recursal/Fanatic-Fandom huggingface dataset:
Ran

A personification of the sea, Ran is one of the most powerful Norse goddesses. She and her jotunn husband Aegir, are the divine powers of the ocean. She creates all the sea storms and is the cause of death for many unfortunate seafarers.

### **Shared Attributes Among Children of Ran:**

#### ***Enhanced Lung Capacity***

Children of Ran have a naturally larger lung capacity than the average person, allowing them to hold their breath for long periods of time.

#### ***Swimming Affinity Physiology***

Children of Ran often have an ideal build for swimming, though they do not have to look like the ‘ideal’ swimmer.

#### ***Auto-Pressurization***

Children of Ran have an immunity to Decompression Sickness, as their body is naturally able to pressurize while underwater.

### **Common Powers for Children of Ran:**

#### ***Water Manipulation***

Some children of Ran have the ability to manipulate water, whether it is fresh or saltwater, able to bend it to their will.

#### ***Siren Call***

Some children of Ran are able to produce a siren’s call, an alluring song that can put others in a trance-like state.

#### ***Aquatic Predator Zookinesis***

Some children of Ran have been able to communicate and control aquatic predators, including sharks, dolphins, and some species of fish

#### ***Sleight of Hand Affinity***

Some children of Ran are rather gifted in their ability to steal from others

### **Rare or Difficult Powers children of Ran Might Have:**

#### ***Weather Manipulation -***

with immense concentration and practice, some children of Ran have been known to control and manipulate the weather.

#### ***Limited Necromancy -***

a rare and difficult gift to master, some children of Ran have been known to be able to perform necromancy. They are able to summon a soul trapped in their mother’s net and petition them for their help

*Other abilities of the Children of Ran have been known to occur (\*please check with the mod team for any additional abilities you feel would be well suited for a child of Ran\*)*
Freyr

A member of the Vanir clan, Freyr is Freyja's counterpart. His powers lie in the domains of peace, fertility, rain and sunshine. In some areas, he was worshiped at the same level as Odin and Thor. Freyr was revered during times of peace and prosperity.

### **Shared Attributes Among Children of Freyr:**

#### ***Harsh Temperature Insensitivity***

Children of Freyr are not affected by harsh weather, extreme heat and extreme cold

#### ***Warm Body Temperature***

As children of the god of sunshine and peace, children of Freyr’s bodies run at a warmer than normal temperature, giving them the reputation to being human body heaters.

#### ***Resting Content Face***

Children of Freyr have the opposite of what’s known as a ‘resting bitch face’. They are not constantly smiling, however, when they are relaxed and zoned out, they give off the impression that they’re pretty content

### **Common Powers for Children of Freyr:**

#### ***Peace/Diplomacy Influence***

Often levelheaded, children of Freyr can be non-confrontational \*or\* simply well adept at crisis management and putting out fires. They are able to calm emotions and bring a sense of peace in times of dismay when people are in their presence.

#### ***Sunlight Manipulation***

Some children of Freyr are able to bend natural light to their will. They have also been able to emit a glow in times of darkness and despair.

#### ***Limited Duplication***

Some children of Freyr have the ability to temporarily duplicate resources. This is not a permanent duplication, however, and often disappears after an hour.

#### ***Heat Manipulation***

Some children of Freyr have been known to control heat, weaponizing it to their advantage by intensifying heat or emitting it in waves.

### **Rare or Difficult Powers Children of Freyr Might Have:**

#### ***Limited Rain Manipulation -***

While not stormbringer, rare children of Freyr have had an affinity to control sunshowers, light drizzles, and the early morning mist.

#### ***The Peace of Frey/Disarmament -***

Through immense concentration, children of Freyr have been known to send a pulsating wave through a battlefield, immediately disarming anyone with a weapon, and can not be used more than once every few days.

*Other abilities of the Children of Freyr have been known to occur (\*please check with the mod team for any additional abilities you feel would be well suited for a child of Freyr\*)*
Danu

An ancient and powerful goddess, Danu is the mother to all. She is the earth, the mother of Dagda and all of the gods. The Tuatha dé Danann clan was named after her, after all. She is near-primordial, and her domains cover the earth and it's fertility

### **Shared Attribute Among All Children of Danu:**

#### ***Seismic Sense***

All children of Danu are able to feel vibrations in the earth, and allows them to see exactly where people or items might be

#### ***Green Fingertips***

All children of Danu have green colored fingertips, taking ‘green thumb’ to a different level

#### ***Plant Affinity***

All children of Danu have an affinity to plants, and are able to identify different species of plants easily.

### **Common Powers Among Children of Danu:**

#### ***Earth Manipulation***

Some children of Danu are able to manipulate the earth itself, molding and shaping it to their will, as well as weaponizing it to their advantage.

#### ***Enhanced Physiology***

Some children of Danu have an enhanced physiology. As she is a primordial goddess, her children can sometimes be stronger and sturdier, like the earth itself.

#### ***Enhanced Wisdom***

Some children of Danu can be incredibly wise, having a deep connection to the earth and all of the wisdom it carries

#### ***Camouflage***

Some children of Danu have the ability to completely blend themselves into the surroundings of forests and rock faces. It’s not exactly a feat of shapeshifting, instead a way to hide in their own surroundings.

### **Rare or Difficult Powers Children of Danu Might Have:**

#### ***Rock Shapeshifting***

A rare but useful gift, some children of Danu have been able to completely transform into a rock.

