recursal/Fanatic-Fandom huggingface dataset:
Hym

**Hyms** are demons that inhabited the Neverplane before Oknos was imprisoned there. These wraiths latch onto particularly despicable individuals who have committed some unspeakable crime. To all others, they remain completely invisible. When they do show themselves to the one they torment, they appear as a tall, shadow-clad, humanoid silhouette with long, sharp claws.

Yet hyms do not sink these claws into their victims. Instead, they sap their strength directly, through inflicting suffering. Speaking in a voice only the victim hears, they drive him to commit acts of violence, aggression and self-harm. A hym will seize on a guilty person's worst fears and weave out of them hideous visions, slowing driving the poor soul into madness.

Those tormented by a hym are incapable of restful sleep, for they are tormented by ever-more-frequent, incredibly-realistic nightmares. At times the victim will become extremely on edge, yelling pleas or threats at invisible phantoms or confessing his guilt out loud in the hope this will end his torment. This act does not, however, bring any relief, for the hym will not leave until it has addled its victim's wits completely or driven him to suicide.
Trolls

**Trolls** are ancient creatures that can be found in the Valley of the Living Rock, but only if they want to be found. Some trolls have amazing foresight and healing abilities. They are known for their fearlessness and observation skills. They use signs in nature, such as constellations, to guide them. The stars are the reason they are so good at tracking. The trolls have always been the voices of wisdom - insightful, prophetic, and always in tune with nature.
Banshee

A **banshee**, is a female spirit who cries on at night, wailing a warning of those who will die. Banshees are not specifically malicious spirits, though meeting one is considered to be an omen of the worst kind. Their appearance varies, though most often they're pale, thin women wearing grey vestments, with burning red eyes.
Alderthorne City

The dark elves dredged out complex catacombs and caverns below the surface. The place is dark, smells of corpses and has an evil feel about it. It is lit mostly by giant purple crystals that form there naturally. Spiders, oozes and other subterranean creatures occupy the distant passages. Rivers of dark water flow through all avenues of the vast **Alderthorne**. The dark elves choose to mainly live below ground, with limited activity in the world above.
Dragon

**Dragons** are giant winged, fire-breathing reptilian beasts. Widely regarded as terrifying yet awe-inspiring, they can be found all over the world. Able to fly and breathe fire through their nostrils and mouths, they are one of the most dangerous creatures on Everas. They are impossible to train or domesticate but despite how dangerous they are, there are people who are trained to work with them, called dragon keepers, or dragonologists.
Jiansho Region

The **Jiansho region** is split into two biospheres: The Emerald Valley and the Sienna Desert. It features some unique and scenic landmarks, whether they be natural or man-made. It prides itself on mythology and tradition features, with most of the buildings, towers, caves, and locations holding a historical background. Some of the oldest places in Jiansho include the Ruins of Jade Temple and Nakoma Tower.

The Ruins of Jade Temple, located in central Jiansho, is said to have been around for at least 1500 year before the birth of the Offspring. The tower of Nakoma is the oldest tower in the world, dating back to 1700 years ago. The nine-tier towers were built to foster friendship and hope between the gods and people and the view from the top of the towers was said to be magnificent. The Maharajah Jungle has towering footbridges, jungle bends, cascading waterfalls and the ancient ruins of a palace frozen in time. Legend has it that the jungle was once the hunting ground of wealthy maharajahs; today it’s a lush tropical paradise home to many wild creatures.

In the south is the vast desert of Sienna. It is most notable for being an arid and desolate area. The land is rocky, and the soil is cracked and has many crags and canyons, where various dangerous creatures take residence. It is a harsh land to survive in; it is very dry and hot, and the vegetation and freshwater access are sparse. The dragonborns, however, see a harsh beauty in the land that reminds them of the fires of their ancestors.
Kingdom of Motunui

The **Kingdom of Motuni** is the kingdom of the island humans. It is a chiefdom, with each ruler being the offspring of the previous ruler. The continuation of the hierarchy does not rely on the death of a ruler, but rather the heir's willingness to accept their destined role. Once ready, the heir must place a stone atop Motunui's sacred mountain, as a way to usher in the start of their reign.

## Locales

* **Motunui**
* Maku Puihi
Monte Luca

**Monte Luca** is a city rich with charm and money, where villas featuring sweeping views dot the gently rolling hills. The canals that run through the city are perfect ways to get a good look at the culture and history that Monte Luca has to offer. From vineyards to small cafes where they serve pizza right out of brick ovens, there's something for everyone here.
Arendelle

**Arendelle** is located near the Arenfjord, making it a viable trading center. Its human population is densely concentrated within the castle perimeter, although there is minor human activity in the forest areas outside of the town. There are also non-human populations, such as the trolls in the Valley of the Living Rock. In addition to the fjord and forest area, Arendelle is also surrounded by a vast mountain range and its northern border is the Enchanted Forest.

