recursal/Fanatic-Fandom huggingface dataset:
Dwarves

The Dwarves are a race of people which are short and stout, usually no more than 4 or so feet tall. The dwarves live primarily underground. Dwarves are very adept at tunneling, and have dug tunnels that span across nearly all of Aemoth. These tunnels are connecting the dwarven cities which are nearly all underground. The one main except to this is Ambermaw, which is considered the capital of the dwarven kingdom. It is also the home of Ambermaw Academy, which is the only learning institution of its type, being that it focuses solely on non-magical knowledge, such as language, mercantilism and various forms of craftsmanship.

The dwarves, especially the ones that live on the surface, are a very jovial people, and are very keen to share their best food and drink with any visitors. Dwarves from the underground will still in general be friendly to visitors and outsiders, however not nearly as much as the ones from the surface.

The dwarves have a lot of power in Aemoth, mostly because they control the tunnels, and therefore the vast majority of all trade goes through them. Ambermaw being the center of trade also contributes to their financial prowess over the rest of Aemoth.
Draednor Forest

Draednor Forest is a major location in Aemoth. It is primarily home to the Draednor, a race of people that slightly resemble trees.

Draednor Forest is home to a wide variety of wildlife, big and small, dangerous and docile. Although there are still dozens of creatures that have yet to be officially documented, there are a few which are considered well known.

### **Wildlife**

Upuggu - Uppugus are boar-like creatures that are notoriously territorial, and often hunted for their delicious tasting meat.

Beosryl - Beosryls are almost a mix between a black bear, and a panther. They will usually keep to themselves but occasionally hunt when excessively hungry. They prefer to eat the sap from trees, and honey from bees nests.

Prakki - Prakkis are close to a mix of monkeys and flying squirrels. They are very good climbers, and although they can't fly, they can glide very well. They primarily eat fruit, nuts, and bugs.
The Triangle

The Triangle was created by The Old Ones, who are also referred to as The Creators of the Planes. Not much is known about them, other than a few texts that have been discovered in their ruins speaking of the creation of The Triangle, and the creation of planes. Although their ability to create planes is mentioned, nowhere is even an inkling of a hint on how exactly the did it given.

Whenever someone gifted is born, they will be on one corner of The Triangle. Occasionally there will be those that are born with exception skill in their respective ability. These people are referred to as 'The Gifted' and will most of the time be raised to a royal, almost celebrity like status. The three corners of the triangle are:

1. Spirit Bonding
2. Magic
3. Plane Walking
The Church of Altios

The Church of Altios refers to the followers of the deity Altios. Most members of the church live on The Kniqeht Mountains.

They believe that Altios is the primary deity, and that he dropped the world and everything in it from the heavens. They incessantly build a tower on the highest peak of the The Kniqeht Mountains, believing that the higher they are, the closer they will be to Altios. Although they continuously build the tower to the pint where it inevitably crumbles and falls, they continue to repair and rebuild it, generally each time higher than the last.

On a regular basis, The Highest of Priests, who is the leader of the church, will lead a procession to the top of The Holy Tower, which depending n the current state of the tower, will usually take anywhere from 30 minutes to even a few hour to reach the absolute top of the tower. It is not uncommon for children, the elderly, or the ill/disabled to not travel all the way to the top, and instead send their offerings with the more able members of the procession. The gifts and offerings to Altios generally take the form of food and valuables. However, many members of the procession, especially those that can't afford to give food or valuables will show their devotion by carrying up the building materials to the top so that the builders may continue to extend the tower.
The Dwarves

Dwarves in Aemoth are very similar in appearance and stature to dwarves in most other worlds.

The dwarves essentially run the trade and economy of the world. They have tunnels going almost everywhere across the world that are used for trade by all races. They are a very powerful society due to the fact that they own and maintain the easiest way to get around the world. They use this power very liberally, the other societies and cities are very careful not to anger the main dwarven guild as they are known to deny access to a group of people with little warning or provocation.

In most cases, if you meet a dwarf in person, they will be very merry, and more than willing to share their best food and drink. They always like to have fun and party, possibly a result of their power.
Skrags

Skrags are the most well-known creatures from The Kniqeht Mountains.

