recursal/Fanatic-Fandom huggingface dataset:
Deva

**Devas** are a specific type of aasimar that, unlike typical examples of the race, are all in fact angelic souls contained within mortal bodies. These souls are reborn again and again, meaning that devas have access to the experiences of several lifetimes in their subconscious and sometimes waking mind as well. These souls are obliged to fight in the cosmic war against evil, though some stray from this path and are reincarnated in their next life as rakshasas.

Physically, devas appear similar to aasimar, though in a fashion more distinct than many aasimar, who could be mistaken for human. Devas also possess a number of abilities unique to them.[Despite this, devas can be and historically have been considered aasimar.

Devas, like godlly-avatars, cannot be permanently killed. Just as an avatar will return to the home plane of the god it is a manifestation of to be reabsorbed and perhaps sent to the Prime again, so do devas’ souls inevitably return to the mortal world in new bodies as reincarnations of their old selves. However, devas do not typically remember their past lives and are born as new individuals, and are therefore subject to the same dangers of mortality as other races, while being prevented from passing on into the afterlife permanently. Some devas are born as infants, while others are born into fully formed adult bodies. Each deva has, in fact, been reincarnated countless times over the period of four millennia in which devas have been known to exist.

Ability Score Modifiers: +2 Wisdom, +1 Intelligence

Size: Medium

Speed: 30 feet

Darkvision: Blessed with a radiant soul, your vision can easily cut through Darkness. 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.

Astral Majesty: You have Advantage on Charisma (Intimidate) and Charisma (Persuasion) checks.

Astral Resistance: You have Resistance to Necrotic Damage and Resistance to Radiant Damage.

Memory of a Thousand Lifetimes: When you complete a long rest, you can grant yourself Proficiency in one Skill, Weapon, Armor or Tool that you do not possess. When you choose your remembered skill, you cannot change this choice until you complete another long rest.
Balance Domain

**Balance Domain** Among the gods, there is often the tie-breaker, the traitor, the peace-bringer and the judge. Ma'at, Tefnut, Shamash, Obatala, Rao, Cindor, Nemesis, and Adrestia, as well as other gods of justice, balance, equilibrium, vengeance, and peace may hold sway over the domain of balance.

The servants of these gods are often called upon to restore order, peace, and justice to the world - or to bring suffering and despair where none existed. Once they are set upon a path, either to peace or ruin, they do not deviate until their god is satisfied and the balance is restored.

**Balance Domain Spells**

Cleric level Spells

1st cure wounds, inflict wounds

3rd shatter, silence

5th fear, beacon of hope

7th death ward, phantasmal killer

9th cloudkill, creation

**Bonus Cantrip**
When you choose this domain at 1st level, you learn the ruin cantrip if you do not already know it.

**Magical Inversion**
Starting at 1st level, whenever you cast a cleric spell or cantrip that deals damage, you can change the damage type to a different one. Choose either acid, bludgeoning, cold, fire, lightning, piercing, poison, slashing, or thunder damage. If the spell deals either radiant or necrotic damage, you can cho

ose to swap the damage type between them or choose one of the above types. When a spell deals more than one type of damage, you can adjust each simultaneously. You can use this feature a number of times equal to your Wisdom modifier, and these uses recover when you finish a long rest.

**Channel Divinity: Weigh the Scales**
At 2nd level, you can use your action and your Channel
Divinity feature to impose equilibrium. For one minute or
until you choose to end this effect as a bonus action, you
cannot gain advantage or suffer disadvantage, and you can
reroll any damage dice that result in a 1, but only once per
die.

**Channel Divinity: Defiance of Fate**
At 6th level, your god intervenes when you are harmed.
Whenever a creature inflicts damage to you, you can use a
reaction and your Channel Divinity feature to instantly halve
the damage. The creature must make a Charisma saving
throw. If it fails, it takes necrotic damage equal to the amount
of damage it inflicted on you before resistances or
immunities, or half as much damage on a success, both to a maximum of six times your cleric level.

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

**Perfect Order**
At 17th level, your god controls the events around you, acting
with inscrutable intent. Whenever a creature takes an action
within 30 feet of you and rolls a d20, you can choose the
result of the die roll. You can do this once, and this use
recovers whenever you finish a short or long rest.
Danu

Chaotic-Chaotic Good

Domains: Chaos, Earth, Fire, Joy, Madness, Strength, or Wrath.

"Sometimes I am the sister who befriends you, sometimes I am the mother who holds you and sometimes I am the lover who sticks one in your back"

The Fey Goddess Danu is one of the strangest Goddesses worshipped in Atern, her temple are non-existent for civilisation is a perversion of nature. Instead places of natural beauty in the mountains of Tellugwellyn are her home and where she hunts of the back of a great boar. She isolated herself from the rest of the elven pantheon along time ago, seeing their building of cities an insult and a perversion of their true selves. She was married to Cornun, an ancient deity known as the horned god who was a male deity of fertility, nature and life. But tragedy struck when in the guise of a great deer he was slain by Corellon Larethian who had been hunting. This caused a great rift and Danu spat on the elven pantheon and caused many natural disasters.

