recursal/Fanatic-Fandom huggingface dataset:
Valis Statera

## Details

Located in the west of Ordinia, this region is know for it's rolling hills and fertile farm land. One of the largest and most populated regions in Ordinia. The region is primarily occupied by humans and the other races of neighboring areas, but is welcome to the all races of the world as long as they are willing to live in harmony with the followers of The Keeper.

Small towns and farms speckle the large roads that connect the busy cities of Vallis Statera.

## History

### Reign of the Drow (250 - 1771 ATC)

In 250 ATC the Drow, a sect of Elves from the north, moved to occupy the area now know as Vallis Statera, formerly known as the Stateran Federation.

Shortly after their occupation, the first human come to be within the region along the edges of Auster Forest. By 320 ATC the Drow began the subjugation of the human race. This blackened their hearts, turning their once pale skin from their ancestors into a dark shade of gray or purple (This leads other nations to sometimes refer to them as Dark Elves).

The subjugation continues, the humans finding the only solace in their devotion to The Keeper, the god that looks over the region.

In 713 ATC, the Drow finish construction on building the great wall, Imperius, that surrounds a significant portion of the land. This feat was only capable with the immense amount of slave labor exploited by the humans.

Tensions rise between the growing population of the humans and the Drow. A devote follower of The Keeper, now known as The Mechanist, was tasked by his god to lead some of his people away from their cruel rulers. Using the powers his god had gifted him, the devote follower lead a prison break and sailed with his people to find refuge among the islands scattered in sea. The people finally create a settlement that would later develop into the Free Isles of Yachtingham. (934 - 936 ATC)

1765 ATC, The Keeper finds complete favor with the humans, as the Drow have acted as cruel rulers of Vallis Statera for too long and a new balance must be found. The Keeper gifts the Twin Blades to the humans to rally their people and form a proper rebellion against the Drow.

1766 ATC, the War for Freedom begins, lead by twins who each wield one of the Twin Blades.

1769 ATC, the humans come to an agreement with Nyryth Von Noxos, where they will send him their prisoners and he will send some of his troops to help banish the Drow from Vallis Statera.

1771 ATC, the Drow yeild. Those who survived flee to the Underdark. The humans are now the reigning populace of Vallis Statera.

### Reign of the Humans (1771 - Current)

The humans are now the occupying power in Vallis Statera, trying to foster harmony among their people and their neighboring nations.
The Great Dragon War - "The Chroma Conquest"

## Brief History

The Great Dragon War, also referred to colloquially as The Chroma Conflict, was a period of continental war between the Chroma Supremacy, led by the Primordial Chromatic Dragons , and the Presidium Protectorate , led by the Primordial Metallic Dragon , from ATC 520 - EDW 606 on Ordinia.

### The Red Dawn - Onesday, New Moon, Sun's Dawn, ATC 520

Although tensions between the Primordial Dragons had been high for an extended period of time, it was not until Sventarnus committed the ultimate betrayal and brutally murdered Aurinax and Vyrgol during the celebration of the creation of the first gold dragonborne in the Capitol. After the murder, Sventarnus and the rest of the Primordial Chromatic Dragons fled the Capitol to rally their forces at Drakenhold, the Capital of the Chroma Supremacy.

### Drogon Elves Side With Chroma Supremacy - Fivesday, Mid Moon, Second Seed, ATC 520

A sect of Elves, now referred to as Drogon Elves, sided with the Chroma Supremacy and devoted themselves to the Primordial Chromatic Dragons.
Kaldura 'Ahmee

## Physical Description

Age: 417

Height: 6'

Weight: 140lbs

Kaldura is a typical Wood Elf of the Wilds of Mulia, with tan light olive skin and light brown hair. Once Kaldura achieved mastery of subtle personal transmutation, she can be rarely seen without the great horns of a Mulian Ibex or its accompanying ears. Kaldura keeps her horns adorned with traditional beads befitting of Clan Ahm which denote her status within the clan. Furthermore, Kaldura also wears around her neck the gilded fangs of a great Girallon she slayed in single unarmed combat. Otherwise, Kaldura's outfits are more practically minded and aren't given much consideration considering her preference towards beastial forms whenever possible.

## Backstory

Kaldura 'Ahmee is a Wood Elf druid native to the Wilds of Mulia and Clan Ahm which inhabits it. Kaldura was the only child of Tula 'Ahmee and Nis 'Ahmon, Clan leader (Kaidon) and Clan mystic (Jeska) respectively. As a child Kaldura was always more wild than her clan's counterparts; she ran fearlessly through the wilds and never backed down from a challenge or injury. As Kaldura got older, her idyllic days in the wilds seemed to come to an end as word came from Clan Moram, the sand-walkers had come to the edge of the forest and
Elf

## Elf Traits

* **Ability Score Increase**: Your Dexterity score increases by 2.
* **Age**: Although elves reach physical maturity at the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100, and can live to be 750 years old.
* **Alignment**: Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
* **Size**: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* **Speed**: Your base walking speed is 30 feet.
* **Darkvision**: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Keen Senses**: You have proficiency in the Perception skill.
* **Fey Ancestry**: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Trance**: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
* **Languages**: You can speak, read, and write Common and Elven.

