recursal/Fanatic-Fandom huggingface dataset:
Gyok

History

[x]

[x]

[x]

Members of this race can see in the dark up to 60 feet

* **Poison Resistance**

Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

* **Stalker**

Perception and Stealth are always class skills for members of this race.

* **Climb**

Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

* **Toxic (Paralytic Venom)**

A number of times per day equal to its Constitution modifier (minimum 1/day), a
member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability).
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Dex; cure 1 save.

* **Poison Use**

Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

* **Carrion Sense**

Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

* **Camouflage (Jungle)**

Members of this race gain a +4 racial bonus on Stealth checks while within swamp terrain.
Vorjskan

## History

Located just north of Centros, Vorjskan is the northernmost landmass on Anor Mundus, it is a harsh and frigid land, its southern reaches are kept warm through volcanic channels and ocean currents.

## People

Native inhabitants to Vorjskan include catfolks, houndfolks, minotaurs, hukkanans, and walrusfolks. Fire and Frost giants once dominated the land but centuries of war have dwindled their numbers and allowed the weaker races to prosper.

Humans on Vorjskan are primarily Skal, Valrung and Inuk, who often live with the Firefoot halflings, and their half-giant Urals. The land of always winter is also home to magically altered humans known as Frostlings, made immune to cold by selling their souls to Yargrath the Hungering Cold.
Mielis Miorno

Mielis Miorno est un Personnage non-joueur. C'était le père de Spatule. Durant la jeunesse de Spatule, Mielis et sa femme ont été victimes d'un Kyton nommé Vrock, qui le posséda et enferma sa femme dans une boîte musicale. Plusieurs dizaines d'années plus tard, Spatule éjecta Vrock du corps de son père lors d'un combat contre ce-dernier, lui coûtant la vie durant le processus.
Wiki Bertrid

## Bienvenue sur le wiki

Bienvenue sur le wiki. Nous sommes un site Web communautaire et collaboratif à propos de votre thème que n’importe qui, vous y compris, peut modifier. Cliquez sur le bouton « Modifier » en haut de n’importe quelle page pour commencer !

## Décrivez votre thème

Écrivez une description sur votre thème. Informez vos lecteurs sur ce dont parle votre thème et ajoutez des informations générales qui le concernent.

## Activité récente

Les photos et les vidéos sont un bon moyen d’ajouter des éléments visuels sur votre wiki. Trouver des vidéos sur votre thème en explorant la vidéothèque de Fandom.

Fichier:Placeholder
Changeling

History

Changelings are the result of when a Hag mates with a human male. Hags however rarely take care of their child whom they abandon for others to raise.

## Description

Changelings are typically tall, slender, dark haired, and attractive, changelings otherwise resemble their fathers’ race. They are always female, and their mismatched colored eyes and abnormally pale skin hint at their true heritage.

### **Lifecycle**

Changelings are virtually identical to humans, that is until puberty beckons.

At puberty, changelings receive “the call,” a hypnotic spiritual voice that beckons them to travel and discover their true origins.

Changelings who ignore this call choose their own destiny; those who heed it discover their “mother” and may come into great power by transforming into hags themselves.

## Culture

As foundlings, Changelings have no real culture of their own, they blend into that of their adoptive parents, although when their true heritage is discovered or even suspected, many face prejudice.

Changelings are often loners and wanderers as a result and many are pushed into learning the magical arts to defend themselves, furthering the rumors of witchcraft.

## Gameplay

### **Ability Scores**

Changeling are frail but comely and cunning. (+2 WIS +2 CHA -2 CON)

### **Base Traits**

* **Natural Armor:** Changelings have a +1 natural armor bonus.
* **Claws:** Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
* **Darkvision:** Changelings see perfectly in the dark up to 60 feet.

### **Subrace Traits**

In addition to base traits, Changelings gain one additional traits depending on their Hag mother's identity.

* **Hulking Changeling (Annis Hag):** The changeling gains a +1 racial bonus on melee damage.
* **Pyrophile (Ash Hag):** The changeling gains a +1 racial bonus on damage rolls when using spells with the fire descriptor. This bonus increases by 1 for every 4 levels the changeling has beyond 1st.
* **Green Widow (Green Hag):** The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
* **Sea Lungs (Sea Hag):** The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning.
* **Gaze Blindness (Mute Hag):** The changeling gains a +2 racial bonus on saving throws against gaze attacks.
* **Heartstone Heritor (Night Hag):** The changeling gains a +2 racial bonus on saving throws against disease.
* **Ice Climber (Winter Hag):** The changeling gains a +5 racial bonus on Climb checks on icy or slippery surfaces.
* **Inscrutable (Blood Hag):** The Sense Motive check DC to gain a hunch about the changeling increases by 5.
* **Wind Breaker (Storm Hag):** The changeling is treated as two size categories larger for the purpose of resolving wind effects.
Hag's Reach

Located in the Fangs, Hag's reach is the chief coven and place of worship for hags and witches followers of the Triple Goddess. Hag's Reach is a maze of caverns, outside passages and even magical portals.

