recursal/Fanatic-Fandom huggingface dataset:
House Rules

There are lots of rules undisclosed in 5e, and rules that do not seem to fit the kind of story i want to run. Below are a list or rules categories or changes that are in play.

**Vision Statement and Contract:**

* Vidgart and Airth is an attempt to tell an epic realistic fantasy story: As such it resembles Game of Thrones more than LotR, or like Vikings, Deadwood, and Rome with the addition of fantasy elements.
* The characters are the lynchpins of the events that will unfold. They are influential and are the heroes of the realm, but that doesn’t mean that they cannot have low statistics or will succeed, or that things will come easy to them. Sometimes they will fight impossible odds and losing battles.

**Both Players and DM**

* Players and DM will be clear of their level of commitment, both in terms of how long they can be part of the game, and how frequently they will play, and how long each session will be;
* Players and DM will strive to avoid distraction. As such, while phones and laptops might support game play (via apps that keep track of spell slots, or monster stats) both players and DM will avoid distraction materials like games, random youtube videos, facebook, video games, and such;

**DM**:

* The DM will be prepared and will know the rules reasonably well;
* The DM will not favor one PC over another, or favor NPC's over the PCs. While Villians and the like can defeat, challenge and even kill the PCs. The DM can never fudge the rules to allow an NPC to kill a PC or to remain alive when they have been defeated. A good DM can roll with the punches and ought never to rely on a single trick anyway.
* The DM will balance story consistency and continued game play;
* The DM will strive to create an immersive environment as much as possible, including the appropriate use of snacks, gaming area, drinks, lighting, music, and such. The DM will take plenty of advise and help to create such immersion.

**Players**:

* Players will not dispute rules during game, so as to disrupt game play. I.e. a brief reference to text in the players handbook to correct the way a spell is handled by a DM is fine. A 15 minute diatribe on why the specific interpretation of that spell is not. Such discussions should happen after game.
* Players will trust the DM to run the game and the story, and neither "screw them" nor "handing it to them";
* Players will design and play a character that is capable of working with others. They might have their own agenda, and conflict but cannot be a lone wolf, stab their friends in the back type. That is fun for no one.
* Players will react in character to threats, issues and conflicts in-character rather than out of character;
* Players will strive to immerse themselves in the gaming world, asking questions, getting involved, talking to npcs and other characters, etc.

Healing Rules

Resurrection Magic

Combat Rules

Spells

I Know a Guy

Skills and Criticals and Botches

**Flanking Optional Rules** - in effect but the players both need to use their bonus actions to invoke that they are flanking.

Potions

Character Creation
Vesura

Vesura - (Shelyn)-Peace (CSM), Celebration (CSM), Love (CSM)

Symbol: songbird, rainbow, Dwillianiam, multifaceted opalescent gem

Names:  Mother of Roses, Eternal Dwilaniaum, The Bride of all who hope, Eternal Maiden,

Tennants: Love can endure anything, and provides the purpose of existence; evil can only be overcome with love; life is meant to be enjoyed; create beauty and enourage its creation; love is a choice to respond to beauty, virtue and an honor;

Rules: Obey your maritial vows; never harm or betray someone you love and trust (how this is defined is up to the priest/priestess/sect); never be the first one to attack in a fight, and seek to negotiate first; freely offer forgiveness without conditions; never turn down an invitation to a party offered in good faith; Celebrate milestones; officiate any wedding asked of you, where both participants are willing; Seek to enrich and create enjoyment in the hearts of others;

Alignment: NG

Home: Palace of Crystal Dreams, in the astral plane near the prime material plane;

Domains: Peace (CSM), Celebration (CSM), Love (CSM)

Portfolio:  forgiveness; romantic, familial, and charitable love; beauty and art; parties; marriage;

Worshipers: poets, lovers, the engaged, bards, mothers - of all the temples, Vesura’s are the most varried and quite prone to sects that disagree vehemently but abide each other. One temple or school views all living things as a family, and only eats ripe fruit, whereas in another priests and priestesses become married to each other, forswearing other families and seek to work together to protect love in others

Holy Book: Symphonies of True Beauty, a collection of stories about the Vesura, her legends,  her doctrine each written in a different style. The most important one is Ballad of Undying Love, about her stand against her brother.

Weapon: Glaive (the weapon that pierced her is now hers)
Ammehnra

Symbol: Radiant Sun

Names: The True God, The Radiant One, The Father of All Light,

Tennants: Monotheistic Religion, Strict Rules

Rules: No Mammal Flesh, No portrayals of Ammehnra, Strict maritial rules, no adorning of worldly material in dress, industriousness, no participation with unsanctioned magic or worship of false gods

Alignment: LG

Home: At the unassailable heart Positive Material Plane

Domains: Light, Life , Tempest,

Paladin Oaths: Oath of Sunlight, Oath of Devotion, Oath of Vengence

Holy Book: Testimony of Ineffable Perfect Light

Sun God, devotees claim that he/she is the only true God, who created the other Gods, who in their realms and talents have distracted them to their true allegiance. Ammehnra’s followers are limited to a few cults in sparse areas of the world, and the theocratic dominion of Theol.

