recursal/Fanatic-Fandom huggingface dataset:
Barbarian Subclass: Path of the Tidebringer

The Path of the Tidebringer is for barbarians who wish to call upon the sea's fury. Perhaps they swore an oath to a vengeful god of the deeps, or were empowered during a watery brush with death. Some may seek to defend the ocean's glory, while others wish to see the waves rise up and wash away their enemies.

Tidebringers may come from any background, though almost all will have some connection to the sea. Their alignments vary widely, as well - noble and lawful defenders of the waves walk this path alongside destroyers who would see landborne life washed away.

#### Ocean Dweller

When you adopt this path at 3rd level, you gain proficiency in water vehicles, or another tool of your choice if you are already proficient. Additionally, you gain the ability to hold your breath for 1 hour, and a swimming speed equal to your walking speed. If you already have a swimming speed, your swimming speed increases by 15 feet

#### Sea's Fury

Also at 3rd level, your rage enables you to channel the sea's might. When you begin raging, you may choose one of the following benefits, which lasts for the duration of your rage.

* **Depths:** Whenever you deal damage to a target with a melee weapon attack, they take an additional amount of cold damage equal to your Rage damage bonus.
* **Waves:** Once per turn when you hit a creature with an attack, you can force them to make a saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, they are knocked prone.

#### Emissary of the Waves

At 6th level, you are able to summon greater reserves of oceanic power. You gain the ability to breathe water, and choose an additional benefit which you may change after any short or long rest.

* **Depths:** You gain resistance to fire and cold damage.
* **Waves:** As a reaction when an enemy misses you with a melee attack, you may move up to half your speed without provoking attacks of opportunity.

#### Wave caller

At 10th level, you can summon the fury of the waves directly. You learn the spells *crashing wave*\*, *dancing wave*\*, and *waterspout*\*, and can cast them with Strength as your spellcasting ability modifier. You can cast these spells and concentrate on them while you are raging, and dealing damage with them counts as dealing damage for purposes of maintaining your rage.

You can cast each of these spells one time without expending a spell slot, and are able to do so again after completing a long rest.

#### Oceans Wrath

At 14th level, your command over the ocean's power grows greater. When you begin raging, you can choose to fully embody the wrath of the ocean. If you do so, you gain both benefits of your Sea's Fury ability, and both effects apply to creatures of your choice within 5 feet of the creature you attack.

You can rage in this way once, regaining the ability to do so after a long rest
Dragons End

## Overview

Dragons End stands as a testament to the duality that defines the life of Rex Kalos in Outlaw Oasis. It seamlessly blends into the vibrant tapestry of the city, presenting itself as a pawn shop to the casual observer. However, beneath this façade lies a labyrinthine network of secrets and covert operations that characterize Rex's illustrious career as the Master Thief of Wysteria Kingdom.

## Description

Situated strategically in the heart of Outlaw Oasis, Dragons End encapsulates the essence of Rex Kalos's criminal empire. The establishment not only serves as a front for his illegal activities but also doubles as a legitimate business, adding an extra layer of complexity to the enigma surrounding the Master Thief.

## Exterior

The exterior of Dragons End maintains a careful balance between blending in and standing out. The subtle dragon motif on the signage adds an air of mystique, drawing in those with a penchant for the arcane. The overall architecture harmonizes with the eclectic surroundings, making it an unassuming yet intriguing presence in Outlaw Oasis.

## Interior

### Pawn Shop

Upon entering the pawn shop, patrons are greeted by the enchanting atmosphere curated by Elena Swiftblade, the charismatic proprietor. The inventory, meticulously curated to include arcane trinkets, vintage jewelry, and peculiar oddities, not only serves as a cover but also entices customers with a taste for the extraordinary.

### Living Space

Hidden away from prying eyes, Rex Kalos's living quarters within Dragons End provide a sanctuary amid the chaos of his criminal endeavors. The décor reflects a blend of opulence and functionality, showcasing the diverse tastes and preferences of the enigmatic Master Thief.

### Underground Workshop

Beneath the seemingly ordinary pawn shop lies the beating heart of Dragons End—the underground workshop. A sprawling, carefully organized space, the workshop is a testament to Rex's ingenuity and creativity. Here, he hones his skills, crafts ingenious gadgets, and plans heists that defy the imagination.

## Security Measures

### Magical Defenses

Woven into the very fabric of the workshop are protective wards, meticulously crafted by the skilled artificer Vorin Ironhand. These magical defenses not only shield Dragons End from magical surveillance but also serve as a testament to the importance of secrecy in Rex's operations.

### Weapon Systems

Concealed within the workshop are state-of-the-art weapon systems, a collaboration between Rex Kalos and Vorin Ironhand. These systems, designed to deter any would-be intruders, stand as a testament to Rex's commitment to protecting his secrets at any cost.

