recursal/Fanatic-Fandom huggingface dataset:
Inquisitors

The Inquisitors are an organization bound together for the common goal, of ridding the world of magic, magic users, and anything that damages the Essence of the planet itself. Viewed as terrorists and vigilantes, this masked group has taken credit for the destruction of one major textile factory, Blackstone Textiles, the largest factory in Mistbank. As well as the derailment of "The Bullet", a trade goods train, and the destruction of the Windflower, the world's first Zeppelin. These attacks caused deaths now counting over one thousand, and although members of the organization have been apprehended here and there, people still hear stories of wizards being murdered in the night, or children with magical gifts being taken from their mothers by masked riders.

Their inquisition has turned them to hiding, wearing masks to conceal their identity, and keeping all of their business to the utmost secrecy. They are hated among the civilized nations, and large bounties are offered for anyone who brings one in for questioning.
Daghkuldir

Daghkuldir is a Dwarven city to the north of Castella launch site within the Crystal Range. Where the Dwarves of Ghorimaw are of a strict military nature, those of Daghkuldir have devoted themselves more to the study of the Surge, choosing to study magic above martial proficiency.

On the surface, the Dwarven city is host to many a traveler, aspiring magic users, and researchers come to study the mystery of the magic within the Crystal Range. And others to study the effect of the Castella launch site has had on the land that surrounds it, and the way the magic has perverted the area.

Below is home to mostly Dwarves, though all others are quite welcome, most other races don't feel as at home deep in the earth.

In recent years, the dwarves of Daghkuldir have had to deal with hosts of Varku'un constantly pressing their advance towards the surface, these creatures of The Darkhallow have chosen this site as their main attack point. The Dwarves hold them back for now, and having so many travelers of many races in the area has helped them in terms of supply and troops. The surface is an environment of study and learning, but below the Dwarves fight shoulder to shoulder with all the races of Mistbank.
Kilm Wild

The Kilm Wild's are the jungle that envelop Rorhys Island.

Inhabited by savage tribes, poisonous insects, and silent predators, it is believed to be one of the most dangerous places on Mistbank. It is also home to a very unique ecology, one that has major impacts on the civilized world in the form of drugs, both medicinal and recreational.

The Kilm Wild is an enigma to scholars, a source of profit for business men, and a means of making a living for many an adventurer or Stormhorn.
Stormhorns

The Stormhorns are an organization founded roughly 100 years ago that accepts contracts to deal with situations that the average citizen is not equipped to handle. They are, essentially, an adventurer's guild. They have Handlers all over Mistbank, and members nearing one thousand.

Contracts are offered to guild Handlers, which are then evaluated to determine whether or not the offered contract fits within the guild's creed. A price would then be negotiated upon, and the contract is then signed by a witness of the guild, and a third party witness of client's choice. The Handler also decides who he or she will send out to complete the contract, they are in effect the manager of that particular area.

The guild's creed is a simple one. The conditions of the contract must fall within the laws of the kingdom. They do not accept contracts involving murder, theft, blackmailing, kidnapping, larceny, or any other contract they deem to be morally wrong even if the laws of the area allow it.

The Stormhorns require 20% of all completed contracts to cover the cost of operations, and they offer free medical care as well as a lump sum payment to the family should a member die while completing a contract.
Shifter

**Shifter**

Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting.

As a shifter, you have the following racial traits.

**Ability Score Increase**. Your Dexterity score increases by 1.

**Size**. Shifters are about the same size as humans. Your size is Medium.

**Speed**. Your base walking speed is 30 feet.

**Darkvision**. Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

**Shifting**. On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.

While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.

You must finish a short or long rest before you can shift again.

**Languages**. You can speak, read, and write Common and Sylvan.

Subrace. Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.

**Beasthide**

As a beasthide shifter, you are especially tough and persistent in battle.

Ability Score Increase. Your Constitution score increases by 1.

Shifting Feature. While shifting, you gain a +1 bonus to AC.

**Cliffwalk**

Your cliffwalk heritage grants you the agility of a mountain goat.

Ability Score Increase. Your Dexterity score increases by 1.

Shifting Feature. While shifting, you gain a climb speed of 30 feet.

**Longstride**

Longstride shifters are fleet and elusive.

Ability Score Increase. Your Dexterity score increases by 1.

Shifting Feature. While shifting, you can use the Dash action as a bonus action.

**Longtooth**

As a longtooth shifter, you are a ferocious combatant.

Ability Score Increase. Your Strength score increases by 1.

Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

**Razorclaw**

As a razorclaw shifter, you make swift, slashing strikes in battle.

Ability Score Increase. Your Dexterity score increases by 1.

Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.

**Wildhunt**

Your wildhunt heritage makes you a consummate tracker and survivor.

Ability Score Increase. Your Wisdom score increases by 1.