### **Physical Attributes**

Skrags are roughly four feet tall standing normally, around 5-6 feet from hind to nose, and on average weigh 300-400 pounds. They are four-legged animals with white, thick, and shaggy fur, although they will occasionally have gray patterns on their fur. They have 1 set of eyes with heavy lids to protect from fierce winds and snow. Their ears are small and almost not even noticeable under their fur, they are know to have poor hearing. Their back hooves have small sharp edges that they use to gain traction when moving across ice. Their front hooves have a crescent shaped print with the same spikes along the bottom as on their back hooves. They are known to use their front hooves to dig burrows into the snow, and huddle together wrapping themselves in their tails in order to keep warm while they are sleeping.

### **Behaviors**

They are herd animals, and will usually stay in groups of roughly 20, led by an alpha male. They are known to dig a communal burrow with one big room. They will stockpile extra food in the burrows, and leave the females, children, and weaker/sick males in the burrows to defend food. Skrags eat whatever vegetation they can find, but are more especially fond of Drach eggs. They use their sense of smell, and their keen eyesight to find the nest of the Drach eggs, where they will collect as many eggs as possible, and bring them back to the burrow.

### **Domestication**

They are known for their hardiness in the cold, and ability to remain steady on even the steepest and slickest of surfaces. This has led them to become the primary mounts and working animals of The Kniqeht People. Due to the fact that their hooves are made for snow and ice, when domesticated, they will usually be fitted with special shoes so as not to destroy their hooves on the cobblestone pathways and floors in the Kniqeht cities and towers. They will also be fitted with a light leather saddle when ridden. The Skrags are known to be able to carry almost 500 pounds of goods when used to transport items.
Clugul

Clugul are giant tortoise like creatures that reside in the desert.

### **Physical Characteristics**

They are usually tan, white or a very light brown. Occasionally they will have black, yellowish, or even green/blue markings. From the top of their short tail to the top of their nose, they are roughly 5-6 feet long, and around 4-5 feet wide. They have a concave shaped back under their shell that will often be used by riders to store lots of things. They move normally at about the same pace as a human walking slightly faster than normal. However, since they have very strong back legs, when unburdened they can leap up to 3 or 4 times their body length.

### **Behavior**

These tortoises can survive for months with very little water and food. In the wild, they will often dig small burrows in the sand, and bury everything but their shell in order to keep cool. They are generally peaceful herbivores, but will nip, or even jump and attempt to crush predators with their shell when threatened. They often live longer than humans, around 200-250 years. They have offspring approximately once every 2.5 years, when They will all instinctively gather at a certain spot in the desert which is the same place every time. Every female can lay anywhere from 10-30 eggs. Their eggs are regarded across Aemoth as a delicacy, and many poachers will attempt to take some of their eggs.

### **Domestication**

They're used as mounts by many people while travelling through the desert due to their hardiness, and ability to carry large amounts of weight. They are domesticated by sluds very often to carry resources to and from their desert mines to the cities and towns.
Magic

## Magic is a point on The Triangle of Power.

Magic is the ability to imbue written runes, or words of power spoken aloud with magical power. The ability to use magic can be strengthened the more a mage uses it. It is similar to the way you would use a muscle to strengthen it.

Magic runes come from a language use by The Old Ones. They are known as The Original Bonders, and The Creators of the Planes.

The written runes, or spoken words are essentially direction, and definition to the raw magical power that the mage is able to put out. If a rune expends more power than a mage has, there can be multiple effects.

1. The mage will lose the ability to use magic, either permanently, or temporarily.
2. The magic could drain the mages life force, effectively killing him.
3. If the magic doesn't have a clear enough direction, it could explode in a burst of magical energy based off of the runes or spoken words.

There is a list of rules that apply to magic that can never be broken.

1. Magic cannot directly affect any living thing.
2. Magic cannot directly affect planes, or the creation of portals to planes.
3. The magic will always follow the most obvious direction given by the runes or words.
The Highest of Priests

The Highest of Priests is the prophet of The Church of Altios, which is the primary religion among The Kniqeht People.

The Highest of Priests lives in the base of The Holy Tower. The Highest Priest leads weekly sermons where they praise Altios, and pray by chanting as a group. The sermon is ended with a procession to the top of the tower where the worshipers will leave an offering, usually valuables, ice sculptures, and food. Due to the fact that The Holy Tower is repeatedly collapsing due to the never-ending building and adding onto the tower, it is common for the base where The Highest Priest lives to be destroyed, often resulting in their death.