### Mobile Teleportation Gateway

The crowning jewel of Dragons End's security measures is the mobile teleportation gateway. A marvel of magical engineering, this device allows Rex to discreetly relocate his airship, the Dark Moon, providing an unparalleled level of mobility and security to the Master Thief
Liz, the Fiendblood Witch

### Description:

Liz, also known as the Fiendblood Witch, is an elderly and enigmatic human with an eerie presence. Her visage carries the weight of many years, yet her eyes gleam with a sinister wisdom. She possesses distinctive features, such as obsidian-black hair and crimson irises, clear signs of her demonic lineage.

### Background and Origin:

Born with demonic blood running through her veins, Liz's childhood was marked by strange occurrences. At a young age, she began experimenting with her innate powers, delving into the dark arts of summoning and binding fiends. Her ability to manifest and control fiends at such an early age set her on a path of forbidden magic.

### Powers and Abilities:

1. Demonic Manipulation: Liz can summon and control a variety of fiends, ranging from minor imps to more powerful demons. These fiends serve her faithfully, carrying out her commands.
2. Environment Manipulation: Her unique magic allows her to manipulate her surroundings. She can alter terrain, create barriers, and even manipulate the very air itself to hinder or ensnare her enemies.
3. Demonic Infused Weapons: Liz can conjure weapons infused with demonic energy. These weapons are not only formidable in combat but also carry curses and malevolent effects, making them deadly tools of destruction.
4. Life Force Absorption: Liz has developed the ability to absorb the life force of creatures she defeats. Currently, this ability is limited in its scope, allowing her to replicate some of the abilities of the creatures she absorbs, albeit to a limited degree.

### Personality:

The Fiendblood Witch is known for her chaotic and unpredictable nature. She is driven by a relentless pursuit of power and knowledge, even if it means dabbling in the darkest of magics. Liz's moral compass is often skewed, and she has no qualms about using her abilities to further her own goals, even if it means sacrificing others.

### Weaknesses:

1. Aging: Despite her immense power, Liz's age has taken a toll on her physical capabilities, making her less agile and more vulnerable to attacks.
2. Limited Life Force Absorption: While she can absorb the life force of defeated creatures, her ability to replicate their abilities remains limited and requires careful planning.
3. Unpredictable: Her chaotic nature can lead to impulsive decisions that may not always be in her best interest or that of her allies.

### Legacy:

Liz, the Fiendblood Witch, stands as one of the founding members of the Five Pillars of Chaos, contributing her unique brand of dark magic to the group's malevolent pursuits. Her presence in your D&D world adds an element of intrigue and danger, as her powers and ambitions know no bounds. Players who cross paths with Liz will face a formidable and morally complex adversary.
Monk Subclass: Way of the 9 Gates of Hell

Once in a time, I traveled to a mountain region where it was rumored that there was a certain monastery that holds a strange style taken by few monks. When I asked the natives about the rumors, they told me in a warning manner to not go there, and they said to me something that my poor translations revealed as:

There was also the mention of the number nine, but I excluded that from the conversation. Now, knowing me, I sought that monastery in hopes of finding a good challenge with some who are willing to share their knowledge with me; however, the story of how I got there is not important, but all I can say is that I found a strange compound that was a part of the mountain itself.

When I opened the entrance to what I thought was the monastery I couldn't believe my eyes, I saw dozens of monks fighting and training with each other with great ferocity and frenzy while the others were breaking stone brick, wooden boards and other items using only their heads. After a few seconds of me observing them with great wonder and an open jaw, they all turned at me and stared back at what was a stranger in their midst, so I waved my hand and simply closed the door after my leaving them for good. I never thought that I would say this but I was afraid of being there because they brought fear to me looking like devils in hell.

#### Mastery of the Body

Starting when you choose this tradition at 3rd level, you can use nearly any part of your body to make an unarmed attack, not just your arms and legs. This will allow you to attack in different situations, even when wielding two weapons or two-handed weapons.

Starting when you choose this subclass, you can roll a d6 in place of the normal damage for your unarmed strike. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. This increased damage can only be applied to an unarmed strike, and not to a monk weapon.

#### Third Gate of Hell

Starting at 6th level, immediately after taking damage from a creature within 5 feet, you may use your reaction to make an unarmed strike against that creature. If the attack hit, you can choose to expend 1 ki point to deal maximum damage.

#### Sixth Gate of Wrath

Starting at 11th level, you can use your hellish hate to fuel your abilities. You learn the following features:

#### Ninth Gate of Cataclysm

Starting at 17th level, as an action, you can spend all of your remaining ki points to make a number of extra unarmed strikes equal to the ki points spent + your Dexterity modifier.

You gain a level of exhaustion on the end of the turn in which you have used this ability. You can only use this feature once, regaining use after a long rest.
Malgorth Blighted Vanguard

# The Malgorth Blighted Vanguard

### I. Introduction

In the shadowed corners of Chromosh, where light fears to tread, the Malgorth Blighted Vanguard emerges as a terrifying force of malevolence and corruption. Led by their fearsome leader, Lord Vokarath, this elite group of hunters strikes fear into the hearts of fey and werewolves alike. Mounted upon nightmarish creatures, the Vanguard gallops through the darkness, leaving behind a trail of decay and despair.

