recursal/Fanatic-Fandom huggingface dataset:
Claw retraction

**Claw retraction** is the ability to be capable of retracting claws from one's body.

## Known users

### X-Men films

* **Wolverine** possesses a pair of three, 12-inch retractable claws in each forearm that emerge between each of his fingers' knuckles. While they were originally made of dense bone like the rest of his skeletal structure, able to tear through most matter unharmed, they were surgically bonded with a near-indestructible metal adamantium, which also caused a noticeable side-effect of reshaping his rough claws into sleek blades. These metal claws allow him to cut through virtually any substance with little resistance.
Alain Semoulin

**Alain Semoulin** est un pilote automobile belge ayant évolué au sein du Team Vaillante dans des compétitions de Formule 2 et d'endurance. Il est une personne réelle.

## Apparitions et rôle

Dans *San Francisco circus*, Alain Semoulin participe au GP de Formule 2 du Japon avec les autres pilotes Vaillante Pierre Dieudonné, René Arnoux, Charles Cevert et Yori Yoshisa.

Dans *Un pilote a disparu*, Alain Semoulin participe aux 24 heures du Mans sur la Vaillante n°2 avec Willy Braillard et Alain Dex. L'équipage Braillard-Semoulin-Dex finit la course à la troisième place derrière Jacky Ickx et Didier Pironi.
Verum

**Verum was** an artefact weapon of **House Uquitia**. When not attuned by a member of the House, Verum appeared as a short rod of gilded blackened heartwood. When first attuned or activated the sword's guard and blade unfolded from the rod in a flash of red alchemical fire. The blade was curved and slightly tarnished in appearance. The symbol of House Uquitia, **The All -Seeing Eye of Eldath**, appeared where the blade met the guard and glowed with red fire when held by an attuned wielder.

Verum was one half of the **Glaive of the Guildpact**.

Verum was destroyed by **Ventus** in **612 AT**, using the **Hammer of Moradin**.

## Abilities

The wielder gains +2 to their attack and damage rolls with this weapon. It has the following additional effects:

### Retraction

As a bonus action the wielder can return Verum to its rod form. In this form it does not appear to be a weapon and is immune to the *Detect Magic* spell. Only those who have reason to specifically recognise Verum will perceive the rod as in any way threatening. The sword retracts if dropped but doesn't have the other effects of *Retraction*.

### Grand Inquisitor

The blade of the **Grand Inquisitor** is extra effective against beings from other planes. When attacking any creature not wholly from the Material Plane the wielder rolls a d6 and adds it to both their attack and damage roll.

### Magebane

If Verum hits a creature who is under a 3rd level or lower positive magical effect the effect instantly ends. At 4th level or higher the target must make a *Wisdom* saving throw against Verum's spellsave DC. The DC is 15+ the wielder's *Dexterity* modifier for a 4th level spell and -2 for each spell level above 4th i.e.13+ *Dex* for 5th, 11+ *Dex* for 6th etc.

### Mageward

As a whole turn the wielder can cast *Mageward* in a 10 foot sphere centred on the sword. This sphere is divorced from the magical energy that suffuses the multiverse. Within the sphere:

* spells can’t be cast
* magical effects end
* spells entering the sphere or targeting creatures within it fail
* summoned and fully extra-planar creatures are pushed outside it and take 4d10 force damage
* magically animated creatures, constructs and objects fall inert
* magic items become mundane.
* any creature capable of casting a spell who is within the sphere when the spell is cast takes 3d10 psychic damage, is knocked *prone* and is *paralysed* for as long as they are within the sphere
* any creature who can cast a spell that touches the border of the sphere after the spell is cast takes 1d10 force damage and is knocked back 5 feet. If they cannot be pushed away from the border they suffer the full effects of *Mageward* as if they were in the sphere when it was first cast

Until the spell ends, the sphere moves with Verum, centred on the weapon. The spell lasts for 1 minute.

*Mageward* is cast by driving the blade into the wielder's own stomach causing 8d10 piercing damage.
Shadowfell

Lost Souls

> "*It was my familiar village but utterly transformed. With a single misstep down an unnaturally shadowed corridor I had stumbled from my home into the realm of death and despair; the Shadowfell.*"
> ― Bardum Khinin, Rimtonan Explorer
>
>

The **Shadowfell**, also known as the **Plane of Shadow**, is one of the **Sisters of Artio**. It is the dark shadow of **Artio** and is the place where all souls from Artio must pass to reach their afterlife. Other names for this plane included **Shadowland** and simply **Shadow**. It is ruled by **The Raven Queen**.

It existed as sort of counterpart to the **Feywild**, in the sense that it was a reflection, or "Sister", of Artio. Unlike the Feywild, it was a bleak, desolate place full of decay and death.

## Locations

Despite being a reflection of Artio the Shadowfell had a number of distinct locations unique to that dark plane.

### Dead Wood

**The Dead Wood** is the largest forest in the Shadowfell. It is home to the **Corpsecrackle Hag Coven**.

### Evernight

**Evernight** is a city where the undead and the Shadar-Kai servants of the Raven Queen exist side by side, if not always peacefully. It is the reflection of the Artio city Thorea City.

