recursal/Fanatic-Fandom huggingface dataset:
Ward Captain

The leader of the Urban Ward, the Ward Captain is in charge of maximizing the efficiency of the men at his disposal. The Urban Ward doesn't have plentiful numbers, and the Ward Captain is in charge of putting patrols and forces where they are needed most. Though he does have a discretionary fund for hiring mercenaries and adventurers as well as a Reserve Ward he can call on, the Ward Captain usually has to protect the key parts of the city and makes the Urban Ward's presence felt throughout the city even though he doesn't have the manpower protect every part.

The position is appointed by the Almonte Conclave, although the previous Ward Captain usually recommends one of his commanders when they step down or retire and the Conclave usually votes them in immediately. Unless a vote is called for to remove the Ward Captain, the Ward Captain retires or dies, or in the rare case that a Ward Captain is elected to the Conclave, the position is for life.

The Ward Captain is required to report to the Conclave at least once a month on the conditions of the city, crime statistics, budgetary concerns, and any other piece of information the Ward Captain feels relevant to their job.

It is unfortunately vague in the city charter, but it technically says that any member of the Conclave is the Ward Captain's direct superior and can issue orders. This is unclear if different members give conflicting orders. In the past it has been resolved by putting the orders to a vote at the Conclave, the Ward Captain just choosing which orders they think are wisest, or in one rare case a Ward Captain gathered his Commanders and had them vote on which course to take. Technically, all of these are legal and illegal.
Era of the Fiends

## Summary

The world is taken over by the denizens of the Nether Planes, causing chaos and horrible scars on the lands and its people. The horrible evil of this era caused the world to unite in a way it never had before and end it after only fifteen hundred years.

## Timeline

### 13,000 P.C. - 12,500 P.C.

By corrupting the most powerful and influential in the Elven society, they demons and devils were able to cause enough infighting and strife so that when they arrive on this world with their armies, the Elven nations fell quickly. The Elves fell within a couple decades, surrendering the entire world to their control.

The Fiends then divided up the world. Demons and Devils do not get along, so they each claimed a continent, mostly staying on their part of the world. Even after centuries of bringing in more forces, neither side had a clear advantage so they remained on their side of the world.

### 12,500 P.C. - 12,000 P.C.

Various dark endeavors and experiments were made during this time. Several species popped up and died off, although some of these demonic experiments linger on today. Also, various dark rituals performed throughout the world left dark marks on the world.

It seemed, even centuries after they surrendered the world, the Fiends still had a hatred for the Elves and many of their experiments were on the Elves. Because they were targeted like this, their once massive population died out quickly and pretty soon they were a minority on the world. This also led to the creation of the Drow Elves.

### 12,000 P.C. - 11,500 P.C.

After seemingly destroying their only rivals for world domination, the Fiends didn't anticipate the Humans to make a move. Sick of being enslaved by this race, that power, that race, the Humans finally decided to organize and take charge of their own destiny.

The Humans, resilient and adaptive, used every single weapon at their disposal. They convinced the Dragons and Giants to fight for them. They weren't even afraid to use the Demonic magic against the Fiends. After several increasingly widespread and bloody wars, the Humans finally drove all the Demon and Devil lords back to their home planes...

## Signs of the Era

Various creatures and abominations were either created or brought here during this time period. These include various Demons and Devils, Cambions, Drow Elves, Driders, Hellhounds, Gnolls, Jackalwere, Lamias, Merrow, Minotaurs, Nightmares, Rakshasa, Succubus/Incubus, and Yugoloths. Many of them first appeared in this world in this era and some have never left.

Various dark spots remain from this era, locations that were used to perform dark rituals and sacrifices. Many were cleansed and consecrated during the Era of the Gods, but some remain in the depths of the world, in dark places no one dares visits.

There are even some dark and evil magical items and spells that were created or discovered during this era. Some of these dark items and any dark knowledge were destroyed during the Era of the Gods, but a few remain. The power behind this knowledge and these items corrupts most people who wield them and are waiting to be discovered.
Way of Zerthimon

File:Githmonk.jpg
Derived from the teachings of Zerthimon, the founder of the Githzerai race, this technique focuses on movement and using movement to gain the upper hand in combat. The Githzerai in the city of **Jebeel** only teach this technique to those who take it seriously.

## Psionic Technique

At 3rd level, members of this tradition gain the gain the ability spend Ki points and add effects to their attacks. The cost below only adds the effect to the one attack (for instance not all the attacks of Flurry of Blows, just one). Only one effect can be added per turn. The player can decide to spend the point after they discovered they successfully hit on an attack.

