recursal/Fanatic-Fandom huggingface dataset:
Species: Kenku

Kenku are one of the three Daughter of Luun (the other two being Aarakocra and Owlin), of of these three, are believed to be the most cherished by her, and the most blessed with her gifts. Even as Luun reflects and softens the light of Suul, a Kenku repeats and recontextualizes the words spoken by others. It is said this odd limitation was given to them after the events of the Sundering of Kabu. Folklore says that those who have spoken the words of others for their good were rewarded with an eternal station doing just that.

Now, not all Kenku are grateful for the gifts of the goddess, and have found ways to turn their talents into platinum pieces. Stealth, subterfuge, and voicelock decryption all fall before the prowess of a ill-spirited Kenku. And for this reason, a Kenku assassin, thief or infiltrator comes at a high price, and delivers tenfold.

For the more civil among their number, these avians tend towards the decorative arts. There is no more stylish or more comfortable abode than those decorated by those of the Decorvation Dorm at the College of Glamour in Kabu. Additionally, Kenku are magnificent raconteurs and recitalists, and can reproduce the greatest arts in the land, and are therefore the premier archivists and curators of arts and stories in all Meradyne, much to the high elves' relief; the elvish archivists are busy enough as it is.

Why should you play a Kenku? For the challenge! How hard would it be to speak only in terms your character has heard before, and how would you even decide what your character had and hadn't heard before? *I'm* intrigued.

Related Documentation: The Tears of Deinya
Lineage: Dhampir

The Lore introduced by Van Richten's Guide to Ravenloft ring true for this campaign. That said, this is not a region in which the macabre is a fact of everyday life. *People are going to be afraid of you*. Dhampir stories are told around campfires late a night, and the trade routes have had their fair share of trouble with the blood-sucking creatures for time immemorial. Because the plain facts are: a person has got to eat. And eventually, you make one little mistake, and that's all it takes. The beloved curator of the local library suddenly is viewed as a foul and profane monster, dedicated to eating every last one of the town's children. Or that nice old fellow that lives under the bridge and never bothers anyone is suddenly a wiry little troll, ready to sap the life out of anyone so careless as to cross his bridge. Every time, here come the torches and the holy water. No lateral for understanding.

Now, that said, there are underground support groups. There are even occasionally sympathetic souls who aren't afraid to lose a little blood for a friend in need. The key is to find these individuals before others find you. Often, a willing source and a hungry Dhampir form a tight-knit bond called "dining partners". Being fast friends who would gladly die for each other, they are always at each others' sides, and make an impressive dyad in battle.

Why should you play a Dhampir? It would be a fun opportunity to have a bond with another character as your Dining Partner.

Related Documentation: The Strangest Fellows in Meradyne
The Steel Men of the Saccharine Portal

Beware, fair folk! To the east of our fair eyrie lies a trail laden with sweets and pastries, colored red, yellow and green. If you are so unfortunate as to follow the path to its terminus, you will see a corpulent portal belching sweets and singing with the voices of children. I beg you to refrain from entering that tempting gate, for ruin befell my good companion Diorennes when he chanced inside to look! Upon inserting his head into the yawning door, he spoke of towering metal figures, with burlap bulging from the joints in their armor. Each wore a demented smile of coral and paint on their faces, and carried a whip in one hand and a burlap sack in the other. They invited him in, saying their master had prepared a feast most choice for him, and Diorennes (who all know to be the most genial of Owlins, and possessed of a most ravenous appetite) did chance to take them up on their offer. No sooner had he stepped inside the portal than he was boxed up as one would a trout dinner and carried off into the misty reaches of that brown cloth isle. I pushed my head into that hideous interplanar orifice and bellowed his name, but alas! to no avail.

So I beg of you, good friends, forbear from breaching that cursed gate! Keep your young ones close, and warn them of the dangers of strange candies.

*A warning left on the bulletin board in Cielgaard, written by one Eripethenes.*
Grand Duchy of Meradyne Wiki

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Children of the Celestials

There are many tales and legends that tie a specific species to a certain event or god. And I don't mean to further muddy the waters. And yet, I cannot help but notice an unusual pattern regarding the progenitor gods.

Take a look at the three. Suul, Luun and Lode. Exactly that: three.

Take a look at the Daughters of Luun: Aarakocra, Kenku and Owlin. All three drawn to the sky, and actually *recorded to be* beloved by Luun.

Take a look at the three Draconids: Dragonborn, Kobold and Lizardfolk (please note that the Yuan-Ti are not considered draconids, but are rather reptilian mutations). These three are all drawn to the earth, frequently living beneath the surface. I would propose that these are the Brood of Lode, for whom the Glowing God has a particular affection for. They even speak his created language, which we have labeled "Draconic".

But what of Suul? I postulate that the Felinoid species are the Sons of Suul. This great solar entity, known for his wildness, and his fondness for acts of greatness and passion, fits them rather well. The Leonin are medically documented to go into occasional fugue states in which they regress into more wild behaviors, and Tabaxi are inquisitive and restless wanderers, rarely setting down in one place.

Which leads me to my further hypothesis: Where is the third Son of Suul? The other two celestials each boast of three beloved species. Is there yet an unknown Felinoid species in Meradyne?