### High Elf (Tyranhnian Elf)

These elves hail from

* **Ability Score Increase**: Your Intelligence score increases by 1.
* **Elf Weapon Training**: You have proficiency with the longsword, shortsword, shortbow, and longbow.
* **Cantrip**: You know one cantrip of your choice from the wizard list. Intelligence is your spellcasting ability for it.
* **Extra Language**: You can read, speak, and write one additional language of your choice.
Ezra Duskmetal

## Characteristics

Age: 35

Height: 5'10"

Eyes: Bright Blue

Hair: Brown Fro

Parents: Naveer and Lilitte Duskmetal

## Background

Ezra Duskmetal was born in a small town of the Vitian Empire to a barkeep father and a tavern wench. He grew up helping his father and learning the trade of an inn. He met many adventurers and scholars who took a liking to the boy and taught him, not only how to read, but of histories, sciences, and the gods. Ezra learned about the planes and the deities that ruled them. He learned of alchemy and spell casting.

When he turned seventeen, he sought out to become an adventurer like the ones he met all those years. The parties he traveled with came and went during his ten years of adventuring. He was never part of anything huge. He made plenty of money through all the bounties and treasure hunts, but there was never anything that the bards would sing about.

Eventually, Ezra returned to the inn business, setting up shop in the small town of Graymoor. He experimented with different alcohols, even making a wine that was from his home country. While the locals could not handle the complexities of the Vitian Wine, he still made it to remind him of the warm weather he came from.
Miina "Minnie" Riin'Kashi

Miina Riin'Kashi, the spoiled heiress to the Riin'Kashi Dynasty, is a woman of carnal pleasures who delights in pleasing both sexes so long as it meets her ends. During her final year of college, however, Miina was forced to the library and study some ancient texts for her capstone project, during which she came across the quiet Tiefling, Bellatrix, who piqued her interest; Bellatrix, or Bel as she prefers, wasn't captivated by Miina's beauty, not at first, but with her devilish mind. Captivated by this change of pace, and fixated on getting Bel to treat her like everyone else, Miina began to show interest in Bel, to which Bel reciprocated. Now, five years later, the two find themselves traveling the country on Miina's parent's dime and playing at whatever venues will take them, that is at least until Miina has to return home and come clean about her relationship with Bel.

Generally the biggest bitch in the room, Miina prefers to command and audience through her voice and impressive mandolin skills. Although her exterior can give the impression that she only cares about looks or simple pleasures, behind this facade lies the mind of a political genius who delights in the misery of others. For those she cares about, only Bel, she can be rather submissive and malleable if spoken to correctly.
Domino Dracari

## Details

Capital: Trévirédomum

Regions: Tempestia, Adeiazo, Agrisauria

Lead by: Tsunamarach, Cryonha, Eunesyvere,

Location: A nation in Ordinia

Notable Institutions: Dracari University

## History

Being the oldest country in Ordinia Domino Dracari has a relatively long history.

### During the Chroma Conquest

In 546 ATC at Trévirédomum the battle of the 3 peaks, the battle of Domino Dracari, occured. This was significant loss for the metallic dragons. Marking the beginning of their end.

### Chroma Conquest Conclusion

In 606 ATC the Treaty of Domino Dracari is enacted. The purpose was to establish the 3 state system, reuniting the region, and to banish primordial chromatic dragons from this plane of existence, concluding the Chroma Conquest

## Current State of Affairs

A confederacy of 3 states, using the historic capital Trévirédomum as a neutral meeting location Cryonha, Eunesyvere, Tsunamarach or their representatives will meet to discuss policies relating to declarations of war and trade. For most matters each state governs themselves independently. Each state could do a drastic action such as attack a neighboring state independently but that would create tension among the Domino Dracari confederacy should proper protocol not be followed.
Ulgan

## Appearance:

* Race: Orc
* Age: 35
* Height: 7' 6"
* Weight: 300 lbs.

## Backstory:

I Ulgan. I very strong Orc. Madam Director tell me to kill people so I tear them to shreds. I not always work for Madam Director. I once slave who fight other slaves in big arena. One day after I kill most favorite slave Madam Director Husband come take me away. He take me to Madam Director and she give me bed, food, clothes, and new axe. My new axe named Gorga after me Mother. Now me and Gorga kill people for Madam Director. I work for Madam Director long time. I think it be dis many years (Ulgan holds up his fingers trying to show 20 but forgets he is writing this all on paper.). I think I do good job and soon have new better job. I hope Gorga and I still get to kill people.
Tieflings (Sci-Fi)

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If you are looking for the Tieflings used in the Fantasy setting, please refer here

## Background

Tieflings were not exactly a dominant species in Ordinia but they were plentiful enough that after the invasion of the Myranths, they were able to remain relatively common in the Concord that followed.

Tieflings are functionally very similar to their 5e counterparts (PHB only) with a few exceptions

## Tiefling Traits

* **Techno Legacy:** You know the temporary boost at-will tech power. When you reach 3rd level, you learn and can cast the element of surprise tech power once per long rest. When you reach 5th level, you learn and can cast the pyrotechnics tech power once per long rest. Intelligence is your tech casting ability for these powers.
* **Languages:** You can speak, read, and write, Basic and one language of your choice.
Kobolds (Sci-Fi)

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If you are looking for the Kobolds used in the Fantasy setting, please refer here

## Background

Kobolds are a craven species and survived because of their ability to shenaniganize and take advantage of the distraction of the Myranth invasion. Machiopagos was bubbled as well as Diamanti becuase of their rich industrial productivity and possibility and so the most common places for the Kobolds to exist were saved from complete devastation.