* 1 Ki Point – target must make a Constitution saving throw or increase their level of Exhaustion by 1.
* 1 Ki Point – target must make a Constitution saving throw or be Blinded for 1d4 rounds
* 2 Ki Points – target must make Constitution saving throw or be stunned for 1 round

## Dazzling Movement

At 6th level, the Monk gains the ability to get a whole extra move action. This allows the Monk to move up to their their full speed in addition to their normal move action, except this extra movement does not provoke attack of opportunities. This allows the Monk to move into flanking positions, or to move onto their next target quickly after their normal action and move have been completed. This ability can only be used once, but is regained after a short or long rest.

## Untouched

At 11th level, whenever the Monk is in a move action, they are under the effect of the Blur spell. This only works if the Monk is conscious and taking a move action. This gives disadvantage on anyone who attacks him while he’s moving, effectively making attacks of opportunity and surprise attacks less effective against the Monk.

## Stunning Assault

At 17th level, the Monk can spend 3 Ki points when they successfully hit on an attack and add a devastating effect. The target who fails his Constitution saving throw is stunned for 1d4 rounds and they add 2 levels of exhaustion. If they pass their save, they aren’t stunned but they still add on the levels of exhaustion.
The World of Arcaterra Wiki

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

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

## The World

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

## History

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

## Deities

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

## Organizations

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

## Player Options

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

## Current Campaign

The adventures and stories of the current campaign
Elven District

## Atmosphere

The smells of trees and exotic flowers fill the air. Common and Elven can be heard spoken through the streets. More Elves than Humans inhabit the area, with greenery filling in the nooks and crannies in between all the buildings and streets.

## Typically Found There

Various green areas, small patches of grass or vegetation, gardens, Elven architecture with Elven glyphs, various buildings and signs of Luontu

## Locations of Note

1. **Church of Luontu**: a major church for this deity, it incorporates many plants, trees, and vegetation into the structure of the building
2. **Elven Library**: a library devoted to Elven tombs, some just the Elvish version of common books, others are exclusively in Elven

## People of Note

1. **Quelivar Altarith**: head priest of the Church of Luontu, community leader
Quilven

**People** | Human 70%, Half-Orc 15%, Orc 10%, Other 5%

## Summary

Filled with warring tribes that mostly serve the god of war, Xorlog, it is an unsafe and chaotic territory that only the strong survive.

## Inhabitants

The nation contains mostly fighters and barbarians, as people are valued by their strength and prowess in battle. Made up of mostly humans, orcs, and half-orcs, with only the largest and toughest thriving.

## Government

The nation has no real government but instead, is run by whatever tribe or chief that is currently the strongest. Often the church of Xorlog influences who comes out on top.

## Notable People

* **Gurlak Half-Orc** - powerful barbarian who leads the **Black Claw** tribe and is currently one of the more influential men in the nation
* **Tulok Fireshield** - Powerful cleric of Xorlog, influences a lot of tribes, a rival to **Gurlak**

## Notable Locations

* **Uraug** - central marketplace and hub for the tribes of warriors in Quilven
Daeryn Forest

## Location

Composes the entire length and width of the nation of Daeryn.

## Characteristics

Home to the Moon Elves, the Forest is the entire nation of **Daeryn Forest**. It has numerous settlements within from the Elves, with various temples to Ancillia.

## Notable Locations

* Daeryn - makes up the entire forest
* Garmoth Mountains - Forest fades into the mountains in the west
* Almonte Valley - fades into the Valley in the north
Marta

**People** | Elves 75%, Human 20%, Others 5%

## Summary

Though Humans rule this nation, the population is overwhelmingly made of Elves. The Veryd Forest makes up a majority of the northern part of of the nation and most of the small cities and towns, including Sanye the capital, have a mostly Elven population. When reaching out to another nations on behalf of the Veryd Forest, representatives of Marta are usually sent.

## Inhabitants

Mostly Verydian Elves, the nation is often considered an Elven nation by most of its neighbors. However, the small Human minority is in most positions of power and influence the lives of the Verydian Elves not in the Veryd Forest.

## Government

A republic made up of elected officials that represent the people, many of the representatives are Elves, but still most of them are Human. They vote on laws and policies, and often serve as intermediaries between various surrounding nations and factions.

## Notable People

* Rathas Jelmoor - noble in the city of Sanye
* **Duke Thurin** - unofficial leader of the Verydian Elves, his residence is in the northern peninsula of the Veryd Forest

## Notable Locations

* Sanye - capital of Marta, largely Elven population (Verydian Elves), although the government is mostly Human
* Veryd Forest - makes up the northern two thirds of the nation
Shadowfell

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

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

File:Xorlog.png
The God of war and discord. He maintains a residence in the Nether Planes, specifically The Nine Hells.