### II. Vanguard's Unholy Oath

1. Allegiance to Malgorth: The Vanguard is bound by an unholy oath to the malevolent demon prince, Malgorth, the Blighted Sage. Through this allegiance, they harness corrupted fey magic and nature's decay, wielding them as weapons against those who seek to preserve the delicate balance of Chromosh.

2. Mastery of Blight: Each member of the Vanguard is a master of blight, commanding the very essence of decay. Their spells and abilities desecrate the land, draining the life force of their enemies and corrupting the once-vibrant landscapes they traverse.

### III. Lord Vokarath: Herald of Malgorth

1. Ruthless Leadership: Under the leadership of Lord Vokarath, the Vanguard has become a relentless and cunning force. Vokarath's strategic brilliance and unmatched combat skills drive the Vanguard forward, ensuring their malevolence knows no bounds.

2. The Blighted Glaive: Vokarath wields "The Blighted Glaive," a weapon of legendary power infused with corrupted fey magic. This glaive is both a symbol of his allegiance to Malgorth and a devastating instrument of destruction, capable of tearing through even the strongest of adversaries.

### IV. The Vanguard's Terror

1. Nightmarish Assault: Mounted upon terrifying steeds, the Vanguard launches nightmarish assaults under the cover of darkness. Their arrival is heralded by the echoes of fear and the stench of decay, striking terror into the hearts of those unfortunate enough to witness their approach.

2. Corruption in Their Wake: Wherever the Vanguard treads, corruption follows. Lush forests wither, and once-pure waters turn fetid in their wake. Their presence is a blight upon the land, a testament to the relentless pursuit of chaos that drives them.

### V. Conclusion: The Vanguard's Legacy

The Malgorth Blighted Vanguard stands as a dark testament to the depths of depravity that can be reached by those who forsake the light. With Lord Vokarath at their helm, they are an unstoppable force, leaving behind a world forever changed by their malevolence. Chromosh trembles in their wake, and as they continue their unholy crusade, the very essence of the land hangs in the balance, teetering on the precipice of eternal darkness.
Dragons in Chromosh

### Introduction

Dragons, the majestic and mythical creatures of Chromosh, hold a special place in the world's lore and history. Here, we delve into the depths of dragonkind, exploring their rarity, significance, and the enigmatic Isle of Dragons.

### Chapter 1: Rarity and Legends

*Dragons as Legends* Dragons in Chromosh are not common beings; they are legendary figures. Most knowledge about dragons is derived from ancient stories and myths passed down through generations. These tales speak of their immense power, wisdom, and the awe they inspire.

*Rare Sightings* Actual sightings of dragons are exceptionally rare. Few have claimed to witness these magnificent creatures, and skepticism often surrounds such accounts. This rarity adds an air of mystery and excitement whenever rumors of dragon sightings emerge.

### Chapter 2: The Isle of Dragons

*Location* The Isle of Dragons is a well-guarded secret, known exclusively to dragons themselves. This uncharted island is hidden away in the vast sea, concealed by powerful magical enchantments that deter casual discovery.

*Purpose* The Isle of Dragons serves not just as a sanctuary but as a repository of ancient dragon knowledge and priceless artifacts. Key aspects of the Isle include:

* Ancient Libraries: Concealed within the Isle's heart, extensive libraries house scrolls, tomes, and tablets that chronicle the history, magic, and secrets of dragons. Access to these archives is granted solely to those blessed by the dragon council.
* Dragon Elders: The Isle is inhabited by elder dragons, the wisest and most ancient of their kind. They fulfill the roles of guardians and keepers of the Isle's secrets.
* Artifacts: Several select dragon artifacts of immense power reside on the Isle. These include dragon-scale armor, talismans that bestow dragon-like abilities, and the legendary Dragonheart Crystal, rumored to grant unimaginable power to its possessor.

*Dragon Council* The Isle of Dragons operates under the governance of a council composed of the oldest and wisest dragons. This council determines who may gain access to the Isle's knowledge and artifacts. While they typically do not interfere in the outside world, they may act when the balance between dragons and other races is threatened.

### Chapter 3: Adventures with Dragons

*Adventure Hook* For intrepid adventurers, any mention of the Isle of Dragons in an obscure prophecy or a worn map could initiate a legendary quest. To unlock the Isle's secrets, they must embark on a perilous journey, locate the island, prove their worthiness to the Dragon Council, and earn the right to access its fabled knowledge.

### Conclusion

Dragons in Chromosh are not mere creatures; they are the stuff of legends and dreams. Their rarity and the secrets held on the Isle of Dragons make them a central and captivating aspect of the world. Whether as allies, adversaries, or sources of legendary quests, dragons enrich the tapestry of this fantastical realm.
Ecllipsed Guardian Order

## Introduction:

The Eclipsed Guardians is a clandestine order dedicated to the protection and preservation of warlocks throughout the realm. Comprising solely of formidable warlocks, each member harnesses their arcane powers to shield and defend their fellow practitioners. Sworn to anonymity, the Eclipsed Guardians wear enigmatic masks that symbolize their unity and commitment to their sacred mission.