Shifting Feature. While shifting, you gain advantage on all Wisdom-based checks and saving throws.
Gith

The Gith said to be created by Myena herself, are separated into two very distinct factions, although identical is physical characteristics they differ entirely in ideals. Both factions share the same ancestry in the Astral Plane, they built great kingdoms, an advanced society, and ships capable of traversing the Astral Sea. They were a strong and unified race, mighty warriors sworn to hunt and kill their enemies, the Mindflayers.

The Gith are able to retain the memories of all the ancestors that came before them. As they grow in years, they have visions of these memories.

As with most powerful civilizations, its leaders grew vengeful with power and civil war ravaged their kingdoms of beauty. They were separated into two factions, the Githyanki, and the Githzerai. The Gith claim that in the destruction of their cities, Myena in her wrath of their destruction banished the Gith from her plane.

Upon reaching the material plane, the Githzerai found solace in the mountains of the Crystal Range. They built monasteries and studied in peace alone.

The Githyanki set their sights on conquering existing kingdoms, and using their psionic abilities attempted to corrupt the leader of the Zenurian kingdom in Nasar. Their plot discovered, the king drove the Githyanki from his lands and spread the word throughout Mistbank of these evil and meddling creatures.

The human kingdoms could not tell the difference between the two factions, and also chased the Githzerai out of the Crystal Range. Both factions found solace in The Darkhallow, and both separately developed their own kingdoms far away from each other's reach.

**Githyanki**

This faction of the Gith have adopted a mix of martial proficiency and psionics. They built their city of Khakhar atop of a large plateau, an easily defensible position. Their society is heavily militaristic, constant training, smithing, and patrolling are the largest parts of the Githyanki day to day. They have found some purpose in the discovery that the Mindflayers have also found their way to hallow with them. They are known to wield silver greatswords into battle.

**Githzerai**

The Githzerai built their home among the Draulk Grove, a massive forest of Darkhallow mushrooms. The Draulk mushrooms are larger and more sturdy then most of the trees on the surface above, and they have built their monasteries from them. Their walls are enforced, well guarded and protected, but the Githzerai keep to themselves, choosing to hone their psionic skills through meditation. They use a hand to hand method of martial combat.
Varku'un

The Varku'un (pronounced Var-Coon) are a psionic race that live deep below the earth in The Darkhallow. However since the launch of the city of Castella, they have been pressing harder and harder towards the surface, the stout Dwarves their only opposition. Over the years, and over many battles, the dwarves have discovered quite a bit about this psionic race. The word Varku'un is dwarvish for demon.

They communicate only telepathically, sometimes entering the minds of the dwarves and attempting to unravel their loyalty, showing them frightening images in hopes they might flee. They have subraces, and a ranking hierarchy within. Some of the Varku'un are foot soldiers, rushing into battle on all fours with gnashed teeth and claw, while their leaders stand far back, observing as one hive mind, using levitation to travel in their slender tall forms. There are also larger beast like creatures who by brute strength and size burrow and muscle their way through dwarven lines.

Little is known about their society, but reconnaissance missions by the Dwarves have shown that they seem to reproduce by some sort of slime covered pod. Many variations of the race have been sighted, some with two arms, some with four, some big, some small. Their lack of facial features the one link that physically ties them together.
Dominación

Es muy **similar al modo conquista solo que a pequeña escala**. Son partidas más pequeñas y con menos jugadores en las que cobra mucha más importancia las distancias cortas y el cuerpo a cuerpo de la infantería, aunque también se podrán utilizar algunos vehículos. Igual que en el modo conquista habrá que “dominar” objetivos estratégicos dentro del mapa. De los modos de juego en Battlefield 1 este es el más rápido de todos.
Asalto:

Se trata de un **enfrentamiento entre dos equipos de 12 jugadores en el que el objetivo es destruir los postes de telégrafo**. Unos tendrán que defenderlos  y mientras sigan en pie podrán pedir a través de ellos ataques de artillería. Con que consigan mantener uno a salvo cuando se haya terminado el tiempo de la partida habrán ganado la partida. Así que los atacantes tendrán que intentar destruirlos todos arrinconando a los defensores a los sectores donde aún permanezcan postes de telégrafo en pie. De los modos de juego en Battlefield 1 este es con el que se pueden montar partidas entre equipos con más facilidad.
Operaciones

Es otra de las novedades de BF1 en cuanto a modos de juego. Ambos bandos combaten en una batalla, pero si los defensores pierden terreno y no les quedan sectores en los que reagruparse, lo hacen en torno a una nueva batalla en un nuevo mapa. Es como una **secuencia de batallas en las que los atacantes deben ir avanzando y superando varios mapas**. Las partidas podrán ser de 40 o de 64 jugadores y tendrán una duración aproximada de 1 hora.

De momento hay 4 operaciones en el juego base. Conquistar el infierno, Kaiserschlacht, muros de acero y finalmente El petroleo de los imperios. Todas ellas tienen entre dos y tres mapas en los que atacantes y defensores podrán ir avanzando o contratacando.

