recursal/Fanatic-Fandom huggingface dataset:
Войска Фирдсвейна

Фирдсвейнский бронированные секирщики могут быть улучшены до Виверн Рассвета, если выполнены все требования.

Обозревая Фирдсвейн, можно сказать одно: нужны прямые руки.

Внимание! Данная ниже информация актуальна для версий 3.9.2 и выше

Самая славная страница истории Фирдсвейна — это её пехота. Традиции берут начало с древних времён, когда конь был привилегией дворян, у каждого было метательное оружие, топор или копье. Пехота Фирдсвейна при прямых руках разрывает очко любой другой армии, берсеркеры бешено размахивают топорами (50 ур), разрубая любого от рыцаря до простого пехотинца. Даже лёгкий пехотинец способен нанести вам ощутимый урон. Копейщики защищают от конницы а секирщики озалупливают тех, кто остался. В остальном же пехота Фирдсвейна бойцовская, с обилием метательного оружия. Кроме войск фракции лучшими наёмниками будут Ванскерри и Меттенхаймцы.

Конница у Фирдсвейна сильная, но малочисленная и «короткорукая», они не используют копий, отчего иногда страдают. Но они используют метательное оружие. В любом случае не стоит их недооценивать.

Лучники это самая печальная страница. Это даже не лучники, это арбалетчики вперемешку с метателями копий. Лучше этих стрелков не муштровать изначально а отослать дёргать репу или крутить хвост коровам.

При всей кажущейся мощи Фирдсвейна он самый берет исключительно числом и нахрапом, является колоссом на глиняных ногах. Их пехота довольна сильна, но какая от неё польза, если она попросту (в данном контексте — берсеркеры) просто не успевает добежать? Из за этого очень часто по этой причине Фирдсвейн и проигрывает.

**Войска дворян**
 2
 3

Валькирии могут быть улучшены до Леди Валькирий, если выполнены все требования.
Culture Subsystem

## Introduction

[List of Cultures and Subcultures]

The “Culture” advantage represents the combined attitudes, behaviors, beliefs, superstitions, assumptions, and general worldview of whatever group(s) into which a character has integrated themselves. All characters select a Culture at first level. This culture cannot be changed or lost, though with time and immersion, a character may gain a second (or even a third or fourth) Culture.

## Background Feats

At first level, a character may select one extra starting feat from their Culture's list of Background Feats. Most of these feats can also be taken later in one’s adventuring career, though some are available only at first level. Some Background Feats are specific to their Culture, while others are merely especially common among members of that culture.

## Background Skill

At first level, a character selects one skill from their culture’s list of Background Skills. The character counts it as one of their class-skills from then on.

## Native Language

Each culture has a language associated with it (though this language is not always unique to that culture). All characters begin play speaking their Native Language at the “Native-Speaker” level of proficiency.

## Bonus Languages

A character may select their starting languages from a list of bonus languages associated with their Culture. They begin play speaking whatever Bonus Languages for which they qualify at the "Intermediate" level of proficiency, and they may invest ranks in their Linguistics skill to improve their proficiency in these languages, at a rate of one rank per proficiency level.

## Gaining Additional Cultures

In order to gain an additional Culture, a character must live with members of that culture, in complete immersion, for an amount of time equal to ¼ of their current total lifespan, or whatever substantial amount of time the DM considers sufficient to completely integrate. These years do not need to be consecutive, though breaks between immersion sessions will make the process take even longer than it already does.

## Taboos (optional rule)

Each culture has some actions which it considers wrong, improper, or wicked (in addition to near-universal taboos like cannibalism and inbreeding). Taking any of these taboo actions requires a Will save (DC 20), unless the character gains a Culture which does not consider that action taboo. Even if they make their save, other members of their culture may treat them with fear, horror, disgust, violence, exile, and shunning.

## Special

Characters with the Born of Two Peoples feat may begin play with two Cultures instead of one.
Those with the "Born of Two Peoples" feat may select their Background Feats, Background Skills, Native Language(s) and Bonus Language(s) from those available to either of their parents’ Cultures.
List of nations

* Aztatlan
* Blackbeard's Pirate Kingdom
* Cahokian League
* France
* Fusang
* Great Britain
* Haudenosaunee (Iroquois League)
* Hisatsinom (Anasazi Empire)
* Kaya Salina
* Little Folk Nation (name to be determined)
* Mammutaq
* Maya
* Plains tribes league (name to be determined)
* Russia
* Spain
* The Netherlands
* The Knights Hospitaller
* Tuniitaq
* Vinland
Colony of Barbados

*Consists of Barbados*

*Dominant culture: British*

## Short History

Discovered by the Spanish, this island wasn't settled until the English landed in 1625. It's economy was dependant on tobacco for the first years, but they later started farming sugarcane. The island generated a huge amount of trade, in 1660 it was as much as the other English colonies combined. In later years it got surpassed by other colonies but it remained very wealthy.

## Points of Interest

* Bridgetown, capital of Barbados. Here you can find the St. Michael's Parish Church and Nidḥe Israel Synagogue, the only synagogue on Barbados. There is a large bridge over the careenage area swamp at the center of Bridgetown. The town takes it's name from this bridge.
* Speightstown, major port and commercial center of Barbados. Ships full of sugar leave here straight for London or Bristol.
* Gun Hill Signal Station, one of the 4 points where guns are stationed to signal in the event of an invasion.
* St Nicholas Abbey, Saint Peter. A large manor and sugar plantation house
* Bathsheba, fishing village. There is a large, mushroom shaped rock just out of the coast of this village.

## Notable Inhabitants

* Henry Grenville, governor of Barbados
* Sir John Gay Alleyne, owner of St Nicholas Abbey through his marriage with Christian Dottin. Both are younger than 30.