The first recorded cults, emerged from lower human cults amongst human slaves in the Ushabti empire. It has been taken up by many oppressed people, especially those not supported by the ruling classes. There are many gnomes who worship him, and many who look for mercy and good from a cosmost that seems to
Braydon The Bold

Braydon The Bold - - Freedom (), intoxication (), Trickery

Symbol: A full Pint; A Sailboat, Broken Chains

Names:  Fated Glory, God of Fools, The Drunken King, Savior of Drunks

Tennants: Trust in your capabilities and recognize that fear will kill you more times than any villian; be brave; enjoy life, drink, food - because any of us can die; in wine we find truth;

Rules: Never refuse a meal or drink offered in good faith; speak the truth, even if it to deceive; try new things, even if you find them strange (but not evil); never view yourself above common folk; never own slaves;

Alignment: CG

Home: The Loose Maiden, a fast sailing ship that travels the surface of the elemental plane of water

Domains: Freedom, Intoxication, Trickery

Portfolio: Sailing, bravery, alcohol, fools, luck, good natured debauchery

Holy Book: Drunken Wisdom

Worshipers: Drunks, Bartenders, sailors, bards, common folk, brewer

Weapon:Rapier, Improvised weapons
Somnageminis

Somnageminis (Norberger) - Trickery, Night (), Venom (CSM)

Symbol: 2 Black Hands, Spider Descending; Dagger on Black

Names:  Master of Shadow; Reaper of Names; Rogue Emperor; The Lord of the Quiet Knife

Tennants: Knowledge is Power, so allow no one to have power over you; Lies are like magick, they are words that change reality;

Rules: Never make a statement of complete truth (always include a half truth, an exaggeration, or a misdirect); Always have a secret identity or name or place wherever you stay for more than a month;  Never let someone not in the cult know of a temple or place of worship; never give a secret for free;

Alignment: NE

Home: An unknown location, that many presume to be on the ethereal plane

Domains: Trickery, Night (), Venom (CSM)

Portfolio:  Greed, secrets, Poison, Murder

Worshipers: assassins, spies, thieves, members of secret societies

Holy Book: Book of Names

Weapon: Short Sword or Dagger (Preferably Poisoned)
Arcana

*Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.*

 1st
 3rd
 5th
 7th
 9th

### Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.

### Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

 5th
 8th
 11th
 14th
 17th

### Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Kisadi

**Mistress Kisadi**

**Symbol: Ornated, bejeweled dagger; Butterfly Stirge; Wasp/Bee**

**Names:  The Lady of the Sweet Sting, Darkest Fire, Queen of Hearts Passion, Beauty’s Razor**

**Tennants: Life is meant to be passionate in all of its aspects; if it does not create passion in you, do not bother with it; procreation and destruction are two sides of the same coin; rules stifle all passion;**

**Rules: (viewed as suggestions) do not let a moon’s cycle pass without engaging in something that drives your passions; never preach restraint to anyone; never give orders, just merely passionate suggestions; don’t be foolish but deny yourself nothing out of mere temperance**

**Alignment: CN**

**Home: Hive of Lust; A Palace resembling a large golden bee hive, surrounded by insects hanging between the air and the fire elemental planes;**

**Domains: Freedom, Venom, Trickery, Love**

**Portfolio: Stinging insects, revenge, passion, adultery,**

**​​​​​​​**

**Worshipers: The wronged, rebels, apiorists, prostitutes, mystery cults**

**Holy Book: Compendium of Passion**

**Weapon: Whip and Dagger**
Wizard

Wizard:

Schools available

* Artificer (Often called an alchemist - Specializing in creating potions, and minor magical creations)(Homebrew)
* Bladesinging (Elves and Halfelves only) - This is a traditional martial style honored by both elven kingdoms.
* Lore Mastery(learning the highest and most complex of all magick)
* School of Abjuration
* School of Conjuration
* School of Divination
* School of Enchantment
* School of Evocation
* School of Illusion
* School of Necromancy
* School of Transmutation
* Theurgy (must be associated with a church or religious organization)
* War Magic (martial focused wizard)
* Grey Guild (Homebrew - Belonging to the grey guild will require
* Hedge Wizard - unfocused on one school and focused on mastering low level magick
Queen Weave

Queen Weave - (Hunting, Darkness, Arcana, Fey) Also known as Lloth, She of many eyes and teeth,

The former consort and dark reflection of Thalasian, she has ties to both the shadowfell and the feywild, and her followers were expelled from the floating lands millenia ago, her cult is small but powerful, and she has the allegiance of all manner of witches, hags, and dark fey. Some claim this divorce of the elven pantheon happened immediately after the fall of the Astartes and others claim that it happened long before, but no evidence exists for either point, as few elven records exist before that time.

She brought her followers into the dark realms with her, with her exile, and for generations people thought the dark elves were completely destroyed as well. Instead, they found a new home called Svarthalf'seith a cavernous city. From this city the dark elves strike out, to gain slaves, wealth and find ways to free their queen, and exact revenge on their cousins.

