recursal/Fanatic-Fandom huggingface dataset:
Naamazu

A blue-skinned, winged devil with a large, fanged mouth.

## Game Information

The entry below is the standard *Monster Manual* entry for an average whispering devil.

### Devil, Murmuring (Naamazu)

*Medium fiend (devil), lawful evil*

**Armor Class** 13 (natural)

**Hit Points** 85 (10d8 + 40)

**Speed** 30 ft., fly 60 ft.

#### Ability Scores

* Str 16 (+3)
* Con 15 (+2)
* Dex 18 (+4)
* Int 11 (+0)
* Wis 12 (+1)
* Cha 18 (+4)

#### Basic Characteristics

**Saving Throws** Con +7, Wis +4, Cha +7

**Damage Resistances** cold; bludgeoning, piercing, and
slashing from nonmagical weapons that aren't silvered

**Damage Immunities** acid, fire, poison

**Condition Immunities** poisoned

**Senses** darkvision 120 ft., passive
Perception 11

**Languages** Infernal, telepathy 120 ft.

**Challenge** 7 (2,900)

#### Features

**Devil's Sight.**Magical darkness doesn't impede the devil's darkvision.

**Distracting Murmur.** A murmuring devil constantly whispers in a disturbing, infernal blather during battle. Any creature other than a murmuring devil that starts its turn within 5 feet of the devil must succeed on a DC 15 Wisdom saving throw or suffer disadvantage on all attack rolls and ability checks until the beginning of the affected creature's next turn. This saving throw must be rolled at the beginning of each turn on which the creature starts within 5 feet of the murmuring devil.

**Magic Resistance.** The devil has advantage on saving throws against spells and other magical effects.

**Mimicry.** A murmuring devil can mimic any sound it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

**Whispering Madness.** On its action, the murmuring devil can whisper a discordant array of haunting babble that can be heard only by its targets. Creatures within 30 foot cone must make DC 15 Wisdom saving throws or take 21 (6d6) psychic damage and be stunned until the end of the murmuring devil's next turn. One a successful saving throw, the victim takes only half damage and is not stunned.

#### Actions

**Multiattack.** When taking the Attack action in melee, a murmuring demon can attack with its bite and both claws.

**Bite.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage. On a successful hit, the target must make a DC 15 Constitution saving throw or take 14 (4d6) acid damage, taking only half on a successful saving throw.

**Claws.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) slashing damage.

Back to Monsters
The Circle of Seven

When sorcerers first began appearing on Tanicus, the Cabal of the High Art saw them as a burgeoning threat of wild magic. It was not yet known that sorcery was not all wild in its nature, and so some members of the Cabal began to hunt down and destroy those with sorcerous blood. The Cabal publicly denounced and ejected this splinter group, but made no move to stop them.

Four sorcerers came to the Cabalist Stones to plead for the Cabal's assistance in stopping these "renegades." The Inner Circle heard their case and promised to look into it, but there was no immediate response. Immediately after the sorcerers left the Cabal and arrived on the mainland, two Cabalists appeared before them. Preparing for battle, the sorcerers were surprised when the wizards laid down their staves and offered to help.

The six traveled to the temple of Faylinn in Norenwell, the city in which the goddess was born into the mortal world, and sought the wisdom of the high priestess. They heard a prophecy of a great war that would occur and the devastation that would be caused if sorcery and wizardry did not find a way to coexist in peace. In that temple, the four sorcerers, two Cabalists, and the priestess of Faylinn pledged to ensure that war never came to pass.

This was the founding of the Circle of Seven. Working inside of each of their societies, the seven managed to succeed at what they had set out to do -- their Mage War never happened. Nevertheless, they feared that, without constant monitoring, it was only a matter of time before the magic wielders turned against each other. To that end, they began to find others of like mind and the Circle grew with the primary purpose of keeping the peace... and secondary purpose of keeping sorcery from dying out before it had a chance to grow into what it was meant to become.

Five of the original seven have long passed from Tanicus, each choosing a successor from their own society. The leadership of the Circle remains one priestess, two Cabalists, and four sorcerers, but their numbers now far outreach that original organization. The Core, the seven leaders, are based one each in seven locations across the continent and the Faerie Isles: Springtide, Highspire, Sorrow's End, Kærn Kel, Norewell, Kantrev Kronus, and the Cabalist Stones. Their members, however, can be found in nearly every town or city wherein magic wielders can be found.
Father Hood (1993 film)

