recursal/Fanatic-Fandom huggingface dataset:
The Honorable Mother

*Legend claims that the Honorable Mother was first matriarch of the Minamoto tribe. Her followers say that she wishes to make deals with people who wish to respect their work and their journey. Some of the most devout even say that she views her warlocks almost like their children, so long as they are doing everything they can to be honorable.*

## Tenets

* *Honor those who provide for you in life.*
* *Be honorable in everything you do.*
* *Be humble at all times.*

## Types of Followers

* *Minamoto Tribe*
* *Mothers*
* *Travelers*
Yasha-O

*Legends say that Yasha-O himself appears only to the most worthy of craftsmen and gives them inspiration for their pieces. Followers are quick to disagree with that however, depicting Yasha-O as a stoic and distant, even towards his alleged lover, Asha-O. Still, there is none in the realm that could ever match Yasha-O's skill in creating swords, and many an adventurer dream of doing battle with one of his blades.*

Yasha-O

## Domains

* *Death*
* *Forge*

## Types of Followers

* *Blacksmiths*
* *Craftsmen*
* *Swordsmiths*
Ziashire

### Description:

Found in the northeastern part of Rovgaz Ziashire is ruled by a Duchess that believes in order and structure above all things. The Ziafolk are masters at crafting great metal and wooden structures and unmatched weaponry. Yet despite a duchess that prides itself in complete control, Ziatherine society is fraying under the threat of the Harrow.

### What is this place like:

Fissurvale’s main trade is in magical metal works including jewelry, tools, and above all, weaponry. The excellence of their products comes from more than their choice of raw materials and system of magical techniques that weave metal and nature to strength with the guardian spirits; the Ziafolk have honed their craft into an art form, something that is nearly impossible to replicate. Ziatherine weapons hold an edge longer than others made by lesser smiths as well as the weapons innate enchantment properties make it sought after throughout the realms. Nowadays, their economy is in a downturn due to the decline in their weapon quality, from what it once was due to the loss of past secret techniques, decrease in quality of the provided resources and the slow decay of the forges strength. Worse, the thick, acrid smoke from the forges has harmed the health and quality of life in the city. Yet, though Ziatherine weapons no longer live up to their legendary status, armies still require them for the war against the Harrow. The Ziafolk take what business they can get.
Sprites

### **Type:**

Fae (Must follow the laws of the Fae, still being written currently they can not lie, break deals or harm guests)

### **Age:**

Matures at 100, Can live up to 1500 but does not physically age past adulthood.

### **Fae magic:**

You are immune to the charmed condition and magic can’t put you to sleep, additionally you don’t need to sleep, instead you must spend 4 hours during a long rest in a meditative state, you remain generally aware of your surroundings during this time.

### **Court Association:**

You learn the eldritch blast cantrip which has a modified damage type depending on your court, and uses charisma as your spellcasting stat. You may change courts through an hour-long ritual as part of a long rest.

Court of Summer - Fire

Court of Spring - Radiant

Court of Autumn - Cold

Court of Winter - Necrotic

Wild Hunt - Piercing, Slashing, or Bludgeoning, chosen when you become associated with the court.
Dicium

*Writers: Sithums, Theo#2512*

## Synopsis

Dicium is a city state within the realm of Athena in Navarre. The city itself is located on an island in the far north of Athena and claims administration over several other small isles in the area. The mainstay of the economy in the area is a combination of fishing and mining within the ore deposits scattered throughout the small islands. The state has dedicated itself primarily to the worship of the Descendent and to some extent, the rule of law. Dicium was originally set up as a penal colony for those in Athena who found it hard to abide the rule of law. To this day it continues to act as a large scale prison, using much of the manpower sent there as laborers in the mines. While the area is largely dedicated to the Descendent, there is little of religious value in the area but much of his iconography can be found in all of the official buildings across the islands.

## Geography

Located on an Island in the far northern parts of Athena, Dicium is an Island city. I cover most of the Island as it has grown over time since the colony days. Such expansion has also led to further expansion on to other islands around the city where smaller communities would form to become like small villages focused in different areas of production that isn’t mining, such as farming and fishing which is then provided to the main city. The smaller islands are somewhat barren, being mostly rocks with small patches of farming land available. The main Island used to be mostly forests, but has quickly disappeared with Dicium’s expansion. It’s also sitting on big ore deposits which has become the main export of the city.

## System of Rule

The city state is ruled by a singular high judge who is appointed from the Athenian capital, but a local representative is sent back to the senate. Much of the area is administered by the high judge’s appointed deputies and most inhabitants of the area are subjected to rules similar to that of military governance.