She also influences many powers in the feywild, and into the world through her agents.

Symbol: A black spider Descending down,

Names:  Mother of Spiders, Mother of the Dark

Tennants: Hierarchies are based on strength, both immediate and long term; cunning and strength are tools that need to work together; The community and the queen are

"Great Goddess, Mother of the Dark, grant me the blood of my enemies for drink and their living hearts for meat. Grant me the screams of their young for song, grant me the helplessness of their males for my satisfaction, grant me the wealth of their houses for my bed. By this unworthy sacrifice I honor you, Queen of Spiders, and beseech of you the strength to destroy my foes."

Rules: Never harm an arachnid;
Allies: Ragnadron, Zur Kythos, Somnageminis

Rivals: Lamia Shandu

Enemies: Vatorg, Thalasian, Aulonia
 Alignment: LE

Home: Svarthalf'seith, a city located on the cusp of the Feywild, the shadowfell

Domains: Hunting, Darkness, Arcana, Fey,

Portfolio:  Spiders, man-hunting, oppressive order

Worshipers: Dark Elves, Evil Fey, Intelligent Spiders, Hags, Subteranean intelligent predators

Holy Book:

Weapon: Poisoned piercing weapons, Net
Aeserit

Aeserit (5 Legislative Lords)

Initially formed as a small colony from Aes Magesterium, consisting of no more than 100 people, they were cut off from their home nation during that nations many civil wars. As a result, they were forced to trade, interact and become assimilated into to some degree the rest of the free confederacy. While they have a large area of land, almost all of the known population is in a few cities on the coast. Others know of squatter or hidden cities notofficially on any map, in the high and desolate mountains of the dominion. Most consider such rumors to be irrelevant, if true. The region itself has cold mountains and deserts and coast, but not a lot of agricultural land. They owe much of their development to the prominence and the value they place on arcane education and innovation.

Technically the newest dominion, they elect all of their lords, although every family gets a single vote, with any individual with arcane or magical ability get an additional weighted vote (essentially 2 votes for every vote). Nominees are always magically adept members of prominent houses. Many mundane citizens have sought to petition the compact for their denial of rights and self determination, but no challenges have been accepted yet, as the Compact Court hides behind the 4th Pillar. The high population of mages and the fact that each of the Aeserit Lords are invariably trained in arcane arts, means that they are highly communicative to those in their home dominion. Men exclusively serve as Lords, not by legal fiat, but due to the cultural perspective on gender roles.

Features: Thaumocratic, Chauvanistic, Aristocratic, Elitist
Demon

(Not to be confused with Youkai's or Phantoms)

Demons were once Phantoms before being corrupted to serve a Daera in the Underworld. A majority of their minds are too simple to think without a Daera to control them. However, the oldest Demons grow minds and desires of their own. When given a body, Demons tend to hold power reminiscent of what they had in their previous life. They are tools used by selfish Daera whether it's to free themselves from prison, to show superiority, or to merely survive.

## Demon Lord

Demon Lord is a name for the Daera. These Demon Lords created Demons. Two examples Demon Lords, or Daera, are Zagreus and Williams Father.
World

The Layers:

The Stratos - Presumably uninhabited, and hostile to life.

The Rimlands - about ¼ the landmass of the land continents, and often are populated by elves or mages. These occasionally cast large amounts of shade on the continents and lands below.

“Abyss”/Cloud Layer - Many smaller reachable islands, some are migratory. Some are populated by humanoids, and some are populated by monsters; Collectively those three layers are called the Airth

The Land Continents - often called Vidgart or middle place, is the realm filled primarily with humans and orcs.

The Core or the Underdark: Populated primarily by Dwarves, Goblins and subterranean creatures.

**Island Nations**

Thurland

Alfar Hinterlands

Kalandar Ruins

Rogue Islands

Kolovian Islands

**The Continent of Urk**

United Southern Cities

Imperium of Fevdalna

Urkfeld

Orcish Raider Nations

Seige States

The Dominion of Hastur

**The Free Confederacy -** often called the mongrel nation, it is a confederation of 13 different nations (called dominions) that share in their collective defence and organization.

**The Continent of Ush**

Stori Empire

Xentos Wastes

Nungar Kingdom

Tyerren Reyes

**The Underdark**
Gesankholm

Gesankholm (8 Lords)

Gesankholm was an attempt by the exiled druid’s from the land of Kalandar during their ancient religious purge. Some sailed as far away as the Tyrren Reyes, and some as close to that kingdom as the Alfar Hinterland, but the most cohesive group settled in the area known as Gesankholm. There they found peace from the religious purges and the Kalandar/Stori war, with a buffer of the elves of Asari blocking potential invaders. In Gesankholm they found a mostly untamed wilderness, with a sometimes peaceful orcish population, and the means to set up their own community as they saw fit.