### Geography

* The Harrowed Passage
* The Pits
* Windswept pass
* The Shrine of sacrifices

### Foes

* Hags & Witches
* Magical creatures under the Hags' control.
* Cavern dwelling monsters.
Chef Hubert

Hubert, plus communément appelé Chef Hubert, est un personnage non-joueur et un antagoniste dans le monde de Bertrid. Chef Hubert était le propriétaire du chic Resto-bar Chez Hubert, se trouvant dans le quartier riche de Kaldern. Hubert était un psychopathe, ayant tué de nombreux employés du restaurant et mettant toutes sortes de cochonneries dans la nourriture de ses clients. En combat, il lançait des poutines brûlantes sur ses adversaires, leur offrait un transport très douloureux et râpait la chair de ses victimes avec son épluche patates.

Lors d'une de leurs missions, les aventuriers Zadig, Spatule et Goléand infiltrèrent le restaurant accompagnés de Garzer Brotarus. En rentrant dans la cuisine, ils constatèrent qu'Hubert était complètement fou, étant en train d'étrangler un de ses employés à mort devant leurs yeux. Un combat s'en suivit et Hubert fut vaincu, achevé par Goléand. En le fouillant, les joueurs trouvèrent sur sa personne un anneau de subsistance, qui permet au porteur de survivre sans eau ni nourriture.
Grippli

History

Grippli are a native race of Anor Mundus primarily found in wetlands and damp forested areas on Centros.

## Gameplay

### **Base Traits**

* **Camouflage:** Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
* **Swamp Stride (Ex):** A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
* **Weapon Familiarity:** Gripplis are proficient with nets.
* **Darkvision:** Gripplis can see perfectly in the dark up to 60 feet.
* **Jumper:** Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump.
Lizardfolk

Lizardfolks are an order of beastfolk with characteristic akin to mundane reptiles. Although often lumped together, Lizardfolks are the most varied order and the species are not particularly closely related and very diverse.

* Szadek (Common Lizardfolk)
* Saurus (Feathered Lizardfolk)
* Gyok (Spotted Lizardfolk)
* Nagaji (Lesser Naga)
* Troglodyte (Degenerate Vul'gra)
* Kobold (Dragonfolk)
The Great Mother

### Domains

Animal (Fur), Community (Family), Strength (Ferocity), Darkness (Moon, Night), Protection (Solitude)

## History

The Great Mother along with her mate, the Solar Dragon, were among the first of the primordials. They were tasked by the All-Maker to watch over the newly minted world.

The great mother would bear many children, the younger primordials. And while most would take their appointed role in the cosmic order, some would not, but even those who turned from the right path she could never forsake and would protect from the wrath of her mate.

## Relationships

The great mother loves her mate and all of her children, even when they have gone astray such as the First Betrayer or the Stillborn Queen.

The mother has little care for those whom she did not nurse, save for those who would bring harm to children and womenfolk, those and their followers may feel the wrath of her claws and fangs.

## Ethos

*The mother cares for all. In the night she hunts away the evil who would prey on her children, in the day she nurses her children.*

Only women may become followers of the Great Mother.

* Let no man have power over you he has not earned. Accept not to be treated as inferior for your sex.
* Let no harm come to children nor mothers.
* When the time come, care for your own children; protect them, educate them, and see that they may grow old.
* Always be faithful to your mate(s), honor and protect them. Support your mate(s) when they are rightful, bring them back to the rightful way when they are astray.
* Fight any who would oppress women.
* Listen not to tradition or let yourself be bound to others without first having found your way.

## Great Schism

Through the ages, the Great Mother has manifested into two form; the communal wolf and the solitary great cat. Although both are very close, they also differ in priorities.

This twin manifestation has caused a schism her followers with some worshiping her more caring and communal wolf aspect, and others worshiping the more brutal and solitary cat aspect.

The two sects have sometimes even come to violently clash over the 'right' way of worship and behavior.
Vul'gra Civilization

## History

Although agriculture had existed for centuries on Centros, with barley, rye, pea, grape and olive being among the first plants domesticated by several species independently, the first civilization to arise on Centros was created by the Vul’gra, the reptilian ancestors of the modern troglodytes.

The first Vul’gra priest-king —only known as the ‘sun-anointed’— lead the unification of many tribes and the creation of the temple city of Las’runk which created the model for dozen more city states to follow upon.

In its expansion, the Vul'gra would come into conflict with the Cyclops of the Nol-Rodan civilization. In the face of the war, the Vul’gra civilization would shift away from its priesthood leadership and toward leadership under renowned warrior-kings which would unite once independent city states. To support their growing empire, the Vul’gra began enslaving beastfolk on a scale never seen through the golden age of their civilization. To face their mightier foes the Vul’gra would domesticate horses, create the first war chariot and composite bows.

Ultimately, the Vul'gra and Nol-Rodan civilization would meet their end not in battle but rather due to natural disaster. The Dawn age came to an abrupt close when the Starfall occurred breaking down the now mythical continent of Raselnoth and clouding the skies in darkness for centuries. The power of their solar deity lost, the Vul'gra would turn away from the Primordial faith and toward fiend worship to survive the darkness.