## Link Sites

* Speightstown
* St Nicholas Abbey
Huxian (Feat)

**Prequisites:** [Huli Jing], eight or more huli jing feats

**Beneift:** You ascend from mortality, becoming an immortal nine-tailed huli jing, known as a Huxian. You are now immortal. You do not have a maximum age limit, you take no ability penalties due to age, and you no longer need to eat, drink, or sleep. If you must rest a certain number of hours for a class feature, such as resting eight hours before preparing spells, you still must rest, though you may do so in meditation, taking no penalties to perception checks while doing so.
Born of Two Peoples (Feat)

**Prerequisites:**
Must be taken at first level. Your parents must possess different Cultures, and you must have been raised with regular exposure to both parents’ cultures from an early age.

**Benefit:**
You begin play with two Cultures, and speak both parents’ languages at the “Native-Speaker” level of language proficiency. All other languages are acquired normally, as long as you qualify for them and have ranks to invest in your Linguistics skill.

The DC of a Disguise check to “pass” as a full-blooded member of either of your parents’ ethnic groups decreases by 20 15. Makeup may be helpful to complete the disguise, particularly if your parents had wildly different skin-tones. If hair is an issue, it can usually be hidden by a hat or wig, though certain chemicals can be used to change its color, volume, and curl pattern. Players should note that some cultures (especially slave-owning cultures) have harsh penalties for non-members (especially slaves) who attempt to pass as full members of their group. These punishments can range in severity from disfigurement to summary execution.

Because of your immersion in dual cultures, you are less likely than others to say or do things which make you look like an outsider, or to unintentionally violate cultural taboos. Once per day, when you fail a Charisma-based check when dealing with a member of either parent’s Culture, you may re-roll the failed check, and take the higher result instead.

**Normal:**
While characters may acquire additional Culture(s) with large amounts of time and full immersion/initiation, or gain them through the Refugee Culture background, most characters are limited to possessing only one Culture.

**Special:**
Unless you are actively attempting to hide or suppress one portion of your heritage, you are easily recognizable by most members of either of your parents’ ethnicities as a person of mixed parentage. Frequently, this is accompanied by a host of assumptions (often quite deeply-rooted) about your allegiance, background, intelligence, personal hygiene, and moral character.

Mechanically, characters who have had little experience with people of mixed parentage (especially those who have significant sociopolitical clout in small communities) lower their starting attitude towards you by one category.

Nearly every culture has its own names for people with mixed ancestry, most of which are highly offensive and derogatory. Even “proper” names can be hurled as stinging insults. Owing to the sensitive nature of these names, players and DMs are encouraged to do their own research into them, and decide for themselves whether or not to use them at the gaming table.
Rake (Feat)

You possess claws on your hands and your feet, and can shred opponents in close range.

**Prerequisites:** [Beast Touched], natural weapon (claws), 1st level only.

**Benefit:** You gain two rake attacks. These rakes deal 1d4 points of damage, and are treated as secondary natural weapons. You can only use these rake attacks against a grappled foe. you must begin your turn grappling to use your rake attacks- you cannot begin a grapple and rake in the same turn.
Rock Catching (Feat)

You’ve learned to defend yourself against rocks much the same way your giant ancestors do.

**Prerequisites:** [Giantkin], [Rock Throwing]

**Benefit:** You can catch an incoming rock. Once per round, when you would normally be hit by a rock of your size or smaller, or projectile of similar shape, you can make a reflex save to try and catch it. The DC is 15 for a rock two sizes smaller than you, 20 for a rock one size smaller than you, or 25 for a rock of your size. If successful, you’re now holding the rock, and if it’s of the appropriate size, you can throw it back, or simply drop it as a fee action. You must be aware of the incoming rock in order to attempt to catch it.
Elemento Agua

(水遁, *Suiton*, literalmente *Liberación de Agua*) es una de las cinco técnicas básicas de Transformación de la Naturaleza, en donde la persona puede manipular el agua pre-existente o convertir su propio chakra en agua. Debido a la estructura del agua esta puede cambiar de forma o estado, hasta es incluso el elemento más compatible, ya que se puede combinar con los otros 4 elementos. La Naturaleza de chakra tipo Agua, es el segundo elemento más común con el que puede nacer una persona y es utilizada principalmente por shinobis de Kirigakure.

El agua es naturalmente fuerte contra el Fuego (aun así un jutsu de fuego poderoso puede evaporar el agua) pero del mismo modo, el Agua también es naturalmente débil contra la Tierra. Aunque generalmente se necesita estar cerca de un cuerpo de agua, usuarios expertos como los son Kisame Hoshigaki, un miembro de Akatsuki, Mei Terumī, la Quinta Mizukage y Tobirama Senju, el Segundo Hokage, son capaces de crear su propia agua al transformar su chakra en agua.

Por ejemplo, cuando Orochimaru atacó a la Aldea de la Hoja e invocó al Primer Hokage y al Segundo Hokage, ahí se pudieron ver las habilidades del Segundo Hokage, ya que el Segundo Hokage hizo el Jutsu del Muro de Agua sin necesidad de Agua a su alrededor, la sacó de su interior y luego de terminar el jutsu esta se desvaneció, como si nunca hubiera existido. El Segundo Mizukage puede realizar jutsus del Elemento Agua que transforman el agua en aceite. Posee una buena compatibilidad con varias alteraciones de la forma y puede: desde crear niebla para ocultarse a crear una inmensa ola para aprisionar a su objetivo, es de gran ayuda a la hora de dar soporte en combate.