## History:

The origins of The Eclipsed Guardians are shrouded in ancient legends and mystical tales. Some believe that the order dates back to a time when warlocks faced grave persecution, while others think it emerged from a prophecy foretelling the rise of an elite group of warlocks destined to protect their own kind.

## Purpose and Quest:

The primary quest of The Eclipsed Guardians is to safeguard warlocks from threats, prejudice, and those who seek to suppress their magical gifts. Beyond physical protection, the order aims to foster a community of trust and support among warlocks, nurturing their abilities and knowledge to greater heights.

## Membership and Initiation:

Joining The Eclipsed Guardians is an arduous and secretive process. Prospective members, already accomplished warlocks, are chosen based on their exceptional magical talents, unwavering loyalty, and willingness to put the safety of others above themselves. Upon selection, they undergo a series of trials, both magical and moral, to prove their worthiness.

## Veil of Shadows:

The hallmark of The Eclipsed Guardians is their adherence to anonymity, shrouded beneath their enigmatic masks. The masks serve to hide their identities, unifying them under a single purpose, and adding an aura of mystery and awe to their presence.

## Hidden Sanctuaries:

The Eclipsed Guardians maintain hidden sanctuaries throughout the realm, carefully concealed from prying eyes. These enclaves serve as protected havens, where warlocks can seek shelter, learn, and share knowledge without fear of persecution.

## Code of Luminary Principles:

The order abides by the Code of Luminary Principles, a set of sacred guidelines including:

1. Luminous Unity: Preserve a united front among warlocks and stand as beacons of strength and support.
2. Eclipse of Self: Forego individual recognition and ego, embracing the collective purpose of safeguarding their kind.
3. Cloaked Vigilance: Maintain secrecy at all costs, guarding their hidden enclaves from those who would seek to destroy or exploit them.
Drake's Enclave

Drake's Enclave is a prestigious bounty hunter organization based in the Wysteria Kingdom. Renowned for its elite membership and intricate hierarchy, the organization plays a crucial role in maintaining law and order. It is celebrated for its ability to handle some of the most challenging bounties and is feared for its efficiency and ruthlessness.

## Background

Founded several decades ago, Drake's Enclave was established by a legendary hunter known only as "The Drake." The organization was formed to bring order to the chaotic bounty hunting landscape of the Wysteria Kingdom. Over time, it grew in prominence and scope, attracting the most skilled hunters across the world.

## Hierarchy

Drake's Enclave operates under a strict hierarchy, which is as follows:

1. The Five Rings: The elite of the elite, responsible for handling the most dangerous bounties on the Black List.
2. Grand Master: Senior hunters with a track record of high-profile successful captures.
3. Master: Experienced hunters recognized for their consistent success.
4. Expert: Skilled individuals proficient in complex bounties.
5. Adept: Competent hunters handling more challenging tasks.
6. Apprentice: Hunters in training, under the guidance of higher-ranked members.
7. Novice: Entry-level members, new to the world of bounty hunting.

## The Black List

A confidential list accessible only to the Five Rings, featuring high-risk, high-reward bounties. It includes notorious criminals and elusive targets deemed too dangerous for lower ranks.

## Infrastructure

* The White Dragon: The main stronghold located in the capital city, serving as the central hub for the organization.
* Regional Halls: Outposts in various towns and cities, functioning as local headquarters and support centers.

## Transportation and Equipment

The organization boasts a fleet of modified carriages and airships designed for the secure transport of captives. These include heavily fortified carriages for land transport and advanced airships for rapid and discreet aerial movement.

## Influence and Reputation

Drake's Enclave holds significant sway in the Wysteria Kingdom and beyond. Its reputation for handling dangerous criminals and complex situations has established it as a vital entity in maintaining regional stability.

## Notable Members

* The Drake: Founder and legendary hunter whose whereabouts are currently unknown.
* Members of the Five Rings: The current leaders, known for their unmatched skills and leadership.
Master Kaldrek

## Overview

Full Name: Master Kaldrek

Alias: None known

Race: Unknown (Possibly Human)

Gender: Male

Age: Unknown

Alignment: Lawful Evil

## Description

Master Kaldrek is the enigmatic and malevolent leader of the Darkened Covenant, a corrupted adventurers guild operating within the Wysteria Kingdom. His true origins and identity are shrouded in mystery, and he is believed to possess unnatural powers obtained through a sinister pact with an otherworldly entity.

## Appearance

Kaldrek is a tall and slender figure, often seen clad in dark, hooded robes that obscure most of his features. His face remains hidden beneath the depths of his hood, casting an eerie and unsettling aura. His eyes, however, are a striking and unnatural shade of glowing green, which many have found to be deeply unsettling.

