recursal/Fanatic-Fandom huggingface dataset:
Era of the Giants

## Summary

By using what they call the Ordning, the Giants of this world united into a simple hierarchy that allowed them to become allies. Through this alliance, the Giants overthrew and destroyed many of the Dragon rulers and forced the world into servitude of the Giants for seven thousand years.

## Timeline

### 37,000 P.C. - 34,000 P.C.

The Giants destroyed the Dragons hold on the world, making sure to hunt down and destroy the most powerful of the Dragons. By isolating the most powerful and killing them, they left the lesser Dragons to flee and fight amongst themselves. Eventually the Dragons all but disappeared or died, leaving the world in the capable hands of the Giants.

Using the Ordning, which detailed the rank of each type of Giant in relation to every other Giant kind, they set up a very workable system of government. All tribes and settlements fell under the sway of a Giant, with bigger populations requiring a bigger Giant to keep it in line. After the initial chaos, the Giants led pretty good lives for a few thousand years.

### 34,000 P.C. - 32,000 P.C.

The prosperous and gluttonous lives of the Giants began to fall apart around this time. Various infighting between the Giant ranks occurred, caused by some who weren't happy with their position in the Ordning. Various tribes and settlements required more discipline to stay in line, which forced the Giants to wipe out some groups for their constant insolence.

Various new races were created by the Giants in a way to create new loyal followers that would help them maintain control of their lands. These experiments were sometimes less successful than they had hoped.

### 32,000 P.C. - 30,000 P.C.

It started small, but slowly but surely creatures that were from other planes began to show up on this Prime Material Plane. From the Astral Plane or even beyond, many of these creatures were servants of the Mind Flayers, or the Illithids. As these creatures began to show up, Illithids followed. They took control of many of the servants and tribal leaders, turning them agains the Giants

Eventually, when enough forces had been put in place, and enough of the Giants followers had been secretly turned against them, the Illithids launched a full-scale war...

## Signs of the Era

Many races were created during this time. Cyclops, Ettins, Ogres, even Oni started in this era and still remain in the world. The Giants all still exits, but in much smaller numbers and in small tribes mostly hidden in the mountains.

Many mountains ranges today were shaped by the Giants. Some say some of the mountains were created by them, but today historians know for sure that several old, decrepit forts or cities made of stone still linger in many of the mountain ranges today.

More powerful Giants were proficient with magic, which meant that a lot of magical items were made during this era and a few survived until the present. Many of them are related to Giants or their kin, only usable by them or only useful to them. Some are powerful for any user, granting some of the Giant's abilities and some magic items that help carve and manipulate stone.
Bragol

**People** | 80% Human, 15% Elf, 5% Other

## Summary

A nation intrinsically tied to the events that have occurred in the Batu Mountains, specifically the portals and other ties to the Shadowfell. A nation of peaceful people mostly in the south, the northern population either support or are connected to the groups that use the Shadowfell for power.

## Inhabitants

Mostly farmers in the south, there is a large arcane spell-casting population in the northern border. The high population of magic users and ties to the Shadowfell drew unusually more than normal concentration of Elves to the area.

## Government

The government is a monarchy, and officially denounces all the practices of the magic-users and dark organization who use the ties to the Shadowfell for power. However, many believe elements inside and various advisers are corrupted by those groups or the Shadowfell itself, leaving the monarchies true allegiance uncertain.

## Notable People

* **King Theomen Umbril** - current monarch of the nation
* **Yeoffery Meryweather** - well known Shadow Mage, practitioner of magic related to the Shadowfell, often a public figure trying to put a pleasant face on the Shadowfell and the magic that comes from it
* **Colville Dembridge** - Monk and founder of the Eclipse Warriors, a school for Monks that follow the Way of Shadow

## Notable Locations

* **Halda** - capital of nation, known for it's unofficial ties to Shadow magic, official government trying distance itself from it
* Batu Mountains - source of most of the shadow magic and the northern border of the nation
* Red Storm River - river that runs down from the Batu Mountains, has often been red with blood at various points in history, hence the name
Xaris

**People** | Kobolds 35%, Goblins 30%, Hobgoblins 25%, Other 10%

## Summary

A wild untamed jungle and forest nation, filled with the ruins of former empires and previous organizations that controlled the region. Filled with various monstrous creatures, it is pure chaos and victim of various tribal wars. Some alliances occur for brief periods of time but it is a de facto no mans lands for anyone.

## Inhabitants

Various monstrous creatures find residence in the area, either hiding from other nations or finding purpose under a warlord or tribe in the region.
Myndel

File:Tails.png
The Goddess of trade, wealth, crafts, and commerce. She maintains her residence in the Midplanes, specifically Mechanus.

She is referred to as **"Merchant Goddess"**

* **Symbol:** Large coin with blacksmith’s tools on the front
* **Alignment:** LN
* **Portfolio [Domains]:** Trade, wealth, crafts, and commerce [Knowledge, Trickery, Forge]
* **Favored Weapon:** Rapier

## Description

Myndel is a formal Goddess. She speaks calmly and in formal language. She is calculated and clever. She is always looking for an angle or a way to profit. She often appears as a beautiful noble woman with golden gowns and golden blond hair.

Myndel has been in the background manipulating almost every major event throughout history. She always tries to come out on top when events occur, and allies herself with whoever is convenient. She was not actively involved with the events surrounding the Divine Cataclysm, though she wasn’t upset it happened. She also didn’t actively involve herself in the events at the end of the Era of Magic.