*Proposed by Eln-Dathallin. This proposal was largely dismissed as hogwash, which haunted the scholar until his exodus to the Astral Sea.*
Race for the Master Emerald

### Result:

Sonic the Hegdehog, Tails and Knuckles the Echidna make a vow to protect the Master Emerald.
Team Sonic is founded.
The Guardian Units of Nations discover Project Shadow's existence.

## Major Events

### Battles:

Search for Sonic the Hedgehog
Rescue of Dr. Robotnik
Attack on the Wachowski Residence
Battle for the Master Emerald's Compass
Battle for the Master Emerald
Battle Against the Giant Eggman Robot
The Years Following My Death

...I am not such a fool as to divulge their name, for fear of my own life (again), but suffice it to say they were a dangerous cult of great means and broad membership. These being my young and fiery days, I fancied myself a warrior on behalf of justice, and set about to expose them to the light.

I tell you truly, my piece did not so much as hit a bulletin board before I was set upon by a host of risen shadows, and torn nearly to my soul. As I teetered on the knife-edge of death, a kindly tortle priest (Aetumn's Ward, I believe) indulged to pray on my behalf, and restored me to life. Yet, while my bones knit and my soul nested back within my form, my mind was fractured. I found my fine control vexed me, and such a shaking fell upon me that I could scarce write, let alone tend to my calligraphy, a cornerstone of my economic career. So, my finances dwindled and my passions lay fallow until I chanced upon the great bard Madz Hawk in Straussendor. Her brave and fiery melodies restored my spirit, and I found after a week of taking in her art and resting, I felt sufficiently fortified to continue my good work.

Though this condition was formally named after me, I was neither the first or last sufferer, and many struggle with the affliction to this day.

(continued)

*An excerpt from Scribe Simholme's autobiography, "Of the Weary Pen at Other's Beck and Call".*
Dossier: Lananye Un'Lothestian

Date of Occurrence: Sixth of Frozen River

Incident Type: Disorderly Conduct, Assault

Location: The Thorny Nest Botanical Saloon

According to witnesses present, a young Kenku named Sorvine had partaken of several refreshing beverages, after which he had unwisely mentioned to miss Un'Lothestian the following:

"My da says Lananye's about as try-hard as the cattle, given life on a silver platter, without so much as a jar of milk expected of her. 'Course she does well. She's got it all. Born with powers the rest of us would bleed to have, and yet struts around here like she's gotten where she is with her own sweat and blood. Not of drop of the effort's come from her."

After which, she dealt a savage blow to the little bird, who croaked out "I didn't say that, it was Borstenes. I was just repeating it". She then moved on to give the big Owlin one hell of a thrashing, breaking several stools and tables in the process. A barfight ensued, during which she incapacitated six foes and bruised five more, before seven guardsbird took her down and cuffed her. She was hauled off to the local constabulary for questioning.

Private addendum: Say what you will about innate power, but that 110 pound Eladrin beat up an entire bar with just her fists and feet. If these folk don't ease upon her, I think she'll thrash every last one of them, one at a time. Never seen anything like her.

Filed by Brinnian Corval at the Cielgaard Northwestern Constabulary
Mixed Heritage Characters

If your character comes from mixed parentage, it's easy enough to accommodate. Number one, pick one of the parent species' stat blocks for your character. Then, pick traits from each parent to assign, but please make sure they make sense with your stat block. For instance, if you have a tabaxi father and an orcish mother, and you chose the tabaxi stat block, make sure your character has claws for you Cat's Claws feature. But apart from those pivotal traits, have fun with it. Maybe the fur occasionally gives way to green skin, or instead of sharp feline fangs, you have sharp feline TUSKS. I don't know. Have fun with it!
Feat: Isolated

***Prerequisites:*** One of the following backgrounds- Ruined, Feylost, Haunted One, Hermit

Many years of isolation and/or exile have rendered you a more resilient and careful person.

* Increase Constitution, Wisdom or Intelligence score by 1, up to a total of 20.
* You have expertise on any checks to loot, forage, seek, or scavenge, including Down Time Activities.
* You gain one Paranoia Point. When you are targeted with an attack or spell, you may use your reaction to spend a Paranoia Point to gain resistance to that attack, taking half damage. You regain your Paranoia Points after a long rest. You have a total of two Paranoia Points at level 8, and three at level 15.
Species: Dwarves

The dwarven species is as old as that of the elves, and evidence suggests they first entered this mortal realm from the plane of earth, either to find richer fields of gems and ores, or else chased here by some forgotten abomination. Whatever the case, they generally cover all the bases vis a vis mining and forging. Each race of dwarves has experienced some form of dimorphous evolution; the Deurgar chose to mine the deep minerals, and have developed abilities to resist the wiles of the savage creatures in the deep places, as well as to hide away from sight using magical means. The Mountain Dwarves boast of incredible strength, ripping a living out of the frostbitten peaks of the mountains. Their picks and drills reach into the exposed spine of the earth, pulling forth magnificent gems thrust up from the deep. And lastly come the Hill Dwarves, who decided great gems and rare ores aren't worth the trouble of almost dying every other week. They moved to more temperate climes, where resources are less limited, and they can focus less on mining ores, and more on forging and smithing wondrous things.