## Powers and Abilities

Master Kaldrek is a formidable warlock with a mastery of dark and corrupting magic. His powers include:

* Dark Pact: Kaldrek's pact grants him control over shadow magic and eldritch energy, allowing him to cast spells that manipulate darkness, control minds, and drain the life force from his enemies.
* Shapeshifting: He possesses the ability to change his form, allowing him to blend seamlessly into the shadows or take on various disguises.
* Mind Control: Kaldrek can exert influence over the thoughts and actions of others, making them unwitting pawns in his dark schemes.

## Personality

Kaldrek is a master manipulator, possessing cunning and patience. He is a charismatic speaker and uses his charm to sway guild members to his will. Ruthless and power-hungry, he believes that the world should be reshaped according to his vision, even if it means plunging it into chaos and darkness.

## Goals

Master Kaldrek's primary goal is to harness the immense magical potential of Wysteria for his dark patron's purposes. He envisions himself as a ruler of a new era, with the Darkened Covenant as his loyal enforcers. His ultimate goal is to use the Serpent's Eye and other arcane wonders in the city to unlock even greater powers.

## Weaknesses

While Kaldrek is a formidable foe, he is not invincible. His power may be tied to his dark pact, and breaking that pact could weaken him significantly. Additionally, his arrogance and overconfidence may blind him to potential threats.

## Influence on the Campaign

Master Kaldrek serves as a central antagonist in the campaign, driving the corrupt activities of the Darkened Covenant. Confronting him will be a significant challenge for the adventurers, as they seek to expose and thwart the guild's corruption.
General Alexandros

# General Alexandros Wiki Page

## Introduction:

General Alexandros, the Abyssal Annihilator, stands as the most powerful of the demon generals under the command of Demon Prince Valtair. With the formidable power of Abyssal Annihilation, he commands the battlefield, leading his fellow generals and minions with unmatched skill and determination.

## Appearance:

A commanding figure, his eyes glow with the power of Abyssal Annihilation. He wears armor infused with Abyssal energy, adorned with intricate patterns resembling swirling chaos.

## Origin and History:

Born from the depths of the Abyss, Alexandros's true origins remain shrouded in mystery. His rise to power was swift and brutal, as he proved his dominance on the battlefield, earning him the favor of Demon Prince Valtair.

## Abilities and Powers:

* Abyssal Annihilation: Unleashes a devastating wave of Abyssal energy, disintegrating enemies and conjuring powerful weapons.
* Master Tactician: Possesses unparalleled strategic brilliance, anticipating enemy movements and coordinating allies effectively.

## Influence and Domain:

Alexandros commands vast territories in the Abyss, his influence resonating across dimensions. He is a beacon of power, inspiring fear and loyalty among his minions and fellow demons.

## Cults and Worship:

While not a deity, some cults venerate Alexandros as a symbol of destructive power, seeking his favor to gain strength and dominance.

## Enemies and Alliances:

Alexandros has crushed countless adversaries, and even rival demons tread cautiously in his presence. He maintains an alliance with Demon Prince Valtair, their combined forces reshaping the balance of power in the Abyss.

## Notable Achievements:

* Led demonic forces in the Battle of the Blazing Abyss, obliterating an entire legion of celestial beings.
* Established the Abyssal Dominion, a realm where his influence is absolute, and no enemy can challenge his rule.

## Legacy and Influence:

Alexandros's legacy is one of fear and reverence. His tactical brilliance and unmatched power have left an indelible mark on demonic history, shaping battles and conflicts for centuries.

## Artifacts and Relics:

* Abyssal Blade: A sword wreathed in Abyssal flames, capable of cutting through any defense with ease.
* Chaos Shield: A shield that absorbs and redirects incoming attacks, forged from the essence of Abyssal Annihilation.

## In Popular Culture:

General Alexandros has been depicted in various forms of media, often portrayed as a relentless and unstoppable force on the battlefield. His character has inspired numerous stories, games, and artworks, showcasing his dominance and strategic prowess.
Gromlok

# Gromlok the Earthshaker

## Appearance:

Gromlok is a colossal minotaur, standing nearly nine feet tall, with rippling muscles and a hulking frame. His fur is a deep, earthy brown, and his eyes glow with an eerie green light. His immense strength is matched only by his control over the earth itself, a power that emanates from his massive, gnarled hands. He wears a suit of stone-carved armor adorned with ancient symbols of earth and labyrinthine designs.

## Background:

Gromlok was born into a tribe of minotaurs that dwelled in the subterranean depths of Chromosh. From a young age, he displayed an innate affinity for manipulating earth and stone. When he uncovered a legendary warhammer forged by giants, his power surged, and he declared himself the Earthshaker, the leader of his tribe.

## Abilities:

1. Earth Manipulation: Gromlok possesses the unparalleled ability to manipulate the earth, allowing him to shape the terrain as he sees fit. He can create towering walls of stone, sink the ground into treacherous pits, and conjure labyrinthine mazes that trap anyone who dares enter.
2. Giantforged Warhammer: His colossal warhammer, known as "Tectonic Maul," has the power to create violent seismic fissures upon impact. It can shatter the ground and send shockwaves that topple buildings and disorient foes. The hammer's strikes leave a trail of destruction in their wake.
3. Minotaur Dominance: Gromlok's leadership has united his minotaur tribe under his banner. They are fiercely loyal to their Earthshaker, and they roam the labyrinthine towns he creates, ensuring that no intruders escape their grasp.