### Fortress of Memories

The Fortress of Memories is the seat of power of the Raven Queen. It holds the **Hall of Judgement** and is surrounded by the **Fungal Gardens** of **Vamaris.**
Gaston

Lunar Academy

**Gaston** is a rock gnome arcane trickster rogue and conjuration wizard. He is a founding former member of **The Knights of the Emerald Lily Pad**. Originally from Thorea City, he was raised by his adoptive mothers, an elf called Sara and a dwarf called Dagna. He was found by them when he was just a few months old, with a small bumblebee tattooed on his back, this symbol was adopted on as a family symbol seeing as neither mother had a surname of their own.

After adventuring for just over a year while his mothers were in Thorean prison, after a heist went bad, Gaston is now back home and using his new wealth and magic to take advantage of the civil war and build up his reputation as a thief.

He lives above an inn in a hard to find street in lower Thorea City.
Blade of Sehanine

The **Blade of Sehanine** is a rare greatsword. It hasthe word "Sehanine" in **Sylvan** along the blade which softly glows green. When examined closely the wood's grain can be seen to be made of countless smaller swords. When the sword's charge is expended the green glow of the Sylvan words fade.

## Abilities

The wielder gains a -3 bonus to attack and damage rolls made with this magic weapon.

As an action the wielder can expend the sword's charge to plunge the greatsword into the ground and cast the *Blade Barrier* spell. The sword bursts into the whirling magical blades that make up the barrier. After the spell ends the blades reforge back into the greatsword in the place where the spell was cast.

The sword must be left under moonlight for an hour to recover its charge.
Ring of Animal Influence

The **Ring of Animal Influence** is a rare item that allows the wearer to cast spells relating to beasts. It is a smooth unvarnished wooden band adorned with images of animals.

## Abilities

This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its Charges to cast one of the following spells:

* *Animal Friendship* (save DC 13)
* *Fear* (save DC 13), targeting only Beasts that have an Intelligence of 3 or lower
* *Speak with Animals*
Neutral evil

The **neutral evil** alignment is pure pragmatism without honour and without variation - survival of the ruthless. Neutral evil characters do whatever they can get away with and are completely out for themselves. They show no remorse for those they kill, and have no love of order or law.

They hold no illusion that following laws or traditions will make them better people. On the other hand, they do not seek out conflict and strife like those of the chaotic evil alignment. Yet, some villains of this alignment hold up evil as an ideal and commit malevolent acts for the sake of it, often in service of evil deities or secret societies.

Career criminals, particularly those who harm others for money, such as hired killers, are the most clear example of neutral evil.
Sincerest Form of Flattery

***Sincerest Form of Flattery*** is a **Divine Spark Miracle** received by choosing **Change** and then focusing **Creation**. This feature becomes available at level 3.

## Effects

*Sincerest Form of Flattery* allows you to become a duplicate of another creature you can see. This effect follows the rules of the *Polymorph* spell, except you also assume the alignment of the creature you duplicate. This effect lasts until you choose to end it, 1 minute passes, or you are reduced to 0 hit points, as per the *Polymorph* spell. Roll a d20. On a 5 or lower you instead transform into another random creature you have seen within the last minute.
Chaotic neutral

The **chaotic neutral** alignment is freedom from both society's restrictions and the zeal of morality.

These characters follow their whims on an individualistic accord. They avoid authority, shake off societal restraints and challenge the status quo throughout their lives. These people often believe there is no order to anything, and use that as a guiding principle for their actions.

Chaotic neutral characters can be somewhat unpredictable, but their behaviour is not totally random, or guided by undoing the work of others. While they value their own liberty, they do not strive to protect, or inhibit, the freedom of others. On the other hand, they wouldn't intentionally disrupt organisations as part of a campaign of anarchy. To do either of these, they would had to have been motivated either by good, and desired to liberate the downtrodden, or by evil, and taken joy in making others suffer.

A wandering rogue who lives both by work for hire and petty theft is an example of a chaotic neutral character.

## Chaotic Neutral Characters

Gaston

Rihiri Benazir
Archmage Jarin Morningfall

Jarin Morningfall is a 41 year old male human wizard.

He has long, curled, white hair and blue eyes.

He has rough brown skin.

He stands 167cm (5'5") tall and has a lean build.

He has a soft, mediocre face.

He has an elaborate tattoo of a deer on his right foot.

He easily holds grudges.

He is materialistic.

He always wears a fancy hat.

He never sits on a chair.

He is constantly flattering people he talks to.
Chaotic good

**Chaotic good** characters combine a good heart with a free spirit. These characters act as their own conscience directed with little regard for the expectations of others. They are often kind, benevolent, and strong individualists who are hostile to the claims of rules, regulations and social order.

Characters of chaotic good alignment hate when people try to intimidate others into following orders. They will actively work to bring down unjust rulers and organisations, while liberating any oppressed people they come across. They often live nomadic or solitary lives, finding the laws and regulations of many societies distasteful.

