recursal/Fanatic-Fandom huggingface dataset:
Thunderlance

Requires attunement.

An ornate spear with silver filigree and a copper blade. Crackles with lightning when held.

Has a +1 to hit and damage and deals an extra dice as lightning damage once per turn. The wielder gains resistance to lightning damage. The wielder can once per day as an action throw the spear up to 120 feet to a point they can see. All enemies within 20 feet of that point must succeed on a DC 16 Dex save or take 3d10 lightning damage or half of that on a success. The user then teleports where the spear landed. Within 1 minute of throwing the spear as an attack the user can summon the spear back into their hand as a bonus action.
Woestone

Large crystalline pillars made of kadarite and infused with sealing magics. Usually used for powerful wards and to contain dangerous beings or forces.

One was used deep within Alvoran’s Tomb to attract and contain the curses of the dead and the foul energies emanating from the inhuman corpses of the lower levels.

Evidence suggests that the one within the tomb had been used to summon and bind an evil being of great power and was subsequently sabotaged by striking a sword on the stone which remained embedded into it for nearly two centuries. The being was however sealed a second time within a glass bottle by a team sent in to exorcise it, and later taken away from the tomb by adventurers.
Xaemreora's Light

Silver-framed lantern with yellow glass and a blue crystal inside.

The lantern can store one spell. While a spell is stored inside the lantern give off light, the color and radius determined by the spell. Radius is usually 20ft of bright light x level of spell used, half of which is dim light. Certain spells have additional effects while stored.

The spell stored inside can be cast as an action, using the original caster’s DC and other bonuses but otherwise acting as if cast by you.
Swiftsnare

Requires attunement.

An old longbow with copper inlays.

Has +1 to attack and damage rolls and holds 10 charges, regaining all charges each dawn. Charges can be used to cast Cordon of Arrows, one arrow per charge used. The range of the spell is increased to 120 feet and damage to 1d10. The DC is 17 and the spell requires no arrows. These changes, except the DC, apply even when the user casts the spell using a spell slot.
Essardath

Essardath is one of the fifteen plane shifted capitals to escape The Downfall. Often called the city of magic for it's famous wizard academy and large sorcerer population. It is ruled by the scholars of the royal academy and the heads of the oldest and most powerful sorcerer families, collectively called the Essardim and Essdath respectively.

## History

Originally founded around 986 BD Essardath was a much larger island nation once upon a time. During 622 BD the island suffered a magical cataclysm of unknown origin that killed most of the population. The remaining mages and surviving regular citizens swiftly evacuated the whole island and fled north. There they requested aid from the coastal nations of Vostral, Serr and Orriun and for them to house the refugees. During the following years it became increasingly clear that the devastated island was no longer habitable, the countries made a pact where they traded a relatively empty island in the inner sea to the mages where they could rebuild. In return the mages would offer their aid in magical matters to the kingdoms and provide training to the magically talented.
Yaremac

One of the larger rediscovered islands, the island known as Yaremac was resettled at the start of 172 with the countries and some minor independent parties sailing there at the start of the year and beginning building efforts before spring.

Is roughly divided between 15 regions, 14 for the countries and one for a smaller neutral township of Ardis on the southwestern reaches. Most countries have their own fledgling cities with Uade and Taiden having a shared settlement of Vsevorsk.

The island was also the home to an ancient black dragon by the name of Qialzrorrayrth, one of the surviving dragon gods of Murandao, who terrorized the region around the valley it had laid claim to. The dragon was however dispatched by a group of adventurers that had first come to aid in the settlement efforts of Ardis, the Fortune's Favored.

The valley is currently disputed territory as a race of golem-like humanoids emerged from deep underground that claim the area as their own as their ancient city is deep beneath it. Most of the surrounding rulers have agreed to their demands other than the dwarves of Varrihm who wish to use the natural resources and fertile land of the valley for their own.
Cynic's Mask

Requires attunement.

A mask made of white metal, and bone that has been charred black. The face depicts an animalistic visage with sharp teeth, covering the user's face except for the eyes and lower jaw. The upper edges of the mask split into sections shaped like feathers that curve backwards to cover the head.

The user can cast Simulacrum once a month, but can only make a copy of the user. Can also cast Magic Jar as an action once per week, with the mask acting as the jar and the original body being shrunk into a small doll made from bone until the spell ends.

As a reaction the wielder can disbelieve the existence of an attack, a spell or other visible harmful effect, making a DC 15 Int save. On a success the triggering attacker or effect becomes transparent to the user and deals only half of the original damage as psychic damage, and if the effect has a saving throw of its own it automatically succeeds. Can be successfully used three times or until the Int save fails, whichever happens first. The uses reset every day at dawn.
Bothrial

Bothrial the Heartless is the God of death, light and the keeper of souls. He is known for being cold and unemotional, even cruel at times, but always fair. He is also known as the God of dreams, as people believe they drift closer to his domain when night falls and his dark lantern devours the light to lull them to sleep. Thus not all of his aspects are portrayed as negative as he is also the god of light, bringing clarity and safety with him. His worshippers pray to him for protection over the souls of loved ones and eventually their own, and for guidance in this life and the next.

His avatar is said to be a tall and slender, almost skeletal in appearance. Wrapped in thick robes made either of purest light or the blackest dark, changing as the God of light desires. Nothing of the being under the robes can be seen however as it is always the opposite of the robes he wears, switching between blinding light and impenetrable shadows. He is always depicted with his magical lantern, his symbol, that can both bring light and take it away and which he uses to guide the souls of the dead to their destination.
Pale Moon Tome

Requires attunement.

A heavy leather-bound book filled with indecipherable text. Eight pages in the middle are blank.

