recursal/Fanatic-Fandom huggingface dataset:
Ramoses

Illuminated manuscript depicting Ramoses in Espios

**Ramoses** was a Senerite prophet who attempted to evangelize the city of Espios to the Cult of Melakesh. He rebuked the Wayfinders of Espios, their cults to daemons, and the reliance on soothsayers and divination. When he spoke ill of Nebonyses the Great, the Demon King had him arrested and forced him through a public ordeal until he died at his hands. Ramoses was considered a martyr and a saint by the Pontifect at its foundation in the Seventh Era, until a revision was put in place removing this title in CE 616.

Despite his status as a prophet, Ramoses is understood mainly as a religious reformer who tried converting Espios to the Cult of Melakesh and reestablishing the Senerites in Tyrrhos. Though he was unsuccessful, he became a focal point toward the end of the reign of Nebonyses the Great as one of the precursors to the Thousand Schisms. His statements against Nebonyses the Great, in particular regarding his status as a usurper and a false god, was a catalyst for other cities to revolt some years later.
Vulcan

**Vulcan** is a fallen angel or devil that was worshiped by elves and later Jade-blood aristocracy of the Gorogoth valley, between the Pracian regions of Baredor, Tethryndor, and Selendor. The valley, which held some of the last, pure, high elven nobility in Prace. Vulcan was allegedly the only angel who patronized the eladrin in the ancient days, who gave the eladrin the knowledge to produce and master fire. For this, he was cast out of the heavens and his heart was ripped from his chest, which the mystery cult surrounding him purport to be the Heart of Prace. The other angels or various gods punished the eladrin by robbing them of their magic, making them elves in the Sehanine.

Adherents to the Cult of Vulcan believe that a massive "supervolcano" lies underneath Prace, which is actually the body of Vulcan. If the Heart of Prace were replaced, the cult believes that Vulcan would rise again and lead humanoids to a new age of enlightenment by restoring their eladrin status; however, if such a thing were not to happen, eventually the body of Vulcan would decompose and the once fertile lands of Prace would be uninhabitable.

The mystery cult was most popular among pure elves in the time of their declining numbers, as the Jade House of Lords gained power. Its promise of restoring "true" elves was seductive and had been since the Mythic Ages. However, the Cult of Vulcan is most notorious for gaining power in Nimiron, infiltrating the twilight elves and nobility of Tethryndor during a period of instability. This is the catalyst for the Black Crusade and the sacking of the capitol of Tethryndor, and the conquest of the province by the Republic of Cyravest. Since the disintegration of the elvish aristocracy and the end of the Black Crusade, the Cult of Vulcan has not resurfaced.
Kenku

"Egil White-Eye" Giacomo di Gal CE 921

The **Kenku** are a cursed tribe of humanoids that originate from the mountains of Laconia in northern Neuphany. They live in near the summits of Mount Bulan, having been handed their curse by their former god for disobedience. The Kenku resemble birds, but do not fly, and cannot speak traditional languages; rather, they mimic sounds they hear and communicate using this form of vocabulary.

The Kenku are rarely seen outside of the mountains of Mount Bulan, not being well-adjusted for normal humanoid societies. However, those sold into slavery or otherwise becoming disenfranchised from their home in Laconia will seek to become common bandits, a career in which they are highly effective.

## Game mechanics

*Use this as your guide to creating a Kenku character. Note that all Kenku in this world are made by using this same template.*

***Ability Score Increase***. Your Dexterity score increases by 2, and your Wisdom increases by 1.

***Speed***. Your base walking speed is 30 feet.

***Languages***. You understand Auran Primordial and one additional language of your choice. You can only communicate through your Mimicry trait.

***Expert Forgery***. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates if existing objects.

***Avian Movements***. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

***Mimicry***. You can mimic sounds you hear, including voices. A creature that hears the sound you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

***Mountain Born***. You are acclimated to high altitudes, including elevations above 20,000 feet. You're also naturally adapted to cold climates.

***Month Without Dawn***. Accustomed to living in long periods of day and night, the raven-like Kenku do not need to sleep for long intervals. Instead, they remain semiconscious for 4 hours a day while they meticulously preen themselves. While resting in this way, you gain the same benefits of a long
rest.
Golden Band

**The Golden Band** is a group of veteran mercenaries that are based in *Madelia*, in Bastria. The Golden Band are a long-standing and venerable organization with strong ties to the House of Darcedon, the House of Stavia, and minor houses across Bastria. Their *condottieres* are former generals and captains from Kasmirian prestige, giving the mercenary band credibility and renown. Unlike many other bands of mercenaries, they do not break contracts; accompanying this is a strict collateral system that ensures their clients follow through on payments.

The Golden Band is one of several major mercenary groups that saw action in Prace, among conflicts between merchant republics and Jade kingdoms. They are most noted for the Battle of Stalton Bridge, during the feud between the Kingdom of Veance and the Republic of Cyravest.

The Golden Band is currently led by Condottiere Alexander Farnese, nephew of Duke Niccolo Farnese. They currently number about 20,000 infantry and 3,000 cavalry.
Alphar

**Alphar** is a god recognized and venerated by dwarves, seen as the "All-Father" of the world and is at the center of many different sciences, especially alchemy and elemental theory.