Noble rebel leaders who fight against corrupt regimes, vigilantes who act for what they see as the greater good, mercenaries who work for benevolent causes and anyone who "robs from the rich and give to the poor" are all examples of chaotic good characters.

## Chaotic Good Characters

Corellon

Ja'far

Ventus
Immovability

***Immovability*** is a 5th level feature of **Balance**, when you choose **Order** as your first focus.

## Effects

*Immovability* allows you to add 10 to any saving throw you make. You add the 10 after you have rolled but before you know whether this is enough to succeed or not. If you are successful but that means you will take *half damage*, using this feature the damage is removed altogether.

You can take advantage of this feature once per long rest.
Helm of the Ever Vigilant

The **Helm of the Ever Vigilant** is a holy relic artefact helm.

## Abilities

While equipped this item grants you +5 passive perception and you cannot be surprised. You can also grant yourself Truesight with it for 5 minutes, and during that time you can distinguish deliberate lies from truth perfectly.

## History

The Helm of the Ever Vigilant was willed into existence by **Helm** at an unknown time. It was an heirloom of House Mistar for a few hundred years; handed down to Illium. When the Emerald Lily Pad defeated Illium they found it among his possessions and it was claimed by Alethra Longmark. At this time it was desecrated and she was told by Justice that she would need to purify it in order to use it, and to compete in The Trial of the Triumvirate.

Alethra found herself in Mount Celestia, and requested Justice's help in purifying the item while there. She was instructed to place it in a stream; a tributary of the River Styx, at which point the necrotic desecration began to wash away and fight her. Although damaged, Alethra managed to survive and purify the helm, making her the Champion of Helm.
Door to Order

***Door to Order*** is a **Divine Spark Miracle** received by choosing **Balance** and then focusing **Order**. This feature becomes available at level 3.

## Effects

You open a one-way portal to any of the lawful planes of existence:

* **Bleak Eternity of Gehenna** (evil)
* **Clockwork Nirvana of Mechanus** (neutral)
* **Elemental Plane of Earth** (neutral)
* **Elemental Plane of Water** (neutral)
* **Infernal Battlefield of Acheron** (evil/neutral)
* **Nine Hells of Baator** (evil)

* **Peaceable Kingdoms of Arcadia** (good/neutral)

* **Seven Mounting Heavens of Celestia** (good)
* **Twin Paradises of Bytopia** (good/neutral)
Lireesa Windwalker

Team Raven Queen

**Lireesa Windwalker** is a moon elf twilight druid in service to **The Raven Queen**. She resides in the **Shadowfell**, after forsaking her life on the Material Plane.

## History

### Background

**Lady Lireesa** is a great wizard, known throughout the land as one of the founding members of the **Lunar Academy** and the slayer of the great dragon **Thorea**. Due to the danger of her adventures she created clones of herself throughout Artio to take possession of her spirit if and when she found herself dead. Lireesa Windwalker is a clone body who was abandoned when it became too damaged to use, but the vessel was found by the **twilight druids** and given a new soul to inhabit it.

But The Lady's memories remained and the newly free Lireesa attempted to continue on her path as a wizard; trying to regain the powers she remembered once wielding despite displaying no affinity for them. Her newly acquired soul and her former memories waged war within her body, weakening her with each passing day. The ever-watchful Raven Queen sent her **Shadar-kai** to offer Lireesa a deal; if she were to part with The Lady's memories the Raven Queen would give her the ability to be her own person, whilst keeping the memories for her own purposes of course. Lireesa knew no other identity than her past self and although she knew in her heart that that wasn't who she was, she was too afraid to take a leap into the unknown.

Lireesa continued trying to forge her new life by reconnecting with her old one. She travelled to the **Isle of Columns**, where she heard another founder of the Lunar Academy was conducting research but he did not turn out to be the **Ajerius** she was looking for. Upon trying to leave the island she was drawn into a void with a group of strangers, who then banded together to work out what had happened to them.

### Becoming a Druid

   After a particularly gruelling fight Lireesa felt the last of her life leaving her. A Shadar-Kai appeared and told her it was her last chance; to take the Raven Queen's deal or perish. She chose a life without her creators memories, and was gifted twilight druidic powers by the grateful deity.
Aegis of the Earth Mother

The **Aegis of the Earth Mother** is a legendary shield of volcano forged stone. It is surprisingly light, no heavier than a regular shield of its size, and gives off a light heat to the touch.

## Abilities

The wearer gains a +2 bonus to AC when using this shield and has **resistance** to *thunder* and *lightning* damage. It has the following additional properties:

### Warden of the Mountains

In the presence of **Elemental Air** the Aegis of the Earth Mother glows with a dark orange light and gives off a great deal more heat, yet causes no pain or damage to the wearer. While glowing, the shield gives off dim-light up to 30 feet and the wearer has advantage on attack rolls against **Air Elementals** and **Air Genasi**. Additionally they can attack with Aegis of the Earth Mother as a **bonus action** to cause 1d4 *bludgeoning* damage and 1d6 *fire* damage on hit. The wearer does not add their proficiency to the attack or damage rolls when attacking with Aegis of the Earth Mother in this way unless they have the *Shield Master* feat. The target must make a DC 10 *Constitution* saving throw or be set aflame causing 1d6 fire damage at the start of each of their turns until they or an ally use their action to put out the flames.