Many pleaded with her to stop as the wrath of Danu was a terrible thing, a goddess of earth and fire she was not calmed until a strange quirk of fate. Human tribesman seeking a land to live freely upon, entered her domain and she was taken with them. Humans are passionate creatures and lived short but bright lives and she took many lovers among them and thus her cult began. She grants her followers the aspects of her dead lover and demands they please her at all times. She is capricious and demanding, her whims and needs must be met at all times but to the lawless ones of the mountains of Tellugwellyn. She hates unnatural creatures such as undead and she has a strong distaste for dwarves and elves, seeing them as no better then the prisoners of civilization. She is a very hands on goddess in the mountains of Tellugwellyn protecting the Lawless ones there and one of the reasons Nornlund's monsters and mercenaries think twice before entering these areas.

The Priestesses of Danu are known as her Daughters of Danu and are wild and reckless warrior women and possess a portion of Danu's fickle nature. They share in the Goddesses disgust at the civilised world and possess the ability to peer into the hearts of mortals and alter their emotions from rage to sorrow to joy and madness. They often split their tongues to that of serpents in honor of Danu's forked words. They enjoy and revel in chaos. Danu is the goddess of the lawless ones and she is a fey goddess who turned her back on the elves. Danu represents the chaos of wilds and her people adore her for that and she speaks through the Daughters. Danu would most likely see Bursey wiped off the map in her wrath. The Lawless ones can be difficult at times but the Daughters of Danu can be outright dangerous to deal with.
College of the Ancients

## **College of the Ancients**

Bards of the College of the Ancients have deep knowledge in the
area of nature magic, and they often wander the wilderness,
collecting knowledge on the magic of the earth. They are most
often wandering singers and skalds, traveling through ancient
forests and long abandoned roads, often singing to nobody at all.
They wish, first and foremost, to protect and honor nature. They
tell tales of great floods and good harvests, tremendous storms
and frightening gales. They learn to be one with nature.

**Bonus Proficiencies**
When you join the College of the Ancients at 3rd level, you gain
proficiency with medium armor, shields, and the Nature skill.
 **Words of the Ancients**
Also at 3rd level, you learn how to command plants to sprout up
and grasp at the heels of your foes, impeding their movement.
When a creature that you can see within 60 feet of you begins
moving, you can use your reaction to expend one of your uses of
Bardic Inspiration, rolling a Bardic Inspiration die and reducing
the creature’s speed by a number of feet equal to the number
rolled x 5 until the end of their turn. This cannot reduce a
creature’s speed below 5 feet.

**Hand of the Ancients**
Starting at 6th level, you can cast gaea’s hand at will, without
expending a spell slot or material components.

**Song of Awakening**
At 14th level, you learn an ancient melody that can awaken a
small non-magical shrub. While standing next to a shrub, you
may sing for 1 minute and roll a Bardic Inspiration die,
awakening the shrub and adding the number rolled as temporary
hit points for the creature, which uses the statistics for the
awakened shrub. The shrub remains awakened and under your
command until you complete a long rest, at which point it returns
to being a normal plant.
As a bonus action on your turn, you can command any shrubs
awakened with this feature to move and use their actions.
Additionally, whenever you cast a spell, an awakened shrub can
deliver the spell as if it had cast the spell. The shrub must be
within 60 feet of you, and it must use its reaction to deliver the
spell when you cast it. If the spell requires an attack roll, you use
your attack modifier for the roll.
Ding Feng

**Ding Feng** (190 - 271) fut un général vétéran des Wu. Reconnu comme un brave guerrier et un habile stratégiste, il vint joindre les rangs de Sun Quan en 203, peu après la mort de Sun Ce. Il fut d’abord sous la charge d’officiers tels que Gan Ning, Lu Xun et Pan Zhang et se démarqua par son courage dans plusieurs batailles.

Il est connu pour avoir tuer Zhang Liao.

 Décès : 271

## Biographie

Un peu avant la Bataille de Chi'Bi, il fut envoyé avec Xu Sheng afin d’assassiner Zhuge Liang dans les Collines Protectrices du Sud. Toutefois, Zhuge Liang réussit à s’échapper.
Peu après, Ding Feng participa à la Bataille de Chi'Bi à bord du navire maître de la flotte lancée contre Cao Cao.

Par après, il fut lieutenant sous Jiang Qin lors d’une offensive sur la ville de Nanjun où il réussit à piéger Niu Jin, mais ce dernier fut toutefois secouru et l’attaque s’avéra un échec.

Avec son acolyte Xu Sheng, il combattit ensuite Cao Ren et parvint, avec plusieurs autres, à faire fuir ce dernier vers le nord.

En l’an 219, il participa à la prise de Jiangling et combattit Guan Yu qui dut se réfugier dans la petite ville de Mai où il fut assiégé.

Il fit ensuite partie de la Bataille de Yiling où avec Xu Sheng il
fut assigné à la garde de Lu Xun et où il combattit en divers points, tuant notamment Fu Tong.