## Goal:

Gromlok's ultimate goal is to turn the entire world of Chromosh into an endless labyrinth, a chaotic realm of twisting tunnels and impenetrable mazes where only his minotaur tribe can thrive. He seeks to claim town after town, bending the earth to his will and expanding his domain.

## Methods:

The Earthshaker's method is ruthless and destructive. He approaches towns with his tribe, unleashes his earth-manipulating powers, and transforms the once-thriving settlements into labyrinthine nightmares. Anyone who resists is crushed by his giantforged warhammer.

## Weaknesses:

* Overconfidence: Gromlok's confidence in his earth-manipulating abilities may lead him to underestimate the resourcefulness of his adversaries.
* Isolation: His obsession with creating endless labyrinths could make him isolated and vulnerable to alliances formed against him.
* Warhammer Reliance: His reliance on the Tectonic Maul means that if the weapon were ever taken from him, he'd lose a significant source of his power.

## Role in the Story:

Gromlok the Earthshaker is a relentless and imposing antagonist in the world of Chromosh. Heroes must face the labyrinthine challenges he creates, navigate treacherous terrain, and ultimately confront the minotaur leader to halt the spread of his endless labyrinth. His dark presence adds a sense of danger and urgency to the campaign.
Aero-Wind

# Aero-Wind Propulsion Technology

## Overview

The Aero-Wind Propulsion Technology is a unique and rare form of magical propulsion designed for maritime vessels. Utilizing an ingenious gyroscope and a central crystal, this system harnesses both traditional wind and arcane currents to propel ships in a chosen direction.

## Description

The heart of the Aero-Wind system lies in its specialized gyroscope, featuring a meticulously crafted crystal at its center. When activated, this crystal resonates with magical energies, enabling the gyroscope to manipulate both wind and arcane currents in the surrounding environment.

## History

The Aero-Wind Propulsion Technology was invented by the visionary human engineer Trent Geral approximately 45 years ago. Geral's dedication to advancing naval travel led him to experiment with unconventional designs, ultimately resulting in the creation of the Aero-Wind technology.

## Arcane Engineering

The technology's arcane engineering is centered around the gyroscope, which serves as the control mechanism for manipulating magical currents. The central crystal, carefully chosen for its magical properties, allows for precise adjustments to the ship's propulsion.

## Adoption and Impact

Due to the complexity of its design and the unique materials required, the Aero-Wind Propulsion Technology has limited adoption. Only a handful of ships are equipped with this system, making them distinctive and often the envy of maritime enthusiasts. The technology has left an indelible mark on naval engineering, inspiring discussions about the future of magical propulsion.

## Notable Features

* Maneuverability: One of the standout features of the Aero-Wind system is its exceptional maneuverability. The gyroscope allows for swift changes in direction, making the equipped vessel highly responsive to the operator's commands.
* Adaptability: The technology's adaptability is a key advantage, allowing ships to navigate through various environmental conditions. Whether facing turbulent waters or calm seas, the Aero-Wind system provides a reliable means of propulsion.
* Speed Enhancement: In addition to its precise control, the Aero-Wind system offers a notable speed enhancement. Vessels equipped with this technology can achieve impressive speeds, outpacing traditional sailing vessels.
Elowen Veridian

## Description

Elowen Veridian, the revered enchantress and matriarch of House Veridian, stands as a paragon of magical innovation and leadership within Aetherium Reach. Her legacy is woven into the very fabric of the enchanting realm, where traditional magical arts and cutting-edge enchantments harmoniously coexist. This page explores Elowen's life, achievements, and enduring impact on the town she helped shape.

## Appearance

Cloaked in robes adorned with enchanted motifs, Elowen exudes an air of timeless elegance. Silvered hair cascades gracefully, framing a face marked by years of magical wisdom. Her eyes, gleaming with an otherworldly brilliance, reflect a lifetime of arcane exploration. Elowen's appearance not only radiates ageless beauty but also signifies the depth of her magical prowess.

## Personality

Elowen Veridian is characterized by her wisdom and innovative spirit. Revered for her contributions to arcane engineering, she possesses a deep connection to the natural world, evident in her commitment to sustainable magical practices. As the matriarch of House Veridian, Elowen's leadership reflects a harmonious balance of tradition and progress, making her a guiding force in Aetherium Reach.

## Biography

### Early Years and Magical Prodigy

Elowen's journey begins in the early days of Aetherium Reach, where her innate connection to the arcane marked her as a magical prodigy. Under the guidance of skilled mentors, she honed her talents, showcasing a particular affinity for enchantments. This early mastery set her on a path of magical innovation that would leave an indelible mark on the town.