Aunque conquista sea el más popular de los modos de juego en Battlefield 1, ojo al modo operaciones, que también promete ganarse muchos adeptos.
Ghorimaw

A few hundred years ago, a massive creature from The Deep as large as a city itself, burrowed it's way through anything in its path, including many Dwarven cities and it's now lost capitol stronghold, Magthor'al now known as The Lost Forge.  This nearly crippled the Dwarves as an entire race, and wiped them from the face of Mistbank entirely during it's reign of terror.

Scattered, leaderless, and homeless the remaining Dwarves kept quiet and sheltered as close to the surface as they dared, still preferring the underground to the land above.

For centuries the lived like this, too afraid to rebuild their forges for fear that the pounding may reverberate through The Deep and draw the creature to their dwelling. They elected a new leader, a young and charismatic Dwarf by the name of Kalthod Dor'thal. Kalthod did his best to lead his people in such a way that would give the Dwarves the best life they could have, given the circumstances. But over the years, he grew ambitious, and impatient.

As the decades passed he began to research outside help, to look for aid from his ancestors, in hopes of some way to defeat this creature, who still plagued the Dwarves from time to time sweeping nearby causing tremors, and keeping the hopes of the Dwarves from rising.

He was able to contact an ancestor, who trapped in the Mist was able to communicate with him from beyond the grave. He made a promise to the dead dwarf, give him the knowledge to defeat this foe, and he would allow him to occupy his body forever.

The long dead dwarf was true to his word, and informed Kalthod that sunlight, would defeat the creature the second it's rays touched him. The Dwarves made their way to surface, frightened but trusting their leader, and began to construct a forge on the surface of a mountain, just outside where their home had been. Without fail, the creature came for them, and when his maw crested the earth to devour the Dwarves, he was instantly petrified to stone.

Kalthod was also true to his word, and quickly learned that he had been tricked, by a malicious Mistlord trying to get back to the material land to seek vengeance for what had happened to him in life. Kalthod's transformation took a twisted form, and the Dwarves knew right away that this was no longer their leader. They fought against the Mistlord, and many were lost, before he finally fled, and vanished into history.

The creature had been named Ghorim, which meant glutton in old Dwarvish. They fashioned their new kingdom from it's body and the tunnels it's burrowing had left behind. The race flourished, once again able to live without fear, and to craft the weapons and armor they needed to defend themselves and retake their place and the kings of The Deep.

Ghorimaw Keep was born. It stands today as the crown jewel of the Dwarven kingdom, as the craftsman were able to create the most impressive and stunning city that Mistbank had ever seen.
Gnome

The Gnomes of Mistbank are arguably the most dangerous of all civilized races. Their genius in invention is matched only by the curiosity, and risk taking. Their religions of old speak in texts long lost now, of a Utopia, far above the clouds, a planet, quite close as far as planets go and quite visible from Mistbank's surface. The Gnomes spent centuries working on different ways to make that possible, and many foolish and daring Gnomes died in the first attempts at flight. They would eventually succeed, first in the creation of zeppelins they knew could not make the flight, and then again, in the flying city of Castella.

Gnomes are typically quite unconcerned with their appearances, and though they live longer then some races, they have the utmost respect for time and the hours within a day where productivity is possible. They are well respected among the other races as pioneers in all things, though the event of the launch of Castella has raised questions about it's effects on the surroundings.
Adalyn North

**Adalyn Morningstar *(Elder Futhark: ᚠᚱᛖᛃᚨ ᛗᛁᚲᚨᛖᛚᛋᛟᚾ)*** is a powerful witch. She is the first-born child of Brandon and an unnamed mother, the eldest sister of Malachai, Harrison, and Hectate, the paternal aunt of Chazarrae, Kaiaphas, Rose and Elizabeth and the biologic mother of Jacob Morningstar.

Brandon told his wife the Adalyn had died of plague while off hunting, when in fact her aunt Abigail took her as payment for Brandon's past actions. Abigail allowed Adalyn live planning planning to use her to brand a new form of power which she would absorb from the powerful Adalyn, Casting a spell on her that causes her to hibernate for a hundred years to preserve her youth and to only age for a year upon awakening which is also presumably what Abigail has done to preserve herself as well. Adalyn escaped from under Abigail's wing and fled from her powerful aunt.

Centuries later, desperate to find out more about her family, she travelled to Los Angeles in 1914 where she attended a Christmas party thrown by her siblings. Attending as her brother, Kai's date, she was witness to Hectate'scruelty when he staked Kai in front of the entire party. Adalyn then put herself in a glass coffin,where she then repeated her hibernation cycle until present day December, 31 2012.

Entering a deep sleep that lasted a century, she awoke 100 years later where she discovered that her brother, Harrison, had been imprisoned in the Asylum in the body of a young warlock. Posing as an inmate, she witnessed Harrison's confrontations. Using her magic, Freya saved Harrison from the Kindred and broke the spell on the Asylum, freeing herself and Harrison.