En l’an 224, lors de l’invasion des Wei par Guangling, Ding Feng fut envoyé au front pour supporté Sun Shao et affligea de lourdes pertes aux forces ennemies de Cao Pi.

Entre temps, Ding Feng fut promu Lieutenant-Général et plusieurs années plus tard, lors de l’ascension au trône de Sun Liang, il fut promu Marquis du District de la Capitale.

Peu après, en l’an 252, il conduisit les Wu à une impressionnante victoire lors de la Bataille de Dongxing où il parvint par un temps très froid à écraser les forces de Hu Zun par une attaque éclaire sur son camp. Il fut conséquemment nommé Marquis du Grand District de la Capitale.

Il fut plus tard nommé Marquis de Anfeng ainsi que Général de la Gauche, après avoir combattu vaillamment les forces des Wei assiégeant Shouchun. Pendant le règne de Sun Xiu, il planifia avec succès l’assassinat du Premier Ministre Sun Chen et gagna le titre de Général-en-Chef et de Garde du District de la Gauche et de la Droite.

Enfin, en l’an 263, afin de secourir les Shu il mobilisa des forces vers Shouchun mais ne put toutefois pas sauver le Royaume de la destruction.

C’est en l’an 271, alors Grand Ministre de Guerre et après avoir combattu les Jin, que Ding Feng s’éteignit.
The Lady of the Lake, the secretive fey goddess.

The Lady of the Lake, the secretive fey goddess.

Alternate names: Tycan, holy mother.
Alignment: Neutral Good.
Domains: Life, Charm, Elf, Nobility, War
Worshipped in Chevalionne only.

Said to be the fairest of all the Thuatha dé Maeriel, Tycan is now hiding as the lady of the lake. Her abuse at the hands of her former lover and her exile broke her heart and in her lamentations she strode the world looking for something, anything to give her hope. She came across a man, a young knight called Phillip who was fending off a human village from orcs. The man was brave and valiant and won the day and later when one of his knights attempted to get rewards from a young barmaid, he had the fellow stripped and beaten. This man had a sense of honor and she was intrigued by him. The more she followed him the more she was impressed. Humans were seen as low creatures but this one had something about it. She decided at that point to reveal herself to him as the lady of the lake, a persona to protect her true self and to aid Phillip in building his kingdom.

During the Black Sun, she expended a lot of her power to keep the land of Chevalionne free of evil and while she did not fully succeed, she spared it some of the worst. She began to search for a way to fix the damage done and came across a text that mentioned the Sun Key, afraid the remaining gods would find her, she charged the Chevalionnen kings to find this for her. She protects the arcane magically inclined children of Chevalionne, taking the males to serve as her guards and using the females as her eyes, ears and mouth.

Unknown to almost everyone the lady of the lake is infact Tycan....
College of Heart

## Bard College: College of Heart

As long as music has existed to record history and inspire battle, it has also been used to bring peace to the world and heal the sick. Bards of the College of Heart use their abilities to bring joy to their comrades and hope to innocents.

It is not uncommon to meet the stray Bard of the Heart in a local hospital or Inn, singing to the weary and the down trodden. They live to help others and will not stand by in the face of any evil. While they do not carry the magic of the Lore Bard nor the fight of the Valor Bard, they find ways to help in their own unique way.

#### Expanded Spell List

The college of heart lets you choose from an expanded list of spells when you learn a Bard spell. The following spells are added to the bard spell list for you.

 2nd
 3rd
 4th
 5th

#### Healing Melody

At 3rd level, you may expend uses of your Bardic Inspiration to sing songs of healing ot your party. Whenever you cast a spell that restores health to a creature or creatures, you may expend one use of your Bardic Inspiration to heal up to two additional creature within 30 feet of you that can hear you for the same amount.

#### Fearless March

Beginning at 6th level, a bard of the College of Heart can inspire bravery and determination into the hearts of their comrades. Once per long rest, a Heart Bard may spend 5 minutes to express their confidence in their party by way of inspirational song or rousing speech. Up to 6 creatures, including the user, within thirty feet of the bard have advantage on saving throws against fear and are immune to being charmed. This effect lasts for 1 hour before wearing off.

#### Urgent Healing

At the 14th level, you gain the ability to save your comrades form the brink of death using your rousing song. Whenever a creature within 30 feet of you drops to 0 hit points, you may use your reaction to roll one of your Bardic Inspiration die and have them drop to that amount instead. Once a creature has been affected by this feature, they can not benefit from it again until they finish a long rest.
Lamia

### Personality

The personality of a Lamia varies heavily depending on how they are brought up; while most are rather calm, collected and mischievous, there are some who are rather manipulative, callous and deceptive.

### Physical Description

The upper body of a Lamia resembles that of an elf, with sharpened facial features and pointed ears. They also tend to be quite slender, with almost flawless skin and an unimaginable amount of beauty. Their lower body, as in everything below the waist, turns into something quite horrifying; a serpents tail replaces their legs, running as short as ten feet, although many are much longer.

