recursal/Fanatic-Fandom huggingface dataset:
Rada Najwyższa

**Rada Najwyższa** - wyższa izba Zgromadzenia Federalnego, składająca się z kanclerza i gubernatorów Republik Związkowych. W swoim gronie ma ona uprawnienia ustawodawcze, jednak każdą ich ustawę musi zatwierdzić prezydent. Obradom Rady przewodniczy kanclerz.

## Historia organu

Ów organ jest obecnie najstarszym wciąż istniejącym i gremium posiadającym władzę. Ustawa, która wprowadziła do istnienia Radę Najwyższą weszła w życie 2 stycznia 2016 r., więc musiała zostać uchwalona na 13. Zjeździe Komunistycznej Partii Wemisławii, który odbył się miesiąc wcześniej.

Ustrojowym poprzednikiem tej rady była Rada Republik, która funkcjonowała na takich samych zasadach. Powstała ona po to, aby w mniejszym gronie osób decyzyjnych debatować nad rozwojem Federacji raz w tygodniu (wg założeń), czyli znacznie częściej niż mogły się odbywać zjazdy KPW. W momencie stworzenia Rady Republik w jej skład wchodziły trzy osoby - reprezentanci Visalianska, Marysina i Kiedreva.

Gdy zniesiono Radę Republik i wprowadzono Radę Najwyższą zmieniono także sposób doboru przedstawicieli republik i autonomii. Ustawowo tzw. delegaci mieli być wybierani w wyborach powszechnych, jednak praktyką była niezmienność delegatów, którzy byli jednocześnie szefami republik związkowych i autonomii Federacji. Taki stan rzeczy stał się tradycją rady i został oficjalnie uznany za prawo dopiero na 42. Zjeździe KPW, kiedy to uchwalono nową Ustawę Zasadniczą.

Szefów rządów związkowych nazywano pierwszymi sekretarzami, z dodaniem nazwy republiki, bądź autonomii, którą reprezentowali. Nazwa nawiązywała do czasów gdy jedną partią w Federacji było KPW. Do czasu uchwalenia Konstytucji Wemisławii Rada posiadała nieskrępowane prawo do uchwalania ustaw i zmian w Ustawie Zasadniczej.

Po wprowadzeniu Konstytucji zakres władzy Rady zmniejszył się, gdyż wprowadzono kontrolę prezydenta nad ich prawami ustawodawczymi. Ponadto postawiono przed nimi obowiązki publikacji planów rozwoju swoich republik.

## Członkowie Rady Najwyższej

W skład gremium rady wchodzą:

**Kanclerz Federalny Elrond (przewodniczący)**

**Gubernator Visaliańska Spownex**

**Gubernator Wronic Askonn**

**Gubernator Orłowa Robetjak**

**Gubernator Riviery Simonator**

**Gubernator Marysina Abaj**
Wild Talent

You awaken to your psionic potential, which enhances your mind or body. Increase one ability score of your choice by 1, to a maximum of 20, to represent this enhancement.

You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

You can use your Psionic Talent die in the following ways:

***Psi-Boosted Ability.*** When you make an ability check with the ability increased by this feat, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.

***Psi-Guided Strike.*** Once on each of your turns when you hit with an attack roll that uses the ability increased by this feat, you can roll your Psionic Talent die after you make the damage roll and then replace one of the damage dice with the number rolled on the Psionic Talent die.

***Changing the Die’s Size.*** If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

If you have a Psionic Talent die from another source, such as a class feature, you don’t get more than one die; use only the one with the largest starting size.

***Psi Replenishment.*** As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
Vedalken

Vedalken are tall and slender, standing almost a head taller than humans but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.

## Vedalken Features

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

• **Age.** Vedalken reach maturity by age 40. Their lifespan usually ranges from 450 to 500.

• **Alignment.** Usually lawful and non-evil.

• **Size.** Tall and slender. Vedalken stand around 6 to 6½ feet tall. They usually weigh around 200Ibs(90kg).They are medium creatures.

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

• **Vedalken Dispassion.** You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws.

• **Tireless Precision.** You are proficient with one of the following: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. When you make a roll with either the skill or the tool you chose, you roll 1D4 and add it to the roll.