## Starring

* **Patrick Swayze**

* **Halle Berry**

* **Sabrina Lloyd**

* **Brian Bonsall**

* **Michael Ironside**

* **Bob Gunton**

* and **Diane Ladd** as **Rita**

## Cast

* **Patrick Swayze** - Jack Charles

* **Halle Berry** - Kathleen Mercer

* **Sabrina Lloyd** - Kelly Charles, Jack's daughter

* **Brian Bonsall** - Eddie Charles, Jack's son

* **Michael Ironside** - Jerry

* **Bob Gunton** - Lazzaro

* **Diane Ladd** - Rita

## **The Charles Family**

 **Eddie Charles** | Jack's son (2nd child)
Cats & Dogs (2001 film)

## Starring

* **Jeff Goldblum**

* **Elizabeth Perkins**

* **Miriam Margolyes**

* **Alexander Pollock**

* with the voice talents of
**Alec Baldwin**
**Michael Clarke Duncan**
**Sean Hayes**
**Jon Lovitz**
**Tobey Maguire**
**Joe Pantoliano**
**Susan Sarandon**

## Cast

* **Jeff Goldblum** - Charles Brody

* **Elizabeth Perkins** - Carolyn Brody, Charles's wife

* **Miriam Margolyes** - Sophie the Maid, Mr. Tinkles's owner

* **Alexander Pollock** - Scotty Brody, Charles & Carolyn's son and Lou's new owner

* **Alec Baldwin** (voice) - Butch, Lou's best friend

* **Michael Clarke Duncan** (voice) - Sam, Lou's best friend

* **Sean Hayes** (voice) - Mr. Tinkles

* **Jon Lovitz** (voice) - Calico, Mr. Tinkles's assistant

* **Tobey Maguire** (voice) - Lou

* **Joe Pantoliano** (voice) - Peek

* **Susan Sarandon** (voice) - Ivy, Lou's best friend and Butch's love interest
Airedalandian Commonwealth

The Airedalandian Commonwealth is a term which refers to Airedalandia, its external territories and the five dominions of Airedale, Bensonia, Intermaria, Nueva Cundinamarca and Terraurora.

All members of the Airedalandian Commonwealth share sovereignty and a common currency, the Airedalandian Dollar. The Royal Airedalandian Armed Forces is the only military force within the Airedalandian Commonwealth, though the dominions have their own reserve forces. The dominions also pay the same portion of their respective GDPs for the maintenance of the RAAF.
The Great Wall of the Cabal

Created over decades by the greatest conjurers, transmuters, and abjurers of The Cabal, the great wall was constructed to close off the southern, wild-magic-infested reaches of the continent, known as the Wilderlands, from the civilized parts of Kaeryn. Once it was completed, the cabalists worked together to stabilize the Wilderlands, a feat finally accomplished with the sudden appearance of the Crimson Tower at the center of the wild magic zone, above the infamous and unstable portal known as the Hell Gate. Once the lands were stabilized and the majority of the wild magic zones destroyed, the Cabal left the Wilderlands, now called Wilder by its Governor, the master of the Crimson Tower, and returned to the Cabalist Stones. The Great Wall of the Cabal remained, however, an eternal monument to the chaotic land that once was. The great wall stands 30 feet high, ten feet thick, and stretches for nearly 650 miles east to west. There are three main tower gates spaced 240 miles apart with lesser watch towers with north-facing entrances and no south-facing exit every 30-35 miles.
Power Word Blind

## Converted Spell: Power Word Blind

*7th-level enchantment*

* Casting Time: 1 action
* Range: 60 feet
* Components: V
* Duration: See below

You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that has greater than 200 hit points is unaffected. If the target has 50 or fewer hit points, the blindness is permanent until magically cured. If the target has more than 50 hit points, but less than or equal to 100 hit points, the blindness lasts for 1d4 + your Intelligence modifier minutes. If the target has over 100 in hit points, but less than or equal to 200, the blindness lasts for 1d4 + your Intelligence modifier in rounds. The blindness can be magically cured at any time during the duration of the spell.

Back to Expanded Spell Lists
New Feats

The following new feats are available for all eligible characters in Tanicus:

## Charmer

*Prerequisite: Charisma 13 or higher*

* Your Charisma score is increased by 1, to a maximum of 20.
* You gain advantage on Charisma (Persuasion) and Charisma (Deception) checks against those attracted to members of your race and sex.

## Great Faith

*Prerequisite: Wisdom 13 or higher*

You have great faith in a cause, philosophy, or being. Others are inspired by your faith and willpower.

* Increase your Wisdom score by 1, to a maximum of 20.
* Your ability to overcome serves as an inspiration to others. When you and friendly targets are subject to an effect that requires a Wisdom or Charisma saving throw, roll your saving throw first. If you succeed on your saving throw, you may grant a number of allies (up to your Charisma modifier, minimum of 1) that can see and hear you advantage on their saving throw.

## Thug

Where others may strike with a subtle knife in the ribs, you prefer brute force.

* You gain +1 to Strength, to a maximum of 20.
* If you possess the Sneak Attack class feature, you may apply it to any one-handed bludgeoning weapon in which you are proficient.
* When you score a critical hit, you can use your Bonus Action to make a Charisma (intimidation) check against that opponent. If successful, the opponent has disadvantage on attack rolls against you until the end of your next turn.