### Relations

Their race is very tribal; as such, their relations with other races depend on where their tribe is based. However, the general consensus is that Elves are their ancestors; somewhere up the tree sits an elf. Without elves, Lamia would not exist, so almost every tribe you would come across get along well with Elves of all kinds, even Drow. Lamia also tend to get along with other reptilian races; this includes Dragons.

Ability Score Increase: +2 Charisma, +1 Strength

Size: Medium

Speed: 30 feet

Vision: Darkvision

**Snake Body:** You have a Climb Speed of 20 feet and a Swim speed of 30 feet. You can Crawl at at your normal speed, instead of halving your movement rate. You cannot use magical items based on footwear, such as Boots of Elvenkind.

**Crushing Coils:**You may attempt to grapple a creature that is no more than two sizes larger than you, and have Advantage on the Strength (Athletics) check to successfully grapple the target.

**Prehensile Tail:** A Laima can use its tail as a hand for all relevant purposes - taking actions, wielding a single-handed weapon, using an item, performing somatic components, etc.
The Patient One

Waiting in the darkness, the Patient One—also known as the Dark Watcher one of the El—is a strange and alien creature. Always whispering secrets to itself, the Patient One waits until its time comes, and then it strikes, destroying or consuming everything in its path. Although never actually pictured in its entirety, this god is known to have many eyes, many mouths, and many clawed arms around its bulbous body. The Patient One’s symbol is a mouth surrounded by eyes, always done in dark colors. The domains it is associated with are Evil, Darkness, and Corruption.
Circle of the Seedling

Druids of the Circle of the Seedling delve more completely into
the ancient rituals and hidden knowledge of plant magic. These
druids meet together in their Plant Wild Shape, sharing their
wisdom and arcane secrets with each other in Druidic, while
appearing to just be a small bunch of shrubs and trees. As a
member of this circle, your magic allows you to be one with your
surroundings, gaining intricate control over the plants around you.

**Plant Wildshape**
When you choose this circle at 2nd level, you gain the ability
to use Wild Shape to assume the shape of a plant creature.
When you transform into a plant creature, the Max CR
that you can transform into is increased to 1. Starting at 6th
level, you can transform into a Plant with a challenge rating
as high as your druid level divided by 3, rounded down.

**Plantspeaker**
Also at 2nd level, when you are transformed into a plant creature
you gain the ability to command nearby mundane plants. As an
action, you can turn difficult terrain caused by plant growth into
ordinary terrain in a 5 foot radius centered on you, or you can turn
ordinary terrain where plants are present into difficult terrain in a
5 foot radius centered on you. After a 10 minute duration, the
plants return to their original condition.
Additionally, while you are transformed into a plant creature
you ignore difficult terrain caused by plants.

**Take Root**
Starting at 6th level, you gain the ability to root yourself in the
ground while in your normal form, forming a protective armor of
bark around yourself. As an action on your turn, you can root
yourself in the ground, reducing your speed to 0 and granting you
advantage on checks made to avoid being moved.
Until you end this effect by using your bonus action or fall
unconscious, you have resistance to slashing, bludgeoning and
piercing damage from non-magical weapons.

**Guardian of the Forest**
At 10th level, you can expend two uses of Wild Shape at the same
time to transform into a Unicorn. Once you use this feature, you
cannot use it again until you have completed a long rest.

**One with Nature**
Starting at 14th level, you gain the ability to cast barkskin and
speak with plants at will, without expending a spell slot or material components.
Chapter 0 (Prologue)

During the last stages of the Oppression War, Captain First and his squad from the Menrith Regiment whom were Sargent Thomas Valentine, Lieutenant Ethan Meridian, Sargent Riza Hawkeye, Sargent Lady Loveridge, and Sargent James Drom were stationed in Coryle to finish off the shades which started the war. On December 29th, the Camp Fox were getting ready for their last battle of the Oppression War with a hope that it will end the war. On the last few days of battle and gaining some new allies, Private Greenbean and Corporal Sen Tendle and some help from the allies with the big guns. The war has finally ended and the group was ready to head back home and start their new or old lives.
Nullri

The Nullri are a race of hare-like humanoids no larger then a human toddler. They have a winter coat of pure white with black tipped ears and a summer coat of rusty brown. They are quite stealthy creatures, that live in large warrens underground comprising of chambers and a maze of tunnels. In summer, they feeds on plants such as, grass, ferns and leaves; in winter, they eat twigs, the bark from trees, and buds from flowers and plants and occasionally will eat a little meat if naught else can be found. They are extremely sensitive to divine magic and all of them possess the ability to use it in one way or another. Common examples of their magic is vanishing into smoke and emitting confusing strobes of moonlight. They live in the high plains overlooking the swamp and make occasional ventures down to it to collect rare plants and herbs.

The Nullri for the most part do not speak, though they are capable of it. They prefer to use vibrations by stomping their feet and body language to communicate with each other. They have a basic grasp of common languages due to a chance meeting of a merchant trader's caravan, The Nullri worship their very own goddess Celestine refer to her as the "Great Shining Moon" and preform religious ceremonies to her on clear moonless nights on the rare occasions they give voice. The Nullri are not a very intelligent race however they do possess a honed natural wisdom.

