recursal/Fanatic-Fandom huggingface dataset:
Honor Checks

The world of Boi'cer is steeped heavily in ancient traditions and concepts of honor. This is especially relevant to Samurai and citizens trying to maintain a good public reputation.

Honor measures not only a character's devotion to a code, but also the character's understanding of it. The Honor saving throw can also reflect how others perceive a character's honor. A character with a high Honor modifier usually has a reputation that others know about, especially those who have high Honor modifiers themselves.

-For Boi'cer characters:

* **Honor save DC =** 8 + Proficiency Bonus + Charisma or Intelligence modifier (whichever is higher)
* **Honor check modifier =** Proficiency bonus + Charisma or Intelligence modifier (whichever is higher)

-For Kamikakushi characters:

* **Honor save DC =** 8 + Charisma or Intelligence modifier (whichever is higher)
* **Honor check modifier =** Charisma or Intelligence modifier (whichever is higher)

Honor checks can be used in social situations, much as Charisma would, when a character's understanding of a code of conduct is the most defining factor in the way a social interaction will play out. You might also call for an Honor check when a character is in one of the following situations:

* Being unsure how to act with honor
* Surrendering while trying to save face
* Trying to determine another character's Honor score
* Trying to use the proper etiquette in a delicate social situation
* Using his or her honorable or dishonorable reputation to influence someone else Honor Saving Throws

An Honor saving throw comes into play when you want to determine whether a character might inadvertently do something dishonorable. You might call for an Honor saving throw in the following situations:

* Avoiding an accidental breach of honor or etiquette
* Resisting the urge to respond to goading or insults from an enemy
* Recognizing when an enemy attempts to trick a character into a breach of honor

Honor is also particularly relevant in certain downtime events.
Factions

There are many widespread organisations across Boi'cer, but most noticeable are the lighthouses of Boi'cer. These towering structures are dedicated to the preservation and study of intricate lore, and also each contain permanent Teleportation Circles. These circles are often heavily guarded and operated by well coordinated supervisors, and they are restricted from public access. Only a member of a lighthouse, or the White Narwhal can gain permission to use these circles.

These towers also correspond to places where prestigious Wizards and Bards of certain archetypes may have been educated.
Calendar

This page is a brief overview of the general history of the world of Boi'cer

To be updated and expanded on!

* 0 - Construction of the first Lighthouse
* 646 - Beginning of the First Oni War
* 650 - End of the First Oni War
* 814 - Beginning of the Second Oni War
* 820 - End of the Second Oni War
* 900 - Current Era
Kingdoms

The world of Boi'cer is made up of 20 recognised political spheres.

We are currently focusing play inside the Malipian Empire.

**Brief Dissection:**

Abaia - Extremely rural and disconnected colonies

Acharstan - Oni worshippers, mostly tribal and primitive

Al Juwa - Isolated island colony with unique belief system

Alsanan - Ancient samurai-based society with traditions predating public record

Chivgat - Dominated primarily by monasteries and dojo's dedicated to preserving nature

Chulgertia - A collection of outlander colonies, connected by interspersed dojo's.

Dash - A country still bearing the scars of wars. It is currently occupied by Radiants, but civil unrest is common.

Gehirstan - An Oni-worshipping island settlement, mostly made up of raiders and mercenaries.

Har - A realm of cultural heritage for Oni, war-torn and infused with elemental energy.

Izrehiryan - Militaristic culture, ruthless and efficient hunters. Values domestication over preservation of the wild.

Jarmandia - Island colony dominated by shunned scholars, the unofficial fifth lighthouse

Magardia - A land of diverse horse-riding tribes protected by samurai, filled with exotic wildlife and cultures

Malammia - A peace-loving nation which has conformed with eastern values, but still retains it's shamanistic traditions

Malipia - A relatively modernised civilisation with a fascination in arts and magic, dominated by smallfolk.

Mcherga - An extremely wealthy mercantile colony, built into the side of an island volcano.

Mulekal - A remote land claimed by a criminal syndicate made up of pirates, fugitives and exiles.

Mush - Monk rebels that fought against Izrehiryan oppression of their beliefs, declaring their own independence

Oyonian - A proud nation, often associated with colourful Oni-dressed Samurai and magnificent architecture

Tachanu - A mercantile nation ruled by a militaristic class, often associated with duplicity and political plots.

Yamika - A kingdom that used to also encompass Tachanu, architects of the modern Lighthouses.
Weapons

**In this setting, this rule replaces the existing rules for Shields:**

A shield is made from wood or bamboo and is often held up by an adjustable pole, to essentially create portable freestanding walls. Having proficiency with shields allows you to deploy or pick up a shield with both hands as an action, or alter the angle of a shield as a Free Action. Being behind a shield gives you three-quarters cover from ranged attacks. You can benefit from only one shield at a time.

**In this setting, these names replace the names of existing weapons:**
Tuvyn

Faith of Silence

Nestled within the tapestry of Clifela, Tuvyn emerges as a small yet defiant kingdom with a rich history steeped in defiance and bloodshed. Once an integral part of the Thalian Kingdom, Tuvyn's separation two centuries ago birthed a legacy of strife, sorrow, and a simmering resentment that still lingers in the hearts of its people.