Myndel can work with almost any of the deities in the world except for Xorlog, who is only for destruction and not conducive to trade and commerce. She has allied herself with almost each deity throughout history for various reasons (except Xorlog) and even had a brief affair with Isbrea.

## Clergy

The temples of Myndel usually take the form of merchant trade houses and even open air marketplaces. Many can buy and sell various products there as well as get loans to purchase higher cost items. They also hold auctions for various priceless items in various cities.

The clergy take on the role of tradesman, money lenders, and auctioneers. They wear golden colors, usually, and usually are garbed in wealthy looking accessories to project wealth and prosperity. Clerics can also have a trade or craft that they use to make money on the side and often sell their wares at the temples’ open air marketplaces if they can. They also mediate trade and business deals as a neutral party.

Clerics of Myndel pray for their spells at dawn. They also perform rituals before auctions, trade deals, and various business deals to ensure they go well and are balanced and fair. They also perform a ritual when they fulfill the role of a trade mediator.

## Dogma

Wealth is the end goal for all relationships. You make allies and enemies to produce better monetary results. Learn a valuable trade or craft so that you can always have income and contribute to society. Leverage your power as a cleric to sell your wares. Learn the math, business, and rules of your trade so that you can manipulate and control the system.
Arena District

## Atmosphere

The roar of the crowd fills the air, the smell of street food, sand, and blood mix together, various people, clothes, and animals are seen walking the streets around the Arena

## Typically Found There

Many foreigners are in this district, which is why it is filled with various inns. A lot of the goods and services in this district are related to the arena (things for the audience members like souvenirs and food as well as armor and weapons dealers for the fighters themselves).

## Locations of Note

* **Belcoe's Bar** - bar owned and operate by former adventurer, **Helena Elmroot**
* **The Arena** - a massive structure several stories tall that contains all the fighting year round, officially known as "The Almonte Arena", but simply referred to as "The Arena"

## People of Note

* **Helena Elmroot** - owner of **Belcoe's Bar**
* **Pavros Tulver** - manager of The Arena, also the announcer before every major match, a man famous for his theatrics
Rylbin

**People** | Human 75%, Elven 10%, Half-Elven 10%, Other 5%

## Summary

A Wuxian monarchy, the nation lives under strong and guided rulers. The nation has strong ties to the church of Khanos because of the citizens inclination towards law and order. Masoleums and tombs with related structures, industries, and professions permeate every locale in the nation.

## Inhabitants

Mostly Humans populate the nation, but no matter what race, their ties to proper burials of its and many other nations' citizens is strong. Professions dealing with masoleums, cemetaries, and tombs are everywhere and even normal businesses that would exist everywhere else cater to those industries. Stone masons built tombstones, carpenters construct coffins, clothing makers design funeral shrouds, etc.

## Government

The government is a long living monarchy steeped in tradition. Though it is not a theocracy, the government has close ties to the church of Khanos and a strange relationship with death and ritual. Many bureaucratic positions are filled by clerics of Khanos and there are many government laws regarding burying and entombing the dead that match up with the ethos of the church of Khanos.

## Notable People

* **King Zi Lao** - current monarch of the nation, very old, a very spiritual man
* **Li Opan** - Current high priest of Khanos in Rylbin, very influential
* **Gavros Helman** - important foreign businessman, owns many elite mausoleums and cemeteries for the super rich

## Notable Locations

* **Kasra** - center of Rylbin society, filled with many mausoleums, churches to Khanos, and their large military base (to defend from Quilven)
Shadow Elves

File:Grey elf.jpg
## Description

The Shadow Elves are descendants of Elves long ago that delved too deeply into Shadow magic and the Shadowfell plane. They are not always evil, as the descendants are born into this, but they always seem a bit unnatural and creepy. They have pale gray skin, green or brown eyes, and usually pure white hair, although some have black.

## Location

They are scattered around the word, not having a true homeland. They have been known to gather around the city of **Halda** and the Batu Mountains where various similar people take up residence. They are even known to wander in the untamed areas of the world where no civilization can find them and persecute them.

## Game Statistics

* **Ability Score Increase**: Your Charisma score increase by 1.
* **Shadow Magic**: You know the *chill touch* cantrip. When you reach 3rd level, you can cast *unseen servant* once per day. When you reach 5th level, you can also cast *invisibility* once per day. Charisma is your spellcasting ability for these spells.
* **Shadowfell Despair**: When it is appropriate, you may risk falling into a despair whose origins come from the Shadowfell itself. You make a Wisdom saving throw (DC 10). If you succeed, nothing happens, and you are immune for 24 hours. If you fail, you fall into a despair. Roll a D6 to determine the effect on the table below. After finishing a long rest you can make another Wisdom saving throw (DC 15) to shake the despair. For more details on this, see pg. 52 in the Dungeon Master's Guide.

 4-5
 6

* **Frightful Presence**: All those within 30 feet of your character that have line of sight must make a Wisdom saving throw (DC = 10 + Charisma modifier) or be Frightened for 1d4 rounds. If they make the saving throw, they are immune to the effect for 24 hours.
Valneska

**People** | 90% Human, 5% Dwarven, 3% Elven, 2% Other

## Summary

A coastal nation isolated by the Garmoth Mountains, they have developed their economy and society around sailing. There is some farmland but not enough to supply the entire region, so they rely mostly on trade and sea travel.