For the above reasons, you will find dwarves in the deep and high places, as well as anywhere a master metalcrafter is needed. The most artistic of the dwarves are the Hill variety, who carve beautiful reliefs and statues into living stone, and are adept at making jewelry and cutting gems. The largest concentration of dwarves to be found in Meradyne is in the far southern barony of Yargish Ha-Raani, where all the best forgefolk live, work, and fight.

Possessed of a temper, these creatures pack over 200 pounds of muscle into under 4 feet of height. If you mess with a dwarf, you're likely to take a warhammer or axe in the belly. But some dwarves have taken to a kinder, quieter life, some even serving as clerics. If you mess with *this* kind of dwarf, they will kill you all the same, but might just bring you back to life afterward.

Why should you play a dwarf? Depending on where you ask around, it might be easier to obtain those gems your wizard asked for, assuming a dwarf does the asking.

Related Documentation: Ghashnukriniath, Father of Fomorians
Lord of the Kiln

Sire of Salt and Sun, what vicious kin

Has birthed the wrath of Suul on us this morn?

For demon’s blood and stony heart again

Draws rotting blade against the newly born.

My own flesh and my own bone rise grey,

The quickened dead from fetid crypt come forth.

Fell draugr raiding cribs ere break of day,

Delivering them to the barren north.

What cruel master rules the ravaged waste,

And why his hunger, never knowing rest?

Suul save us from the northern tongue’s foul taste.

Kindly lord, give ear to our request.

Desert devils, sleep beneath the earth,

Ne’er again to rise in foul rebirth.

*Penned by Scobul the Canny*
Children's Day Catering List for Shamblin' Kurt

I heard tell ya can deliver food for parties and the like- I imagine I'd like to cut myself off a cob of that. Here are our needs for the little Lord/Lady-to-Be on Children's Day:

* Two Roast Chicken (Crispy skin, mind. Don't cast it away)
* A dozen russet potatoes, cubed and fried in axebeak fat (Rosemary and pink salt preferred, but don't be feared to use your noggin if you have ideas)
* Two kegs of light ale, such as for children
* Six kegs of fine ale, such as for adults who want to relax
* A great, fine ginger cake, three tiers at least
* A great, fine chocolate cake, three tiers at least
* A small, fine fruit cake, as for nans and granddads
* A tremendous, decorative bowl of kale and apple salad, vinegar and honey drizzled atop it
* As many hard-boiled eggs as a fine upstanding man such as yourself can reasonably carry

I think that'll do it sir. I'll admit, tis a humble party, but it ought to please their Regalnesses all the same.

Ta,

Shamblin' Kurt, Your Friendly Local Florist
The Strange Statues

My dear Multer,

Have you noticed the unusual statues above the Dungeons? I'd almost swear they're in different positions from day to day, and have subtle differences in appearance. One day, the lone spearman on the eastern side was a sort of hard-looking human figure, with a straight, sharp spear. The next, he appeared more like a proud triton with a smirk, carrying a leaf-bladed partisan. Whoever is using stoneshape on these statues is in for quite the thrashing when the ministers get ear of it! In fact, I said to myself, Hernun, you should report this *yourself!* Prove yourself a trustworthy and watchful citizen.

As far as my Aunt Suzette is doing, I tell you, the woman is looking spryer and healthier by the day! Why just this morning she... (continues on nattering)

*A snippet of a letter found on the ground near the Dungeons in Hexiun*.
Clay Golem (Ranger Conclave: Golemier)

**Size:** Medium Construct

**Armor Class:** 11 + PB

**Hit Points:** 5 + 7 times your ranger level

**Speed:** 40ft, swim speed 30ft

Stats

**Senses:** Ordinary vision, Blindsight 10ft

**Languages:** Primordial

**Challenge:** -

**Proficiency Bonus (PB):** equals your bonus.

**Earthen Construct:** Your golem doesn't need to breathe air, eat, or drink.

**Amorphous Structure**: Your golem can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It also has advantage on ability checks it makes to initiate or escape a grapple.

### Actions

**Slam:** + 3 plus PB to hit, reach 5 ft, one target. *Hit:* 1d6 + 2 + PB bludgeoning damage , and the target has -10 to its maximum speed. The creature may attempt to save against this at the end of its next turn. The save is against your Spell Save DC.

**Flux:** Creates difficult terrain in a 10ft radius centered on the golem. This affect is present until the beginning of its next turn.
The Corrupted Vyazhina

To the librarians stationed in each of the baronies, and any settlements that may still exist.

Greetings and fondest wishes.

I have sent this missive from beyond the known Astral Seas to inform you of a particularly disturbing vision my scrying has imparted to me.

Among you are the Unmoving, those undead who yet wear the cloak of mortality. Yet be assured they are *not of us*. These ever-watchers, who have made it their life's work to ensure the world changes not. The end result of their machinations is to the destruction of the realm. For if a glacier is safeguarded through the summer months, will not the streams dry up? Will it not merely add to its bulk each winter, eventually crushing the mount beneath it? If life is not allowed to flux and flow, all is lost!