## Government

Arendelle is ruled by Elsa and her sister, Anna.
Malpine Woods

With its tall pine trees and the fresh air filling your nostrils, one can escape to the rustic majesty of the **Malpine Woods** located in the Frostfell Mountains. The beauty of the untamed wilderness is something to see. Home to many different creatures, both malevolent and magical, the woods are not an easy hike as most of the pathways are overgrown, destroyed, or leads to the cave of ice trolls. Not many people venture into the forest unless they have to.

## Locales

* Wren's Head Village - *A very small farming town on the edge of the woods.*
Baphomet

**Baphomet** is depicted as a huge man with a bull’s head. His followers have taken on the appearance of beasts including cattle, pigs and goats. Baphomet exhorts his followers to acts of supreme savagery and destruction. Baphomet has no interest in prisoners or captives. Any who face Baphomet’s beastmen can expect a battle to the death.
Gnomes

The clever, spunky, and oftentimes eccentric **gnomes** present a unique paradox among the civilized races of Everas. Brilliant inventors with an irrepressibly cheerful disposition, this race has suffered treachery, displacement, and near genocide. It is their remarkable optimism in the face of such calamity that symbolizes the truly unshakable spirit of the gnomes.

## Gnomish History

After emerging from the Elder Tree, the gnomes headed north to the cool temperatures of the mountains and surrounding tundra. They built igloos and tents out of the mammoths and other wool creatures that roamed the artic and studied the Lunis re Crevino, loosely translated to “the lights of creation” that would appear across the skies at night. Gnomish legend states that the lights are spirits traveling to the Everplane, giving one last look at Everas before departing forever.

During the war, the goblins were ordered to wipe out the gnomes, as they were the only race to be able to withstand the cold temperatures. The goblins almost succeeded in doing so, but it is said that the spirits from the Lunis re Crevino came down and stopped the onslaught. The gnomes owe their lives to the dancing lights and often look to it as guidance.
Blue Bayou

Located in the Outlands, the verdant, sprawling region of lush bayous and rolling plantation land is home to aristocratic farmers, southern gentry, and swamp-dwellers. The **Blue Bayou**, or reffered to as **The Moors,** is a diverse blend of rich tradition, understated grandeur and true salt-of-the-earth hospitality. One can take a journey down the Sassagoula River to exeperince what the swamp has to offer. However, the good times aren't always rollin' in the bayou. On all sides of the swamp lurk dangerous creatures, from ghouls and banshees to ferocious snakes and alligators.
Forest of Dawn

Deep within the heart of the Altus Region is the **Forest of Dawn**. It is where most magical creatures, fairy dwellings, and the Elder Tree resides. It is the biggest mass of trees in all of Everas. This woodland is most notably home to the Wood Elves. Along the high road that leads through this patch of trees, you can come across the wood elf kingdom of Hollowroot. Here is where one can enter the Everplane and speak with the dead. It has a reputation for being a mysterious place, due to its long and complex structure of trees that make it a natural maze, where a lot of people get lost.
Esther Hollow

**Esther Hollow** casts a spell on all who enter. The town is known for its peculiar potions, mythical monsters, and powerful plants unique to this quiet corner of the world. Only the truly adventurous stay out after dark, some say it’s a whole different world under the moonlight. It's dark and foreboding place of narrow cobblestone streets and crowded, Gothic houses, centered around the St. Esther Cathedral.

## Notable Locations & Landmarks

* The Velvet Leash
* The de Mon Estate
* The Queen's Clocktower
* The River James
* St. Esther Cathedral
Magisterium

The **Magisterium** is the main governing body of the magical community of Everas with the intention of preservation of magical law and to keep it hidden from the mundane world. After the events of the Evil Queen, magic has been heavily restricted and all mages must be registered with the Magisterium. Headquarters of the Magisterium is in Arcadia in central Altus. It is headed by the Grand Magister.

## Magical Law

Magic cannot be used in cities, towns, and villages without being registered with the Magisterium. However, magic cannot be used even by someone who is registered in prohibited areas such as royal halls, sacred grounds, or other places where magic is outlawed. The untamed wilderness and defense of one's self is the only allowance of magic by the Magisterium.

