recursal/Fanatic-Fandom huggingface dataset:
Sunstone

**Sunstone**, also known as **oligoclase**, is a feldspar gem closely related to moonstone.

## Description

The most common variety of this ornamental stone is soft and only able to be cut cabochon, but it does occur in a colorless or slightly greenish variety that is facet grade. Cabochons of sunstone are rarely more than three-quarters of an inch (2 cm) in diameter and have glittering red or orange inclusions that are suspended in a nearly colorless matrix, giving the overall stone a warm golden or reddish brown hue. A typical stone has a base value of 10 gp.

Sunstones are considered sacred by followers of Solaras ,Krazier, and Sehanine Moonbow—appropriate for sacrifice, or to be consecrated for use, or recognized as boons or omens when found.

## Powers

Sunstones can be made into talismans, usually in the form of jewelry, that act on undead just like full sunlight. A sunstone talisman had to be charged by being left in full sun for at least one day (about six hours of continuous exposure). Thereafter, the talisman can be worn and will remain dormant until the wearer is successfully attacked (physically touched) by an undead creature. If the undead attacker is affected by sunlight, it will:

* recoil in fear or pain for a few minutes
* be easier to hit as it turned away from the talisman
* be unable to use abilities such as regeneration, energy drain, chilling touch, etc.

Undead not harmed by light (skeletons, mummies, and liches for example) are completely immune to a sunstone talisman. Ghosts are forced into a semi-material state. Vampires take actual damage but cannot be slain by a sunstone talisman alone. Only the detached head and entrails of a penanggalan are susceptible to sunstone talisman effects.

Sunstones can also store light- and energy-related discharge spells of all sorts. They are first carefully prepared by charging the stone using all but the last word of the desired incantation. Some time later the caster or someone else can touch the stone and speak the last word of the spell to release the stored energy, consuming the sunstone in the process. If the spell requires a target, the activator had to be concentrating on the target at the time or else a random target is selected.

Sunstones are also used in the casting of the druid spell *sunray*, and the elven spell *sunbolt*.
Arcana Domain

***Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.***

***The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Aroura, deities of this domain include Maryon and the Moon Goddess Laniera, as well as Corellon Larethian of the elven pantheon.***

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### Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

### Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

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### Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Wand

**Wands** were spellcasting implements commonly used by artificers, bards, warlocks, and wizards alike. Usually constructed from wood, many wands typically had arcane energies of their own. Sometimes this energy allowed the caster to simply empower their spells, while other wands possessed the ability to cast their own.

## Description

Typical wands were usually 15 in (38 cm) long and are made of metal, wood, hard oil or bone. They are commonly tipped with some different material, such as crystal, metal, or stone.

## Creation

Gems were often added to wands to increase their wand's effectiveness. Normally, crafting stronger wands required more spellcasting skills from the crafter, which he or she may not possess. Typically, crafting any kind of magic item burnt some of the inner essence of the crafter, and the stronger the item the greater the toll on the caster. Adding a gem was a way to increase the effectiveness of a wand without sacrificing the full amount of one's own essence. Younger spellcasters have used exotic gems from Dalindwell in wand creation.

## Powers

The primary use of wands was to channel the spellcasting powers of spellcasters such as bards, druids, sorcerers, warlocks or wizards, aiding them when casting their spells. By doing so, someone using a wand as a spellcasting focus could eschew most of the more ordinary material components required for a spell. While arcane casters could in general use a piece of any type of wood as a wand, druids on Aroura in particular tended to prefer wands made of yew or other special woods.

## Notable wands

* *Wand of darkness*
* *Wand of Orcus*
* *Wand of power*
* *Wand of the sun*

## Appendix

### See Also

* Rod
* Staff
Illusion

The Illusion school includes spells that deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Among these spells are included invisibility and disguise self. A wizard who specializes in the schools of illusion is referred to as an illusionist.
Gentry Elves

A Gentry Elf

The most common elves in Aroura are the Gentry elves, Most who have even seen an elf base what is normal off of them. They have fair skin and tall thin bodies their hair ranges between blondes and browns. Gentry elves usually live in communities in their forest kingdoms, though on occasion gentry elves will appear in other realms in Aurora Most gentry elves dabble in magic or at least have an appreciation for it.