The Highest of Priests is believed to be chosen by Altios himself. Although there is very rarely any solid proof or viable witnesses, a new priest or priestess will come forward when they have received a message from the god Altios. Once a new one is selected, there will be a ceremony, and a procession from the bottom of the Kniqeht mountains all the way to the top of the tower, which is meant to represent the ascension to becoming the highest of people.
The Draednor

## **Summary**

Draednor are a race often considered exotic that primarily live in forests. They resemble trees, and are protective of the forests in which they reside.

### **Physical Appearance**

Draednor have rough, scaly skin almost akin to bark. Their hair is the color of leaves, which could be anything from dark green to yellow, to orange, to purple. They live to be very old, the oldest of the Draednor are well over a few centuries old. They will continue growing non-stop as long as they have access to ample water and sunlight, this means that under the right conditions, a very old Draednor could potentially be dozens of feet tall. Average 28 yards ;)

### **Origins**

Nobody is completely sure where Draednor come from. However many believe, including the majority of Draednor, that they come from a long line of spirit bonders bonding with trees over dozens of generations throughout history. When having children, they would keep certain of the tree like characteristics, then bond with trees themselves thus continuing the line. This leads to the belief in the Draednor society that bonding with a tree is a very honorable thing to do, and those that do are regarded highly.

## **Culture**

The Draednor People are very protective of their forests, as their culture and religion revolves heavily around their close resemblance, and their proximity to trees. Although they are protective of the trees and their forests, that does not mean they do not like outsiders, they will welcome outsiders into their forests, and allow them safe travel through, but they will be wary of any outsiders they do not trust entirely.

### **The Edge Guard**

The Draednor Edge Guard are the Draednor that are tasked with guarding the edges of the forests. This position is a life-long position for a Draednor. It is viewed as an honorable position in their society, although they are not quite revered as heroes. Since there is more sunlight, and there is plentiful water on the edges of their forests, they are usually the biggest and strongest of Draednor.

Draednor do not usually leave the forests, but there are known cases of them joining groups of roving traders or gypsies for periods of time to gain more experience and to see the world.
Prakki

Prakki are close to a mix of monkeys and flying squirrels. They are very good climbers, and although they can't fly, they can glide very well. The prakki build nests in the tops of trees, often on the very farthest and longest branches, which sometimes may be very precarious. However, since the prakki are very light animals, they will simply sway along in their nests whenever the wind blows.

Prakki primarily eat fruit, nuts, and bugs, and in some cases are known to swarm on travelers and harrass them to steal their food.

The Draednor have a special fondness for prakki. The bigger draednor will often encourage the prakki to nest in their branches, and will treat them as pets. Prakki are often seen as a very ideal bond-mate for draednor that are capable of spirit bonding.
The Kniqeht People

The Kniqeht People are the primary inhabitants of the tallest mountain range in Aemoth called The Kniqeht Mountains.

The Kniqeht People are very religious people,they worship the god Altios, who they believe dropped the world and everything in it from the heavens. They believe that the higher you are in altitude the closer you are to Altios. This has lead them to build The High Tower of Altios. The High Tower of Altios is located on the peak of the tallest mountain in the entire mountain range. The Highest of Priests who is their prophet, lives at the base of the tower. They are constantly building the tower taller and stronger on a weekly basis. This has been constantly going on for nearly the entire time their religion has existed. Although they have gotten better, and more successful at building the tower, it still falls due to their incessant desire to continually build it taller.
Capítulo 7: Quartzo Roxo versos Mega Rubi

## **Sinopse:**

Quartzo Roxo, a fusão de Rose e Quartzo Amarelo, e a Mega Rubi, fusão de 4 rubis.

## **Episódio:**

Em um dia de batalha, Rose e sua equipe ia a Arena Vento, para ter uma luta de fusões. Quando chegaram lá, já havia 4 rubis fundidas, e Rose logo disse para Quartzo Amarelo se fundir com ela, elas se fundiram e começaram a luta, a fusão invocou seu escudo e começou a atacar. A Mega Rubi, deu um soco na Quartzo Roxo que a machucou pouco, logo que conseguiu atacar novamente, pegou a espada e cortou uma mão da rubi.