The departure from the Thalian Kingdom was far from peaceful, shrouded in a tumultuous struggle against the iron will of the Thalian king. In a bid to quell the aspirations of an independent Tuvyn, the ruler of Thalian Kingdom resorted to ruthless measures. Displeased by the idea of losing a part of his domain, he sought to extinguish the embers of rebellion with the fires of cruelty.

Protests and dissent against the Thalian crown swelled, their cries for autonomy growing louder by the day. In a desperate attempt to quell the burgeoning movement, the Thalian king resorted to an act of unspeakable horror—he ordered the execution of the entire family that was destined to rule the newly formed Tuvyn. Though successful in his sinister endeavor, the king's malevolence triggered an unforeseen consequence—the ire of his own subjects.

News of the brutal slaying spread like wildfire across the Thalian Kingdom, inciting a groundswell of dissent and righteous indignation. Citizens from all corners of the realm, appalled by the monarch's cruelty, began rallying in support of Tuvyn's cause. The prospect of a civil war loomed large, compelling the Thalian king to reluctantly acquiesce to Tuvyn's demand for independence. Thus, Tuvyn emerged as a kingdom in its own right, forever marked by the scars of its tumultuous birth.

While the Thalian Kingdom perceives their relationship with Tuvyn as amicable, the wounds inflicted upon the Tuvynians have yet to heal. Despite the passage of two centuries, the memory of the king's heinous act remains etched in the collective consciousness. Deep-seated grudges persist, and the shadows of the past cast a pall over interactions with Thalians. Visitors from the Thalian Kingdom entering Tuvyn tread upon treacherous ground, as they risk becoming targets of violence or public humiliation at the hands of resentful Tuvynians.

Tuvyn, a kingdom of resilient independence, wears its scars as badges of honor and reminders of the struggle that forged its identity. Its people stand united, infused with a spirit that refuses to bow to tyranny or forget the sacrifices made in their pursuit of autonomy. The legacy of their separation serves as a testament to the indomitable will of the Tuvynians, who navigate the realm with a guarded mistrust and an unwavering determination to protect their hard-won independence.
Magnus II Richard von Plettenberg (Roleplay Atual 1492)

## Outros Titulos

* Príncipe de Bremen-verden (1678-1682)
* Duque da Pomerânia ocidental (1678-1682)
* Lorde Protetor da Confederação Hanseática (1678-1682)

**Magnus II Richard von Plettenberg, O louco** (1650-ainda vivo) foi rei de Ostsee durante 1678 e 1682, e ficou conhecido devido sua incapacidade de governar como rei.

## Juventude e vida antes de Rei

Magnus Richard recebeu educação de seu pai e de vários nobres calvinistas. Seu pai Wolter queria assegurar que seu legado absolutista se perpetuasse, e por isso deu atenção a sua educação.

Ainda quando Jovem, ele era reconhecido pelos outros como arrogante e megalomaníaca. Quando aprendeu sobre seu "direito divino de governar" aos 18 anos, Magnus ficou obcecado com essa ideia.

## Reinado

### Papel na Guerra de Sucessão Francesa

Quando assumiu, Magnus II optou por sair da Guerra de Sucessão francesa. Para ele, Ostsee não devia se intrometer em questões de países católicos.

Essa decisão deixou toda nobreza extremamente furiosa com o rei, já que isso ia contra os interesses da nação como um todo.

### Atos de Navegação e Isolacionismo diplomático

Em 1680, O rei declarou os atos de navegação, um ato que dita que o transporte de mercadoria para exportação ou importação deve ser feito apenas por balto-alemães.

Isso deixou seus dois principais aliados descontentes, e logo lançaram um embargo. Ao invés de melhorar a economia de Ostsee, os atos de navegação trouxeram efeitos colaterais terríveis.

### Atos de 1681 e Atos punitivistas

Em 1681, o Rei publicou uma série de atos que retiravam toda autonomia das cidades, da burguesia e nobreza, além de impor altas taxações e tornar Ostsee um país verdadeiramente calvinista.

Isso deixou a nobreza e burguesia em estado de protesto, já que não concordavam com os atos abusivos do Rei. Como consequência, Magnus II declarou os "atos punitivistas", que punia fortemente todos aqueles que iam contra o rei e contrariavam seus atos.

## Deposição de Magnus II

Desde que assumiu, Magnus Temia que seu irmão o desse um golpe, junto com nobres luteranos radicais. Por isso, ele foi apontado como governador-geral da Pomerânia, forçando ele a se mudar.

Em 1681, Rutger von Ascheberg, um dos mais importantes militares balto alemães, entrou em desacordo com o rei, por causa dos "atos de 1681". O rei, sem pensar duas vezes, o afastou de seu cargo de comandante-geral da Livonia e mandou para Pomerânia.

No mesmo ano, seu irmão Karl von Plettenberg e o comandante Rutger foram para a região da Pomerelia. A nobreza local, com ódio do rei atual, entrou em estado de rebelião e pediram apoio de ambos nobres. Durante todo resto de 1681, a rebelião iria se espalhar por toda Ostsee, até que o rei foi declarado louco e foi deposto.

## Vida como exilado

Em 1682, Magnus foi obrigado a se mudar para outro país, e decidiu morar em Oldenburg, condado em união pessoal com o Reino da Dinamarca.
Tieflings

In this world, Tieflings more closely resemble the concepts of devils in japanese/chinese mythology, rather than the more western concept of horned devils. These devil subraces replace the existing subraces in MtoF, and draws inspiration from the Chinese Zodiac and Journey to the West.