These watchers, snuffing out settlements in their infancy, bedeviling heroes who would help tame the wilds, resetting traps in dungeons after they have been sprung! If there can be no change, there can be no progress. These secretive few, some of us, and some alien entirely, *must be rooted out and destroyed!* Look to those of power who would merely sit and watch as progress is erased. These are your foes. I beg of you, take this warning seriously, lest the Grand Duchy be reduced to the hostile wilds from which it sprang.

This missive sent by Eln-Dathallin
Species: Githyanki

As there are sailors, pirates and corsairs in the oceans of the world, so are there in the plasm rumored to wash between planes and realms. These individuals are frequently made up of the Githyanki, keen-bladed and short-tempered. After the vanquishment and exile of the larger astral courts, the Githyanki and Githzerai found themselves largely homeless. While the Githzerai focused on establishing a home for themselves among the drifting landmasses, the Githyanki instead established trade supremacy and firepower rivaling that of the great Giff armada.

Considering their home is on the Astral Plane, the Githyanki are rare in Merdyne, only able to cross over under unusual and perilous circumstance. If a Githyanki does find themselves in the Grand Duchy, they will likely have to spend an entire year merely getting used to having firm ground under their feet, and the oppressive presence of terrain around them at all times. As soon as they're back on their feet, many choose careers that hearken back to their old ways- big game hunting, piracy, adventuring, sailing, and mercenary work.

Unlike their relatives the Githzerai, the Githyanki generally don't find the arts very useful, unless it can be considered a trophy. That said, they are capable of turning out high-quality goods that borders upon artistry, if it has to do with their chosen line of work. Hides, pelts, and maps of the wildlands are highly prized Githyanki goods.

Why should you play a Githyanki? If a roguish, alien character is your vibe, this just might be a good fit.

Related Documentation: The World-Wound
Key Players in the Grand Duchy

An'Lathienne: An Astral Elf Wizard who immigrated to the Astral Plane. He is famous for building an abbey on a remote stretch, where all would be welcome.

Antinnien A'Stygia: An elderly Tiefling woman who penned the counting of the Exodus.

Aurivit: The most famous Water Caller of the Bestimmiri tribes. She has a passion for lore, particularly folklore.

Baileeya the Greeterly: This Halfling woman was the first person to construct a shrine for the living.

Caluard: A Half-Elven magister to Baroness Fraulia Herriman in Straussendor.

Eln-Dathallin: An Elven historian and theologian.

Genzien, the Lore Paladin: One of the Reborn Lizardfolk, and a Paladin of the Lore Gods. A scholar in his own right.

Hissantia: A stooped, monitor-style lizardfolk who lives in Siolynburgh. She is a skilled woodslizard.

Hofnar Forgewife: A Hill Dwarf Doctor of Gemology, based in Yargish Ha-Raani.

Kirkkinamik Sikkinik: One of the economic powerhouses in the city of Siolynburgh, this goblin worked his way up from the ground. Literally.

Madz Hawk: An Aarakocra bard, one of the few Planar Troubadours in the realm. She is red colored, and reminiscent of a harrier hawk.

Professor Grapejuice: A mad-scientist Harengon who refuses to let the limits of arcanotech get him down.

Sciminik: A master colormaker of the Firbolg people. Famous for the legendary "Sciminik's Forgotten Blend".

Scobul the Canny: A largely unknown poet who lived in the Demon's Kiln. He is assumed to have been a Halfling, though reports are conflicting.

Scribe Simholme: A human Wizard who is well-networked with other scholars, and is frequently the one to arrange academic gatherings.

Senreich Seisenvald: A down-on-his-luck theoretical wizard who first professed the arcanochroma doctrine regarding plasmoids.

Skripszy: Advisor to Baron Zleto, this copper Dragonborn is serious and severe.

Taniney the Ranger: A Bard of the College of the Planar Troubadour. This Halfling shows odd signs of his broad travels.

Timshellie Vellcrope: A half-elven artist and art critic, based out of Dosial.

Washbasin: A brilliantly mad Harengon scholar, whose unhinged nature has driven him to unrivaled discovery.

Yllin Scalline: Gnomish recorder and professional drunkard.

Y'Lophenes: an Owlin artist who many consider to avant-garde. Other, however, find his work to be simple and boring.

Za'ana Gelique: a Lodelight Elf Astronomer and Astrologer who went mad in the year 56, and died of mania in the year 57.
Silence Domain

IMPORTANT: This class represents a Role-Playing Challenge. You will likely need to describe what your character does, as they are nonverbal, or only speak in 1 to 3 word sentences. If you take this class, be advised of the role-playing challenges heading your way.

### Blessed of the Gods

A young halfling girl of seven smiles gently and signs in Thieves' Cant that she'd like two loaves and a pack of rashers for her family. The clerk smiles knowingly and hands her the food, and signs back "free of charge". Because he knows- she is one of the Sacred Children, born without the power of speech, but blessed with power and wisdom. These servants of Lun, Vaentel, Vyazhin, Chata or Naja speak truth in silence, and are empowered in their quiet contemplation of all things.