## Society

The Vul’gra would establish a caste based society separating labor among priests, warriors, artisans, and farmers which supported the upper echelons by a proto communist economy with universal wages paid in grain to workers.

Vul’gra society was tightly regimented and had no concept of family, all eggs being raised communally in a large nursery in the center of cities and children assigned caste by their caretaker based on aptitude. Important cultural elements of the vul’gra included solar worship, animal sacrifice and communal bathing.

In the interest of keeping records the priesthood created the world’s first known writing system, first beginning with pictographic writing before evolving to a claw-scratch alphabet written on clay tablet.The Vul’Gra pioneered some of the most basic of technology such as copper and later bronze smithing, pottery, masonry and quarry mining.

## Legacy

Early Vul’gra left very little ruins due to their structures being highly vulnerable to degradation due to their sun baked adobe construction methods. Late Vul’gra structures through the Centrosi arid regions have however conserved well.

Millenia of inbreeding, demon worship and have turned the might Vul'gra into the twisted beings now known as troglodytes, who hide in the depths of the underworld, dreaming of reclaiming their ancient glory.
The Maggot God

## Ethos

*All things must end, the cycle must continue. Life and death are nothing but a wheel, endlessly spinning, renewing.*

* Do not break the great cycle of mortality
* Destroy those aberrations who are neither living nor dead.
* Maintain the balance of the cycle; give life when needed, bring death who you must.
* Take no joy in death or destruction, be solemn and faithful to the importance of your duty.
The Solar Dragon

### Domains

Knowledge (Memory), Nobility (Leadership), Sun (Day, Light), Law (Inevitable, Archon), Magic (Divine)

## Ethos

*The radiant one watches over all that is, the first caretaker of the world, he keeps the world orderly and whole in the Maker's stead.*

* Fight the agents of destruction, corruption and chaos wherever they dwell.
* Respect the natural order of things and do not go against the tide of the world.
* Respect reasonable law, tradition and authority. Do not subvert them if other ways exist.
* Seek righteous knowledge and wisdom, defend it from those who would bury it.
* Deal not with the entities from beyond.
Minogidas

History

Minogidas or Goatfolks are a species native to Anor Mundus and found on most continents. Minogidas are typically nomadic and prefers to live in mountainous regions.

## Gameplay

### **Ability Scores**

Minogidas are agile, tough and cunning but tend to learn slowly. (+2 Dexterity, +2 Constitution, +2 Wisdom and -2 Intelligence.)

### **Base Trait**

* **Natural Attack:** Minogidas have a natural gore attack which deals 1d6 points of damage.
* **Plagueborn:** Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
* **Terrain Stride: Mountain:** Minogidas can move through natural difficult terrain at their normal speed while within mountain or hill environments.
* **Stubborn:** Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Carolina Latharnach

## Biography

Carolina is the youngest daughter of five siblings born to nobility. From a young age she, like all her brothers and sisters, has honed her magical abilities which come from her family's draconic bloodline. She was raised by her birth father and a female maid, her mother dying when Carolina was a child from undead attackers.

She is considered the pride of her family following a large fire in the market square of her hometown Oakheart; she along with others present stopped the spread of fire and caught those responsible. It was through these events she met Elias Cole.

She and Elias eloped and were together for four months. After a lot of pushing on Carolina's part Elias opened up to her. However her aversion to all creatures undead was too strong. She immediately kicked him from her home and told the city guard that he had assaulted her.

Last she heard Elias had escaped the city.

## Character Traits

### Physical

Carolina has a natural tan with black curly hair and emerald eyes. She is 5'7 with an hourglass figure and loves to wear loud make-up, gold and elegant robes.

#### Mental

Carolina has been spoiled all her life and is used to getting whatever she wants. She can be very charming when she needs to be but is quick to anger.
Ignatius of Katalonia

## Biography

Ignatius was born, the eldest of four, to a rich and magically powerful family in Katalonia. However, he has no skill with magic and became a family black sheep. His mother desperately searched for a talent within him, unfortunately he had none. Unable to take his families mockery and pity any longer he struck out on his own.

He travels around quickly learning how to steal and even kill when necessary. Skills he has used for unsavory people and groups. He doesn't stick around in any place for too long and doesn't leave much of an impression anywhere.

## Character Traits

### Physical

He is short and thin with fuchsia skin, black eyes and hair and ram like horns that protrude from his forehead. He has a prehensile tail and hooved feet as well. His hair is fairly short, wavy, and usually loosely slicked back. He typically wears trousers and white button-up shirts that are unbuttoned, his breasts hanging free. He carries a long metal pipe like a walking stick and keeps two knives at his waist.

### Mental

Ignatius is overly confident and flirtatious. Despite constant flirting he is unable to get anyone to actually have sex with him because of his extreme awkwardness and lack of charm. He is a social person desperately pretending to be a loner. He is also a massive dork who loves boardgames.

## Allies & Enemies

### Allies & Friends

Despite what he may think, his family loves him dearly and would drop everything to help if they were to learn he was in danger. Both of his parents are alive and he has two younger sisters and a younger brother.