## Inhabitants

Mostly Humans inhabit the nation, although a few Dwarven residents are up in the mountains. Recently, and the actual figure on this is debated, but many inhabitants have become convert to the church of Tolujar.

## Government

A basic Hereditary Monarchy, but many have heard rumors that the government has become under the sway of the church of Tolujar. This leads people to believe that it has become a Theocratic Monarchy, but these are only rumors.

## Notable People

* **King Umbar Theymil** - current king of Valneska, may or may not be under the sway of the church of Tolujar
* **Loban Rainwright** - leader of the church of Tolujar in the region, "officially" doesn't have a church in the area, but lives in **Galea** and has mighty influence

## Notable Locations

* Garmoth Mountains - make up the eastern border of the nation and also cut them off from the rest of the continent
* **Galea** - capital and major port city in the nation
Almonte Conclave

## Description

The conclave is the legislative body of government in the city of Almonte. They are lawmakers as well as the ones who decide how the city's money is spent.

## Current Members

1. Precinct 1 - **Ethmore Aliraylis**, Elven nobleman
2. Precinct 2 - **Quevlin Strongmoor**, elder Human businessman
3. Precinct 3 - **Josiah Weevil**, Human wizard
4. Precinct 4 - **Pavrin Carmichael**, Human fighter/former Ward Captain
5. Precinct 5 - **Andarra Enderly**, Half-Elf Priestess of Myndel
6. Precinct 6 - **Li Yang**, Wuxian Human businessman
7. Precinct 7 - **Nephora**, Tiefling businesswoman
8. Precinct 8 - **Tevra Felheim**, Dwarven priestess of Aubade
9. Premier - current one is **Miranda Guggenheim**
Organizations

* Current Organizations
* Defunct Organizations
Organizations that are currently running in the world today:

Global Organizations

Aerenoth.pngCircle of AerenothXiangdao.pngXiang DaoMystic.pngMystic Directorate Righteous.pngRighteous VanguardQuill.pngAgents of the QuillTower Consortium
Local Organizations

* Hex Union - workers' union that work for city of Almonte, repair public magical items
* Urban Ward - the military and police force within the city of Almonte
* Bravulian Knights - knighthood from Bravul, almost paladin-like code of conduct
* Dark Exchange - black market that resides in the city of **Kulnaur** and is where anything illegal or hard to find can be bought or sold
* Immortal Corsairs - group of pirates, led mostly by the local Githyanki, reside mostly in the port of **Talal**
* Weather League - group of like minded wizards that study the weather and how they can control with magic, influential in the Almonte Valley
* Eclipse Warriors - group of monks that follow the Way of Shadow, reside in Bragol
* Fey Kindred - group in **Gelmar** that allies itself and is knowledgable about the local population of Fey from the Feywild
* Cult of the First - followers of an Ancient power whose real name and motives have been lost to history
Organizations that no longer exist but traces of their influence remain:

* Planar Defenders - an extinct Elven group that is famous for discovering the majority of knowledge about the planes, but also starting the Era of the Fiends
* Falmarian Free Trade Consortium - slave traders in the former Falmar empire, now defunct after the fall, as most the civilized world forbids slavery
* Shadow Guild - league of assassins that once had a strong tie to the Shadowfell, but accidentally teleported their HQ to the plane and were never seen again
* Ithquandryic Society - ancient society, mostly Dragonborn, that existed before the Divine Collapse, collected and made powerful divine items, its remains are now in the Eres Wasteland
Neu Milo

## Milo

I

**"Neu" Milo Wilbur** ist ein Handwerker sowie Hobby-Fotograf. Er ist ein guter Freund von Robert Beck.

## Kurzbiografie

Milo ging zusammen mit Bob Beck in Manchester zur Schule. Er kam erst später in Bobs Klasse und war der zweite Milo, weshalb er den Spitznamen "Neu Milo" bekam. In der Schule lernte er außerdem Alexis kennen und war schon immer verliebt in sie.

Nach der Schule absolvierte Milo seine Ausbildung zum Handwerker und war sehr erfolgreich als dieser. Aber er fand auch Interesse an Fotografie.

Später kam er einmal nach Sodor, um sich wieder mit Alexis zu treffen, die nun in Ffarquhar wohnte. Dabei traf er auch wieder auf Bob und seine Lokomotive Thomas. Seine Kamera brachte er nach Sodor mit.

Als Thomas später Probleme mit zwei Lokomotiven hatte, die das Gesetz brachen, nahm er Milo einmal mit, um die beiden zu filmen. Milo wusste nicht, dass Thomas die Filmaufnahmen zur Polizei geben wollte und war leicht verärgert. Kurz darauf brachte Thomas Milo aber schnell zum Walney Island Airport in Barrow, da Alexis von dort aus nach Amerika flog und Milo ihr letztes Treffen versäumt hatte.

Milo zog eine Weile später ebenfalls nach Amerika und nahm seine Kamera mit.

## Persönlichkeit

Milo ist recht schüchtern, zurückhaltend und unterschätzt sich auch selber. Er traut sich nicht immer, das zu sagen, was er eigentlich sagen möchte.

Er scheint außerdem Zeiteinteilungsprobleme zu haben und ist entweder zu früh vor Ort oder kommt mit den Wochentagen nicht hinterher.