• **Partially Amphibious.** You can breath underwater for 1 total hour. After reaching that hour, you cannot breath underwater until you finish a long rest.

• **Languages.** You can speak, read, and write Common, Vedalken, and one language of your choice.
Animal Handler

Skilled at mimicry and dramatics, you gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.

* You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Satyr

Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by two simple desires; to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.

## Satyr Features

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

• **Age.** Satyrs mature and age at about the same rate as humans.

• **Alignment.** Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.

• **Size.** Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.

• **Speed.** Your base walking speed is 35 feet.

• **Fey.** Your creature type is fey, rather than humanoid.

• **Ram.** You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

• **Magic Resistance.** You have advantage on saving throws against spells and other magical effects.

• **Mirthful Leaps.** Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

• **Reveler.** You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

• **Languages.** You can speak, read, and write Common and Sylvan.
Arcanist

You study the arcane arts, gaining the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.

* You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Diplomat

You master the arts of diplomacy, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.

* You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.

* If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Alchemist

You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.

* You gain proficiency with alchemist’s supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them.

* As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.

* Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

###### Equipment

A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

### Feature: Origin

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

 2
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 10

### Feature: Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

### Suggested Characteristics

Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

 2
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 8

 2
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 2
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 2
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Dwarven Resilience

Prerequisite: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

Increase your Constitution score by 1, to a maximum of 20.

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Spy

siehe Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

###### Equipment

A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

### Feature: Criminal Specialty

There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

 2
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 8

### Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

### Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

 2
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 2
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 2
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 2
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### Variant Criminal: Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Hobgoblin

War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.

## Hobgoblin Features

• **Ability Score Increase.** Your Constitution score increases by 2, and your Intelligence score increases by 1.

• **Age.** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

• **Alignment.** Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.

• **Size.** Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

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

• **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 can't discern color in darkness, only shades of gray.

• **Martial Training.** You are proficient with two martial weapons of your choice and with light armor.

• **Saving Face.** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

• **Languages.** You can speak, read, and write Common and Goblin.
Skulker

*Prerequisite: Dexterity 13 or higher*

You are an expert at slinking through shadows. You gain the following benefits:

* You can try to hide when you are lightly obscured from the creature from which you are hiding.

* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

* Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

###### Equipment

A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

### Feature: Criminal Specialty

There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

 2
 3
 4
 5
 6
 7
 8

### Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

### Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

 2
 3
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 8

 2
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 2
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 2
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### Variant Criminal: Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Loxodon

Loxodons are often oasis of calm in Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. As they say, "There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man."

## Loxodon Features

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

• **Age.** Loxodons mature at the same rate as humans, however, they are considered mature by their people at 60 years old. Their lifespan can be as long as 450 years.

• **Alignment.** Most Loxodons are lawful. They also tend to be good.

• **Size.** Loxodons are between 7 and 8 feet (≈2.5 meters) tall and weigh between 300(130kg) and 400 pounds(181kg). Your size is Medium.

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

• **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

• **Loxodon Serenity.** You have advantage against being charmed or frightened.

• **Natural Armour.** You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

• **Trunk.** You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

• **Keen Smell.** Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

• **Languages.** You can speak, read, and write Common and Loxodon.
Master of Disguise

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

• Increase your Charisma score by 1, to a maximum of 20.

• You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.

• If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
Simonator11

**Simonator11** - twórca miasta Marysin, który razem z Elrondem założył Projekt Wemisławia. Obecnie pracuje nad kolejnym miastem Federacji, czyli Rivierą, której jest I sekretarzem. Na serwerze Aliquam posiada rangę Architekta.

## Udział w Projekcie

Współzałożyciel Wemisławii, a ponadto założyciel republik związkowych Marysin i Riwiera. W obu tych miastach odpowiada za wiele budynków, jednak to Rivierze poświęcił swój czas, będąc w zasadzie autorem wszystkich budynków w tej dzielnicy.