## History

Dicium was formed approximately 200  years after the establishment of the Athenian government. The area was set up as a penal colony in response to the growing numbers of criminals and prisoners captured by Aquarius. Originally it served exclusively as a prison and penal work area but expanded to include the families of the staff that were assigned there. This settlement grew as the years went by, initially to accommodate for the needs of the families brought to the area. It later expanded due to the discovery of iron deposits hidden amongst the terrain. The majority of the jobs in mining this ore was left to the prisoners and inmates while refinement and transport became the average profession for many of Dicium’s locals.
Duchess Syllia Aefiel

She has a quite laid back personality but when it comes to finance and so forth she is extremely meticulous on her work. She has great administrative capabilities and loves cracking jokes and being sarcastic, people in the south respect her due to being able to get the job done but nothing escapes her eye in terms of accountability, nothing escapes her watchful eye as there is always a money trail and she can find it easily.

She grew up in a world already in a cold desolate wasteland, she has visited Xeque and Navarre and knows about their culture and as well how their trading works as she has visited all three nations. As Avalon's Landing is the biggest settlement as it is a city that focuses on sea trading which is run by the trading guild in Blueridge, she oversees them so they don't do anything skeptical. As the Duchess she works under the king and makes sure everything runs smoothly. Her ambitions are simply to maintain the country running smoothly, maintain her family and help the king with whatever he needs. She isn't combat ready but she is always escorted by a couple of bodyguards courtesy from the King to keep her safe just in case anyone has any funny ideas.

### Who are they:

Duchess of the south of Blueridge. Resides in Avalon's Landing.
Asterin Neveraks

### Description

5'9'', stoic poise with ashen white hair and beard and one white eye from a former injury.

### Who are they?

He is the son of the original mayor of Artaris and descendant of the Ailduin Neveraks who played a huge part in both leading the people out of the labyrinth and in restoring the city. Asterin still sits on the council as a representative of the original population, but is constantly overruled by the other members. As such he is not much more than a puppet. He is a rather serious and intense person who values his people above all else.

### Achievements

Saved the city from bankruptcy at the cost of selling it to Lesos

### Relations

-His family: wife called Rivina and a daughter named Sceila

-Various local traders who existed before the Lesos takeover

-Leff Nesos: hates his guts but would never show it openly

-Lok Anatoli
Toreth’on

*Toreth’on’s role is to keep the demons in check and hold the worst of sinners and the wicked accountable for their actions, dispensing justice for the betrayed. Toreth'on is inherent evil due to their morals: Vengeance, Spite, and Hate. However, they value loyalty and straightforwardness. They appear human with shoulder length white hair, huge horns and glowing red eyes. They wear black plate armor adorned with the skulls of demons and irradiates blood red power which is both intoxicating and overwhelming. They carry a huge reaper-style scythe.*

*Toreth’on takes blasphemes personally and will more than occasionally smite those who have wronged them using a variety of methods spanning curses, borrowed power from other gods, sending their followers/demons after them, or if severe enough, deal with them personally.*

(art created by: https://twitter.com/hollycircling?s=21)

Toreth'on

### Titles

Keeper of the Hells, Master of Sinners, Lord of Demons, Vengeance of the Betrayed

## Domains

* *Dark*
* *War*

## Types of Followers

* *Vengeful*
* *Righteous*
* *Anyone with ties to the hells*
Marcellia

*She and her sister, Mavin, are considered to be newer goddess, though both of them are incredibly powerful in their own rights. While Mavin is portrayed as serious and sometimes temperamental, Marcellia is thought to be much more bubbly and kind. As the goddess of spring, she is associated with ideas of renewal and fertility.*

Marcellia

## Domains

* *Altruism*
* *Nature*

## Types of Followers

* *Gardeners*
* *Nurses/Midwives*
* *Those seeking redemption*
Estoria

### Description:

The easternmost region of the Etherian Empire, Estoria was the home of the inspired in the old Etherian empire. Estoria society remembers the past of the Empire and strives to build something greater than what was lost so many years ago. The Estoria people continually seek to broaden the Empire’s influence and renew its flagging momentum.

### What is this place like:

The Estoria are skilled storytellers and songstresses, capable of weaving together hope--a necessity given the darkness that haunts Rovgaz. Their skills have been sought after to inspire the lost, even by foreign nations. Raised to be the light in the darkness, the Estoria have made storytelling their main profession. Such is their ability that even common bards from Estoria can weave stories to bring adventurers of other regions to aid in restoring Rovgaz.
Nevi Naht

### Description:

A tall and dark skinned Drow with straight lavender colored hair, Nevi looks much more imposing than he actually is. A young man with great aspirations, he can be seen as very standoffish, rude, and a man of few words. Though just as the rest of Racraag is, he is very kind and open to strangers, just in his own way. Despite his demeanor, he is very patient and thoughtful, listening to every word and thinking on every possible thing they can mean. Because of this though, the large gaps in his speech make it seem like he’s scrutinizing everything someone says to him - which is only partially true.

### Who are they:

A direct descendant of one of the original founders of The Racraag Covert and a man of firm values. Nevi has only ever known the wasteland that is Racraag. Born in it, molded by it, it’s all he knows. It’s why he chooses to try and help his community in a way that isn’t known to most.