Back to Rules
Frightening Glare

## Converted Spell: Frightening Glare

*7th-level enchantment*

* Casting Time: 1 action
* Range: 30 feet
* Components: S, M (ground dragon scale)
* Duration: Concentration, up to 1 minute

Immediately upon completion of the casting of this spell, you target a living creature within range with your glare; that creature must succeed on a Charisma saving throw or suffer 6d6 psychic damage and become paralyzed with fear for the duration of the spell. You must be able to see the creature, and it must be able to see you. If the target of this spell is damaged by an attack, the victim is permitted another Charisma save to shake off the effects, but remains frightened for the duration of the spell.

**At Higher Levels.** If cast using a spell slot above 7th level, the psychic damage is increased by 1d6 per level and you may select an additional target beyond the first.

Back to Expanded Spell Lists
Garyx

## Deity Information

### Garyx (GAH riks)

"Firelord," "the All-Destroyer," and "the Cleanser of Worlds" are just a few of the terrible monikers given to Garyx, the draconic god of destruction and the fire within. He teaches by example, wreaking havoc on every world he touches. His holy symbol is a draconic eye wreathed in fire, representative of the massive red-scaled beast that he appears to be. He pays little attention to his worshippers, and many of those who do not revere him question his sanity, though they do so quietly and usually after taking every possible precaution to avoid being overheard.

Back to Religion

### Copyright Notice

"Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2015 Wizards. All Rights Reserved."

"This Wiki is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Wiki may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at (www.wizards.com)."
The Forge of Fergus

Stretching for roughly 50 miles from east to west south of the AEdar capital of Anarak, far beneath the surface of the world, lies a volcanic crevasse with a width that varies between a quarter to just over a mile. Within that rift it is believed that the Great Smith Fergus forged the first battle axe. For that reason, the stout folk have named it the Forge of Fergus. Dozens of bridges span the gorge at different depths as the tunnels of the Ædar move from settlement to settlement, mine to mine. Despite its obviously volcanic nature, the Forge of Fergus has never been known to erupt, even during the Incursions of Kaos and the Worldquake. Many stout folk have given their lives trying to use the forge to create works of their own in the image of their deity, and a very special few have managed to succeed, creating some of the greatest and most powerful artifacts ever made by mortal hands.
Catira

Deity Alignment
 Sacred Color
 Sacred Beast
 Domain(s)
 Favored Weapon

Catira does not believe that "revenge is a dish best served
cold," but prefers vengeance to be swift and final. With the death of
Annwn and betrayal of Bilé, Catira seized control of the dark power they
abandoned to increase her own reach and portfolio. And while she begrudgingly
agreed to the intermediate gods' new rules regarding limiting their direct
influence among mortals, Catira closely monitors and manipulates the eidolons
acting under her auspices.

Her symbol is a clawed gauntlet, and her favored
weapon is the flail.

Catira’s holy warriors are brutal assassins who focus on inflicting "justice" rather than accepting politically-motivated contracts that rely on subtlety.
The Mists

The Mists are split into three demiplanes, the Mists themselves, also known as the Shadowfell, the Realm of Twilight, and the Shadow Maw.

The Shadowfell is a realm of pure chaos, tainted by neither good nor evil. The Mists drift around both the upper and lower planes, transforming into the Realm of Twilight where it touches the upper planes, tainting it with morality, and the Shadow Maw, where the corruption of the lower planes taints it with immorality. It is impossible to truly describe the Mists in words, as it is a pure manifestation of chaos.

The Mists are the home of the intermediate goddess Cymber and the eidolon Brandobaris. The twin eidolons Laera and Leira also reside here, Laera near the border of the Realm of Twilight and Leira at the fringes of the Shadow Maw. The mysterious vhail Chemosh makes its home in the depths of the Shadow Maw.
Clerics

All clerics follow one of the deities outlined on the Religion page. Characters of any race may become clerics. Several new domains have been identified, including the Darkness, Fortune, Protection, and Prophecy domains. Specific information on the deities and their clergy can be found on the pages of the individual gods.
The Coterie Noctum

The Coterie Noctum is a loose confederation of villains under the leadership of the black-armored, red-winged warrior known only as Lord Ageddon Thrain. Little information is known regarding the group's unified purpose, and the entirety of their membership remains a mystery... for now.

### Known Members

* Lord Ageddon Thrain, Korvin? Warrior? Possibly of infernal descent....
	+ Sheloch, Ageddon's Barbed Devil butler/senschal

* Sister Melancholia, Korvin Tiefling, Prophecy Domain Cleric of the Asylum of Despair
* Lady Catrynna Stålgaard, Mistress of Information (Spy Master) for the High King Ducaid
* Kalarel Khymer, Illusionist, recently deceased... temporarily
* Sorek Orvash, Conjurer
Races

At first glance, the races of Tanicus appear to be pretty standard across the worlds of *Dungeons and Dragons*. Upon closer inspection, however, they all carry their own unique touches, such as different subraces among humanity, the variation in the elves (Sidh), and the speed and maneuverability of the Quicklings (Halfling subrace).