Alphar is alleged to have breathed life into all living things, forming them from the clay found along the riverbanks of the Dancers. There are also many claims that he formed the world itself: he was parched, and thus crafted the waters of the earth to quench his thirst; he was cold, and made a fire to keep himself warm; he was tired, and up rose the ground to give himself a place to sleep; and finally, he lusted for adventure, so he drew upon the wind to fill the sails of his boat to carry him to new lands.

## Beliefs

### Origins of humanoids

Alphar was said to have made the first men by molding them out of clay. In this way, he combined the four elements, otherwise called the four humours, to make the first of mankind. The waters carved the stone and softened it to make clay; he then molded it with fire and breathed the air into its body to give it breath.

### As a Pantheon

Nearly all worship of Alphar is devoted only to him as a father deity of mankind, often putting him as a solitary individual who controls all manner of things. This form of worship has historically been a variation of the Old Faith, and traditional Dwarvish worship is far more literal and sees Alphar as a physical being.

Dwarves recognize not only Alphar as a physical entity, but a patriarch in a pantheon of gods and goddesses. Specific myths vary from clan to clan, even dwarf to dwarf, but the general names and roles are the same. They are as follows:

* ***Alphar***. Father of the gods, god of the earth, creation and protection
	+ ***Onam***. Wife of Alphar, Lady of the Morning, goddess of the sun, rebirth and warmth
		- ***Ofeig***. Son of Alphar, god of knowledge, creativity and crafting
			* ***Katla***. Wife of Ofeig, goddess of music and poetry
				+ ***Kodron***. Son of Ofeig, god of the forge
	+ ***Kol***. Son of Alphar, god of strength and valour
		- ***Saeun***. Wife of Kol, goddess of peace and healing
* ***Hord***. Brother of Alphar, god of Underwold and death
	+ ***Iuli***. Wife of Hord, goddess of time
		- ***Armod***. Daughter of Hord, the Gatherer, Collector of Souls
* ***Aslaug***. Sister of Alphar, goddess of night the moon and shadows
	+ ***Serk***. Consort of Aslaug, god of storms and plight
		- ***Irentil***. Daughter of Aslaug, goddess of deception and mischief
* ***Drykka***. Sister of Alphar, goddess of war and battle
	+ ***Bogi***. Husband of Drykka, god of nature and of the hunt
House of Hohenz

The yali, the symbol of Hohenz liberty

**The House of Hohenz** is a noble house designated by the House of Darcedon for the region of Velusia in Bastria. Hohenz existed for several centuries before with little recognition until the War of the Dragons, in which the Crown Prince of Darcedon formally supported the historicity of their claim to Velusia. Their colors are white and a bouquet of blue, red, and yellow.

Hohenz is based around the northern border of Velusia and the passes that lead into the Misty Mountains of Cisteria, with their name literally meaning, "High ones" in Middle Common. For centuries, they have remained reclusive and at times feuded with the half-elves that were relocated to Bastria after the War of the Bloody Vigil. Because of their isolationism leading up to the Fourteenth Era, they were not called upon for mustered forces until recently, meaning that they remain as one of the few noble houses that have not struggled with the casualties caused by the past two centuries of conflict.

## Heraldry and legitimacy

The claim of legitimacy of the House of Hohenz is that their Patriarch is, in fact, Erud, the former King of Themyscria. There is no supporting pedigree for this claim. Though they are indeed Boriats, it is most likely an illegitimate claim, as no surviving legitimate branch exists today for Solomon, and they also have historically had no special connection to any of the surrounding regions. The House of Darcedon, in spite of this, upholds this claim and recognizes them as the rightful heirs to Velusia and they are the given central authority in the region. However, this may be for more political reasons than actual evidence.

The symbol of the *yali*, more commonly known as a centicore, represents the emblem of Hohenz freedom from both Selendor and the late Dinamid Republic. The mountains in northern Velusia of which Hohenz occupied for centuries have been mostly impassible thanks to their refusal to allow mobilized armies to pass through. In the foothills south of the Misty Mountains, Hohenz has never let someone not of their house pass through these hills. They claim that a sacred beast, the *yali*, lives in the western Orphans and has blessed them with victory in all wars. The beast is recognizable in bestiaries for being a feline-like creature with the horns of a ram, and the males having hooves and females having claws. The strange beast is also depicted with bright dots emblazoned on its snow-white fur.
Kingdom of Veance

Kingdom of Veance (including suzerain states)

## Heraldry

"Theta Delta" emblem of Veance

The **Kingdom of Veance**, at one time the **Republic of Veance**, is a Jade kingdom in Numendor, Cisteria. Unlike its competitors Cyravest, Pria, and others, Veance emerged much later than the Convention of CE 650 following the Merovian Schism. Veance is also unique because it is was of the only maritime republics to not exist on the coast; Veance lies at the Dinamid Sound, near the Ciradine Delta. It is the largest kingdom in Prace.