Oprócz bycia sekretarzem najpierw republiki Marysin, a obecnie Riviery, od początku pracował w rządzie, zajmując się głównie finansami i gospodarką. Najstarsza zachowana teka ministerialna mianuje właśnie Simonatora ministrem Finansów i Bankowości SFR. Posiadał niewątpliwie najdłuższą nazwę ministerstwa do czasu V kadencji rządu, kiedy to skrócono nazwę tej instytucji do Ministerstwa Rozwoju Gospodarki. W VI kadencji kontynuuje swoje prace w tym resorcie.

Do zasług Simonatora należy krótka kadencja kanclerska (przed wakacjami roku 2020), oraz wprowadzenie podatków i nagród ze Skarbu Państwa.

Udzielił wywiadu naszej Wiki.

## Znane osiągnięcia budowlane

Hotel Carbonia Plaza - budynek w centrum Marysina, reprezentujący styl architektoniczny z lat 70. XX wieku.

Centrum kongresowe Sava Centar - simonator odpowiadał za wnętrza tego budynku.
Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

* You ignore the loading quality of crossbows with which you are proficient.

* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

* When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Drow High Magic

Prerequisite: Elf (drow)

You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.
Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

* Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Piątka Elronda

**Piątka Elronda** - program działań kanclerza Elronda na VII Kadencję Rządu, ogłoszony w dniu wyborów prezydencko-kanclerskich 24 października 2021 r.

## Założenia

Ów program opiera się, jak można się domyślić, na pięciu punktach, które zdaniem kanclerza Elronda są kluczowe dla rozwoju Wemisławii. Są to:

1. Industrializacja - przedstawiona jako dalszy rozwój Dzierżyńska i fabryk w Federacji.
2. Program Przebudowa+ - która miałaby oznaczać renowację starej zabudowy.
3. Remilitaryzacja kraju - zdaniem kanclerza Wemisławia bardzo traci przez brak nastawienia na budowę obiektów militarnych.
4. Likwidacja Grup Interesów - ujęta jako rozprawienie się "z grupami widocznymi na discordzie, które mają inną wizję Wemisławii niż obowiązująca".
5. Federalizacja - czyli centralizacja władzy.

## Przyjęcie programu

Piątka Elronda podzieliła Projekt i jego budowniczych. Spośród obecnych na Zgromadzeniu Federalnym osób głównie WHK podjęła dyskusję i zadała pytania do programu (do punktów trzeciego i czwartego). Reszta zebranych (mniejszość z KPW i bezpartyjni) nie mieli pytań do projektu.

Jak się później okazało Piątka Elronda była punktem zapalnym dla konfliktu między KPW, a WHK i prowadziła do tzw. Afery Prezydenckiej.

Krytycy programu zarzucali mu przede wszystkim powtarzalność i zwrócenie się przeciwko osobom najbardziej zaangażowanym w budowę i zarząd Projektem. Podkreślali, że punkt pierwszy jest realizowany już od wielu kadencji przez kanclerza, więc nie jest niczym nowym, a punkt drugi realizuje inny budowniczy. Najwięcej kontrowersji wzbudził oczywiście punkt czwarty, a zwłaszcza słowa Elronda o tym, że "nie ma nikogo konkretnego na myśli, ale wie o takiej grupie od przynajmniej dwóch anonimowych osób".
Athlete

You have undergone extensive physical training to gain the following benefits:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.

* When you are prone, standing up uses only 5 feet of your movement.

* Climbing doesn’t cost you extra movement.

* You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Grudge Bearer

Prerequisite: Dwarf

You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:

Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.

During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.

When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.

Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you’re not normally proficient.
Dragon Fear

Prerequisite: Dragonborn

When angered, you radiate menace. You gain the following benefits:

Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.

Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
KmiseN

**KmiseN** - budowniczy Wemisławii, który dzięki aktywności szybko został odpowiednio doceniony. Na serwerze Aliquam posiada rangę AdvBuildera.

## Udział w Projekcie

KmiseN stał się częścią Projektu w 2021 r., krótko przed końcem IV kadencji rządu (gdzieś przed 18 marca 2021). Od początku charakteryzował się sporą aktywnością i został obywatelem jeszcze przed falą Wielkiej Rekrutacji. Był aktywny w budownictwie statków i infrastruktury wojskowej, a także w roleplayowych działaniach jako członek partii komunistycznej.