 Baalzebul
 Dispater
 Fierna
 Glasya
 Levistus
 Mammon
 Mephistopheles
 Zariel
Elementa Oil

## Information

### **Effects**

Applying it to a sword, axe, arrows, bolts or any other weapon will cause extra damage to Elementas

### **Ingredients**

1 Bottle of Alcohol
1 Tablespoon of Dog Tallow
4 Puffball
2 Swamp Blooms
1 Albedo
1 Allspice
Water

### **Effective to**

Golems
Elementals
Gargoyles
Djinns
Pixies

Elementa Oil, works against all monsters that are somehow related to the elements of earth.
Celantra

Communion of Water

Celantra has emerged as a testament to the distinctiveness and the will of its people. Formerly a part of the larger kingdom of Estren, this land harbored a populace whose aspirations and way of life diverged significantly from their Estrenian counterparts. In a peaceful separation that transpired not long ago, Celantra achieved its sovereignty, creating a realm where spirituality, prosperity, and an absence of strife converge harmoniously.

The people of Celantra hold their religious beliefs with unwavering devotion, shaping their lives around the teachings and practices that guide them. Their spiritual fervor radiates throughout the kingdom, weaving a tapestry of faith and serenity. Ornate temples and sacred shrines grace the landscape, offering sanctuaries where the faithful gather to engage in prayer, reflection, and worship, fostering a deep connection with the divine.

Within the borders of Celantra, the air thrums with an enchanting energy, a result of the exceptional quality of life enjoyed by its inhabitants. The absence of menacing creatures and the prevalence of peace have cultivated an environment where fear is scarce, and the streets remain unburdened by the plight of poverty. The wealth of the kingdom manifests itself not only in material abundance but also in the well-being and contentment of its people.

In the towns and cities that dot the landscape, the standard of living reaches heights that are seldom seen in other realms. The absence of destitution is striking, as beggars are a rarity, their absence a testament to the prosperity and equality that permeate Celantra's society. The people of Celantra pride themselves on the sense of community and support that underpins their way of life, ensuring that no individual is left to suffer the burdens of hardship alone.

Celantra's separation from Estren, though born out of a desire for independence, did not sow discord or animosity between the two realms. The amicable parting of ways preserved the amiable relationship that had existed, fostering continued mutual respect and cooperation. The spirit of camaraderie and shared heritage endures, enabling both Celantra and Estren to flourish in their own unique ways.

The land of Celantra boasts an idyllic charm, adorned with verdant landscapes, blooming gardens, and picturesque countryside. Rivers meander through the kingdom, their waters reflecting the tranquility that pervades the realm. The beauty of nature serves as a constant reminder of the blessings bestowed upon Celantra and the harmony between the physical world and the spiritual realm.

Celantra stands as a beacon of prosperity and tranquility, where spirituality, abundance, and amity coalesce in perfect harmony. Its people, deeply devoted to their faith, cultivate a sense of unity, compassion, and shared prosperity. Within the realm's borders, the radiance of belief and the absence of strife create a haven where the divine presence intertwines with mortal existence, gracing Celantra with an otherworldly aura that captivates all who venture within its enchanting embrace.
Mordain Shadowveil

Mordain Shadowveil is the cryptic leader of the Church of Ubbein, a small yet devoted religious sect that worships the dark and mysterious Umbral Prince of Illusion. Known for his captivating presence and deep understanding of illusions, Mordain is revered as the rightful leader of this church as he's the only one known to make connection directly to Ubbein.

Mordain has a charismatic and persuasive speaking style that captivates his followers. He has a way of drawing people in with his words, using his skill in illusions to enhance his messages and create an air of enchantment during religious gatherings.

## Personality

Mordain maintains an enigmatic persona, rarely revealing his true intentions or emotions. He keeps his followers in a state of intrigue and curiosity, fostering a sense of mystery and devotion to the faith. Some may even wonder if he possesses certain prophetic abilities, further deepening their reverence for him.

## Abilities

While not on the same level as Ubbein, Mordain is a skilled illusionist himself. He uses his powers to create mesmerizing illusions during religious ceremonies, making it appear as if shadows dance and dark figures emerge from thin air. These displays enhance the belief in Ubbein's power and draw worshippers closer to the faith.

Mordain is known for his extensive knowledge of the teachings and lore surrounding Ubbein. He is well-versed in the ancient texts and scriptures of the Church, interpreting them to guide his followers. He provides insights into the mysteries and illusions of the faith, helping his followers deepen their understanding and connection to Ubbein.
Kurayami

* Anime
* Manga

## Summary

**Kurayami** (also called **The Darkness**) is a mysterious being and one of the Aggressors in the *Instant Death* series, acting as a minor antagonist during the events of Volume 1.

## Appearance

Kurayami is described as a giant black humanoid creature, approximately 100 meters tall, being comparable to a skyscraper in height. His body is made up of an unknown substance that resembles the fog element, and is seemingly intangible.

## Personality

Kurayami is a being who appears to have no defined personality, since it's said to be a mindless creature who travels around the world with no real purpose. However, it seems that it prefers to walk towards crowded cities, but for unknown reasons.

## Abilities

* **Intangibility:** Kurayami is described as being made of an substance that resembles fog itself, making it effectively impervious to physical attacks.

* **Corrosion Inducement:** Kurayami has a natural and passive ability that consists of withering and dissolving away anything he touches or walks around by.