When Adalyn reunites with her brother Malachai, he informs her of Elisabeth's life, which inspires Adalyn (who wishes take revenge against Dahlia for the deaths of her lover and son) so she can kill her as Dahlia would come for her niece, so she affiliates herself with her siblings. In the end of hard long magical struggle (resulting with the death of both her parents), Adalyn and her younger siblings finally managed to defeat Dahlia, with Adalyn finally winning her younger brothers trusts (especially Hectate), and moving into their house as Elisabeth's care taker and an official Morningstar sibling.
Circle

The druidic order known as The Circle, is sworn to protect all living things in Mistbank as they believe every living thing to a part of Orbis himself. It is lead by "The Center", an Arch Druid Minotaur named Artanthis. They tend mostly the forests, protecting boundaries. recording and studying whatever they find and teaching the young ones the value of nature and life. They have also been known to help out with blights and outbreaks of sickness throughout the land, and were responsible for cleansing the outbreak of Rat Blight at Sibentos. Their more recent interests are the launch site of Castella, and it's impact on the earth around it. More recently it's members have realized that to protect the land, they must first make a name for themselves within the cities, and find some influence among it's leaders. As a result, emissaries have been sent to major cities to offer advice wherever it is accepted. Their sigil is a simple leaf growing out of root which encircles it.
Engar

The Red Gate of Engar serves as the border between the kingdoms of Zenurius and Ethynea. In times of war between the two kingdoms, Engar caused a stalemate last three years before a treaty of peace was signed, that lasts to this day.

Remnants of that war, The Fool's War as it's now known, have left tunnels to the west and below the wall. Ethynean forces led troops to dig and blast their way around and below it, which led to many cave ins and death. The Zenurians now refer to those tunnels as The Winding Tombs.

Beyond the wall is the city of Engar. What began as a small trade post for travelers to gather the necessities of travelling a desert before setting out, has since become a city of some repute. Those who don't wish to travel through the desert can acquire their fabled exotic goods from Engar without having to pass through the sands.
Speakers

Speakers, are a cult of fanatics who's sole mission is to summon Mistlords back to the Material Plane. They achieve this by sacrificing living creatures, and capturing their Essence before it leaves. Always operating in secrets they are well known for using riddles and code when they communicate anything in the written form, and will often attempt to infiltrate high levels of society to gain what influence they can. The greatest of their ranks are offered boons by Mistlords that have been successfully summoned back from death, sometimes twisting their physical appearance into some grotesque version of their former self, but granting them some amount of power over the Mist as well. They will ally themselves when needed with the Tanarukk, a twisted version of orcs, corrupted by the malice of particularly evil Mistlord.

**The Web**

The Web are a subsection of Speakers, they have successfully summoned a Mistlord who has taken some semblance of a spider to his form. His cultists adorn masks of white, covered in red circles representing eyes, as such they have also come to be known as the "Many Eyes". They work with plagues and disease, planting nests of spider eggs into large cities and letting their tiny minions spread their pestilence.
Talking Tom and Friends Software

**Talking Software** is a multinational technology company that design develops and sells computers, televisions, radios, computer software, hardware, and online services. Originally founded as a bug repellent company as Talking Insect Repellent, the company became an electronics company in 1964

## History

### As a insect repellent company as Talking Insect Repellents: 1961-1964

Talking Software is founded in 1961. During its early years, Talking Software was a insect repellent company as "Talking Insect Repellent" that sells mosquito bands, insect sprays and mosquito repellent coils.

### Television and radio: 1964-1973

In 1964, Talking Software began manufacturing televisions and radios as "Talking Electronics". Talking Software was a commercial success in the television and radio market. In 1968, Talking Software ceased production of insect repellent products.

### More technologies: 1973-1989

In 1973, Talking Software created their first computer, TomDesk as "Talking Software" and their first operating system, TomOS after 8 years of planning and development.

In 1974, Talking Software released their first game console, the TES, the first console in the TES series.

### Late 1980s era: 1989-1996

Talking Software rebrands their most services, including Talking Software Internet Explorer Web.

In 1995, Talking Software launched a 3D portable video game console called Eye-Game Buddy. The system failed to gain attraction and eventually discontinued in 1996 due to poor reception, health problems, low quality games.

### Success with mobile devices: 1996-2005

In 1996, Talking Software debuted the Talking Phone. The product was phenomenally successful.

### Recent: 2005-present

By 2006, no new Talking Software home consoles released because of rise of mobile game and TOSFA devices, continuing support until April 30, 2011.

In late 2014, Talking Software changes its name to "Talking Tom and Friends Software".

In 2017, Talking Software released new products including macOS Talking Tom and TomWeb2.