Taught by his parents and continuing their legacy, he spends most of his time trying to keep up with the ever growing population of his home, testing and inventing new ways to create food that can grow even in Racraag.

Along the way however, he managed to invent potent poisons and solvents as byproducts of pesticide testing, a great boon to both the growth of food production and the fight to keep his home safe.

### Achievements:

- Leader of the "Grow" Order of Racraag

- Inventor of great poisons and pesticides

- Voted most likely to make children cry unintentionally

### Affiliations:

- The Racraag Covert

- The "Grow" Order - Rac'Var
Windfall

### Description:

Along the ever expansive cliffside along the northern border of Rovgaz is the Heart of the Etherian Empire. Windfall was a popular resort city renowned for its singers and dancers so much so it would be frequented by nobility throughout the kingdoms.  However in recent years the city has now grown in size to accommodate its new status as capital of Rovgaz after the shattering sky calamity. Windfall is always awake and tends to be more so at night when the gentle orange lantern light fills the streets and the laughter of its citizens fill the air.
Andora Wiki

**Welcome to the Andora Wiki!**
We are a persistent world using Dungeons & Dragons 5E rules! Please be patient with us as we are still setting up! In the meantime, feel free to check out the many Regions, Deities and Patrons we have available, as well as our important articles!

More information to come.

## Important articles

Roleplay Rules

General Lore

Character Creation

Tasha's: What is and isn't allowed

Downtime

The Story So Far...

How to Join as a Staff/DM?

## Interested in Joining Andora?

We're happy to have you as part of the community and thank you for your interest. Unfortunately at the moment, *our player interest queue is in a frozen state.*

This means that we will not be accepting new player slots for an extended period of time.

In the mean time, we do have a **Trial Player** option for people if they would like to get started right away. This comes with some restrictions but can be a great option for the impatient!

If Interested you can fill out this trial player submission and join us in the discord server linked below!

Alternatively, for a full player slot, you can consider joining the **Staff/DM** team! We offer a player slot, among other reward choices, for helping keep the server alive.

Otherwise, if you have no interest in helping as a staff, nor playing as a trial character, you may still submit a player application using this interest form.

Do note that it may take an extended amount of time, and you will need to be in the discord server if selected, or the application will be discarded.

Regardless, please join us at discord.gg/andoradnd.

Twitter

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.
Asha-O

*If there's one thing Asha-O stands for, it's having a good time, wherever you may be. Her followers follow this rule eagerly, often traveling the continent in search of the finest of wines or potent of medicines. Dubbing themselves as Cult of Asha-O, the parties they host in her name are infamously known to be absolutely wild. Some claim that if you celebrate joyously enough, Asha-O herself will be in the party's midst.*

Asha-O

### Titles

Goddess of Good Counsel, the Festive Winds, Lady of Eternal Youth, Liberator of Anxieties

## Domains

* *Light*
* *Trickery*

## Type of Followers

* *Partiers*
* *Musicians*
* *Artist*
* *The common folk*
Soma and Bran

*Soma and Bran are a shifting deity, ever-changing with the phases of the moon. The nights when the moon is full and bright are when Soma will be seen, while darkest nights are Bran's domain. Though Soma is often thought of as calm and serene, compared to Bran's wild and unkempt nature, both are one and the same- two phases of the changing moon.*

Soma and Bran

## Domains

* *Dark*
* *Grave*

## Types of Followers

* *Dreamers*
* *Skinwalkers*
* *The Lonely*
Haven (Rovgaz)

### Description:

Haven has and always will be the city of shields as it initial purpose was to be an unbreakable fortress and staging ground during the war between Rovgaz and Hashan. However once the winds of war calmed the fortress inevitably became a place of learning known as the Ethereal Bond Academy. As the empire grew so did Haven eventually turning into a huge, sprawling metropolis built from the large trees of the region. From the inner castle which now serves as the ethereal bond academy are enormous, narrow walls covered in vines and flowers made from light blue and green stones that divide the main city of Haven into its various districts. Scattered along Haven's walls are symmetrical patterned windows, combined with huge crenellations for archers and artillery. Haven is a bustling fortress of intertwining stone and nature that is forever guarded and forever lit.
Saru

### **Ability Score Improvement:**

Your Constitution score increases by 1 and you may choose one of your other ability scores to increase by 2.

### **Age:**

They mature at 16 and have a life expectancy of 80

### **Prehensile Tail:**

You have a tail about the same size as your body length, and can support your weight if you aren't encumbered (e.g. while hanging from a branch). While the tail is used primarily to assist in climbing and keeping the hands free for foraging and carrying, you can also use it to do the following simple tasks: lift, drop, hold, push, or pull an object up to 10 pounds; open or close a door or a container. Your tail can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. **Your tail has an effective range of 5 ft**

### **Monkey Business:**

Upon hitting level 5. You can cast Mirror image with this trait without using a spell slot or material components up to half of your proficiency modifier rounded down. You regain uses of the spell when you finish a long rest. Wisdom is your spellcasting ability for these spells.