Rubi, fraca reagiu, pegando um pedaço do chão, botando fogo e jogando na Quartzo Roxo, ela desviou e atacou, cortando a fusão. Quartzo Roxo se desfundiu e as Cristal Gems foram embora para o templo.

## **Personagens:**

* Rose
* Quartzo Amarelo
* Quartzo Roxo
* Mega Rubi

## **Informações:**

**Episódio:**07, Quartzo Roxo versos Mega Rubi.

**Estreia:**21/05/2016 (nesta wiki), TBA (na SU-FF)

**Temporada:**01

**Escrito por:**Perola Verde

**Dirigido por:** Perola Verde
Tengu

As Deft as they are Clever

Red

 A race of people gifted with the qualities of Crows. Bright creatures with a knack for learning, however they are often fragile and delicate.

## Game Mechanics

### Fifth edition Dnd

Ability Score Increases: Your Dexterity increases by two and wisdom by one.

Size: Medium Size.

Speed: 30 ft.

Liars and Cheats: Tengu have proficiency with Deception skills.

Darkvision: 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.

Flyers: Tengu can attempt a DC 15 acrobatics or athletics check to fall safely from any height as if using the feather fall spell.

Ambusher: Tengu gain advantage against any creature that is surprised.

Mimicry: Tengu are able to perfectly mimic any sound they've heard before.

Swordtrained: Tengu gain proficiency with Daggers, Longswords, and Shortswords.

Language: You can speak, read, and write Common and one additional language.

### Pathfinder

Ability Score Increases: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Wisdom, –2 Constitution.

Type: Tengus are humanoids with the tengu subtype.

Size: Tengus are Medium creatures and receive no bonuses or penalties due to their size.

Speed: Tengus have a base speed of 30 feet.

Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.

Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Low light vision: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Genilli

The Ever Changing

Gnomes country, known for their boat crafting expertise, they have assisted the halflings in their growing trade empires while they explore the world for whatever discoveries they can find.

## Government

The Genilli government is run by the highest class of nobles. Each of these nobles have a set dominion over the country of Genilli. These nobles often work together to create a civilization in which they can continue their rule from on high, while at the same time work to keep the citizens satiated with their current livelihoods.

The nobles are selected either by their birthright of previous land holdings, or if their stature has gained enough prestige to warrant a change in leaders. This exchange of leadership is rarely made without a great deal of strife by the previous title holders as they are unwilling to peacefully hand over their namesakes. Therefore the change in prestige often needs to be exceedingly great for this to occur.

The things that can alter this prestige are typically high advancements in technology or the arcane arts, developing especially grand pieces of art, be it music, artwork, or other mediums, or simply gaining an exceedingly large amount of wealth. Any method that is used must be proven to be truly worth while to show their new prestige.

## Military

The Genillian military is an odd sort among typical forces. They take a little bit of every method from the other countries. Primarily they use their neighbor's innovations on boats to create for themselves a strong navy. In addition to this they combine the Hagedisian military siege engines to create a strong border against their shores making it all but impossible to enter by sea. In addition to this they use the mountains to their back to defend themselves for most assaults that could ever enter their shielded borders.

## Society and Culture

Genilli is built on the concept of always trying to better oneself. Be it through the arcane, through science, through the arts, any method is acceptable as long as you are trying to improve. For those who sit back on their laurels and let the time go by without doing anything is considered to be among the worst sins a Genillian can do.

Innovation and new concepts are paramount to the Genillian civilization. Every citizen is always looking for new things to try, new ways to improve upon what already exists. Their minds are the true test of what makes a Genillian truly wonderful.

## Cities

### Cities

Inegalan [Blue field]

Llaldil [Home Shield]

### Villages

Barisroy [Eternal Curse]

Furdal [Heritage provider]

Grenbrand [plenty courage]

## Geographic Locations

Genilli-Goblet

-Knife Continent

Dwarf-Kralhen

Human-Troiclu
Stalichar Home

## Disclaimer

This is a fan made setting. The creator of this wikia does not own any images posted onto this wikia, and will remove any posted images upon request. All names or places that are the same or similiar as something printed in another form of media or reflecting a real person or place are purely coincidental.
Countries

Vritabor is a sprawling world made up of several different countries. From the Stoic  Besela to the aggressive expansionist Hagedis.