## Products

* macOS Talking Tom
* Talking Desk
* Talking Desk Pro
* Talking Desk Mini
* Talking Book
* Talking Book Compact
* Talking One
* Talking Phone
* Talking Tablet Mini
* Talking Tablet
* Talking Office
* Talking Shop (Talking Software App)
* Talking Media
* Talking Watch
* TomOS for Android
* CamCom
* Kreamweaver

## Slogans

* *Making computing great* (1986-1989)
* *Make things easy* (1989-1995)
* *What's Next?* (1995-2003)
* *It's your turn.* (2003-2011)
* *Connecting your world* (2011-2015)
* *At your world* (2015-2016)
* *See the difference* (2016-present)
Tanarukk

The Tanarukk were once orcs before Gromgar made a deal with Malghemorr, who believed the orcs were the most fierce and savage race, and offered them great power in exchange for sending as many living souls as possible to his realm of the Mist. Those who followed Gromgar and all of their descendants would be infused with the power of demon blood.

These orcs have become twisted versions of what they once were, no longer the shamanistic of spiritual warriors, they now strive only to kill and devour. Physically they have some similar characteristcs with orcs, they are big, strong, and often tusked. However their deal with Gromgar has twisted them. They typically have grey or black skin, they often have spiked horned similar to a bulls, their shoulders, elbows, and knees are often covered with spiked bones protruding through their tough leathery skin. They have white pupiless eyes that are clouded like the Mist itself, and their hands and feets have black claws. They are evil, intelligent, and driven.

There are small packs of Tanarukk that will travel and find themselves dens and caves to call home throughout Mistbank. The majority however have taken what is now called The Blood Crag as their home.
Atmos

High above the clouds of Mistbank is the planet, or perhaps moon, of Atmos. Although some also refer to the planet as Elysium, believing that it is the location of said afterlife, and that those that reside there can look down on the people of Mistbank. A prime example of this line of thinking are the Gnomes, specifically those of Castella.

The prime purpose for the city of Castella taking to the skies, was to reach Atmos. The Gnomes don't refer to it as Elysium, nor do they think it's an afterlife per say, but they believe that it is a paradise, and they have spent centuries working on the magic of flight to attempt to reach it. Of course no attempts have been successful to date.
Elf

The Elves of Mistbank are separated into two factions. Though peaceful with each other they disagree on fundamentals, and over many years, have changed slightly from one another.

Wood Elf:

Those who have devoted themselves to the woods are reclusive warriors who protect their borders fiercely against anyone who attempts to enter without invitation. They have made their homes by druidically warping the trees and stones of the forests to provide shelter and security. They seek magical knowledge above all else, regard all living things as equals, and live by a strong sense of community. There are many Elven cities throughout Mistbank, though most of the Wood Elves elect Druids as their leaders and guides. A Wood Elf is considered an "Elf" page 23 of the Player's Handbook, for all abilities and stats.

High Elf:

Much like their cousins the High Elves also believe in the preservation of nature, but they believe to achieve it they must mingle with society and make civilization understand. At least, that's how they began. There are still many of those who stand behind this ideal, and make it their life's work, there are of course others who have lost their way over the years. Those who have adapted to society much the same as any other race. A High Elf has the same stats of the High Elf page 23 of the Player's Handbook.
Caza: DR.1 SCOUT

* Dato Histórico:

El **Fokker Dr.I** (*Dreidecker*, ‘triplano’ en alemán) fue un caza alemán de la Primera Guerra Mundial construido por la compañía de Anthony Fokker. Cuando irrumpió en el frente occidental a finales de 1917, pilotado por ases legendarios como el «Barón Rojo», Manfred von Richthofen, el reducido número de Dr.I alcanzó un impresionante palmarés de victorias en combate.Hay un modelo en el Museo Nacional de la Fuerza Aérea de Estados Unidos.

* en el juego:

Caza **Triplano**, utilizado por el imperio Alemán, Inglés, y el Austro-Húngaro. El caza es tripulado por una persona, consta de una ametralladora para derribar aviones enemigos, también ofrece la velocidad más alta entre todos loa aviones, un muy buen control, el cual le permite dar los giros más cerrados en menor tiempo que los demás cazas.

Tiene tres paquetes o tipos de equipamiento

1. El luchador de aire (predeterminado): sólo tiene dos ametralladoras de alta potencia, para interceptar y destruir a los demás aviones enemigos. Tiene la habilidad de reparar rápidamente mientras sigue en vuelo. Es perfecto para mantener despejado el espacio aéreo.
2. El caza de trinchera: consta con el mismo equipamiento que el luchador de aire, pero además puede atacar a la infantería enemiga con bombas antipersonales. Esta versión, a la vez puede desplegar una bengala para localizar enemigos en un radio de 20 metros. Es perfecta para apoyar el avance de la infantería, y para realizar verdaderas carnicerías.
3. El antibombardero: está armado con una ametralladora más pesada, pero con menor taza de tiro, y también con unos cohetes bastante potente contra aviones y bombarderos. En manos de un buen piloto, este avión es una verdadera amenaza para los bombarderos enemigos.
Locations