He is referred to as **"The Bloody Warrior"**

* **Symbol:** Greataxe covered in blood, held by a severed hand
* **Alignment:** LE
* **Portfolio [Domains]:** War and discord [War, Death]
* **Favored Weapon:** Greataxe

## Description

Xorlog is a god of war so he is constantly in the mood for battle. He is aggressive, easily agitated, and full of rage. He often appears as a giant warrior, covered in bloody plate mail, with an even bloodier Greataxe at his side.

He was been sowing the seeds of war throughout history. He is often on every battlefield in some way, opposing Gallant at almost every turn. He was totally for the Divine Cataclysm, but upset the event didn’t repeat during the end of the Era of Magic.

Xorlog hasn’t had any serious relationship with any of the deities of the Higher Planes. He has butt heads with Gallant and Aubade, sometimes fighting with them directly. He has allied himself with various members of the Nether Planes but only temporarily.

## Clergy

The temples of Xorlog are usually barracks. They have mercenaries and hired thugs filling their ranks and helping them spill blood. There are various tents and altars that follow armies during war time. They are prevalent in the cities of Quilven, as the nation is run by warriors from the church.

The clerics of Xorlog are warriors. They are on the battlefield at all times, or planning their next fight. They usually wear red clothing under their armor, or wear red robes during rituals. They are bloodthirsty and often serve as lieutenants or generals in various barbarian and mercenary armies.

The clerics of Xorlog pray for spells at dawn. They also perform rituals every day before battle to increase the likelihood of their victory. They also have a sacrificial ritual which they perform to grant them special powers during the upcoming battle.

## Dogma

War is life. Live and die on the battlefield. The blood of your enemies fuels you to keep going. The chaos of war is the natural state of the world. Incite battles, join wars, solve problems with fighting and killing.
Average Residential District

This district is commonly referred to as the **Duchess District**.

## Atmosphere

The smell of horses and factories are common, mixed with the occasional flower bed. The sound of blacksmiths working and common folk having a drink at the local inn are heard. Various people of different wealth on the streets, from a few beggars, several upper middle class folk, and mostly common folk making up the mix.

## Typically Found There

Though the district is mostly residential, with some house being large with decent lawns and some being apartments crammed together on a block. There are some shops and inns, nothing too high end or with too much in the way of enchanted wares.

## Locations of Note

* **3rd District Courthouse** - courthouse for the University District, Wealthy Residential District, and Average Residential District.
* **The Red Dragon Inn** - a common enough inn that is quite popular in the district

## People of Note

* **Carmichael Springfoot** - owner and proprietor of the Red Dragon Inn
* **Telonna Devereaux** - sorceress that owns a chain of shops called the **Deveraux Beau**, which is a reasonably priced shop for men's clothing, the first of which started in this district
Eres Wasteland

## Location

Located at the former site of the most powerful and divine city in history during the Era of the Gods (name of the city long since erased from collective memories of the world by the Gods), this was created during the Divine Collapse and left behind a large desert wasteland in the middle of the nation of Eres.

## Characteristics

Not just a normal desert, it contains various magical and chaotic creatures and abominations that have now taken up residence in the wasteland. The very sand of the area doesn't behave like normal sand, shifting and moving almost on its own. The presence of so many vengeful spirits that died all those years ago during the Divine Collapse. Nothing is as it seems, and nothing behaves normally in this dangerous and chaotic realm.

## Notable Locations

* Nurak Mountains - a mountain range to the north that ends right on the border of the wasteland, some say that part of the range was destroyed in the Divine Collapse because of how sheer the cliffs are in that area
Vernian

**People** | Human 90%, Dwarven 5%, Other 5%

## Summary

A major trade hub, with numerous churches devoted to Myndel, the old saying is that "money is always changing hands in Vernian". In proximity to Elves, Dwarves, close to the city of **Azul**, they have resources and things available from every conceivable corner of the world.

## Inhabitants

Mostly Human, travelers and immigrants from all over the world pass through this nations. Sailors, businessmen, and even just travelers are all here, buying, selling, and trading before moving along. The nations inherent close relationship with the church of Myndel makes the clergy an important and influential group.

## Government

A monarchy with ties to the church of Myndel, the success or failure of a particular monarch is measured in coin. The current economy is strong and coin is flowing, so many people are currently happy with the monarchy. The government is much more strained and publicly scrutinized when the coin stops flowing.

## Notable People

* **Devris Hornraven** - High Cleric of Myndel in the nation, has great influence over the government
* **King Evrin Whitetower** - current monarch, is not religious, but feigns it enough to keep his constituents and the Church of Myndel happy

## Notable Locations

* **Mainkaril** - coastal capital of Vernien, it is a hub of trade and wealth, has numerous churches to Myndel
Wealthy Residential District

This district is commonly known as the **Princess District**.