### Enemies

He makes a good number of short term enemies but doesn't leave enough of an impression for anyone to hold a long term grudge against him. Save for his uncle that is barely older than him who believes that he brings dishonor to the family by existing and wishes him dead.
Isle of Hibernia

## Culture

### Cuisine

As the soil of the islands are not suited to grain harvest, Hibernian cuisine instead relies heavily on vegetables along with sheep milk and meat.

Oats are the most common grain and typically cooked in sheep's milk and seasoned with butter. Meat, typically mutton or pork is typically boiled into stew with vegetables such as carrots, parsnip, turnip or rutabaga.

Despite its status as an island, Hibernia eats fairly little seafood. Fish is primarily river caught and smoked.

Bacon is often boiled with bacon and rutabaga as a nightly meal. The national dish is minced lamb cooked in onion gravy with diced carrots and topped with mashed parsnip. Sausages made of sheep's stomach, oats, vegetable and offal meat is another iconic food of the isles.
Kobi

## Biography

"If you meet a friendly Goblin that offers to help with warmth in the winter, kindly but firmly refuse." - Advice given by a town guard

Kobi was taught to always try and help, and to the best of his ability he would. Disregarding the fact that what Goblins considered helpful would potentially lead to property damage Kobi was regarded in his colony as a very good individual who was always around to keep the torches lit and the bonfires burning, even when it wasn't needed. Like all others in the colony he never knew birth parents nor siblings, they were all a big family of course and it was a confusing concept for most Goblins to understand.

Kobi however began to drift from his family as the years passed, he was quick-witted like most of his brethren but also possessed an usual level of intelligence along with it (Rumours said he even kept a pamphlet from a Human city to read when he was bored). While he was always happy to help when it came to matters of fire and light his habits were a little too un-Goblin for the tastes of his family and he was eventually kicked out after offending the Big Boss (He corrected his spelling), cast into the wilds with only his little pet centipede, Grubber.

While for most Goblins solitude was a death sentence Kobi was able to take advantage of his brains and learned to cast basic spells (The discovery that he could do his previous job with but a thought was mindblowing), thus making his new life an adventure. After witnessing some of the big people doing jobs to help the innocent Kobi decided that he too would help, though unfortunately it appeared that Human cities did not require spontaneous bonfires and after a series of burnt-down abodes he was kicked out of town.

He learnt his lesson: people need to ask for warmth before you give it to them. And from that point his offers of help were far better received. That is of course when he didn't overestimate the warmth needed. Most people who know him have thus realised to downplay their needs lest they incur property damage.
Eternium

Eternium is a mythical substance of near legendary status. It was said to have powered to Azant civilization before its collapse before the Eternal Darkness came. It is widely believed that virtually all eternium brought by human refugee was exhausted long ago, but the occasional eternium battery cache still appear, typically leading to bidding or outright physical war over its ownership.

Eternium in its natural state is said to be similar in shape to black crystal which when directly looked at cause the onlooker to behold visions of infinity and possibility.
Fluttershy

**Fluttershy** is one of the main characters of *My Little Pony: Scootertrix the Abridged*. She is voiced by Jack Getschman..

## Biography

Fluttershy represents the element of kindness.

## Personality

Fluttershy is what you could call a coward to most everything though most especially rabbits. She's usually a nervous wreck at most times throughout the series though later learns to overcome this. Due to her Pegasi physiology she starts to act more like a rash.

## Physical Appearance

Fluttershy is a light yellow pegasus with a pink mane. Her cutie mark is three butterflies.

## Skills and Abilities

Fluttershy is able to fly as she is a pegasus.
Saurus Lizardfolk

History

[x]

[x]

[x]

## Gameplay

### **Ability Scores**

Saurians are strong and intelligent but somewhat clumsy. (+2 Str, +2 Int, -2 Dex)

### **Base Traits**

* **Natural Armor:** Saurians get a +2 to natural armor
* **Hardy:** Saurians gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* **Stability:** Sauriansreceive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
* **Craftsman:** Saurians gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
* **Stonecunning:** Saurians receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
* **Relentless:** Saurians gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
* **Slapping Tail:** Saurians have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user’s Strength modifier.

* **Tripping tail:** When a Saurian hits with its slappingtail, it can make a trip attack as a free action that does not provoke attacks of opportunity.
Organizations

## Religious

### Centros

* The Faith Militants
* The House of the Falling Night
* The Coven of the Claw
* The Fellowship of Dawn

### Hurekami

* The School of the White Lotus
* The Sages of the Eightfold Paths
* The Disciples of the Kami

## Mercenary

### Centros

* The Disfavored
* The Thousand Sons
* The Black Hounds
* The White Hawks
* The Chorus of Blood

## Government

### Centros

* The Office of the Purity of the Faith
* The Imperial Legion
* The Foreign Legion
* The Frumentarii
* The Imperial Exploration Corp
* The Ordo Sicarius
* The Imperial Administratum

### Uldaar

* The Sworn Brotherhood of the Knights of Val Nora

## Rebels

### Centros

* The Blue Band of Kelt
* The Arcane Underground
* The Lords of the Fangs

## Economic

### Centros

* The Great Wyrm Bank
* Nosgod Consortium
* Emerald Isles Company

## Criminal

### Centros

* The Council of Shadows
* The Shapeless Ones
* The Blade Dance
* The Crimson Sails

## Other

### Global

* The Pathfinder Guild
* The Silver Hand
* The Ravenguard

### Centros

* The Fellowship of the Breakers of Chains
Khem-Rah

History

## Governance

Men-Nefar, Yatuth, Zau, Raqute, Khisos, Djedu, Per-Nas, Abu, Ghet

### ***Aktenniwt***

Five years within his Reign, the Black Pharaoh ordered the construction of a new Capital city for his new god. This city he named Aktenniwt and was to be built within the desert, far away from the river sphinx' valley. For decades, thousands of slaves died creating the Pharaoh's dream.