A few centuries later, most of the orcs, despite having a similar spiritual view had been driven off, or killed via disease (the druidic hierarchy denies any knowledge of this), and their dominion is peaceful and prosperous but very orthodox, and accepts no breaching of their longstanding rules. Many areas are out of bounds

to non-druids. Certain types of flora and fauna are so protected it is expected that humanoids die rather than harm them. This tends to give outsiders the feeling that those who live in Gesankholm are superstitious. This is not the case. The law is ironclad, and few punishments can match what a clever and cruel wronged druid can imagine. Non-druid communities for outsiders exist, and have a much more lax view of things, but it is assumed that once outsiders step off the main road our out of those chosen cities they now have to abide by the rules and views of the druids.

Druids are invariably elected to all positions, as those who live in outsider towns do not vote. They tend to vary, from young to old, men and women of every race. However, by all apparent appearances the same ancient woman has remained the hierophant/Lord Governor of Gesankholm, for its whole history.

Features: Theocratic, Aristocratic, Agrarian, Hyper-law abiding

   Ecology and Geography

Economy and Resources

Prominent Places and People

Customs
Prelude 0-4

## Hyenonn - Opening Half

The scene opens in a dream sequence of Hyenonn's. He is visited by a robed figure, which is recognized as Somnium from the prologue. He gives a monologue:

> "You have spent your whole life running. Upon you was thrust the responsibility of an Empire. You are just a boy and the victim of a broken world. Release the shackles that have been placed upon you, then think not of yourself, but the people suffering for the Kaze Empire."
>
>

Hyenonn is convinced by Somnium to join the organization known as the Eritomoru. They are infamous for causing the attacks on the nations that lead to the simultaneous deaths of many world leaders. Hyenonn believes they can finally topple the Kaze Empire and free Soyaze from the oligarchy that plagues it and its people.

## Elenai - Closing Half

During the night the Exiled Prince runs away. Elenai secretly follows him in the night. Hyenonn is ambushed and severely injured by a Hysterian, prompting Elenai to defend him from the Elf that now opens a portal to the Shadow World. The two fight the Elves that emerge from the portal for several minutes until Somnium summons himself to close it. He proclaiming to Elenai that the Hysterian's are now sealed within the world and will not threaten her.

Elwood inexplicably enters the fray to defend Elenai. Somnium flees to avoid a fight. Elwood also leaves through an exit portal, which Alcia sneakily emerges without Elwood's knowledge. She fights her sister for nearly a full hour. Alcia wins despite being beaten, bruised, and bloody. Her sister is knocked out. Alcia debates killing her, but there is a lot of conflict in her heart. She refrains from doing so as thoughts of Elwood enter her mind.

Three hours later, Jake wakes up and searches for Elenai and Hyenonn. She finds her unconscious in the dirt covered in blood. He pleads for help from Typhallos but gets no response. Instead, Elwood appears and heals her. He berates Jake and tells him to be nicer to Elenai before vanishing.

## Alcia/Elwood Mini-story

After her fight with Elenai, she returned to her home with Elwood. They talk and he yells at her for attacking Elenai, revealing that Elenai is his daughter. He leaves the area to find Elenai so he can make sure she is okay, encountering Jake when he does so.

### Characters

* Elenai Cherra
* Jake Flynn
* Hyenonn Kaze
* Somnium
* Elwood
* Hysterians
Strongguard

Strongguard (4 Legislative Lords)

Strongguard was founded by a Thurian pirate named Asbjorn Strongson. Asbjorn was an exiled prince, who had gathered a reputation raiding up the coast from Thurland to the United Southern cities. At the height of his notoriety, he had about 10 sub captains, trained by him, raiding and pillaging, all along the coast with a small safe harbor they had created in the area now known as Stronguard. Despite being an occasionally brutal sailor and pirate, he despised the slave trade, and the final straw that brought all his enemies to bear on him was the capture two ships, seeking an exchange - slaves bred in the Southern city of Yandis and equally indentured peasants on an Urkish vessel with wealth from the walled nation. Asbjorn captured both, and both nations declared war on Strongson and his would be pirate navy. The freed slaves and peasants, along with the exiled and humbled dwarven nobility (formerly from Newdwarfholm), and the gnomes that had settled in Stronguard set up defences and defeated those seeking to capture and kill Asbjorn and his allies. During one of the many sieges Asbjorn was killed by an assassin's blade, but his crew and those he freed remembered him and how he ran his ships, and applied those principles to the founding of their dominion: Stronguard. While wary of their nearby neighbors who often helped prevent invasion or attempts to capture or kill their number, they soon formed a military alliance. During the slaver war, Stronguard remained neutral not because they supported slavery, but because the draft of the laws also prevented the militant individuals of stronguard from defending themselves vigilantly from the orcs to their east. Once that principle was revoked, the self-reliant and untrusting citizens of Stronguard ratified their pledge and supported the anti-indentured movement.

Strongguard has elections for everything. Every mayor and every lawkeeper. It is not a surprise then that the Lords are all directly elected by popular vote. Campaigns last a year as would be Lords seek election or re-election. All possible Lords are scrutinized by every angle. This means that only the most effective and charismatic or corrupt Lords get re-elected to the Quorum. Governor’s tend to be strong leaders, heavily involved with and knowledgeable of the region with multiple holdings. Still the scrutiny often seems unbearable, and few can last long.