* Airatia a civilization built on the strength of magic, said to be where all magic comes from.
* Bajrak a tribe of orcs known to be the most violent and bloodthirsty of all of the tribes.
* Bas'Bere a country renouned for it's rich mineral deposits, particularly it's iron, mithril and Yuraz veins.
* Besela a cloistered nation shutting itself off from the world, instead looking in on itself rather than let others interfere with it's inner workings.
* Gijak the desert roaming bands of orcs that have fought the dwarves since the dawn of time.
* Genilli a nation of futurists and innovators always seeking the future in any way that it might form.
* Grumdurkr a military state focusing all it's might on defending it's borders from the monsters that might dare attack it's walls.
* Hagedis a country built on expansion, constantly searching for new territory to conquer. While not warmongers, their military might is not easily matched.
* Kralhen A wealthy country built off of tradition and the legacy of those who came before.
* Pedsheel a young nation of sailors only recently given independence after the land was gifted to a nomadic tribe of people for their deeds.
* Tarian A harsh people living off of hard ground until they formed the empire that stands today.
* Troiclu a cunning group of people that came together for the sole purpose of attaining wealth, through any means possible.
* Vorbat considered to be the most organized and fanatical of all the orcs tribes, also the most feared
Tieflings

Those Descended from Devils

Gray

Brown

 An infernal race of beings with the dark blood of devils running through the veins of humans.

## Game Mechanics

### Fifth Edition Dnd

Ability score increases: Your Intelligence score increases by one, and your charisma score increases by two.

Size: Medium Size.

Speed: 30 ft.

Darkvision: Due to your infernal heritage, 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.

Hellish Resistance: You have resistance to fire damage.

Infernal Legacy: You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Languages: You can speak, read, and write Common and Infernal.

### Pathfinder

Ability Score Racial Increases: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Fiendish Resistance: Tieflings have fire resistance 5.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
NPCs

A list of some of the NPC's

## Great Dragons

Dartak "The Mad": A White dragon that terrorizes the Gijak Orcs.

Vignar "The Tyrant" A Red dragon that still holds Hagedisian forts.

Levex "The Wise": A Blue dragon that hides in the mountains south of Troiclu

Durah "The Deciever": A Green dragon that is known for it's spiteful deals living to the west of Airatia

Kaegro "The Plague": A slumbering Black dragon who's whereabouts are still unknown after the last century of his hiding.
Characters

A list of current and past Player Characters that have roamed Stalichar

Example Character Sheet

## Current

Characters that are currently roaming Stalichar

Alain Petit

Alithia Talloth

Blair Rainwood

Belneiros Falone

Gerhart Dohugul

Giles and Rappy

Metina

Sam Stoneberg

Shima Nita

Urimae

Voren

## Deceased

Characters that have lost their lives on this world

## Past

Characters that have since given up on their adventures

Basic 5e PC
The Old Ones

The Old Ones are regarded across Aemoth as The Artists of the Triangle, or The Creators of the Planes.

The old ones are the creators of the triangle. The old ones had all three powers on the triangle. They are also the creators of the planes. They also spawned all the magic that is used to hold spirit bonds, maintain the planes, and imbue runes.

To create a plane, they would first require a bond mate through spirit bonding. They would then cover their bodies and their bond mates body in runes describing the plane that they wanted to create. Once done, they would imbue All the runes with every ounce of their magical power. This dissolves the old one, and their bond mate into a sort of ethereal presence existing in their plane. They are able to sense All presences within their plane, however they will almost never reveal themselves to anyone in modern times due to the fact that they believe a user has to discover the secret to plane creation themselves.
Lupine

Feral Hunters

Gray

White

Green

Gray

 A race of people gifted with the qualities of the wolf. A strong race with sharp senses but can fall short on a battle of wits.

## Game Mechanics

### Fifth edition Dnd

Ability score Increases: Your Strength score is increased by two and your charisma score is increased by one.

Size: Medium Size

Speed: 30 ft.

Darkvision: Thanks to your canine blood, 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 perception skills.

Keen Smell: You have advantage on Perception checks that require smell.

Languages: You can speak, read, and write Common.

Fangs: You have a natural bite attack. The attack is a peircing attack that deals 1d4 damage. This damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.