* **Barrier Cancel:** Kurayami is capable of effortlessly destroying magic barriers with a touch.

* **Dimensional Travel:** Every Aggressor is capable of travelling across different worlds throughout the multiverse with the right coordinates.
Kadrax

The kingdom of Kadrax stands as a testament to the harmonious fusion of technology and magic. This realm has embraced the concept of Techno-Magic, weaving together the wondrous mechanics of steampunk with the arcane arts, giving birth to a society propelled by innovation and ingenuity. Within the borders of Kadrax, the clatter of machinery and the crackle of mystical energy intermingle, creating an atmosphere of unparalleled advancement and discovery.

Religion finds itself in the periphery of Kadraxian society, with a vast majority of the populace leaning toward secular inclinations. While a minority of religious individuals exist within the kingdom, the Kadraxians espouse a spirit of tolerance and acceptance, respecting the beliefs of others without allowing religious differences to create divisions or animosity. This inclusive mindset fosters an environment where diverse perspectives coexist harmoniously.

The kingdom of Kadrax shares a prosperous trading relationship with the neighboring realm of Estren. The borders between the two countries remain open and unguarded, symbolizing the absence of tension and the mutual trust that characterizes their interactions. The free flow of goods and ideas sustains the vibrant economies of both realms, nurturing a shared sense of cooperation and camaraderie.

While Kadrax remained untouched by the corruption emanating from No Man's Land, a unique and enigmatic phenomenon marks the center of the kingdom. Deep within the heartland of Kadrax lies the enigmatic Voidless Lake, a mysterious body of water that defies explanation. Each day, peculiar creatures emerge from its inky depths, their origin and purpose shrouded in uncertainty. While most of these beings prove to be hostile, there are sporadic instances where harmless creatures emerge, their presence baffling scholars and inhabitants alike. The origins of Voidless Lake remain a perplexing enigma, as it appeared abruptly, replacing the lake that had existed there previously. The dark, inky waters of the lake hold an ominous aura, capable of inducing sickness and death in those who dare to touch its enigmatic substance.

Situated strategically within the borders of Kadrax, "The Pass" commands the realm's attention and serves as a vital link between Clifela and the distant continent of Flebend. As one of the primary gateways to the uncharted land beyond, Kadrax stands as the guardian and beneficiary of this critical pathway, facilitating trade, exploration, and cultural exchange between the two continents.

Within the realm of Kadrax, technological marvels and mystical wonders coalesce, guiding the kingdom's trajectory toward an ever-evolving future. It is a realm where the possibilities of Techno-Magic intertwine with the mysteries of Voidless Lake and the gateway of The Pass, cultivating an environment of ceaseless innovation, untamed curiosity, and boundless potential. In Kadrax, the realm of Clifela's nexus of Techno-Magic, adventure awaits at every turn, beckoning both scholars and explorers alike to unlock the secrets that lie hidden within its mesmerizing embrace.
Lista de Imperadores do Sacro Império (Roleplay Atual 1492)

## Dinastia Habsburga (1452-1564)

19 de Agosto de 1493
(41 anos)
(Roma, Estados papais)
19 de Agosto de 1493
 Maximiliano I
12 de Janeiro de 1519
(26 anos)
(Wiener Neustadt, Áustria)
12 de Janeiro de 1519
 Karl V
3 de Agosto de 1556
(37 anos)
(Gante, Condado de Flandres)
21 de Setembro 1558
(Mosteiro de São Jerónimo de Yuste,
 Ferdinand I
25 de Julho de 1564
(7 anos)
(Viena, Áustria)
25 de Julho de 1564
(Viena, Áustria - 61 anos)

Após a morte de Ferdinand I, com o prestigio habsburgo no império abalado, os habsburgos perdem a coroa para os Wittelsbach do Palatinado

## Wittelsbach (1564-1632)

26 de Outubro de 1576
(12 anos)
(Simmern, Eleitorado do
Palatinado)
26 de Outubro de 1576
(Heidelberg, Eleitorado do
 Louis V
22 de Outubro de 1583
(6 anos)
(Heidelberg, Eleitorado do
Palatinado)
22 de Outubro de 1583
(Simmern, Eleitorado do
 Frederick V
19 de Setembro de 1610
(26 anos)
(Amberg, Eleitorado
do Palatinado)
19 de Setembro de 1610
(Heidelberg, Eleitorado do
 Frederick VI
29 de Setembro de 1632
(21 anos)
(Lauterhofen, Eleitorado do Palatinado)
29 de Setembro de 1632
(Heidelberg, Eleitorado do
Palatinado - 36 anos)

Após quase um século de hegemonia protestante dentro do império, os católicos e os habsburgos finalmente contra-atacaram em 1618, conflito que ficou conhecido como a Guerra dos 30 anos. Com a morte de Frederick VI no meio da mesma, dois candidatos foram eleitos. O campeão do protestantismo alemão, o rei Magnus I de Ostsee e o líder católico Ferdinando II, Arquiduque de Áustria.

## von Plettenberg (1632-1640) (disputado)

(disputado)
17 de Fevereiro de 1640
(7 anos)

Magnus morreu em campanha na Alemanha durante a Guerra dos 30 anos, não houve eleição imperial após isso. Apesar disso, seu filho foi eleito Protetor da Confederação Hanseatica, uma entidade no norte da Alemanha, enquanto o Sacro Império passou a ser composto apenas dos ciclos austríaco, suabio, baviero e franconio.
Grodlick

Grodlick was the founder of the "School of the Shades". He himself trained at the school called "Fiend Brotherhood", which doesn't exist anymore. That's also why Grodlick decided to start his own.