### Founding House Veridian

Driven by a vision of harmonizing magic and technology, Elowen founded House Veridian. The family swiftly became a beacon of enchanting innovation, with Elowen at its helm. Her leadership shaped Aetherium Reach, setting the stage for a future where enchantments seamlessly blended with traditional magical arts.

## Background

Elowen Veridian's background is deeply rooted in the magical heritage of Aetherium Reach. As the founder of House Veridian, her commitment to sustainable magical practices and cultural enrichment laid the foundation for the family's enduring impact on the enchanting realm. Her influence extends beyond personal accomplishments, shaping the very destiny of the town.

## Character Information

* Race: Unknown (Assumed Shadar-Kai)
* Role: Enchantress, Matriarch of House Veridian
* Alignment: Neutral Good
* Affiliation: House Veridian

## Abilities

Elowen Veridian's magical abilities are legendary within Aetherium Reach. As an enchantress, she pioneered innovative enchantments that set new standards for magical ingenuity. Her commitment to sustainable magical practices showcases a deep understanding of the responsible use of magical energies, benefiting both the town and the natural world. As the matriarch of House Veridian, Elowen's leadership extends beyond magical prowess, influencing the family's enduring impact on Aetherium Reach.
Monk Subclass: Way of the Mageseeker

You are from an old-fashioned Faerun monastery that does not approve of the use of magic, you are one of the most elite students of that temple and you think that magic can be used against people who use magic, so your motto is to disable all magic users who poison Faerun by their own magic.

#### Magical Hinderance

3rd level Whenever you hit a creature with one of the attacks granted by your flurry of blows, you force that target to make a Constitution saving throw. If the creature fail the save, any attack roll it makes is made at disadvantage, and any saving throw forced by this creature is made at advantage.

This effect lasts until the end of your next turn.

#### Magical Robbery

Starting at 6th level, affect a creature with magical hindrance, you can either block or steal its magical powers, as shown bellow:

#### Book of Stealing

At 6th level, you can start to write a book of stealing. In that book, you can copy any spell you have memorized. You spend 50 gp and 1 hour per level of the spell to write the memorized spell on the book.

While you have the book of stealing, you can prepares spells form it. You can prepare an amount of spells written on your book of stealing equal to half your monk level + your Wisdom modifier. You prepare spells after finishing a long rest, by spending 1 minute per spell you want to prepare.

#### Mage Slayer

At 11th level, you learn how to impede your magical foes to escape. Whenever a creature within 60 feet tries to cast a spell, you know the level of the spell and can spend an amount of ki points equal to the spell level to counter it. After countering the spell, you can teleport to a place within 5 feet of the spellcaster, as part of the same reaction.

If the countered spell is from a level you are able to cast spells, you memorize that spell if you have spaces left and rob the slot without spending additional ki.

In addition, you can use your Magical Hindrance feature once in each of your turns without needing to use your flurry of blows.

#### Mana Burn

Starting at 17th level, when you hit a creature that has spell slots with an unarmed strike granted by your flurry of blows, you can force that creature to make a Constitution saving throw, or burn one of its spell slots. The burned slot causes damage to that creature, equal to 2d12 force damage per level of the spell.

You always burn the lowest spell slot level on that creature, unless you spend 1 additional ki point per level of the spell above 1st to burn higher level spell slots.

In addition, you can use mana burn on creatures that don't have spell slots, by burning your own ki to do it. You cause 1d12 force damage, and an additional 1d12 for each ki point spent after the first
Immortality of Chromosh

# Immortality in Chromosh

Immortality in Chromosh refers to the extraordinary state of eternal life possessed by certain individuals known as immortals. These beings, born with a mysterious and innate connection to ancient forms of magic, wield unimaginable power and knowledge.

## Types of Immortality

### Cursed/Blessed Immortality

The most common form of immortality in Chromosh is granted through curses or blessings. Immortals who acquire this type of immortality often pay a price, as the curse or blessing may come with drawbacks or limitations. Examples include prolonged suffering, inability to form lasting relationships, or being bound to specific duties.

### Ancient Birthright Immortality

A rarer and more potent form of immortality is the one bestowed upon immortals from birth. These individuals possess an inherent connection to the ancient forms of magic that have long been lost or forgotten. Their abilities allow them to wield extraordinary powers and access knowledge inaccessible to ordinary mortals.

## Origins and Powers

### Arcane Bloodline

Some immortals in Chromosh are born with a unique bloodline infused with ancient magical energies. This bloodline allows them to tap into powerful spells and abilities, granting them a deep understanding of the ancient magic passed down through generations.

### Sealed Guardians

Certain immortals bear magical seals or symbols etched into their skin. These seals act as conduits for ancient magic, enhancing their powers and protecting them from harm. Each immortal's seals possess distinctive properties, and they often serve as guardians of sacred sites or relics.

### Living Vessels

Immortals who are living vessels harbor powerful ancient entities or spirits within their souls. These entities merge with the immortals, granting them access to immense magical abilities. The immortals share a symbiotic relationship, benefiting from the entity's wisdom and magic.