### Quiet Brilliance

Some of the cleverest thinkers and funniest personalities of the realm have been Silence Domain clerics. Upon first meeting a Silent cleric, many keep their distance due to a lack of understanding. These individuals understand language as well as any other, and have myriad nonverbal ways of communicating. One such person was the devilish prankster Limon d'Avernus, Tiefling jester of the Courts of Kabu. Another was Vardius Enyrvius, drow counsellor to the Prime General in Hexiun.

### Silence Domain Spells

As a Silence Domain cleric, you gain additional spells according to your level:

Silence Domain Spells
 3rd
 5th
 7th
 9th

### Muffled Gait

When you choose this domain at level 1, you gain proficiency in the Stealth skill, and you gain the Silent Image spell, which doesn't count against the number of Cleric spells you know. You also know how to communicate via Thieves' Cant.

### Vow of Silence

When you cast a spell with a Verbal requirement, you are no longer required to provide that verbal component.

### Channel Divinity: Manifest Tranquility

When a creature within 60ft casts a spell with a verbal component, you may use a reaction to channel divinity and cast Counterspell on the caster. The Counterspell increases in power equal to your proficiency bonus -1.

### Sanctum Silentium

True focus is found without distraction, a lesson you've learned well. At level 6, whenever you roll a saving throw and are within the area of a Silence spell, you may roll with advantage.

### True Focus

At level 8, you have learned to focus amid the tranquility of silence. When you cast a spell or make an attack from within a Silence spell, you may reroll dice equal to half of your Proficiency Bonus, rounded up.

### Muffling Ward

By level 17, silence has become a cloak and shield around you. You and your allies within the aura of a Silence spell gain resistance to all magical damage.
Species: Astral Elf

The friendship between the Githzerai and High Elves is strong. In fact, it's so strong that several of the High Elves have attempted to seek out the Githzerai in person, shifting planes to the Astral Plane. Those that have found themselves in an utterly alien land. Furthermore, they found as they had entered the Astral Plane, the Astral Plane had entered into them, rendering them timeless, and in some cases, stoic and detached. While their passion for culture was generally retained, the innate altruism of the Firstborn tends to fade.

While some Astral Elves take up residence with their Githzerai friends, small conclaves of them also start their own abbeys, archives and astral orreries. As such, they occasionally find themselves in competition with their friends, both in scientific and magitech achievement. This has created some tension between the two, though nothing so extreme as a battle has occurred between the two species yet.

Astral Elves tend to the artistic interests and achievements of their High Elf brothers, but with a distinctly Astral twist, often featuring gravity-defying little twists. Most unusual of all, the artifacts of the Astral Elves seem to retain their planar quirks when taken to another plane, refusing to succumb to terrestrial gravity.

Why should you play an Astral Elf? Perhaps you have chosen to be the presence that keeps the party grounded and on-track. If so, go with the gods, my friend.

Related Documentation: The Abbey on An'Lathienne's Arm
Species: Eladrin

Eladrin can be born of elven parentage at any time, but such a child is extremely rare, unless it be during Brewing, Frozen River, Broken Earth, or Reaping. These months, charged respectively with the vigor of Aetumn, Vaentel, Thaestol, or Suvmir, result in more Eladrin births than any of the other months combined.

To be a young Eladrin isn't easy. Elven culture frequently concerns itself with earning one's place via hard work and constant dedication, devoting oneself to their craft over the long centuries. But to be born special, simply because the season gods saw fit to give you an unfair boost? Well, that seems a bit much! Frequently, Eladrin fall into one of two groups. The first put in extra effort to excel by the power of their efforts, rather than their innate gifts. These are frequently at the top of their class, career, or guild. Unfortunately, this enormous effort exerted by the individual seems to confirm the rumor of their innate advantage, rather than subverting it, and the individual still must battle the silver-spoon stigma, so long as they care to. The other group of Eldarin are the drop-outs, who refuse to rise to the bait and settle for lives of comfort and simplicity. These are viewed with disappointment. How could they accomplish so little when they were blessed with so much? While there seems to be no win either way, eventually an Eladrin realizes their accomplishments must be weighed by their own perception, and not that of others. For this reason, older Eladrin frequently have the highest quality of friends, and form warm and lasting relationships.

Why should you play an Eladrin? Sweat off some of the Gifted Kid Syndrome; crack some skulls and show your teeth.

Related Documentation: Dossier: Lananye Un'Lothestian
A Study on Draconids and Their Greater Kin

Dragonborn. Kobolds. Lizardfolk. Dragons! These Broodlings of Lode share many characteristics. Traits including scales, fascination with power and powerful things, and in the case of the Dragons and Dragonborn, their ability to channel magical energy through their breath and words. It is this latter trait that I wish to hone in on. Yes, the ability to channel magic through one's will, instinctively! One could almost say all Dragonborn, and indeed all Dragons, are sorcerers at heart. Like Lode before them, their heart is at the basis of arcane energy and the land of Meradyne, acting almost as high priests, bestowing the essence of the weave of magic to the Grand Duchy. For the Dragonborn among us, consider yourself blessed and favored by the god himself, and give thanks for his favor.