### Subrace:

#### **Sunborn:**

**Blazing Glory:** As an action, you can cause your fur to emit searing light that radiates from you. You can maintain this light for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 20 feet. In addition, when you use this trait you can force all creatures within 10 feet of you to make a Constitution saving throw or become blinded until your flair ends. An affected creature can repeat this saving throw at the end of their turn ending the effect on a success. The DC for this saving throw is equal to 14. Once you use this trait, you can't use it again until you finish a long rest.

**Fiery Eyes:** You gain proficiency in Insight

#### **Moonseeker:**

**Essence Shift :** Upon completing a longrest you may choose to gain resistance to one of the following elements for ten minutes.

* Cold
* Fire
* Thunder
* Lightning
* Radiant
* Necrotic

You must use your bonus action to activate the resistance. This feature refreshes on long rest.

**Starless Wonder:** You gain proficiency in Arcana

#### **Earthshaker:**

**Shattering Cry:** As an action you shout and all enemies within 30 ft of you. Those creatures must make a wisdom saving throw with a  (DC 8 + your proficiency bonus + your Charisma modifier) , if a creature fails they become Frightened for one minute and may make another wisdom saving throw at the end of each of their turns to end this effect. You may use this ability equal to half your proficiency modifier refreshing on a long rest.

**Overwhelming presence:** You gain proficiency in Intimidation
The Sun's Roar

### Description:

A tall, physically imposing Saru. Her hair is a brilliant golden mane, and she wears the armor of the Spiritseeker Monastery. The Sun’s Roar carries a large staff capable of transforming.

They have reformed the Spiritseeker monastery, pushing for more and more ways for people to train and increase their strength and their spirit. They are a fierce protector of the monastery, and all that reside in it.

### Achievements:

Passed the trial to join the monastery fully at the age of 18

Gained the trust of the Dullahans and their leader and brought them out of hiding

### Relations:

Close and personal friend of the Silver Knight
Burrel Capstone

### Description:

A hulking mass of meat with a heart beating gold and ash. Burrel is quite the red orc. Luckily his hulkish exterior easily gives way to a friendly and open-armed person. He is the shining example of a citizen in Rac’Var. Kind, caring, and willing to lend a hand to those in need.

### Who are they:

A recent generation to have come to Racraag, Burrel’s grandparents were once criminals, but once rehabilitated they started a family and joined The Racraag Covert. Passing down the values and teachings that they learned, from generation to generation, they molded their family into upstanding citizens, and Burrel was no different.

Righteously loyal and fond of what The Racraag Covert was, he poured all of his time and energy into securing his new home, joining The ‘Build’ Order and making a name for himself. Never the brightest or the most clever, what Burrel lacked he made up for in sheer determination and will, as well as a voice that could uplift people by the hundreds. He steadily rose up in respect and in rank, becoming the de facto leader of the entire fortress.

### Achievements:

- Leader of the "Build" Order of Racraag

- Rose to Local Leader of Rac'Var

- Once deescalated an altercation with just his winning smile

### Affiliations:

- The Racraag Covert

- The "Build Order - Rac'Var
Tullolb

*Some rumors place Tullolb as an ancient king, others a monster of the darkest places imaginable. What is known, is whatever it is, it is quite mad, shown by the countless poor souls driven to gibbering wrecks by the constant sound of dripping wax in their minds, raving about a fated king returning for his forgotten throne.*

## Tenets

* *Seek the Waxen King's Throne, that your lord may claim it for his own once more*
* *The lords of the land are there by right, but remember they all must bend knee to the Waxen King*
* *Never stagnate, never solidify, be fluid and hard to grasp*

## Types of Followers

* *Deposed Nobility*
* *The robbed and cheated*
* *The mad*
* *The subservient*
Lanius

### Who are they:

No rank, leads all of the Order of Bulwark, no one defies her orders due to her achievements as a warrior and ruthlessness yet she is patient and a wise teacher.

