainland, not just in the cities.

**Major Laws**

* Do not kill people.
* Do not have sex with protected individuals (such as children, prisoners or vulnerable people)
* Do not perform sexual acts without consent.
* Do not challenge the rule of law or authority of the city or factions.
* Do not worship or display signs of worship of outlawed religion.
* Do not buy or sell sentient slaves, or keep captive slaves.
* Do not steal or destroy the possessions of others.
* Do not evade the law keepers

**Minor**

* Do not steal or destroy the possessions of others.
* Do not speak a lie about your neighbours.
* Do not damage or vandalise property
* Do not fight, assault or harm people
* Do not threaten violence
* Do not take on debts you cannot repay

Punishments for crimes vary across the cities, but for the most part the severity of the crime would be considered by the appropriate judical system and they will decide the appropriate punishment. Some punishments are performed publicly in some cities. Some cities will pass punishments on to the criminals family or close assosciates if the criminal dies or flees.

**Major Punishments**

* Execution of Criminal, their Family and their Associates and Friends#
* Execution of Criminal and their Family
* Execution of Criminal
* Massive Deformation (Leg, Arm, Tongue, Eyes, Sex organs, Ears removed)
* Major Deformation (Hand, Foot, Single eye removed)
* Life Imprisonment

**Minor Punishments**

* Minor Deformation (finger, teeth removed)
* Extended Imprisonment (Tens of Years)
* Imprisonment (Several Years)
* Short Imprisonment (Number of Months)
* Significant Fine (Several Decades of Average Earnings)
* Fine (Several Years of Average Earnings)
* Minor Fine (Several Months of Average Earnings)
* Commnunity Service or Forced labour
* Warning Issued and/or Crime Overlooked
Rogue

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

Every city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.

The greatest pull for this line of work is the Ivory Chalice, operating as both a Thieves Guild and an Assassin's Guild. Members of the ivory chalice higher than the Footpad rank wield a deadly **Ivory Dagger**, with a hilt of Ivory and a blade of Adamantine, this magically infused dagger is designed to kill contracted assassination targets.

🧝‍♂️Dwelf, 🧝Elf👴Gnome, 💰Goblin, 🧝‍♀️Half-Elf,🧒Halfling, 👨Human 🐰Rabbitfolk,🐀 Ratfolk, 🦅 Rilae and🐱Tabaxi make excellent thieves and assassins, taking up a rogue's role within a group with ease.
The Balance

**The Balance**, also known as **The Life Current, The Luminous Mist, The Great Presence, Taena the Great Teacher** and **The Enlightened One**.

Through her teachings, those that follow the Enlightened One are taught how to achieve inner peace, she fills her followers with harmony and perfect understanding. The force of the **The Balance** is believed to fill all things, whether alive or dead, organic or mineral. A simple stone might contain a fraction of this force, while people of great will shone with power to those who could read the auras. These auras indicated the state of balance and harmony of the world. Some consider it similar in nature to the weave and some believe it is one in the same.

The grandiose nature of the **The Balance** makes it difficult to study as a whole; a student can easily become lost in its depths or flounder in the shallows trying too eagerly to focus on a speck of its existence.

The Tenants of the balance work by being applied in order, by ensuring each step is in place in any given situation.. Doing so ensures that each step supports the following one. For example, ensuring that there is knowledge will help to ensure there is peace.

* *There is knowledge.*
* *There is peace.*
* *There is serenity.*
* *There is harmony.*
* *There is balance.*
* *There is understanding.*

**Suggested Class:** Cleric, Druid, Monk, Paladin.