*From a somewhat doxological lecture given by Eln-Dathallin, on an evening in which he had been made merry with wine.*
Spell: Feeble Facsimile

4th-Level Conjuration

**Casting Time:** 1 Action

**Range:** 60 feet

**Components:** V, S

**Duration:** 1 minute (concentration)

You create a false, defective copy of a single target's held or worn item. The item looks identical to the original. At the start of its turn, the target must succeed on an Intelligence saving throw, or choose the false item in place of the true item. Depending on what item you have fabricated, it will have different effects.

***Weapon.*** While using the False Facsimile Weapon, the weapon has no magical properties, and is considered a -1 item. The initial Intelligence Saving Throw is repeated at the beginning of the target's turns until they make their save or the spell times out.

***Shield.*** While using the False Facsimile Shield, the shield is considered a -1 shield, and upon taking damage, falls to the ground and disappears. Note: if the target then wishes to pull out their original shield, it will require an action to do so.

***Magical Item.*** While using the False Facsimile Magical Item, instead of manifesting its intended magical effect, the wielder rolls on the Wild Magic Surge table (Player's Handbook, page 104). The initial Intelligence Saving Throw is repeated at the beginning of the target's turns until they make their save or the spell times out.

***Arcane Focus/Component Pouch/Holy Symbol.*** The target rolls a D10, rerolling on a result of 10. If the number rolled is beneath the level of the spell cast, the caster has disadvantage on their attack, or if the spell requires a saving throw, the target of the spell has advantage on their saving throw. However, if the number rolled is greater than the spell level cast, the spell fizzles out, costing the caster that spell slot. Either way, the False Facsimile item is immediately destroyed.

Spell List: Artificer, Warlock, Wizard.
Thes'Ulorian's Tirade

"...and how long did it take for the settlement to be thrown together? Three weeks! All the same, there it is, an ugly ramshackle menagerie on the border of *The Demon's Kiln*, which I need not tell you is folly. And what are they there for? The glass trade! Long-held, traditional glass trade lines have been completely uprooted by their hubris and lack of traditional values, merely taking for themselves what belonged to others. My own nephew, In'Sethin, has been pushed out of his 130 year business by their ilk!"

<laughing and jeering by the crowd gathered around>

"Liches! Liches, all of you humans! Possessed of the spirit of death, and glorying in its stain! Well, go to it! The Grandguard will dispatch you, and we'll finally be shut of your disruptive angst! Begone, all of you! Leave me be. Leave all of Meradyne be!"

*Recorded by one of the humans in attendance of the tirade, which was then submitted to the Dosial Committee of Equity, after which Thes'Ulorian was fined, and his nephew In'Sethin was established in a new role*, *Curator of Traditional Glasswork*.
Simmin Sillysoul and the Very Big Log

Once upon a dark winter, Simmin Sillysoul was in the woods, foraging for food. This was a very silly thing for him to do. He had no bow for hunting. He had no basket for mushrooms. He didn't even have a little spade for digging up roots. But what he *did* have was a very hungry tummy, and it was the Day of the Hunt, so forage he did.

He had just crossed under the sad willow tree outside of town when he found a very big log blocking the path.

"Ho hum!" cried Simmin Sillysoul upon seeing his path was blocked. "Whatever shall I do now? The forest is on the other side of this very big log, and if I can't get to the forest, I shall be more hungry yet!"

So he looked on either side of the very big log. One side was covered in an odd moss, brown and shaggy. "Oh, too bad," said Simmin Sillysoul with a great sigh. It was pressed right up against a boulder.

He then went to look on the other side of the very big log, but it smelled too bad to get close. "Oh dear," said Simmin. "There must be a great rot on this side! I cannot cross here."

He walked to the middle of the very big log and got on his hands and knees. "Hmm, no luck here!" Simmin Sillysoul complained. "It touches the ground, and I cannot pass."

Then he stood as high as he could, and found he could see over the log! "How relieved I am!" he said as he looked over the snowcapped log. "I can climb this easily." So he tightened his trousers and got to climbing.

He took one great lunge up the very big log. "How strange!" said Simmin Sillysoul. "This log is soft!"

He took another reach. "Stranger and stranger! This log is loud!" Simmin mused.

Finally he climbed atop the very big log. "Even stranger! This log is breathing!"

And with that, the very big log opened its eyes! It sat up and looked down at Simmin Sillysoul and laughed a very loud laugh. "Young man, if you had taken a moment to sweep the snow off of me, you would have seen that I was a bugbear and not a log. What a silly young fellow you are. So silly are you that I think you shall make me a fine dinner!" And with that, he picked up Simmin Sillysoul and carried him off to his cookfire.
Additional Feats

Beastwhisperer: Regarding the taming of beast companions.

Faithful: Regarding the practice of devotion for the common person.

Hulking: Regarding the terror of a truly strong opponent.

Isolated: Regarding the resilience of knowledge borne of adversity.

Restitched: Regarding the threat of those who came back differently.
The Strangest Fellows in Meradyne

In all of my years, I never met a strange a pair as a Tortle and Goblin I used to see on the road on my way to work. The Tortle's name was Dima, and I think the Goblin's name was Takkinask, though I could be wrong. But each called the other their Dining Partner. It was the strangest thing; I never met a pair of gourmands so dedicated to eating that they had a designated Dining Partner they would go... well, *everywhere* with. Inseparable! Every Three-Dragon Ante night, they were there, raising a good-natured ruckus and egging each other on. When Takkinask was sick, Dima was stay home with him, making him food, and better food than the rest of us poor souls get when we're sick, I shouldn't doubt!