### Achievements:

She has earned her freedom through the Colliseum under the last emperor’s wish. Having fought through so many beasts and people she remained free to do what she wish and she decided to create this order where the strongest warriors are to be taught not just by power but also mind.
The Minamoto Tribe

### Description:

A tribe that pledges itself to the blade, and seeks to lead an honorable life as a samurai. These people travel the country, and outside, offering themselves as mercenaries to bring goods back to their main tribe. Typically, they lead a peaceful life, one that seeks to bring honor and increase their ties to spirits, nature, and the afterlife. The tribe believes they have been blessed with the blood of a dragon, and that that very dragon still looks over the tribe, through the Matriarch of the tribe Mya. They have a holy shrine on a plateau, where in the landscape harshly divides from that of most of Hashan, becoming a heavy rainforest.
Atris

*It is said that Atris’ oath to protect those under their command during war resulted in their ascension and the first paladins. Atris is portrayed as very straightforward and will say things how they are, with depictions showing them stoic and confident. It is against Atris' nature to break promises so they are therefore careful with what they say- which may come across as either indifferent or uncaring.*

Atris

## Domains

* *Altruism*
* *Order*

## Types of Followers

* *Paladins*
* *Clerics*
* *Judges*
Symphis

*A warm and kind hand that will reach down to help all that he can, Symphis is a god who genuinely tries his best for all. It is said that many centuries ago Symphis himself had spent several years amidst a war aiding everyone who he came across whilst managing to push through many tragedies. A kind hearted soul like him would’ve had trouble making it through this world if not for the help of his brother Phelmos who gives him the strength to show such compassion to all.*

Symphis

## Domains

* *Life*
* *Light*

## Types of Followers

* *Selfless people*
* *Charitable*
* *Orphan keepers/mothers/matrons*
Imesh

*It is said that Imesh resides within every speck of dirt and even the tiniest of leaves. He is a representation of nature's uncontrolled growth and subsequent balance. As the god of nature, Imesh is known to be very distant towards mortals. Still, followers are quick to claim that there's evidence of him in every aspect of nature- growing and changing and evolving.*

Imesh

### Symbol

a tree with a four pointed star in the middle of it

## Domains

* *Life*
* *Nature*

## Types of Followers

* *Druids*
* *Farmers*
* *Rangers*
The Meticulous

*The Meticulous lives up to his name. Very detail-oriented and particular, The Meticulous constantly has his hands full with keeping both time and trade flowing. He's never skimped on his job, which is good considering the universe relies on it. Still, responses from him are rare and vague, according to devout followers. They insist it's understandable- after all, time is money. No second of it should be wasted.*

The Meticulous

### Titles

Particular One, The Continuous Loop, The Autocratic Eye

## Domains

* *Forge*
* *Order*

## Types of Followers

* *Artisans*
* *Bankers*
* *Merchants*
Demeter

*Writer: Hallucinater#5449*

## Description

This state is a place of nature and farmland that many who also follow the god known as Imesh come to pray to as well. With vast agriculture and plentiful plantlife constantly growing throughout the year some refer to this place as an area of civilized nature where many who enjoy a more natural feel can live at peace.

There are almost no larger buildings in this place except for a “town hall” of sorts that is more of a central hub to deal with any affairs and trade that needs to be managed. Most of the place is either land masses of farmland with varying variety for different foods and times of year as well as a semi well kept area of large tree and plant life where people make homes for themselves while staying within the bounds of nature.

One of the other few larger buildings is a temple made for the god Imesh. Many will come and visit this place as it’s an interesting sight to see, the building itself is a strange mix of man made architecture as well as a natural grotto for nature. Grass covers most of the floor and some more unique plants grow around the walls as well, so many travellers who don’t follow Imesh find themselves coming here at some point just to see the unique temple.

Many people of older age come here as well to retire to a more simple life as it’s quite easy to move in so long as you can get used to trees and plants being everywhere. Many druids also seem to come and go through this place as a sort of central hub where they can either discuss “druidic things” and simply enjoy a place like this existing.

The town itself has very lax laws that mostly just go the lines of common sense although there is a main and obvious one that nature is supposed to be respected and well kept.

The city was founded long ago and was originally a place for people who didn’t enjoy living a city life along with the other people. As the people that came here needed to still eat and feed their families, farms were slowly made and prayers were made for a good harvest to Imesh so that they could survive amidst these lands. A wonderful harvest came and a place to live was successfully made, the population slowly grew over time and prayers to Imesh continued eventually developing into a temple and a more holy city of sorts dedicated towards Imesh. Ever since then the place has become a wonderful place of nature for people to live a more peaceful life where they can.

* **What is this place like?**

Lots of farmlands and houses mixed in with nature itself (think elven forest for homes but it’s on the ground instead of trees)

* **Are there people living here? If so, what are they like?**

Less than you average city, mostly druids,farmers, old folks and nature loving people

* **Any flora and fauna present here?**

Literally everywhere

* **Important topological features**

 Mostly flatland/ farmland

* **Any commonly known rules / customs followed at this locale if there are any.**

 Respect the nature and plant life

## Areas of note

* Town hall esque building that is inside a large tree
* Temple to imesh
* Ancient grotto full of pure nature
Homebrew

Below is a documented list of homebrew features maintained by Andora. These are sorted into relevant categories and can be used by the general populace of Andora, unless other requirements are stated.

## Races

In addition to all of the races and subraces from the approved books, there are also the following custom races for Andora that are available for play.

## Classes and Subclasses

Andora's custom classes and subclass options. Sorted alphabetically and by overarching class.