All local laws are voted on via referendum, and therefor the role of Lord Governor essentially becomes that of enforcer of electoral rules and then enforcer of the laws. No rules prevent men or women from being Lords, but they tend to be Male, and are just as likely to be dwarf or gnome as human. While some prominent houses tend to be re-chosen, there are no barriers to entry.

Features: Populist, Industrial, Egalitarian, Militant
Human

Humans are the most prosperous race of men in the World, although most of them reside on the Vidgart. This prosperity comes from high fertility and versatility. Their hair ranges from black to white-blond, and their

eyes vary from blue-grey to dark brown, with many variations. These differences primarily have to do with climate, geography and heredity.

Human Traits

* **Ability Score Increase:** Your ability scores each increase by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Languages:** You can speak, read, and write Common and one extra language of your choice.
* **Feat**: Starts with 1 bonus feat at character creation.

Languages:

* Common (A mix of bastardized Stori with Astartes and Elven terms)
* Thurian
* Stori (with dialects of the Tyerren, Nungar, and Xentos)
* Urkish
* Southron (The language of the Southern Free Cities, Seige States, and Hasturians)
* Kolovian
* Kalandar
* Hinterlander (A mix of elven and Kalandar)
Alfar Hinterlands

By turns inhospitably cold and fertile, the lands referred to officially as the Alfar Hinterland, has a much longer history than the elves of humans would claim. There are ancient ruins and castles deep in the mountains, and a race of large demi-giants called Firbolg, who marveled at their tiny visitors when the humans and then elves arrived.

An innately trusting, and slightly dim people the Firbolg, when they first encountered violence they left and hid in the woods. But frightened by the initial appearance of huge menacing looking giants, the first settlers invariably attacked. Where this didn't happen, the settlers gained large, hard working knowledgeable guides who were capable of doing much to help their establishment of the new settlements, primarily extracting resources from the landscape; Ironwood, Lumber, minerals, fish, textiles and other foodstuffs.

The Hinterlands are a mishmash of different communities, human, elf, half elf and even dwarves. In the last war, as a whole they provided war material to the elven kingdoms, but in the withdrawl of the power and authority of the elven kingdoms, they have moved into their own independance, which is hard for a nation built on disperate and diverse communities.

**Elven Communities**:

Small in population, and much less sophisticated than their airbourne ancestors, the Alfar still demand respect for their pedigree and wisdom. Elven communities at their most dense are no more than 35 elves, and are being outpaced in population rapidly by the other races. They make their homes in large forest or treetop towers, or in magical palaces conjured by ancient will. They extract and import rare herbs, magical minerals and ingredients found no where else.

**Human Communities**:

Usually much more cosmopolitan than the other Hinterland communities, communities with humans tend to have a human majority with occasional other races intermingles. They tend to live in the more cosmopolitan and economically oriented communities. The harbors, mines and similar capital oriented communities are dominated by humans, who have left them when they cease being viable.

**Half-Elves communities**:

In most areas of Vidgart half elves are viewed with pity, distrust, or at the very best as strange individuals caught between worlds. However, in the Hinterland, they have created their own communities, and have developed their own culture, based around wit, independance, hospitality, wit and courtesy.

Humans
Iron Island

Iron Island (3 lords)

The population of orcs had to go somewhere when their lands were invaded and colonized. Some went up north to the black spine mountains, and others made peace in Paughand. But many went to the Iron Island, so named because it looked black and desolate. For a while it was the primary harbor of pirates and raiders. After the compact, it became an industrial mining, fishing and prison colony. Its orc, human and even ogre population served as inmates, guards, minors, laborers and sailers. Up until the slaver war, they also served as the primary slave port through the lower hemisphere.

Since then, the Iron Island has become home to the shipyards and garrison of the Compact Navy; the largest military force on the continent, requiring it to defend every dominion from every direction. The Iron Island also has a number of trade ports, industrial mining, crime, fishing and little else.

The Legislative Lords are elected every 5 years, by drawn ballot in the three larger cities. They are counted by priests of Abadar, and the top three men or women chosen get to represent the island. Typically this means that one from each community gets to represent them. The Lord governor is elected at the same time, and serves for 10 years.

Features: Militaristic, Chauvanistic, Elitist, Corrupt

Ecology and Geography

Economy and Resources

Customs

Prominent Places and People
Lady Solarion

Lady Solarion - Justice (), Protection, War

Symbol: Sword, Shield - usually together

Names:  The inheritor; Lady of Glory and Valor; Sword of Light, Keeper of Oaths

Tennants: Life is a battle between good and evil, and you must be on the side of good; honor the duly lawful authorities, even if you disagree with them;

Rules: Never turn down an honorable duel, but be willing to show mercy; never break an oath soberly given; be prepared to defend the innocent; and give your life if necessary; remain faithful in marriage; Do what you can to improve yourself physically and martially (do not engage in the habit of gluttony, wanton drinking, or sloth)

Alignment: LG

Home: Shining Fortress On the border between the ethereal and the positive material plane, with the lightscape bridge - granting access to anywhere in the ethereal plane, allowing her to defend the gateways to all of the planes.