Veance rapidly grew in the Thirteenth Era during a period of Cyravine supremacy. Longstanding banking institutions failed in other maritime republics as noble merchant guilds in Veance expanded. Ivory Sea trade and long trade routes through White Harbor also enriched the families of Veance. After the Black Crusade at the turn of the Fourteenth Era, Veance became the new favored city of the High Pontiff, and their scholarly class grew along with their influence in the Papet. Their relations with the Pontifect dropped dramatically with the Niocletian takeover in CE 969, but steadily rose after its Council chose to install a hereditary monarchy in CE 970 with Niocletian support. Control over the Kingdom was handed to its informal ruling family, the Pennacis, the same year.

Veance is referred to by a wide range of names, including "The City of Knowledge," "The Pearl of Prace," "The Blessed City," and most recently, "New Ghine." Its people have long followed a scholarly tradition that rivals that of the Auber, as well as a humanist and artistic front that rivals that of its more economically successful neighbors.

Veance is flush with luxury trade goods, a variety of goods only found in Numendor give Veance a monopoly on particular goods. However, Veance abides by a long series of futures contracts with the Nephyr Company in order to keep its prices fixed and trade steady. These goods include whale products, especially oil and ambergris, and citrus of all kinds.
Bastria

Bastria subregions: Velusia in green, and Madelia in red

The landlocked region of **Bastria**is a non-autonomous region of Laconia, centered in the massive Valley of Kings between the northern and southern mountains of Neuphany.

Bastria is about 180,000 square miles, 40% of which is arable land. Most of this arable land is in the southern region of *Velusia*, as *Madelia* is very rocky and alpine. About 350,000 people live in Bastria. Its largest cities were once in *Madelia*, however over time nobility migrated south in Arborea or east into Laconia, resulting in most of its territory now lying abandoned. In contrast, *Velusia* has grown exponentially especially with the resettlement of those of Jade descent migrating into its riverlands at the turn of the last century.

Northern Bastria along the Orphans mountain range, which circles the massive Manilusa and Sindanaro, is known for its hundreds of ruins and abandoned cities, which today are believed to be cursed. Along the Dancers rivers on its southern borders are where much of the population lives today. Here, dozens of towns and about 70 castles can be found.
Nephyr Company

The Nephyr Coat of Arms, inherited from the Nancay Company but revising its heraldry as the Delphan's crest

## Basic Information

### Leaders

Delphan of Cyravest; Council of twelve largest shareholders

## Membership

### Goals

Profit through trade and investment, in the interests of Cyravine public

## Relationships

### Allies

Papetral Pontifect

**The Nephyr Company** is a joint-stock company founded in the Republic of Cyravest in CE 797. The company is the official trading house of the Republic, meaning that it has a monopoly on all trade within the merchant republic. It was formed as **The Honorable Trading Company of the Nephyr Territories**, taking its name from the title granted to Cyravine land outside of Ludor, the Nephyr Territories.

The Nephyr Company is publicly owned and managed by the Delphan of Cyravest, but most decisions are made by its board of chairmen much in the style of its predecessor, the Nancay Company. Unlike its predecessor, the Nephyr Company is designed to not be a competitive force; its ownership allows the Delphan to make primary decisions regarding international trade, while also maintaining stable prices for common goods and patronizing merchants in the city.
Old World Homepage

*"In every act of life, we trade one home for another. I have found that in every such succession, I have arrived at this truth. Home is not where you are born into this world, nor your dwellings, nor your caste, nor the site of your service. Your home is where you are called, answered. It could be a place of mind, a moment where you know who you are, and the history of it. They can be places you breathe life into." - Emperor Titus Augustus CE 496*
*"These here places is where rich folks go if they're wanting to be poor*." *- Overheard in White Harbor, Cascadia*

## Welcome to the Old World, CE 990

   The Old World is the collective civilization that arose in the great islands of Tyrrhos and Neuphany. The people here are shaped like the waters of a canyon by dead empires and ancient cultures preserved from time and conflict. The struggles of today embody the echoes of greater things centuries or millennia ago.
Whether divine retribution or a primordial curse, war has once again overtaken the Old World. The scale of this conflict, however, is unprecedented. For the first time in centuries, a war spanning the entire Old World is at hand. The reasons for each army vary, but as the diviners have foretold, this heralds the next Era: the Era of Death, CE 1000.

## An Early Renaissance Dungeons and Dragons Setting

### About the Wiki

This is a setting developed by Scoobert Little, username g.y.g.e.s, for a great set of players who are curious about the world around them. This wiki serves as a resource for those of you who like to read in your spare time. I've done my best to make sure timelines match up, locations and names are the same, and that the world is as complex as it is compelling. **Please do not edit any pages besides your own. Any changes will be removed**.

Want to learn more? Read the setting primer to get started!

### Updated 5th Edition Rules

To better flavor the game to the setting, and to make this experience more fun overall, I have taken extensive liberties with the rules. Most of these rules are variant rules found in the *Dungeon Master's Guide*, but some are homebrew rules that I made for the sole purpose of this campaign. Check out the new rules for 5.5e, as well as the changes to some of the races' and classes' flavor and abilities. I've kept mechanical change for races and classes to a minimum, with the only revisions being buffs and additional features. Each race has been given added subrace customization options. The only things I have removed are the following races from play: Aasimar, Aarakocra, Genasi, and Tabaxi.