I must admit, I was always somewhat jealous of their friendship. Amid the romance and camaraderie of life, one frequently misses the true, deep friendship one needs in life, and it seemed these two had found their truest friendship in each other.

From the memoirs of Dulim Flintbeak.
Species: Shadar Kai

The first to respond to the Darkening of the Eastern Cliffs were Elves, and High Elves, at that. As reports arrived that the color was leeching from the land, and despondency had come over the animals in the region, the greatest militia in Meradyne, the Hexiun Arcaneum Corps, was sent, the logic being: send magic to defeat magic. But similar to Ironpines, it was no mere magician conjuring these effects, but a full planar overlap. The Arcaneum Corps didn't stand a chance. The squad of elite arcane elves was cut down before they even had a chance to fire a single spell, defeated by a wave of despondency. Mages of horrifying, godlike power simply lost the will to live. After warforged and autognomes were sent in to retrieve the defeated wizards and sorcerers, they were tended to with the utmost care, but 178 of the 212 mages died from starvation due to unwillingness to eat. Thirty-Four of the Arcaneum Corps lived, but were permanently transformed. Pale, willowy, and taking on the traits of the shadow that attacked them, they now seemed immune to the gloom, and possessed of strange new abilities.

Such was the origin of the Shadar Kai. While they resemble high elves in most ways, including their love of knowledge and love of the arts, their past bestows upon them a sort of... baggage. While your ordinary elf might recoil from dark and foul things, a Shadar Kai will generally take interest, though not necessarily approve of it. They're the first to approach the Black Pudding. Yeah, they'll have the conversation with the Night Hag. Cave full of demons? Well, someone has to get through it, and shadows are kind of their friend, so, why not?

Why should you play a Shadar Kai? This species is *stacked*, with baked-in teleport abilities and resistance to necrotic damage. And with the perception proficiency, you have the makings of an incredible scout.

Related Documentation: Kindred
Species: Minotaur

"No Riddle was made without fitting Answer,

No Lock was made without Key,

No Maze was made without a Runner,

Uniting them, Vyazhin's Three."

-The Tenets of Vyazhin, Lore god of Vision, Knowledge and Terrain.

It is widely assumed that the Minotaur, who appeared right around the same time as the Lore gods during the founding of the first library, is the answer to the third line of the Tenets of Vyazhin. For in each maze was placed a Minotaur, a grand beast of incredible speed and astonishing strength. Yet these admirable traits are merely the frosting on the cake. A Minotaur's true gift is navigation. These labyrinth guardians have an encyclopedic knowledge of anywhere they've been before, able to compile a perfect mental map of an entire maze, region, city or labyrinth with ease. And they are functionally immortal, "functionally" here being an important distinction.

The Minotaur does not age, and is resurrected each morning if killed, so long as they are within the maze or labyrinth they've been placed in. But even stone walls age. Forests move. Dungeons collapse. And when the structure around the creature is in such a state of disarray that it can no longer be considered a confounding structure, the Minotaur is released, more or less. They begin aging, at approximately the same rate as a human would, which is quite quick. They gain their own agency and mental faculty, and are no longer dominated by the Will of the Maze. And finally, they take interest in other cultures, often traveling far and wide to meet new people and experience new foods.

For this reason, a Minotaur is likely to be *very* interested in cooking, and will also pick up any new activity they can get their hands on. Many become bards, traveling from court to court to share music and expand their repertoire.

Why should you play a Minotaur? Mysterious backstory, excitement for life, and a good reason to take the Chef Feat? I'm in!

Related Documentation: Report: The Labyrinth on the Slavering Steppe
Species: Thri-Keen

Many find the Thri-Keen unnerving. Alien, even. Well, they're not wrong. Hailing from the zero-gee seas of the Astral Plane, these telepathic insectoids have four arms and a natural camouflage, which all comes together to form a creature of great potential for good and evil.

First was the Thri-Keen Assassin's Guild. When things got too hot for them in the Astral Plane, they arranged a slaughter so bloody it tore a rift in the membrane of the Astral Sea, ejecting them into the material plane. From there the guild took root in the back alleys and side streets of Hexiun. Hey, if the military can't help you, I know a guy who can help. The guild was ultimately disbanded and destroyed by the Hexiun Dusk Partizans, but the memory of the rash of murders and vigilante actions committed by the group is still widely remembered.

Then came the Three Rangers conclave, founded by three Thri-Keen broodbrothers. It's widely agreed upon that they only ever failed one contract, which was, of course, their last. Ettins, lesser draconids, blights and ghouls all fell before the invisible brothers, who always kept a trophy from their kill. Their secret lodge was never discovered, though their is still a 234 year old prize standing for the hunter who can find it: ownership of the lodge itself, as well as its entire contents.