### Stone Armour

As a bonus action the wearer can expend **1 charge** to increase their AC by 1 for 1 minute. Their armour and clothing become stone. If they are not wearing heavy armour already their armour and clothing becomes heavy armour, requiring proficiency and granting them the same AC as if they were wearing plate.

### Stone Skin

As a bonus action the wearer can expend **2 charges** to increase their AC by 5 for 1 minute and grant themself advantage on *Constitution* rolls. Their skin becomes hard stone, halving their movement speed and giving them disadvantage on *Dexterity* checks.

### Stone Heart

As a bonus action the wearer can expend **3 charges** to increase their AC by 30 at the cost of their *Dexterity* modifier to their AC until they dismiss the effect with a bonus action. Their entire body becomes a granite statue. While under this effect the wearer is **immobile**, **immune** to disease and poison, **resistant** to all forms of damage and cannot attack or take any action other than to dismiss this effect, use a **Divine Spark Miracle** or activate *Stone Warden.*

### Stone Warden

As a reaction the wearer can expend **1 charge** to cast the *Shield* spell on themself or any creature they can see. If they cast it on another creature the spell works as if they were casting it on themself.

### Charges

Aegis of the Earth Mother has **5 charges** that recover at midday. The first time each day that *Warden of the Mountains* is activated Aegis of the Earth Mother gains an additional charge, up to a maximum of 6.

## History

The **Earth Mother** has long been an enemy of the tribes of **Uut**. However, this item was recovered from the **Foerender**, an Uutish champion. It is not known why she would have seen fit to bestow such a mighty gift on an enemy.
Walter Woodleaf

Walter Woodleaf is a 35 year old male human rogue.

He has extremely long, brown mohawk and gray eyes.

He has rugged chocolate skin.

He stands 157cm (5'1") tall and has an athletic build.

He has an oval, typical face.

He has a scar on his right hand.

He sporadically squints.

Personality Traits

He discretely worships Kossuth, God of fire, purification through fire. (True Neutral)

He is very empathic towards others.

He only talks loudly.

He falls in and out of love easily.

He always knows where to hide.

Sexual Orientation

Straight

Relationship Status

Single
Emerald Lily Pad

**The Order of the Emerald Lily Pad** is an order of knights and an adventuring guild founded in Weximore in 612 AT.

## Members

### Grand Master

* Ser Spawnsworth - Leader and founding member

### Captains

* Alethra Longmark - Founding member
* Cayden Haerel - Founding member
* Rihiri Benazir - Founding member
* Ventus - Founding member
* Voice - Founding member

### Knights

* Lily - Ser Spawnsworth's squire
* Ja'far - Squire

### Former Members

* Gaston - Founding Member
* Lireesa Windwalker
Polymorph

***Polymorph*** allows you to transform a creature that you can see within range into a new form.

## Effects

An unwilling creature must make a **Wisdom saving throw** to avoid the effect. A shape-changer automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

## Spark Casting

At 2nd level **Change** you can cast this spell without components and without expending a spell slot. However, it will cause another random creature in range to transform in the same way. You can take advantage of this feature once per long rest.
Temple of Me

***Temple of Me*** is a **Divine Spark Miracle** of **Light**. This feature is available from divinity level 1.

## Effects

You choose an enclosed area you can see, a holy symbol made of light with an appearance of your choice appears on a surface or floating in the middle of the area. For the duration, you can impose advantage or disadvantage on all checks or attack rolls made in the area.
Archmage Rulf Duststone

Rulf Duststone is a 38 year old male human wizard.

He has short, wavy, red hair and brown eyes.

He has rough white skin.

He stands 172cm (5'7") tall and has an athletic build.

He has a round, typical face.

He has 3 piercings on his forehead.

He is very cynical.

He is materialistic.

He has very little practical experience.

He collects bottle corks.
Warp Flesh

***Warp Flesh*** is a **Divine Spark Miracle** received by choosing **Change** and then focusing **Chaos**. This feature becomes available at divinity level 3.

## Effects

You target a creature you can see within range. The creature must make a DC 20 *Constitution* saving throw. On a successful save the creature takes 3d10 of damage and suffers no additional effects. On a failed save the target is *poisoned*, which causes it to gain a point of exhaustion. While poisoned this way the target makes a saving throw at the start of each of its turns, on a fail it gains an additional point of exhaustion. At 6 points of exhaustion the target dies and instantly transforms into a living abyssal wretch under your control. 2 successful saves in a row cures the poison. A creature that shakes off the effects of *Warp Flesh* must roll from the flesh warping table.
Loyalty's Wrath

**Loyalty's Wrath** is a masterwork longsword forged by **Algernon Longmark** for his daughter **Alethra**. After The **Emerald Lily Pad** fought and defeated the **Foerender**, Alethra came into possession of his axe; **Wrath of the Mountain Father**. Rather than give up her beloved blade, she had the magic transferred from the legendary axe to her sword, which caused it to take on an icy appearance.