Został mianowany najpierw wiceministrem, a następnie ministrem Obrony Narodowej. Prezydent Robetjak powołał go także do Sił Zbrojnych, nadając mu stopień admirała. W VI kadencji ponownie został ministrem Obrony. Po reformie ustrojowej przestał być członkiem rządu, będąc jedynie jednym z członków KBP.

Pełnił także funkcję zastępcy sekretarza generalnego KPW, jednak po Aferze Prezydenckiej zdecydował się wstąpić do WHK.
Inheritor

You are the heir to something of great value – not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you – by force, if need be.

###### Skill Proficiencies

Survival, plus one from among Arcana, History, and Religion

###### Tool Proficiencies

Your choice of a gaming set or a musical instrument

###### Equipment

Your inheritance, a set of traveler's clothes, the tool you choose for this background’s tool proficiency, and a pouch containing 15 gp

### Feature: Inheritance

Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your DM to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The DM is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

 2-3
 4
 5
 6
 7
 8

### Suggested Characteristics

Use the tables for the folk hero background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.
Personen SoaS

A

Aaron

Adolf Braun

Adran Krähenruf

Alarion Krähenruf

Albrecht I. von Sayn Uttgenstein

Alessia Atalanta

Alois

Alter Buckle

Alter Jenkins

Alton Garrick

Ander Schwarzwasser

Anton

Anton Elberson
Aramin

Arawei

Aris Morgenroteles

Arnold Serensen

Arnold von Hohenfels

Arthana

Attorio die Waldgöttin

Augustin

B

Babek

Basra Ydrasil

Bersk

Bertrand

Bertram Eberron

Blanco

Bob

Bodo Dale

Borrie

C

Carandir

Carlos

Carvin Buckle

Cassandra

Christa Tauscher

Cirdan Schattentanz

Claudette

Corbi Buckle

Corellon

Coyle

Custos

D

Dicker Toni

Dirk Bilger

Djemidor

Duran

Durenmir, der Elf

Dwinbar Vulin

E

Egen

Egon Eberron

Ernst Buckel

Der Erste Maat

Eugen Fichte

Eva Braun

F

Farley Talbott

Feldwebel Gerforst

Finnetier Shinebright

Flora Hendelson

Flüsterschritt

Frank

Franziska Heidinger

G

Garkin Knotwiese

Garmen Ulred

Gaston Vineaux

Gerald Rossith

Gerda Falk

Gerhard Tamond

Gerkist Lawadbag

Gifford Basol

Graf Paros

Graf von Dämmerstein

Gwynnestri

Gyra der Murmler

H

Harald Roran

Haran Kallahorn

Harnweis der Halbling

Hauke Gerardson

Heinrich Jule

Heinrich Schnabel

Heinrich Webb

Heinz Schulz

Hellebarde

Henrietta Falk

Henrik Alberson

Hilda Fuchs

Horik

Horik Tuk

Horst Eberron

I

Ilda Rülle

J

Jakob

Jakob Palme

Jakob Rogel (Sohn)

Jakob Rogel (Vater)