Among their own kind Gentry elves have a keen respect for their noble kin, who usually govern their communities. Though Noble gentry houses think that the so called noble elves ancestors cheated their way to power. The wild elves are distrusted by the gentry elves, who were most affected by their betrayal. Among their non elf kin they feel that most are rather impulsive, especially the gnomes. The gentry elves are the most tolerant of the human kind, and still see them as children of the Dalvine. Most half elves come from the union of Dal and gentry elves.

#### **Gentry Traits**

• *Ability Score Increase:* Your Intelligence score increases by 1

• *Elf Weapon Training:* You have proficiency with the Long sword, Short sword, Short bow, and Longbow.

• \*Cantrip: \*You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

• \*Extra Language: \*You can speak, read, and write one extra Language of your choice.

A Gentry Elf DruidGentry Elf ArcherGentry Elf Sworsman
Sea Elves

A Sea Elf

*Sea Elves* fell in love with the wild beauty of the ocean in the earliest days of Aroura. While other elves traversed the continent forging a great empire, the sea elves navigated the deepest currents and explored the waters across a thousand leagues. Today, they live in small, hidden communities in the ocean shallows near islands along the tropics. *Sea Elves* have developed skin to match the blue of the sea, and their hair ranges from blue to green. they also have webbed digits to help them swim in the sea.

#### **Sea Elf Traits**

* *Ability Score Increase:* Your Constitution score increases by 1.
* *Sea Elf Training:* You have proficiency with the spear, trident, light crossbow, and net.
* *Child of the Sea* You have a swimming speed of 30 feet, and you can breathe air and water.
* *Friend of the Sea:* Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
* *Languages:* You can speak, read, and write Primordial (Aquan)
Life Domain

The Life Domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through Healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of Healing or endurance, and gods of home and community.

#### Life Domain Spells

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### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Heavy Armor.

### Disciple of Life

Also starting at 1st level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the spell’s level.

### Channel Divinity: Preserve Life

Starting at 2nd Level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy Symbol and evoke Healing energy that can restore a number of Hit Points equal to five times your Cleric level.

Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.

### Blessed Healer

Beginning at 6th level, the Healing Spells you cast on others heal you as well. When you Cast a Spell of 1st level or higher that restores Hit Points to a creature other than you, you regain Hit Points equal to 2 + the spell’s level.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to Restore Hit Points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.
Dancing Lights

Casting Dancing Lights

Sorcerer0

Wizard0

**Dancing lights** is an Evocation spell that produce levitating lights that can move at the caster's direction.

## Effects

The Caster can create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the Duration. They can also combine the four lights into one glowing vaguely Humanoid form of Medium size. Whichever form they choose, each light sheds dim light in a 10-foot radius.

As a Bonus Action on the caster's Turn, they can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Components

This spell required verbal, somatic, and material components One version did not require any material component, while all the others needed a pinch of phosphorus or wychwood, or a glowworm, Casters in Dalindwell have used the glowing blood of Horners for this spell as well.
Wood Elves

A Wood Elf

In ages past Corellon Larethian awoke his children the first of the Qualiun, or Elves, These were masters of the wood, and keepers of melodonic magic tied to the powers of nature, eventually through generations the Qualiun branched off into several sub races however deep in the forest away from the great glittering cities of the Imperial Elves are those who still adhere to the old ways, Called Wood Elves by others they call themselves Corleladian or Children of the Creator. Wood Elves have copper and brown skin, their hair ranges across the spectrum of browns and blondes.

Wood Elves do not worship the Dalvine and in fact consider it heresy to their creator Corellon Larethian

#### **Wood Elf Traits**

* *Ability Score Increase:* Your Wisdom score increases by 1.
* *Elf Weapon Training:* You have proficiency with the longsword, shortsword, shortbow, and longbow.
* *Fleet of Foot:* Your base walking speed increases to 35 feet.
* *Mask of the Wild:* You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

* Language: Wood Elves all speak read and write in Sylvian.
Skill Books

These types of books are used for learning certain Skills. They are usually filled with useful information and can be of great help to the budding adventurer. Most books have been written by those experienced enough in a craft to be able to pen down their wisdom so that it helps prospective novices.

A Tragedy in Black (Enchanting 1)

An Axe to Grind (Axe Spec.)