Kobolds are similar to their 5e counterparts (MOM) with the following adjustments:

## Kobold Traits

* **Undersized:** Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.
* **Draconic Legacy:** Kobolds’ connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold:
	+ **Craftiness:** You have proficiency in one of the following skills of your choice: Lore, Investigation, Medicine, Sleight of Hand, or Survival.
	+ **Defiance:** You have advantage on saving throws to avoid or end the frightened condition on yourself.
	+ **Children of the Force:** You know one at-will force power of your choice. Intelligence, Wisdom, or Charisma is your force-casting ability for that force power.
* **Languages:** You can speak, read, and write Basic and Draconic.
Kayla

Age: 8

Height: 1'8"

Weight: 35lbs

Mommy told me to wait here until she came back from the store. I hope she gets the gooey bread I like. I love gooey bread.
Day 2:
My tummy is rumbling, I'm really looking forward to that gooey bread that mommy should have to reward me with being sooo patient. I'm her good girl. Joey and Bilbo have been keeping me company. We run and play tag, they just like to run away, but I don't mind. Sometimes when I catch Joey he will ride in my pocket. He just bites me when he wants to be let out....can I get a disease from rat bite?
Day 4:
The rumblies have subsided. Joey and Bilbo won't get to meet mommy. Mommy never taught me how to get blood stains out of my skirt.

Day 10:
Mommy?
Day 30:
........
Day 90:
I met a man today. His name was Jafar. He had the gooey bread that I like so much but when I asked him for some he told me to crawl back into my hole. So I followed him home, I just wanted his gooey bread. The pale moon overhead I slipped into his house. I could hear his snores and I searched for my favorite snacky dacky. I caught the smell of it coming from Jafar's room. I wanted to play a game so badly, its been so long since I've had friends. I could smell the gooey bread on Jafar's lips, HE ATE IT ALLLLLL. I knew exactly what game I wanted to play with Jafar. With a loud shout I screamed out, "OPERATION!" before pluging my dagger straight into Jafar's stomach, I planned to get the gooey bread one way or another.
Day ?:
I miss mommy.

###
Costume en Or

**Ajout :** 7 Juillet 2019

*Peut-être n'est-ce pas le bon item?*

Le **Costume en Or** est un futur item (Corps) dans *Box Critters*.

## Gallerie

Sur un mannequin au Port avec le Haut de Forme Doré.
### Artworks

Un Castor revêtant le Haut de Forme Doré, le **Costume en Or** et les Billets.Un Castor et un Hamster portant le **Costume en Or**, le Costume Foncé et les Billets.
Novoroi

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## Background

The Novoroi are an intensely spiritual race of humanoids who, particularly witnessed among their children, frequently commune with the spirit native to Benovia. Novoroi tend to have a more mature with these spirits as they age and tend to be excellent spiritual guides. The Novoroi were created by the Primordial Elementals of Benovia as the beings which embody the pursuit of spirit, with strong influences from the Fire and Air Primordial Elementals. Novoroi are known for their intense connection with their emotions and the emotions of others. It is not uncommon for Novoroi to be screaming at one another one minute and to be laughing with each other the next. For the Novoroi, to be in touch with one's spirit, or eternal essence, they must be willing to accept their emotions as they are and experience them to their fullest capacity.

## Novoroi Traits

* **Ability Score Increase**: One ability score of your choice from Intelligence, Wisdom, or Charisma increases by 2 and your Constitution score increases by 1.
* **Age**: Novoroi age at about the same rate as humans and tend to reach adulthood by their late teens. Novoroi tend to live about as long as well but some tend to reach ages as old as 150.
* **Alignment**: Given their inclination towards the emotional and ephemeral, Novoroi tend to accept the chaos already present in the world and are typically chaotic or neutral in alignment. It is very uncommon for a Novoroi to be given into evil, unless that Novoroi does not get the proper methods for communing with the spirits of the world.
* **Size**: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* **Speed**: Your base walking speed is 30 feet.
* **Darkvision**: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Psionic Resistance:** Novoroi have resistance to Psychic damage and have advantage on saving throws against being charmed, intimidated, or scared.
* **Watch the Spirits:** You can cast either the detect evil and good spell or the see invisibility spell once with this trait, requiring no material components, and you regain the ability to cast them this way once you finish a long rest. Constitution is your spell-casting ability for these spells.
* **Languages**: You can speak, read, and write Common, Kha-rha-ha, and one language of your choice.
Tyrahna's Haven

## General Overview

Tyrahna's Haven (also known simply as Haven) is the Capital city of The White Lochs of Tyrahna located south of Loch Dahlin and north of Unity Road. Nested in the Viridian grassland but near the Lunarch forest, Haven serves as the Kingdom's primary agricultural producer as it enjoys the most variety and the greatest length in productive seasons. While it is the Capital, Haven enjoys only the second most population as its infrastructure has not updated since the castle's erection in ~10 ATC by the First Composer, Audin Tyrahnnus. Regardless, the city is typically the first point of entry into the Kingdom for most visitors and hold great cultural and historical significance.