The most common races, insofar that others are shunned or are simply rare, are the human, half-elf, half-orc, tiefling, yuan-ti, goliath, orc, and hobgoblin. You are welcome to play as any race you choose from this wiki; however, if it is not listed, send me a private message and we can further discuss how your character fits into the setting and their reasons for engaging with a larger society.
Mim Kapal

The World Dragon, **Mim Kapal**, is the central deity in the Cult of Mim Kapal, which is perhaps one oft he oldest religions in the world. The mysteries of Mim Kapal is associated with the elves, as the religion gained prominence after the death of the ancient Hellastian god Orgeus at the hands of Mim Kapal's daughter Ghi.

Worship of the World Dragon has been upheld by those of Jade descent, inheriting the worship from the elves of Prace and perpetuating the mystery cult. Though similarities exist between the cult of Mim Kapal and the cult of Saclis, most of these similarities are either circumstantial (reverence of the sun and moon) or intentionally integrated (the *ouroboros* associated with the Ascani Empire).

Mim Kapal is most often depicted as a massive dragon with azure scales, an underbelly of jade, and long flowing hair of iridescent silk. Mim Kapal's left eye is believed to be the moon, the stars the eyes of her kin, and the sun a massive fireball that Mim Kapal exhales to give life to her reverent.

## Cosmology

### Four daughter-goddesses

Mim Kapal had four daughters with the planets Saturn, Jupiter, Venus, and Mercury. Her children, at various points, visited Prace to varying effects. One was killed in Prace, one returned to the heavens, one remains concealed in the wilds, and one protects the Speartip Spire. They each also had consequences for the elven race as a whole.

The four daughters, along with the World Dragon herself, are associated with a number of attributes in which they represent seasons, ceramics, magic, times of day, beasts of burden, medicinal herbs, and physical elements, among other things. This is demonstrated on the chart to the left.

The four daughter-goddesses have a number of titles, the most common being the "Vine Names," in which each dragon is named for a type of wine to indicate the subtleties in both their worship and their behavior.

They are Ghi, the Champagne Goddess and Dragon of Songs; Shi, the Rosé Goddess and Dragon of Roses; Xhu, the Goddess Blanc and Dragon of Letters; and Rhu, the Goddess Noir and the Dragon of Vermilion.
Eluvitar Ilditor

Painting of Eluvitar in the Palace of Blue Leaves, Giuseppe CE 894

### Titles

First of the Jade Princes, Per Eluvitar, Father of the Jade-blood Patriarchs, King of Pria

## Physical Description

### Eyes

Gold

**Eluvitar Ilditor** was the progenitor of the Jade Council of Lesser Lords, the predecessor of the Jade House of Lords. Eluvitar was a Jade-blood heir to the city of Pria during the Borean Period of Prace. As the only child of his elven father, who died during his own reign, Eluvitar was given the Throne of Pria.

Eluvitar, as part of the second generation of Jade descendants, saw his legitimacy and authority questioned across Valendor, to the degree that the "title" *Per* was often used to discredit his rule (*Per* making his name Per-Eluvitar, a pun meaning "Half-Supreme Leader"). Eluvitar, to consolidate power, formed the Jade Council of Lesser Lords, and any who owed him allegiance were given legitimacy *ex post facto*. Therefore, any other Jade-blood heirs could petition for a legitimate claim, as their claim was no less than their full-blood brothers.

Eluvitar Ilditor is credited as being one of the most instrumental figures during the Borean Period. His rule over Valendor and later part of Numendor is recorded as setting a foundation for the Jade House of Lords seizing power over most of Prace by the end of the Eleventh Era. In addition, his close relationship with the Pontifect aided the organization's ability to govern during a relatively uncertain period in Prace's history.
Arturio the Revenant

**Arturio the Revenant** was a general and later a duke of Laconia during the fiefdoms period of Neuphany. His generalship was serendipitous but successful, and despite the relative scale of his campaigns in Gantelusia and elsewhere, he is often referred to as one of the Trimastine and greatest military strategists of all time.

His origins are elusive, as even his surname and place of origin remains lost to this day. Arturio was unsuccessfully executed six times: twice by hanging, twice by drowning, once by being crushed to death, and once by beheading. This gave rise to his popularity and legacy among the people of Laconia, leading to his selection as general by William III.

In most cases, the general refused to remove his helmet. After his many failed executions, his face had become warped and disfigured which perturbed the courts of the Neuphonic fiefdoms he frequented; thus, Arturio was careful to guise himself using a knit cloth over his face and not disarming or doffing armor in the presence of nobility.
Jade-blood

## Appearance

### Distinction

Slender build, slightly pointed ears, little facial hair, magic adeptness, diplomatic, few infirmities with age

## Sociology

### Languages

Low Elvish, Pracian Common

People with **Jade blood**, sometimes called **Jade**, **half-elves**, or sometimes **Jade-bloods**, are humans who have distinct elvish heritage that gain intrinsic abilities, magical capabilities, and an appearance reminiscent to the now long-gone peoples of Prace.