Double Blocks (Combat Style 1)

Fighting Chance ( Combat Style 2)

Hunt and Prey (Survival 1)

Introduction to Stagecraft (Persuade 1)

Just a Dream (Illusion 1)

Lockpicking Advances (Subterfuge 3)

Man's Mortal Coil (Logic 2)

On Heavy Armor (Smithing 3)

On the Realm (Lore 2)

Pathways of the Kingdom (Navigate 1)

Proper Lock Design (Subterfuge 2)

Saddle and Sand (Ride 2)

Song of the Alchemists (Alchemy 1)

Terrors of the Caves (Survival 2)

The Art of Defense (Combat Style 1)

The Buying Game (Commerce 3)

The Ransom of Wandril (Athletics 1)

Titles of the Court (Lore 3)

Words of the Gods (Lore 1)
Half Dal Half Elf

***Half Dal*** Children from Elf and Dal partnerships are the more common of pairings as they have had thousands of years for their societies exist, many Half Dal, find themselves as emissaries to the Great Empire, or even Spies for the mighty Lands of their Elven kin. Half Dal brought up in Dal Society are considered by most more flighty, and their longer lives tend to make many in line for politics in their community. Half elves share many fine qualities of their parents, usually skin tone and facial hair from their Dal parents, and longer ears and angular face of their Elvish parents. They also inherit minor features replicating their sylvan blood, such as non functioning wings from Noble Elves, or a set of non threatening small claws from their Wild Elf Bloodline. **Half Dal Traits** • *Ability Score Increase:* Select two Ability Scores other than Charisma to increase by 1.. • *Speed:* Your base walking speed is 30 feet. • *Fey Ancestry:* You have advantage on saving throws against being Charmed, and magic can’t put you to sleep. • *Skill Versatility:* You gain proficiency in two skills of your choice. • *Languages:* You can speak, read, and write one extra Language of your choice.(edited)

[9:10 AM]

*Half Dal*
Druidcraft

***Druidcraft*** was a transmutation cantrip spell that allowed the caster to commune with spirits to cause minor effects.

## Effect

The spell could have one of four effects chosen by the caster:

* Make a minor prediction of the weather within the area for the next 24 hours. The prediction would show, for example, a golden orb for clear sunny skies that would last for a couple of seconds.
* Make a flower instantly go into bloom, a leaf bud bloom, or a seed pod open.
* Instantly create a sensory effect, like falling leaves, the sound of an animal, the odor of a skunk, or a puff of wind. The effect only existed within a 5-foot-wide cube (1.5 meters).
* Light or extinguish a small flame like a candle or small campfire instantly.

## Components

Only vocal and somatic components were needed for the casting of the spell.
Mystery Quest

Teams of experts in a variety of fields travel the world to probe some of mankind's most enduring mysteries. Who was Jack the Ripper? What was the purpose of Stonehenge? Why do planes and ships disappear in the waters of the Bermuda Triangle? The experts gather evidence, and a scientific team conducts a forensic study using the latest technologies. Their conclusions may result in a revision of history.
War Domain

***War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage, and gods of conquest and domination.***

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### Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

### War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Bog Dwarves

Exiles from the mountains the bog dwarves have become more wild from the rest of their kin, their hair now unkempt, their beards as soiled as the lands they now inhabit. Digging deep under the swamps or Aurora to find the precious minerals down below. Bog dwarves live in small clans their villages guarded by powerful magic. Bog dwarves skin is a dark brown that helps them match in with their home environment. Why the dwarves live here still is due to the massive coal deposits under the swampland. During the first dirge war the now bog dwarves were tricked by the duergar to aid their cause. When the war ended the stone dwarves cast them from their society and the bog dwarves spread out far from the mountains to what is now their home in the Eastmarch Swamps in the Eastern Elvish Empire. Bog dwarves are very in tune with both divine and arcane magic, though due to their wild nature most who tend to the symphony become druids.

Bog dwarves have gained an uneasy truce with their kin of old, though they still hold a grudge for their exile they understand what part they played in the First great dirge war. Bog dwarves and gnomes seem to get along very well, both have a rather natural lifestyle and the gnomes are most symphothetic to the bog dwarves. Bog dwarves and elves get along better for the bog dwarves part. Most elves see them as savages but because of their proximity to eleven lands they have become more tolerant of them then their mountain dwelling kin. Humans, mostly rural dwarves, have gained great benefit of the bog dwarves presence, their coal and oil have helped them heat their homes during cold winters. Bog dwarves and Halflings hardly come into contact with them and most halflings see them as little more then legends to keep their children from venturing to far from the villages.