Jan Weller

Johann Kelm

Johanna

Jorkhar

Jorrie

Josef Fuchs

Josef Steinhelm

Joseph

Justin Landsberg

K

Kai

Kalam

Kapitän Blauzahn

Karl Habel

Die Katze

Kelne Juling

Kenlad Sil

Klara

Klaus Schuster

L

Ladyschaft Sayn Uttgenstein

Lakin Brumsbockel

Laura Alben

Laurenz Sauerbeck

Leandra Windläufer

Leopold Bötticher

Levi

Lighara

Linus Black

Lord Hinkebein

Lorelei

Ludwig Loren

Lykophron

Lyran Windläufer

M

Magnus

Marcho

Maria Kelm

Marktstand

Markus Regnus

Marlies

Mazoga die Weberin

Mere Pilgrim

Das Messer

Michael Regnus

Milton Gorn

Mirabelle

Möbius der Captain

Mykal Vestvail

N

Nilus

Noke

O

Oberleutnant Mayer

Der Oger

Olaf Penirtz

Oliver Braun

Oma Hohenfels

P

Pastor Loren

Patresh

Pelegost

Per

Percy Black

Periander

Peter Falk

Pim

Piper Tuk

Q

Platzhalter

R

Rabe

Radon

Rashkoda

Rebecka

Reinhard Helmsbrenn

Rekrut Matthäus

Reva Stolznacken

Rhogar

Rillifane Ralathil

S

Salziger Peter

Sandy

Sarah Unterberg

Der Schakal

Der Schatten

Der Schmittge

Sebastian Johundan

Sieglinde

Simon

Starkarm

Surbag

Susanne Schweiger

Susi Skiprock

T

Thaddäus Boll

Theodor Finn

Thomas

Thomas Alben

Thorben Eberron

Thrusk Calesh

Thyran Windläufer

Tigrim Mortice

Tillmann Eberron

Tobias Bloeb

Trallir Krähenruf

Trüffel

Tschuckbocks

U

Ukkin

Ulf der Schiffsjunge

Ulmo Knotwiese

V

Viktor Elmrich

Volmon Urr

W

Wachkommandant Kallahorn

Der Wall

Walter Tiedemann

Wirt

Der Wolf

X

Platzhalter

Y

Yelmenor der Puppenspieler

Z

Zweizehner
Yuan-Ti Reinblut

The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.

## Yuan-Ti Features

• **Ability Score Increase.** Your Charisma score increases by 2, and your Intelligence score increases by 1.

• **Age.** Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.

• **Alignment.** Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.

• **Size.** Purebloods match humans in average size and weight. Your size is Medium.

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

• **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 can't discern color in darkness, only shades of gray.

• **Innate Spellcasting.** You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

• **Magic Resistance.** You have advantage on saving throws against spells and other magical effects.

• **Poison Immunity.** You are immune to poison damage and the poisoned condition.

• **Languages.** You can speak, read, and write Common, Abyssal, and Draconic.
Inspiring Leader

*Prerequisite: Charisma 13 or higher*

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Tower of Iron Will

*Prerequisite: Psionic Talent feature or Wild Talent feat*

Your mind’s defenses are formidable. After you or another creature you can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to the saving throw, potentially causing it to succeed.
City Watch

You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.

Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.

###### Equipment

A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp

### Feature: Watcher's Eye

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

### Suggested Characteristics

Use the tables for the soldier background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.

### Variant City Watch: Investigator

Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than Athletics.
Archiwa

**Archiwa, Federalna Służba Archiwalna** - dział administracji rządowej odpowiedzialny za nadzór nad dziedzictwem pisanym Wemisławii i za rozwój archiwów Federacji. Jej jedynym funkcjonariuszem był Robetjak, autor tej wiki i wszystkich folderów w chmurze, które przechowywały różne źródła istnienia projektu.

Dziedzictwo pisane dzieliło się na zasób książkowy, informacyjny i aplikacyjny.

## Historia archiwów Wemisławii

W ciągu istnienia Projektu, oraz w czasach poprzedzających zjednoczenie, na serwerze Aliquam powszechne było pisanie różnego rodzaju książek. Ludzie dość instynktownie dokumentowali ważniejsze wydarzenia w formie pisemnej w grze, a następnie umieszczali takie ważne książki w różnych miejscach.

Nie inaczej było z samą Wemisławią. Zwłaszcza w okresie wczesnym powstało wiele książek będących aktami prawnymi. Już w czasie zjednoczenia powstał pierwszy budynek nazwany Archiwum, jednak spełniał on wyłącznie funkcję roleplayową. Prawdziwą rolę archiwum w rozumieniu miejsca/skrzyni przechowywania starych dokumentów pełniła szafa sekretarza generalnego KPW w Domu Partii w Visaliańsku. Inne dokumenty tego typu bywały później znajdowane w losowych miejscach w różnych skrzynkach na mapie. Centralizacja tego zasobu nastąpiła dopiero po dołączeniu Robetjaka do projektu.