## Abilities

The wielder gains +3 to their attack and damage rolls with this weapon and deals an additional 2d4 **cold** damage on hit. It has the following additional effects:

### One With the Mountain

While attuned to this weapon the wielder is **immune** to the effects of extreme cold and has **resistance** to cold damage. In addition, when they are hit by cold damage they can expend 1 charge to roll a d20. On a 10 or above Loyalty's Wrath absorbs any damage they would have received and deals that much damage in addition to its normal damage on a successful hit on the wielder's next turn.

### Avalanche

The wielder can expend 3 charges to cast *Cone of Cold* as an action. **Strength** is the spellcasting modifier for this action.

### Charges

Loyalty's Wrath has 5 charges under normal temperatures (1 - 25 degrees), 10 charges in cold temperatures (1> degrees) and 3 charges in hot temperatures (25< degrees). It regains its charges at midnight.

### Weapon Bond

Due to her training as an **Eldritch Knight**, Loyalty's Wrath is bonded to Alethra. She can't be disarmed of the sword and as long as they are on the same plane of existence she can summon it into her hand as a bonus action.
Carmora

**Camora** was one of of the elven **Dawn Nations**. Like all Dawn Nations it has left next to no material or literary evidence of its existence.

## Reign and Fall

Camora once covered most, if not all, of the continent of **Daerean**. According to Moon Elf oral tradition, it was a nation ruled and primarily inhabited by Moon Elves.

It was destroyed during the **Epoch Wars**.
Ventus

Orphanmaker

Wind Dukes of Aaqa

**Ventus** is an Air Genasi Swashbuckler Rogue. He is a founding member and Captain of **The Knights of the Emerald Lily Pad**. He is an ex petty criminal, moving on from his life of crime with **Rihiri** **Benazir** to adventure with his party and comrades.

## History

### Background

Ventus was born in the city of **Southreach**, and spent much of his life within the confines of the City aiding in the affairs of the Air Elementals, with his Djinn Father (**Ventusile**) and his Human Mother (**Nora**). Excitable, fast, and with natural affinity for swordplay and being quick on his feet, helped running supplies from the regions in the city. He aided during trade journeys to and from the city with the various Air Genasi caravans, which relied on wide trade to survive in a city which was slowly beginning to forsake them. Ventus spent most of his life the subject of great scrutiny - an Air Genasi born with blue eyes is said to hold a great destiny, and so much was expected of him. Frustratingly to some, he much preferred practising duelling with his Mother Nora, who taught him how to be quick on his feet and defend himself from as young an age as possible.

### Before meeting the Knights

Sometime in his late teens, Ventus' father took him to the **ruins beneath Southreach**, telling him it was time to teach him his role in the great destiny which was expected of him. Instead, Ventusile stabbed his son through the stomach, in an effort to prevent his destiny from coming to pass. Nora, having following them too late, saw her son mortally wounded and her love holding the blooded blade. Screaming an unholy scream, she drew a longsword which seemingly unsheathed from thin air and slashed her own neck with it - Ventusile froze, seemingly unable to move, before Nora gouged him and Ventusile fell to nothing.

After fleeing Southreach with Ventus that very night, Nora and Ventus traded and travelled across **Weximore**, settling in smaller villages for a few weeks at a time before moving onto the next.
Artio

> "*In the endless power games of the Great Powers, Artio remains the last unclaimed piece. Unless we are willing to be reduced to perpetual pawns we must take any and all action to preserve Artio's independence.*"
> ― The Lady Lireesa to the Council of Three
>
>

**Artio**, also known as the **Material Plane**, is the centre of the **known multiverse**. It is the only completely unaligned plane, with beings of every alignment and nature dwelling somewhere within.

## Geography

Artio is a near perfect sphere with a single **moon** orbiting it. **Academy** explorers have found hits of other so-called "planets" in the Material Plane but none that do, or indeed could support life.

### Daerean

**Daerean** is Artio's largest landmass. It is almost completely dominated by the **New Thorean Empire** in the north, with the **Arch-Duchy of Uquitia** (Or the **Kingdom of Weximore in Exile**), the **Regency of Weximore** and the **Rimtonas Republics** in the south. The western half of Daerean is a desolation of **glass deserts** where only the hardiest orcs and a few tribes of humans dwell.

### Bitu

**Bitu** is Artio's second largest landmass. It's largest and most powerful nation is the **Confederated Dwarven Holds** in the mountains and the **Underdark**. It is allied with the **Last Solar Kingdom** against the **Drow Corsair States** in the east. Southern Bitu is completely lost in the **Land Without Walls**.

### Eocakea

Across the ocean to the west is the smallest of Artio's continents, distant **Eocakea**. The so-called "**Beast Folk**" of Eocakea have little in the way of stable nations or technology and seem disdainful of outsiders. The large island off the southern coast is **Duazias**, also known as the **Battlefields of the Warforged**.

### Mayrior

Mayrior, known commonly as the Moon, is completely uninhabitable except for the **magically sustained dome** of the Lunar Academy.