## Atmosphere

A calm, quiet neighborhood, with bright colors and expensive metallic coatings on homes and structures, the the area smells of expensive perfumes and fresh fruits.

## Typically Found There

Mostly residential, mostly the wealthiest members of the city are found there, being escorted back and forth by servants. Various guard patrols, usually **Greenshield** private security, walk the streets regularly.

## Locations of Note

* **Greenshield Guardhouse** - a secondary outpost for the private security firm that provides security for the wealthy
* **Princess Fountain** - fountain in the courtyard in the district, depicting a former Princess of Anduin centuries past, the namesake for the district
* **Teodora's Spa** - high-end spa that caters to rich and exotic (and sometimes a little dark) tastes of the nobles in the district

## People of Note

* **Teodora Capra** - owner and proprietor of Teodora's Spa, known for her ability to cater to everyone's needs, with no moral qualms
* **Corneliius Benson** - Greenshield employee, runs the guardhouse in the district, has much influence and wealth for being such a lowly soldier
* **Thaddeus Offenbach** - quirky, but ridiculously wealthy wizard who has a eccentric house with mechanical and magical moving parts (some say it's alive)
Tavern District

## Atmosphere

People arriving from outside the city, leaving the city. Various noises, greetings, goodbyes, and bar brawls. The smell of ale, unhealthy food, and the occasional vomit fill the air.

## Typically Found There

Various inns and taverns are located in this district which is located near the main gates on the south side of the city. Some residences and are scattered around the district. There are temples to Morkai, Myndel, and Ancillia.

## Locations of Note

* **The Red Dragon Inn** - a common enough inn that is quite popular in the district
* **Tents of Myndel** - open-air marketplace for the travelers who wish to unload their goods quickly without questions, or those who wish to buy some random goods at a steal, organized by several clerics of Myndel
* **Arbour's House of Giant Steak** - famous steak house in the district, the meat may or may not be large in size or actually meat from a Giant

## People of Note

* **Wilhelm Arbour** - owner/operator of Arbour's House of Giant Steak
* **Cid Jahlan** - cleric of Myndel, current cleric in charge of the Tents in the center of the district
Ilvan

**People** | Human 70%, Elven 15%, Gnome 5%, Dragonborn 5%, Other 5%

## Summary

A nation of knowledge, learning, and teaching, Ilvan has the largest libraries, museums, and sources of knowledge in the world. Various clerics of Lorkayn as well as scientists and researchers flock to this nation for the resources available as well as the community and networking of fellow knowledge enthusiasts.

## Inhabitants

Various races are present in the nation, but the population is mostly Human. Many are clerics of Lorkayn or followers at the very least. Others are there to enjoy the resources and knowledge available here. Some are traveling through, but some end up taking up permanent residence to do research.

## Government

Ilvan is a theocracy run by the church of Lorkayn. Since the church runs the government, the rules of the nation are similar to the church itself. Knowledge is the priority of the government; spreading it, sharing it, seeking it out. Most of the government funding goes towards those goals.

## Notable People

* **Evelyn Greentree** - Human woman, current high priestess of Lorkayn in Ilvan and leader of government
* **Kelvix Arman** - Dragonborn male wizard, head of the **Lorkayn Library** in **Parma**, wise old Dragonborn
* **Chang Min** – powerful wizardess and on the school board for the **School of Vora**, an elite wizard school in **Parma**, isn't the leader, technically, but has all the influence, always looking for a way to make magic only available for the rich and intelligent

## Notable Locations

* Parma - maintains the largest library in the world, as well as several churches to Lorkayn and various museums
Ithquandryic Society

**Influence** | Eres Wasteland, but their influence spread far

## Purpose

At their heyday, they collected and even craft some of the most powerful divine items (weapons or otherwise). They were a source of knowledge and power during the Era of the Gods. Made up of mostly metallic Dragonborn, they were the upper echelon of society.

## Role in Society

Serving as collectors and knowledge seekers, they could often be sought out for aid in identifying and containing powerful magic items. They were also employers of many adventurers who they paid to find the divine items in their collection.

## How They Ended

Like most in that geographical area, they were completely and utterly destroyed during the Divine Collapse. Their remains exist in the Eres Wasteland.
Shadow Guild

**Influence** | All over the world

## Purpose

The Shadow Guild was a league of assassins who augmented their skills with abilities from the Shadowfell. Formed during the Era of Man, they were powerful and influential but their pride was their downfall.

## Role in Society

They were a specific kind of assassin. They were for the hits that required something more than just killing or to make the death look like something else. They were elite. When they were still around.