#### ***Earthquakes***

A rare, powerful, and dangerous gift that takes much concentration and training, a child of Danu has been known to cause earthquakes, emanating from them as the centerpoint.

*Other abilities of the Children of Danuhave been known to occur (\*please check with the mod team for any additional abilities you feel would be well suited for a child of Danu\*)*
Dian Cecht

Dian Cecht is a powerful healer god in Irish Celtic mythology. He was so powerful as to be able to heal many gods when they lost a limb, and touts being able to save anyone, regardless of injury.

### **\*\*Shared Attribute Among All Children of Dian Cecht:\*\***

#### ***Immunity to Sickness***

All of Dian Cecht’s children are immune to sickness

#### ***Inability to Scar***

All of Dian Cecht’s children have an inability to scar from injuries great or small

#### ***Snake Eyes***

All of Dian Cecht’s children have slitted pupils and brightly colored eyes similar to snakes.

### **Common Powers Among Children of Dian Cecht:**

#### ***Healing Water***

Some children of Dian Cecht can take an amount of water and imbue it with healing properties. This healing water works faster than Idunn’s healing apples for injury recovery.

#### ***Plague Identification***

Some children of Dian Cecht are able to easily identify exactly what illness someone might be suffering from just by looking or touching them.

#### ***Limited Chlorokinesis***

Some children of Dian Cecht are able to control and manipulate plants and herbs that are associated with healing or have healing properties.

#### ***Pain Absorption***

Some children of Dian Cecht are able to absorb the pain of others, easing their suffering and taking on a small amount of the sensation themselves.

### **Rare or Difficult Powers Children of Dian Cecht Might Have:**

#### ***Restoration***

With immense practice, this rare ability can grant Dian Cecht’s children the ability to flawlessly heal, leaving behind no scars. They can even reattach small things, like ears, fingers, or toes, if something happens.

#### ***Pain Transference***

With immense concentration, some children of Dian Cecht have been known to be able to transfer pain from one person and inflict them on another after absorbing said pain
Camp Laoch Wiki

**Welcome to the Camp Laoch Wiki!**
A community for Norse and Celtic demigod OCs within the Percy Jackson universe.

We're a collaborative community website about Camp Laoch that anyone, including you, can build and expand.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Cailleach

A powerful and ancient winter goddess that in many ways predates the Celts, Cailleach is a being of personified winter, death, sickness, and darkness. She is known to appear as a hag to some, or a deathly beauty to others. She is a force of nature personified.

### **Shared Attribute Among All Children of Cailleach:**

#### ***Hair and Eyes***

All children of Cailleach have a streak of white in their hair and red eyes.

#### ***Cold Immunity***

All children of Cailleach are immune to the cold and its associated effects.

#### ***Immunity to Diseases***

All children of Cailleach have an immunity to viral and bacterial diseases.

### **Common Powers Among Children of Cailleach:**

#### ***\*Plague Manipulation***

Some children of Cailleach are able to control plagues and illnesses, inflicting them on people or assisting in the healing process.

#### ***Magic Healing Avoidance***

Some children of Cailleach are unable to be healed by magic, and often times it will worsen their injuries

#### ***Hag Physiology***

Some children of Cailleach have the ability to turn into a hag and be able to slip away from danger

#### ***Ice Manipulation***

Some children of Cailleach are able to control and manipulate ice to their will.

### **Rare or Difficult Powers Children of Cailleach Might Have:**

#### ***Pestilence Zookinesis***

With immense focus, this rare gift can grant children of Cailleach the ability to control animals known for carrying diseases, like rats and insects.

#### ***Winter Weather Manipulation***

With immense training and focus, some children of Cailleach have been known to be able to manipulate winter weather as a whole, producing blizzards, sleet, hail, and snow.

*Other abilities of the Children of Cailleach have been known to occur (\*please check with the mod team for any additional abilities you feel would be well suited for a child of Cailleach\*)*
Claiming Ceremonies at Camp Laoch

Children of the Norse and Celtic gods that reach Camp Laoch do not have to wonder about their parentage for long. Both pantheons set forth an agreement that no child would be left unclaimed - rather, the parent must claim the demigod child by the end of their first week at Camp Laoch. Until then, new campers reside in guest rooms within the Big House.

### What Claimings Can Look Like

Claimings can take many forms, but they do follow the same formula. A demigod will become the center point in a display of their parent’s domain, which can range from a particular power activating in grand fashion (like a child of Iðunn transforming an apple into a healing apple), an element surrounding them or reacting strongly to their presence (like the fire burning brightly out of no wear for a child of Goibniu or Belenus), or nature responding to them in an unusual fashion (such as a flock of crows surrounding a child of Morrigan). As the display disperses, a glowing symbol will appear in the air above their heads. If it is a Norse symbol, they will be depicted in a runic, carved style. If the symbol is Celtic, they will appear to be moving, alive above them before fading.

#### **Norse Deity Symbols**

##### **Hel**

*Depiction of a Woman's Face, Half of Which is Skeletal.*
Wiki Crónicas de la Galaxia

**¡Bienvenidos a Wiki Crónicas de la Galaxia!**
Información sobre el contacto Hombre - Extraterrestre.

Casos OVNIS, Razas extraterrestres, seres desconocidos y Eventos de la Galaxia con fuentes e imágenes explicaciones y demás.