## Magisterium Origins

The Magisterium is a body of mages who made sanctions and laws for all magic users and outlawed the use of dark arts. Punishable by death or imprisonment, most beings were terrified to use magic, but some persisted. Warlocks who gained their magic through pacts of otherworldly creatures, felt as if this was against them. They broke away from the Magisterium and created their own council referred to as the Black Coven. The Magisterium has the intention of preservation of magical law and connects the mundane government to the magical world.
Sienna Desert

The **Sienna Desert** is an arid and desolate region in the south accessed via the old road or by boat. The land is rocky, and the soil is cracked and has many crags and canyons, where various dangerous creatures take residence. It is a harsh land to survive in; it is very dry and hot, and the vegetation and freshwater access are sparse. The dragonborns, however, see a harsh beauty in the land that reminds them of the fires of their ancestors.
Tanglewoods

Towering trees whose tops are lost in heavy gray mist, block out all but a death-gray light. The tree trunks are unnaturally close to one another and twisted up, and the woods have the silence of a forgotten grave yet exude the feeling of an unvoiced scream. Some say those who enter the **Tanglewoods** alone see eyes glaring at them through the enterwining trees.
Gargoyle

**Gargoyles** are stone statues brought to life by magic in order to guard mages' laboratories, lairs, castles, and homes from intruders. Their appearance alone has scared off more than one prospective burglar. Those who do not take fright at the sight of these horned and winged monstrosities usually die shortly thereafter, torn to shreds by stony claws.
Slendy

??

Slendy is an Slenderman and a recurring character in Fatass series. His best friend is Skelly skellington.

## Appeared in...

YFAB: Hide'n seek. **DEPUT, MINOR**

YFAB: Battle royale.

Fatass shorts #3 Castle visit.

YFAB: Finding Boopkins. **MINOR**

Fatass shorts #7 A day in the life.

YFAB: School day.

YFAB: Flatass's real identity. **CAMEO.**

YFAB: If Mario Was In Attack on titan.
Darren

King **Darren** is romantic, brave, and enjoys ballroom dances. Though elegant enough both mentally and appearance-wise, he appears to be quite a swordsmen. Despite his position in power and royal status, he is far from shallow and is shown to be rather accepting of those around him, no matter their position or background, and seems to judge people more on their personalities and overall character. He rules over Citrouille in with his queen, Cinderella.
Eliot Spellman

**Eliot Spellman**, also known as the Blue Jay, is an apprentice wizard studying under the great Merlin himself. He studies in his tower day and night trying to be the best possible wizard out there. He is highly logical and can see past things that most people can’t. When in doubt, Eliot is the man for the job. He prides himself on his vast knowledge of the outside world, even though he’s terrified to be out in the field.

## Biography

At the young age of 11, Eliot was sent by the Magisterium to Wakefield Academy in order to train in the magical arts. Eliot possessed a brilliant academic mind and proved to be a gifted student in almost every subject that he studied. He enjoyed his years as a pupil, and took assignments, classes, and school rules very seriously. He was often described as one of the smartest wizards in his age.

Upon graduation, he started an apprenticeship under the great wizard Merlin in his tower where he currently continues his studies and tries to thwart any types of evil as much as he can.

## Personality

Eliot is both extremely intellectually curious and hard-working, coming out on top in most of his studies and continuously aiding the "good guys". Unlike most wizards who depended solely on their magical ability, Eliot readily relies on logic, which often helps him to cleverly deduce information that many others missed. However, his emphasis on logic makes him skeptical about accepting anything without proof.
Neverplane

The **Neverplane**, or the Never, is a realm of darkness and the birthplace of demons and dark magic. Those who enter are rarely seen again. It is where Oknos was imprisoned by Yuna to spend the rest of eternity. The dark elves protect the entrance with their lives. It is the dark echo of the mortal world, a twilight realm that exists “on the other side” of the world and its earthly denizens.

Legend has it that an otherworldly dimness arose around the remnants and tatters of the raw stuff of creation. Over time, these shadows coalesced and assumed a form similar to the natural world, but darker, more ominous, and thrumming with a strange and unexpected power. This murky land spawned beings of its own and drew others from different parts of the cosmos. It came to be filled with a diverse population of creatures, fair and foul.

The Neverplane is more than just a mirror, even as darkly cast and twisted as it is. This plane is the destination of souls loosed from their bodies. It is the domain of the dead, the final stage of the soul’s journey before moving onto the unknown. For this reason, the Neverplane draws the attention of any with an interest in death.
Solas Natu

An oasis set on the shore of La Playa del Sol, **Solas Natu** celebrates the daring spirit of the great sun and moon elf explorers, warriors, and architects. Meaning “a nation of stars”, one can discover a blend of classic high elf influences, fortifications, and emblems of the sun elves. It is a lively city filled with decorative papeles picado*s,* stalls with empanadas and tamales and vendors selling many different goods only found on the island like platains and papayas.
Keiji Fujiwara

**Keiji Fujiwara** (藤原 啓治 *Fujiwara Keiji*, born October 5, 1964 - April 12, 2020 in Tokyo, Japan) was a Japanese voice actor. His best known works are voicing Shinnosuke's father Hiroshi Nohara in the long-running anime series *Crayon Shin-chan*, Maes Hughes in *Fullmetal Alchemist*, Leorio Paradinight in *Hunter x Hunter (2011)*, Holland in *Eureka Seven*, Axel in *Kingdom Hearts*, Drago in *Bakugan Battle Brawlers*, Shiro Fujimoto in *Blue Exorcist* and Esidisi in *JoJo's Bizarre Adventure: Battle Tendency*. He is also known for the dubbing role of Robert Downey Jr. in the *Marvel Cinematic Universe* film series, as well as *Sherlock Homes* and its sequel, and recently *Dolittle*. He died of cancer on April 12, 2020.
Wayfinder

Wayfinders are children of the open ocean. The chart the stars in the sky to find where they are going. When on the water, they feel at home and there's no telling how far they'll go.