Strength of the pack: As a bonus action you can assist an ally in combat with a hostile creature. You may attempt a intimidation skill vs your opponent's wisdom or charisma saving throw, whichever they prefer. If successful Your ally gains advantage on their next attack roll made against the creature on their next turn. If you fail this roll you may not use it against the same hostile creature for the next 24 hours. You may use this ability up to three times. After which you cannot use it again until you finish a long rest. This is a wisdom saving throw.

### Pathfinder

Ability Score Increases: +2 Strength, +2 charisma, and -2 wisdom: All Lupines are strong, and can't help but have a strong personality. However, they are typically a bit naieve

Type: Lupines are humanoids with the Wolf subtype.

Size: Lupines are Medium creatures and receive no bonuses or penalties due to their size.

Speed: Lupines have a base speed of 30 feet.

Languages: Lupines begin play speaking Common. Lupines with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Natural Weapons: A Lupine has a bite attack that deals 1d4 points of damage.
Low light vision: Lupines have low-light vision allowing them to see twice as far as humans in conditions of dim light.

Keen Senses: Lupine receive a +2 racial bonus on Perception skill checks.

Improved Trip: Lupines receive Improved Trip as a bonus feat at 1st level even if they do not meet the prerequisites.

Scent: Lupines gain the scent extraordinary ability
Nekomata

You Can't Train Luck

Gray

Red

Blonde

Black

Gray

Green

Blue

 A race of people gifted with the qualities of felines. Swift and intelligent, then often however lack common sense.

## Game Mechanics

### Fifth Edition Dnd

Ability score increases: Your Dexterity score increases by two and your intelligence score increases by one.

Size: Medium Size

Speed: 30 ft.

Languages: You can speak, read, and write Common.

Feline Grace: You have resistance against falling damage up to three times your height and always land on your feet.

Keen Senses: You have proficiency on perception checks.

Cat's Luck: Once per day when a Nekomata fails a Dexterity saving throw, the Nekomata can roll the saving throw again and must take the second roll.

Darkvision Vision: Accustomed to life at night, 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.

Natural Athletics: You have proficiency on Athletic checks.

### Pathfinder

Ability Score Racial Traits: Nekomata are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.

Type: Nekomata are humanoids with the cat subtype.

Size: Nekomata are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Nekomata have a base speed of 30 feet.

Languages: Nekomata begin play speaking Common and Nekomata. Nekomata with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Cat's Luck (Ex) Once per day when a Nekomata makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Nekomata receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Sprinter: Nekomata gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Low-Light Vision: Nekomata have low-light vision allowing them to see twice as far as humans in dim light.
Half-Orcs

The Blood of Monsters

Gray

Green

Red

 The progeny of Humans and Orcs, typically the Orc blood outweighs the human, resulting in a only mildly less aggressive and smaller Orc.

## Game Mechanics

### Fifth Edition Dnd

Ability Score Increase: Your strength score increases by two and your constitution score increases by one.

Size: Mediume Size.

Speed: 30 ft.

Darkvision: Thanks to your orc blood, 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.

Menacing: You gain proficiency in the Intimidation skill.

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages: You can speak, read, and write Common and Orc.

### Pathfinder

Ability Score Racial Increases: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.

Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Half-orcs have a base speed of 30 feet.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Grumdurkr

The Everlasting Wall

Dwarf Country, known for their massive wall separating themselves and the other dwarf nations from the barren deserts controlled by the orcs.

## Government

The government of Grumdurkr is little more than a direct chain of command in their military. The highest ranking to be the General of War, and following which are the Generals, Colonels, Lieutenants, and so on. The Stratocracy follows the strict style of their military. Even slight misdemeanors are often treated as high crimes against the country. However, the death penalty is reserved for only the worst of traitors against the nation.

## Military

The Grumdurkr military is not one to be trifled with. It is required by law that every citizen give at least thirty years of their life under service of the military in some way. Typically this time will be spent guarding the wall in protecting not only themselves but their entire continent from the Orc menace, the Gijak that dare attempt to break their borders.

Because every Dwarf is drafted into service, they never seem to run out of hard working men and women for their military. In addition to this they are in a constant war with the Gijak they often see battle in one way or another. Although, other than this single conflict Grumdurkr typically will stay neutral to outside battles. They believe that the only battle they were ever raised to fight was against the Gijak to defend their borders

The Grumdurkr military is a well oiled machine of front line soldiers mixed with crossbowmen that line the tops of their walls. Their defensive movements have held the lines since the first days of the Dwarven Union.