## How They Ended

Their pride in their abilities forced their members to try to find more and more power which led them closer and closer to the Shadowfell. This eventually caused magic which pulled their entire HQ into the Shadowfell, never to be seen or heard from again.
Farmer

File:Farmer.png
Though farmers aren’t anything new to the fantasy worlds, in the world of Arcane Sanctum there are several nations that are entirely reliant on and filled with farmers. There are farm collectives and governments run entirely by farmers. Entire swaths of land are farmland and they all need people to work it. Having this background means your character can be from almost anywhere around the world and has lived a simple life before becoming an adventurer.

* **Skill Proficiencies:** Animal Handling, Nature, Athletics
* **Tool Proficiency:** Vehicles (land)
* **Equipment:** Worker’s clothes, commoner’s clothes, wide brimmed hat, simple dagger/knife, waterskin, and a pouch with 10 gp.

## Specialization

The type of farming you did is determine here by rolling on this table below or just simply choosing.

 2
 3
 4
 5
 6
 7
 8

## Feature: Salt of the Earth

You may lack a formal education, but you make up for it in practical knowledge. You have passing knowledge in Medicine, Arcana, and Religion. If the question is related to farming, you gain half your proficiency bonus (rounded down) in addition to any bonuses you would normally get with those skills. Also, you are welcome at any farmhouse as well as by any farm collective or farm group. You are considered “one of them” and are welcomed with open arms even if you aren’t a member of their organization. They will give you shelter and often feed you at no cost to you.

## Suggested Characteristics

The farmer is a simple and quiet folk, usually, and they are always hard workers because they have to be to life the lives they lead. Below are some suggestions for personalities, ideals, bonds, and flaws for your character if they began their life as a farmer.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Era of the Aboleths

## Summary

An era before time, this is the era before any recorded history. All knowledge of this era is second hand from the studies of the the wizard sage Zasheir Rein, who studied and even read the minds of some Aboleths.

## Timeline

### Before Time

The Aboleths are all psychically linked and they all share memories. Because of this, their entire history is known by all of them at all times. Zasheir Rein psychically bonded with an Aboleth and learned all of their secrets from the dawn of their species, which was apparently even before the deities existed.

The Aboleths existed on many planes on numerous worlds and ruled them all. When they Gods came, everything changed. A war started between the Gods and the Aboleths.

### War With The Gods

The Aboleths were not as powerful as the Gods, but they had every minion at their disposal. However, the Gods were nigh invincible and destroyed their minions or even turned them against the Aboleths.

Slowly but surely, their rule of the multiverse was crushed. They survived as a species, but they all remember that they used rule the multiverse.

### Waiting...

The Aboleths still control various creatures and are still plotting. Their schemes to take back all the worlds are forming and slowly but surely building to their conclusion.

## Signs of the Era

Aboleths are still in the oceans, manipulating things from below. Chuul were creatures made by the Aboleths to venture forth on land and do their bidding, and some of their kind remain.
Warehouse District

## Atmosphere

Cold, empty, and quiet, this district is mostly for storage, not for living. Filled with large, basic structures built for storage, the landscape is gray and dull. Very few people are moving around except for the occasional worker moving goods into or out of warehouses.

## Typically Found There

Though there is a reputation for the district to be filled with criminals, this is only partially true. Many legitimate businesses store their wares here before either transporting them elsewhere or selling them within the city. Various workers are organized and unionized, though they are small groups with very little bargaining power against the wealthy.

## Locations of Note

* **Warehouse H17** - the largest building in the district, it spans several blocks, sections of the warehouse being rented by numerous companies, numerous legal deals are made there as well as some not so legal ones, this building is guarded heavily by the Urban Ward and some private security

## People of Note

* **Jonathon Quail** - Half-Orc worker, organized his own small union called the **Quailbirds**, has been slowly gaining influence and members over time
* **Theodred Garnok** - Human private soldier, leads a group of private security soldiers that usually guard **Warehouse H17**, is a common sight around the area
* **Ignacious Bluescale** - Dragonborn (Blue) that is a city representative, lives in small shack, holds a lot of sway over what can or can't be done in the district (per city shipping laws), but his hands can be greased to get things through smoothly.
Magic Domain

File:Cleric.jpg
Usually taken by Cleric of Lorkayn.

## Arcane Proficiency

At 1st level, you are proficient with the Arcane and History skills.

## Magical Resistance

At 2nd level, you can use a Channel Divinity to gain advantage on saves versus a spell that targets you. You must decide to use it before roll your save.

## Arcane Persistence

At 6th level, you can use a Channel Divinity to cause disadvantage on the save versus one of your spells. It can only apply to someone who is the target of the spell.

## Divine Strike

At 8th level, you gain the ability to add force damage to your attacks. Once on each of your turns when you hit a creature with a weapon attack, you add 1d8 force damage to the damage of the attack. When you reach 14th level, the damage increases to 2d8.