## Auftritte

* **Staffel 6** - Die Relevanz der Regeln

## Trivia

* Er wäre laut Thomas' Aussage "auch ein guter Lokführer".
* Die Inspiration von Milos Spitznamen stammt von einem Fisch aus der Skyblock Randomizer Challenge von Wilbur Soot, vom dem er auch den Nachnamen "Wilbur" bekam.
* Sein Schwarm *Alexis* ist nach der Schauspielerin *Alexis Bledel* benannt, die in der Serie *Gilmore Girls* die *Rory Gilmore* spielte, die dort unter anderem mit *Jess Mariano* zusammen war, der von dem Schauspieler *Milo Ventimiglia* gespielt wurde.
* Milo hat zwei Figuren: Eine ist wie aus der Verpackung mit einer Kamera verbunden, bei dem anderen wurde die Figur von der Kamera getrennt.

## Galerie

1. ↑ https://www.youtube.com/watch?v=gdqrvSI-HUM
Arcane Sanctum Wikia

**Welcome to the The World of Arcaterra Wiki!**
*A campaign setting for 5th Edition Dungeons and Dragons*

Arcane Sanctum, a 5th Edition Dungeons and Dragons campaign setting, is set in the world of Arcaterra. One continent is arcane, the other divine. And the world is filled with magic items, relics, ruins, dungeons, and magical creatures from different periods of history where powerful creatures ruled the world.

## The World

The world, known as **Arcaterra**, consists of two hemispheres, each with two continents, the Dark Catacombs that runs underneath them both, and the various planes that surround and occasionally cross over into this world. The world also has several unique creatures, certain magical items, and rare materials that only exists in this world.

## History

The history of this world is divided into Eras, each of them named and defined by the group that came into prominence during that time period. And all the eras are grouped into Epochs, which are defined by what the eras all had in common.

## Deities

The deities of the world affect the lives of all the people in Arcaterra. They live on other planes, however, which are divided by their alignment.

## Organizations

There are many organizations, past and present, that exist in this world that the players know about or may join or may fight during their adventures.

## Player Options

There are several options for Player Character's in this world that are unique to this world, as well as those that already exist in the Player's Handbook that are renamed or repurposed for this world.

## Wizlock Campaign

The adventures of the Wizlocks and their resolve to be their own force for change in a divided world...
Currency

File:Heads.png    File:Tails.png
The currency system of the world of Arcane Sanctum is similar to any D&D world. There are five different types of coins, and they have the same exchange rates as they do in the PH. However, they have slightly different names.

Gold coins are simply called Sanctums. The other coins are just simply the metal name followed by Sanctums (Platinum Sanctums, Electrum Sanctums, Silver Sanctums, Copper Sanctums). They are abbreviated by ps, S, es, ss, and cs, with the symbol for Sanctums being the only one capitalized. Below is a table with the names, abbreviations, and exchange rate.
Culdor Forest

## Location

Located on the southern coast of Lemba, it runs into the bordering nations on either side: Vernian and Antaril.

## Characteristics

Home to the Green Elves, is the primary location of the majority of them in the world and their history and culture. They mostly keep to themselves and don't share the forest with anyone. They are war-like and often the nations on the borders of the forest need to keep guard and make sure none of their citizens wander into the forest and get attacked.

## Notable Locations

* The Channel - runs along the edge of the forest, it is often a common method of travel for the natives of the forest.
Docks District

## Atmosphere

The smell of....something. Loud noises of crates and supplies being loaded and unloaded, workers yelling back and forth. The airships flying in and out of the city.

## Typically Found There

The airships dock, unload, and load here. The Air Docks are a tall structure with many moving parts. Various warehouses, some low income housing, and cheaper shops fill the district.

## Locations of Note

* **Air Docks** - unofficially called the "Looming Tower", it is one of the largest structures in the city, with various levels filled with merchandise coming and going and workers that are constantly moving the crates to the Airships
* **Alehouse of Morkai** - a popular inn right next to the Air Docks, also a Temple to Morkai, where many clerics can be hired to travel with the airship to guarantee it's travels are safe
* **House of Isbrea** - a brothel run by a faction of the church of Isbrea, who cater to the locals as well as some nobles who wish for privacy outside their own districts

## People of Note

* **Lady Araybella Wyrmwood** - Half-Elven priestess of Isbrea who runs the **House of Isbrea**
* **Dorn Redhaven** - laborer and dock worker, he is popular among the men working the Air Docks and is currently trying to organize a union for them
* **Vobrik Steelhelm** - Dwarven smith who may or may not be an illegal arms dealer in addition to a smith
Leithar

**People** | 77% Human, 6% Elf, 5% Orc, 5% Dwarf, 5% Halfling, 2% Other

## Summary

A nation of refugees from the old Falmar empire, this nation is about freedom for everyone. Having quite a varied population for a human nation, it allows all people, most religions, and has varied culture in all their settlements.

## Inhabitants

Most of the inhabitants are refugees and former slaves. The land was claimed by them, and Falmar wasn't powerful enough to refute their claim because of their sheer numbers. This population is varied in race, religion, and culture as the slaves that make up the population were taken from all around the world.

## Government

They have cobbled together a government which is young and not quite working, but it is recognized by all the nations. The constitution is being updated constantly to accommodate for various problems their new government is encountering.