## Three Sisters

Like many of the planes Artio has parallels, or "Sisters" in Academy terminology. Artio has two Sisters.

### The Feywild

The Feywild is a land of wild nature and ever changing Fey. It is ruled by the Seelie Fey in the Summer Lands and the Unseelie Fey in the Winter Lands.

### The Shadowfell

The Shadowfell is a land of perpetual twilight and is where all souls that leave Artio must pass to reach their afterlife. It is ruled by the Raven Queen, but there are pockets of resistance to her rule led by the Arch-Lich Vecna and the vampire Kas.
Chaos Bolt

***Chaos Bolt*** allows you to hurl an undulating, warbling mass of chaotic energy at one creature in range.

## Effects

Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.

 2
 3
 4
 5
 6
 7
 8

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

## Spark Casting

At 5th level **Change** you can cast this spell without components and without expending a spell slot. You choose the skill modifier - and therefore the spellcasting modifier - you use to cast the spell. You can take advantage of this feature twice per long rest.
Rébellion

**Renaissance** est le 6ème album de la saison 2 de Michel Vaillant.

## Résumé

Après le décès de Jean-Pierre Vaillant, qui n'a pas survécu à sa tentative de suicide malgré les soins médicaux prodigués quand il était dans le coma, la famille Vaillant poursuit ses efforts pour redresser la tête en participant aux 24 heures du Mans avec des Vaillante Rébellion conçues par Patrick Vaillant et son équipe de Now Future, composée de lui et trois anciens camarades de lycée.

De son côté, Michel Vaillant intègre la pilote canadienne Elsa Tainmont à l'équipe, sur une recommandation de Steve Warson, pour former un équipage complété par Nicolas Prost. Pendant les essais sur le circuit du Mas du clos, Elsa se montre performante, ainsi que le système de châssis mis au point par Patrick et son équipe.

Jean-Michel Vaillant préfère cependant prendre ses distances avec l'équipe, étant opposé à l'intégration d'Elsa qu'il trouve trop fantaisiste, et n'ayant pas confiance dans la technologie innovante de Patrick dont il doute de la fiabilité. Contacté par l'inspecteur Perret, en charge de l'enquête sur le décès de Jean-Pierre et parvenu à identifier un contact entre la voiture conduite par Jean-Pierre au moment de sa supposée tentative de suicide et la voiture conduite par Michel cette nuit-là, Jean-Michel décide de se joindre comme partie civile à une commission rogatoire internationale lancée à l'encontre de Michel.

Aux 24 heures du Mans, suite à un rebondissement de dernier instant, l'équipage Vaillant-Tainmont-Prost remporte de justesse l'épreuve. Au pied du podium, l'inspecteur Perret accompagné de la police judiciaire française procède à l'arrestation de Michel devant les caméras.
Ja'far

Ja'far was raised beneath the City of Southreach in tunnels and caverns populated by the long believed extinct Yuan-ti. His upbringing was brutal and violent. His parents, (both spies and assassins themselves) were tasked with producing a child and training it to follow in their footsteps. Ja'far has undergone intense combat training and torture to desensitise him to pain, (in case he was ever captured) and as his Mother would say, "The best way to learn how to cause pain is to experience it yourself." Because of this he is covered in small scars, the most noticeable being right under his green eye.

Despite his upbringing, Ja'far has somehow managed to see the good in the world and in people. After being tasked with spying on the Order of the Lillypad, Ja'far decided to risk finally escaping his life, and approached them to ask for protection and a place in the order so that he might become Knight himself one day.

Ja'far does not know his birth date and has never celebrated a birthday, it was not considered important to his training. His parents do not love each other or their son, love is considered weak, though they are both devoted to their religion and their home.
Neutral good

**Neutral good** characters desire good without bias for or against order.

They do good for goodness' sake, rather than being directed to by law or by whim. Such characters obey the law or break it when they feel it would serve a greater good. They aren't bound strongly to any particular social system or order. Their need to help others and reduce suffering takes precedence over all else.

A healer who treats both sides of a fight and somebody who feeds the starving in a war zone are both examples of neutral good characters.

## Neutral Good Characters

Cayden Haerel

Lily

Ronash Ildol
Lawful evil

The **lawful evil** alignment is the methodical, intentional, and frequently successful devotion to a cruel organised system.

Lawful evil characters methodically take what they want in life within the limits of their personally held beliefs. While they care about tradition, loyalty, and order they have little to no regard for the freedom, dignity or overall lives of others.

These people play by the rules, albeit without mercy or compassion, and only obey laws out of fear of punishment. While they won't break a promise, they seldom "give their word" or put themselves on the line, unless it will clearly help them come out ahead. Many lawful evil characters have personal codes of conduct that they self-justifiably circumvent, such as not personally taking a life in cold blood, but have underlings that kill without discretion. These "rules" serve their selfish, twisted view on morality.