They are non aggressive as a whole and will take to fleeing and hiding before conflict. They can run faster than any man or elf or Dar-Vash. The horse-ogres regard them as small fast snacks. They live in large extended family units and mostly go about their own business of improving their homes, storing food and raising litters. However, they do let themselves to those looking to locate Tyi-mi root in exchange for dry goods and tools that they can't make themselves. It is said there isn't a patch of earth in Hatar they haven't sniffed out. They dress normally in attire made of dried grass and bark strips and wooven wool cloth, and possess extremely keen senses. They are slow to trust, naturally timid and wary. They do possess the ability to create metal weapons and armor but only wear them if there is due cause. Nullri worship Celestine mainly and are fascinated with The Moon Maiden and seek her out actively

Stats:
Ability Score Increase: +2 Dexterity, +1 Wisdom
Size: Small
Speed: 40 feet
Darkvision 120 feet
Automatic languages: Common, Sylvan, Nullri

Nullri are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids. They posses good instincts.

**Enhanced senses:** Nullri have advantage on all perception checks

**Divinely attuned:** Nullri can cast at will one Druid or Cleric cantrip of their choice at will (Wisdom modifier)

**Bouncy:** Nullri are proficient in Atheltics and Acrobatics
Punishment Domain

## **Punishment Domain**

The wicked and sinful must pay for their crimes against your
faith, and your deity is one that tolerates no wrongdoing.
Gods of law, order, justice, knowledge, war, despair and
vengeance such as Zeus, Nemesis, Osiris, Anubis, Torm, and
many others may all have punishment as one of their
domains. Clerics of this domain are sometimes known as
inquisitors, but all are resolute in their hunt for apostates,
heathens, fiends and heretics.

**Punishment Domain Spells**
Cleric level Spells
1st hellish rebuke, inflict wounds
3rd heat metal, zone of truth
5th bestow curse, dispel magic
7th banishment, phantasmal killer
9th dispel evil and good, immolation

**Bonus Proficiencies**
When you select this domain at 1st level, you gain proficiency
in heavy armor.

 **Eyes of the Inquisitor**
Starting at 1st level, your god enables you to reveal the foulest
of secrets and the hidden blasphemies that permeate the
corrupted souls of mortals. You gain proficiency in the Insight
skill. If you are already proficient in this skill, you add twice
your proficiency bonus instead. Additionally, you can cast
detect magic as a bonus action once per short or long rest
without expending a spell slot.

**Channel Divinity: Penitent Prayer**
At 2nd level, you can use your Channel Divinity feature as a
bonus action to strike yourself in penance for your sins. You
take damage equal to your cleric level from your held weapon,
you gain temporary hit points equal to twice the damage
suffered, and you become immune to the charmed and
frightened conditions for one minute.

**Ominous Dread**
At 6th level, your god empowers you with the ability to strike
terror into the hearts of the impure. As an action, you can
project an aura of fear in a 30-foot radius. Creatures of your
choosing within that radius must make a Wisdom saving
throw against your cleric spell save DC or be frightened of
you until the start of your next turn.

**Divine Strike**
At 8th level, you gain the ability to infuse your weapon strikes
with the burning fervor of your belief. 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 fire damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.

**Purge the Heretic**
At 17th level, your god bestows their divine fury upon you.
Whenever you deal damage, you can choose to re-roll any
number of damage dice. You take the higher result for each
die rolled. When you do so, you lose hit points equal to the
number of dice re-rolled using this feature.
Laurama

The Lupin of Wenaria occupy a great forest and mountain range. Unlike their western cousins, the Lupin of Laurama are extremely militaristic – not surprising, when you consider their neighbors. To the north, they are bounded by the pestilent forest of Repose; to the west, the wild lands; and to the east, the despoilers of Gavstor with whom the Lupin have been engaged in an ongoing guerilla war since the first Gavstor slavers came to their lands in search of slaves flesh.

They do not build cities, but spread their community out to cover a wider footprint within the forest. Their presence is quiet and looming, more hidden than even the fae of Wenaria. Many travelers through Laurama have no idea that a Lupin lurks in the trees around them, watching their every movement for the slightest sign of aggression. Wenaria fae are intensely distrustful of humans more than any other Lupin.

Gavstor slavers are usually killed on sight, and any others that the Lupins even suspect of harmful intent never leave the forest. Even innocent travelers have been known to be attacked, stripped of their armor and weapons, and dumped at the borders of the forest, a clear sign that outsiders are not welcome. Other nations do not acknowledge Laurama as a sovereign power.
Cornun The Horned God

Standing upon the edge of the wooded realm of Cornun, one can feel the invitation and the threat. "Come and feast," it calls. "Nature provides an abundance of crops and wild game." Yet, the same voice turns dark. "Treat everything with due respect," it warns. "This is not your home." And, should one peer intently enough through the shadowed branches, a figure can be seen, horned as a stag, clothed in moss and leaves, eyes burning like untended embers. Cornun is master here, and although he has much to offer, he will not tolerate greed.