The city was almost complete when the Black Pharaoh died. His successors quickly saw the folly of such a city and ordered it abandoned and most records of the Black Pharaoh destroyed. For over a thousand years, the city was reclaimed by the sands until its rediscovery in [x]
Kazzaran (the Wolf-Dragon)

### **Description**

The entire region of this new world that encompasses Hardholme is actually called Kazzaran's Valley. To those who are new to this world, Kazzaran is often called the "Wolf-Dragon." But to those who know better, it is Kazzaran, the great and worshiped being. The Masters **(for more info see Native Races of Kazzaran's Valley)** worshiped Kazzaran, and created the four native races (Hyla, Nartox, Canar, and Psora) for Kazzaran, in an effort to create the perfect race for Kazzaran.

### **Location**

Has many temples built in Kazzaran's Valley that are dedicated to the Great Wolf-Dragon. Despite this, Kazzaran has only been seen once by any citizen of Hardholme, and that was only from afar, spotted West of the Mountains near the Red Hyla city on the lake in the Journey to the Southwest Temple (session 3).
Everglow Spring

Everglow Springs is an ancient magical spring hidden in the mountains bordering Alder Marsh. The Spring's magical sanctum has been the subject of a long struggle between agents of the Primordials and followers of the dragon Noromatryx.

### Geography

* The Waterfalls
* Wellspring
* Sacred Sanctum

### Foes

* Guardian of the Spring (Divine Guardian Hydra)
* Cult of the Stormbringer
* Lizardfolk & Boggard followers of the Dragon
* Aquatic Elemental
* Plant Creatures
Ausk

## Biography

* Born to a Human mother, who refused to even mention their father. Knew their mother despised him and treated them with the same amount of scorn she had for their father. Ausk suspects that her father was part of a group of Orc's that raided their home village and had raped their mother.
* Left home at the age of 16 and preferring to live on the move due to clear hostility they faced staying somewhere for too long.
* For a couple of years, when Ausk was 18, they found an almost home working for a blacksmith who taught them to craft their own weapons which they trained with every day. It was a short-lived peace due a group of humans who attacked the blacksmith and killed him in cold blood when he refused to send Ausk away.
* Finding the only person who had ever fully accepted them dead flew Ausk into the first uncontrollable rage. She slaughtered every single member of the group that was part of the murder and anyone that got in their way. Leaving them so mauled that not even their families could distinguish who was who.
* After this Ausk returned to the solitary nomad lifestyle working instead as a sword-for-hire, with their only moral code being that they don't kill children.

## Character Traits

### Physical

* Has dark chestnut hair with strands of auburn running through. Tied back in a messy bun with occasional braids running through.
* Eyes are an ash grey.
* Has pale green skin.
* Stands just shy of six foot and is more of leaner build then most half-orcs.
* Her facial features are a lot more subtly intimidating but her tusks are an inch long just pressing out from her lips.
* She also had two small horns that just peek out from under her hair.

### Mental

* Solitary - Slightly Socially Awkward and Blunt with Speech.
* Doesn't take crap.
* Reliable
* Vulnerable Centre
* Get's flustered when seriously flirted with.
* Bloodlust
The Drownyard

Once an attempt at colonizing the wilds of Alder Marsh, the drownyard is now little but a half sunken tomb city, reclaimed by the marsh after a magical plague poisoned its water and inhabitants. Now the ruins are believed to be abandoned but have been claimed by foul influences.

### Geography

* The Sunken City
* Fort Mire

### Foes

* Cultists
* Naturals Undeads
* Fiends
Age of Dawn

The Age of Dawn is the prehistoric era of Anor Mundus, stretching from the end of the Mythical age of creation all the way to the Age of Monoliths.

Important events in the Age of Dawn:

* Creation of the Wraithwall and Towers by the Architects on Uldaar.
* Early domestication of some animals.
* Beginning of proto-agriculture.
Ordos

### Domains

Law (Inevitable), Nobility (Hubrus), Sun (Revelation), Protection (Purity), Magic (Divine)

## History

Ordos was the second Deity of the Incarnates to be called onto Anor Mundus; summoned to balance the raw power of Va Chao who had been unleashed upon the Vanir Dominion.

It was with Ordos that Menelas the First decided that all Incarnates should come in pair, so that balance and equilibrium could be achieved.