**Bog Dwarf Traits**

*Ability Score Increase:* Bog Dwarves are rather agile, Increase Dexterity score by 1

*Enclave Protector:* Bog Dwarves use Illusions to hide themselves and their homes from outsiders: They may cast the Cantrip Minor Illusion at Will

*Weapon Training:* Bog Dwarves are proficient with the War Pick, Short Bow, Blowdart, and Maul,
Plane Touched

Whether the Blessing of a God, curse of a demon, or the price of some uncanny bargain, there have been many offspring through the generations who can consider themselves plane Touched. These Humanoids have the blood of a being from another plane of existence in them.. The races that have been in contact with the ouside planes are more likely to have one or two Planetouched in their family trees, unlike humans who have not had as much contact with them and such Plane touched from

## Appearance and personality

Planetouched closely resemble their humanoid ancestors, but with physical features and personality traits that reveal their extraplanar bloodline. This varies based on the species, and can vary considerably between individuals. Planetouched ranged from the monstrous to those who can pass almost completely for a normal Arouran.

## Ecology

### Life cycle

All known planetouched are created in one of two ways: as the natural-born offspring of at least one individual who carries an extraplanar bloodline; or by some supernatural method of transformation.

#### Natural-born planetouched

Many extraplanar beings can interbreed with humanoid races, or else use magic to assume a form which can do so. The resulting half-blooded offspring are exceptionally powerful creatures such as half-fiends (called also cambions), half-celestials, or half-elementals. The offspring of one of these half-blooded creatures and a normal humanoid is a planetouched.

The offspring of two planetouched is also a planetouched, who usually takes after one or other of the parents, though they may carry the recessive bloodline of the other parent and pass that on to their children. The offspring of a planetouched and a normal humanoid has a roughly equal chance of being either a planetouched or a normal humanoid.

Some planetouched trace their ancestry back to a powerful individual who had a dalliance with an extraplanar being, such as a succubus or divine avatar. Such people may descend from the once noble bloodlines of forgotten kingdoms. Others have unpleasant origins, such as part of an evil empire's slave breeding program or the victims of attacks by demons.

The influence of an extraplanar bloodline can continue for several generations. The planetouched bloodline can also remain dormant for one or more generations, resurfacing to the surprise of a baby's parents.

#### Acquired planetouched

Various magic, rituals or experiments can transform an ordinary human or humanoid into a planetouched, or transform them into another type of planetouched.

The first Noble Elves were in this way Quasi Planetouched But wince so much time has passed and so many generations the magic only pertains to their wings now.

### Environment

Planetouched may live in the exotic plane of their supernatural origin, or else in the common material world of humans and the other humanoid races. They are generally rare, and usually do not exist in sufficient number to form their own kingdoms.

In many cultures, prejudice against planetouched leds such individuals to be abandoned at birth by their parents
Divination

The divination school of magic contains spells that enable the caster to learn secrets long forgotten, interpret dreams, predict the future, to find hidden things or foil deceptive spells. Among them are included Detect Magic and Scry. A wizard who specializes in divination is known as a diviner. Divination is often considered the "weakest" of the schools.
Trickery Domain

***Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.***

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### Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

### Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

### Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Balance Domain

There cannot be good without evil, law without chaos, light without dark. These forces act in the cosmos, striving for dominance, but always checked by their opposite.

Their conflict creates stability in the universe—a stability that must be preserved so existence can continue. Gods of balance preserve the delicate equilibrium between cosmic forces to ensure all things work as they should. They tend to be impartial gods, moved to action only when the scales tip toward one side or the other. They then throw their weight behind the weaker force until balance is restored.

Most gods of balance focus on one of good versus evil or law versus chaos.

Table: Balance Domain Spells
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Contents [show]

#### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and the Insight skill.

#### Servant of Balance

Also starting at 1st level, you can use your action to touch a willing creature other than yourself and spend 1 Hit Die. Roll the die and the creature touched regains hit points equal to the number rolled.

#### Channel Divinity: Divine Retribution

Beginning at 2nd level, you can use your Channel Divinity to restore balance on the battlefield.

When a creature other than you hits you or a creature within your reach, you can use a reaction to make one weapon attack with advantage.

#### Channel Divinity: Even the Field

Starting at 6th level, when a creature within 30 feet of you becomes blinded, charmed, deafened, frightened, invisible, paralyzed, poisoned, restrained, or stunned, you can use your reaction and use your Channel Divinity to force one creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, you bestow the same condition on that creature. The condition lasts until the triggering condition is removed.

#### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

#### Paragon of Balance

Beginning at 17th level, you cannot be charmed or frightened. In addition, once per round, when you take damage, a creature you choose within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to the amount of damage you took.
Age of Chaos

Of all the ages, the AGe of chaos is the most mysterious, not even our valuable Emporer was alive at this time, and our books tell stories of stories of stories. But this much is true, There once were dragons and now there are no dragons For that I am SCertain" Malilucari, Elvish Scribe to the Prince of Wosingol.

The Age of CHaos is a thelogical Era that ended around 30 thousand years ago.
Ash Elves (Drow)

A Drow Family

in the Second era The followers of Empress Lolth of the Central Elvish Empire went to war with her Cousin in the South to take her land. As they went from village to village they would cover themselves in the ashes of their victims, coining the term Ash Elves. After being fought off by the great devises of the new interlopers the Dal, the remaining followers Fled to the Caves of the Aratun. here they stayed, the Dalvine cursing them with their skin changing to a permanent grey. They found an affinity with the monstrous spiders and even use them to represent their ascended Empress the Goddess Lolth. They began to blame the Humans for their exile from the forests, and plotted to destroy them ever since. When Lolth Turned against her kin she did so using the Rhythm, a magic of the mind also know a Psionics, all drow now posses natural psionic powers. Because of their similarities Ash Elves and the Cliff Racer Dalkin share a Special relationship. Ash Elves are usually shorter than their overland kin, their skin varies from grey to a dark ebony, and their hair silver and white. Their eyes are red (or rarely gray, violet, or yellow) in darkness and can be many different colors in normal light.

#### **Ash Elf Traits**

* *Ability Score Increase:* Your Charisma score increases by 1.
* *Drow Psionics:* You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
* *Drow Weapon Training:* You have proficiency with rapiers, shortswords, and hand crossbows.
* *Superior Darkvision:* Your darkvision has a range of 120 feet, instead of 60.
* *Sunlight Sensitivity:* You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
* Languange: Ash Elves all speak read and write undercommon, they also speak on other Language from the following list; Dwarvish, Goblin, Orc, Common,
Common

Western Common or Dalish, Is a Language used by the Dal Humans of Karethia, it is also a Trade language used by many of the people who interact with Humans on Aroura. Composed of bits and pieces of Elvish, Gnomish, and Dwarvish, as well as a smattering of other languages, It is mainly an offshoot of the Language that was spoken by the Dal of Dalindwell.
Dalish use an adapted script, since most of their writings were destroyed during the Dark Century. With the help of their Elvish allies The Dal recreated pieces of their ancient alphabet with a combination of other scripts used in the Empire.
Hall of The Gods

Located in the Library of Techuk, the Hall of the Gods is a place of Unbiased theological study, the Walls of this hall are covered in stained glass and mosaics of The Many gods worshiped across Aroura. A Recent addition has started working on the Gods of the Dalkin as well, though the art work is not yet completed.

Created in 9732 SE by Head Librarian Unfred the Devote as a place to exchange ideas of theology without the need for dogmatic wars.
Humans

## Appearance

### Distinctions

Taher plain, Shorter than elves and taller than dwarves, Extremely Adventurous and Adaptive

Natives of a Distant world connected to Aroura by a series of magical portals built eons ago in honor of the Ancient Dalvine. Of the human stock there are two subraces The Dal and The Dalkin, The Dal are ancestors of the first humans to come to aroura 10,000 years ago, The Dalkin are ancestors of those who stayed behind on Dalindwell. Humans are extremely diverse race of beings, so much so that keeping up with all the diversities is a hassle to the Empire.

#### **Human Traits**

* *Ability Score Increase:* Humans gain a +1 bonus to two ability scores chosen at creation to represent their varied nature.
* *Normal Speed:* Dalkin have a base speed of 30 feet.
* *Medium:* Dalkin are Medium creatures and have no bonuses or penalties due to their size.
* *Languages:* Humans begin play knowing how to speak, write and read Common.
Psionics

One of the Three forces that make up the Divine Symphony Psionics or **"The Rhythm"** pulls power from the pulse like energy's within and surrounding living beings, while most believe that Psionics come from the wielders mind it is actually from the entire beings life force, even those who use the power of Ki also are pulling their power from **"The Rhythm"**.