Ver todas las páginas de Razas Extraterrestres reportadas

Somos una comunidad web colaborativa sobre Crónicas de la Galaxia en la que cualquiera, incluyéndote a ti, puede contribuir. Los wikis como este dependen de que los lectores se involucren y añadan contenido. ¡Haz clic en el botón de *"CREAR UN NUEVO ARTÍCULO"* o *"EDITAR"* al comienzo de cada página para comenzar!

*¿Necesitas ayuda para construir esta comunidad?*

* Normas del wiki
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También puedes ser parte de la mayor familia de comunidades de Fandom. Visita la Comunidad Central de Fandom!

*Fundadores de la comunidad*: Escribid un buen párrafo describiendo el tema de la comunidad aquí. Permitid que vuestros lectores sepan más del tema sobre el que trata este wiki y algo de información general sobre el mismo. Luego visitad el panel de administración para más consejos.
Макс

Макс в пилоте

Макс - бирюзовый голубь в птичьем городке, в детстве он жил на Дальнем Востоке (*город Владивосток)*.

Родился 15 сентября 2010 года в Владивостоке (сейчас в городе Чик-Чирикино).Ему 13 лет.

Макс жил на улице Нелайтова, дом 35, квартира 31. На машине он съехал с улицы Пирога (Печорская).

## На каком острове он отдыхал в детстве?

В детстве Максик (Макс) отдыхал на **Пхи-Пхи-Ле** (остров в Тайланде).

А потом на Курильских островах (озеро Сахалин, Россия).

## Интересные факты

* У Макса морская болезнь, но ее нет как-бы
* Макс не любит бегать.
Imperio de Orión

El **Imperio de Orión** o **Grupo de Orión**, según la ufologia avanzada y el contactismo, es una Alianza Galáctica que agrupa a seres humanoides, Reptilianos y Grises en el Sistema de Orión. La mayoría de los seres humanoides son de descendencia Vegana (Sistema de Vega), seguidos de Grises con algun tipo de genética Reptil, y los restantes (Aproximadamente un sexto) razas Reptilianas.

Según el contactado Alex Collier, esta alianza estaría compuesta por 9 razas diferentes, no benevolentes, que tendrían en común una agenda de servicio propio. Es decir no se preocupan por el bienestar de los demás seres del Universo.

Según grupos de Contactados existirían 3 Alianzas o Bloques principales en la Galaxia las cuales agrupan a la mayoría de las civilizaciones desarrolladas.

1. El Imperio Draconiano de los Alpha Draconis. El Imperio más antiguo y aliado del Grupo de Orión.
2. La Federación Galáctica. - Agruparía al menos 12 Sistemas, de mayoría de razas del tipo Nórdica o Humanoide.
3. El Grupo de Orión o Imperio de Orión

## Dominios bajo control del Imperio de Orión

Los sistemas de Ursa mayor, Ursa menor, la estrella de Rigel (Grises-Humanoides de mentalidad totalitaria), Bellatrix (Reptilianos o Reptoides) y Betelgueuse (Grises altos) están bajo control del grupo de Orión.

Estos seres serian de naturaleza Regresiva (Negativa) para la Humanidad y los seres de la Tierra. Ademas de estar enfrentada a la Federación Galáctica o Concilio de Andromeda.

Las otras tres estrellas de la Constelación de Orión, cinturón de Orión, Mintaka, Altinak y Alnilam, estan habitadas por seres humanoides similares a los terrestres pero con algunas diferencias en los tonos de piel y son parte de la Federacion Galáctica.

## Fuentes

Imperio de Orión(En Ingles)

Alex Collier Entrevista 1994 (En Ingles)

Civilizaciones Extraterrestres por Pavel Khailov (En Ruso)
Renais

**Renais** is a PC who first appears in the Symphony of Blade and Blood one-shot.

## Appearance

Renais is a young human man of East-Asian descent, with long black hair tied back into a ponytail that's falling apart. He wears a traditional wizard robe that is too large for him, decorated with gemstones and sequins meant to represent explosion motifs. His right eye has been replaced with a solid, bright orange crystal, serving as both his prosthetic and arcane focus.

## Personality

Renais is an intelligent wizard and self-proclaimed prodigy in the School of Evocation. He takes great pride in his accomplishments, prioritizing his work over his social life and ability to make friends. He behaves in a very blunt manner, and his severe way of speaking as made him off-putting and "weird" towards others; he was disliked among the soldiers he worked with because of this. He is fiercely determined to appear capable at all times, which often results in a lot of self-antagonism.

## Biography

Little is known about Renais's early life. Sometime during his childhood, he lost his right eye. When questioned about his studies, he stated he studied magic for at least a decade (as of 2395 AC).

During the events of the Symphony of Blade and Blood, Renais has been working as a general during The Gathering Wars for several months. He was one of the select chosen by The High Guard Sunborn to capture the Cloak and the Eye. There, he commanded an army of mages among his fellow generals during a strategic infiltration. Despite his high position as general, he was disliked by his soldiers.

In response to the betrayal of Atlas Chrona, Renais successfully retrieved the Cloak by disintegrating it off the body of Atlas. The event left him emotionally and mentally traumatized.

It is unknown what happened to Renais after the events of the Symphony of Blade and Blood.