## Notable Information

* Current sovereign: Savra Thorenson
* Founded: ~10 ATC
* Population: ~100,000 (70% Elf; 15% Human; 10% Dragonborne; 5% Other)
* Climate: Sub-Arctic Grassland
Andi Andrews

## Bio

Age: 26 (During Off Shore Adventure)

Height: 5'10"

Weight: 170lbs

Race: Human

## Backstory

Darkness surrounds me. The patter of scampering bilge rats can cuts through the groans of the waves careening into the planks of the ship. I'm chilled to the core as the damp air seeps through the rags I call clothes. I'm generally only down here long enough for those fools to get lost again then I'll be back on their good side when I remind them that to keep their easts and wests separate from their lefts and rights. I'll bide my time and wait for another opportunity, to attempt to jump this horrid ship. I've learned a thing or two since I was taken from the dead grip of my mother's corpse, she died protecting me to the bitter end, I etched them in to the floor boards to remind me in moments like this. I trace the lining of the wood and my heart is warmed as I recite each rule to myself. Though I could not read them in the black of the brig I knew them by heart.

Rule 1. Always double knot the mizen-mast starboard rigging, it's a bit touchy

Rule 2. Keep your head low enough to stay out of trouble but high enough to know where your're walking.

Rule 3. The only one out to protect you is yourself.

Rule 4. A swift kick to the knee will remind a handsy crew mate you aren't his wench.

Rule 5. The only way out of the sea, requires you to get a little wet.

## Noteable Life Events

Was widowed at the age of 30 while pregnant with her son Aaron Andrews.
Graymoore Adventure

## Details

DM: Ace

Play time: 2/7/20 - 2/7/20

PC: Gloritmorli Coinfall, Grango, Tanamar Slate, Culias Moonstone

## Journals

Gloritmorli Coinfall - Graymoore Adventure Journal

## Audio:

https://drive.google.com/drive/folders/1Z409d0b\_vdNu5A-YK61a7M9hRRapJ9oe?usp=sharing

## Hook

As the group was passing through the town of Graymoore on their way to Areaquimada, they heard a shriek of terror ring out. The blacksmith had been found murdered. Who was the killer? Would they strike again? Would our adventures get to enjoy their vacation or spent their time fleeing for their lives?

## Adventure Log

The group of orphans spent 2 day gathering clues and investigating who the potential murder could be. Culiminating to their fight with Father Daragor, a werewolf, in his chapel sanctuary. Where they used the silvered weapons they had found along the way to slay him and free Erin from his mindwashing. The crew elected not to reveal that Erin was also a werewolf as she was unable to control her transformation and was not evil at heart. They welcomed her as a fellow sister, fitting in with the crew as Father Daragor left her recently orphaned.

## Noteable Canonical Events

The Dark god of evil lycanthopes has been renamed to Hammond
Fives

## Appearance:

Race: War Forged

Identification Number: WF-5555

Nickname: Fives

Height: 6 ft. 5 in.

Weight: 400 lbs.

Position: Commanding Officer of Hydra Company

## Purpose:

1.) Comply with all orders given by the General

2.) Destroy the enemy with minimal allied casualties

## Mission:

Since the end of the war your company has been dormant. Your are tasked with finding a new General for your company. You have been booked passage on a boat to Neunstrass to find a buyer for your company. Out of 1000 War-forged soldiers, 850 are still battle ready. You are to except nothing less than 4500 gp per War Forged Soldier. The War-forged whom are not fit for battled will be included in the deal for free.

## Five's Sad Ending:

Fives unfortunately sustained to much damage during his adventure with Bobby, Donvash, and Aaron Andrews. Fives fought valiantly and served his new master, Donvash, till the end. After grieving the loss of Fives, they melted down his body and transformed him into three daggers inlayed with three precious gems. They new this is what Fives would have wanted and they now carry a piece of him wherever they go.
Aarakocra

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## Aarakocra Traits

* **Ability Score Increase:** Your Dexterity score increases by 2, and your Wisdom score increases by
* **Age:** Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
* **Alignment:** Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
* **Size:** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 25 feet.
* **Flight:** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
* **Talons:** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
* **Languages:** You can speak, read, and write Common, Aarakocra, and Celestial.
Minotaur

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## Background

The Minotaur of Entropia are known for their strength in body, dedication, and courage. Originally created as pets by the Primordial Hill Giants, overtime, the Minotaurs proved themselves to be valuable warriors and passionate defenders. After the events of the Harrow, the Minotaurs found themselves without a master and instead chose to devote themselves to a nomadic lifestyle in search of their next great leaders. In contemporary times, tribes of Minotaur roam the Golden Sea of Entropia, feasting on its bounty and honing their skills.

## Minotaur Traits

* **Ability Score Increase:** Your Strenght score increases by 2, and your Constitution score increases by 1.
* **Alignment:** Before the Harrow, most Minotaur were chaotic under their Hill Giant masters. Now, Minotaurs tend to be Neutral in most aspects, taking on the passion of their companions.
* **Size:** Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
* **Horns:** Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Goring Rush:** Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
* **Hammering Horns:** Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
* **Imposing Presence:** You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.
* **Languages:** You can speak, read, and write Common and Donnish.
The Vitian Exchange Bureau (VExB)

## Overview

The Vitian Exchange Bureau, typically shortened to VExB, serves as the centralized bank for the Vitian Empire. The VExB manages any and all activity that relates to trade, economics, and business development. The VExB is lead by the Principal Executor and has the following offices under their purview:

### Organizational Breakdown

Office of Internal Accounts

* The Office of Internal Accounts handles all domestic accounting as well as foreign accounts that do business in the Empire.