## Overview

The ocean is your calling and its waters are enticing. Your first love is the distant line of the horizon.

* **Skills:** Athletics, Perception
* **Tool Proficiencies:** Navigator's tools, vehicles (water)
* **Equipment:** A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

## Feature: Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

## Suggested Characteristics

### Personality Traits

* My friends know they can rely on me, no matter what.
* I work hard so that I can play hard when the work is done.
* I enjoy sailing into new ports and making new friends over a flagon of ale.
* I stretch the truth for the sake of a good story.
* To me, a tavern brawl is a nice way to get to know a new city.
* I never pass up a friendly wager.
* My language is as foul as an otyugh nest.
* I like a job well done, especially if I can convince someone else to do it.

### Ideals

* Respect: The thing that keeps a ship together is mutual respect between captain and crew. (Good)
* Fairness: We all do the work, so we all share in the rewards. (Lawful)
* Freedom: The sea is freedom – the freedom to go anywhere and do anything. (Chaotic)
* Mastery: I'm a predator, and the other ships on the sea are my prey. (Evil)
* People: I'm committed to my crewmates, not to ideals. (Neutral)
* Aspiration: Someday I'll own my own ship and chart my own destiny. (Any)

### Bonds

* I'm loyal to my captain first, everything else second.
* The ship is most important — crewmates and captains come and go.
* I'll always remember my first ship.
* In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
* I was cheated out of my fair share of the profits, and I want to get my due.
* Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.

### Flaws

* I follow orders, even if I think they're wrong.
* I'll say anything to avoid having to do extra work.
* Once someone questions my courage, I never back down no matter how dangerous the situation.
* Once I start drinking, it's hard for me to stop.
* I can't help but pocket loose coins and other trinkets I come across.
* My pride will probably lead to my destruction.
Kingdom of Citrouille

The **Kingdom of Citrouille** is the most quaint kingdom on Everas, or so it has been said. It is located in the Outlands of Valewyn, very close to Auradon. Peaceful, prosperous, and rich with tradition, it holds only one town, where old buildings, cafes, and boutiques dot the map. The kingdom is home to a grand palace where the charming King Darren and his beautiful wife, Cinderella live.

## Locales

* Conques
* **Merveille**
Acolyte

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure or even an occult group that served a fiendish master that you now deny.
Enchanted Hearts

An **Enchanted Heart** is not a real heart, but more of a person's soul. The ripper has to reach inside the victim's chest by using magic to grab the heart. This shocks and induces very much pain to the victim, and the victim cannot oppose to the ripper. The ripper then can crush it and kill the victim, control the victim's actions and speech, or split it in half. Additionally, people with their hearts ripped out are unable to feel any true emotion until the heart is restored. In someone commits an evil act of darkness like murder, the heart will begin to blacken, and if this heart becomes completely black, the person will die.
Anandapur

**Anandapur** is a bustling little town at the base of the Omen Mountains in the Maharajah Jungle. It serves almost as a gateway to the mountain pass. The Kali River runs on the outskirts of the town and is used to transport goods all throughout the jungle.

## Points of Interest

* Royal Anadapur Tea Company
* Serka Zong Bazaar
Vorpal Blade

The **Vorpal Blade** was created by the dark elves and made from demonglass that grows down in the Vermidia Caverns. It was crafted in order to kill Yuna, but it was stolen from the dark elves and never to be seen again. It is rumored to only be used by a someone who has sacrificed themselves for someone they love. But if the blade is used, it will then kill that person that they have sacrificed themselves for.

* +2 Bonus to Attack and Damage Rolls
* Attacks with this weapon deal Radiant damage instead of slashing
* When you hit and Undead with it, it takes an additional 2d8 radiant damage
* The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
* **The Final Blow** allows the user to preform a powerful attack causing the recipent a permanent death without doing an AC check and 10d8 damage. In doing so, the user can no longer use the blade as it dissapears and reappears far away from the user and it kills the person that the user sacrificed themself for.
Safiya Highmagic

Safiya is a tear-jumper able to travel across worlds and is not from Everas. She is one of the Scions of the Elder Tree.