Not all of the races described below are necessarily suited for player characters in every campaign. The Quasidh (sea elves), for example, are amphibious do not tend to stray far from the seas, and the Drausidh (evil, subterranean elves) shy from the sun and are inherently evil, and not suitable as player characters in the heroic, epic songs of the bards.

## Races of the Continent of Ceilar

### Humans

* Human Common Traits
	+ Kaeri
	+ Korvin
	+ Searians
	+ Wilder
	+ Barbarians of the Broken Tribes

### The Stout Folk

* Dwarven Common Traits
	+ AEdar
	+ Derro
	+ Duergar
	+ Firbolgs
* Gnome Common Traits
	+ Rock Gnomes

### The Halflings

* Halfling Common Traits
	+ Stouthearts

### The Scaly Folk

* G'kota
* Skinks

### The Sidh

* Sidh Common Traits
	+ Ancelyn
	+ Saoirsidh
	+ Sidhborne (Half-Elves)

## Races of the Island Nations

### Humans

* Human Common Traits
	+ Corsair

### The Sidh

* Sidh Common Traits
	+ Grynsidh
	+ Lwnasidh
	+ Quasidh
	+ Sidhborne (Half-Elves)
* The Drow (Drausidh)

## Races of the Continent of Thyrin

### Humans

* Human Common Traits
	+ Naichaen
	+ Saerasi

### The Stout Folk

* Dwarven Common Traits
	+ Vaergar
	+ Thuirzar
* Gnome Common Traits
	+ River Gnomes

### The Halflings

* Halfling Common Traits
	+ Brundle
	+ Starwise

### The Sidh

* Sidh Common Traits
	+ Wyrnsidh

## Races of Conflict

### The Beastfolk

* Rudderkin
* Grouff
* Yuan-Ti

### The Gith

* Githyanki
* Githzerai

### The Goblinoids

* Goblins
* Hobgoblins
* Orcs

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

"Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2015 Wizards. All Rights Reserved."

"This Wiki is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Wiki may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at ([www.wizards.com])."
Gnome Common Traits

### Game Information

Both of the gnomish sub-races, the Rock Gnomes of Ceilar and River Gnomes of Thyrin, share the following traits:

* Ability Score Increase. Your Intelligence score increases by 2.
* Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 30. They can live 150 to almost 200 years.
* Size. Gnomes usually stand between 3 and 3-1/3 feet tall. They are much more slightly built than their Ædar cousins. Your size is Small.
* Speed. Your base walking speed is 25 feet.
* Darkvision: Accustomed to caves and twilit hills, you have superior vision in dark and dim conditions. 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.
* Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Back to Races.
The Visiting Isles

An archipelago of three mysterious islands, the
Visiting Isles appeared in the sea southwest of the Faerie Isles during the
Worldquake. Discovered by the Cabal shortly after their appearance, they were
given their unusual name due to the fact that their coastlines do not match the
local currents and the ruined cities they found their do not match any known
historical architecture.

The
island also included some exotic landscapes such as a warm, humid forest thick
with mist even in the dead of winter, shifting mountains, and a lake with water
that glowed as if by magic but was dangerous to drink because of the strange,
mutating effects of its waters. Add to that creatures and plants that could be
found nowhere else on Tanicus, and the Visiting Isles seemed to be far from their
home. Speculation began to rise that the island originated on another material
place, or possibly was at the center of an extraplanar pocket on Tanicus
itself.

For
the most part, however, the island remained little more than a curiosity. The
Cabal continued to study the anomalous islands, sages still traveled there for
research, and adventurers explored more and more of the ruins. Without warning,
however, the islands became considerably more dangerous than it already was.

Decades
prior to the Third Incursion of Kaos, the Sidh conjurer Melaryss man Ullaryen
opened a portal on the largest of the isles to the Swarmworld of the rat-like rudderkin,
releasing their plague upon the Visiting Isle and gifting them with a magical
means of invading the Faerie Isles. Those portals are long closed, but the rudderkin
continue to plague the islands, bolt holes scattered across their land masses.

And yet despite the presence of the rudderkin
and other dangers native to the islands, explorers and adventurers continue to
travel to there to explore its mysteries and wonders. After all this time, the
threat lingers that the islands could one day disappear just as suddenly as they
appeared taking their secrets with them forever.
Cymber

Deity Alignment
 Sacred Color
 Sacred Beast
 Domain(s)
 Favored Weapon
 Famous Figures

Cymber has been synonymous with chaos, her
love for the primordial god Kaos resulting in three cataclysmic events that nearly
brought about an end to one or more races. Her meddling can be seen in nearly
every major war, rarely as instigator but usually reflected in her impulse to
try to turn every misery to her advantage.