Domains: Justice, Protection, War

Portfolio:  Honor, Justice, rightful rulership, valor

Worshipers: Paladins, knights, noble rulers

Holy Book: Book of Valor

Weapon: longsword and Shield
Mountholm

Moutholm

Mountholm to the east of Orcholm is a combination of mountains, forests, and farmland, with many raiders and predators. It's high elevation makes it colder than it ought to be, and constant raiding makes them wary orcs. The orcs take this racism as an insult. Recently they began exploring connections to floating islands connected through complex bridges and have sought additional resources from there.

Mountholm is a rugged rural landscape, teeming with mountains, forests, rivers, and farmland. Its populous are independant and rugged themselves, having to survive far from the cosmopolitan cities on the coasts. They are neighbored by the youngest members of the confederacy, the trade based New Stori Islands, the flighty and academic coastland of Aesarit, and the ceded homeland of the native Orc population (Orcholm). The land has full seasons, warm summers and cold winters, with a varied economy of agriculture, mining and have a floating island over a small section of their dominion (there have been a number of attempts to ascend regularly, but all permanent attempts to build a bridge have failed).

Along the border with Orcholm, there is a line of forts, called the fortwall, which has traditionally been garrisoned with young men and women of the nearby communities to help against orc raiding parties, and act as a local police force; called Arbiters

Mountholm (3 Lords)
Mountholm is the least populated of the territories of the Free Confederacy given its wild character and extreme weather conditions. It is one of the few territories to have a consistently high number of smaller floating islands, which often act as home for powerful magical beasts. Only the most independant minded people settled here and formed loose associations, except when it came to the creation of their own defence force against the orcish raiders to the west; The Arbiters.

The lands are organized into 3 broad territories for the purposes of elections: The Fortlands (those areas closest to the arbiter fortwall); northern mountholm, and southern mountholm. Each territory elects one Lord for the legislative body, and at the same time elects a governor for 5 years.

Elections are considered sacrosanct by traditional mountaineers, often doing a straw poll which has the weight of law. Unlike the tradition of the arbiter, this has not diminished or ignored as new peoples enter the dominion. When on Compact Island, Lords communicate frequently as to what they are doing, and return and tour, whenever able. The independent minded denizens of Mountholm generally despise the idle rich or the pompous so expect their elected Lords to be industrious, efficient, and “one of the people”.

Features: Agrarian, Populist, Egalitarian, Independant

Groups and Areas of Interest:

Arbiters/Fortwall

Iron Keep

Wyvern Point

Pink Orcs

The Temple of the Five Winds:
Love

You are adept at reading and guiding the emotions of others, gaining proficiency in the Persuasion and Insight skills. Your proficiency bonus is doubled for any ability check that uses either of those skills.

You also know the *friends* cantrip. It counts as a cleric spell for you, and does not count against your number of cantrips known.

**Channel Divinity: Muse**
Starting at 2nd level, you can use your Channel Divinity as a bonus action to invoke the grace of your deity to inspire a creature within 60 feet of you. This grants them advantage on an attack roll, ability check, or saving throw that they make within the next 10 minutes. It may be used after the roll, but before the result is declared. After it is used, or 10 minutes have passed, the inspiration fades, and the feature goes to waste. Only one of these inspirations may be given to a single creature at a time.

**Channel Divinity: Captivating Touch**
At the 6th level, you can use your Channel Divinity to captivate a creature. As an action, choose one creature within 5 feet of you. That creature must make a Wisdom saving throw. On a failure, the creature is captivated by your style and grace, and they have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 10 minutes, as well as on attack rolls against you. A creature affected by this effect can repeat the saving throw at the end of each of its turns, without disadvantage from this effect, ending the effect early on a success.

Potent Spellcasting
Starting from 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Object of Affection
At 17th level, your charm is permeating. When a single target fails a saving throw against an enchantment or illusion spell that you cast, you may designate them as "the object of your affection". The "object" has disadvantage on saving throws against enchantment and illusion spells you cast against them, as well as any charming features you use against them for the duration. Additionally, when such spells or effects end on them, they will not realize they have been charmed, and will not act as though they had. This feature expires when they succeed against your charm effect, or an enchantment or illusion spell you cast on them, or when you designate another "object". You must complete a long rest before using this feature again.
Druid

Druid

* Circle of Dreams (homebrew folder)
* Circle of the Land (when you level into a new level you can meditate for a day and a night and switch which prefered territory you are attuned to)
* Circle of the Moon
* Circle of the Shepherd
* Circle of Spores (this option is only available for underground druids, and instead of using mistletoe use psilocybin or sacred mushrooms)
* Circle of Twilight (homebrew folder)
* Circle of the Spirits (homebrew folder)
* Cirlce of the Green (homebrew folder)
* Circle of the Fountain (homebrew folder)
* Circle of the Predator (homebrew folder)(far from civilization)
Orcholm

OrcHolm (3 Legislative Lords)

Orcholm was officially founded as the Orcish homeland during the slaver war, but most orcs think of that as laughable. While there are many orcs native to this area, many other clans were driven there from other lands on the continent, by settlers, and armies. Their customs seemed barbaric to others, who sought to improve the orcs character and civilization. Certain tribes, like the Behir Clan, or the Black Fist originally call Orcholm theirs, and either absorbed other groups, killed them, or allowed them to settle in the area called Doomport (so called because of its initial founding as a pirate and raider capitol).