## Magical Dominance

At 17th level, anyone targeted by one of your domain spells has disadvantage on their saves versus the spell. Only those that are the targets of the spell are affected.

## Domain Spells

You gain the following spells at the levels indicated, you always have them prepared, and they don't count towards your prepared spells for the day.

* 1st: burning hands, magic missile
* 3rd: ray of enfeeblement, hold person
* 5th: fireball, dispel magic
* 7th: dimension door, Evard's black tentacles
* 9th: wall of force, cone of cold
Wuxian

File:Wuxian.jpg
Similar to the real world Asian, this descriptor is applied the natives of the southeastern corner of the Seldarindor continent. Though they share many attirubutes with real world Japanese, Korean, Chinese, Taiwanese, and others, they have some distinct cultural aspects exclusive to this world.

This is a blanket term, though. Much like the term Asian, it applies to several nations with their own distinct culture. Wuxian is also a language, but the dialects of each nation are so varied that border on individual languages.

Rylbin is a theocracy devoted to Khanos. As such they have many large mausoleums and cemeteries. Their society is focused on honor and family, believing their future is just as much about their past as their present. Their architecture, clothing, and food are similar to real world Taiwan.

Ylbis is a feudal autocracy whose leader believes he is a Demi-God. They are focused on national pride and finding your role in society and duty. Their architecture, clothing, and food are similar to real-world feudal Japan.

Felneroth is a plains nation ruled by a monarchy and famous for their dinosaur population. Their society doesn't focus on national pride, as the local government influences their regular lives more. They value hard work, commitment, and serving your local community. Their architecture, clothing, and food are similar to the farmlands of real-world China.

Ilvan is a socialist democracy that has strong ties to the church of Lorkayn. They value knowledge, intelligence, and cleverness. Their architecture, clothing, and food are similar to real-world urban China, specifically Hong Kong.

Klinar is oligarchy ruled by merchant houses. They value wealth, entrepreneurship, and success. Their architecture, clothing, and food are similar to real-world South Korea.
Eclipse Warriors

## Purpose

The Monks of this traditions follow Malasar and often promote the same ideals that the church does. However, they do lean towards lawful beliefs because of their disciplined nature. They are a monastery that will accept any who wish to follow the Way of the Shadow.

## Role in Society

They serve as a place for the isolated, the rejected, and lonely to gather and find meaning. They distort everyone's world view to their own and form warriors out of them. They also serve as the front foot soldiers for the beings from the Shadowfell who wish to come across and control this land.

## Goals

They wish to cover the land with followers and servants of Malasar and promote the Way of the Shadow.

## Known Members

* **Colville Dembridge** - leader and founder of the group.
Poor Residential District

This district is commonly referred to as the **Baroness District**.

## Atmosphere

Crowded, noisy, and pugent, the area has many people moving around. Children are playing in the streets, but disappear into their homes after sunset. Every building and seemingly every person is covered with dirt as they walk through the unpaved streets.

## Typically Found There

Mostly residential, the poorest citizens of the city work, live, and shop here mostly. Various cheaper businesses can be found here, but you get what you pay for.

## Locations of Note

* **Terrance's Glorious Goods** - a general shop that is quite popular in the area, but it's mostly popular for how cheaply made and how cheaply priced everything is
* **The Red Dragon Inn** - a common enough inn that is quite popular in the district

## People of Note

* **Korvo Undrake** - Dragonborn (Green) that owns and runs his own bowyer/fletcher shop, known for trading for favors and being involved with various criminal elements, many of whom owe him favors
* **Terrance Pavros** - owner/operator of **Terrance's Glorious Goods**, has no concept of real value, only cares about how cheap he can buy/sell something, his store reflects that
Kombray

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

## Summary

Normally a typical monarchy, recently the relatively young King has enacted various xenophobic and cruel laws and forced all non-Humans to feel unwelcome. Refugees from this nation can be found in the surrounding nations.

## Inhabitants

Mostly Humans, a few non-Humans that lived here before the change in laws are still remaining, but most plan on leaving.

## Government

A monarchy run by **Emperor Jandar Feng**, it has become a sort of dictatorship with the King's sudden change in personality and increased xenophobia.

## Notable People

* **Emperor Jandar Feng** - current ruler and dictator of Kombray

## Notable Locations

* Wethril - houses the dictatorship and political machinations of the government of Kombray
Rondat Mountains

## Location

The mountains runs long the northern coast of Rondat, Ilvan, and Felneroth. It takes up the entire northern border of all three nations.

## Characteristics

It contains the majority of the world's Sun Dwarves. Their underground cities and culture are collected underneath the mountains, spread throughout the three nations that the mountain range runs through.