**Atmos**

**Castella**

**Zenurius Desert**

* Nasar
* Engar
* Sinkhole

**Ethynean Kingdom**

* Calchester
* King's Bridge
* Rivermouth
* Colkirk

* Tradewell
* Koi

**Dwarven Kingdoms**

* Ghorimaw

* Daghkuldir

**Leoran Kingdom**

* Sibentos
* Heartfel
* Hollow Hill
* Wakefield
* Willowsprings
* Leoran Gate

**Rorhys Island**

* New Haven
* Kilm Wild
* Dokuki
* Vaish Peak

**Blackbog**

* Razgukh
* Borrikh Da

**Wailing Tundra**

* Frostguard
* Shatterspire
* Wildholde
* Northpass
* Frostpine

**Bone Wastes**

* Arnarhvall
* Kalfskinn
* Grindavik

**Elven Kingdoms**

* Syl' nathyr
* Cymenor

**Unclaimed Lands**

* Ashlands
* Grayport
* Wolfwater
* Galadohr Hold
* Bloodcrag

**The Darkhallow**
Northpass

Northpass is a small Dwarven  and Goliath  settlement that seperates the kingdom of Leora  from the northern lands of the Wailing Tundra. A dwarven crafted tunnel 10 kilometers in the length leads under the mountains lit by everburning torches.

The Dwarves  and Goliaths  are skeptical of travelers and serve as border guards to their lands.
Wakefield

Just north of the Leoran Gate lies the dry valleys, and the area known as Wakefield. The land is harsh, dry, and generally inhospitable, but there's gold and coal in the hills, and Willow Bull Whiskey in the taverns and casinos.

Wakefield attracts a certain type of person, usually the gamblers. Not just those willing to bet a few silver in a poker game, but those who are willing to gamble on finding gold in the hills, or willing to gamble to the stability of the mines shafts while making a living off of coal.

The people here live hard, and the soft do not survive.

It is also the furthest point east for the Continental Railway.
Tachrin

These werebears call the North their home, they have claimed the once abandoned Fort Strathenburg as their stronghold. These massive creatures stand between 10 and 12 feet and height, and can weigh upwards of 1,500 lbs.

Although a peaceful race, the Tachrin do not welcome in travelers in their domain. Their lands are heavily patrolled, and their warriors and smiths are equally skilled, in the end you have a giant race of well equipped, and well trained warriors ready to kick you off their land.

They are an enlightened society, very intelligent, and very patient. The Tachrin trade very little with the outside world, and are happy in their seclusion while the rest of Mistbank destroys itself with technology and magic.
Koi

The fishing town of Koi has a colorful history. For decades when spring came to thaw the winter from the Bone Wastes, Dragonborn raiders would come through the hills and raid the nearby settlements. Koi, being the closest settlement to the Dragonborn realms, was always the first stop of the fierce warriors on their spring expeditions. It got to the point where the villagers of Koi would travel south when spring would arrive, leaving everything behind, and returning later in the season to their homes.

Years of these excursions toughened its people, and eventually they stopped running, and greeted the Dragonborn raiders with fish and supplies. Offering them unhindered passage in return for having their homes and belongings untouched. The Dragonborn accepted this arrangement, being already weary from the dangerous journey through the mountains.

Some years later, after the Dragonborn accepted terms to join the war between Ethynea and Zenurius, some descendants of those Dragonborn raiders still make the pilgrimage to Koi every spring. Where they are greeted in friendship, and welcomed into the village as equals. The event has become known as the Carp Feast.
Changeling

Changeling

Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.

As a changeling, you have the following racial traits.

**Ability Score Increase**. Your Dexterity and Charisma scores increase by 1.

**Size**. Changelings are built much like humans, but a little leaner. Your size is Medium.

**Speed**. Your base walking speed is 30 feet.

**Duplicity**. You gain proficiency in the Deception skill.

**Shapechanger**. As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.

**Languages**. You can speak, read, and write Common and two other languages of your choice.
Wolfwater

The village of Wolfwater lies to the South of Ghorimaw Keep in the snowy Dharbuldor Hills. They trade every season with Colkirk with the furs they have gathered through hunting, and survive mostly on fish from the high rivers.

The village is named from the hot springs in the mountains caverns, and the wolves the villagers breed to aid them on hunts, and for the general company. When their wolf companions die, they honor their friendship by crafting their cloaks and boots from their pelts.
Zenurius Desert

A nation surrounded by the swirling sands of the scorched desert, Zenurius has built it's capital on the southern coast, where the land has become more habitable. The desert itself is walled in by mountain ranges of loose dry rock, the minerals within them give the rock a colorful look of deep red. As such the only feasible entrance to the desert itself is the Gate of Engar, a massive wall built centuries ago to protect the kingdom, it stands 150 feet in height, while two 35 foot doors that swing wide with the aid of livestock bar the entrance. The desert is harsh, and dangerous, hosting all sorts of disagreeable creatures, who in their adaptation to the brutal environment, have developed the means to be feared and respected as predators.
Nasar

Nasar is the Zenurian capital port city, and is the most densely populated city in the realms of Mistbank. So much of Zenurius is inhospitable, that nearly all of its citizens have come to call Nasar their home.