Those with Jade blood are most often associated with the Jade House of Lords, who have both proliferated the half-elf race as well as offered nobility to anyone with such heritage.

## Etymology

In Antiquity and even still among some populations, those of elven heritage are referred to simply as *half-elves* or *part-elves*. Since Late Antiquity and the establishment of the Jade House of Lords, anyone who has apparent elven heritage is referred to as having Jade blood, given the open policy of succession in the Jade House of Lords.

## Game mechanics

*Use this as your guide to creating a jade-blood character. Note that*
*all jade-blooded characters in this world are made by using this same template.*

***Ability Score Increase**.* Your Charisma increases by 2, and two ability scores of your choice increase by 1.

***Speed***. Your base walking speed is 30 feet.

***Languages***. You know Elvish and two other languages of your choice.

***Darkvision***. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were
 dim light. You cannot discern color in darkness, only shades of grey.

***Fey Ancestry***. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

***Apprenticeship***. You can choose one additional skill of your choice from your class.

***Regional Feat***. You can choose one feat from the Feat List, as it relates to your place of origin.
Il-Gorgoth

"Il-Gorgoth over the Pearl," Molebur Horncrown CE 911

## Historic Sigil

The Osgusga, the emblem of Il-Gorgoth

**Il-Gorgoth**, also spelled **Dyioth**, is a city in Cascadia. It is a semi-coastal city bordering White Harbor, with ports in both the Devil's Bay and Red Bay, built in the narrow Pearl River Valley.

The city is known for prohibiting anyone but those initiated in the Cult of Orcus from entering the city. Exceptions are given to merchants entering White Harbor or those on official business, whom are given seals of friendship and invitation by either the emperor or one of his three councilors.

It is the birthplace of the Jackal King and Shargaas the Red Fang. It has long been a holy city for the Cult of Orcus, housing both the Masaar and the Rumikh-ma.

Il-Gorgoth was long ruled by the descendants of Lonenites, former *emirs* that ended when Ilneval and the Jackal King left the city to establish Vostok Manda. The city's wealth grew considerably after the fall of the Falians, and finally was usurped by Shargaas the Red Fang in the Tenth Era. Since then, Il-Gorgoth has seen a tremendous expansion in size and infrastructure, being one of the foremost sites of technological development and philosophy in Neuphany.
Rosicrucians

The Rose and Cross, the symbol of the Rosicrucian Order

The **Rosicrucians** or **Templars** are a group of knights who are initiated as hieromonks and practice a strict monastic tradition in order to seek enlightenment and transcendence.

They were initially created to serve as reformers of the Saclis mystery, and as a result were wardens and officers charged with protecting Saturn and performing clandestine operations on his behalf. After the group killed Saturn in CE 496, their order reformed as a group once again dedicated to esoteric knowledge and enlightenment.

Since the fall of the Ascani Empire, the Rosicrucians have played a much less prevalent role in world politics. Their withdrawal to the Ivies, as well as their renewed focus on a global reformation, has directed the knights to more peaceful and less politically motivated pursuits.

They were split after the fall of the Ascani Empire between the West, which live on as hieromonks in the Ivies, and the Society of Saclis in the East.
Orgeus

**Orgeus** was an elven goddess of poppy, opium, wine-making and wine, fertility, ritual madness, religious ecstasy, and theatre. For an undetermined amount of time Preliturgy by the ancient Hellastians as a primary deity, being a nymph of the wood that introduced immigrants to Valendor to definitive gods from their previous worship of the Old Faith.

The goddess provided a number of benefits for her worshipers, particularly mind-altering substances such as alcohol, the arts, and drama. She was revered for her benevolence and as a patron deity of the eladrin. Until the late Hellastian Epoch, she was the only deity worshipped in Prace apart from the Old Faith.

She was split apart and killed by Ghi, a daughter of the dragon Mim Kapal, though parts of the goddess can still be found as medusas across the Old World.
Saturnite Wars

The **Saturnite Wars** are a series of conflicts between the Ascani Empire and various outside forces that resulted in the fall of Ascanium, the end of worldwide Goodfellow rule, the consolidation of Papetral power, and the rise of the Merovian dynasty, among a variety of other things.. It is a transitory period of approximately two centuries that involves various world powers feuding with one another with the Ascani Empire being at the center of the conflict.

This period earns its name from Saturn, whose death precipitated many of the conflicts (but not all) and appending *-ite* as an indication of Rosicrucian rule over the growing empire. By this time, the Falians had little power, with the Ascani legions taking advantage of the divided hegemony, but other outside forces have entered the world stage.