## Biography

Safiya is the youngest cousin to Sapphiria. As a child, she looked up to Sapphiria…but perhaps a little too much since Sapphiria’s last act before she left Aloria was to sell Safiyas soul to get back at the Highmagic family by turning their next prodigy into the very thing they all hated. Being a HIghmagic she was also banished from her family and asked her patron, the old god G’thunn, to rid her of the warlock powers that she endowed. He made a deal with her to get Sapphiria’s soul back from Sapphiria and she could be free. But being naive and not understanding how pacts and deals with old gods and warlocks she doesn't understand the magnitude of ripping the soul from one's body or how powerful Sapphiria really is. So now she is on a mission to get Sapphiria’s soul, as well as learn how to take a soul. So she has spent her time searching for Sapphiria and a way to take a soul. She also wants to somehow save Sapphiria if she can since she is family and she looked to her as an older sister. But she doesn’t know how far gone she has become since losing Harthor.

Since becoming a warlock she has acquired a guide Biznip to help her along the way to find Sapphiria since he used to belong to her. Though Biznip is more like the devil on her shoulder...not always giving her the best advice...but has enough information to help her.

She isn’t a very good warlock but knows she will have to strengthen herself so she can get a soul since ripping a soul from a being can also damage your own. So when she gets a chance she will scour libraries and bookstores for a way to strengthen her magic and find a way to rip a soul.

Her most important downfall and secret Biznip won't tell her is... the pact she made little does she know its a trap set by the old god G’thunn and the warlocks to complete her training and become a full warlock and will never make her a wizard again since they know that the need for more power will consume her as it does with all warlocks since magic is almost like a drug to them. Everything is a choice for a warlock...but its always heavily persuaded.

Safiya looks like she could be Sapphiria’s younger sister but all the Highmagics look very similar due to selective breeding. She even has the same green eye as Sapphiria..a gift of the warlock that had to be given up….for the eyes are the window to the soul and it’s a way for her patron to always be with her to see what she is doing. Though she will try to hide her green eye thinking it hideous since Highmagics only have blue eyes.

Her magic isn't all green like Sapphiria’s and she cannot produce green flame because she isn't strong enough and hasn't fully given herself to the warlocks coven. She is in fact in a dark green and purple dress...the clothes of an initiate of the coven, but they are singed in areas.
Wakefield Academy

> *"This school exists for a single and timeless purpose: to reveal your innate abilities and hone them to the highest degree. Now, what you do with it after that is entirely up to you. If you want to take over the world, we don't teach that, but give it a go."* -Headmistress Avis
>
>

Founded by Ableton Wakefield, **Wakefield Academy** is the most elite boarding school for wizards. It does teach sorcerers who wish to be classically trained, however most sorcerers learn by themselves or through another family member or close mage friend. It does not, however, train warlocks anymore.

Hidden away from the mundane world, most students spend their entire adolescence here practicing their magic and gaining skills under the supervision of highly skilled mages hired by the Magisterium. For as long as history has been recorded, the school has taught young wizards to harness the abilities of the arcane. At the center of the school is the Sorcerer’s Stone, a magical crystal formed from the sap of the Elder Tree, with the capacity to absorb and store magical energy.

## Admissions

The admission process is extremely selective. Prospective students do not apply but are instead selected via a highly attuned detection process designed to identify individuals with magical potential. Following a period of examination and observation, those selected are then invited to take the Entrance Exam. If they pass the written examination they are given a magical aptitude examination. If they fail the written examination, their minds are wiped of all memories of the event and they are given a reasonable alibi to explain their absence.

## Majors of Magic

The school teaches the following majors of magic. Necromancy is only taught with high restriction under Magisterium Law due to Case 72913: MALISTARE VS THE MAGISTERIUM and must be approved by the Magisterium Council.

* **Abjuration**: blocking, banishing, or protecting
* **Conjuration**: producing objects and creatures from nothing
* **Enchantment**: entrance and beguile people and creatures
* **Evocation**: elemental effects
* **Illusion**: dazzle, befuddle, and trick others.
* **Necromancy**: life, death, and undeath forces
* **Transmutation**: modify energy and matter
Visitani

The **Vistani** (singular: Vistana) are wanderers who live outside civilization, traveling about in horse-drawn, barrel-topped wagons called vardos, which they build themselves. Compared to most, they are flamboyant. Vistani dress in bright clothes, laugh often, arid drink heartily. Vistani are silversmiths, coppersmiths, haberdashers, cooks, weavers, musicians, entertainers, storytellers, toolmakers, and horse traders. They also earn money by telling fortunes and selling information. They spend whatever they earn to support a lavish lifestyle, display their wealth openly as a sign of prosperity, and share their good fortune with family and friends. Each family or clan of Vistani is its own little gerontocracy, with the oldest member ruling the roost. This elder carries the bulk of the responsibility for enforcing traditions, settling disputes, setting the course for the group's travels, and preserving the Vistani way of life.