## Relationship

Ordos is opposed within the twin Pantheon by his twin, the shapeless Va Chao with whom he is locked in an eternal struggle.

Ordos and his followers have the ire of both the Solar Dragon (for encroaching in his territory) and the Lord of the Herd (Who represents rightful authority whereas Ordos is all form of Authority.)

## Ethos

*Order above all. Traditions and laws exist for a reason even if you may not comprehend. Systems are in place, reform them you may, but do not undermine them.*

* Always obey the laws of the land.
* Listen to traditions of those who have come before you, they carry much wisdom.
* Fight anarchists and those who would subvert the order of the world.
Orelir

History

The powers of the land of Ushas has long corrupted the Orelirs, transforming them into beings not quite of this world. Blessed with insight and magical powers but cursed with unstable minds.

## Description

Orelirs are a highly variable group, the taint of Ushas has warped them to the point they always have a certain unplaceable oddness to them. Orelirs are recognized for their unnatural skin, hair and eye colors.

## Gameplay

### **Ability Scores**

Orelirs are agile and quick to learn but out of touch with reality. (+2 Dex, +2 Int, -2 Con, -4 Wis)

### **Base Traits**

* **Linguist:** Orelirs start with Imperial Common and Vanir. High Intelligence Orelirs can choose any non-secret language.
* **Low-Light Vision:** Orelirs can see twice as far as a race with normal vision in conditions of dim light.

* **Elven Immunities:** Orelirs are immune to magical sleep effects and gain a +2 racial bonus to saving throws against Enchantments.

* **Elven Magic:** Orelirs gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

* **Mind’s Eye:** Orelirs have Detect Thoughts as a spell-like ability at will.

* **Hypnotic Gaze:** Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round.
Anor Mundus

## Cosmology

Anor Mundus is the third planet from its sun. It is an earth-like planet of varied terrain and climate. Mundus as two natural satellites; the silvery Prima and the coppery Seconda.

### **Solar System**

1. The Chariot
2. The Crucible
3. Mundus
4. The Dragon
5. The Eye
6. The Mirror
7. The Stranger

## Geography

### Midken

* North Midken
* Central Midken
* South Midken
Strix

History

Strixes are the result of centuries of breeding between the native Syrinx and Humans, along with the occasional other birdfolk.

Strix are unique to Centros and found primarily in the Fangs, Swilzeran, and other mountainous regions.

## Gameplay

### **Base Traits**

* **Darkvision:** Strix see perfectly in the dark up to 60 feet.
* **Low-Light Vision:** Strix have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
* **Suspicious:** Strix receive a +2 racial bonus on saving throws against illusion spells and effects.
* **Nocturnal:** Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.
Urrhus Chitin

### Description

Urrhus Chitin is a special material primarily used by Sorenirs and Darfalk. Extracted from Urrhus beatles, the chitin is soaked into special alchemical solution which softens it and allows it to be easily worked. When shapen it is then treated with a second solution which hardens the chitin to a similar strength as steel.

### Gameplay

Most items made of solid metallic plates can instead be made out of Urrhus Chitin, such as armors and weapons. Urrhus chitin is however fairly heavy; multiply the weight of the item by x1.5.

As it is not made of metal, Urrhus Chitin is not vulnerable to rusting effects or other effects targeting metal. Any prolonged and severe exposure to water will however severely damage Urrhus Chitin.
The BFG -- Big Friendly Goliath

**The BFG – Big, Friendly Goliath**

*Author Unknown, H. Hastohmuff Fan-fiction, "discovered" by Aequitus*

 In a world full of strife and danger, it can be hard for anyone to be a gentle soul. Harder even so, if you were born and bred to be a warrior. What can you do, when the world looks upon you as a weapon of destruction, but your spirit yearns for peace?

**Excerpt:**

 Twig, is what he called himself. It was surreal, seeing this hulking giant of a man tenderly pick up little flowers, root and stem, and plant them in the soil with the precision of a watchmaker. His course cotton tunic stained from grass and soil. The most soft-spoken voice reached my ears, “Please forgive me for asking, but could you tread with great care in the confines of my garden? One careless step could snuff out a life.” He need not have said anything; I was rooted to the spot. I watched him work until the sun retreated behind the hills to the West. Just before the twilight set in, he wordlessly maneuvered me to the edge of his garden. “This is my canvas,” he said in a whisper filled with reverence, “and life is my paint.”
Frédéric Gull

Melruth Gull : Frère

Stan Nemruk : Écuyer

Frédéric Gull est un personnage non-joueur dans le monde de Bertrid. Il était le père de Goléand Gull. Selon les dires de Stan Nemruk, son écuyer, Frédéric fut empoisonné par son frère Melruth Gull afin que ce-dernier puisse prendre contrôle de Château Mouette.

Frédéric était décrit comme étant un homme très noble. Il était très juste et respecté parmi sa famille et son peuple. Il était également un excellent épéiste ayant remporté de nombreux tournois.
Kazzaran's Valley

### by Fallynde “The Wrecker” Dankil of the 71st

Since he’s learned to speak Common, Liblub has become an invaluable source of information about the world beyond Hardholme: Kazzaran’s Valley.