Po zostaniu ministrem, Robetjak zmienił nazwę Archiwum Wemisławii na Federalne Archiwum Akt Jawnych (FAAJW), oraz rozpoczął budowę drugiej instytucji archiwalnej - Federalnego Archiwum Akt Tajnych (FAAT) w Marysinie. Później te dwa archiwa dały początek Centralnym Archiwom Federalnym: FAAJW stał się Federalnym Archiwum Głównym (FAG), a FAAT Centralnym Archiwum Badań i Ewidencji Ludu (CABEL). Istniało też Partyjne Archiwum Narodowe (PAN) w Stargardzie.

W roku 2021 Robetjak zmienił koncept działania Archiwum, chcąc aby było bardziej funkcjonalne, niż roleplayowe. Dochodziło też do różnych przemieszczeń zasobu, co poskutkowało zniesieniem PANu w Stargardzie i przeniesieniem jego książek do CABEL. 23 listopada 2021 r. wydano nowy dekret o dziedzictwie pisanym Wemisławii, który zreformował podejście Służby do archiwizacji - zaczęto bowiem dbać także o archiwa informacyjne (ustawy, dekrety, artykuły na wiki i discordzie, zdjęcia itd.), oraz o archiwa aplikacji (tickety rekrutacji).

W 2022 r. likwidacji uległo Centralne Archiwum Badań i Ewidencji Ludu (w związku z rewitalizacją Orłowa). Cały zasób książkowy przeniesiono do Federalnego Archiwum Głównego (zostawiając jednak odrębność sygnatur CABEL), a zasób informacyjny i aplikacyjny umieszczono na specjalnym folderze w chmurze nazwanym Federalnym Archiwum Informacji Krajowej (FAIKa).

## Archiwa Federalne i ich zasób

**Federalne Archiwum Główne (FAG)** - Archiwum z siedzibą w Visaliańsku nieopodal Łubianki. Znajdują się tam archiwalne książki.

**Federalne Archiwum Informacji Krajowej (FAIKa)** - instytucja zbierająca i przedstawiająca zasób informacyjny i aplikacyjny na dysku Google.
Bob, der Drachenkultist

Er wurde von Rezmir beauftragt, Schätze ins Badehaus nach Baldur's Gate zu bringen, wurde dabei aber von Jüngern des Kult der Drei angegriffen und beinahe getötet. Die Abenteurergruppe, bestehend aus Mitgliedern der Hellriders, des Orders of the Gauntlet und des Meisters der Elemente hat ihn gerettet und verhört.
Er versprach daraufhin im Tausch für sein Leben nach Phandalin zu gehen und den Drachenkult hinter sich zu lassen.
Courtier

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

###### Equipment

A set of fine clothes and a pouch containing 5 gp

### Feature: Court Functionary

Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

### Suggested Characteristics

Use the tables for the guild artisan background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
Charlatan

You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage.

You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment – nothing more than a bit of fat with a sprinkle of silver dust can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

###### Equipment

A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

### Feature: Favorite Schemes

Every charlatan has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below.

 2
 3
 4
 5
 6

### Feature: False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

### Suggested Characteristics

Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Personen FR

A

Alan Alyth

B

Bertram Puck-Süßwind

Brangilm Mournweaver

C

Platzhalter

D

Dagonet Mournweaver

E

Platzhalter

F

Filibert Puck-Süßwind

Filizitas Puck-Süßwind

G

Gideon Lightward

"The Amazing" Grace Kelly

Gralvor Mournweaver

Gunvedd Mournweaver

H

Platzhalter

I

Platzhalter

L

Leif Sonnwinn

M

Platzhalter

N

Nicodemo Fidelis Duron

O

Omaris

Ontharr Frume

Oshalla

P

Perigrin Puck-Süßwind

Q

Platzhalter

R

Reya Mantlemorn

Rezmir

S

Selrin Mournweaver

T

Tarina

Telra Mournweaver

Thalamra Vanthampur

Thavius Kreeg

U

Ulder Ravengard

Ultiss

Uranos

V

Platzhalter

W

Platzhalter

X

Platzhalter

Y

Platzhalter

Z

Platzhalter
Gunner

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).
* You ignore the loading property of firearms.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Barbed Hide

Prerequisite: Tiefling

One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

Increase your Constitution or Charisma score by 1, up to a maximum of 20.

You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.

As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.