## Notable People

* **Yasmine Faheem** - woman who led the rebellion almost 400 years ago, helped forge the first constitution of Leithar, a war and folk hero of the people
* **Sameera Faheem** - descendant of the woman, **Yasmine Faheem**, is an influential and popular representative in the government
* **Raza Bahir** - Half-Elf, influential representative, often a source of conflict as he represents the minorities and other races in political discussions, but often very diplomatic about it
* **Rahkesh Azim** - Orc leader who runs several refugee camps, often consider a nomad and rebel in his own nation, has been causing conflict in the northwest region near Falmar

## Notable Locations

* **Winyesta** - capital and port city
* **Wannore** - refugee city, made up of various groups, patches of houses/buildings, usually chaos but somehow held together
Fine Shops District

## Atmosphere

Various voices haggling over prices, the smell of expensive perfumes and rich spices, elaborate and colorful signs as well as expensive jewelry and clothing can be seen

## Typically Found There

Typical stores that sell high end products, like expensive clothing, spices, jewelry, perfume, pets, rugs, furniture, etc., but it isn’t an open air market but individual buildings for each merchant

## Locations of Note

1. **Theater Town**: store that sell access to live feeds (via Clairaudience/Clairvoyance spells) to Theaters in Theater district as well as sensors for audio transmissions (TV/radio store)
2. **Aziz’s Carpet Emporium**: store that sells expensive rugs/carpet for your home as well as magical flying carpets

## People of Note

1. **Aziz Melvari** - owner/operator of Aziz’s Carpet Emporium, boisterous and outlandish, stands out a bit
2. **Awgmy Verunda** - owner of Kendan Spice, silent but successful merchant who deals in rare spices
Embassy District

## Atmosphere

Various exotic and foreign foods fill the air, a plethora of dialects and accents are heard as well as strange animal noises, strange fashion and colors are worn by the inhabitants

## Typically Found There

Various office buildings filled with small embassy offices, large office buildings that contain embassies for more powerful nations, various foreign people, animals, food, and clothing

## Locations of Note

1. **Embassy Market**: open air marketplace for tradesman and craftsman selling items only found in other nations
2. **Various Embassies**: various office buildings filled with dignitaries/ambassadors/visiting nobles of nearby and powerful nations around the world
3. **Diplomatic Circles**: various public zones throughout the district centered around a distinct looking pole which transmits a permanent “comprehend languages” spells in the are so foreigners can meet and discuss matters without a language barrier

## People of Note

1. **Zelvil Starbloom** - ambassador from Daeryn, usually reports directly to Irvel Moonwolf
2. **Javrin Hilltower** - ambassador from Orma, high ranking priest of Casdonna
3. **Khalil Sumeric** - wealthy merchant, trades in Embassy Market, rumored to have ties to Dark Exchange
Celedin River

## Location

Runs between the nations of Anduin and Tolmen, with a few branches of the river going off into those nations, it connects the waters of the Sea of Storms and The Channel

## Characteristics

It is the border between the nations of Anduin and Tolmen, it is also connected to both of the nations' capitals. It is also a quick way to cut through the continent of Thargorum to get to and from The Channel and the Sea of Storms, so it has a lot of traffic.

## Notable Locations

* **Andagor** - capital city of Anduin, is at the end of one of the river's tributaries
* **Tolis** - capital of Tolmen, at the end of one of the river's tributaries
Quell

**People** | Human 85%, Halfling 10%, Other 5%

## Summary

Made mostly of farmland and the large Lake Quell in the center, the nation is divided by the rich that live around the lake and the poor farmers throughout the rest of the nation.

## Inhabitants

Mostly Humans, although a sizable population of Halflings comes from Torah, the nation is filled with farmers that make up most of the population and the nobles that are a wealthy minority around Lake Quell.

## Government

A republic filled with representatives from all over the nation, the wealthy people around Lake Quell have an unusual amount of power considering they and their representatives are outnumbered by quite a lot.

## Notable People

* **Arman Gerrajith** - Noble in the city of **Falas**, has major influence with many different representatives in the government, though he has no official position in the government
* **Dorvil Hornwell** - leader of a farm union called the **FWA**, opposes the nobles in government any chance he gets

## Notable Locations

* **Falas** - lake front city, hub for all travel and trade from central farmlands in Osyla and Uord through the Three Rivers
* Three Rivers - starts in Lake Quell and travels through all the northeastern neighbors
* Lake Quell - central lake, the coast is filled with the rich and the capital
Ulnar

**People** | 92% Human, 4% Elf, 4% Other

## Summary

Mostly a mining nation, they are known for their rocky hills. Made up almost entirely of the Falmar Desert, the hills are surprisingly filled with valuable minerals. Many of the towns and civilizations are surrounding mining complexes or water sources.

## Inhabitants

Mostly miners inhabit the nation, although there are a decent number of nomads that wander the desert. They have had a very precarious relationship with Falmar to the north so they have a strong population of people on the border who guard any infringement.

## Government

A representative Republic, Ulnar's government is made up mostly of miners and a few that represent the nomads. The collective group of the representatives is called the **Mutamar**. Each member of the **Mutamar** are called **Alnnab**.