Long ago, the Masters of this world world worshiped Kazzaran, the wolf-dragon painted and carved in and on the Temples scattered throughout the area. In their attempts to make the perfect race for Kazzaran, they created the Hyla, the Psora, the Canar, and the Nartox. These races were slaves to the Masters, and built the temples to Kazzaran. As time went on, the Masters had begun to worship “something else,” as Liblub put it.

When the Masters disappeared, the Blue, Green, and Red Hyla went to war over who should be the rightful leaders. According to Liblub, the Blue were favored in the Masters’ eyes for their adaptability (a trait that has made it incredibly easy for Liblub to learn fluent Common in such a short amount of time). The Green were trained in magic and used this against the other tribes before eventually withdrawing into seclusion. The Red, physically mighty, saw this as the perfect opportunity to take over. These attempts were unsuccessful and led to their territorial ways.

Without the protection of the Masters, the other races went into hiding. The Psora, flying creatures with excellent scavenging skills, hid away in the smoking mountains to the northwest. The Canar, the dog-centaur, mimic-beings our party has encountered twice now, made the Eastern Forest their home. (The Hyla never go into the Eastern Forest.) The Nartox, the small purple people who inhabit the Temple on the Mount, separated into smaller tribes and took over the various temples for their own purposes.

When Liblub set forth on his fateful journey to the Temple on the Mount, he did so to kill Nartox, which are universally hated by all three Hyla tribes. He’d hoped to return home a great warrior and maybe a uniter of their collective Hylian cause. Unfortunately, that tribe of Nartox took him captive, along with others, including Sir Reznor of the Silver Flame. They were kept alive for decades while tortured.

It is interesting that the history of this land includes a race of beings who created each of these strange-to-us races. On our exploration of the Temple of the East\*, we were horrified to find cages filled with horribly disfigured, golem-like, hybrid creatures. This leaves me to wonder if the giant, purple monster we encountered at the temple and his underlings were attempting to make the perfect race for Kazzaran, like their Masters before them. Their results were gruesome, so I hope we’ve put an end to that venture (though I doubt we have).

\*Those who were present on this trip to the Temple of the East: Aequitus, Aurelae, Buckler, Fallynde, and Fitz of the 71st, and Rael of the 70th
Kaldern

Kaldern est une ville dans l'Univers de Bertrid. C'est dans ses environs que se sont passés la plupart des aventures de Spatule, Zadig, Goléand et Will jusqu'à présent.

Kaldern est une cité libre faisant partie de l'alliance des quatre cités libres. Elle compte environ 5000 habitants. La cité est entourée d'une muraille, usée par les nombreuses guerres contre les orcs d'Orkania. Fondée il y a environ 4 siècles, la ville était jadis la capitale d'un petit Royaume, mais après une petite et efficace rébellion, le roi fut contraint de laisser sa place à un conseil.

Kaldern contient de nombreux magasins et points d'intérêts qui sont fréquentés par les joueurs, notamment la boutique d'objets magiques Chez Rick.
Ogre

History

Created on Azant as a servitor race by humanity's ancestors to serve as hard labor. When humans escaped their dying world and made their journey to anor mundus, some ogres came with them, but their control shackles would soon fail and the formerly enslaved ogres broke free of their master's control.

Wherever humanity dwells, ogres live on the edge of that civilization. Despite generations having come and gone, many ogres still hold a grudge.

## Description

Inbred mountains of monstrous muscles, ogres are terrifying in their appearance. Even the smallest of these hulking brutes stands at least eight feet tall, while some legends put the largest ogres at over fourteen feet tall. Humanoid in form, their bodies seem hideously distorted and unpleasant as measured by almost any standard of beauty.

Ogre legs are too stumpy for their massive forms, resulting in a ridiculous hobble which unfortunately does not diminish their speed. The ogre's upper torso is well-muscled and covered in matted, sweaty body hair. Ogres possess disproportionately long arms compared to humans, giving them an ape-like appearance. Their faces appear puffy and bloated, with eyes far too small for their swollen countenances. They have large mouths lined with broken teeth that are nonetheless capable of tearing raw flesh from bone. Thanks to countless generations of inbreeding, each ogre possesses its own unique deformities. These degenerate mutations only increase the ogre's already terrifying visage.

## Culture

Ogre tribes are known as families, and many of their deformities and hideous features arise from the common practice of incest. The leader of a tribe is most often the father of the tribe, although in some cases a particularly violent or domineering ogress claims the title of mother.

Ogre tribes bicker among themselves, a trait that thankfully keeps them busy and turned against each other rather than neighboring races. Yet time and again, a particularly violent and feared patriarch rises among the ogres, one capable of gathering multiple families under his command.

### **Society**

Ogre society is tribal, inbred and far removed from any civilised definition of society. Ogres live in tribes consisting of a few families at most. These tribes are ruled over by a 'pappy': the strongest, most powerful, and most virile male of the tribe. Ogre society appreciates nothing but strength and fertility, the two attributes that make an ogre tribe so dangerous.

### **Religion & Faith**

Many ogre worship the Stillborn Queen, seeing deformity as her blessings, while other worship natural powers through shamanism, or worship their ancestors.