## Personality

Grodlick has been through all the mutations and has no emotions. He has all the qualities that a good leader should have. He is calm, organized, loyal, can be relied on, can pass on his skills to others... Grodlick takes everything seriously and has absolutely no sense of humor. Which sometimes puts his companions/learners off.
Stella Valentina-Lovett

Stella Valentina-Lovett was once the esteemed daughter of a revered paladin, living a life filled with devotion to the Order of the Divines. With her father being a high-ranking member of the order, she was raised in the light of their teachings, guided by the principles of righteousness and valor. Her strong physique and unwavering dedication made her a shining beacon among her peers.

However, her life took a tragic turn when a high-ranking and corrupt member of the Order of the Divines deceived her father into believing in a false god - a malevolent demon masquerading as a divine entity. Unbeknownst to her father, this deception allowed the demon to possess his body, leading to terrible deeds committed in the name of the dark entity.

Stella's heart was filled with anguish as she witnessed the corruption consuming her father from within. She attempted everything in her power to save him, seeking cures and remedies, but the grip of the malevolent presence only tightened with each passing day. Realizing that her father was beyond saving, she made a heart-wrenching decision - to put an end to his suffering and release him from the demon's control.

In a moment of harrowing bravery, Stella raised the family's paladin hammer, the very symbol of her heritage, and struck down her possessed father. It was an act of mercy, a release from torment, but it became her own undoing. The corrupt member of the Order saw an opportunity to further his own sinister ambitions and painted Stella as a heartless monster, a merciless killer who coveted her father's power and status within the order.

Betrayed and branded a villain, Stella found herself ostracized, her name slandered, and her noble family name tarnished. The once-revered daughter of a paladin had become a pariah, an outcast scorned by both the order and the city that once hailed her as a shining example of devotion.

With the truth of the corrupt member's deception finally dawning upon her, Stella longed for vengeance against the man who had destroyed her father and turned her life into a living nightmare. But the city, her home, was no longer a safe haven. She was forced to abandon her life of devotion and embark on a journey of survival, leaving behind her revered past and descending into a life of poverty and crime.

Blessed with blonde hair cascading down to her neck, Stella's appearance was striking, but she bore a symbol of rebellion on her head - one side of her head was shaved completely, a defiance against her former status and beauty. Her attire, adorned with chains and iron, emphasized her strength, with tight leather pants and iron boots serving as a stark reminder of her physical prowess. The family's treasured paladin hammer, emblazoned with their emblem, was her most cherished possession and the symbol of her noble heritage.
Kellen Kelsey

Kellen is a skillful and spirited witcher hailing from the esteemed School of Shades. Known for his unparalleled combat prowess and mischievous nature, he stands out among his fellow witchers as a charismatic and adept fighter. With a penchant for stealing both valuable and seemingly worthless items, he adds a touch of humor and lightheartedness to even the most serious of situations. Despite his playful exterior, Kellen's mastery of combat makes him one of the most revered and skilled witchers the school has ever produced.

## Personality

Personality: Kellen exudes an infectious spirit that sets him apart from other witchers. He is the life of the party and knows how to find moments of levity even in the darkest of circumstances. Unlike his more stoic companions, Kellen often finds joy in combat, turning battles into a performance as he expertly wields his weapons with an unmatched finesse. His charm and wit make him a magnetic presence, drawing people in with ease.

A unique aspect of Kellen's personality is his propensity for stealing items, be they valuable treasures or seemingly useless trinkets. He playfully engages in a friendly competition with his fellow witcher and close friend, Brandon Shemorsk, to see who can acquire the most impressive or absurd items. This light-hearted rivalry adds a touch of mischief and camaraderie to their adventures.

Beneath his carefree and fun-loving demeanor, Kellen is a masterful fighter, renowned for his combat skills within the School of Shades. His prowess in battle is unmatched, making him one of the most respected and admired witchers in the school's history. Despite his playful nature, Kellen takes his duty as a witcher seriously, never shying away from facing formidable foes to protect the innocent and uphold his calling.
Wuxia Lore

In this world, things are not strictly D&D 5e. Below is a list of reflavours and additional rules, inspired by the mythos of the setting.

These rules do not need apply to Kamikakushi characters, but they may be worth a read!

Weapons

Schools of Magic

Honor Checks

Warlocks & Clerics

Tieflings

Magic Items (And Currency)
Charvion, the Umbral God of Desolation

In the shadows of the Umbral realm, Charvion, the Umbral God of Desolation, revels in his malevolent influence over mortals. It is not by his hand alone that destruction and desolation spread throughout the lands; rather, it is through the zealous devotion of his dark worshippers that his sinister will is carried out.

Charvion's followers are an insidious sect, hidden in the darkest corners of the world. They seek out the disaffected, the embittered, and the scorned, drawing them into their fold with promises of power and vindication. These disciples are enticed by the allure of destruction, yearning to unleash their pent-up rage and sorrow upon the world that wronged them.

Once initiated into Charvion's cult, these devotees undergo arduous trials and rituals to prove their loyalty. They brandish dark symbols, etched with ancient runes that bind them to the Umbral God's service. In return, Charvion bestows upon them a portion of his ominous power, emboldening their hearts with the desire to inflict pain and suffering upon the world.