Time turns on the Sacred Wheel, Spring to Summer, Summer to Autumn and Autumn at last to Winter. Cornun was there at the shaping of the wheel, born of the womb of the All Mother before Gods were Gods and the land was shapeless. This wheel is not of his making. He is both master of it and slave to it, transforming with the seasons like the world beneath his feet. He bears a heaving metal torc around his neck as a permanent pledge of loyalty to this cycle of life and death that only he can drive. Once, it was said, there was no break between his realm and this world. They were the same. Perhaps a time will come when the world shall once again be his. Then, all can walk among the whispering leaves. So long as they remain humble. For the arrogant, Cornun hunted.

However his death came at the hands of the elven god Corellon Larethian in circumstances that are best considered suspicious. For can a god truly slay another god? Many would argue and deny Cornun's deific status and some say he as merely a tale, a story of the lawless ones own making. Certainly he is not recorded in the texts of elves or the eladrin. But perhaps Cornun still lingers on, traces of his spirit remain. The horned one will rise again and with the fury of Danu at his side perhaps a day of retribution approaches.
Nornlund

Nornlund
The Failed Kingdom

As far as most folk are concerned, the county of Nornlund may as well be a different world. Despite its proximity to Kithonia and Hallangd, Humans and giants seldom go there Technologically, it lags behind the rest of the world, and gunpowder is treated as a frightening marvel. For Nornlund serves as a reminder of the pettiness and stupidity of mortal men. Nornlund’s nobles were petty and cruel men who fought terrible wars against each other and assassination was common place and thus its people suffered terribly on a daily basis. They were set apart from the more educated human societies of Kithonia and Derwynd and have little in common with them even today, the few Nornlunder's that still live are travelling bands of Gypsies who view outsiders with suspicion.

Its fall began before the Oppressor war in earnest, if one takes a cold logical look at it, the country suffered from the wars of the border princes in which every noble house claimed rulership over the country and committed to the cause of killing his rivals. The rivalries were bitter dreadful affairs, with murders and brutal ambushes prevalent as much as open war was. Children of lords were murdered in their beds, families burned in their homes and during the bloodiest of these times the Oppressors had made their move on Atern.

Other kingdoms pleaded with Nornlund to see sense but to no avail and the border prince wars spilled over with attempts to claim lands in neighbouring countries. This only lead to ill feeling and when the first Oppressor aligned fleet landed in Nornlund, they were caught unprepared and without allies. With no unity between them, bands of hired mercenaries carved Nornlund asunder, its riches plundered and its noble lineages wiped out. Their resistance was poor, as armies fielded alongside each other had no trust and infighting and no-cooperation damned them to brutal defeats, even worse a few houses sided with the aberrant forces and added to their numbers.

Over the course of the war, this once proud kingdom, was torn asunder time and time again, borders drawn and redrawn. Mercenary scum flocked to it for constant work and allegiances were ever shifting and by the wars end Nornlund was not much more then a country of petty warlords only in power until someone else took power from them, worse still, the living remnants of the oppressor army retreated there to add to the instability.

To this day Nornlund remains under the control of these warlords and no country has decided to move on them having had enough of war for the last 25 years but it has to be said, its neighbours may look toward it in the future. A country for the taking if one has the means and audacity to take it.
Kull

Alternate Names: The Soul-Gatherer, Madreen.

Alignment: Neutral Evil

Domains: Greed, Evil, Death, Undeath, Orcs

Worshipped only in Domhanda, the Orcs of Arad Drumu refuse his teachings entirely.

Personality

Kull is malicious, cunning, and thoughtful. His chief interest is in souls; the pieces of Eraesaer's essence. These he has treasured since the beginning, and he hoards them to himself, and delights in manipulating them. He may take particular interest in strong or unique souls; and often he will try to twist these into servants for his own use. Many of the other gods are distrustful of him, at best, but he is known as a bargainer, and a maker of deals. Many of these throughout history have been made, even among the chief of the deities. But just as many times, Kull has been sent away for his malicious intents.

History

Kull is Madreen the elf that destroyed the Elder and Aurune and forced the gods to abandon them. He was cursed with the form of what would be known as Orc's by the gods. After this he fled for his life with Tycan his lover and there she gave birth to their children. Disgusted by the children's appearance as elves, he twisted them into his own image despite Tycan's objections which he silenced by beating and sexually abusing her. His fall was complete and the orcs were born to the world. Tycan managed to escape him when his affections were stolen away by Rashna. Rashna played the perfect mate, encouraging him in every foul idea he had in his angry twisted mind. Rashna used this to cement a relationship between the orcs and the Sarruhk. Kull is oblivious to Rashna's schemes, seeing her as no more then a plaything.

His ways have not changed, except in that he became fascinated with the new phenomenon called death, and he collected the souls that contained the life that was spawned by his brother. They became his treasures and his obsessions, as well as his bargaining chips with the other gods in many cases.