## Other Notes

* Intentionally, he refused to make eye-contact with any of the other PCs. Not out of disrespect, though.
* He doesn't like coffee. Or tea.
* During the events of the Symphony of Blade and Blood, he was invited to stay at an orphanage by Maithamir upon her learning his age. It is unknown whether or not he accepts this invitation.
Felinos

**Nivel de inteligencia** | Muy Desarrollada, seres sutiles y benévolos.

En la Ufologia, los **Felinos** o **Felidianos** son una raza o civilización alienígena, también conocida como los Urmah, Ari o los Kaujamut. Según contactados y canalizadores estos seres originalmente provendrían del planeta Avyon en la constelación de Sirio y en algunos casos se les relaciona con la Constelación de Orión y con la Constelación de Lira.

Esta raza esta compuesta por mamíferos humanoides íntegramente recubiertos de pelo marrón casi dorado, y una cabeza cuyo aspecto representa la síntesis entre la cabeza de un gato y la de un león. Miden de 4 a 6 metros de altura, tienen pupilas verticales —como las de un gato— y visten prendas ajustada que se asemejan a uniformes militares.

Según el escritor y contactado francés Anton Parks, el nombre Sumerio de los Felinos era URMAH, palabra que significa «León», y también «Gran Guerrero». El sostiene que son una facción Guerrera dentro de los seres de la Luz, cumpliendo un rol de pacificadores.

El escritor Stewart Swerdlow, conocido por el libro *Montauk la conexión aliengena* habla de dos Razas Felinianas, los Ari, leones alados y los Koroti que son un híbrido entre Felidiano y humanoide del sistema Sirio A. Los seres del Sirio A crearon a los Koroti genéricamente como pilotos de sus naves estelares. Según Swerdlow los Koroti están bajo control de los Sirio A, siendo sus intenciones las mismas de los Seres de Sirio A.

Según el contactado mexicano Erick Romero, estos seres miden algo mas de 2 metros de altura, describiendo sus ojos como casi humanos. Según él la Civilización Kaujamut, casi hubiera llegado a la autodestrucción producto de peleas internas, si no fuera por una acuerdo y conciliación entre los seres de ese mundo.

Otro contactado, Paul Richard Atkinson, también clama tener contacto con estos seres. Según este contactado existirían muchos tipos de felidianos pero la cepa genética mas común y poderosa es la de gente León.

## Fuente

Fuente, según Xentor Xentinel , es información proveniente de abducidos y ex abducidos en general, extraída de diversos modos, sea hipnosis, o experiencias directas de abducidos y ex abducidos.

R A Z A S Z E T A : LOS FELINOS - Cap. 6

Katay(En Ingles)

Lyran Cat-people (En Ingles)
Race for the Shifters Veil

Race for the Shifters is an on-going campaign that began on January 13th, 2024.

## Player Characters

* Magnus
* Fell
* Elena Amir
* Sam Selovia
* Shiloh Lkhagvasuren

## Notable NPCs

The Dragon, a dragonborn mage of unprecedented strength aiming to unite the world through conquest.

Mist, a mysterious figure familiar with forces beyond the material plane.

Calvin, an old man. He says he was quite the knight, back in his day.

## Notable Locations

Centrafiel, a wide region in the heart of Aetherca. This collection of cities and provinces is the lifeblood of resistance against the Dragon's unification.

Wyrdstrum, a town aligned with the Duskborn. Wyrdstrum is home to Shiloh Lkhagvasuren, her large family, Elena Tair, and her noble family.

Geyserfalls

## Summary

A bizarre occurrence in the backwater city of Wyrdstrum drew the attention of the Dragon himself. Now a party has departed from the city in search of answers and counsel.
Timeline

### Calendar

The generally used calendar of the citizens of Aetherca is made up of nine months, during each of which the moon circles the planet exactly once. Each month has forty-six days, and a full years lasts 414 days. Years, at least in the Modern Age, are measured in AC and YC, "Awaiting Cetcadius" and "In the Year of Cetcadius," respectively. These correlate to years before and since the unification of Aetherca in 0YC. A day is slightly shorter than one measured in Earth time, so a year stretches over roughly the same amount of total time, despite the difference in number of days.

### The Age of the Dragon

 998 AC
 992 AC
 950 AC
 904 AC

### The Age of Chaos

 811 AC
 14 AC
Cage

Cage is a variant aasimar PC who appears in the one-shot Judgement Day.

## Physical Description

Cage is a variant aasimar with olive skin tone, muddy red eyes, and grey hair. He has multiple scars, including one on the right side of his face that starts right below his eye, trailing to the top of cheek, and then forking into two paths, one to the side of his nose and the other to the side of his mouth. As an edge lord, Cage wears sharp, full-body armor of a metallic reddish hue including a spiked crown with chains trailing down the front. His set of armor also has a deep turquoise cape. Cage is 6'1" and weighs 202lbs.

## Personality

Despite being only 32, Cage acts like a grouchy middle-aged dude. He's tired of drama but always causes his own. He's power hungry and enjoys the fear of others. When engaged in conversation he tends to be impatient and insensitive at times.