El elemento agua es un elemento mayormente utilizado para obstaculizar o detener el avance o movimiento del oponente, ya que la mayoría de las técnicas de este elemento se constituyen por olas gigantes o corrientes arrasadoras que hacen que el oponente retroceda o cambie de posición, como se ha mencionado antes, es un elemento muy útil para brindar soporte, esto significa que en un combate, un usuario del elemento agua puede proporcionar una gran ayuda a su compañero, permitiendo que este pueda atacarlo mientras las técnicas de agua lo aprisionen o lo hagan cambiar de posición.

Es un elemento que posee técnicas muy predecibles, que con tan solo observar la forma y la dirección de la técnica, pueden ser esquivadas, esto se cumple con las técnicas que utilizan el chakra del usuario y expulsan el líquido desde dentro de su cuerpo, pero las técnicas que utilizan las aguas de la naturaleza pueden surgir desde cualquier localización, lo que las hace muy útil para tomar por sorpresa al enemigo.

## Combinaciones

* Combinándolo con Tierra se forma Elemento Madera.
* Combinándolo con Fuego se forma Elemento Vapor.
* Combinándolo con Viento se forma Elemento Hielo.
* Combinándolo con Rayo se forma Elemento Tormenta.

**Fuente: NarutoWikiaOficial**
Мятежные крестьяне

**Мятежные крестьяне** — это самая слабая второстепенная фракция в игре и для одержания победы в моде игроку не потребуется её уничтожать. Мятежные крестьяне существуют только в виде армии или небольших отрядов, которые появляются после провала соответствующего квеста стюарда. Военные силы этой фракции состоят из ополченцев, дезертиров и искателей приключений. Последние на себя берут роли лидеров отрядов. Игрок может встретить уникальную армию мятежных крестьян под командованием **Аларика фон Сенсации**.

Эта фракция образуется из недовольных крестьян и непокорных солдат низшего звена из всех пяти королевств. Их недовольство перерастает в направленный гнев в результате сильного недовольства и отсутствия возможности что-либо изменить. Однако, повстанцы понимают, что без опытных лидеров их кампания быстро захлебнётся, поэтому они находят **искателей приключений** с боевым опытом, которых соблазняет возможность быстрого заработка.

Всё больше и больше разгневанных крестьян и дезертиров присоединяются к армии повстанцев, в надежде изменить свои жизни к лучшему, пока их отряд не превращается в армию, шагающую через земли Пендора.

## Армия мятежных крестьян

Эти армии являются самыми большими и одновременно самыми слабыми в **Пендоре**. Обычно они состоят из следующих юнитов:

* 1-4 странствующих героя (*Hero Adventurer*);
* 50-200 дезертиров одного из королевств;
* 200—1000 ополченцев рекрутов (*Militia Recruit*).

В их армиях почти нет конных юнитов, что в купе с огромным размером делает её скорость передвижения по карте рекордно низкой. При хорошем составе войск победить такую армию не составит труда даже при десятикратном перевесе со стороны врага.

## Аларик фон Сенсация

Этот сарлеонский мятежник собрал под своим началом несколько сотен мелких сарлеонских дворян, ополченцев-рекрутов и сарлеонских дезертиров чтобы вместе вершить справедливость. Он желает лучшего для людей, с которыми вырос, и которые сейчас так жестоко подавляются жадными лордами. Идеи **Аларика фон Сенсации** отчётливо видны в одной из его фраз: *«Мы вернём эту землю народу!»*. Остальные лозунги героя относятся к его главному хобби — распиванию эля.

Аларик фон Сенсация может быть захвачен в плен. Несмотря на громкую репутацию, его армия не представляет никакой опасности. В неё входят:

* 20-70 молодых сарлеонских дворян (*Young Sarleon Noble*);
* 150—300 ополченцев-рекрутов (*Militia Recruit*);
* 100—600 сарлеонских дезертиров (*Sarleon Deserter*).

Армии мятежных крестьян являются враждебными ко всему живому, и будут нападать на всех, кто слабее их, включая фермеров и караваны.
Fra'Manuel Pinto da Fonseca

Manuel Pinto da Fonseca is the current Grand Master of the Knights Hospitaller. He is a Portuguese nobleman known for his lavish spending. He has an illegitimate son that has recently become a Knight as well.

## Early Life

Manuel Pinto da Fonseca is the son of a Portuguese nobleman. Relatively little is known about his early life and Manuel prefers it that way. He joined the Knights in 1704, first as a Knight of Obedience but within two years he took his oaths as a Knight of Justice. Again not much is known about what he did and what tasks he performed. Much of what he did is shrouded in secrecy, most likely he performed several secret missions, possibly missions that were against the Code or Oath. Whatever the tasks were that he performed he became a well respected member of the Knights.
In 1741 he was elected Grand Master of the knights Hospitaller.

## Grand Master

As the Grand Master Manuel has always been working towards better relations between the Catholics, Protestants, Reformed and Anglican faiths and the factions within the Knights that represent those faiths. He's notorious for his dislike of the Inquisition and their theories about how Christianity should be united.
He deeply relies on the council of his former bodyguard Cassar who in 1748 refused to join an Inquisition plot to incite a slave rebellion on the islands of the Knights. Cassar exposed the plot to Manuel within the year he was promoted to Grand Commander of the Order. They have become close friends and are allies on the Sovereign Council.