Under the influence of Charvion's malevolence, the worshippers become harbingers of devastation. They strike at the heart of cities, sowing discord and chaos, and unleash their fury upon the once-thriving landscapes. The God of Desolation relishes in the chaos his followers wreak upon the world, knowing that they are merely pawns dancing to the tune of his dark symphony.

Charvion takes pleasure in seeing his dark influence spread like a plague. He knows that his worshippers, driven by their own pain and despair, will continue to sow seeds of desolation across the realm. His malevolence is infectious, an intangible force that seeps into the hearts of the lost and the vengeful.

As long as his followers continue to heed his call and carry out his bidding, Charvion's dominion over desolation remains unyielding.
Love Potion

## Information

### **Effects**

Upon drinking the potion, consumer of the potion will fall in love uncontrollably with anyone chosen.

### **Ingredients**

1 Perfect Breeze
2 Heaps of Red Coriander
2 Celandines
4 Red Rose Petals
8 White Myrtle Petals
2 Fire Petals
1 Tear of a Noonwraith
4 Hellebore petals
1x Nostrix
Water

### **Side-Effects**

If the Alchemist is inexperienced, the effects may be permanent and can result in madness of the consumer, can also become suicidal.

Just one sip of this potion and the person in question will fall in love with whomever the alchemist has chosen. If the alchemist brews the potion and drinks it himself, it will have no effect.
Planes

Planar travel exists on Boi'cer, though is often either accidental or very exclusive.

The most commonly known is the Highstorm

The Dash Bridge and Kabat Bridge both act as physical bridges, but also are ceremonially associated with "weak points" in the physical realm, a place where souls can cross into other realms of existence
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Orgain

## Summary

**Orgain** is one the antagonists from the *Volume 2* of Instant Death. He is one the children of the Dark God Albagarma, and servant of Vahanato.

## Appearance

Orgain is described as a human-shaped-like being who possess three pairs of black wings on his back, while also emitting an overwhelming aura that doesn't make him look like a normal person, being stated to be a transcended being who existed in another dimension. As a spawn from Albagarma, he is inherently evil and wishes for humanity to be destroyed.

## Personality

Orgain seemingly has a cold personality and looks down on humans. Likewise, he holds no feeling for humans and killing them is an easy task that holds no issues from his perspective.

## Abilities

* **Magic Voice:** Orgain's words are imbued with magical power that makes those of weak heart seemingly bow down to him.

* **Miasma:** Orgain's presence constantly emits an overwhelming miasma.

* **Lightning:** Orgain can release black lightning from his fingers.
Relict Oil

## Information

### **Effects**

Applying it to a sword, axe, arrows, bolts or any other weapon will cause extra damage to Relicts

### **Ingredients**

1 Bottle of Alcohol
1 Tablespoon of Dog Tallow
5 Mistletoe
2 Swamp Blooms
1 Green Mold
1 Water Hag tooth
1 Fading Bean
Water

### **Effective to**

FiendsChorts
Leshens
Dopplers
Godlings
Shaelmaars
Sylvans

Relict Oil is used for all the smarter, bizarre and ancient monsters.
Devourer

Devourers are mainly female, but they can be found male, they live mostly around rivers and you can often find them next to Drowners, but they are faster than Drowners and if you manage to get them to the brink of death, so they use the last protection mechanism and that is that they explode, which has killed many a knight and even a witcher.
Grazur

Grazur, the formidable kingdom that stands apart from the human-dominated realms of Clifela, is a land of arid landscapes and unyielding strength. Here, the absence of humans is conspicuous, as Orcs reign supreme, their resilience matched only by the unforgiving nature of their surroundings. The lands of Grazur are characterized by parched earth, where only a solitary lake and a scattering of rivers provide sustenance amidst the dry terrain. Yet, the Orcs have adapted to this harsh environment, their resilience and resourcefulness enabling them to thrive where others would falter.

Religion holds no sway in the realm of Grazur, as the Orcs place their trust solely in their own strength and instincts. They perceive the beliefs of other races with skepticism, harboring a deep-seated mistrust that is born from a history of conflict and animosity. In Grazur, it is the raw power of muscle and brawn that shapes their worldview, as the Orcs rely on their physical prowess and indomitable will to navigate the challenges of their existence.

Grazur is not a homogeneous kingdom under a single unified rule, but rather a patchwork of numerous tribes, each asserting its independence and rejecting the authority of the central king. These tribes, proud and fiercely independent, are bound by their shared Orcish heritage, but their loyalties are often to their respective clans rather than the broader kingdom. This fragmented state of affairs can sometimes lead to internal conflicts and rivalries, as the tribes vie for power and dominance within the kingdom's borders.

Currently locked in a heated conflict with Vetrouna, Grazur finds itself embroiled in a war that tests the mettle of its warriors. The clash between these two formidable forces shapes the destiny of the kingdom, and the Orcs of Grazur, with their unyielding resolve and relentless fighting spirit, stand as a force to be reckoned with on the battlefield.