Life in Nasar is fast paced, and yet every three hours when the city bells chime, those loyal to Rialdir (their god of wind and earth), will stop whatever they are doing immediately, reach down and grab a hand full of red sand, clutch it to their chest say "winds carry, earth provides", then mark their chin with a line of red sand. It is a sign of respect and worship to the god. They offer farewells by clutching a fist to their chest, a slight bow and two fingers on the chin, as a sign of respect and peaceful travels to their equals.

Nasar also boasts many sites unique to its borders.

* The Palace Of Marble: Home of King Irman Vahidi. A true work of art, it's massive dome can be seen beyond the walls of Nasar.
* The Arena: Fighters will compete against each other in the Dance of Death, for gold, glory, or freedom.
* Slaver's Trade: Zenurius is the only kingdom in Mistbank where slavery is legal. Nasar holds its own market, trading all manner of slaves for goods or gold.
* The Old Kingdom: Zenurius has always been prone to earthquakes, some of these quakes have swallowed up entire buildings into earth below. Nasar is no exception in this. Architects and engineers in the area have become quite adept at building over top of these ruins. Tunnels can be found below the city, where remnants of Nasar's past some almost intact, are waiting for those brave enough to delve into.
Willowsprings

Just south of the North Pass leading to Wailing Tundra, half hidden among the forest and mountains lies the town of Willowsprings. This rare beauty among architecture in Mistbank is a collaborative effort between both Dwarf and Elf.

Originally a city of Wood Elves, it was at one point uncomfortably close to the Dwarven city of Galgrum. Galgrum has long since been abandoned due to the Ghorim attacks and its remnants have now become North Pass. When the Dwarves fled to the surface, their clan was split in two during the confusion. They encountered Wood Elves to the south, and the Goliath to the north.

The Elves greeted them in peace, and offered them a home. The Dwarves gladly accepted, and over the years the two shared their secrets with one another and lived in harmony under one clan name, The Khi Botam, or in common The Gray Foxes.

Since the Elves welcoming the Dwarves turned out to be such a positive decision, it is now the custom of Willowsprings to accept any traveler and offer them food and shelter.
Sorcerous Origin, Surge Touched

Sometimes, when a child is born near an area of magical instability, there are complications at birth. Some are born with physical defects, others with mental ones, and others are still born. Rarely, a babe will gifted, or cursed, depending on your outlook, with abilities that will take years for them to understand..

1st level:
**Surge Sight**

Sorcerers touched by the Surge, have lost the ability to see the material world.
What they perceive instead, is the Surge itself. Brilliant colors of energy that move through every physical material in the known world. They can see everything a creature with normal sight can see, they just view it differently.

As a result of being able to see the physical representation of the Surge, if the sorcerer spends one minute concentrating on a single area or object, he or she can sense the presence of magic, as the Detect Magic spell.
At 6th level, this effect becomes instant, and no concentration is required.
At 14th level, the sorcerer can spend 1 sorcery point to gain the effects of True Seeing for 1 hour.

You can also use this ability to look through objects walls or barriers, as long as they are not thicker than 5 feet. You cannot use this ability again until you finish a long rest.

6th level:
**Spell Prediction**
As their knowledge of magic grows, the sorcerer can begin see into the fabrics of the surge winding into a spell before it is cast.

As a reaction, a sorcerer can spend 2 sorcery point to gain advantage on any saving throw from a magical source.

14th level:
**Spell Protection**
Beginning at 14th level, when a spell is cast, you can use your reaction to change the center point of it. You may only use this ability once per long rest.

Also at 14th level, you can spend 1 sorcerer point to change the origin of one of your own spells that's already in place. Such as Grease, or Stinking Cloud.

18th level:
**Spell Dispersement**
At 18th level as an action you can cast Dispel Magic as a 6t

h level spell for free a number of times per day equal to your charisma modifier.
Umbral Shroud

The Umbral Shroud is a network of mages, thieves, and muscle who's main strength is information. The Shroud prefers to operate in secrecy, however they do have plenty of muscle when they need to show a very clear message. Their network covers the entire realm, but they do not tend to distract themselves with trivial matters. They operate at high levels, blackmailing politicians, assassinating high value targets, and seeking ancient and dangerous magics to aid them.

Members of their network have always claimed that their intentions were for the greater good, and they are not afraid to get their hands dirty to accomplish their goals. Most common folk consider them to be myth or conspiracy.
Court of Coin

The Court is a large thieves guild based out of Calchester. They have multiple stash houses, safe houses, and operating houses all over Mistbank. Their hands are in almost every illegal activity in the realm, but prefer to do so silently, away from the attentions of the law. The actual extent of their organization is unknown to most, but rumors abound that no guild or gang in the realm may operate without paying tribute.