### Timeless Essence

Immortals possessing a timeless essence are connected to a realm outside the boundaries of time. This connection allows them to manipulate time itself, peer into the past and future, and harness temporal magic. Their abilities in temporal manipulation make them formidable beings capable of shaping events across history.

## Impact on Society

The presence of immortals in Chromosh society has far-reaching implications. They are often revered as living legends, sources of wisdom, and repositories of ancient knowledge. Mortals seek their counsel, while some fear and envy their immortality. Immortals often undertake important roles such as guardians of sacred artifacts, preservers of ancient lore, or advisors to rulers.
Dominion's Grasp Flail

# Dominion's Grasp

Dominion's Grasp is a legendary flail, a powerful Animaforge artifact crafted to dominate and restrain adversaries within the world of Chromosh.

## Description

Dominion's Grasp takes the form of an imposing flail, featuring a staff with a chain attached to the top. At the end of the chain rests a mysterious and intricately designed sphere, pulsating with arcane energy. The flail's staff is adorned with exquisite engravings and runes, signifying its connection to control and dominance.

## Abilities

Dominion's Grasp bestows its wielder with remarkable powers:

1. Extended Reach: The chain attached to Dominion's Grasp can extend, granting the wielder increased reach during combat, allowing them to strike foes from a distance and manipulate the flow of battle.
2. Binding Constriction: When Dominion's Grasp strikes a target, the unique sphere at the end of the chain can grapple and restrain them. The target must make a Strength saving throw or be restrained by the weapon's magic. The wielder can use their bonus action to maintain the restraint or release it.
3. Aura of Dominion: While wielding Dominion's Grasp, the wielder emanates an aura of dominance and command. This aura affects creatures within a certain radius, granting disadvantage on saving throws against the wielder's attempts to grapple or restrain them.

## Legacy and Purpose

The origins of Dominion's Grasp are veiled in mystery, with legends suggesting its creation by masterful artificers or ancient guardians of control. This Animaforge artifact was forged with the purpose of establishing dominance and limiting the movements of adversaries, enabling the wielder to bend others to their will.

## Seekers of Dominion

Dominion's Grasp is coveted by those who seek to impose their will upon others and establish their authority. Warriors, conquerors, and those who desire to dominate in an area are drawn to this artifact, viewing it as a symbol of power and control.

## Embrace the Power,

Beware the Temptation While Dominion's Grasp grants incredible dominion over others, it carries the inherent risk of becoming consumed by power and dominance. Possessors of this artifact must exercise caution, ensuring that their desire for control does not lead them astray.
Mirewood City

## Introduction:

Mirewood City, a mysterious and secret enclave in the heart of the Astrea Kingdom, remains veiled in an aura of enigma and danger. The city, once bustling with life and ambition, fell under a curse cast by Zyphara, the malevolent queen of Black Dragons, over a century ago. This curse wrought havoc, leading to the death of many inhabitants and causing the city to vanish from the eyes of the world. Today, it lies hidden beneath a dense forest that grew around its walls, shrouding it from prying eyes. Despite the passage of time, Mirewood City endures, guarded by a demon bound by a pact with Sylvanara, the Deity of Nature.

## The Curse of Zyphara:

Zyphara's curse, a potent and deadly incantation, led to the swift demise of Mirewood City's residents. As a result, the city became overgrown with a mystical forest, obscuring its once grand structures from view. While many believe the city was obliterated, it endures, safeguarded by supernatural forces and the watchful eyes of the demon servant of Sylvanara.

## The Sentinel Demon:

A demonic guardian, bound by a pact with Sylvanara, stands watch over Mirewood City. This otherworldly entity, shrouded in shadows, protects the city's secrets and prevents intruders from discovering its concealed location. The demon's presence ensures that the cursed knowledge and artifacts within the city remain hidden, waiting for the brave and foolhardy alike to uncover its mysteries.

## The Citadel of Training:

At the heart of Mirewood City lies the Citadel, a once-vibrant center of paladin and cleric training. Here, warriors and healers were honed into formidable defenders of the realm. The Citadel housed numerous artifacts of great power, some of which were rescued by fleeing paladins, while others remain unaccounted for, their fate a tantalizing mystery.

## Briarwing College of Magic:

Another significant institution in Mirewood City was the Briarwing College of Magic. This prestigious academy not only taught the arcane arts but also specialized in arcane engineering, a rare and coveted skill. Tragically, the college was the first target of Zyphara's onslaught, leading to its destruction. It is widely believed that no soul within the college survived the cataclysm, leaving behind a legacy of lost magical knowledge.

## Legacy of the Lost City:

Mirewood City stands as a testament to the capricious nature of fate and the enduring power of ancient curses. Its hidden existence fuels the imaginations of scholars, adventurers, and treasure seekers who yearn to unveil its secrets. The city's story, woven with magic, tragedy, and the unknown, continues to capture the hearts and minds of those who dare to delve into the mysteries of the past, hoping to uncover the truth behind the vanished city of Mirewood.