## Gameplay

### **Base Traits**

* **Size:** Large
* **Speed:** 30'
* **Natural Armor:** Ogres have thick greasy skin, granting them a +2 natural armor bonus.
* **Darkvision:** Ogres have darkvision and so can see perfectly in the dark up to 60 feet (2 RP)
* **Low-Light Vision:** Ogres can see twice as far as humans in dim light (they have low-light vision)
* **Reach:** Ogre have a total reach of 10'
Striders

### **Description**

Part woolly mammoth, part gallimimus type creatures. Loud mating calls. Good to ride (like a horse) on long adventures. If you need a Strider, you can rent or buy one from Kalista of the 13th at Strider Ranch.

### **Location**

In the Wild(eholme) they can be found in the hills North of Hardholme. Otherwise, check out Strider Ranch in Hardholme.

### **Additional Notes**

You've gotta say "STROY-DAH" with a heavy Australian accent oy mate!
Age of Monoliths

The Age of Monoliths followed the Age of Dawn and marks the beginning of civilization and recorded history of Anor Mundus. It was followed by the Age of Darkness after the Starfall.

## Civilizations

### Centros

* The Nol-Rodan Cycloptic civilization and their goblinoid servants.
* Vul'gra Civilization by the ancestors of troglodytes

### Uldaar

* First Dynasty of ancient Khem-Rah
* Harranan Civilization in what will be the Mrhan Empire
* Tamaz Civilization on central Uldaar where Val Nora currently is.

### Vorjskan

* Blorj Civilization on the southern shores of the continent.
* Aiviq walrusfolk civilization.

### Midken

* First Empire of Nacalt by Catfolk
* Empire of Oltek by Batfolk

### Hurekami

* Foundation of the Kingdom of Sha, Xu and Long
* First Golden Horde under the Minotaur Khan Ojidhu

## Important Events

* Domestication of many crops and animals across the world, artificial irrigation is first created.
* Invention of bronze working, ceramics, masonry, weaving and the wheel.
* Arcane magic is first discovered through sorcery and witchcraft.
* Arrival of the Vanir on Killiban.
Vrock

Portrait de Vrock

Vrock est un antagoniste dans le monde de Bertrid. C'est un Kyton, un diable des neufs enfers qui tourmente et torture les êtres vivants du monde matériel pour gagner en puissance. Vrock fait d'ailleurs partie du sombre passé de Spatule, l'ayant torturé toute son enfance en possédant le corps de son père, Mielis Miorno, et enfermant sa mère dans une boîte musicale qu'il faisait jouer chaque fois qu'il le molestait.

Éventuellement, Spatule parvint à s'échapper de la maison familiale, emportant avec lui la boîte musicale enfermant sa mère.

Plusieurs décennies plus tard, Vrock retrouva Spatule dans la ville de Kaldern et tenta de lui reprendre la boîte sans succès, forçant Goléand à tuer quelques villageois dans le processus. Accusés de meurtre par le capitaine de la garde, Spatule, Goléand et Zadig se virent contraints d'aller chercher la tête du Kyton comme preuve de leur innocence.

Après avoir traversé de nombreuses épreuves, les trois aventuriers parvinrent à pénétrer dans le domaine du Kyton et, à l'aide d'un orc et d'un étrange humain, réussirent à le vaincre, rapportant sa tête au conseil de la cité. Avant de mourir, le diable jura de revenir se venger.
Stenvar Calhoun

Portrait de Stenvar

Stenvar Calhoun est un personnage non-joueur et un antagoniste dans le monde de Bertrid. C'est un humain de stature normale avec les cheveux bruns gras. Stenvar semble être quelqu'un capable de manier efficacement la magie.

Il fut rencontré pour la première fois dans la Taverne du Pet-Sauce par les aventuriers Spatule, Zadig et Goléand. Assez silencieux pour la plupart de la soirée, il finit par changer de table pour aller parler à Isabel, plus tard révélée comme étant la femme du maire de la cité de Kaldern. Spatule le vit mettre un étrange comprimé dans son verre, mais n'empêcha pas le geste.

Plus tard dans la soirée, il ramena Isabel dans sa chambre et la viola. Il fut pris en plein dans l'acte par les aventuriers qui tentèrent sans succès de sauver la femme. Stenvar parvint à s'enfuir avec un cercle de téléportation qu'il avait tracé sur le plancher de sa chambre, l'amenant avec lui. En fouillant sa chambre, les aventuriers trouvèrent plusieurs objets magiques qu'il laissa traîner dans la hâte, notamment une baguette assez instable et une étrange fiole de potion rougeâtre.

Une semaine plus tard, Stenvar fut de nouveau vu dans la même Taverne par Spatule et Goléand. Il leurra les aventuriers dans sa chambre, où il avait placé un plancher glissant pour leur tendre un piège, sans succès. Il parvint à s'échapper par la fenêtre de sa chambre.

Garzer Brotarus révéla plus tard aux joueurs qu'il était le demi-frère du maire Walter Argad et qu'il était profondément jaloux de la position de son frère et qu'il était amoureux de sa femme.