Office of the Empire

* The Office of the Empire handles the budgets of all the other organizations as well as the prefects and their cities.

Office of Trade Delegation

* The Office of Trade Delegation handles the imports and exports of the Empire alongside the Office of Day's Diplomacy corps.

Office of Coin

* The Office of Coin handles the currency production and the counterfeit tracking for the Empire.

Office of Future Investments

* The Office of Future Investments handles the currency exchange rate for the Empire and makes predictions into the future financial standing of the Empire.
Corps

Ces items sont portés au niveau du corps, tels des T-shirts, sweat-shirts, chemises, etc...

## Liste des Items

* Ailes d'Ange
* Boule de Noël Rouge
* Chemise à Carreaux Noire
* Chemise à Carreaux Rose
* Chemise à Carreaux Rouge
* Chemise à Carreaux Verte
* Chemise Hawaïenne Bleue
* Chemise Hawaïenne Orange
* Combinaison de Plongée Bleue
* Combinaison de Ski Bleue
* Combinaison de Vol
* Commandant Spatial
* Conducteur de Train
* Costume de Ballerine Rose
* Costume de Chasseur
* Costume de Fantôme
* Costume de Hot-Dog
* Costume de Lapin en Fourrure Jaune
* Costume de Monsieur Loyal
* Costume de Squelette
* Costume du 1er Anniversaire
* Corps de Renne
* Doudoune Noire
* Équipage Pirate Bleu
* Équipage Pirate Foncé
* Équipage Pirate Vert
* Gilet de Sauvetage Rouge
* Gilet Orange
* Gilet Rouge
* Grenouillère à Carreaux Rouge
* Imperméable
* Maillot de Foot Américain Rouge
* Officier de Sécurité
* Officier Scientifique
* Pull Moche Vert
* Robe de Diplômé
* Robe de Farfadet
* Robe de Moine
* Robe de Pèlerine
* Robe de Poupée Blanche
* Robe Hivernale
* Robe Hivernale Rouge
* Smoking
* Sweat Blanc
* Sweat Bleu
* Sweat Noir
* Sweat Orange
* Sweat Rose
* Sweat Vert
* Sweat Violet
* T-Shirt Blanc
* T-Shirt Noir
* T-Shirt Rayé Rouge et Blanc
* Tenue d'Astoria
* Tenue d'Elfe Verte
* Tenue d'Oliver
* Tenue de Farfadet
* Tenue de Pèlerin
* Tenue de Père Noël
* Tenue de Rigg
* Tenue de Wil
* Tenue Jaune et Verte
* Veste de Film
* Veste de Pirate Noire
* Veste Noire
* Veste Tactique
* Uniforme d'Écolière Navy
* Uniforme d'Écolier Navy
* Uniforme de Scout

### Items Non Sortis

* Blouse de Docteur
* Boule de Noël Bleue
* Boule de Noël en Or
* Boule de Noël Rose
* Boule de Noël Verte
* Caban Bleu
* Caban Jaune
* Caban Rose
* Caban Rouge
* Chemise à Carreaux Bleue
* Combinaison Rouge
* Costume de Candy Corn
* Costume de Clown
* Costume de Momie
* Costume en Or
* Costume Foncé
* Costume Noir Pimpant
* Doudoune Blanche
* Doudoune Bleue
* Doudoune Rose
* Doudoune Rose
* Équipage Pirate Gris
* Équipage Pirate Rose
* Équipage Pirate Rouge
* Formateur Ninja Orange
* Imperméable Bleu
* Imperméable Rouge
* Imperméable Vert
* Ingénieur Spatial
* Maillot de Hockey Bleu
* Maillot de Hockey Rouge
* Ninja Gi Gris
* Ninja Noir
* Ninja Gi Rose
* Pull Moche Rouge
* Robe Bleue
* Robe de Pirate Bleue
* Robe de Pirate Brune
* Robe de Pirate Rose
* Robe de Pirate Verte
* Robe de Princesse Rose
* Sac à Patates
* Tonneau en Bois
* T-Shirt de Voleur
* T-Shirt Orange
* Tenue d'Épouvantail
* Tenue Spatiale
* Veste Bleue
* Veste de Chef
* Veste de Chef Noire
* Veste de Pirate
* Veste de Pirate Bleue
* Veste de Pirate Rose
* Veste de Pirate Rouge
* Veste Rose
* Veste Rouge
* Veste Verte
* Uniforme Kung-Fu
Ordinia - Northern Continent

## Ordinia

Commonly referred to as the continent of civilization, Ordinia stands as a paragon of order and modernity for lifeforms of Allseen.