## Notable People

* **Alnnab Fatima Nageem** - member of the **Mutamar**, she is a powerful progessive politician who is make peace with their neighbors so they don't have to rely too heavily on the mines
* **Alnnab Tariq El-Ahmed** - member of the **Mutamar**, he is a conservative voice in the government who wishes the same as **Fatima Nageem** but thinks the best way to a financially independent Ulnar is through military force
* **Umar Abujamal** - leader of a nomad tribe that often volunteers his men and himself to protect the border on the north, is getting up in age so and he is the only reason his nomads still volunteer, the border may be pretty empty soon

## Notable Locations

* Falmar Desert - makes up the majority of the nation
* **Haborod** - capital city, and where most of the valuable minerals from the nation are bought and sold
Kenda

**People** | Human 80%, Elven 10%, Other 10%

## Summary

A naval nation, they take pride in their sailing skills and navy size so much that are a religious theocracy that praises Morkai. They even rent out their navy to neighbor nation Olminar who don't have the infrastructure to maintain their own navy. Various churches to Morkai are along the coast of The Channel as well as Lake Kenda and the Valu River.

## Inhabitants

Mostly Human inhabitants, the common bond of most citizens is their ability and love for sailing. Various trade goods and people move through the nation and depart and arrive on their port cities, which requires various crew, dock hands, and ships. If someone isn't a sailor by trade, that are often a sailor in the government's navy.

## Government

The government is run by the Church of Morkai, with various governmental positions being held by clerics of Morkai. The navy is the highest priority and the high ranking members have most of the power in the country.

## Notable People

* **Hivral Bellman** - Human cleric, current leader of Kenda and head of Church of Morkai
* **Igman Pelluvan** - Admiral of the Kendan Navy

## Notable Locations

* Lake Kenda - lake in the center of the nation, connects to Valu River
* The Channel - the body of water that makes up the northern coast of the nation
* Valu River - river that ends at the Lake Kenda and is a waterway through the surrounding nations
Path of Shadow

File:Shadow-barb.jpg

## Shadow Rage

At 3rd level, you have to option to add a *blur* effect while in rage. This effect is exactly like the *blur* spell except that it ends when your rage ends. If you choose to add the *blur* effect to your rage, when your rage ends, you suffer one level of exhaustion (Appendix A, PH).

## Shadow Vision

Starting at 6th level, you now have darkvision out to 60 feet. If you already have darkvision, your darkvision range increases by 60 feet. You also gain advantage on melee attacks while raging versus people in less than total cover.

## Shadow Frenzy

Starting at 10th level, you have to option to go *invisible* while in rage. This effect is exactly like the *invisibility* spell except that it ends when your rage ends. If you choose to add the *invisibility* effect to your rage, when your rage ends, you suffer two levels of exhaustion (Appendix A, PH).

## Shadow Mastery

Starting at 14th level, you can cast the *See Invisibility* and *Mirror Image* once per day. You use your Constitution score as your spellcasting ability.
Orma

**People** | Human 70%, Elven 10%, Dwarven 10%, Halfling 5%, Other 5%

## Summary

A religious nation, run by a small council made up of the leaders of all the good and neutral aligned deities (deities from the Higher Planes and Midplanes). The cities and people are all very spiritual and run their lives and governments as if it was a testament to their faith.

## Inhabitants

Many churches, clergy, clerics, and paladins make up the ruling class of this nation. The commoners are still farmers and simple tradespeople, but they all serve one of the deities, either in lip service or in truth.

## Government

The council is an oligarchy, made up of one representative of the ten good and neutral aligned churches. Each one gets a vote on laws, declarations of war, foreign policy, and trade.

## Notable People

* Aratha Stormbrand - blind sage, Diviner, runs a shop in the city, former adventurer

## Notable Locations

* **Valya** - capital of Orma, a city run by an oligarchy of representatives of all the major good and neutral faiths
Shadow Warrior

File:Shadowwarrior.png
As the name suggests, a Shadow Warrior may have ties to the Shadowfell. They don’t necessarily have to. They can merely be a fighter who has studied stealth much like and Eldritch Knight studied magic. However, as they go up in levels, their abilities seem supernatural and may be because they are creating a bond with the Shadowfell.

## Student of Stealth

Starting at 3rd level, the Fighter gains proficiency with the Stealth skill.

## Master of Deceit

Starting at 3rd level, you gain spells using your Dexterity modifier as your spellcasting attribute. At 3rd level you can cast the spell Disguise Self once per day. You need a long rest to recover this ability. As you go up in levels, you acquire more spells.

At 7th level, the Fighter acquires the spell Invisibility once per day. At 10th level the Fighter acquires the spell Polymorph spell once per day. At 15th level, the Fighter acquires the spell Seeming once per day. All of these spells require a long rest to recover them.

## Attack From The Shadows

At 7th level, the Fighter gains advantage on any Stealth checks made during combat.

## Sneak Attack

Starting at 10th level, the Fighter gains bonus 1D6 Sneak Attack, which follows the same rules as described in the Rogue class in the PH. At 18h level, the damage goes up to 2D6.

## Fast Approaching

At 15th level, a Fighter can move at the characters regular speed and still be Stealthy.

## Shadow Jumper

Starting at 18th level, once per day, the Fighter can use their action surge and teleport up to 30 feet from him as long as he is currently in a shadow and his destination is in shadow. He must be able to see the target destination and it must be unoccupied.
Necropolis District

## Atmosphere

Smell of dust, decay, and dirt fill the air. The air is gray, and so are the buildings and the people. It is always unusually quiet. Too quiet.

## Typically Found There

Mausoleums of wealthy families and individuals are located around the district. Large cemeteries filled with less wealthy deceased residents surround them. Various shops and institutions exist to cater to the primary business in this district: entombing the dead.