The Saturnite Wars are broken into several competing powers, with notable rivals including:

* The Auber, who had at the resettled in Vostok Manda under the Jackal King;
* The Merovians, who were led by the Lorraine heir Robaerigon;
* Goodfellow enclaves scattered across Arborea and Bastria;
* The Zemori, agents of the god-emperor Samaru;
* The growing power of minor noble houses;
* And the House of Darcedon
Бомбовый дождик

**Бомбовый дождик** —сбрасывает на карты монстров несколько бомб. Сам герой успевает спрятаться от взрыва, юркий парень. В описании карты первая цифра это количество сбрасываемых бомб, вторая — их сила. Заклинание можно многократно улучшить при апгрейде персонажа, увеличив силу бомб на 1. А амулет разрушителя добавит еще одну бомбу.

## Интересная Факты

* Данная карта доступна только одному персонажу - Разрушитель
Tirahn

## Heraldry

Seal of Ainedor

The **Tirahni**societies that migrated and developed in the Old World are the oldest recorded humanoids to ever exist, composed of early nymphoid migrants from the theorized *Prodavas* continent in the northern Astoric Ocean. They are the progenitor to all humanoid societies, and the direct ancestors to both the Subrason and the ancient Hellastians.

Tirahn at first settled in Neuphany, but relocated to Tyrrhos shortly thereafter, with some also traveling to Prace and possibly beyond, for various reasons linked to internal conflict and resource depletion.
House of Cygnus

The Cygnus Impervius, the general heraldic charge of the House of Cygnus

The **House of Cygnus** is a major political house in the Merovian Empire, being direct lords of one-fourth of *Corrivalia* and allied with the other three-quarters. They have claimed their patriarch as the legendary Masagatae judge Lenor the Great, and are one of the few houses that continues to worship the god Melakesh.
Полиморф

**Полиморф** - превращает соседнюю карту в курицу с силой 1, если, конечно, получится. Получится или нет зависит от шанса. Шанс зависит от количества соседних карт. И, наконец, шанс можно увеличить при апгрейде персонажа.

## Интересные Факты

* Данная карта доступна только Боевому Магу
* Чтобы получить достижение ''Эпик фейл'' нужно промахнуться полиморфом три раза
Ptolemy

Facing cover of "Great Treatise" in the library of Lindemith

**Marcus** **Ptolemeaeus**, commonly called **Ptolemy**, was a polymath and former Rosicrucian who abandoned Lenorum in the latter years of the Saturnite Wars to study constellations and elven culture. He lived in Summer Farthing in Valendor for twenty years before his death, attracting students from all across Neuphany. He received protection from the Republic of Pria in exchange for providing copies of his research to aid their merchant adventurers.

Ptolemy was foremost a mathematician, as well as an astronomer, geographer and astrologer. He took a Dwarvish name in Lenorum style, implying he served in the inner council of Rosicrucians. He worked heavily in translating Dinamid texts, though most of his focus was in Perthic discoveries that helped bring the Old World into a new age. Their lunar and astrological theory led him to Summer Farthing to document the movement of celestial bodies.

Ptolemy wrote several scientific treatises that laid the foundation for the Modern Age. The first is the astronomical treatise now known the *Great Treatise,* which remains the most comprehensive understanding of the movement of the stars to date. The second is the *Geography*, which is a thorough discussion of the geographic knowledge of the Old World, primarily Neuphany. The third is his most controversial, an astrological treatise in which he adapts Dwarvish natural philosophy and alchemy and combines it with his work in the *Great Treatise*. It remained unfinished and was published posthumously by Enoch.
Phillip II

"Phillip II" Velavoyna CE 899

**Phillip II of Capilan,** otherwise known as the **Dragon Prince** or **Phillip the Handsome**, was the Crown Prince of Darcedon between CE 895 and CE 930. In addition to being a patriarch of the House of Darcedon, he has wed into multiple other houses and produced non-Darcedonian heirs (though their claim to Kasmir is tenuous). Phillip II was an outsider to the Darcedon dynasty, only being named as the Crown Prince of Kasmir following his marriage to Bianca del Oroba.

Phillip II initiated the War of the Dragons as a part of a greater plan to defend Kasmir from growing influence from the Jade House of Lords, the Papet, and other noble houses. Initially, the campaigns in Tethryndor and Madelia were the only ones planned; however, as conflict escalated, Phillip II continued his conquest until he had either married into or completely dominated the province. Despite having six legitimate wives, only his children with Bianca del Oroba were recognized as being his true heirs; his five wives outside of Laconia had legitimate children but they were expected to inherit the local province, not contest the Crown of Darcedon except as scions.

Originating as gentry from Capilan, Phillip II was the son of the court jester for Crown Prince Alexander III and spent his youth in the courts of the Castle of Virgin's Rock and Oroba, wherever his father was. After receiving a formal education, he was expected to take upon his father's position when he would inevitably retire. With the eventual death of Alexander III, Bianca del Oroba was left as the heir apparent and had no male suitors fit for her marriage, being one of the most powerful positions in the world at the time. Serenading her with an original song on his harp, the two were wed the following evening and he took upon the mantle of Crown Prince. Together, they would strategize and instigate the War of the Dragons.
Arborea

Subregions of Arborea: Cantabria in orange, Solernia in blue, Pramidia in indigo, Corrivalia in yellow, Illyria in purple, and Eragonia in green

## Demographics

### Pontifecture

Cult of Saclis

**Arborea** is the second largest fiefdom of Neuphany, and is the dominant power in the Old World. It is dominated by the House of Merovia, and is most often associated with its expansive forests-and-hills, massive rivers, and stunning flora.