## Journey

As an aasimar, Cage was born with his champion connection to the gods being Falon, the God of Fear. There were mixed reactions to his birth since he was to be the Champion of Fear, but most people were indifferent. His parents, Pitch and Bell, raised him kindly (only child) and later Cage joined a local order of soldiers as that job seemed to match to his strengths. Aasimar visions come to Cage in the form of Falon appearing as hallucinations only Cage could see. Being rather dramatic, Falon tends to make unconventional entrances, from grabbing Cage’s foot from under a bed with a “~hey”, to making lights flicker and Falon appearing after sitting comfortably on a chair (again, only Cage sees this so Cage reacting outloud is kind of awkward to others… but eventually he got used to it and gained Frightened immunity as well as nonchalantness). Despite being weird and sometimes cryptically cruel, Falon is caring to Cage and helped train him as they wanted a pawn who would spread Fear and do their bidding. Their own aasimar is perfect for that goal, and since Falon’s a minor god, Cage is their only aasimar.

Later in life, Cage then took a part of the events that happened in the one shot Judgement Day.

## Other Notes

* Cage successfully intimidated the ground so the party wouldn't take fall damage
The Strange Case of Chasmspan Manor

## Player Characters

* Frectus Somnium
	+ Paladin priest and craftsman aasimar
* Jowol
	+ Fallen aasimar following firbolg religion with emerald skin, feathers, pure white eyes and a flower laurel
* Ver
	+ Half-elf noble rogue running from assassins
* Grub Fry
	+ Middle-aged bald gnome PI working to pay off gambling debts
* Razmataz "Raz"
	+ Very traditional half-elf cleric
* Neoma Nightshade
	+ Pirate rogue working towards owning a ship

## Notable NPCs

* Auntie Carol
* Baron Winterfell

## Pitch

Mysterious invitations, sent and read:

A strange estate, two days to spend.

Landrender’s Chasm, in continent’s heart,

Centrafiel awaits, your journey to start.

Chasmspan manor, a legend or true?

An answer you’ll get, if go there you do.

But rumors of late have whispered of those

Who answered this letter, but came back composed

Of manners and actions just slightly offset

From the way they had been when they had first left.

So answer the call, or flee far away

But know if you do the price that’ll you’ll pay

Will be in secrets, for better or worse

To find out your answers, a blessing or curse?

But be not afraid, it’s a party, I’m told!

And you would not be sent for had you been less bold.

Know this, though, in warning, I’ve never been in.

And who knows what we’ll find, once the mysteries begin…

For if there’s one thing I’ve learned while serving under this banner,

Something strange is afoot

In Chasmspan Manor.
Goibniu

Known as the blacksmith of the gods, Goibniu is a member of the Tuatha dé Danann and served as the armorer and inventor to the clan. His domains cover all areas of blacksmithing, invention, and even hospitality.

### **Shared Attribute Among All Children of Goibniu:**

#### ***Fire Immunity***

All children of Goibniu are completely immune to fire, and cannot be burned by the flames not matter how hot they get.

#### ***Soot Patch***

All children of Goibniu have a birthmark somewhere on their body that resembles a soot patch

#### ***Blacksmithing Affinity***

All children of Goibniu have a natural affinity for blacksmithing, and pick up the trade quite easily.

### **Common Powers Among Children of Goibniu:**

#### ***Metal Manipulation***

Some children of Goibniu are able to bend and manipulate metal to their will, which can come in quite handy when creating weapons.

#### ***Fire Manipulation***

Some children of Goibniu have the added ability of being able to manipulate fire, making it burn hotter and brighter, or utilize it as a weapon

#### ***Reverse Engineering***

Some children of Goibniu are able to observe an object and understand how it works completely, and then how to build it for themselves.

#### ***Potion Making***

Some children of Goibniu are skilled potioneers, and people are able to use their potions to temporarily enhance their weapons.

### **Rare or Difficult Powers Children of Goibniu Might Have:**

#### ***Human Torch***

With immense concentration, some children of Goibniu have been known to be able to completely transform into fire, which can also gift them with small bouts of flight

#### ***Magic Weapon Creation***

A skill that comes with immense training and practice, some children of Goibniu are able to permanently infuse potion effects into their weapons, creating magical weapons.
And the End Times That Follow

## Player Characters

* Edogawa Osamu
	+ Tragedy storyteller pessimist bard

* Merculus
	+ Honest middle-aged urban bounty hunter creation bard

* Quiri
	+ Isolationist aarakocra hunter

* Alphonse
	+ Charmingly devious half-elf cleric of knowledge

* Maithamir
	+ Pale necromancer and wanderer elf woman with dead flowers all over

* Xavia Sardothien
	+ Air genasi gambler and scammer

## Pitch

The Champions of the Divine Coalition have vanished. The legendary protectors of Aetherca departed from a northern port but weeks ago, and have not been heard from since. There are whispers that the heroes have abandoned their posts, driving off to distant shores to abandon mortality entirely. Some have begun worshipping them as newly-ascendant gods. Others are terrified, believing this is the beginning of some terrible era of destruction, now that the protectors of mortals have gone missing. Indeed, rumors of strange happenings have been cropping up left and right, and entire small towns have reportedly been devastated and deserted, practically overnight.

In the recently-constructed fortress outpost of Gryphonroost, a small team is being assembled in the small hopes that they may be able to find clues to the nature of the Champions’ disappearance, and what state the world might be heading towards. One such mysterious rumor is of a woman with a strange, unholy Eye. According to those who have survived meeting her, she knows everything, and can answer any question. The elders of Gryphonroost have tasked a team of powerful volunteers with the quest of tracking this woman down and finding some means of discovering what the kingdoms of Aetherca need do to prepare for what may very well be the End Times.
Iris

Iris is a kalashtar PC who appears in the one-shot The Search for Volume 13.