## Personality

Manuel is known for his lavish spending and he's lucky the Knights have such rich holdings or he would have driven them into bankruptcy. The Receiver of the Common Treasure, Francisco Ximenes de Texada, is constantly trying to undo the poor financial decisions the Grand Master has made.
His mistress, Rosenda Paulichi, is still living with him in his mansion despite his oath. People frown upon it but can't do anything about it. He has an illegitimate son with her named José António Pinto da Fonseca e Vilhena. A few months ago his son was sworn in as a Knight of Obedience. Manuel tries to help his son, but José António dislikes that attitude and has asked to be reassigned to mainland Vespuccia to do some more serious work.
Sanctus Ioannes Baptista

*Consists of Sanctus Ioannes Baptista*

*Dominant culture: Maltese*

## History

The island was first named San Bartolomé by Columbus, after his brother. The French later settled the island, translating the name to Saint Barthélemy. In 1651 they sold the island to the Knights Hospitaller.
The Knights didn't want the island to be named after somebody who wasn't a saint, so they renamed it after their patron saint, John the Baptist. The island became increasingly important when the Knights started making it into a powerful naval base and ship repair center. The island holds one of the three holy relics the Knights own.

## Points of Interest

* Navalia Magnificus (Grand Shipyard). This city was named Le Carénage (The Careenage) before the Knights purchased the island. They expanded the existing naval repair facilities into the best harbor for ship repairs in the New World.
* In Tria Castella (The Three Forts). Three forts guarding the harbor of Sancta Ursula. Castellum Cotoner guards Pharos Bartolomé, the huge lighthouse that has been given the former name of the island. Castellum Wignacourt guards the city itself and the third, Castellum Carafa, is on the peninsula west of Navalia Magnificus. All three forts have been named after the grandmaster that had them built.
* Capellam Madonna de Philermos (Chapel of Our Lady of Philermos). This inland chapel is where the Knights keep one of their holy relics: the Icon of Our Lady of Philermos. The icon is used in a secret process where cotton is blessed and woven into sails and tunics. The Maltese cross on the tunics and sails is then able to produce a bright flash of light or glow as a continuous light source. The Knights use cotton for this because regionally grown cotton gives better magical results, they are the only ones using cotton sails.
* Textrinum Byssum (Cotton Weaver). This is a large manufactory where cloth for sails and tunics is woven. It is close to the chapel.
Орден Теневого Легиона

**Теневой Легион** — элитная группа имперских рыцарей, тренирующихся обращению с редкими и мощными имперскими жеребцами. Эти люди — более мощная версия обычных имперских рыцарей.

Теневой Легион придерживается традиций Старой Империи, из-за чего его недолюбливают Император Мариус и орден Сияющего Креста.

Ездя на имперских жеребцах, которых могут позволить себе только знатные семьи, представляют из себя тяжёлую кавалерию поддерживающую тяжёлую имперскую пехоту. Возможно, самая мощная кавалерия в Пендоре. Некоторые члены ордена используют в бою метательные копья с широким наконечником, обладающие смертельной точностью и мощностью. Их атаки быстрее чем у обычных тяжёлых рыцарей, что делает практически каждую их конную атаку смертельной для противника. Их не стоит недооценивать и в тех случаях когда они сражаются не в седле. Могут сражаться лучше Бессмертных, однако, отсутствие Цвайхендеров, значит что они испытывают недостаток в силе атаки, в отличии от Бессмертных.

Теневой Легион Мариуса это обычные бронированные пикинеры с некоторыми различиями. Они делают ставку на подвижность, из-за чего их броня поглощает меньше урона. Они вооружены имперскими алебардами и метательными копьями с широким наконечником, что делает их сильнее обычных пикинеров. Как и у большинства пикинеров, у них нет щитов из-за того что они используют большое древковое оружие, это значит что их легко убьют, если они не будут защищены другими юнитами.

## Игровая информация

Для присоединения к ордену требуется 500 известности, 10 чести и нейтральные\положительные отношения с орденом. Имеют отделение в Цезе.

Для создания отделения ордена требуется : камень куалис , 20,000 динар, 10 чести и отношения не ниже (-10). Создание отделения понизит отношения с Культом Змеи и Компаниями Авантюристов.

Центурионы ордена обучаются из имперских рыцарей, а морские пехотинцы из бронированных пикинеров.

Начальные отношения с игроком (0).

Поддерживают нейтральные отношения с Империей, и отрицательные отношения с орденами Новой Империи, с орденом Бессмертных (-10), орденом Феникса (-20), Орденом Волков тени (-10) и орденом Сияющего Креста (-100), орден Теневого Легиона так же подозревается в тайных связях с Культом Змеи, что настраивает против них орден Рассвета (-50). Так же противники Ненавистных фракций.
Camouflage Cloak (Feat)

**Prerequisites:** [Huli Jing], Stealth 5 ranks

**Benefit:** You can use your cloak of illusion to camouflage yourself rather than disguising yourself, creating an illusion of your surroundings where you hide. You can use a standard action to use your cloak of illusion and make a stealth check. You do not have to have cover or concealment to make this stealth check, and you gain a bonus to the check equal to 2 + the number of huli jing feats you possess. You lose this bonus as soon as you move.
All Kinds of Folks: Maker

## Introduction

Maker folk are little folk who build, craft, or create things. Some create humble crafts, like shoes or tools, others create masterful magical items, or monuments of amazing beauty and durability. They can oftentimes complete even the largest projects in the span of a single day.

## Abilities

* Spell-Like Abilities: Maker folk can use the following spell-like abilities at will: Mending, Identify
* Swift Craftsman: Maker folk gain a +2 bonus to all Craft or Profession checks made to create or build something. Once per month, when crafting, enchanting, or building something, the maker folk can attempt to finish it in a single day, by working for 24 hours straight. The maker folk cannot be interrupted or pause in their labors during this time or the attempt is wasted. If the maker folk succeeds on the attempt, the project is finished at the end of the 24 hour period. After such an attempt, the maker folk is exhausted for 24 hours, whether or not they were successful. The maker folk cannot create an object or structure larger than Large size using this ability.