## Society and Culture

The Grumdurkr society is built on their traditions of order and service. As each Grumdurkran must serve at least thirty years in their military. Although, typically most Dwarves will often serve longer terms often upwards eighty to a hundred years, even more so if they excel in their duties. To them this service is not simply a requirement, but it is their duty as Grumdurkrans. As every man, woman, and child knows that they will one day be called upon to do their duty for their country.

This service hardens the Grumdurkrans against any and all outsiders. As they are raised by the military any life outside of it is often considered strange and alien to the isolated Dwarves. In addition, due to their life of battle, they find those who live simple lives or heavens forbid peaceful lives, to be little more than soft children that could be defeated by a Dwarven child.

## Cities

### Cities

Dareral [Burning Heart]

Eritia [Pool of the Elders]

Fall'ral [Strength of the Heart]

Helgal [Sheild of the gods]

Urniunn [Skull of the Highborn]

Valgen [Dragon Stone]

Voniz [Tunnel of the Fox]

### Villages

Horfaldir

Khurgalor

Vughrhia

## Geographic Locations

Grumdukr-Castle

-Dwarven Continent

Dwarf-Kralhen

Orc-Gijak
Pedsheel

The Grand Commerce

Maruinae

Halfling Country, recently created country given to the halflings. They are known for being traders above all else. Due to their typically nomadic personality have only recently been given homes by Kralhen insistence.

## Government

The Pedsheelen government is a loose one at best. The only government they operate is that of a republic, built on the various groups of caravans. This republic will typically only meet a single time per year, or in the most dire of circumstances. The republic is headed up by the eldest representing member. This representative will bring order to any proceedings that occur, but otherwise they have roughly the same power as any other member of the group might.

## Military

Have no military to speak of. The Pedsheelen people are a peaceful race, and until recently they did not have any lands to contest over. Any military might they have is only that of neighboring countries offering their protection in case of dire need. Otherwise Pedsheel will often refuse to fight against only the absolute necessary battles, and to their cunning minds they have yet to come across such a battle.

## Society and Culture

The Pedsheelen society is built purely on trade. They are constantly moving and transferring their wares from one place to another. The only people that actually live in the nation of Pedsheel are mothers with very young children, elderly that have far past their prime, and those of that are not of the Halfling race.

The remaining Pedsheelens believe their calling to be out in the world, exploring the wonders that it offers. Nearly every country welcomes the Halfling nation. Knowing that the influx of new trade goods, along with the general revelry that seems to follow Pedsheel will be a welcome reprieve from the doldrums of their typical lives.

The inhabitants of Pedsheel are a jolly bunch always willing to share a tale or glass of good alcohol. They believe life is a gift that was meant to be shared by all those around you. Although, they also believe that if you squander that gift you are worth no more than the dung from their cattle. They absolutely abhor wastefulness in every sense of the word. They often need to share their belongings for the good of others, so seeing a man drown himself in excess and waste that which he does not use is unheard of.

## Cities

### Cities

Fenerf [Earthen Friend]

Gar'din [First Tool]

Widhed [diamond secret]

### Villages

Calladfen [Hill Family]

Janjan [Blessed Home]

Kaerwann [Fire Illusion]

Owdin [Beloved tool]

Pinraer [Joyful Wind]

## Geographic Locations

Pedsheel-Boat

-Knife Continent

Dwarf Kralhen

Human Hagedis

Human Troiclu
Vorbat

Goblins

Kobolds

Giants

Half-Giants

Tengu

considered to be the most organized and fanatical of all the orcs tribes, also the most feared.

## Government

The Vorbatan government is run by a single ruler. This ruler for all intents and purposes acts like a dictator. A person with absolute control over the country and everything that it does. This ruler may have various advisers but they always have the final say in any decision that occurs within their country.

This absolute comes with a single rule for upheaval. Any citizen of the Vorbat may challenge the leader for rule of the country. This challenge will be that of single combat in an open arena of the ruler's choosing. Any and all weapons and magics are allowed, they are simply not allowed to have any outside assistance. If either party is found to be cheating in any way the guards are honor bound to strike down the offender and declare the remaining person to be the new leader of the Vorbat.