## Feats

A list of overarching feats available to players to pick. Requires investment to obtain as one would for a normal feat.

## Spells

A list of homebrew spells available for players to pick. Available for all spellcasting classes to take unless otherwise specified.

## Items

A compiled list of homebrew items, sorted into relevant categories.

## Mounts

 Woolly Stegosaurus | 2000 gp

## Familiars

An expanded list of familiars that can be utilized via the ***Find Familiar*** spell. Further elaboration can be found on the documented page.
Ice Elves

### **Age:**

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

### **Alignment:**

Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

### **Size:**

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

### **Darkvision:**

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### **Languages:**

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

### **Natural:**

You have advantage on saving throws against being poisoned and resistance to poison damage, but vulnerability to acid damage.

### **Fey Ancestry:**

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

### **Trance:**

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

### **Accustomed to the Cold:**

You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

### **Ice Magic:**

You know the *Ray of Frost* cantrip. When you reach 3rd level, you can cast the *Icicle Crash* spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the *Pass without Trace* spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).
Twins Yukiko and Rin

#### **Description:**

* A rather cheery elf who has designated herself as one of the two "handlers" of the tribe. Despite her appearances, she has been one of the founding members and has trained numerous hunters to where they are to this day. She, along with her twin sister Rin are considered the leaders of the tribe and thus commune with those of other tribes when needed

#### **Who they are:**

* One of the two leaders of the Kirigumo tribe

### Rin

#### **Description:**

* A rather quiet and yet clumsy elf who has been designated by her sister as another "handler" of the tribe. Despite her appearances, she has also been one of the founding members and has bestowed upon her talent and knowledge of woodworking and agriculture to those that desire that path. Rin, alonger with her twin sister Yukiko are considered the leaders of the tribe and thus commune with those of other tribes when needed

#### **Who they are:**

* One of the two leaders of the Kirigumo tribe
Tessa “TwoTaps” Bellsong

### Description:

Tessa is a tall, elven woman with long auburn hair kept in a ponytail that extends down to the middle of her back. Her clothes are worn and faded from constant use and many pouches adorn her belt where she keeps an assortment of items that she uses throughout the day.

### Who are they:

High Ace of the Tunnel Brokers

Barmaid and proprietor of the Wailing Warthog.

When she isn’t in the kitchen yelling at the cooks she can usually be found behind the bar with a cold glass ready to welcome weary travellers coming in from the road.
Haven (Blueridge)

### What is this place like:

This city was founded not so long ago as it was mostly as a traditional city in its sense but as relations with Navarre soured due to not having a unified government or not having an agreement with any of the kingdoms the King decided to make this city it's main stronghold against any invasion that can potentially occur from Navarre.

The city used to have a Town Council but the King personally came to negotiate with the city. Promising it under his direct supervision it'd grow and prosper and allocate more resources into it, while in return it'd be more of a militarized city. The former town council agreed on the King's request and effectively the city grew and prospered more under the King's rule. The seat for the Duchy of the East was eventually moved to Haven as well.

Eventually the King would reinforce the city with a good set of soldiers and troops, sending one of his trusted Commanders known for his defensive capabilities. The city is currently ruled under the High Commander Steelclaw. Currently the city is populated by a good amount of military families and soldiers but as most soldiers in Blueridge they've learned a lot how to make due best with what they have. That means they are also trained in working the land and surviving with what they have. They work with the greenhouses and survive from the resources that the King sends to them.

Haven is one of the most fortified cities in Blueridge, the stone walls high as the eye can see, covering the city ample, outposts placed in strategic locations and distance to be alerted of anything. As one of the Kingdom's inside Navarre has raised the King's awareness into making this move.

Blueridge's military force isn't as plentiful compared to other nation's but it is known for being an elite force with great commanders, those who attempt to conquer it will find them to not be so easily defeated.

### Areas of Note:

- Military District

- Agricultural District

- Residential District

- Trade District

- Cobalt Prospector Headquarters
Tasha's: What is and isn't allowed

#### Artificer

* Yes
	+ Alchemist
	+ Battle Smith
* No
	+ Armorer
	+ Artillerist

#### Barbarian

* Yes
	+ Path of the Beast
	+ Path of Wild Magic
* No
	+ Primal Knowledge
	+ Instinctive Pounce

#### Bard

* Yes
	+ Additional Bard Spells
	+ College of Creation
	+ College of Eloquence
* No
	+ Magic Inspiration
	+ Bardic Versatility

#### Cleric

* Yes
	+ Additional Cleric Spells
	+ Order Domain
* No
	+ CD: Harness Divine Power
	+ Cantrip Versatility
	+ Blessed Strikes
	+ Peace Domain
	+ Twilight Domain

#### Druid

* Yes
	+ Additional Druid Spells
	+ Circle of Spores
	+ Circle of Stars - **Check Errata**
	+ Circle of Wildfire - **Check Errata**
* No
	+ Wild Companion
	+ Cantrip Versatility