## Examples

**Yunwi Tsunsdi** are little folk who live in small caves in the mound. The resemble handsome natives, only about 20 inches tall, with extremely long hair that almost reaches the ground. They are masterful crafters who create beautiful pottery, stone carvings, and woodworks, and even magical tools and weapons on occasion. Each major creation inspires a celebration among them, and their drums and music can be heard from some distance away, echoing through the mountains. In olden times, they would strike those who came looking for the source of the sound with bewildering magic, but in recent years they have begun to actively trade with the humans around their settlements.

**Leprechauns** are some of the tallest little folk, around two feet tall. They wear red jackets with many buttons, and usually bear full beards and one of a variety of unusual hats. In truth, the number of buttons in each row and the number of rows varies depending on the leprechauns skill and renown, from four rows of four up to seven rows of seven. These are only a select few craftsmen of the leprechaun people who are sent out to make money for the community as a whole. The hidden communities reside under mounds of earth.

**Menehune** are Hawaiian little folk, about 18 inches tall, with strong, thick builds, both males and females. They don’t usually wear clothes, but their very long, straight hair keeps them warm and covers them. They are builders beyond compare, and can build walls, shrines, and other enormous structures in a single day. They create amazing stonework, intricately detailed and masterfully aligned.
All Kinds of Folks: Wild

## Introduction

Wild folk live in the wild places of the world, separate but parallel to the human societies around them. Despite the challenges put forth by their size, they thrive wherever they can, though they have a notable history of trouble with geese and cranes.

## Abilities

* **Spell-Like Abilities:** Wild folk can use the following spell-like abilities at will: Know Direction, Endure Elements (self only)
* **Wild Step:** Wild folk can walk freely in their wild areas. In natural environments, they can ignore the negative movement effects of difficult terrain, and leave no tracks or scent trail. This does not apply to terrain that has been magically manipulated, or terrain on the spirit world, and it does not prevent them from suffering the effects of moving through some hazards, such as damage from thorns or the effects of poison ivy.
* **Wild Heart:** Wild folk gain a +2 bonus to Handle Animal and Survival checks.

## Examples

**Ishigaq** are little folk of the north, who roam through the pine forests and the tundra. They stand little more than a foot tall, but otherwise look much like inuit. They live by hunting small mammals and birds, and their footsteps are so light they leave no footprints in the snow. Over long distances, they sometimes ride tiny sleds pulled by arctic hares, which the Ishigaq treat much like horses.

**Pygmies** are little folk of the equatorial regions of the world, all across Eurasia and Africa. They stand a bit shy of a foot and a half, and they have dark olive skin tones. These little folk have been locked in a violent struggle against a certain species of migratory cranes. The cranes nest near the pygmy settlements, which they regard as little more than a convenient place to snack while they raise their young. Their sharp eyes, tall bodies, wicked beaks and ability to fly make them very dangerous foes. In retaliation, the pygmies mount goats and ride to the nesting regions where they slaughter the chicks and crack the eggs, in the hopes of not having to face them when they grow.

**Tsivdigewi** are little folk of the new world, about 14 inches in height, and resembling miniature natives with very long hair. They live on shorelines, under basket-like domes of sticks and strips of wood, with a number of the branches sticking straight out from the edge. They plant these houses in the sand, and dig out a pit in the center for sleeping. The dome has no doors or windows, though the branches are far enough apart that they can generally see what’s going on outside it. This is a defensive measure against the flocks of geese and cranes that come each year and terrorize the little folk. When it’s safe to move, they pull the house out of the sand, flip it over, and drag it behind them, putting all their belongings inside it. Normally, they simply hide from the birds with their baskets, but in recent years bands have begun to arm themselves with spears and clubs, hoping to make themselves too dangerous for the geese to devour.
Fearsome Form (Feat)

**Prerequisites:** [Huli Jing], Cha 15

**Benefit:** You can use your cloak of illusion to create a terrifying, nightmarish form as a standard action. This form strikes fear into the hearts of those who look upon it. Any creature within 30 feet when you use this ability must make a will save (DC = 10+½ your HD + your charisma modifier) or become shaken for one minute. You can use this ability once per day per huli jing feat you possess.
Fox Senses (Feat)

**Prerequisites:** [Huli Jing]

**Benefit:** While in fox form, you gain a +2 racial bonus to perception checks.

**Special:** If you have three or more huli jing feats, you also gain the scent ability while in fox form.
If you have five or more huli jing feats, you gain these benefits in your humanoid form as well.
Rock Throwing (Feat)

You’ve learned the giant technique of rock throwing, allowing you to lob great hunks of stone at your foes.

**Prerequisites:** [Giantkin]

**Benefit:** You can hurl rocks as ranged weapons. A ‘rock’ can be any large, bulky, regularly shaped object at least two size categories smaller than the giantkin, composed of a material with a hardness of at least 5. A thrown rock has a range increment of 120 feet, and can be hurled up to five range increments. A small-sized rock deals 2d6 base damage, and thrown rocks add 1 ½ times the giant kin’s strength modifier to damage.
Fra'Samuel Sharp

Samuel Sharp is a Jamaican born Englishman that first became a well known surgeon and later joined the Knights Hospitaller when he returned to the New World. He is the Grand Hospitaller of the Order.

## Early Life

Samuel Sharp was born in the British colony of Jamaica in 1709, he and his parents later returned to London. In March 1724 he paid 300 pounds to become a bound apprentice for seven years to surgeon William Cheselden. For reasons he doesn't wish to share a widow named Elizabeth Sale arranged for the money to pay for the apprenticeship. He spent part of his apprenticeship in France, this is where he first came into contact with surgeons employed by the Knights Hospitaller. He met Voltaire as well. He obtained his diploma in 1732 and was elected surgeon to Guy's Hospital in 1733.