### Inception

Ordinia was settled by the Primordial Chromatic and Primordial Metallic Dragons in the aftermath of The Creation ( roughly ~0 ATC)

### Established Nations

* Coastal Conclave
* Domino Dracari
* Kyros
* Valis Statera
* Vitian Empire
* Tyrahnian Republic
* Free Isles of Yachtingham
* Nassau

### Lost Nations

* Chroma Supremacy
* Presidium Protectorate
* Stateran Federation
Jake and Ashley Nitemare Veil

* Season 1

1. Welcome To Pearl-Orba Crumleation!! - Part 2
	1. Darktain Approaches To Pearl-Orba Crumleation When He Might Vartize Jake's and Ashley's Home-Universe.
	2. Darktain Might Rise The Tribute Above The Pearl-Orba Crumleators.
	3. Darktain Will Take The Pearl Roommate To The Dark World.
	4. Ashley Loses Her Confidence From Him Because Jake Tries To Confess Her Which Is Creating a Distance to The Universe.
	5. Ashley's Brain Is Severely Kraumatized With Parasites Inside Her After Darktain Just Retreated.
2. Party Live
	1. Demonic Animals Will Try To Maul The Pearl Roommate When They Attempt To Retreat From Them.
	2. A Mysterious Creature Vartizes Everycrumleator Into The Darktain of Their Confusion.
3. Flower Power
	1. Gardenians are Severely Eaten By Mythical Plants and Insects.
	2. Roots Gets Inside Ashley's Blood Veins Which Is Enarytoring Her From an Agoridoia To Her Body.
4. Dazed and Confused
	1. Ashley Enarytores From The Dizzeinative Confusion While Walking Through The Town of Kaintain, Birdtown.
5. Dream Control
	1. Ashley Enarytores From a Nitemare When She Gets Devoured By a Wailord.
6. Planktoia
	1. Planktoia Try To Infest Everycrumleator When Jake Can't Stop Confessing With Mysterious Creatures.
7. The Art of Darktain
	1. Ashley and Jake Became Haunted From The Darkarry Who Tries To Eat Them.
	2. The Dark Spell Becomes The Art of Kaintain and Possession From The Magical Death.
	3. The Secret Creature Must Generate Ashley and Jake For Meditating Reality.
Bobbi

Bobbi, also known simply as Bob, and his great sword Robbi, also known simply as Rob, have for the last forty years spent their days on the Northern continent of Andalashia roaming around with the last half of that forty was spent in the Bachlan countryside. Bobbi found a quaint commune just outside of Agrisauria with all the participants being humanoids of less than desirable heritage (Goblins, Quaggoths, Orcs, among others). Bobbi accepted a position as a commune guard, with occasional farm hand & blacksmith duties, and continued to live a relatively simply life on the commune. Now, nearing the end of his life, Bobbi wishes to return to his herd in The Golden Sea on The Southern Continent by taking the ship from Areaquimada to Neunstrass and making the walk south.
Cihnis Araznath

## Appearance:

* Race:Triton
* Age: 75
* Height: 5' 9"
* Weight: 130 lbs.

## Backstory:

My name is Cihnis Araznath. I am a Triton from a small reef off the shores of the Free Isles of Yodingham. My people protect those ignorant land folk from the creatures of the deep. I have surfaced and come onto the land to seek the wish that lies with in Anarach's tomb. I am determined to get the wish and ask for the destruction of the old gods so my people may be at peace and can finally get the respect we deserve from those lowly land dwellers.

**True Identity:** I have bee dispatched by the people of Aquam to find the Artifact that was stolen. We have Intel that the land dweller who stole it was on his way to Anarach's tomb. If the artifact is not with him and I can't get him to reveals it location, my mission is to get the wish and wish for the artifacts return to Llama Su.
Sovereign Church

## Description

The keepers of the church of Barachiel, they pledge themselves to their worship and represent the greatest power in the city. The city guards of Vod Zorux are a form of Sovereign enforcer. They report to The Conclave led by archpriest Fabian.

Note\* In Explore Malovia archpriest Fabian was killed and replaced by administrator Astrid a now known changing.

Sometimes referred to as Barachiellites as shorthand.
Baz

## Campaign Appearances

* Infiltrate Aquam (age 17)
* Anarach's Tomb (age 18)
* Festival of the Nightgrain (age 19)

## Physical Description

Age: 19

Height: 5'10"

Weight: 120

Appearance: Pale Skin, Silver and Blue Hair, and White Eyes

## Backstory

   Baz, an orphan changeling who grew up on the streets of Areaquimada was approached by Nyryth for a mission. Baz then went to Aquam where he met Angel. Kuebiko Gerdovar, and Adeus Wolfsbane. Baz was paired with Kuebiko and quickly treated him as a father. While in Aquam, Baz took part in a slave auction and where he bought his kobold daughter Leanna for 100g. He ended up completing his mission, but lost his dad in the process. Baz now spends his time searching for a way to bring his dad back and finally have the family he never had.
Doma Planning Agency

## Overview

The Doma Planning Agency serves as the center for population control, growth, and organization. As the Vitian Empire is founded upon the Doctrine Vitae, it is modeled around Domas which are unique familiar systems championed under the philosophy. In order to manage the complex system, Amundyr, "The Architect" and 2nd emperor of the Empire, created the Doma Planning Agency to assist in the administration of Domas. The Doma Planning Agency is led by the Doma Planning Central Committee and has the following organizations under their purview:

### Organizational Breakdown

Apulsa Commission

* The Apulsa Commission handles the phase of a citizen's life after they have grown out of their born Doma but have yet to join their chosen Doma, referred to as Apulsa.