As a result of her selfish actions
that initiated both the Third Incursion of Kaos and finally destroyed the
creature that she loved, she reluctantly agreed with Riva that the intermediate
gods needed to limit their direct interference with mortal affairs. Of course,
where Cymber is concerned, old habits die hard, even in the face of the
consequences she has been forced to see over and over again.

Her symbol is a
dagger, her favored weapon, hidden behind a featureless mask.
The Adventurers Society

Nearly every city on Tanicus, and many of the towns, have guildhalls of the Adventurers Society. The society is a guild for adventurers who are willing to give a small percentage of their take to the management of the guild in exchange for information, discounts on equipment and potions, and occasional assistance by other members of the guild. Additionally, a number of innkeepers and shop owners were once members themselves and offer discounts to anyone who can prove their membership.

The society has guidelines intended for the peaceful coexistence of adventurers, including rules of etiquette, bylaws regarding first-come-first-served spoils of exploration, and even dueling practices for dispute resolution between members. It is not all about rules, however, as the guildhalls provide discount boarding, libraries for exchange of ideas and mystical knowledge, and recreational opportunities such as common rooms for carousing and sponsoring festivals and contests, often with valuable prizes.

Rogues should take note, however, that theft from other society members on guild grounds is punishable by ejection, forfeiture of rights and dues, and possible incarceration.
The Forgotten Isle

Sunken with the rest of Sear during the First
Incursion of Kaos, the Forgotten Isle mysteriously reemerged from the sea shortly
before the reawakening of the dragons in SR 2279. When it first returned to the
surface, there was little to see save for a few scattered ruins and a
mysterious temple with unrecognizable symbology. Over the next century, the
wetland island became home to a swamp and rainforest, but remained mostly a
mystery.

During
the Worldquake, when the walls between planes were shaken, two Githyanki flying
fortresses appeared from the astral plane and anchored themselves to the
ancient isle. The appearance of the ancient enemy of the Cabal prompted the
wizards to relocate themselves to a place they considered more tactically
advantageous, in their case moving their entire archipelago in the process.

The
expected attack did not come. Instead, the Githyanki, who cannot age on the astral
plane, transformed their citadels into training grounds for their young,
allowing them to mature to adulthood as they learn the arts of war. The
appearance of several red dragons in answer to the Githyanki's ancient pact
with Tiamat have led many scholars to believe that the apparent disinterest of
these Githyanki towards their ancient enemies of the Cabal is instead strategic,
allowing them time to prepare and strengthen their alliance with the chromatic
dragons while evading excessive attention from the wizards and the metallic
dragons.

Nevertheless, led by their Knight
Commander, the Gith have become fully entrenched on the island and carefully
patrol their new home. The presence of the Gith and their draconic allies
ensure that the Forgotten Isle remains a dangerous landscape. But there is
something that makes the island more hazardous than even the threat of its
inhabitants... the veil between between the material and astral planes remains
thin and easily fractured by the presence of magical energies, releasing astral
energies and, in some cases, powerful extraplanar creatures onto the island.
Monsters

This page is an index of the original and modified monsters native to the world of Tanicus. In addition to links to specific monster pages, the section immediately below (The Ecology of...) includes links to pages expanding on the unique perspective on certain popular monsters from the *Monster Manual* in the world of Tanicus.

## *Monster Manual* Entries

* Devil, Howling (Semyazu)
* Devil, Whispering (Naamazu)
* Drake, Firedrake
* Drake, Ice Lizard
* Drake, Thunderhead
* Dwarf, Derro
* Grippli
* Mimic, Greater
* Ogre, Verbeeg
* Rudderkin
* Skeleton, Fellborn
* Worm, Devourer
* Worm, Gloom
* Zombie, Vassail

"Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2015 Wizards. All Rights Reserved."

"This Wiki is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Wiki may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at ([www.wizards.com])."
The Hunting Hart

The Hunting Hart and his fey-wolves are greatly feared by all creatures that would defile or exploit nature. Defenders of the sacred druid groves and all sylvan settings, the Hart and his wolves represent a terrible force for the well-being of the wild places of Tanicus. Often used as a sort of "boogey man" to teach moral lessons to the children of Tanicus, the Hart is often unfairly blamed for many of the evils of the world due to his silent and mysterious nature. That does nothing however to hinder his effectiveness in its missions for Dyanae, Bile, and Emanyn.

The Hunting Hart is a large, tanned humanoid, similar in many ways to a minotaur. Its upper body, however, is that of a bull elk. Huge, powerful antlers extend from either side of its head for a total width of four feet. When in the mortal realm, the Hunting Hart is well over seven feet tall and weighs in at over four-hundred pounds. A dark-green spot circles its right eye.

The Twenty Fey-Wolves of the Hart are six-foot long wolves with brown fur and green, jaguar-like spots covering their entire bodies. They hover two inches above the ground and run across water as easily as earth leaving no trace of their passing. Their bark causes fear in anything they pursue.