## Physical Description

Iris is a pale kalashtar with purple eyes and white hair braided into an updo along with a deep-blue ribbon. She wears a white dress with gold trim, a large purple sash with a magenta and teal ombre, various deep-blue, cloth sashes with red eye buckles, leather sandals with red eye buckles, a deep-blue choker, and a purple cloth mask with a red eye on it. Iris is 5'9" and weighs 149lbs.

## Personality

Iris acts like a know-it-all and has boundless confidence. She will try to command a room according to her will and calculate how to achieve it. To her, knowledge is power so she must have it all and if not now, eventually, as she knows to wait for the opportune moments.

## Journey

Iris joined the Order of the Enlightened Mind in worship for Gnosi, the God of Knowledge. She then wished to start her own branch thus founding the Sect of Illumination, and began promoting it to people both inside and outside the order.

Iris then partook in the events of the one shot The Search for Volume 13.
Cauter

Cauter is a fire genasi PC who appears in the one-shot Rot & Bone.

## Physical Description

Cauter is a terracotta-red fire genasi with fiery, bright orange hair in a short pony tail, and piercing yellow eyes. She wears a red cloak and an orange and beige tunic dress with embroidered depictions of the sun and wings on the skirt. She has multiple brown, leather accessories with gold studdings consisting of a belt with a small pouch, one leather bracer on each arm, and leather sandals. Finally, she also dons a gold circlet on her head with a red gem in the center. Cauter is 5'7" and weighs 134lbs.

## Personality

Cauter is an optimist with a bubbly personality. She loves helping others but has a habit of pushing against others' personal boundaries occasionally.

## Journey

Cauter is from Southern Bankside Hollow. Due to a passing clergyman of Hexlight, Cauter joined the Hexlight religion and became a cleric of light. She often babysat the kids of the neighborhood with her house occasionally functioning as a daycare. Then after coming back from one hunting trip to help get food for the village, she encountered the life changing events that happened to her in the one shot Rot & Bone.

She is now the wielder of the Gauntlet and uses it to "heal" anyone who complies to joining their (The Gauntlet's and hers) "religion". This "healing" is more akin to joining "them" and remodeling the body to recover any lost limbs but the healed are usually never the exact same... She also tries having tea parties with the figure from the Gauntlet as ways to befriend and get to know better the figure and his story.

## Other Notes

* Cauter's name is inspired from the words "cauterization" and "cautery" from combining the themes of fire and healing
Sif

Sif was counted as a member of the Aesir, a giantess and second wife to the god of thunder, Thor. She was known for her beauty and was quite prideful in her hair, so much so Loki shaved it off, later forced to replace it with a wig of the finest strands of gold made by dwarves. Sif's domains rest in the areas of harvest and the fertility of the earth.

### **Shared Attributes Among All Children of Sif:**

#### ***Fear-Masking***

Sif is not a goddess easily swayed or scared. As such, her children are easily able to hide their fear from others. This manifests through being able to keep a calm and steady demeanor when in frightening situations

#### ***Jotunn Physiology***

As a giantess, Sif’s children have inherited some Jotunn physiology. They have a higher tolerance for the cold, as well as running cold overall. In addition, children of Sif are all rather tall, often 6 feet and above (cold tolerance, running cold, tall),

#### ***Plant Identification***

Children of Sif have the natural capability of being able to identify plants by both their common name and scientific name. After discovering any qualities of the plant, they are also able to permanently retain the information for future use.

### **Common Powers In Children of Sif:**

#### ***Chlorokinesis***

Some children of Sif can control plants, commanding them to move. Using seeds, they are also able to expedite the growing process

#### ***Zoolingualism***

Some children of Sif are able to communicate with smaller animals, such as mice, birds, cats, opossums, and pollinator insects

#### ***Trick Immunity***

Sif was once tricked by Loki, causing her to lose her hair. Since then, she became extremely attuned to knowing when a trick was being played on her. Some of her children have inherited this ability, being unable to be tricked by magical means.

#### ***Plant enhancement***

Some children of Sif are also able to enhance the existing effects of plants. They can make their hallucinogenic properties more potent (like in poppies), have stronger scents overall, and increase the effectiveness of their healing capabilities (like aloe)

### **Rare or Difficult Powers Children of Sif Might Have:**

#### ***Gold Mimicry***

A rare gift, some children of Sif have been known to turn their hair into gold. The material is stronger and malleable, and can be infused with other metals to enhance its strengths.

#### ***Plant Shapeshifting***

A rare gift, and once that comes with great attunement to nature, some children of Sif have been known to shapeshift into a particular plant, making for interesting disguises when trying to get away or listen in.

*Other abilities of the Children of Sif have been known to occur (\*please check with the mod team for any additional abilities you feel would be well suited for a child of Sif\*)*
Norse and Celtic Deity Interactions

There is no all governing law that keeps the gods from interacting with their children. However, you will not find the gods simply waltzing into Camp Laoch. It's not that kind of camp, or that kind of world.

### How the Gods Communicate With Their Children

Instead, the gods in both pantheons utilize their domains and symbols to communicate with their children. Dreams are a common communication method, as are having particular animals appear, a sign that they are on the right path or that their parent is watching over them.

Campers often visit their parents temples and holy sites within the camp grounds when seeking advice, comfort, or even just to feel close to them. While they do not speak back, some say that the smell of the sea breeze, the warmth of the sun, or the appearance of their parent's sacred animal when they leave the premises is enough of a reply.