Arborea occupies an area of approximately 500,000 square miles, 58% of which is arable land. About one million people live in this region; over half of the population lives in *Illyria*, and a quarter live in Certusa and its surrounding fiefs.

Across the region, there are six major cities, three of which are in *Illyria*. The Illyrian cities are Wagstaff-and-Buford, Lindemith, and Argo. Outside of *Illyria*, Certusa and Wilston are found in *Corrivalia*, and Saint David's Grotto can be found in *Eragonia*. There are almost 100 towns in Arborea, notable towns including Rhodes in *Eragonia*, Graustable in *Cantabria*, and Daldrey in *Pramidia*.

Due to the widespread conflicts in its marches, three out of four people in Arborea live within fifteen miles of a major city for protection and use of their arable land. Most of its fields are worked by serfs and slaves; its actual landowners and noble families populate its cities and the nearby countryside.

The Arborean landscape is littered with pieces of its history. Abandoned villages, towns, castles, ruins, and even some cities can be stumbled across among the dense forests that give Arborea its name. There are over 1,000 castles in Arborea, and well over half of them lie abandoned. Most of these castles are found in the marches of eastern *Eragonia* and *Corrivalia*, along the border of Arborea and Crotalusia.
Leviathan

The **leviathan** is a massive yet mysterious sea serpent that lives in the Astoric Ocean, and appeared several times Preliturgy until it retreated after a battle with Ghi. It has not appeared since the Early Bronze Era in any oral or written history.

It is associated with elemental water, the vast and unfathomable oceans, and the beasts of all the ocean. The leviathan was allegedly the ruler of all the world's oceans, and the First Primordial, from which all manner of monstrosities have been begotten. The leviathan is generally depicted as male.

## Status as deity and imperial rule

The leviathan is the god most often associated with the oceans, with the giants recognizing it as the creator and father of all other entities, even other deities. In common mythos, the leviathan appointed as a *kyvern*, which is roughly the same as the root form of *kraken*, several entities that were intended to rule over the individual seas. In the Tomyrian Sea, the kraken of sailors' tales is associated with this mysterious ruler over our own sea.
Omerad

"Foe of Cantonment," George Fandel of Cantonment, CE 736

The **Omerads**, called **orogs** by pre-classical chroniclers, are a race of humanoids once native to Arcadia and later the Emirate of Lonen. They are sometimes confused with ogres, though their physiology and language differ greatly.

The Omerads are a type of orc that are ancestors of the Auber. Though they were common in antiquity, they slowly dispersed into the more common Auber and orcs, being noted as the main donor race of all modern orcs. Their language has no other known origin besides what was adopted from Dwarvish.

Omerads were an almost universally enslaved people that were freed prior to the First Perthic War and continued to dominate Cascadia and northern Tyrrhos for centuries, until they were systematically destroyed by Goodfellow legions up into the Fifth Era. After this, survivors would become more integrated with the Auber over the centuries, with many retreating into Vostok Manda.

Omerads can be found infrequently among the Auber today, as the traits that distinguish them from their orc relatives are dormant in all orcs and will spontaneously appear in newborn Auber given both parents share this heritage. Though the phrase "orog" has fallen out of favor in recent centuries by chroniclers, it is sometimes used as an exonym by common peoples and rivals to Auber conquests.

## Etymology

Historically, the Omerads were referred to as *orogs*, coming from the early Elvish "olog" meaning "thing," as a reference to the fact that the ancient Hellastians did not see the Omerads as humanoid.

Later use of *Omerad* comes from the Orcish word for Tyrrhos, which they referred to as *Omer*, named for the heroic mysteries surrounding one of their chief demigods.

## Origins

The state of Tirahn was established in Tyrrhos Preliturgy. This federation of eladrin was eventually superseded by the Subrason, though remaining Tirahni retreated into the interior of *Lydia*, becoming the wood elves.

Pressure from emerging powers in Espios drove the wood elves into the interior woodlands, where there numbers dwindled over time. Most if not all of these wood elves were enslaved or at least incorporated into Espios.

Wood elf slaves sold to the Sasceri were eventually freed with the collapse of the Sasken-based civilization after the Epicurean War. Thereafter, the populations of Sasceri and wood elves assimilated with each other in the badlands of Arcadia, and within two generations, they had fully integrated into the Omerad race.
Brimbol Courester

Oil painting and self-portrait of Brimbol Courester

**Brimbol Courester** was a halfling polymath, nationalist, revolutionary, and academic during the Eleventh Era, whose travel between the Baerisian Islands, writings that were propagated throughout Neuphany, and criticism of Auber occupation led to the rebellion against occupation and ended all colonial rule in the island chain. He was executed by the Jackal King, for both his open hostility to their rule and the supposed breaking of oaths he engaged in with his many wives.