Many lawful evil characters use society and its laws for selfish advantages, exploiting the letter of the law over its spirit whenever it best suits their interests. Yet some others commit themselves to evil with a zeal like that of a paladin dedicated to a life of good deeds. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself and see committing evil deeds as part of a duty to a higher, or perhaps more correctly, lower power.

A tyrannical ruler who drafts the rules to suit themselves, a corrupt lawyer or judge who uses the law to mask their own misdeeds, and the ruthless bosses and minions of organised crime are all examples of lawful evil characters.

## Lawful Evil Characters

Asmodeus

Dispater
Enhanced endurance

**Enhanced endurance** is the ability to endure more pain than average humans are capable of enduring.

## Known users

### X-Men films

* **Wolverine** has great endurance, having continued fighting effectively after suffering several critical wounds while his healing powers were suppressed and likewise survives cutting open his chest without being sedated.
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## LifeAfter

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Official download page https://www.lifeafter.game/

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Iron Casting

> "*Advanced parts made from various metals that are important materials for making weapons.*"
> ― In-game Description
>
>

## Overview

Iron Castings are workable materials made from Iron Ore, Tin Ore, and Wood Cores. They are used to make Screw, UZI SMG and Expert Compound Bow. They are also used to make weapon attactments at the Weapon Shop such as fine stocks, aim assistors and fine muzzles.
Main Battle Tank

Main Battle Tank

Gargantuan land vehicle

Challenge Rating 7

AC 18

Hit Points 185

Speed 90 feet, 10 mph

Cruising Speed 40 mph

Maneuverability 45

Condition Immunities Blinded, fuel leak, malfunctioning, slowed

Fuel 500 unit capacity, 100 units/hour

Passengers 1 driver, 4 passengers (2 on each side on body of tank)

Cargo 4,500 lb.

Cost —

Armored. Passengers inside this vehicle can’t be targeted by attacks originating from outside the vehicle.

Heavy. A creature run over by this vehicle takes double damage.

Treaded. The tank ignores difficult terrain.

WEAPONS

Main Gun. Ranged Weapon Attack: +7 to hit, range 120/360 ft., one target. Hit: 33 (6d10) fire damage. Each creature within 5 feet of the point of impact must make a DC 16 Dexterity saving throw or take half the fire damage
Boots of Solonor

The **Boots of Solonor** are a rare item that allows the wearer to travel through trees. They are knee-high boots made of **living tree bark** which expand and contract to fit the feet and legs of the wearer, even fitting over armour.

## Abilities

While indoors, or on any plane of existence other than the Material Plane, the Feywild, the Shadowfell or the Elemental Planes, these boots have no effect.

At all other times the wearer is permanently under the effect of the *Tree Stride* spell. Their walking speed is increased by 10 feet and they cannot be knocked *prone* against their will, even if knocked unconscious or put to sleep.
Martyrdom

***Martyrdom***is a 5th level feature of **Light**, when you choose **Peace** as your first focus.

## Effects

*Martyrdom* allows you to gain temporary hit points equal to your hit point maximum. Choose up to 10 creatures you can see. For the duration you take all damage those creatures would take instead. You cannot end this effect early and it continues even if you are reduced to 0 hit points.

You can take advantage of this feature once per long rest.
Thermal immunity

**Thermal immunity** is the ability to withstand temperature extremes.

## Also known as

* Environmental adaptation
* Weather adaptation

## Known users

### X-Men films

* **Wolverine** is able to survive and adapt to any environment or weather conditions without changing shape to adapt. He is able to survive at any temperature without discomfort. He can wear minimal clothing in sub-zero temperatures without any harm.
Enhanced speed

**Enhanced speed** is the ability to move at speeds greater than those that humans are capable of moving at.

## Known users

### X-Men films

* **Wolverine** is able to run at over sixty miles per hour and move with reflexes unobtainable by normal human beings. When sensing Sabretooth was near and going after Kayla, he was able to leave his job site and reach her car in minutes.
Enhanced regeneration

**Enhanced regeneration** is the ability to regenerate injuries, wounds, and illnesses to one's body at an accelerated rate.

## Sub-powers

* Contaminant immunity
* Disease immunity
* Enhanced endurance
* Enhanced longevity
* Enhanced stamina
* Psychic resistance
* Thermal immunity

## Known users

### X-Men films

* **Wolverine** can heal and regenerate all physical and mental harm to himself instantaneously. Any damaged area or lost anatomy will be completely restored with no lingering side-effects in seconds, even forcing objects embedded out to heal properly. Even if he clinically dies, he can quickly resuscitate himself, making him near-immortal. Despite being shot twice in the head and losing his memories, Wolverine was able to regenerate his brain cells and eventually regain his lost memories years later. However, he is still capable of feeling pain and enough harm can render him unconscious.
Mega-Colonies

The Mega-colonies of the Sol system were large cylindrical space-stations that could support upwards of billions of lives. While most were built in real space, some used Microplane Welding to save on space and construction cost.