The Lord Governor of Orcholm is a ceremonial position, decided dismissively by the elders of the clans. They are usually someone who is socially adept, but ultimately acts as an honored messenger to the elders and warlords.

The Orcish Lords Legislative are chosen from the wise and loyal of the clans on a rotating basis, and only for a single term of 4 years, and will never again be offered the position. This is because the Orc leaders fear the lengthy temptation of southern wealth and luxury. They stylize them with facial tattoos, and prepare them with rituals to bind them to the orc clans. Any Lord who doesn’t immediately return or seems corrupted by the leaders will be exiled and shunned, and accusations of bribery can haunt a temporary lord for decades after they have left the position if they happen to maintain friendships in the capitol or gain too much wealth too quickly.

This is not an unfounded fear. Orc Lord’s rarely come from wealth, and the wealthy and influential lords of the Quorum and bankers of the capitol pay handsomely to have a seat on the council. And most orc Lords turn their backs to each others corruption, provided that there are not obvious signs that the Lord is betraying Orcholm interests or flaunting their benefits. There are no rules against Female Lords, but they tend to be Male.

Features: Populist, Suspicious, Militant

Well Known Orcish Tribes from Orcholm : Black Fists, Thundercliffs, Behir, Badmoon, Bloodhollow, Manyheads, Greygulch, Eyebite, Shieldbreakers, etc

Prominent Places and Groups
Urmgai

Urmgai

Symbol: Water and Leaf; Stone Circles (small or large.

Names:  Lord of Wind and Waves; Sky Father, Sea Mother; She Who Guides the Wind and the Waves

Tennants: Nature exists in balance, and such things exist in order for life to be fruitful;  every season exists for a reason, so seek to learn rather than to complain or change; grow strong in adversity; purify the things that stand in the way of natural life; Nature is conflict and creatures make habitats, but humans often push their growth into unbalancing degrees;

Rules: Only destroy a plant, fey or natural animal/beast if you need to (self defence, survival), and seek non lethal means whenever able; Act to not despoil natural areas; do not complain about the weather, climate or natural occurences; Kill every giant you can find; Work to find a balance between creatures;

Alignment: N

Home: The Perfect Grove; a migrating prestine island that moves between the four elemental planes and the material plane

Domains: Nature, Tempest, Ocean

Portfolio:  Animals, plants, oceans, storms, air,

Worshipers: Druids, plant beings, traditional orcs, those who live on the elements

Holy Book: Wisdom of the Winds and Rain

Weapon: Trident, Spear
Newdvarfholm

Newdwarfholm (7 Legislative Lords)

Newdwarfholm began as a colony for rebel dwarves ousted from power or seeking independence. But they brought with them the traditional assumptions and behaviours of their homeland. They immediately presumed the native green and grey skinned inhabitants were merely larger cousins to their goblins, and immediately engaged in warfare. The orcs in the area were fordible but unused to heavy forged weapons and armor, at least initially. The dwarves then began mining cooper, iron, and occasionally silver or gold, forming new cities in the dwarven style. They initially clashed with their elven and human neighbors, as they continued their strict dwarven ideas and expectations. But even a single century they adapted enough to to the surface world, and were considered too unruly and independent by their more traditional nobles. Large mining guilds and an increasingly wealthy middle class sought to entreat the early alliances of the other dominions.

With the help of the others, and at considerable risk to themselves, the dwarven middle and working classes dethroned the would be and developing aristocracy, banishing them back to their underground homes across the sea, or to the harsher territory of the lands that would become the dominion of stronggaurd. That initial separation was very traumatic for the inhabitants of Newdwarfholm; they couldn’t

help but retain many dwarven cultural practices, but often distanced themselves from others; For a long time worship of Vatorg was looked down upon (which wasn’t helped by the fact that the official church of Vatorg disavowed Newdwarfholm at the time of their joining - what Vatorg thinks himself is another matter, for there are worthy clerics and paladin of him in Newdwarfholm), as was lineage based beard and hair embroidery. They even formed alliances with some of the more civilized orcish clans nearby, though never interbreeding with them as the humans of Gesankholm and Paehgand.

Newdwarfholm never supported slaves as such, but allowed for

people to indebt themselves for a period of up to 100 years, which also made them transferable. Given the long lifespans of dwarves, this is a harsh reality, but for humans or orcs it meant that an indentured worker would work their whole lives and their children would carry the debt. What was a reasonable bankruptcy law in a

dwarven community became unbearable servitude in another.