## Nature of Psionics

Psionics are fueled by the internal magic of one's own mind and life-force, using this power to produce psionic effects. In contrast to the spellcasting of conventional magic, Psionics were seen as a very secretive and until recently only tied to the Evil gods of the Dalvine.
Use of psionic power does not require spell components. Psionic power can be activated much faster than either divine or Arcane Magic. All psionicists possess formidable mental discipline in order to properly use their psionic powers.
Most creatures native to Dalindwell have developed Psionic powers since the fall of the Ancient Dal, this may be because of a side effect of the Waste sickness or in reaction to the bioluminescent agents in their bodies.
Light Domain

***Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.***

 1st
 3rd
 5th
 7th
 9th

### Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.

### Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

### Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Giant

The giant language uses the dwarvish alphabet, though the spoken language is completely different (and more akin to Primordial). The giant language itself is actually one of the oldest languages, only in "recent" times did it adopt the dwarvish alphabet. It is spoken primarily by Giants and creatures with Giant lineage. The grammar is different than common, but otherwise structurally they are very similar.
Monster Quest

The series takes a scientific look at creature sightings around the world, with episodes devoted to the Loch Ness Monster, Bigfoot, werewolves and even a Stalinist attempt to

breed a race of supersoldiers by cross-breeding humans and apes. The show is described as one-part history, one-part science and one-part, well, monsters.
Words of the Gods (Lore 1)

by Riordan Tretogor

Hear the words of the gods, for it is their will that you shall hear them. Heed the teachings of the gods, for it is their will that you shall heed them. Honor the priests of the gods, for they are the chosen ones. Lead a pious life, for such are the words of the gods.

The word of the **Fire Lord:**

And if it shall happen that you do not understand, do not despair at the words of the priests, for they are just and wise. For I am the rising sun, the light, and the life. And all that is contrary to the sun is contrary to me, and shall be banished in the shadows forever more. And shall you live a productive and honest life, and pay you heed to my teachings, then shall you be rewarded with an eternity by my side, where no harm ever come to you again, under the light of my Holy Fire. And shall you spread the knowledge of the heavens by my will, then forever shall your soul be taken from the base Land you are trapped on, to dwell with me in my vast skies.

The word of the **Dark God:**

But whosoever shall do wrong and go against the will of the gods, him I will punish. I will plague his body with pain, suffering and death, and his spirit shall join me in the shadows forever more. There it will stay for an eternity, to endure terrors such as none on the Land have seen, for though it be my realm, still I protect it from what lies in the cold beyond where my home lies  - and there you will find nothing but horror, for there my Shadow reigns, and suffocates all that becomes lost within it.

The word of the **Water Lady:**

Work and live, for the day was created so that man may work. Seek learning and knowledge so that you may pass it on, for it is for that purpose that you were created. But whosoever shall be listless and idle, he shall be banished into the shadows forever more. Whosoever be hard of heart and welcome not his fellow man, he too - and he who disrupts the balance between the two sacred powers of light and darkness be forever cursed to drown in the Boundless Sea. Love thy fellow being, for it is made of the same nature as you are, and listen before you speak - such is the wisdom I have shared with you.
Imbënal

The Principality of Imbënal or Vardor Imbënal is one of the seven Principalities in the Northern Elvish Empire. And is Ruled over by the House of Malinornë, The Reigning monarch is Princess Areana.
The Principality if made up of four duchies, and is one of the least populated principalities in the empire.

# Description

## Geography

A Heavly forested region bordering the thundering mountains, the land is filled with ancient trees and large rivers. Its southern foothills are the breadbasket for the entire region, since ther forests are so dence. most of the Principality sits high on a Platue.

### Geographical Features

**Bodies of Water**

* The Sea of Inspiration (Nethenvaëar) sits to the West of the Principality, the last of its warm waters wash ashore here before the curret takes it to the cold waters of Kelpomë.

**Forests**

**Hills and Mountains**

**Landmarks**

**Valleys**

# Notable Locations

## Landmarks

**Keeps, Forts & Towers**

**Ruins**

**Temples and Monasteries**

**Other**

**Roads**

## Settlements

##### Duchies (*Konador*)

* Falayuial: Once comprised of two konador, Falaynan and Ilgioluial.