## Locations of Note

* **Mayberry Cemetery** - famous cemetery, the largest in the district, named after the Mayberry family, whose family owned large swathes of farmland outside the city, and most of whom are buried there
* Yarwick and Barlow Family Mausoleums - the two largest mausoleums in the city, they contain the graves of several dozen generations of two of the most powerful noble families in the city
* **Higher Plane Funeral Services** - well known funeral home/burial service in the district, tends to be a bit pricey

## People of Note

* **Craven Umbridge** - undertaker, seems to work for all the cemeteries and mausoleums, well know figure in the district
* **Ovril Jalken** - owner/operator of Higher Plane Funeral services
History

* Epoch of Power
* Epoch of The Planes
* Epoch of Mortals
*The beginning-30,000 P.C. (Pre-Cataclysm)*

Aboleth.jpgEra of the Aboleths
The beginning - 45,000 P.C.Dragon.jpgEra of the Dragons
45,000 P.C. - 37,000 P.C.Giant.jpgEra of the Giants
37,000 P.C. - 30,000 P.C.*30,000 P.C. - 11,500 P.C.*

Illithid.jpgEra of the Illithid
30,000 P.C. - 23,000 P.C.Blight.jpgEra of Blight
23,000 P.C. - 22,000 P.C.Efreet.pngEra of the Efreet
22,000 P.C. - 18,000 P.C.Elves.jpgEra of Elves
18,000 P.C. - 13,000 P.C.Fiend.jpgEra of the Fiends
13,000 P.C. - 11,500 P.C.*11,500 P.C. - present (5,000 M.E. [Modern Era])*

Humans.jpgEra of Man
11,500 P.C. - 5,000 P.C.Thegods.jpgEra of the Gods
5,000 P.C. - 0 P.C.Magic.jpgEra of Magic
0 P.C. - 4,500 M.E.Current.jpgCurrent Era
4,500 M.E. - present
Feywild

File:Feywild.jpg
Once a deity itself, this plane was formed from the dying energies of an unnamed deity that died fighting the other gods. This deity supposedly was ruler over fey creatures and fey magic, but now no one rules over it.

It is merely a plane that is coterminous with the Prime Material Plane and is the source of all things fey. Weak points on either plane allow for fey to travel to our world, and vice versa.
Avrok Coast

**People** | 95% Human, 5% Other

## Summary

A nation made up of coastlines and islands, the Avrok Coast relies mostly on tourism and trade. The nation is known the world over as a resort destination, and the nine islands off the coast that are part of the nation are hot getaway locations. They also have a booming trade business and have famous banks.

## Inhabitants

Mostly Human in population, the nation is built on and run by the resorts of the coasts and the islands. Many citizens work there or have a business that relies on them and the tourists who stay there. The only occasionaly non-Human that is seen is almost always a tourist.

## Government

A Hereditary Monarchy, the nation is rulled by the Avrin family. The one with the current title is **King Rumak Avrin III**. Like Popes and Kings of England, they take name whens they are coronated, and the numeral at the end of their name isn't signifying how many Kings in a row who had that name, but how many have chosen that name when they were crowned.

## Notable People

* **King Rumak Avrin III** - current king of the nation, resides in Avrin, is famous for having several mistresses who he associates with in public by calling them his Queen's "Ladies in Waiting"
* **Gregorious Carvil** - owner and operator of the largest resort on **Legoras Island**, he has much influence on the islands, and is politically almost as strong as the King himself
* **Andora Hightower** - foreign woman, one of the King's "Ladies in Waiting", has leveraged her position for wealth and power, gaining influence beyond her relation to the King

## Notable Locations

* **Avrin** - capital of the nation, named after the family that rules the nation
* **Legoras Island** - largest island of the Avrok Coast, has the most resorts
* **Jilva Isles** - the three larger islands to the north of **Legoras Island**
* **Armikof Isles** - the five smaller islands to the east of **Legoras Island**
Civic District

## Atmosphere

The buildings are tall, cold, and practical in design. The people are plentiful, well-dressed, and generally too busy to speak to you. Various passionate intellectual debates and small talk can heard through the crowds. There are smells like stone, usually marble or something expensive, expensive perfumes and colognes, and water from the fountain in the center of the district filling the air.

## Typically Found There

Governmental buildings of all size and important are here, wealthy residents and trade goods and services, various government officials wander the streets.

## Locations of Note

1. **Almonte Conclave Hall**: hall where the Almonte Conclave meet and govern
2. **Statue of Remembrance**: statue erected in honor of Mumed Anskuld, one of the founders of Almonte
3. **1st District Court**: courthouse for trials in this district as well as three other districts, largest of the eight

## People of Note

1. Almonte Conclave - all eight members and the Premier all live in this district
Illithid Bloodline

File:Sorcerer.jpg
Desecendant from human and Mind Flayers ancestors when the Mind Flayers rules this world, traces of that mating remain in the bloodline. This ancestry influences the Sorcerer’s ability.

## Mindful Spellcaster

At 1st level, the Sorcerer gains proficiency with Intelligence saving throws. They gain the ability to speak, read, and write Deep Speech.

## Surface Thoughts

At 6th level, Sorcerers can cast the spell *Detect Thoughts* once and it requires a long rest to restore.

## Mind Reader

At 14th level, Sorcerers gain telepathy out to a range of 60 feet.