Within the untamed lands of Grazur, there is an unmistakable sense of raw power and a tenacious spirit that permeates every facet of Orcish society. Though the realm may lack the sophistication and intellectual pursuits found in other kingdoms, it compensates with an unwavering determination and an unwavering loyalty to the clans. Grazur, a land shaped by the might and fortitude of the Orcs, stands as a testament to the indomitable spirit of a people forged in the crucible of a harsh and unforgiving world.
Estren

* Detailed Map
* Emblem

Church of the Two Gods

Children of Virtue

Communion of Water

Within the kingdom of Estren, the echoes of devout worship resound alongside the discordant notes of intolerance and prejudice. Here, amidst the interplay of religions and burgeoning social tensions, the kingdom navigates a delicate balance between faith and simmering unrest.

Religion, a prevalent force within Estren, weaves its threads through the very fabric of society. The most prominent faith is known as "The Order of the Divines," a belief system embraced not only by the Estrenites but also by followers across the realms. The Order of the Divines, a peaceful religion at its core, seeks to protect their sacred churches against any who would seek to defile them. They espouse the belief in twelve divines, revered as the architects of the Earth. While their teachings preach nonviolence, the Order maintains its own force—an army of devoted Paladins, loyal to the Church and ready to defend their faith. Though not mercenaries in the traditional sense, these warriors receive compensation for their services. However, their devotion to the Church and their mission of protection far outweigh any material gain.

Communion of Water, another significant religion within Estren, honors water as the giver of life. Followers of this faith believe in the existence of a single god, whose divine presence permeates every droplet of water. Their reverence for the sacredness of water shapes their rituals and beliefs, as they embrace the interconnectedness of all living beings through this life-giving element.

While Estren, in essence, is a realm of relative peace and tolerance, a dark undercurrent of discrimination persists. Witchers, bearing the weight of their unique abilities and reputation, often find themselves marginalized and subjected to prejudice. Despite their role in protecting the realm from the dangers that lurk beyond, they face the brunt of societal biases.

Recently, however, Estren has witnessed the emergence of new guilds, disturbing factions that propagate racist and violent ideologies. These groups target not only witchers but also mages, religious adherents, and anyone who deviates from their narrow definition of "normalcy." Their virulent rhetoric seeks to sow discord and violence, disrupting the harmony that once prevailed within the realm.

Within the tapestry of Estren, threads of faith intertwine with strands of intolerance and social tension. The realm stands at a precipice, where the tenets of religion clash with the growing undercurrent of prejudice. As the voices of discord rise, Estren must navigate the delicate balance between upholding the sanctity of faith and quelling the fires of division. It is a realm in search of unity, where the faithful seek solace in their beliefs while embracing the diversity that enriches their society.
Thunderbolt

## Information

### **Effects**

Upon drinking the potion, user of the brew gain enhanced enderuance and other physical abilities.

### **Ingredients**

1 Bottle of Alcohol

1 Leaf of Fool's Parsley

1 Verbena

1 Cortinarius

2 Big Spoons of Wolf Blood

Water

### **Side-Effects**

User whom's not a witcher has a chance of dying from exhaustion after drinking this brew.

Thunderbolt je lektvar na zvýšení fyzických schopností a výdrže.
Ivory Hunters

## Information

### **Affiliation**

Arrowhold

Ivory Hunters is a clan of hunters from the city of Arrowhold.

## Members

Leader

* Axel Medon

Co-leader

* Magnus Flintwoods

Members

* Kurt Kuvask
* Dax Evengleam
* Jaxon Burton
* Timo Lupton
* Hagley Clarkin
* Louis Ross
* Hakan Larson
* Lenard Larson
* Peyton Keaton
* Rip Benson
* Killian Hanover
* Alisson Blakesley
* Audwin Landon
* Gower Wilde
* Veryl Musgrave
* Garett Pennington
* Blanche Weston
* Vitalis Blackburn
* Owen Avington
* Gunnar Lennox
* Laslo Tate
* Ronny Reed
* Robey Newfield
Black Blood

## Information

### **Effects**

Upon drinking the potion, aura will be created around the user, weakening Higher Vampires.

### **Ingredients**

1 Perfect Breeze
1 Basil Ale
1 Bottle of Bruxa blood
2 Bottles of Lesser Vampire blood
24 Petals of Black Curse
16 White Myrtle Petals
1 Rebis
1 Love in a Mist
4 Hellebore petals
1x Nostrix
Water

### **Side-Effects**

Anyone who's not a Witcher will immediately die after drinking this brew and there's a high chance of immediate fainting after the effects of the potion have worn, for anyone who's able to use it.

Black Blood is a potion that, when drunk, emits an aura that automatically weakens Higher Vampires in the immediate vicinity. The Higher Vampire will begin to bleed, making teleportation impossible and his reflexes slower. He's still a very dangerous fighter, though.
Cursed Oil

## Information

### **Effects**

Applying it to a sword, axe, arrows, bolts or any other weapon will cause extra damage to Cursed Ones

### **Ingredients**

1 Bottle of Alcohol
1 Tablespoon of Dog Tallow
4 Wolfsbane
2 Swamp Blooms
1 Mistletoe
1 Troll Liver
Water

### **Effective to**

Werewolves
Lubberkins
Botchlings
Ulfhedinns

Cursed Oil is useful against any monsters created by the curse.
The White Narwhal Wiki

**Welcome to The White Narwhal Wiki!**Welcome to the Wikia for the World of Boi'cer. This is a 5th Edition Dungeons & Dragons (D&D) game and we recognise that the book text and any references to this are owned by Wizards of the Coast (WOTC).
Players can access the game by joining our 24/7 roleplay discord, with full in-depth story-lines which play out across our Downtime and Intrigue mechanics. We are always looking for the next hero to join the community!
Necrophage Oil

## Information

### **Effects**

Applying it to a sword, axe, arrows, bolts or any other weapon will cause extra damage to Necrophages.