Nénanlina

Barnandor

Corellontun

**Cities**

**Towns & Villages**
Noble Elves

Noble Elf

After the Dalvine came and told of their children coming to aid the people of Aroura a few houses of Elven nobles went in search of them, when they found celestial beings they thought they had found these so called children of the gods, Through magic they mixed the celestial blood with their own and began to grow beautiful blue wings. It was only after this they discovered that celestial while from another plane are just as naturally awakened as themselves. When they returned to Aroura they desired that they should be the ruling houses of the elven empires, and through political intrigue formed the ruling houses of the elven empires.

The Noble elves or *Arquil have* skin that is a silvery tinge and hair are dark browns, blacks and silvers. Most posses very light colored eyes.

Among their own kind They view all other Elves as lesser specimen of the even stock, and most half breeds as abominations to the elven race (partially out of envy). Outside of their kind they have great distrust for the dwarves for abandoning the Dalvine, and don't think twice about most other races. Towards humans Noble elves have a particular disdain (completely out of envy), Most wonder why such a plain race should be gifted with the very blood of the divine.

#### **Noble Elf Traits**

• *Ability Score Increase:* Noble Elves spend most of their time in practicing diplomacy. Increase your Charisma score by 1

• *Elf Weapon Training:* You have proficiency with the Long sword, Rapier, Short bow, and Longbow.

• *Flight:* Your kind if born with Angelic wings You have a flying speed of 30 feet. At the end of each of your turns, if you are flying you must descend 60 feet. When you reach 5th level, you do not need to descend. You cannot fly if you are wearing medium or heavy armor.
Shorefoot Halfling

Most common of all the Shore, the Shorefoot halflings like quiet lives of farming, those who do seek adventure are outcaste, until they return with gifts of course, from their society and say they have mixed blood of other kinds of Shore.

Shorefoot Halflings are rather quant and believe in a slower paced life, tending to their gardens and livestock, and not bothering others. Their homes are typically built into the Landscape, burrowing into the earth with warm comfortable homes, with just enough ornaments, and plenty of Cupboards pantries and wine cellars. They blame the bloodied Halflings for their enslavement and have a mistrust for the elves. While they know not all elves are evil they used to be their masters.

Shorefoots have only been free for three generations, freed in a campaign by a Dalish King, however they quickly adapted back to their ways. but now have a great respect for Dalkin. but are still rather suspicious of non shore. Shore Folk Adventurers seek adventure away from their common homes on the farm, and are usually the first to any adventure.

Shorefoot Halfings have brown and blonde, and on occasion red curly hair kept neat and tidy, and were simple clothing including vests, short slacks, suspenders, for men and simple nature toned dresses for women, Their eyes are usually blues and browns. They tend to smoke their tobacco in long thin pipes, and always have a spare handkerchief or two.

#### **Shorefolk Traits**

* *Ability Score Increase:* Your Constitution score increases by 1.
* *Resilience:* You have advantage on saving throws against poison, and you have resistance against poison damage.
* *Hearty Supper:* You gain proficiency with cook’s utensils. During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it gains 2 temporary hit points at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
Travel Domain

From tribal migrations to the march of the armies of empire, sentient creatures have always needed to travel, and they have called on the gods of road and river, of ship and path, to aid them getting from one place to another. Servants of these gods are often explorers, leaving behind shrines and maps for those who follow, but are just often guides and guards on well-traveled paths. As they age, they become keepers of inns and archivists of maps. Some serve, in their travels, as cart-makers, merchants, and builders of bridges and roads. Their motto is “ever on, ever on.”

## Traveler’s Skill

At 1st level, you become proficient with two of the following: Acrobatics, Athletics, Animal Handling, or Survival. You also become proficient with your choices of cartographer’s tools, navigator’s tools, or one type of vehicle. Your proficiency bonus is doubled when you use any of these.

## Channel Divinity: Divine Foot Falls

Starting at 2nd level, you can use your Channel Divinity to give yourself a climbing, burrowing, or swimming speed for 1 hour or until you use this feature again.

## Channel Divinity: Traveling the Celestial Road

At 6th level, you can use your Channel Divinity to bless a group of willing creatures within 30 ft. of you. Blessed creatures treat difficult terrain as normal terrain for the next 4 hours.

## Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, it takes an extra 1d8 damage and is slowed, as by the spell *slow*. At 14th level, the damage increases to 2d8.

## Feet Firm on the Path

Starting at 17th level, you cannot be moved unless you choose to be. Physical efforts to move you simply rebound off you, and any magical or similar effect that transports a target to another location or plane fails if it includes you as a target. You may, of course, choose to move.