Sharp rapidly acquired an extensive practice and started writing on the book that would make the Knights interested in him. His book called *"Treatise on the Operations of Surgery, with a Description and Representation of the Instruments used in performing them"* was published in 1739.

## Life as a Knight

In 1740 Sharp was contacted by the Knights Hospitaller who could use a surgeon with a lot of experience in both operations and with managing the affairs in a hospital. Sharp was interested but didn't want to sell himself short, and made several demands. The most important demand was that he would start as the assistant of the Grand Hospitaller and as soon as that man died he would replace him on the Sovereign Council.
The Knights were reluctant at first, but after a lot of lobbying by the British Langue this demand was accepted. The British Langue wanted to get a second Brit on the Sovereign Council and getting an outsider to become Grand Hospitaller was their best chance. Sharp was sworn in as a Knight of Obedience because he didn't want to become a Knight of Justice, feeling that it would restrict him too much.
Only 6 months after he was sworn in the Grand Hospitaller died and Sharp became the new Grand Hospitaller, the first Brit to be appointed on the Council who wasn't a Pilier.

## Personality

Fra'Samuel Sharp is a jovial man with a good sense of humor. He is a bit indifferent to the piety of the Knights and considers himself more as a man of science than a man of God. He does attend mass and does all the other things expected of him but feels that his research into medicine is more important.
He is a dedicated Grand Hospitaller and takes to the charitable and humanitarian causes of the Knights with great effort as well. He is known for personally doing surgery on the more difficult cases.
He dislikes the politics on the Sovereign Council and tries to stay out of the bickering between [Cassar] and [Marie Auguste]
He likes to tinker with surgical tools and has already discovered improvements for several of them. Native medicine techniques are something he studies as well, he hopes that they might have some knowledge that might be usefull.
Great Britain (Nation)

## British Colonies

* Caribbean Colonies
	+ [Colony of Barbados]
	+ [Colony of Jamaica]
	+ [Colony of Leeward Islands]
	+ [Colony of Lucayan Archipelago and Bermuda]

* Columbian Colonies
	+ Delaware
	+ Pennsylvania
	+ New Jersey
	+ Georgia
	+ Connecticut
	+ Massachusetts Bay
	+ Maryland
	+ South Carolina
	+ New Hampshire
	+ Virginia
	+ North Carolina
	+ Rhode Island and Providence Plantations
Fae War Dance (Feat)

You have learned the traditional battle technique of the little folk.

**Prerequisites:** [Little folk], BAB+1

**Benefit:** As a full-round action that does not provoke an attack of opportunity, you can perform the fae war dance, a traditional movement technique that allows the little folk to attack bigger foes without exposing themselves to danger. While performing the war dance, you spring and hop erratically around a small area only to lunge in one direction or another unexpectedly and hop back. As part of the war dance, you can enter any adjacent square, even if it's occupied by another creature, perform a standard action, and then return to your original square, without provoking attacks of opportunity for the movement. If the standard action taken normally provokes an attack of opportunity, the little folk still provokes that attack.
List of Classes

Because technology is much more advanced than in most fantasy D&D settings, certain classes no longer work in the Crossroads setting, and others have had to be altered or created out of whole cloth.

## Base Classes

* **New Base Classes**

* **Official Base Classes**

Note: These classes are the ones considered to be suitable to fit into the *Crossroads* setting.

 Wizard | The classical arcane spellcaster, a student of tomes and spellbooks

## Prestige Classes

* **New Prestige Classes**

 Coureur Des Bois
 False Face Healer
 Nameless
 Scarred Monk
 Skinwalker

* **Official Prestige Classes**
	+ Arcane Trickster
	+ Assassin
	+ Chevalier
	+ Dark Delver
	+ Divine Assessor
	+ Deep Sea Pirate
	+ Duelist
	+ Low Templar
	+ Mammoth Rider
	+ Master Spy
	+ Pathfinder Chronicler
Colonie de Saint-Domingue

*Consists of Western part of Hispaniola, Île de la Tortue (Tortuga), Île de la Gonâve, Île-à-Vaches (Cow Island), Les Cayemites, La Navasse*

*Dominant culture: French*

## History

Spain discovered and started to colonize of the island of Hispaniola in the 1490's, but when they started conquering lands on mainland Vespuccia their interest in the island started to decrease. This allowed French buccaneers to first establish a settlement on the island of Tortuga from which they started raiding Spanish ships. In later years they started establishing colonies on the main island as well. The Spanish formally ceded the western part of Hispaniola to France in 1697.
It is now the richest and most valuable French colony in the Caribbean, it produces more sugar than all British Caribbean islands combined.
The island is the birthplace of the Voudou religion.
There is a large population of mixed-race free people that don't have the same rights as French-born colonists. There is tension between the two groups. These mixed-race people are mostly the offspring of white plantation owners and their colored mistresses.

## Points of Interest

* Cap-Français, Hispaniola. Capital of Saint-Domingue
* Port-au-Prince, Hispaniola. A city that started out as a base with a hospital for French buccaneers.
* Léogane, Hispaniola. French harbor town built on the capital of a former Native chiefdom.
* Etang Saumâtre (Brackish Pond), largest lake on the island of Hispaniola.
* Île-à-Vaches (Cow Island), a small island off the southern coast of Hispaniola. It has several large swamps and a mangrove forest in a lagoon. The island is also surrounded by several dangerous shoals, reefs, and rocks that have been the cause of many shipwrecks.
* Fort-Dauphin, strategic fortification on the northern coast of Hispaniola.
* Île de la Tortue (Tortuga Island). This Island was formerly a famous pirate hideout and the capital of Saint-Domingue. The Brethren of the Coast were also primarily based on this Island. These pirates were never really controlled by France and used Tortuga to stash a lot of their booty.