Vistani elders make all the important decisions, but whether by choice or because of their age, tend to speak in cryptic, flowing riddles. Vistani families and clans are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Although they can seem lazy and irresponsible to outsiders, the Vistani are serious people, quick to act when their lives or traditions are threatened. They are merciless when they believe they must be. Vistani who knowingly bring harm or misfortune to others of their kind are banished-the worst punishment a Vistana can imagine, even worse than death.
Unios Region

The **Unios Region** covers two islands located in the far south and was founded by the sun and moon elves. The tropical rainforests and pristine beaches cover most of the region and are a popular destination for adventurers to take a break from fighting fiends and solving mysteries. The locals are big on hospitality and tradition but typically stay far away from the old ruins deep in the jungles.
Northuldra

The **Northuldra** are an indigenous group who live within the Enchanted Forest north of Arendelle, known as the "people of the sun". They are deeply connected to the magic of the forest and its elemental spirits - the wind spirit, the fire spirit, the water spirit, and the Earth Giants.

## Overview

You grew up in the Enchanted Forest, with your native people. The forests are in your blood, adventure is your calling. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. You are very in touch with the elements of the forest and feel its call.

* **Skills:** Nature, Survival, Animal Handling
* **Tool Proficiencies:** One type of musical instrument, simple weapons
* **Languages:** One of your choice
* **Equipment:** A carved staff of one of the elemental totems, a set of traveler's clothes, and a belt pouch containing 10 gp

## Feature: Forest Dweller

If you're inside of a forest, you are at home. Most benevolent creatures act warmly towards you and even when you're lost, you find a way through the woods.

## Suggested Characteristics

The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most Northuldra.

### Personality Traits

* I'm driven by wanderlust but my people keep me from leaving.
* I watch over my family and friends as if my life depended on it.
* I will stop at nothing to protect those I love.
* I draw from nature, believing there is beauty in everything, even the darkness.
* Material things do not interest me.
* I feel far more comfortable outside than indoors.

### Ideals

* Change: Life is like the seasons, in constant change, and we must change with it. (Chaotic)
* Greater Good: It is each person's responsibility to make the most happiness for the whole tribe. (Good)
* Honor: If I dishonor myself, I dishonor my whole clan. (Lawful)
* Might: The strongest are meant to rule. (Evil)
* Nature: The elements are important to me. (Neutral)
* Glory: I must earn glory in battle, for myself and my clan. (Any)

### Bonds

* My family, clan, or tribe is the most important thing in my life, even when they are far from me.
* An injury to the unspoiled wilderness of my home is an injury to me.
* I will bring terrible wrath down on the evildoers who destroyed my homeland.
* I am bound to the elemental spirits, anything they tell me, I will listen.
* I suffer awful visions of a coming disaster and will do anything to prevent it.
* It is my duty to protect the forest at all costs.

### Flaws

* I find being intoxicated extremely inticing.
* I throw caution to the wind and live life wildly.
* Anyone who's ever harmed the forest is no friend of mine
* I am slow to trust outside of my own tribe.
* There's no better way to settle a dispute than an old fashioned brawl.
* Nature has a way of weeding out the weak.
Valewyn Region

There is a wide variety of towns and cities throughout the region; from the large, urban Haventree to the quiet, quaint town of Summerelm. It has a highroad, which acts as the main road to cities and towns or points of interest. Valewyn seems to have the most temperate climate of all the regions.

The majority of Valewyn is forests and plains. Many of the major cities are in the center of the region, with close access to virtually every environment such as the sea, mountains, forests, etc. Valewyn is mostly dominated by land but has a large bay in the middle which opens to the sea. Valewyn has a contrast between urban cities and rural towns. It also has several mountain ranges, which are mostly in northern and western parts of the kingdom.

Another major landmark is the Blue Bayou which is a giant wetland that is subject to frequent or continuous flood. It houses many different kinds of beasts, some of which are unique to this environment. Riverside was settled to protect the area, but it has grown naturally over the years and there is now a lookout that affords views of the bayou.
Jakari Mossglade

Jakari Mossglade is one of the Scions of the Elder Tree.

## Personality

Jakari has optimist and pacifist qualities that make them an ideal mediator. They are really empathetic prefer to choose the path of peace and will try to reason to those who can be reasoned with before foregoing the path of violence or force. They are always trying to help those they encounter and believes people are born good. They will try to do what they think is right even when they are terrified. Jakari has a fear of the dark and will carry their lantern with them everywhere they go.

## Background Edit

Jakari grew up in the small town of Wren’s Head.
Sassagoula Manor

**Sassagoula Manor** is out of the swamp and untouched since the last owners lived there. Gravestones and old trees are spread across the ground. It was once a stately mansion, owned by Henry Sassagoula who buily the Sassagoula Ferry Company during the Great War to help refugees from New Orlais to Riverside.