His book *Baerisia* helped introduce the Baerisian Islands to the Old World in a way that was mor eintimate than the tales spread in other exogenous literature, and today he is considered the national hero of the archipelago.
Itchy Face Pizza

## Episode Description

Former President Barack Obama joins the boys to talk tan jackets, NCAA brackets, and kicking butt while kicking butts, or how hard it REALLY is to run a country when you just want a hit of that classic stimulant, nicotine. PLUS! Actor Tom Cruise stops by to discuss the Univers(al)-building classic that wasn't, 2017's The Mummy, dish on the L. Ron Hubbard the public never really got to see, and taste test a cronut. Just kidding, it's the same two fat guys talking about the internet. Enjoy.

For more bullshit we just make up, check out www.patreon.com/yourkickstartersucks. It's essentially the same thing as the free one, but it costs money. Music for YKS is courtesy of Twitter's Lydia Burrell, Drew Toothpaste, and the onomatopoetic Mark Brendle.

Link to Episode On Soundcloud

## The Six Pack

1. [LinkToItem| Item1]
2. [LinkToItem| Item2]
3. [LinkToItem| Item3]
4. [LinkToItem| Item4]
5. [LinkToItem| Item5]
6. [LinkToItem| Item6]
Feats

These are some additional feats created to offer more variety for your character options. Most of these feats are not related to combat, making them ideal choices for early on in your character's development.

## Heart of Romance

You have a special talent for storytelling, and you are able to craft such tales to convince those around you of virtually anything within reason. You gain the following benefits:

* You Charisma increases by 1, for a maximum of 20.
* After any successful Charisma skill check against a creature, you can

choose to force the creature to make a Wisdom saving throw against becoming charmed or frightened for up to one hour. After the condition ends, the creature will be aware that you have
charmed or frightened it, and will have advantage against such saving throws in the future.

## Divine Sense

Meditation and the pursuit of transcendental understanding offer insight into the Otherworld. You can detect certain entities of extreme good or extreme evil, and the spread of their influence. You gain the following benefits:

* Select one of the following creature types: aberration, celestial, elemental, fey, fiend, or undead.
* You can sense when such the type of creature of your choice is within 30 feet of you, but not its exact location.
* You will know if are within 5 feet of consecrated or desecrated grounds, or an object that has been consecrated or desecrated. You can identify what object is consecrated or desecrated.

You are unable to use Divine Sense through 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

## Gunpowder Training

The relatively recent development of individually operated fire-arms means its use is limited, but its superiority in combat is already evident. You gain the following benefits:

* You are proficient with the *wheel-lock pistol*. This handheld device, also called a *dragon*, relies on a complex internal mechanism to ignite gunpowder and fire a projectile a short distance.
* You are proficient with the *wheel-lock rifle*. Otherwise known as an *arquebus*, these long guns can launch larger projectiles a greater distance at the cost of using both hands.
* You are proficient with *gunpowder artillery*. This encompasses cannons, culverins, and howitzers.

Note that fire-arms are more powerful than their ranged counterparts, but suffer from several drawbacks. Please visit the page on fire-arms for more information.
Polyphanesis (Spell)

**Polyphanesis** is a spell created by the Ionians to transmute substances alchemically based on their coloration using the polyphant's stone. It is a spell used in tandem with alchemical solutions and usually used to convert pseudo-precious metals into their more valuable variants.

The spell uses what is called *elven alchemy*, referring to the lateral change of a substance to another by utilizing an ether. This branch, unlike the metallic branch of the Mythic Ages and beyond, relies on maintaining the color of a substance as opposed to changing it in accordance with the four humours or the metals of antiquity.

This spell can be learned by the **cleric**, **druid, sorcerer, warlock**, and **wizard** classes.

## Spell Mechanics

You touch a solid substance and transmute no more than 1 ounce of it into a raw material of similar volume and complexion. The initial substance must be of a near identical absolute volume, such that using a *cotyla* or measurement container would indicate they are of equal volume. However, the resulting substance can be considerably heavier or lighter than the initial substance.

The initial substance and the resulting substance must bear a remarkable resemblance to one another, such that they could not be easily distinguished from purely visual inspection. This ranges from the substance's translucence to the object's reflectiveness. This does not include other forms of measurement, including measuring brittleness and density.

For example, fool's gold can be converted into unrefined gold, but not 24-carat gold, as their sheen and coloration differs too greatly. Adamantine too can be derived from diamond, as they have similar luster, but it cannot be derived from obsidian, which is too dull. As a final example, Diana's Tree cannot be converted into Saturn's tree despite physical similarities, though it can be transmuted from silver into nickel, creating Samael's Tree.

Neither the initial substance nor the resulting substance can be immutable, be a liquid or gas, nor can either substance have magical properties. No creatures, magical objects, nor objects created using magic can be transmuted using this spell nor be the resulting substance. This does not include objects created using alchemy or *et alchymia* spells.

The initial substance must also be raw material; if it has undergone a degree of craftsmanship, such as being worked into a coin or a blade, it must be reduced, disassembled, or melted down before using this spell.

To cast this spell, you must possess a polyphant's stone and have the ability to manipulate and hold the stone in your hand. The spell does not consume the polyphant's stone.