Nowadays, Thri-Keen apply their skills to anything they're specially suited for. Need someone sneaky? Call em up. Need someone to communicate with a nonverbal family member? Get a Thri-Keen. Need a porter for your expedition up the mountain? I know an insect with vigilant eyes and four arms, made-to-order for the job.

Why should you play a Thri-Keen? You know why, you power-gamer.

Related Documentation: The Three Rangers' Lodge Bounty
Feat: Restitched

***Prerequisites:*** You must have died at some time in the past, have the Hollow One supernatural gift, or be one of the following lineages: Dhampir, Petrix, Reborn, Simic Hybrid.

At some point, you were violently transformed into what you are now, whether that be transmutation, surgery, or perhaps even being brought back to life in some capacity. These changes have brought you back, but perhaps not *exactly* as you were before.

* Increase your Constitution score by 1, to a maximum of 22. Your maximum Constitution score is now 22, rather than 20.
* When you successfully strike a foe on your turn with a weapon or spell attack, you may choose to spend 1 of your hit dice to deal necrotic or cold damage equal to the roll plus your Charisma modifier. This additional damage can only be done once per turn. You may do this a number of times equal to half your player level, rounded down (minimum of 1).
Psalm of the Raanians

O Lords of the Forge, look down upon us weak and wandering, waving our cracked and corroded hammers and show mercy.

For the heat of Suul and the light of Lode are the dawn of the forgeworkers, and the beads of sweat on our brow are a water offering to the sun and earth.

O Forgelords, look on the sweat of our brow and stay your mouths from requiring more, for though you are deserving, we are but the poor iron that yet needs time to bloom in the blaze called old age.

With the hot wrath of Suvmir we drive away the cruel embrace of Vaentel, working bellows until the fire take our eyes, our minds, our hearts in a resplendent nimbus we call the workday, and this platinum be her prophet.

O Gods of the Kiln, look upon our craft and despair, for your secrets are ours, and long after you should pass, your legacy remains here on our anvils, quenching in our troughs.

As we plunge our burning hearts into the lifeblood of Anaasim, we know the steam that rises forth is the vapor of knowledge, of things perhaps best left alone, and yet our wandering hearts and hungry minds reach for it with blackened fingers, praying dawn after dawn that our reach may exceed even our grasp.

O Spirits of Stone and Fire, as we rebel against nature, we chant *if this be sin, still may it burn within us*, for where your governance ends, our authority over these wild lands begins.

With the strength of Hjurn we would tame the hungry blaze of Quarx, turning brother against brother, even as we turn copper against tin and lock them in an eternal grapple, a war we call bronze.

We beg forgiveness in the same breath we beg for more, hungry and hard-set before you.

*Psalm of the Raanians, written by Daughter Gradish Shar'hazza shortly after the founding of the Great Library in Kabu.*
Species: Triton

It is *beyond* unusual for a Triton to leave the sea to live on the land. Accustomed to being surrounded by water, and the option to move vertically as well as laterally, the capricious seasons and binding gravity are a tremendous burden on your average Triton. The general reasons a Triton might leave the water are special cases. An emissary to an allied court might find themselves required to travel inland, despite the discomfort. Similarly, a captain of industry might travel ashore to straighten out kinks with supply lines, or pursue new opportunities. Or perhaps one requires a specific weapon, such as a adamantine trident; the only place in these regions that offers such an item is Yargish Ha-Raani. Or most notable of all, perhaps they are a desperate criminal or a dishonored warrior, and would be hunted by their own kind in the sea.

Whatever the case, when ashore, a Triton seeking employment has a few options. First, anything that has to do with underwater exploits are well within their realm. And, being highly trained warriors from birth, mercenary and military work also would suit Tritons well. Lastly, and this would be the most unusual of all, a Triton could use their skills making jewelry. Being naturally gifted as pearl-divers and beast hunters, they would be well-qualified to source their own materials.

Why should you play a Triton? Well, if fish-out-of-water is your vibe, look no further. Just keep in mind, it would be an *unusual arrangement*.

Related Documentation: Writ of Amnesty for Razg-Nashr of the Tritons
Lineage: Hexblood

All the information with Van Richten's Guide to Ravenloft rings true in Meradyne, with one slight alteration: the Nature Spirits are also capable of creating Hexbloods, and endow those destined for greatness with this blessing. These generally reflect the essence of their benefactor in some way. A Fjunite hexblood may be blue-tinged, or their hair might constantly be in flux, as if in a gentle current. A Quarxian may smoke from the mouth when speaking, or be hot to the touch. A Chatan may grow twigs from their flesh, or have leaves growing intermixed with their hair. Hjurnite hexbloods sometime have slate grey stone for eyes, yet their vision is unaffected. Quintians may have sky-and-cloud eyes, or always have a breeze blowing on them. And the rare Najan hexbloods ocasionally manifest small, harmless nature spirits around themselves.

Hexbloods are sometimes mistaken for Genasi or Eladrin, and while they are closely related to the two, are their own creatures entirely. But a Hexblood doesn't generally hold this against the ignorant party, and is willing to gently educate the mistaken person or persons.

Why should you play a Hexblood? Stacked traits and cool RP options make this a powerful temptation for a player.

Related Documentation: Little Children of the Spirits