## Mind Blast

At 18th Level, the Sorcerer gains the ability to emit psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw (DC 11+Intelligence) or take 4d8 psychic damage and be stunned for 1 minute. The subject can repeat the saving throw at the end of each of its turn and if they succeed they end the stunned effect. This costs 5 sorcery points each use, and can only be done once per encounter.
Drow Elves

## Personality

The Drow are manipulative and evil, mostly. They hate others and even each other, and are often despised by all surface dwelling people. They are particularly despised by other Elves.

## Location

They are located all over the world, but exclusively underground in the Dark Catacombs.

## Game Statistics

*Like the Drow Elf in the Player's Handbook*

* **Ability Score Increase**: Your Charisma score increase by 1.
* **Superior Darkvision**: Your darkvision has a radius of 120 feet.
* **Sunlight Sensitivity**: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* **Drow Magic**: You know the *dancing lights* cantrip. When you reach 3rd level, you can cast the spell *faerie fire* once per day. When you reach 5th level, you can also cast the spell *darkness* once per day. Charisma is your spellcasting ability for these spells.
* **Drow Weapon Training**: You have proficiency with rapiers, short swords, and hand crossbows.
Morkai

File:Morkai.png
The God of the seas, wind, travel, and luck. He maintains his residence on the Higher Planes, specifically Elysium.

He is referred to as **"The Lucky Sailor"**

* **Symbol:** A large coin in front of a sailing ship
* **Alignment:** NG
* **Portfolio [Domains]:** Seas, wind, travel, and luck [Nature]
* **Favored Weapon:** Scimitar

## Description

Always appearing as a tall, bearded sailor, Morkai is reckless but superstitious, lucky but well worn, and always willing to seize the day. He rarely takes anything but his superstitions seriously, including other deities, but he is generous. He travels a lot, rarely staying in one place for too long.

Morkai is always described as a younger God, mostly because of his personality, but he has been around as long as the others. He stood with Aubade as one of the last deities to oppose the Divine Cataclysm. He also opposed repeating the act towards the end of the Era of Magic long enough for Lorkayn to step in and present and alternate solution.

He is close with all of the High Planes deities, especially Aubade. He has had a few dalliances with Isbrea but they both parted amicably. He and Myndel have worked together on several occasions because of how often their portfolios cross over. His enemy is Tolujar, whom he constantly opposes at any opportunity. However, he opposes all the deities of the Nether Planes at one time or another.

## Clergy

The churches of Morkai on land are almost always at some port city or near the coast. Many small altars and gathering places usually are constructed on ships and boats. They keep regular roofs, but their walls often leave open space for the wind to blow through, sometimes creating certain musical notes (if the clerics that built it desire that effect).

The clerics of Morkai are often sailors, traveling with ships and boats as they sail around the world. If they don’t sail themselves, they often serve on the docks of some port city. They usually wear regular sailor’s outfits with a holy symbol of Morkai. Occasionally more formal clerics will wear robes of blue and white.

Prayers for a cleric’s daily spells usually happen at dawn. There are rituals that occur to provide safe journeys across the sea and those usually happen right before a ship or boat departs, as well as an occasional prayer during the journey.

## Dogma

The sea is the only true freedom. The open ocean should be in front of you and the winds behind you. True believers will be lucky in their endeavors, so take risks. The open sea is full of possibilities. Seize yours.
Falmar

**People** | 80% Human, 5% Half-Ef, 5% Half-Orc, 5% Orc, 3% Elf, 2% Other (25% population are slaves)

## Summary

Once a great empire, this nation is only one that still allows slavery. The former pieces of the empire are now the nations that surround it. They have fairly diplomatic relations with their neighboring nations, but much of the civilized world views them as enemies.

## Inhabitants

A large chunk of their population is non-Human, but that's only because they rarely enslave Humans. Roughly a quarter of the population are slaves, and even more are indentured servants in name only. Any non-Human that isn't a slave is viewed with ire and suspicion. Many of the population are nomads or citizens of the city of **Ramande**.

## Government

A Monarchy, their king is a supreme ruler with hundreds of slaves that live and serve him in his opulent palace in **Ramande**. Although the nation isn't quite as wealthy as it used to be when it was a large empire, the royalty still lives the same, mostly to keep up appearances. He has many cabinet posts that he can create or destroy, fire and hire, all of which serve him as advisers.

## Notable People

* **King Malik El-Amin** - current monarch of the nation, as rich, powerful, corrupt, and selfish as his predecessors
* **Jamil Tawfeek** - wealthy merchant, rumored to be the leader of the remnants of the Falmarian Free Trade Consortium, at the very least corrupt
* **Mahmood Darzi** - leader of group of nomads, famous for sweeping the desert looking for people to kidnap and sell into slavery

## Notable Locations

* **Ramande** - capital and location of major percentage of the population
* Falmar Desert - makes up 90% of the nation
Wu Jen District

## Atmosphere

Wuxian people move about, speaking in their native tongue, rarely in common. The culture, the clothes, the foods, the smells, they are all Wuxian.

## Typically Found There

Strange goods and animals (dinosaurs) are rumored to be found here if you know where to look. Various shops catering to arcane needs and various Wuxian cultural staples, which vary depending on which nation they come from.

## Locations of Note

* Xiang Dao HQ - organization that represents Wu Jen in matters of politics and magic in Almonte have their HQ in this district
* Heishi Market - secret black market literally underground in district

## People of Note

* **Chao Xu** - leader of the Xiang Dao, resides in district