Kalidaburo

* The Kalidaburo is in charge of managing the educational and intellectual capabilities of the Empire.

Domani Commission

* The Domani Commission handles the phase of a citizen's life after they have moved into their chosen Doma but before all of their children have grown out of the Doma, referred to as Domani.

Pharmaburo

* The Pharmaburo is in charge of managing the agricultural and medical capabilities of the Empire.

Porashtu Commission

* The Porashtu Commission handles the phase of a citizen's life after their children have grown out of the Doma, referred to as Porashtu.
Soratami

Back to Races

## Background

The Soratami, also known as Moonfolk, are a scholarly and mysterious race of humanoids capable of levitation, who live in floating cities above the water or alongside mountains. Soratami are native to the continent of Benovia and were created by the Primordial Elementals as beings which embody the pursuit of the mind, with strong influences from the Wind and Water Primordials. They are known for their academic nature and their callous coolness with matters of the heart. They resemble tall, elegant humans, except for their very pale skin, long ears, and flowing silver hair.

## Soratami Traits

* Ability Score Increase: Your Intelligence score increases by 2 and your Dexterity, Wisdom, or Charisma score increases by 1.
* Age: Soratami reach maturity around age 20 and can live to be anywhere from 200-300 years old.
* Alignment: Soratami are typically rather aloof when it comes to worldy affairs and tend to be of a neutral alignment. While they may be aloof, they have a sacred appreciation for life and are typically good.
* Size: Soratami range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* Speed: Your base walking speed is 30 feet.
* **Blessings of the Wind and Water:** When you take the dash action, your movement does not provoke opportunity strikes. Furthermore, when you are dashing you are unaffected by difficult terrain (magical or otherwise) and can run over liquids during the movement.
* **Soratami Studying:**Choose any first level wizard spell. Thanks to many hours of studying, you can cast this spell once per day without expending a spell slot and with no material components. You also know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for these spells.
* Languages: You can speak, read, and write Common, Kha-rha-ha, and one language of your choice.
Yeryl

## Characteristics

Age: ???

Height: 4'

Color: Baby Blue

Eye: Deep Blue

## Background

Centuries ago, a beholder named Yeryl fled from his birthplace and wandered the countryside in search for a place to call home. After many sleepless nights spent carving out a safe nook for himself in the wilderness, he at last slipped into slumber. In his dreams, he found his ideal home: the long-abandoned ruins of an underground temple, hidden within a dull and barren valley.

Yeryl spent years transforming the place to suit his paranoid designs. Visitors were rare enough, and the few that made it to Yeryl's lair were quickly destroyed or forced into the beholder's service, building the lair ever deeper and more magnificent.

Eventually, Yeryl completed his task. Safe at last, but with nothing to occupy his mind, Yeryl was struck by melancholy. Was this lonely and empty life truly what he had chosen for himself? On that day Yeryl decided that the next time an adventurer came to his lair, he would welcome them in. With this resolution in mind, Yeryl began to dismantle his traps and replace them with ones he considered to be more fun. Unfortunately, for his good intents, Yeryl has not yet realized that killing people is a bad way of getting them to like him.

One day a group of adventurers did get through his traps. These lads' names were Bubs, Sips, and Chugs. They made friends with Yeryl and promised to visit him on occasion. He gifted them some items he had collected over the years and sent them on there way, happy for some new companions and friends.
Tyrahnian Republic

The Tyrahnian Republic (or simply Tyrahna) is an ancient Elvish democracy composed of five states in the Northwest of Ordinia established roughly ~100 ATC by the first elves. Nestled in the northern tundra of Ordinia aside the Three White Lochs and the icy Viridian grassland, it has stood as a bastion of civilization since the beginning of the Age of Enlightenment.

## Notable Information

* Capital: Tyrahna's Haven
* Government: The Fifteenth Republic of Tyranus
* Government Type: Parliamentary Meritocratic Republic
* Ruler(s): Savra Thorenson & Nyryth Von Noxos
* States: Haven, Felidar, Viridian, Otaria, Kavalia
* Cities: Valenheim, Sianondel, Rolendon, Krystosis
* Allies: Kyros (The Great Unity)
* Enemies: None
* Neutral: Valis Statera, Yachtingham, Coastal Conclave, Domino Dracari, Vitian Empire
* Population: ~250,000 (80% Elves, 15% Humans, 5% Dragonborne)
* Climate: Tundra/Taiga (High of 50 / Low of -10)
* Economics: agriculture, arts, advanced technology (specifically historical relics and alchemy)
* Predominant religious affiliation: Mantlist (90%), Keepers (10%)
* Non-Governmental Organizations: The Tykwer Estate, Moon Larks, Eyrie's Eye
Tournak, Keeper of the Light