To speak directly to one of the gods is extremely rare and almost always means something terrible or life changing is around the corner. Proceed with caution when speaking to an all-powerful deity, even if they are your parent.
Arcane Critsters Wiki

**Welcome to the Arcane Critsters Wiki!**   Welcome to the Official Wiki for the Arcane Critsters! Here you can find references, theories, and descriptions of characters and locations from the campaigns run as part of the Arcane Critsters D&D group. As a part of the USC club Dungeons & Trojans (discord), Arcane Critsters specifically refers to the content played during the every-Friday one-shots, hosted by RealmWarden, as well as soon-to-come content produced as part of the same project.

We're a collaborative community website about Arcane Critsters that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

### Previous One-Shots

* Elegy of the Damned (3/10/23)
* The Copper City (3/24/23)
* The Bloodgold Games (4/7/23)
* Rot and Bone (4/21/23)
* The Draugr and the Devilsworn (7/15/23)
* Judgement Day (9/22/23)
* And the End Times That Follow (9/29/23)
* The Strange Case of Chasmspan Manor (10/27/23)
* The Search for Volume 13 (11/10/23)
* Just Another Quest (11/12/23)
* Symphony of Blade and Blood (12/1/23)

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Shiloh Lkhagvasuren

**Shiloh Lkhagvasuren** is one of the main characters in the Race for the Shifters Veil campaign.

## Appearance

Shiloh is a young woman in her early 20s described to have a "deep worker's tan" from spending time outdoors. Her hair is long and black that reaches her hip, and is always in a braid wrapped in red ribbon. She constantly wears an all-forgiving expression which, depending on the situation, is either the most comforting or most irritating part about her. Shiloh wears a deel and heavy leather boots.

When she gains her sorcery powers from an unknown, divine source, Shiloh transforms from a human into an aasimar. Her skin becomes waxy and discoloured from burning, and a star-shaped scar remains unremovable and prominent at the center of her face. Her eyes have turned milky white from the burning light.

## Personality

Shiloh is a kind and soft-spoken woman. She is a primary caretaker in her household, which enforces her responsible maturity and role as a older sister. Naturally benevolent and gentle, she always tries to be as respectful and forgiving to other people as possible. She is deeply caring and considerate of others, especially her family, which leads to altruistic and self-sacrificial tendencies.

## Biography

Shiloh is the eldest to seven children in a small-town village. She spent her entire life in her childhood home, taking care of both her parents and her younger siblings.

At the beginning of the campaign, Shiloh is watching over her siblings when she discovers light coming from the forest. Upon investigation, she is drawn towards a condensed source of light that reaches out towards her. When she touches it, it explodes on impact, leaving her badly burned and scarred. Shortly after recovering from her injuries, she develops a star-shaped scar on her face and develops sorcery powers she hadn't had before.
Fell

**Fell** is a myconid druid plagued with the curse of free thought. They are one of the main characters in the Race for the Shifters Veil campaign.

## Appearance

Fell wears a brown, warn poncho with small tassels covering most of their body. They have a big red scarf around their neck. Underneath these layers is simple leather armor meant for a child. Their head is a rounded, mushroom stem. The top part of the mushroom is black with random patches of white with various sizes covering the surface. Two small mushrooms with the same design grow together on their head as well. The mushroom top serves basically as a pseudo sombrero, being 5 inches tall and being around 6 inches in radius (yes this means Fell's actual eye-line is around 4ft). The underside of their mushroom hat glows dimly with a soft yellow bioluminescence. Fell holds a quarterstaff that looks like it was crafted personally from a large branch. To their left side is a shield which looks like the bark of a fallen log, reinforced with resin and leather straps on the back side. On their back is a leather backpack that looks too large for them to carry holding all their essentials.

## Personality

Coming from a myconid colony deep in the Underdark, Fell is not accustomed to the ways of the world. Everything is a new experience to be had and an adventure to be made. Most would think this exciting, but not for Fell. Being alone from their fellow myconids, Fell has the unfortunate dilemma of having to actually think for themselves. Myconids are a communal species and because of this, Fell craves mental and psionic unity with others and hates forming their own thoughts. Because of this, Fell is an incredibly anxious and awkward fellow and simply hates being alone. When interacting with other living things, Fell is incredibly observant and often copies others' actions in a desperate attempt to feel a sense of belonging. They find a deep comfort in Magnus, whom they have been traveling with for around half a year.

## Associations

Fell has been traveling with Magnus since he saved their life at Geyserfalls. Shortly after, Magnus ended up giving them the name Fell as a shortening of "Fellow."
The Bloodgold Games

## Player Characters

* Feevil Delteevil "The Dare Hare"
	+ Swarm ranger performer haregon
* Alek Geruun
	+ Innocent village battlemaster
* Dappet Venquiist Penrulian
	+ Crippled necromancer tortle pirate carried by undead servant
* Baal
	+ Ancestral guardian minotaur barbarian blacksmith ("cursed club")
* Dr. Bartleby Grimhollow
	+ Terrible doctor death cleric collecting corpses for experiments

## Pitch

“Come one, come all! The High Chairmain of Taeloron's Crown's has proclaimed the return of Bloodgold Games! A great contest of champions, to test the might, mettle, and wit of any team that dares to step foot in The Gravehollow Arena, the Bloodgold Games are the proving ground for any groups of heroes wishing to make a name for themselves in Taeloron!”