## Notable Locations

* **Leshon** - Dwarven city, capital of Rondat, just inside and under the mountains
* **Parma** - major city outside the mountain range, home to many libraries and churches to Lorkayn
Falmar Desert

## Location

Spreading across four nations, taking up a large portion of the southeastern edge of the continent of Thargorum, it is a massive landmark that one cannot simply move through easily.

## Characteristics

Massively large, ubiquitous, and defining of the region, the desert runs from the city of **Kulnaur** to the nation of Leithar. It is often associated with the old Falmar nation, and the Falmarian people.

## Notable Locations

* **Kulnaur** - located on the western edge, it is often the last civilization before moving through the desert
* **Harborod** - located within the desert, often an oasis for people traveling for miles without water or resources
* **Ramande** - large city on the northern edge of the desert, often reaching the city is the major reason someone would risk the dangers of the desert
Bravul

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

## Summary

A nation run by the Bravulian Knights and their generals, they are a nation of honor and discipline. Gallant is a popular deity in their nation, and although they are not officially a religious oligarchy, they are close. They are famous for their knights and their code of behavior.

## Inhabitants

Many of the citizens are human, and a large percentage of the nation is either a knight or a relative of one. Even people who aren't knights still value the codes of chivalry, honor, and loyalty that the Bravulian Knights espouse.

## Government

Run as a tribunal made of the generals of the Bravulian Knights, their decision making and political dealings are always through their military. Corruption exists from time to time, but often that corruption is snuffed out by members who strive to uphold their code.

## Notable People

* **High General Jacik Umbraven** - one of the High Generals and member of the government, he is known for his humility and his opposition to being appointed to his post, which made him even a more likable candidate
* **High Priest Hogarth Litmoore** - leader of the church of Gallant in Bravul, has strong influence on many of the High Generals
* **Temperance Highshield** - high ranking priestess of Gallant, influential, voice of a movement that believes that Bravul should conquer the known world
* **Sir Graffius Brightwater** - current leader of the Bravulian Knights, a Dragonborn Paladin of Gallant

## Notable Locations

* **Heiraz** - capital city of the nation, where main barracks for the Bravulian Knights is housed
* Batu Mountains - makes up the southwest border of their nation, many knights on constant patrol there
* **Barracks of Valor** - main headquarters and barracks for the Bravulian Knights, in city of **Heiraz**.
* **Field of Gallant** - training grounds for Paladins that praise Gallant, usually run by Bravulian Knights, in the city of **Heiraz**.
Klinar Mountains

## Location

Running the entire length of the nation of Klinar, it runs right through the middle of the nation and ends just inside the nation of Quilven.

## Characteristics

Tall and cold, the range isn't very easy to traverse. Many risk it to reach the city of **Jebeel** and the monasteries located there. It is also heavily guarded on both sides of the Quilven/Klinar border, due to rising tensions between Quilven and all their bordering nations.

## Notable Locations

* **Jebeel** - major city located on the southern side of the range, location of many monasteries
* Quilven/Klinar border - source of high tension, many forces had secretly went through the mountains to cross over into the other nation, so it is now heavily guarded
Fey Halflings

File:Feyhalfling.jpg
## Description

Fey Halflings look very similar to other Halflings, but they have a slight twinkle in their eye that others do not. They are jolly, pranksters, and above all else, they are curious.

## Location

Fey Halflings are rare and are located in various places. One such place is in Ainur where Fey have gathered in concentration. Another is mixed in with the Stone Halflings in the nation of Torah.

## Game Statistics

* **Ability Score Increase**: Your Wisdom score increase by 1.
* **Fey Ancestry**: You have advantage on saves versus charm and are immune to magical sleep.
Almonte Valley

## Location

The northwest corner of the continent of Thargorum, it takes up the majority of the nation of Anduin.

## Characteristics

Made up of mostly farmland that surrounds the city of Almonte, the valley is farms or grassland for miles and miles. Notably pretty far north, the climate is pretty temperate thanks to the Weather League. Although several large swaths of the Valley are cold and frigid like the surrounding areas, not under the protection of the Weather League's spells.

## Notable Locations

* Almonte - city in the center of the valley
* Garmoth Mountains - western edge of the Valley
* Cliffs of Vane - northern edge of the Valley
* Celedin River - eastern edge of the Valley
* Daeryn Forest - southern edge of the Valley
Verydian Elves

## Personality

The Verydian Elves believe themselves to the pinnacle of Elven culture. They believe they have the longest and strongest traditions and their bloodlines are more important than the other Elves. Though they look down to the Moon Elves and Green Elves a little, they definitely look down to other races, especially the Humans. They have a long, complicated relationship with magic and are very tied to nature.

They are perceived as snoody and prideful, though they are often the people to go to with questions of magic, as their long age and long history allow them to spend centuries learning magical secrets. They are good warriors, most of them proficient with swords and bows, and most able to cast some spells.