## Appearance:

* Race: Goliath
* Age: 25
* Height: 8'
* Weight: 300 lbs

## Backstory:

Tournak Keeper of the Light was an unfortunate soul who was saved by the divine. Born the second twin of the clan chieftain, he was abandoned in the mountains just hours after his birth. The chieftain wished to rid his clan of any trouble that might arise when the sons came of age to take his role as chieftain. Tournak lied wailing in the mountain tops for three days before a priestess, named Leena, found him. Leena took him back to her secluded village and prayed for the god Dol Arrah to bless the child and let him follow in her ways. As Tournak grew he learned the ways of Dol Arrah. He spoke with village dwelling and passing clerics and learned the ways of magic and divine intervention. He learned to fight from soldiers who came to be blessed before battle. As he grew he became stronger and his skills as a warrior and spell caster improved. One cool summers night as Leena and Tournak were walking to the mountain top to pray. They were attacked by a wizard practicing dark magic. Tournak was able to fend off the wizard but not before one of his spells struck Leena and killed her. Tournak wept carrying Leena to the top of the mountain where he fell to his knees and prayed to his god, "Dol Arrah God of light and honor, take this as my vow. I will travel to every corner of every kingdom, city, and town to destroy the darkness and shed your light. Bless me on my journey may I avenge Leena's death and prepare the way for your light." As Tournak looked up from the face of his eternal friend he looked to the sky, the clouds opened and rays of light shined down from the heavens. Leena's body was lifted from his hands and raised to the sky. As her body disappeared from sight, the sky became brighter and rays of light wrapped around Tournak. He was lifted into the air and was filled with the light of Dol Arrah. His chest marked with a sunrise with rays emanating from it, his face marked with rays emanating from his eyes which now shined as bright as the sun. As he was lowered back to the mountain top he heard the voice of Dol Arrah, "Go my child, rid this world of the darkness that covers it. When I first began watching over you, you were a small boy who had been abandoned, you are now a strong man. You have learned the ways of the light and have learned to fight. You have been a loyal and trusty follower, serving me honorably. You were once Tournak the Abandoned of the Elanthino Clan, You are now Tournak Keeper of the Light servant of Dol Arrah. Go now my child I will be with you always." As he was released from the light Tournak now felt a great rise of energy. He returned to the village packed his things and began on his journey to destroy the darkness and spread the way of the light.
Universe History

Big universe was created by random chance

From it spawned the main DnD gods and demon lords. There were densities of lawfulness, goodness, evil, and chaos. The gods filled those spaces an appropriated their properties.

The gods perceived their space to be unbalanced so they created the universe and seeded it with life so that a new god might rise from it. They thought whatever being emerged the strong enough to join their ranks would be the missing alignment and no-interference pact was made to allow the universe to decide what was missing.

The creation council that decided this was all of the gods getting together and includes new gods as they rise from the cycle.

When a species demonstrates enough potential to master the material plane (by assembling all of the elemental artifacts) the gods may carry them into the next universe cycle. That species will be a primordial creature for 4 cycles. The same species may be created many times and may have multiple attempts at being a primordial.

The current iteration of the small universe is the chance for the Angels, Dragons, Giants, Demons to grow enough to ascend. Each creature is given 4 universe cycles before they are given up on.

The elemental artifacts are meant to demonstrate to life that there is greater power that can be wielded and they can attain it as well as creating imbalances that will create conflict which would assist the mortals in personal growth.

The universe that is destroyed every cycle is just the material plane. All other planes can be destroyed at will by the gods that created them. Being able to exist on a plane outside the material plane is not the same as being able to exist in the void.

## Elements

### Kyrelium (Pink Neutron Star)

Pink mineral known for its time alerting properties. It's largest deposit in the world is found underneath the Mt. Velis in Malovia .

### Aetherium (Somula)

White mineral know for its mind altering properties. Found in flowers blessed by the moon Somula.

### Adamantian (Green Gas Giant)

Green metal it is the strongest substance known to mortals. The largest deposit is found at Nythinion in Entropia.

### Myrthil(Blue planet, Myranth's planet)

Blue mineral known for its anti magic properties not to be confused with myth**r**il the silver colored light weight metal. Alchemist's differentiate between the two using a label of M- for Myrthil and M+ for Mythril. It is most commonly found in deep ocean trenches.

### Paladian (Red sun)

Red semi solid (at room temp) metal known for medicinal applications. Binds to bones and shit. (Locations TBD)

### Hyperium (Comet)

Yellow mineral radiates with energy. (Locations TBD)

### Normal Elements - Referenced for lore

Obsidian (Void of Space), Silver (Secunda), Gold (Yellow Sun), Copper (Turquoise Gas Giant), Iron (Shitty Venus), Carbon(Home Planet)
Yuan-Ti Purebloods (Sci-Fi)

Back to species catalog

If you are looking for the Yuan-Ti Purebloods used in the Fantasy setting, please refer here

## Background

Yuan-Ti Purebloods native to Nassau were the only who survived the Myranth Invasion and at that only the capital city of Ssethnau was bubbled and survived the great hydrofication of the planet. Yuan-Ti Purebloods have moved beyond that capital city and now reside throughout the Concord.

Yuan-Ti Purebloods are similar to their 5e counterparts (MOM) with the following exceptions

## Yuan-Ti Pureblood Traits

* **Closed Mind (Instead of Magic Resistance):** You have advantage on Wisdom and Charisma saving throws against force powers.
* **Force Sensitive (Instead of Serpentine Spellcasting):** You know the shock at-will force power. When you reach 3rd level, you learn and can cast the fear force power once per long rest. When you reach 5th level, you learn and can cast the hallucination force power once per long rest. Charisma is your forecasting ability for these powers.
* **Languages:** You can speak, read, and write Basic and one language of your choice.