## Military

The Vorbatan military is a hodgepodge of the various monstrous races that make up the country of Vorbat. The military leaders do their best to allocate each member of their forces to highlight their strengths in certain areas. An example of this would be placing Orcs on the front lines of an assault while they send a platoon of Goblins to attack the enemies flank while still driving them into the Orc assault. The combined forces of all of these different races makes for an enormous playbook for the Vorbatan generals to choose from as they continue their aggressive march across Stalichar

## Society and Culture

The Vorbatan culture is an odd one. It is one that practices acceptance of all races, while still cursing those that have shunned the creatures that they have already accepted. It is a country that aggressive expands it's borders against all those who stand in it's way, and yet within it's borders declares a time of mutual peace.

It only provides two things that truly stand without question. The first being it's belief in strength. Only the powerful are to rule, and those beneath you are meant to be used as tools to further your agenda. The second being it's faith. All citizens of Vorbat are required to follow the Orc Pantheon specifically worshipping Fhagoth their god of blood and and their future. These two facts are shown in nearly every aspect of the Vorbatan life. If one is not strong enough to lead, they are forced to follow those who can.

## Cities

### Cities

Duma

Murbag

Rakagu

Ulam

### Villages

Bomaugh

Bugrash

Dalthu

Grukag

Hagob

## Geographic Locations

Vorbat Cities-Blinded

-Main Continent

Hagedis-Humans
Character Sheet

Statistics

Strength: (0)

Str Modifier

Dexterity: (0)

Dex Modifier:

Constitution: (0)

Con Modifier:

Intelligence: (0)

Int Modifier:

Wisdom: (0)

Wis Modifier:

Charisma: (0)

Saving throws

Strength: (yes/no)

Bonus = (Str Modifier)

Dexterity: (yes/no)

Bonus = (Dex Modifier)

Constitution: (yes/no)

Bonus = (Con Modifier)

Intelligence: (yes/no)

Bonus = (Int Modifier)

Wisdom: (yes/no)

Bonus = (Wis Modifier)

Charisma: (yes/no)

Bonus = (Cha Modifier)

(Add Proficiency Modifier to all proficeint saves)

Skills

(Add Proficiency Modifier to all proficeint skills)

Attacks

Name:

Atack Modifier: (Strength/Dexterity Modifier\*)

(Add Proficiency Modifier if proficient with weapon)

Damage/Type: (Weapon Damage + Strength/Deterity Modifier\*)

(\*If ranged or Finesse Weapon)

Other Equipment

Spellcasting Ability: (Int/Wis/Cha)

Spell Save DC: (8 + Proficiency Bonus + Spellcasting Ability Modifier)

Spell Attack Modifier: (Proficiency Bonus + Spellcasting Ability Modifier)

1. What is/was your character's profession?

2a. what are your character's parents like, even if they are dead?

2b. What did your parents do for a living?

3. What are your character's aspirations for life?

4. What social environment did your character have? (Peasant, Merchant, Noble, etc)

5. Why did your character become their class? Why not another, ex fighter?

6. Who trained your character?

7. Does your character have any close friends? Any non-immediate family?

8. Does your character have any enemies?

9. Does your character have any habits, good or bad?

10. Does your character honor any particular god? Why or why not?

11. What is your character's greatest Fear?

12. Does your character have any siblings? If so what were they like?

13. Is your character in any sort of romantic relationship? If yes, who are they with and describe the relationship.
If no, why not?

14. What was your character's hometown like?
Half-Elves

Of Two Different Worlds

Silver

Red

Brown

Hazel

Silver

Tarian

Troiclu

 A race gaining both the grace of elves, but the adaptability of humans.

## Game Mechanics

### Fifth Edition Dnd

Ability score Increases: Your Charisma score increases by two and two other ability scores increase by one.

Size: Medium

Speed: 30 ft

Darkvision: Thanks to your elf blood, 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility: You gain proficiency in two skills of your choice.

Languages: You can speak, read, and write Common, Elvish, and one additional language of your choice.

### Pathfinder

Ability Score Increases: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-elves are humanoid creatures with both the human and the elf subtypes.

Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Half-elves have a base speed of 30 feet.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multi-talented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.