The Hart will usually hold back from combat until at least two-thirds of his fey wolves are down. When this occurs, however, the hunted is in even more serious trouble than with just the twenty wolves. The Hart uses a magical spear in combat. The spear causes those struck to become dazed and less effective in combat. In addition to his spear attack, the Hart’s powerful antlers can be used to gore his enemies.

The Hunting Hart never speaks. It controls its fey-wolves through an empathic link. The Hunting Hart often applies a fierce cunning to his hunts, often allowing his targets to believe they've escaped him just before he strikes. This means of attack only serves to increase his fearsome reputation, which he exploits at every opportunity.

The Hunting Hart is Lawful Neutral.
Jhezra

Not a demigod in the truest sense, however Jhezra is the reason Myrddin hates death knights with such ferocity.

When Kennic I was assassinated by his cousin Kernan, a fallen Paladin serving Caradoc, in 200 KF. Gavin Vistani, his wife Allura Thunderwood, Myrddin, paladin of Arwin, Lady Jhezra the cavalier knight, and several of their friends pursued Kernan into the Wilderlands. During their adventure, Myrddin and Jhezra fell in love.

They discover and defeat Kernan in the Wilderlands, where he tried to open the Hell Gate to destroy Kaeryn. Lady Jhezra, who was serving as a double agent working for Kernan, is the only casualty from the investigating party, throwing herself into the River of Lament to escape shame and dishonor at the hands of her companions. Myrddin was distraught.

In spirit form, Lady Jhezra confronted Annwn and challenged he goddess. The Dark Lady easily overcame the mortal spirit, but the dead knight impressed her. Annwn returned Jhezra to the mortal world as a death knight. Time had passed differently in the mortal world, however, and the cavalier's body had been at the bottom of the river for years. When she pulled herself to the surface, both her armor and sword were pocked with rust.

Her blade now had the ability to destroy metal, and Jhezra herself was gifted with great supernatural power. When next she met Myrddin, she was a creature of irredeemable evil. The former lovers battled and the death knight was destroyed, but only at the cost of Myrddin's life.

When Myrddin was resurrected to fight in the Godswar, Qord resurrected Jhezra to oppose him. And when the once-fallen warrior was ascended to godhood, Qord used a fraction of his lingering power to grant Jhezra immortality, making her a permanent thorn in Myrddin's side. As a death knight, Jhezra can and has been slain... but she rises again with the next generation to continue to plague Tanicus and the followers of Myrddin.

With the disappearance of the Lich King following the Third Incursion of Kaos, Lady Jhezra conquered the Kingdom of the Frozen Dead and installed herself as Lady Jhezra, the Undying Queen.
Northvane Forest and the Gray Marsh

The tropical rainforest and swamplands located at
the northwest corner of Thyrin remain one of the few mostly-unexplored regions
of the continents of southern Tanicus. No humanoid life has ever come from
within, nor have the politics of the region given explorers much leave to go
far beyond its borders.

Legends speak of snake-like creatures --
possibly related the Yuan-Ti -- spotted from time to time at its borders, but
if they are related to the snake-men of the Twisting Isle, they are far less
intelligent and even more savage. And while such legends are often just the
stuff of bardic exaggeration or exhausted hallucination, the myths of the
Goliaths claim that the Northvane Forest is home to the Grandfather Serpent,
the first of his kind who has grown to incredible size over the millennia.
Stouthearts

Stoutheart halflings are an affable and cheerful people. They cherish the bonds of family and friendship even more than the comforts of home. Stouthearts are easily moved to pity and hate to see anyone suffer, and most will not abide torture even against an enemy. They are also a generous folk, gladly sharing what they have even in lean times.

They are adept at fitting into other communities and pick up languages and social customs incredibly quickly. Stouthearts are considered by many to be "fleet of mind." They are also very hardy, inspiring some to believe that they are the result of ancient intermingling of humans and dwarves.

Stouthearts have little capacity for arcane magic, though there are a few sorcerers among their numbers. Their natural stealth makes them natural rogues, while their simple common sense and human perception make them excellent clerics, especially of saint Yondalla, their primary deity.

Stoutheart halflings usually have darker hair colors, brown, black, or deep auburn. Their skin ranges from deeper Caucasian to darker tones. They tend to be a bit stockier than quicklings and, unlike their slimmer cousins, have hair on their large feet. Stouthearts avoid footwear under all but the most dire of circumstances.

## Game Information

In addition to the Halfling Common Traits, you have the following additional features.

* Age. As per the base halfling in the *Players Handbook*
* Ability Score Increase. Your Constitution score increases by 1.
* Linguistic Curiosity. Anytime you learn a language (such as when choosing some Backgrounds or taking the Linguist Feat), you may choose one additional language above and beyond those granted.
* Naturally Stealthy. You are proficient in the Stealth skill. Otherwise, this feature work as per the Lightfoot halfling in the *Players Handbook*
* Languages. Stoutheart halflings speak Searian and two other languages of your choice. Stouts love languages and usually learn their second or even third language along with Searian as they are reared.