## Location

Though they can technically be found anywhere, a majority of them take up residence in the Veryd Forest.

## Game Statistics

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

* **Ability Score Increase**: Your intelligence score increases by 1
* **Elf Weapon Training**: You have proficiency with longsword, short sword, shortbow, 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.
The Channel

File:Channel.jpg
Long channel of sea in between the two major continents. The water is much calmer seas, usually easier to travel, the easiest and safest method method for most people to move from one continent to the other.

Often referred to as the Morkai Channel, as people assume that the Channel is the domain of the deity. No official word from the deity, the church, or the clergy has confirmed this, but generally safe water travel is governed by Morkai.

Though it is just an extension of the ocean known as the Sea of Storms, and it is salt water, it has a very distinct brighter blue color and calmness to it that runs from the waters between Bragol and Sombra all the way to the waters between Armar and Issag. The color and erratic waves begin almost immediately outside this range.
Lake Kenda

## Location

In the center of the nation of Kenda, it is the primary water source for fresh water in the region. Once a major prize and jewel of the Olminarian nation, it is now the main source of power of the independent nation of Kenda.

## Characteristics

Filled with fresh water, and connected to the Valu River, it is a popular body of water. Many small cities and hamlets are along the coast of the lake, as well as various shipping businesses who use the Valu River and the lake to transport most of their merchandise.

## Notable Locations

* Valu River - connected on the southern end, it can take many people to and from the lake to a large portion of the southeastern Seldarindor.
Nevar

**People** | Human 70%, Elven 20%, Halfling 5%, Other 5%

## Summary

A mostly coastal nation, the nation is mostly port cities in the north and the Nevarrian Forest for most of the southern half of the nation.

## Inhabitants

Mostly Humans, the nation has a sizable Elven and Halfling population. Many people in the north are sailors or live in the port cities, their trade connected to sailing in some way. The south is filled with more Elves than the north, with various hunter/gatherers among the population, as well as some Druids and Rangers protecting the forest.

## Government

A small republic, most of the population is in the port cities, so most of the representatives prioritize the residents in the city, a cause of much distress between the people of the nation. However, the government is a relatively peaceful and productive one.

## Notable Locations

* Nevarrian Forest - makes up the southern half of the nation.
Jindure Mountains

## Location

The mountains run along the northern coast of Seldarindor, running from Issag to Torah.

## Characteristics

The mountains are the home to the majority of the Frost Dwarves, with some Halflings filling up the hills on the eastern edge of the range. It is cold, frigid, and unwelcoming. Various dangerous creatures live within the tundra climate.

## Notable Locations

* **Egras** - city at the base of the mountains in Issag
* **Mt. Jindure** - formerly active volcano, tallest peak in the mountain chain
Nether Planes

File:Nether.jpg
The Nether Planes include the planes of The Abyss, Carceri, Hades, Gehenna, and The Nine Hells. These also include any fiends and evil outsiders, plus any of the deities who have a mostly evil alignment.

Deities that maintain residences here include:

* Tolujar (CE) - God of storms, tempest, oceans, and lakes
* Malasar (CE) - Goddess of Drow, spiders, trickery, lies, and assassins
* Xorlog (LE) - God of war and discord
* Olum (NE) - God of evil secrets, betrayal, and undead
* Vane (LE) - God of tyranny, murder, envy, greed, and slaughter
Nanda Swamp

## Location

Taking up a majority of the nation of Nanda, it reaches the northern edge of the nation but stops just short of the southern edge of the nation.

## Characteristics

Damp and mostly inhospitable, it is sparsely populated. Many Druids exist to help cultivate crops from the swamp and to make the area livable without destroying the ecosystem. It exists in equilibrium with the farmers and citizens of the nation.

## Notable Locations

* Nanda - the nation it resides in it, takes up most of the countryside
* **Zarador** - named after the Druid who first figured out how to farm the swamp, it resides in the swamp
College of Almonte

File:Almontecollege.jpg

## Magical Proficiency

At 3rd level, you gain proficiency with three musical instruments. You can choose three new instruments, the three you are already proficient with, or any combination of those. If you choose a new instrument, you are proficient with these instruments in addition to the ones you picked at level 1. If you choose an instrument you're already proficient with, you double the proficiency bonus when using it.

## Penetrating Spell

At 3rd level, you can use one Bardic Inspiration to lower the save versus your spell (by one Bardic Inspiration die), effectively making you spell more likely to succeed against a target. The target is immune if they cannot hear the bard or be harmed by the spell)

## Smart Magic

At 6th level, you are now proficient with Intelligent saving throws.

## Magical Memory

At 14th level, you can choose any spell known, 5th level or lower, and you can now cast that spell once per day. It does not count against your spell slots.