Henry and his family passed away tragically and no one has lived in it since. Some say that it is due to the restless spirits that haunt the halls and the creepy family cemetery that lurks nearby. Or perhaps that some of it has sunken into the swamp and who knows what lurks in the murky water inside the manor.
Fighters

For as long as war has raged, heroes from every race have aimed to master the art of battle. **Fighters** combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the fighter from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons.
Claude Frollo

**Claude Frollo** is a ruthless minister in Willowsburg and a religious zealot with intolerance for sinners. He believes the Visitani people (or "gypsies", as he refers to them) to be the most heinous of all malefactors, and therefore dedicates twenty years of his life to eradicating them. Frollo's self-imposed mission drives him to perform inhumane acts of violence, all the while using his loyalty to Yuna as justification.
The Order

Knights, or Paladins, in **The Order** are considered by the common folk to be the saviors and warriors of Everas, protecting the world from the dangers of magic unchecked. As the military arm, they are recruited primarily for their martial skill and religious dedication. Given the difficult choices knights must make in the course of their duty, they must be unswervingly loyal to the emperor and maintain an emotional distance from the plight of their charges. It is said that a knihgt's obedience is more important to the emperor than his or her moral center.

Knights go through a rigorous process of recruitment and training at the Old Abbey, sometimes in monastic refuges segregated from everyday society. While the majority of their members are male, some female kngihts do exist, having chosen to serve as a defender of the faith rather than a spiritual guide for the community. Knights take vows upon knighthood, but these do not include a vow of chastity. Knights are nevertheless discouraged from marrying or raising children since it is impractical to live apart from ones’ dependents. Such unions are occasionally permitted, provided that the paladin’s spouse has his or her own means of support, for example, owning land or a title. A knight marrying another knight would be considered fraternization within the ranks and would seldom receive permission.

Prior to taking their vows, kngiht recruits undergo a vigil. After the vigil, the knight’s life is changed. The Order dictates that kngihts are not to seek wealth or acknowledgement. Their lives belong to their god and the path they have chosen.
Bards

Words and music are not just vibrations of air, but vocalizations with power all their own. The **bard** is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
Goblins

Originally the slaves of Oknos and the pawns to do his bidding, **goblins** were forced to do most of the work for the Orcs and Tieflings. They are mischievous creatures that hunt in packs and live in dark and damp places across the continent.

## Goblin History

When they first were created, the orcs and tieflings used them as pawns in the war. Easily controlled and not having much intelligence, they followed whatever they were told to do. After the war though, the goblins scattered across the realm, establishing little camps here and there. Having a hatred for the orcs and tieflings that used them to win the war, they resent all life and will attack anyone on sight, regardless of their alliance.
Kingdom of Agrabah

The **Kingdom of Agrabah** is located near the Jordan River and was founded by a human man named Hamed, an ancestor of the current Sultan. The Sultan is assisted by his council, which consists of various diplomats that aid the sovereign in governing the kingdom. Due to the hot climate, there is little moisture, and what once was a lake bed has become dry and barren. Additionally, there are very few plants, save for some small shrubs. The landscape is mostly flat, with the exception of the hills in which the castle is nestled.

However, fish surround the coast and are abundant enough to be caught and sold in the market. There are also shepherds who guide their flocks around the fringes of the central kingdom. Out in the desert, wild boar roam free. These present enough of a threat to the citizens that they keep the perimeter of the town guarded by archers.

## Locales

* **Agrabah**
* Anandapur
* Qamar
* Mirage
Mao Ichimichi

**Mao Ichimichi** (市道 真央 *Ichimichi Mao*, born February 1, 1992 in Osaka Prefecture, Japan) is a Japanese actress and voice actress known for voicing Hikari Yagami in *Digimon Adventure tri.* and *Digimon Adventure Last Evolution: Kizuna*, Julieta Juris in *Mobile Suit Gundam: Iron-Blooded Orphans*, Iris in *Fire Force*, Luluco in *Space Patrol Luluco*, Shion in *That Time I Got Reincarnated as a Slime*, Sayaka Miyata in *Keijo!!!!!!!!*, and Motoko Minagawa in the 2019 remake of *Fruits Basket*. She also played Luka Millfy a.k.a. Gokai Yellow in the *Super Sentai* series *Kaizoku Sentai Gokaiger*. She started her career as a Japanese idol member of Horipro's "HOP Club" under the stage name **Rio Minami** (南 梨央 *Minami Rio*) and was also a gravure idol. She started an extensive voice acting career under the stage name **M・A・O**.
Dwarves

**Dwarves** were one of second generation of people to arrive on Everas. They are stout and hardy and have a love for hardwork and craftsmanship. They are expert blacksmiths and architects by nature and some clans live both underground and topside.

## Dwarven History

Dwarves were able to help in the war by making the humans armor and weaponry and act as spies.
Races

Everas is home to a large variety of races, some native to its lands and some hailing from other realms. Deciding which race to play will define who you'll be in this adventure.