Physical Manifestations

When Kull takes on corporeal form, he walks about as figure robed in black, not after the likeness of any creature of the world. He may appear simply as a shade or wrath, or as a strange, deformed mixture of the features of elves and orcs. Save for the cloak, his appearance when he manifests is rarely the same twice
Path of the Thaneborn

The path of the thaneborn channels your mighty rages to your already imposing personality. The thaneborn are the barbarian kings. Your combination of physical might and charismatic presence inspire your foes and terrify your enemies.

#### **Voice of the King**

Starting when you choose this path at 3rd level while raging, you can choose one ally within 30 feet of you that can hear your voice as a bonus action, Until the start of you next turn that ally has advantage on any and all attacks against an enemy that threatens you.

#### **Behold the King**

Beginning at 6th level, you can't be charmed or frightened while raging. Allies within 30 feet gain advantage on saving throws against these effects as long as they can hear or see you.

#### **He who would be King**

Beginning at 10th level, right before your make a intimidate or persuasion check you gain advantage. You may use this 3 times per day. It’s uses refresh after you take an extended rest.

#### **Bow down before the King**

Beginning at 14th level, you can use your action to frighten enemies with your overwhelming presence. When you do so, all enemies within 30 that can see and hear you, must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. A creature rolling a 1 on this saving throw is paralyzed and frightened.
Circle of the Primal Hunter

## **Circle of the Primal Hunter**

**Circle of the Primal Hunter:** this circle of druids focuses on the
more savage aspects of nature. The follow the path of the
primal hunter, the hunter primal spirit that actively hunts
natures enemies. These druids meet on rare occasions in the
hardest to reach natural locations. As a member of this circle,
their magic is influenced by urge to slay the enemies of nature.

**Natural Recovery**
Starting at 2nd level, you can regain some of your magical
energy by sitting in meditation and communing with nature.
During a short rest, you choose expended spell slots to
recover. The spell slots can have a combined level that is
equal to or less than half your druid level (rounded up), and
none of the slots can be 6th level or higher. You can't use this
feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover
up to two levels worth of spell slots. You can recover either a
2nd-level slot or two 1st-level slots.

**Circle Spells**

Druid Level Circle Spells

3rd invisibility, pass without trace

5th water breathing, protection from energy

7th freedom of movement, hallucinatory terrain

9th dream, commune with nature.

 **Claws of the predator**
Beginning at 6th level, while wildshaped and you have
advantage against an enemy within melee range you deal 1d6
extra points of damage

**Predators Speed**
Starting at 10th level, while you are wildshaped you gain a
+20 bonus to all your movement speeds

 **Primal hunter**
Starting at 14th level when you wildshape you take on
characteristics of the primal hunter.
Claws of the predator deals 2d6 damage now
Predators speed increases to +30 feet
You gain +2 to your defenses
Azer

Descendants of mountain dwarves who settled upon volcanoes and found themselves touched by elemental energy, azerbloods have a highly distinctive appearance, with brazen or copper-hued skin, flame-red hair that tends to move, and flickering flame-like irises. They combine the hardiness of their dwarven ancestors with a natural affinity for fire, making them surprisingly adept as sorcerers.

Ability Score Modifiers: +2 Constitution, +1 Strength

Size: Medium

Speed: 25 feet

Vision: Darkvision 60 feet

Dwarven Lineage: You are treated as being a Dwarf for effects that tie specifically into race. Among other things, this allows you to use magic items normally restricted to dwarves, but also makes you vulnerable to spells specifically crafted against dwarves.

Dwarven Resilience: You have Advantage on saving throws against Poison, and are Resistant to Poison damage.

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer and warhammer.

Born of the Forge: You have Fire Immunity. Additionally, you know the cantrips Control Flames and Firebolt, which treat Constitution as their spellcasting ability score. They have can craft items at half the time it normally takes.
Celadrin

The firre are benevolent fae who embody fire as a symbol of passion, beauty and creation. This makes them particularly respected by elves, and during the summer solstice, many firre appear in elven settlements to take part in the celebrations. The children of such union are seductive, beautiful creatures of bronze, gold and red colorations, who feel a similar calling as their faerie parents, blessed with a love of beauty and a natural talent for song and music.

Ability Score Modifiers: +2 Charisma, +1 Dexterity

Size: Medium
Speed: 30 feet

Vision: Darkvision 60 feet

Elven Lineage: You are treated as being an elf for effects that tie specifically into race. Among other things, this allows you to use magic items normally restricted to elves, but also makes you vulnerable to spells specifically crafted against elves.

Fey Ancestry: You have Advantage on saving throws against the Charmed condition, and are immune to magical effects that induce Sleep.

Melodious Voice: You have Proficiency in Perform and advantage on Charisma (Persuasion) checks.

Firre Magic: You know the Produce Flame cantrip and cast it with this trait. Upon reaching 3rd level, you can cast Charm Person as a 1st level spell with this trait, but must complete a long rest before you can use it again. Upon reaching 5th level, you can cast Scorching Ray as a 2nd level spell with this trait, but must complete a long rest before you can use it again. Spells cast with this trait use Charisma as their spellcasting ability score.
Repose

Repose
Twisted with evil, blackened with corruption and cloaked in darkness, Repose is, after the Saika Moor, one of the most dangerous territories of Wenaria. It began with the infection of a single tree but soon spread to others, then dozens, and then hundreds. The trees lost their leaves and the sap turned to blood. Hairlike tendrils grew from the bark which gravitated toward living flesh, and anything they touched was sucked dry of its energy and left as a desiccated husk.