#### Fighter

* Yes
	+ Fighting Style Options:
		1. Blind Fighting
		2. Interception
		3. Thrown Weapon Fighting
		4. Unarmed Fighting
	+ Maneuver Options
	+ Rune Knight
* No
	+ Fighting Style Options
		1. Superior Technique
	+ Martial Versatility
	+ Psi Warrior

#### Monk

* Yes
	+ Way of Mercy
	+ Way of the Astral Self
* No
	+ Dedicated Weapon
	+ Ki-Fueled Attack
	+ Quickened Healing
	+ Focused Aim

#### Paladin

* Yes
	+ Additional Paladin Spells
	+ Fighting Style Options
	+ Oath of Glory
	+ Oath of the Watchers
* No
	+ CD: Harness Divine Power
	+ Martial Versatility

#### Ranger

* Yes
	+ Deft Explorer - **Required**
	+ Favored Foe - **Required**
	+ Additional Ranger Spells
	+ Fighting Style Options
	+ Spellcasting Focus
	+ Primal Awareness - **Required**
	+ Nature’s Veil - **Required**
	+ Beast Master Conclave
		1. Primal Companion - **Required**
	+ Fey Wanderer
	+ Swarmkeeper
* No
	+ Martial Versatility

#### Rogue

* Yes
	+ Phantom
* No
	+ Steady Aim
	+ Soulknife

#### Sorcerer

* Yes
	+ Additional Sorcerer Spells
	+ Metamagic options
	+ Clockwork Soul
* No
	+ Sorcerous Versatility
	+ Magical Guidance
	+ Aberrant Mind

#### Warlock

* Yes
	+ Additional Warlock Spells
	+ Pact Boon
		1. Pact of the Talisman - **Check Errata**
	+ Eldritch Invocation options:
		1. Bond of the talisman - **Check Errata**
		2. Eldritch Mind
		3. Far Scribe
		4. Gift of the Protectors - **Check Errata**
		5. Investment of the Chain Master
		6. Protection of the Talisman - **Check Errata**
		7. Rebuke of the Talisman
		8. Undying Servitude
	+ The Fathomless
	+ The Genie
* No
	+ Eldritch Versatility

#### Wizard

* Yes
	+ Additional Wizard Spells
	+ Order of Scribes
* No
	+ Cantrip Formulas

#### Feats

* Yes
	+ Chef
	+ Crusher
	+ Piercer
	+ Poisoner
	+ Slasher
* No
	+ Artificer Initiate
	+ Eldritch Adept
	+ Fey Touched
	+ Fighting Initiate
	+ Gunner
	+ Metamagic Adept
	+ Shadow Touched
	+ Skill Expert
	+ Telekinetic
	+ Telepathic
The Ketakrol Tribe

### Description:

This tribe epitomizes the nomadic lifestyle common within Hashan. Their capital, The Gathering, is a mobile city, built on carts fueled by magitech that allows the city to move from place to place over the year. They travel alongside their great herds, looking after them. The tribe is an elective monarchy, electing its chief from among the great families that make up the tribes, and is currently led by The Falcon's Talons, a descendant of the original chieftain of the tribe. Ruling alongside her is The Red Preistess, a spiritual leader that has seen the city of Gathering prosper under her guidance. One of the oldest tribes of Hashan, and was an original member of the Confederation.
Aasimar

### **Alignment:**

Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

### **Size:**

Aasimar have the same range of height and weight as humans. Your size is Medium.

### **Darkvision:**

Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### **Celestial Resistance:**

You have resistance to necrotic damage and radiant damage.

### **Healing Hands:**

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

### **Light Bearer:**

You know the Light cantrip. Charisma is your spellcasting ability for it.

### **Languages:**

You can speak, read, and write Common and Celestial.

### **Subrace:**

#### **Demigod Aasimar:**

**Ability Score Increase.** Your Intelligence score is increased by 1.

**Godly Power**. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing you to levitate and exude divine power.

Your transformation lasts for 1 minute. The transformation ends early if you are knocked unconscious, become incapacitated, or you end it as a bonus action. During it, all creatures can understand your speech, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you gain hit points equal to half your level (rounded down). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.
Etherian Empire

### Description:

The Etherian Empire spanned the entirety of all of Rovgaz. However, after the fall of the empire and the event known as the Shattered Sky Calamity the fragmented empire concentrated along the cliffside on the borders of Rovgaz.

### What is this place like:

The Etherian Empire hold the majority of power within Rovgaz are still recognized as the ruling country and the lands within. The Etherian Empire collection of cities and strongholds make up the main source of trade throughout the Rovgaz lands. With their cities being the main trade route has allowed for them to still maintain control among the general public and many of the smaller villages and city states still pay major taxes and funding which further propels the Empire grasp of power but it is all but necessary for those on the inner lands of Rovgaz that trade is their means of survival.