## Notable Inhabitants

* François Mackandal, houngan (Voudou priest) and maroon leader. He is trying to unite the various bands of maroons and is developing plans to use slaves to poison the meals of their owners. Leads various raids on plantations. Has lost his right arm, it got crushed in a sugarcane press. Is very radical and wants to destroy white colonization on Saint-Domingue
* Hubert de Brienne, Comte de Conflans, governor of Saint-Domingue. He is also a Chef d'escadre (squadron commander) of the French navy.
* Marguerite Brunet (stage name Mademoiselle Montansier), a 20 year old actress that followed her love and his theater group to Saint-Domingue.

## Link Sites

* Cap-Français
* Etang Saumâtre
* Fort-Dauphin
List of Feats

## General Feats

* [Born of Two Peoples]
* [Calmecac Education] (Language feat)
* [Drive a Hard Bargain]
* [Eastern Education] (Language feat)
* [Expert Haggler]
* [Extra Boon] (Touched race)
* [Gift for Tongues]
* [Lettered]
* [Polyglot]
* [Runereader] (Language feat)
* [Savvy Customer]
* [Western Education] (Language feat)

## Racial Feats

* [Camouflage Cloak] Huli Jing
* [Battle-fade] Taqriaqsuit
* [Deadly War Dance] Little Folk
* [Evasive War Dance] Little Folk
* [Extra Steps] Taqriaqsuit
* [Fae War Dance] Little Folk
* [Fearless] Mo-Swe
* [Fearsome Form] Huli Jing
* [Ferocity] Mo-Swe
* [Fox Illusionist] Huli Jing
* [Fox Magic] Huli Jing
* [Fox Senses] Huli Jing
* [Ghostly Trek] Taqriaqsuit
* [Grab] (Beast Touched)
* [Huxian] Huli Jing
* [Long Stride] Taqriaqsuit
* [Magic Fangs] Huli Jing
* [Magnificent Rack] Mo-Swe
* [Noble Fox] Huli Jing
* [Phantom Breath] Coatl
* [Powerfull Charge] (Beast Touched)
* [Powerful Charge] Mo-Swe
* [Practiced Disguise] Huli Jing
* [Pounce] (Beast Touched)
* [Quick Change] Huli Jing
* [Rake] (Beast Touched)
* [Resounding Bellow] Mo-Swe
* [Rock Catching] Giantkin
* [Rock Throwing] Giantkin
* [Scent] Mo-Swe
* [Sculpt Phantom] Coatl
* [Slip Through] Taqriaqsuit
* [Stability] Mo-Swe
* [Summon Phantom] Coatl
* [Trample] (Beast Touched)
* [Vanishing Step] Taqriaqsuit
Облачение в доспех

**Облачение в доспех** (англ. *Barding*) — квест, добавленный в обновлении 3.9.4. Выдаёт кузнец Харольд на отстроенных Старых руинах после завершения квеста Старая история.

## Описание

После того как вы наймёте кузнеца и посетите его, Харольд расскажет, что во время отстройки руин работники нашли старые, но относительно целые доспехи для коня. Но даже если их починить, то не каждый конь их сможет надеть, так как такие доспехи делались для коней королевской породы, живших еще при старых королях Пендора и почти вымерших во время Красной чумы, и только для них. Мало кто знает, где остались выжившие королевские кони.

Езжайте в Сарлеон, и расспросите об этих конях местного конюшего, он расскажет вам, что у него есть последняя тройка королевских коней, но он никак не желает их продавать. Однако, узнав что вы нашли древние доспехи для них, он все таки согласится их продать за средний мешочек драгоценностей.

Как только вы получите коня, отведите его к кузнецу. Харольд скажет, что ему надо две недели на починку и оснастку доспехов на коня (уведомление о конце работ вам не придёт). После этого срока, приезжайте и забирайте лучшего коня для рыцаря на поздней стадии игры.
Sculpt Phantom (Feat)

You can shape the energy of your phantom body to give it the appearance of a specific soul.

**Prerequisites:** [Coatl]

**Benefit:** You can make a disguise check to shape your phantom body to appear and sound like a specific human soul. This appearance is purely cosmetic, and it is still entirely under the control of the Coatl. The Coatl may make bluff checks to convince a viewer the being depicted is present.
Long Stride (Feat)

**Prerequisites:** [Taqriaqsuit], 5 HD

**Benefit:** A taqriaqsuit with this feat stays in the spirit world longer each time they use their ghost step ability. When using ghost step, a taqriaqsuit with this feat can hold the shift for longer, until the start of their next turn. They materialize for an instant when their turn begins, even if they use their ghost step ability again immediately.
Magic Fangs (Feat)

**Prerequisites:** [Huli Jing], BAB +5

**Benefit:** Your bite attack gains a +1 enhancement bonus to attack and damage.

**Special:** The enhancement bonus increase by +1 for every 2 huli jing feats you possess.

If you have five or more huli jing feats you can use your bite attack even when in humanoid form.
Sanctus Crux

*Consists of Sanctus Crux*

*Dominant Culture: Maltese*

History
Bought from the French in 1651, the island was made into the new capital of the Knights Hospitaller. Here they have built their new island fortress, even grander than Malta used to be.
The council and Grandmaster both reside here.