The wood can neither be burned nor cleansed of its infection by any known magic. Even the most powerful spells only halt the spread temporarily rather than cure it.

The plague known as Treecreep covered hundreds of square miles before any even realized the threat. The canopy of the central hive of the forest is so tightly packed with long, sharp branches, no creature has ever successfully found the first tree which started the calamity. Though some believe destroying this tree would cure the entire forest, there is no evidence for this. The infection has taken most of the natural trees and now threatens both Alpinas and Laurama.

Much of Laurama has already been taken though not enough to threaten the Lupin there. Some believe enemies of the fae created the deadly forest in hope the infection would suffocate or consume them.

The only creatures that reside in Repose are unnatural monstrosities El-spawn, one of the most notorious of which is Carcin of Pathos, a despicable creature known to belch living tumors that slither across the ground to attach and infect victims with their plague. Carcin is even more insane than most El dragons, and only a lingering sense of self-preservation keeps him from blindly attacking Laurama directly.
Palo/stick

Se consigue en la playa, también se consiguen de los arbustos del bosque cortandolos con una hacha

se pueden hacer varias cosas con este pero algunas necesitan alguna cosa en especial, como por ejemplo: el ascua encendida mediante una fogata o campfire.

también se puede crear la fogata con 5 de estas

también las herramientas del nivel 2

y entre otras cosas.
Hobgoblin Hoplite

Hobgoblin Hoplite

Hoplites are citizen-soldiers of Arad-Drumu's Hobgoblin armies who were primarily armed with spears and shields. Hoplite soldiers utilized the phalanx formation in order to be effective in war with fewer soldiers.

Prerequisites In order to advance as a **Hobgoblin Hoplite**, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

• Strength 13.

• Constitution 13.

• Proficiency in the Athletics skill.
• Character level 5th.

• Must have trained under a Hobgoblin Trainer

Class Features: As a **Hobgoblin Hoplite**, you gain the following class features.

Hit Points Hit Dice: 1d10 per **Hobgoblin Hoplite** level

Hit Points per Level: 1d10 (or 6) + your Constitution modifier per **Hobgoblin Hoplite**

Proficiencies Tools: None
Saving Throws: None
Skills: None

Equipment The **Hobgoblin Hoplite** prestige class does not grant any special equipment.

At level 1 in this class the character receives

**Fast movement:** A Hobgoblin Hoplite gains +10 feet to his base ground movement speed this increases by 10 at level 1,3 and 5 of this prestige class

At level 1 in this class the character receives

**Improved Reach:** The Hobgoblin Hoplite may add/subtract five feet to/from the reach of a long spear as a bonus action.

At level 2 in this class the character receives

**Piercing Strike:** Whenever the Hobgoblin Hoplite makes an attack against an enemy within range of their weapon, and an enemy is on the opposite side (of the target) apply the Hobgoblin Hoplites attack against both enemies as long as the Hoplite is wielding a long spear

At level 3 in this class the character receives

**Batter:** You gain the Shield Master feat as a bonus feat.

At level 4 in this class the character receives

**Leaping Spear Strike:** As a movement action the Hobgoblin Hoplite may make an Atheltics Check DC 20 against an adjacent enemy and if successful the Hobgoblin Hoplite next attack deals a bonus 2d8 damage against the target. If the check fails then the enemy has advantage against the Hoplite till the end of the Hoplites next turn

At level 5 in this class the character receives

**Unflankable:**The Hobgoblin Hoplite can parry with shield as well as spear, and denies enemies any advantage from flanking against it, therefore he cannot be flanked.
College of Prescience

## **College of Prescience**

**College of Prescience:**
This college appeals to those with the
foresight to navigate the twisting roads of luck and fate,
emulating those heroes who were able to sense the truths
beyond mere reality. By manipulating luck and glimpsing the
future, they exploit every advantage, attacking their enemies'
weakest defenses and avoiding mishaps in combat.

**Voice of the Jinx**
Also at 3rd level, you learn how to manipulate to distract,
confuse, and otherwise sap the confidence and competence of
others. When a creature that you can see within 30 feet of you
makes an attack roll or a saving throw you force them to take
disadvantage on the roll as a reaction. You may use this 3
times per day. It’s uses refresh after you take an extended
rest.

**Could have been worse**
Beginning at 6th level, As a reaction when an ally rolls a
natural 1 on an attack roll, you may change this result to as if
they had rolled a 2 instead. You may use this once per day. It’s
use refresh after you take an extended rest.

**Words of Protective Fate**
Starting at 14th level, you learn how to realign fate to protect
your allies. When a creature that you can see within 30 feet of
you scores a critical hit. You may roll a D20 if you roll a 10+
the critical hit becomes a normal hit. You may use this 3 times
per day. It’s uses refresh after you take an extended rest.