The Etherian Empire welcomes many travelers and merchants. The Empire however has developed a rather complex and detailed policy and system for everything that enters and leaves Rovgaz borders. This policy has allowed for proper management of the conflux of foreigners and goods and the absolute crack down and focus on those who break these policies and try to live within the shadows. For the Empire will claim all of their debts one way or another. However despite its open borders but monitored borders the empire does not allow or give citizenship rather frequently. Only those who have shown exceptional prosperous activities to further the Empire's goals will be allowed to settle within the Empire.

Though the majority of the Economy is driven by trade between the inner lands of Rovgaz and the outer countries. This mainly focused on the trade of rare and unique creatures, minerals and magical artifacts which are native the inner lands which have resulted from the lands magical inheritance coupled with the unique circumstances around Rovgaz geological, magical and metapolis altered circumstances. This influx of money coupled with the previous prosperous eras has led to a rather developed navy, trade system and port system which fuels the ever growing and expanding greed of the Empire.

### Important Locales:

- Windfall: The capitol is a large trade metropolis built among the highest cliffside among the Rovgaz coastline named the lamentian cliffs. All along the cave is a system of pulleys and elevators which gives access to the sprawling shipyards below.

#### The Imperial Districts:

- Ziashire

- Estoria

- Alostadia
Waking Woods

### Description:

Located in the northeastern section of the island, the Waking Woods is the most interesting section of the island as much of these woods are made up of the inhabitants themselves, the Treents. Not only do the Treents live here making up much of the woods, but this section of the island is also home to many genasi, primarily earth genasi.

### What is this place like:

All trees in the Waking Woods are potentially Treents. The "young" ones cannot move or speak, but are sentient and are constantly learning and observing in silence. They observe through their connection to nature and it seems some of the elder Treents and druids of the island are able to communicate with them in some fashion. But how this is done is kept secret. This period of their life lasts for about a century after which a face is grown, allowing them to see and speak. After somewhere between several more decades and another century, they can finally uproot themselves and walk around. From that point on Treeants can go on to live for millennia.

Living with the Treents in this region are their caretakers and stewards, the earth genasi. The Treeants will grow a portion of their branches into homes for the genasi to live in, high above forest floor where dangerous flora and fauna live. The genasi, in exchange, provide regular pruning since Treeants are continuously growing and while they can accelerate and direct their growth at will, they cannot retract branches once grown. Some Water and Air genasi may also be around, but no Fire genasi live in this area.

Among the Treents there is one known as The Elderwood. They are the "capital" of the Waking Wood as well as the oldest Treeant in existence and the de facto leader of the Treeants. While no one knows their age, they are by far the largest of the Treents, towering over all others in the Waking Woods. Despite being so old, the Elderwood is still rooted to the ground, and it is expected that if they were to ever uproot themselves and move, it would disrupt much of the Waking Woods and possibly other parts of the island as well. In his branches exists the largest settlement of genasi on the island.

The Treents have a cordial relation with those outside of the Waking Woods, even with Veritas Prime. They provide the wood from their pruning as valuable building material as well as their vast expertise on nature and agriculture. In exchange they are left on their own to continue their peaceful existence. Visitors are welcome but will usually only interact with the genasi living in the woods as the Treents, while accustomed to the genasi, are unfamiliar with most outsiders and their practices.
Mavin

*Both she and her sister, Marcellia, are considered to be newer goddess in the grand scheme of things. Despite fire being known as wild and untameable, Mavin is often portrayed as controlled and serious. Though when she does become angry, her fire rages like a beast.*

Mavin

## Domains

* *Forge*
* *Tempest*

## Types of Followers

* *Firefighters*
* *Gardeners*
* *Pyromancers*
Helegion

*The mighty Helegion is known throughout every region as the bright sun that never ceases. Very few places can fully resist his rays, despite the smog and frost of some countries. It is for this reason his perseverance and strength makes him popular amongst leaders. However, many of his clerics denote him with a penchant for dramatics, making him also popular with theater folk as well.*

Helegion

## Domains

* *Grave*
* *Light*

## Types of Followers

* *Rulers*
* *Generals*
* *Actors*
Subclasses

Andora's additional subclass options. Sorted alphabetically and by overarching class.

### Barbarian

* Path of the Flame Barbarian
* Path of the Shaman Barbarian

### Bard

* College of Charm Bard
* College of Oration Bard
* College of the Starlight Acrobat

### Cleric

* Altruism Domain Cleric
* Dark Domain Cleric
* Dream Domain Cleric

### Fighter

* Andora Arcane Archer
* Spirit Warrior Fighter

### Paladin

* Oath of Rebellion Paladin
* Oath of Verity Paladin

### Rogue

* Investigator Rogue
* Zephyr Striker Rogue

### Wizard

* Bloodmage Wizard
* Geomancer Wizard
* Phantasm Wizard
* Wave Dancer Wizard