Back to Races
Summon Swarm

## Converted Spell: Summon Swarm

*2nd-level conjuration*

* Casting Time: 1 action
* Range: 60 feet
* Components: V, S, M (a small bit of wax shaped to resemble to type of creature to be summoned)
* Duration: Concentration, up to 1 hour

You summon a swarm of creatures that appear in one or more unoccupied spaces that you can see within range. If the creatures occupy more than one space, each space chosen must be adjacent to at least one other space within the swarm. You summon a total of 1 challenge rating worth of terrain-appropriate swarms, all of the same type, from the following list (the number of spaces represents the total number of "Medium swarms" used to reach CR 1):

* Bats (CR 1/4, 4 spaces)
* Insects, any type (CR 1/2, 2 spaces)
* Quippers (CR 1, 1 space)
* Rats (CR 1/4, 4 spaces)
* Ravens (CR 1/4, 4 spaces)

A summoned swarm disappears if its hit points drop to 0 or when the spell ends.

Roll for initiative the swarm as a single entity which has its own turn. It obeys any verbal commands that you issue (no action required by you). If you don't issue any commands to the swarm, it will defend itself from hostile creatures but otherwise take no actions.

The *Monster Manual* has the statistics for the swarm.

**At Higher Levels.** When you cast this spell using a higher level spell slot, you increase the size of the swarm by challenge rating 1/2 for each spell level above 2nd. Starting at spell level 4, you can choose 1 space of poisonous snakes (CR 2) as your swarm in addition to the choices listed above. You must be able to add at least one full space's worth of swarm to choose the creature (for example, you cannot choose 1-1/2 spaces worth of quippers as a level 3 spell).

Back to Expanded Spell Lists
Organizations

Whether a knighthood, confederacy, brotherhood, or guild, it never hurts to have allies you can call and people you can rely on in times of trouble. Below are just some of the better known organizations that are known to exist across Tanicus.

## Organizations of Note

### Universal

* The Cabal of the High Art
* The Circle of Seven

* The Black Watch (Secret Society)

### The Faerie Isles

* Order of the Silver Stag
* Knights of the Elder Wood
* Knights of the Silver Swan

### Barak-Allorak

* Knights of the Tusk
* The Ironbane Cavaliers

### Korvis

* Brotherhood of the Iron Raven (sometimes called Knights of the Iron Raven)
* The Crimson Talon

### Monster/Villain Organizations

* The Coterie Noctum (Secret Society)
* The Seven
* The Cult of Quas'Rylogauth
* The Cult of Moab
Vision

## Converted Spell: Vision

*7th-level divination (ritual)*

* Casting Time: 1 action
* Range: Self
* Components: V, S, M (something of sentimental or personal value to the caster)
* Duration: Instantaneous

You call upon Faylinn, goddess of foresight and magic, while seeking information on a person, object, or location. She provides you her answer in the form of a vision. This spell functions along the lines of the legend lore spell, except that it works more quickly.

You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on an Intelligence (arcana) check with a DC of 15. If you are not in the presence of the subject of your question but have detailed information about it, the DC is 20. But if the information you have is incomplete or vague, the DC is 30.

The lower the DC of the check, the more clear the information gained is as part the vision. The higher the DC, the more obscure the vision is likely to be. No matter the difficulty, the vision will never be crystal-clear in the details. Information can be sought from the past, present, or future, or possibly a combination thereof. Future information, being more fluid due to the uncertainty of the future, is inevitably more obscure than information about the present or past.

The material component for this spell is something of sentimental or personal value to the caster which is sacrificed in the casting. The more precious the sacrifice, the better the chance that the spell will work. The DM may award a +1 to +3 bonus to the roll based on the sacrifice, or even advantage if the sacrifice is something of great significance, such as a powerful magical item or object of immeasurable personal value.

Back to Expanded Spell Lists
Feywyld

The Feywild is a land of soft lights and wonder, a place of music and death. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat fireflies buzzing through groves and fields. The sky is alight with the faded colors of an ever-setting sun, which never truly rises or sets, remaining stationary, dusky and low in the sky opposite a similarly rising moon.

The plane is ruled by the Summer Court in the spring and summer months and the Gloaming Court in the autumn and winter, the seelie living in great castles and courts and the unseelie in the wild lands of tangled, sharp-toothed brambles and syrupy fens... perfect territory for hunting prey. The Feywild is inhabited by sylvan creatures, such as dryads, satyrs, pixies, and sprites, as well as centaurs and magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. But above all reign the Archfey, powerful beings bordering on godhood with absolute power on the twilight plane.

No gods or eidolons reside in the Feywyld.
Grynsidh

Grynsidh are the shortest, and the strangest, of the Sidh races. They avoid most contact with other races as a rule, but generally love meeting new and interesting people despite their society's edicts. They are rarely seen in cities, since they're stature tends to get them looked over or accidentally endangered.