* Elves, Dragonborns, and Merfolk (The Originals)
* Humans, Halflings, Gnomes, and Dwarves (The Offspring)
* Orcs, Goblins, and Tieflings (The Dread)
Halflings

The **halflings** of Everas are the most adept to agriculture and enjoy farming, gardening, and hunting, as well as being outdoors and enjoying nature. They typically love to stay in their own communicates and enjoy being close to family. Fairies enjoy halfling company and will often follow them around and make their nests close by.

## Halfling History

Looking like humans, but just half the size, they built their communities close to human civilizations. Usually on the outskirts of farming towns, rural villages, and small settlements. During the war, they helped by feeding soldiers and housing the wounded. Some halflings even enjoy the open road and become nomads in caravans that stretch across the lands, delivering supplies to foreign towns and trading goods with other merchants.
Rune of Ever Afters

The **Rune of Ever Afters** is the most powerful bit of Light Magic in existence and can only be used by a savior. It is created by collecting all seven runes and combining them in front of the Elder Tree’s Elemental Pedestals. The rune itself has the power to rewrite the very fabric of creation and change a “happily ever after.”
Yeenoghu

**Yeenoghu** leads a horde of beasts and animals, a mindless swarm of destruction and death. Yeenoghu is known to be absolutely opposed to Baphomet, their followers often attacking each other on site. His symbol is a yellow eye, His followers paint it on their weapons, armour and even skin and fur, so He can see the acts of destruction carried out in his name.
Mizner

At one point, the Village of **Mizner** was a sleepy halfling ranch town, its only claim to fame being a garish tourist trap that drew in the occasional passerby. However, a recent influx of humans has turned the area into a bustling hub of activity. They keep arriving with their stacks of gold, retrofitting the town with modern amenities while eagerly believing they've acquired their own slice of country paradise. The clash between the old and new is readily apparent, with some elderly die-hards clinging to the remaining vestiges of life as they knew it.
Nightingales

The **Nightingales** are ancient shape-shifting demons that prey on sick, weak, dying or wounded people. Like carrion birds, they don't care who is evil or who is good. As long as they feast on the weak, they don't have to pick sides. During the Great War, they took on the form of merfolk healers in order to get closer to the soldiers. Due to the unprecedented scores of dead in that war, combined with the sheer chaos of Oknos' warfare, they can afford to be choosy about who and what they eat, and are better able to maintain their facades during lulls in the fighting. They can be killed with enough violence however, hence why they prey on those who are too weakened to fight back, although they are opportunistic predators who will sometimes attack strong, healthy prey if they can ambush them without a struggle. They prefer to reveal their true forms and feed at night.
Vampire

A vampire, or upir, were created by Oknos in the Neverplane. A vampire enjoys its second life during the night hours. It leaves its grave by the light of the moon and only under its light may it act, assailing sleeping maidens or young swains, who it wakes not, but whose blood it sucks.Vampires feed and survive on the blood of the living, typically on that of humans, and they can also transform other humans into more of their kind by sharing their own blood with them.

There are three levels of vampires:

* Darkpir
* Dhampir
* Higher Vampire

## Darkpir

These are more of the creature-like vampires that don't resemble humans at all. They only seek slaughter and are often the result of Vampires not feeding on blood. They turn into ravenous beasts.

## Dhampir

Half dead, half living: dhampirs are the spawn of vampires and another humanoid. They mostly have the same abilities of vampires, just on a lesser scale.

## Higher Vampire

Only a mutual thirst for blood links higher vampires to their distant and much more primitive cousins. Higher vampires are, in fact, much more similar to humans than to those bat-like blood slurpers. They not only resemble humanoids in appearance, but also share our intelligence and behavioral patterns. This means they do not squat in distant forest or hide in the shadows. On the contrary, they are particularly fond of cities, where they live out deceivingly normal lives. Unlike men, higher vampires are immortal. Those who have faced them in combat and survived can be counted on one hand.

Though they do have a taste for blood, they do not need to drink it to survive. Some higher vampires have renounced feeding on humans altogether and do no harm to anyone, but others give in to their desires. These monsters are endowed with incredible strength, one able to manipulate men and animals, turn invisible and transform into a giant bat - and furthermore one which it is nearly impossible to kill.

## Facts and Myths

* Higher vampires don't need to drink blood to survive. Rather, it's like alcohol to them, in that they can become drunk from it. Additionally, drinking blood increases their strength.
* Certain higher vampires can turn invisible, bewitch with their gaze, and take on a bat form. They can also fly, but this ability can only be done during a full moon.
* They are not adversely affected by silver; although most vampires short of true Higher vampires can be wounded by it.
* A vampire bite does not turn the bitten creature into a vampire.
* They cannot be seen in mirrors and other reflective surfaces.
* They don't cast shadows.
* Rushing water (rivers, etc.) poses no obstacle to their movement.
* Holy water, crucifixes, and garlic are ineffective against them.
* Partial bodily damage, such as a stake through the heart or decapitation, is only an inconvenience to them.
* Some can touch white hot metal with their bare hands without injury.