Since the Slaver War, Newdwarfholm has become much more cosmopolitan racially, though the deep entrenched habits, customs and industries.

Features: Industrial, Chauvanistic, Cooperative

Ecology and Geography

Economy and Resources

Prominent Places and People

Customs
Love Will Never Do (Without You)

"Love Will Never Do (Without You)" é uma canção da cantora de música pop e rhythm and blues Janet Jackson lançada como o sétimo single de seu terceiro álbum de estúdio, Janet Jackson's Rhythm Nation 1814, em outubro de 1989.

## Tracklist

**CD Single/7"/Cassette - Global**

1. Love Will Never Do (Without You) - Album Version
2. Love Will Never Do (Without You) - Single Version
3. Love Will Never Do (Without You) - Work It Out 7"

**Vinil de 7" - Reino Unido**

* Lado A1. Love Will Never Do (Without You) - UK Funky 7"
* Lado A2. Love Will Never Do (Without You) - UK Funky 7" Mix
* Lado B1. Love Will Never Do (Without You) - Single Version

**Vinil 12" - Global**

* Lado A1. Love Will Never Do (Without You) - Album Version
* Lado A2. Love Will Never Do (Without You) - Work It Out 7"
* Lado B1. Love Will Never Do (Without You) - The Love 7"
* Lado B2. Love Will Never Do (Without You) - The Love Mix

 Posições nas paradas musicais

 Canadá
 Estados Unidos
 Japão
 Nova Zelândia
 Reino Unido

 Certificações
Роберт Шиэн

**Роберт Шиэн** — ирландский актёр. Шиэн исполнил роль Клауса Харгривза в американском сериале «Академия Амбрелла».

## Биография

Роберт — младший ребёнок в семье. Карьеру актёр начал в 2003 году, снявшись в драме «Песня для изгоя». В 2010 был номинирован на премию IFTA в категории «Восходящая звезда». В 2011 был номинирован на премию British Academy Television Awards в категории «Лучшая мужская роль второго плана».
Thalasian

Symbol:  Star in a crescent moon, Silvered Sword

Names:  First-Fey, Coralee of Avendore, Father Above, Silvered King

Tennants: Protect the realms of the fey and the fey themselves; create, protect and cherish beauty; Magic is a gift of subcreation, not to be used solely to destroy or despoil; engage passionately in your cares and loves; lycanthropes are abominations that ought to not exist;

Rules: Always negotiate first when dealing with fey and elves; never let a fey child go unmourned, even your enemies; Hold vigil on the days of no moon; do not suffer a lycanthrope to live; Keep all of your items in good repair, and do not allow yourself to look shabby, even if you are poor; Never seek to keep yourself alive longer than your natural allotment (i.e. necromency);

Alignment: CG

Home: Truegrove, the first home of all elves in the Feywild;

Domains: Lunar, Arcana, Knowledge, Fey

Portfolio:  Elves, Good Fey, The Feywilde, Art and creation, and good magick

Worshipers: Elves, Good Fey, some sects of druids, hedge magicians

Holy Book: Melody of the Forgotten World

Weapon:
Resurrection Magic

Raise Dead, Reincarnation, Resurrection, True Resurrection:

* These spells are rarely used, not merely due to the cost but also due to a number of superstitions related to possible consequences. Many priests believe that to cast such a spell, someone somewhere else has to die. In some cases, churches will preemptively sacrifice someone in order to appease the goddess of death.
* Every time one of these spells is cast, the victim/target of the spell needs to make a Wis Save with a DC related to the time scale of how long they have been dead relative to the spell (i.e. for Raise Dead which requires the body to have been dead no more than 10 days, the DC if the spell is done right away the DC is 10, if the clock is ticking on 10 days the DC is 20). This save is done secret to the PC. If the save fails, they suffer from some sort of possibly permanent side effects such as being haunted, or coming back wrong.
* The spell components of this spell must always be used (diamonds of varying value)
Thaurus

Thaurus (\*Nethys) - Knowledge, Fate (CSM), Madness (), Arcana

Symbol: Mask of Swirling Black and White; Dual Face; Face made of Mirrors; Eyes in a Maelstrom;

Names:  Master of Makers and Ruin, The Astral Eye, Father of Wonders;

Tennants: Magick is Power; Make wonders; those who do not understand will try to restrain you, and you must not let them;

Rules: Never destroy a magical item of power; make wonders, and scribe magick whenever possible; Learn magical secrets, and record them for others; Take mind altering substances every equinox; never destroy or allow to be destroyed any spellbook or arcane writing without copying it first (Clerics of Thaurus have literally thrown themselves into a burning library in order to save books);

Alignment: N

Home: The Mirrored Maze in the Astral Maelstrom

Domains: Knowledge, Fate, Madness, Arcana

Portfolio:  Magick; the cycles of creation and destruction; fate;

Worshipers: magicians; formerly dragons and the Astartes; Aes Magesterium

Holy Book: Tome of Universal Wonders

Weapon: Staff, Wand or Rod (light mace)