Hearing this call, a small group of ragtag adventurers seeking wealth - fame - or something else entirely - have come together to enter into this historically lethal event. But something is amiss in the city of Taeloron’s Crown, and it may fall to this unlikely band of competitors so see it righted.
Thornspell Twins

The thornspell twins are two characters, Ivy, the older brother, and aurora, the younger sister.

## Appearance

They both have brown hair and eyes, Ivy has a green band(?) thing around his head, Aurora typically has a grey shirt with a yellow triangle on it, and ivy, the same but purple triangle.

## Personality

Ivy has a mysterious attitude, fun still sometimes.

Aurora seems to be curious and kind mostly.
Autumn Tumela

## Appearances

### Appears in

First Appearance: Lost In The Unknown: S1EP1 Last Appearance : S?E? (last episode, no name or specific episode yet)

### Debut

s1e1 - Lost in the unknown

New

# Appearance

She has blonde hair, glasses, and normally has a red shirt.

# Debut

S1Ep1

Lost In The Unknown

# Friends/Family

### ***Main Friends/Family***

#### ***Main Family***

Fern Tumela : Sister

Meadow Tumela : Brother

***Main Friends***

1. Ivy Thornspell
2. Jasper Nightshade
3. Luna Evergloom
4. Thistle Frostbane
5. Asher Emberheart
6. Aurora Thornspell
O'Hara

O'Hara was a member of a party that sought dangerous jobs for gold sums. One particular job went in an unexpected direction and changed his life forever, as well as breaking up the party.

Trapped in bleak new world, O'Hara has committed himself to seeking out the survivors of the Feywild and the last remains of the natural world.

## Associations

Henry Howard Holtz

Eva Storm

Laureli, with whom he had a disagreement.
Fern Tumela

Younger Sister of Autumn Tumela and older sister to Meadow Tumela

# Appearance

She has pink hair, brown eyes, 1 scratch over her eye, a green on her neck, and normally is shown having a green shirt.

# FAMILY AND FRIENDS

### Main Family

Meadow Tumela : Little Brother

Autumn Tumela : Older Sister

### Main Friends

1. Ivy Thornspell
2. Thistle Frostbane
3. Asher Emberheart
4. Aurora Thornspell
The Search for Volume 13

## Player Characters

* Sunny
	+ Child fighter raised by dwarves, massive hammer with split blond ponytail

* Ilion
	+ Massive hand-to-hand fighter, blue gladiator tattoos on arms

* Iris
	+ Kalashtar cultist cleric, founder of the Sect of Illumination

* Yaya
	+ Light purple fairy with striped butterfly wings and iridescent eyes (smells ... purple?)

* Merist
	+ Historian high elf chronomancy wizard brought from the future

* Tithynth "Tith"
	+ Kobold twilight draconic shaman

* Darius Adjai
	+ "Monk from rogue one"

## Notable NPCs

* Carlos Malaros
* Garran
* High Priest Cynthia

## Pitch

Years ago, the Order of the Enlightened Mind, an enclave of scholar priests in service of the god of knowledge, announced they would not rest until every volume of Travels Through the Underdark, by Carlos Malaros, was secured within the walls of the Great Repository. An elusive collection of volumes, there were 54 in total, each more baffingly ambitious than the last. Only a sparse handful of each entry were ever copied, as reportedly many scribes found the frank demystification of the Underdark's (often sinister or nauseating) secrets to be unfit for dissemination. Despite this, the order had nearly collected every volume - save Volume 13, considered to be the keystone of the series. Later volumes repeatedly reference its contents, alluding to some piece of knowledge of frightening importance.

It was unknown whether any copies of Volume 13 had even survived the years since it was first written - many of the order had given up on ever discovering it. That is, until a short time ago, when a certian young priest named Alphonse secured the knowledge of the last surviving copy's location from a host for a powerfully evil artifact of divination known as The Eye. In the months that followed, the order was too distracted by the end of the world, as the Eye's companion artifacts ravaged the scattered provinces and city-states of Aetherca.

Now, however, a small subdivision of the order has remembered that old quest, and worries that the ongoing apocalypse, though stymied by the institution of the Vault of Maithamir, will reach the Library of Blackreach and render the volume lost in truth. It is left to a small contingent of volunteers, sellswords, and/or priests to venture out to the unclaimed lands near the southeastern coast and recover Volume 13, to discover what great secret lies within once and for all.
Kara

Kara is a tiefling PC who appears in the one-shot The Copper City.

## Physical Description

Kara is a purple tiefling with bright cyan eyes and wavy, obsidian hair in a short ponytail. She wears formal, receptionist clothes. She's 5'6" and weighs 126lbs.

## Personality

Kara is a stubborn, but well-mannered tiefling who's constantly smiling. She's polite as she needs to be while not afraid to speak her opinion when needed. Kara is also responsible and loyal, though hates to admit when she's wrong. She's also constantly handing out "business cards".

## Journey

Kara works as a front-desk receptionist to a merchant guild that her father Gareth works for as well, so she got in at such a young age partially due to nepotism.

She then participated in the events that took place during the one shot The Copper City.

## Other Notes

* Kara's actually from a campaign in another world with a cyberpunk setting and was used since this was the player's first one shot so they didn't know how one shots worked