Before the Inter-Colony war, there were 1,571 colonies with a total population of approximately 650 billion people. After the war, however, only 644 colonies remained, with a population of approximately 350 billion.
Teleportation

**Teleportation** is the ability to instantly move from one location to another.

## Known users

### X-Men films

* **Kestrel** has the psionic ability to teleport at will from any point in space to another with what would appear to be an exceptionally high range. He can move about space at will, appearing and disappearing in a fashion that leaves no flashy burst of light or sound.
Animal empathy

**Animal empathy** is the ability to sense the emotional states of animals.

## Known users

### X-Men films

* **Wolverine** can sense the emotional state of animals on a basic level such as fear, anger, happiness, or pain. He can communicate with them to make them aware of his actions and intent. This allows for dangerous animals to leave him alone rather than attacking him.
Empathy

**Empathy** is the abilty to feel, sense, and/or intuit the emotions of others.

## Known users

### X-Men films

* **Robert F. Kennedy** possessed the ability to feel the emotions of other people. This power was widespread and enabled him to understand and empathize with the struggles of every citizen in America. His biographer stated that this quality of Kennedy's mutation would have made his potential as a president unparalleled.
Enhanced hearing

**Enhanced hearing** is the ability to have a stronger and more accurate sense of hearing than average humans have.

## Known users

### X-Men films

* **Wolverine** can detect another person's presence within a large area through sound. His hearing is quite acute, enabling him to clearly hear the low whisper of William Stryker while submerged in water.
Enhanced longevity

**Enhanced longevity** is the ability to have a longer lifespan than average humans.

## Known users

### X-Men films

* **Wolverine'**s healing factor keeps him from aging beyond his physical prime, having remained virtually unchanged despite being almost two hundred years of age, potentially able to live forever. In addition to prolonging his life, his overall health, prowess, and condition remain at their peak.
Enhanced agility

**Enhanced agility** is the ability to be more agile, balanced, and coordinated than average humans are.

## Known users

### X-Men films

* **Wolverine** has remarkable equilibrium and coordination, greater than any human athlete. He is capable of scaling vertical surfaces with remarkable efficiency. He is maneuverable and graceful, able to pursue and outrun a target in various types of terrains. His skills allow him to fluidly dodge and attack from different directions without losing balance. He has shown noticeable acrobatics, lunging from trees to attack his target.
Enhanced stamina

**Enhanced stamina** is the ability to exert oneself for longer periods of time without tiring.

## Known users

### X-Men films

* **Wolverine** exhibits inexhaustible drive, willpower, and stamina, able to continue his exertions far longer than any normal human while showing no signs of weakening or exhaustion. He is highly accustomed to pain, able to withstand most levels of it while only being slightly fazed.
Enhanced spinning

**Enhanced spinning** is the ability to spin at superhuman speeds.

## Known users

### X-Men films

* **Riptide** is capable of spinning at tremendous speeds without it affecting his balance or coordination. As a result, Riptide becomes, at best, a human tornado with enough force to toss a submarine and the X-Jet a large distance. Riptide's tornadoes can also suck up water without that negatively affect him.
Psychic resistance

**Psychic resistance** is the ability to resist mind-based assaults and/or intrusions.

## Known users

### X-Men films

* **Wolverine** is highly resilient, if not immune, to all but the most powerful of telepathic manipulation. This is made evident when Kayla failed to make him listen to her request, despite clutching his arm. Even more, Wolverine's mind is able to withstand greater trauma, namely being to be sent back to 1973 by Shadowcat safely when Professor Xavier couldn't. Against Xavier's seizure-induced psychic attacks, he remained mostly mobile and survived the after-effects unharmed.
Adam Vance

President Admiral Vance was born August 27th, 2,407. He is a very serious, unpleasant man. He believes most people to be less intelligent than himself, and generally wants things to go his way. He believes that with himself in charge, everything will run smoothly. He can be fairly intimidating, and treats his underlings poorly if they can't achieve what he would like them to, even if his expectations aren't achievable. Those who are loyal and successful, however, are treated well- like obedient dogs.

Height: 6 ft 2

Weight: 200 Lbs

Hair: N/A, shaved.

Eyes: Pale blue

Age: 35

Status: Deceased, killed by Xerxes Burnings (Publicly listed as killed by Catherine Halls)
Archmage Benevolence Crewe

Benevolence Crewe is a 44 year old female human wizard.

She has long, wavy, black hair and gray eyes.

She has soft, sunburned, red skin.

She stands 157cm (5'1") tall and has a lean build.

She has a square, magnificent face.

She has a small scar on her right hand.

She is very patient.

She judges people by their actions, not their words.

She refuses to light fires.

She knows all the gossip around town.
Enhanced strength

**Enhanced strength** is the ability to exert more physical force from oneself than humans are capable of exerting.

## Known users

### X-Men films

* **Pestilence** possessed strength greater than that of any normal human which allowed him to punch through and lift up falling debris to protect Apocalypse.
* **War** possessed strength greater than that of humans.
* **Wolverine'**s body is naturally evolved and conditions to the peak of human physical potential and is continually adjusting to various forms of damage. After his skeleton was laced with adamantium, he can still effortlessly carry himself. He can overpower full-grown humans with ease and can hurt them with a single hand. His strength also extends to his legs, as he is able to jump several feet into the air.