## Points of Interest

* Lascaris, capital city of the Knights Hospitaller. Named after the grandmaster who bought the islands. It has the most renowned hospital in the New World within it's walls. Hundreds of people come here every year in hopes of getting healed.
* Palatio Magistri Generalis (Palace of the Grandmaster), Sanctus Crux. The official residence of the Grandmaster. In this palace the council of the Knights gathers and makes it's decisions.
* Armamentarium Palatio (Palace Armory), Sanctus Crux. The armory that stands next to the Palace of the Grandmaster. It houses a massive collection of arms and armor from the history of the Knights. Originally all these items were located on Malta, but they have been shipped over to the New World. - - The Armory houses among others crossbows, swords, arms, guns, bronze cannons and many other weapons and armor.
* In Archivo (The Archive). The archive of the Knights, it is housed in the catacombs under the Palatio Magistri Generalis. There is also a large collection of books and manuscripts.
* Gerard Hospitium, Lascaris. Named after the founder of the Knights this is the best hospital in the New World.
* Montem Falcon, highest point of the island. The famous Maltese Falcons are bred and trained on this mountain.
* Sinus Madonna Stella Maris (Bay of Our Lady, Star of the Sea), a bioluminescent bay on Sanctus Crux where the Knights harvest bioluminescent water.
* Castellum Madonna Stella Maris (Fort of Our Lady Star of the Sea), a fortress built by the French in 1617 and later taken over by the Knights to protect Sinus Madonna Stella Maris.

## Notable Inhabitants

* Manuel Pinto da Fonseca, Grand Master of the Knights Hospitaller. A Portuguese nobleman by birth, he is currently 69 years old.
* Cassar, bodyguard of the Grand Master.
* Princess Marie Auguste of Thurn and Taxis, Dame Grand Cross. The former regent of the Duchy of Württemberg, when her son came of age she lost most of her power and as a Dame of the Order she moved to the New World. She is 44 years old, corresponds with philosophers like Voltaire and Marquis d'Argens and is renowned for her excessive spending.

## Link Sites

* Lascaris
* Sinus Madonna Stella Maris
List of Cultures and Subcultures

## Human Cultures

* [African]
	+ Northern
	+ Slave
	+ Western
* [Arctic]
	+ Inuit
	+ Tuniit
	+ [Vinlandr]
* [Chinese]
	+ Han
	+ Han-Californian
* [European]
	+ Dutch
	+ English
	+ French
	+ Maltese
	+ Spanish
* [Great Plains]
	+ Northern
	+ Southern
* [Mesoamerica]
	+ Maya
	+ Mexica
* [Northeast]
	+ Ganonsyoni
	+ Great Lakes
* [Northwest Coast]
	+ Haida
* [Southeast]
	+ Cahokian
	+ Eastern
	+ Southern
* [Southwest]
	+ Apachean
	+ Great Basin
	+ Hisatsnom
* [Subarctic]
	+ Cree
	+ Dené
	+ [Mammutchadinne] mammoth-riders

## Nonhuman Cultures

* [Sasquatch]
	+ [Ha'ah'oO] - Forest Sasquatches
	+ [Oo'wa'Oo] - Mountain Sasquatches
* Fae
	+ New World
	+ Old World
* [Huli Jing] - illusion-weaving fox spirits
* Kukulkani
	+ Emerald
	+ Ruby
	+ Sapphire
Powerful Charge (Feat)

When you lower your rack against a foe, enemies dive out of your way.

**Prerequisites:** [Mo-Swe]

**Normal:** Your Gore attack deals 1d8 damage, plus 1½ times your Strength bonus (if any).

**Benefit:** Whenever you charge, you deal twice the normal amount of damage dice (2d8) with your Gore attack, plus 1½ times your Strength bonus (if any).

**Special:** This feat stacks with the Magnificent Rack feat.
Fūinjutsu: Insutanto Gaikan

* #2
* #3
* #4
* #5
* #6
 **Creador** | Karazu Uchiha

El **Insutanto Gaikan**, también conocido como el **Sello de Aparición Instantánea (**インスタント外観,Fūinjutsu: Insutanto Gaikan ) es un Fūinjutsu en el cual mediante la colocación de un sello por el usuario, comprimiendo en el mismo una grán cantidad de chakra sirve de transportador de materia de un punto a otro, se dice que existen varios sellos de estos desplomados por el Mundo Shinobi, y son utilizados por los **Akatsukis** para viajar por todo el Mundo Shinobi.

**Karazu Uchiha**, creador de este Fūinjutsu, viajó por todo el globo para ir colocando estos sellos en puntos estratégicos, cerca de las grandes potencias y aldeas importantes para ahorrarse semanas y semanas de viaje, al igual que todos sus miembros, el único que puede poner en funcionamiento este sello es él.

Su aparición fue en el *Segundo Capítulo de ShinobiRP*, donde Karazu transporta su gente mediante este sello a pocos kilómetros de Iwagakure no Sato.

Al utilizar este sello, el cuerpo u objeto se desmaterializa y viaja hacia el otro punto donde esté ubicado el sello, pueden enlazarse entre sí todos y cada uno de ellos, es decir, se puede viajar de un punto a otro, el desgaste de chakra por usarlo es alto, por lo cual no puede realizarse más de un viaje cada dos días.

Utilizar el sello con poco Chakra podría significar la muerte del usuario, ya que la desmaterialización sería incompleta y moriría en el acto.

### ***Curiosidades.***

* El sello drenará todo el chakra de quien lo toque a menos que sea el usuario.
* El sello puede ser colocado en cualquier superficie, inclusive en personas
Battle-fade (Feat)

**Prerequisites:** [Taqriaqsuit], BaB +5

**Benefit:** A taqriaqsuit with this feat has learned how to instantaneously fade from the world in combat, going incorporeal for a few moments to protect themselves from attack. As an instantaneous action, you can go incorporeal until the start of your next turn, just long enough to avoid a particularly devastating attack or spell. Each use of this ability consumes one use of your ghost step ability.