Grynsidh are the guardians of the forest. Ruled by their Treespeaker, they claim to be the favorite race of Dyanæ. She has never denied it. Grynsidh are playful and mischievous, but they are also very easily offended. Generally though, they are the most amiable of all Sidh races.

Grynsidh always have a shade of green or brown hair. Their eyes are always the exact same color as their hair. Their skin is darker than their Lwnasidh cousins, and their spots and, in some cases, stripes are darker brown and sometimes shades of dark green.

While they are incredibly rare in the world at large, Grynsidh are a playable race in Sidh-based campaigns. Essentially the Halfling equivalent in the elfin races, they are an ideal choice for druids, scouts, or just for those looking for an alternative to the Lwnasidh.

## Game Information

Except where noted on the Sidh racial page, you gain all of the Sidh Common Traits as well as those listed below.

* Ability Score Increase. Increase your Wisdom score by 1.
* Weapon Training. You are proficient with shortswords and shortbows.
* Natural Athlete. You gain proficiency in the Athletics skill.
* Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
* Small and Wiley. Because of the size and deftness of the Grynsidh, the armor class bonus provided by your Dexterity (even if a negative) is improved by 1 point.
Kahn-Karath

With a dry heat that can peel thirsty flesh from
the bone, the desert of Kahn-Karath (KAHN KAH-rath) is believed by most to be
the hottest and least-hospitable region on the southern hemisphere of Tanicus.
Locked between the Gray Marsh, the Empire of Zyr, and the volcanic Stonefang
Mountains, Kahn-Karath is an unforgiving landscape of burning dunes, jagged
stone, and searing wind. The only water to be found is in deep wells dug far
beneath the surface of the sands by the nomads that dwell there, often at the
cost of the diggers' lives.

No
sane race would choose to call Kahn-Karath home, which is why it should be no
surprise that the nomads that lay claim to the desert are tribes of orcs, who
patrol and guard it as if the land was made of gold. Even they, however, do not
delve too far into the depths of the desert, preferring to remain near is
borders except when retreating from the Værgar and Goliaths that fight to keep
the creatures from straying too far from their domain.

Some
sages believe that there may be more to the orcs of Kahn-Karak, however, than
meets the eye. They postulate that those orcs seem unusually territorial,
moreso even than the orcs of Ceilar, and that perhaps they are protecting
something... something of great value or power that they hold sacred. The
Bronze Dwarves, Dragonborn, and Goliaths just seem happy to keep them isolated,
however, and the few explorers who have entered the accursed desert have never
returned. So the mysteries deep within the heart of Kahn-Karath continue to
exist, unsolved.

Nevertheless, the orcs do jealously
guard their territory, both from the threats of the enemies that surround the
desert and from the other tribes that call the wasteland home. Only the ogres
that live in the desert's fringes at the foot of the mountains to the northeast
give them pause, but only because those giant-kin have often served as a good
source of allies and, in some cases, breeding stock, making the Kahn-Karath
orcs the largest and strongest to be found anywhere on the surface of Tanicus.
Melf's Minute Meteors

## Converted Spell: Melf's Mnute Meteors

*3rd-level conjuration*

* Casting Time: 1 action
* Range: 120 feet
* Components: V, S, M (a handful of small beads formed from powdered sulfur and pine tar)
* Duration: Concentration, up to 1 minute

You create five burning meteors that appear in a ring above your body and circle you as ready projectiles. You may launch up to 5 of these projectiles at one or more targets as part of the casting of the spell or keep some in reserve for later rounds.

When fired at one or more targets, you make a spell attack roll for each meteor individually. On a successful hit, a meteor inflicts 1d4 bludgeoning damage and 1d6 fire damage on the target. Any creatures adjacent to the target must make successful Dexterity saving throws or suffer 1 point of fire damage from proximity to the exploding meteor. The meteors are capable of igniting flammable materials, as well.

The duration of the spell expires when you run out of missiles, stop concentrating on the spell, or after 1 minute has passed.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you gain 2 additional meteors for each spell level increase. Regardless of the number of missiles, you can launch no more than five per round.

Back to Expanded Spell Lists
Saegan

For millennia,

ancient Danaan scribe Evaddnayrag suffered an immortal existence as a passive
observer of history, destined to document and advise others but never get
personally involved. While trapped in that existence, he went by many names,
the most recent and most famous being Saegan Pennywhistle, bard of
Littondale... a town whose location was lost to history.

After the Third
Incursion of Kaos, he was forgiven by Io for his past mistake, allowed to pass
from the world, and given one of the godsparks that once belonging to the goddess
Annwn. She named him the god of history, memory, and knowledge, and his name
was quickly venerated by scribes, historians, and scholoars across the world.

His favored weapon is the rapier. His holy symbol is a Celtic harp.