### **Ingredients**

1 Bottle of Alcohol
1 Bottle of Rotfiend Blood
8 White Myrtle Petals
2 Swamp Blooms
1 Pringrape
Water

### **Effective to**

GhoulsAlghouls
Devourers
Rostfiends
Trixas
Foglets
Grave Hags
Water Hags
Drowners

Necrophage oil affects all monsters of undead origin.
Arrowhold

Arrowhold is a port town, south of the School of the Shades. The town is closer in appearance to Silverstone, but the salt and sea are taking their toll on the town. Any wood in the town is damaged by the salt, there is a fishy smell everywhere, even in the more affluent parts, and seagulls litter the streets.
Church of Ubbein

The Church of Ubbein is a clandestine and enigmatic cult-like religion that has taken root within the depths of the island nations. Dedicated to the worship of Ubbein, the Umbral Prince of Illusion, this secretive faith believes in the power of deception, illusion, and the hidden truths that lie beneath the surface of reality.

Followers of the Church of Ubbein embrace the art of illusion and the manipulation of perception as a means to navigate the complexities of existence. They believe that reality is not fixed, but rather a malleable construct shaped by the interplay of light and shadow. Through the teachings of Ubbein, they seek to transcend the boundaries of the mundane world and tap into the boundless potential of the mind.

The Church of Ubbein is shrouded in secrecy, with its rituals and practices conducted behind closed doors and veiled from prying eyes. Its devotees gather in hidden sanctuaries, dimly lit chambers, and secret meeting places where they engage in esoteric rites and ceremonies. These rituals often involve the manipulation of perception through illusions, mind-altering substances, and intricate performances that blur the line between reality and fantasy.

Central to the faith is the belief that truth lies not in the overt, but in the subtle and hidden. The followers of Ubbein hold that by embracing the shadows, they can gain profound insights into the nature of existence. They revere the art of deception as a path to enlightenment, recognizing that reality itself is a tapestry woven with threads of both light and darkness.

The Church of Ubbein attracts individuals who are drawn to the allure of mystery, the exploration of the subconscious, and the unraveling of illusions. Many practitioners of the arcane arts find solace and inspiration within its ranks, as they seek to harness the power of illusion to reshape perception and unlock hidden knowledge.

As a small and secluded religion, the Church of Ubbein is viewed with suspicion and skepticism by the majority of the population. Its clandestine nature and adherence to practices that challenge conventional beliefs make it an enigma to outsiders. The Church operates in the shadows, silently weaving its web of secrets, inviting only those who are willing to step into the realm of illusion and embrace the mysteries that lie beyond the veil of reality.
Apla

Deep within the tumultuous tapestry of Clifela, Apla emerges as a kingdom veiled in perpetual gloom and desolation. Here, in the shadowed realm, the air is heavy with sorrow, and a sense of despair taints the very essence of its existence. Within its borders, the light of hope flickers but dimly, obscured by the scars of a tragic past.

Apla, ravaged by the horrors unleashed by the malevolent Necromancer, endured the brunt of the onslaught, leaving the kingdom in ruins and its people shattered. In the aftermath of the devastating war, Apla found itself in a state of desolation, deprived of substantial aid from neighboring realms due to its strained relationships. Though Estren provided limited resources in their time of need, their own struggles hindered the extent of their assistance. The weight of despair pressed upon the Aplan people, their faith in anything shattered by the horrors they had endured.

The presence of creatures from the accursed No Man's Land continued to haunt the vast plains of Apla, ensuring that danger lurked at every turn. Combined with the ever-looming threat of other monstrous beings that roam the land, Apla became a treacherous domain, an inhospitable kingdom where survival was a constant struggle. The once-fertile lands were transformed into treacherous swamps, rendering any attempts at rebuilding the cities that once stood there almost futile. The abandoned husks of these ghostly cities bear testament to the relentless devastation that befell Apla.

Within the kingdom, it is a rare sight indeed to find a shred of happiness or joy. The people, scarred by the horrors they have witnessed and the suffering they have endured, carry a heavy burden of grief and resentment. Trust and goodwill are rare commodities, as the wounds inflicted by their tumultuous history fester within their collective memory. The grudges held against others remain potent, leaving Apla isolated, its people enveloped in a cloak of bitterness.

Religion, though not wholly absent, struggles to find a foothold amidst the desolation. While a small number of religious folk persist, the majority have lost faith in any higher power, their belief systems shattered by the bleakness of their reality. It is a kingdom where darkness reigns, where hope struggles to find purchase amidst the pervasive despair.

Yet, amid the darkness, flickers of resilience remain. Within the hearts of the Aplan people, a fire burns—a tenacity that refuses to be extinguished. While the road to recovery seems arduous and the scars of the past run deep, the spirit of Apla endures. Each day, they face the dangers that permeate their lands with unyielding determination, weathering the storms of adversity and standing as a testament to the strength of the human spirit.

Apla, a kingdom draped in shadows, yearns for a sliver of light to pierce through the dense veil of darkness that shrouds its existence. It stands as a somber reminder of the lasting impact of tragedy and the daunting challenges that accompany the journey towards healing and restoration.