The Court uses a military style ranking system for it's operating members, and managerial members.

Different guild houses within cities are known as Chapters. It's members are known as The Court.

Lower ranking members of The Court carry a copper, silver, or golden dragon (lost Vizeran currency) it's material determines their rank. Shame is brought upon them when they lose a coin, in life or death.
The Darkhallow

Beneath the surface of Mistbank, in the deep places of the earth, lies the domain of Darkhallow. A land of complex caverns, tunnels, lakes, forests of mushrooms, and bioluminescent plant life. It is as deadly as it is beautiful.

There are some scholars who believe the world below to be the same size as the one above. Expeditions are scarce however, as they have been historically fruitless and very dangerous. Adventurers and explorers often do not return from their trips to The Darkhallow, and those that do often do so narrowly and vow never to return.

Creatures of the "hallow" have developed over thousands of years a multitude of different ways of surviving. Often times these creatures won't rely on sight, and won't communicate by sound. Psionics is a mystery to the surface world that is almost common place below.

Notable creatures of The Darkhallow include

* Mindflayers: A psionic race of evil humanoids with squid like tentacles on their face.
* Varku'un: A faceless psionic race with a hive mind, the more powerful use levitation for travel.
* Gith: Another psionic race with two opposing factions, the mindflayers are their sworn enemy.
Gunslinger

For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.

Gunslingers are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

https://www.dndbeyond.com/subclasses/gunslinger
Artificer

Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.

https://media.wizards.com/2019/dnd/downloads/UA-Artificer2-2019.pdf
Lycanthropes

Similar to shifters Lycanthropes are part beast and part man. With Lycanthropes however, they have less control over the beast within. While technically it is considered a magical curse spread by blood or saliva, some of those afflicted view their abilities as blessing, or even the boon of the god Orbis.

While the origin of the curse is unclear, some believe it to be a perversion of the Surge where man and beast drank from the same water and transferred a part of their Essence into each other. Some of the afflicted believe that it is a boon granted to them by Orbis himself, granting them power.

A fledgling lycan can have difficulty controlling their impulses in the beginning. It's typically anything that makes them angry or afraid that causes them to shift into their respective beasts. These often unexpected shifts can have violent outcomes when the base nature of the beast itself controls the man it possesses. Lycans seasoned with the curse have learned to control and often embrace it, with practice they have learned to shift in and out at will.

The curse takes many forms, but most commonly wolf, and bear.

Werewolves are spread into packs throughout Mistbank, normally keeping to thick forests and travelling in packs. Werebears are often the same, with the exception of the Tachrin who live in the northeast and have taken Fort Strathenburg as their home. These werebears have thick white furs, they live exclusively in the north, and their pack numbers in the thousands.
Leora

The Kingdom of Leora holds most of the eastern lands of Mistbank. From Sibentos, to the Leoran Gate, all the way north ending at the North Pass. It is known throughout the kingdom as the Queen's Land, or Her Land.

The Kingdom is and always has been devoted to the Raven Queen and all her doctrines and worship. Members of the government are also members of the church, known as the flock. Respect of the Raven Mother is written in law, those who disrespect or blaspheme her are subject to punishment.

They are conservative in the views and laws, and stubborn in their old ways. The use of steam technology has not taken hold here as it has in Ethynea, though it is still present in some places.

Her lands are dark, and her dangers many.
Hollow Hill

The farming community of Hollow Hill lies to the southwest of Sibentos. Through multiple farm lands and families, these farms supply Leora with most of its grain supplies.

Although more often then not these lands can be counted among the most peaceful of Leoran empire, there is always jealousy and the strive to power to disrupt a good peace.

There are four main families that own the farm lands of Hollow Hill.

* **The Blevin's** own the largest share of the land, and as such feel they are entitled and claim to rule Hollow Hill. They have gone so far as to hire their own militia to enforce the laws on their lands. Oscar Blevin is the head of the family, a grizzled man in his sixties who is a veteran of both war, and field work.
* **The Howell's** own the second largest share of the land, they are happy with their plot and their living and wish to work in peace. However being the closest threat to the Blevin's, and being women thought to be soft, they are often the victim of threats, theft, and arson. Isobel and Madison lead the family, twin sisters who have been running the farm for some thirty years.
* **Houston Buckner** owns the third largest share of the land, and not too far behind the Howell sisters. He is a secretive man, and is often left very much alone.
* **Uriah Black** owns the smallest section of Hollow Hill. He like Oscar Blevin is also a veteran of war and fought to take back the city of Sibentos for twenty five years. He was gifted his section of land when the previous owned was arrested for murder. He lives a very modest life, and pays his workers a percentage of the profits made, the very same percentage he takes for himself.