The tome can store spells up to 6th level spells maximum and worth eight levels total. When storing a spell, the caster must decide on a circumstance under which the spell will be automatically cast from the tome. Unlike Contingency, the spell from the tome can target other creatures and even have an area of effect. The triggering thing must be something that can be observed such as movement, a certain noise or being attacked. After the trigger happens the spell is unleashed from the tome and is cast on either a certain distance from the tome, on the triggering creature or the user. The target is predetermined when deciding on the trigger and cannot be changed afterwards. Spells inside the tome disappear at midnight on the 1st day of every month.
The Hydra

Hydra, also called the Lernean Hydra, in Greek legend, the offspring of Typhon and Echidna(according to the early Greek poet Hesiod’s *Theogony*), a gigantic water-snake-like monster with nine heads (the number varies), one of which was immortal. The monster’s haunt was the marshes of Lerna, near Árgos, from which he periodically emerged to harry the people and livestock of Lerna. Anyone who attempted to behead the Hydra found that as soon as one head was cut off, two more heads would emerge from the fresh wound.

The destruction of the Lernean Hydra became one of the 12 Labours of Heracles. For that and other labours, Heracles enlisted the aid of his nephew Iolaus. As Heracles severed each mortal head, Iolaus was set to the task of cauterizing the fresh wounds so that no new heads would emerge. When only the immortal head remained, Heracles cut it off too and buried it under a heavy rock. Further, he dipped his arrows in the beast’s poisonous blood (or venom) to be able to inflict fatal wounds. According to Sophocles (*Trachinian Women*), that measure eventually caused his own accidental death at the hands of his wife, Deianeira.

In modern English, *hydra* or *hydra-headed* can describe a difficult or multifarious situation. The name *hydra* has been assigned to a genus of invertebrate freshwater animals having a circlet of 4 to 25 tentacles on one end of its tubelike body.
Prismatic Bowstring

A scintillating bowstring that imbues arrows or bolts with magic.

Has +1 to attack and damage. Each time the user hits a creature with an attack using this item, a small mote of light the size of a candle flame appears next to them, up to 10 motes maximum. When a creature that the user can see comes within 10 feet of them, they can as a reaction cause the motes to fly towards that creature and explode. The creature must make a Constitution saving throw or take 1 radiant damage per mote and become blinded for 1 minute. The creature can repeat the save at the end of each of its turns. The DC starts at 11 with one mote and increases by 1 for each mote up to 20 with all 10 motes.
Watcher's Lantern

A small, iron framed lantern.

A creature can touch the lantern as an action to either light or turn off the flame. When lit, the lantern sheds bright light up to 30 feet and dim light an additional 30 feet. The lantern holds 6 charges and regains 1d6 charges at dawn. 1 charge can be used as an action to reveal hidden doors, traps and illusions within 30 feet. The lantern can be set to magically awaken sleeping creatures within 30 feet if ambushed during rest.
Lightning Spear

Requires attunement.

Has +1 to attacks and damage and deals extra 1d8 lightning damage on hit, and the wielder has resistance to lightning damage. During thunderstorms the extra damage increases to 2d8. Wielder can break the spear as a bonus action, doubling the attack bonus and damage bonus and the extra lightning damage, and gain immunity to lightning damage for 1 minute. After that the spear reforms but loses all damage and attack bonuses until the next dawn.
Keremet

Keremet is the name of the mirror plane of fey and shadows. Originally comprised of two separate planes they seem to have collapsed into a single one during The Downfall that shifts between the two as night falls and sun rises.

Traveling between islands in the material plane is possible if one knows a way thought keremet. As the plane is still intact there it is possible to simply walk the distance and then use a portal or magic to return to the material plane, bypassing the void between the islands.

## The Fey

Fey society is divided into two major factions: the summer court and the winter court. The two courts are then again divided into minor factions that compete against each other, though they all remain loyal to their respective courts.

Before the Downfall there were four courts: the two remaining ones and also the autumn and spring courts. Each had their own leaders but were also in the service of the king and queen of the fey. Though their plane survived relatively intact through the Downfall, the collapse of the two opposing reflections of the material plane into one caused much chaos and destruction. The king and queen perished in the cataclysm as did the leaders of the autumn and spring courts. Left leaderless, the two courts collapsed in the following infighting of those that sought to claim their thrones. They were eventually absorbed into the remaining summer and winter courts, which were now led by the surviving family of the late king and queen: the summer court led by their twin daughters, Thessalia and Nailenna Daemaer, and the winter court by the king’s brother, Alluin Fenrieth.

There is also a third but unofficial court, the shadow court, which is mostly made up of exiles and those that refuse even the small semblance of rule and stability presented by the courts. The shadow court has gained much influence and members in the chaos following the Downfall.
Hadnaka

Hadnaka is one of the fifteen plane shifted capitals to escape The Downfall.

Currently located within nigh impenetrable jungle expanding seemingly to the far horizons with only the ancient stone structures of the city piercing trough.

### The curse:

The curse manifests within the wildlife and plants of the jungle rendering the wilderness hostile to all other life. The trees and undergrowth of the forest grow at an unnatural rate and would likely devour the city within a month. To prevent this the city employs mages, soldiers and volunteers to burn away the vegetation within a radius of 500 feet of the city walls. This needs to be done almost weekly or the treeline will quickly reach the city and begin piercing trough it's paved streets and overrun the buildings. The fauna of the jungle likewise seem to be intent on devouring the city and it's inhabitants as all wild animals always attack on sight. Druids and other specialists have failed to neither find the cause nor pacify the animals. The only beasts and plants that lack this bloodlust are the ones that have been born or grown outside the jungle. The uncontrollable growth is not without it's merits however as the jungle offers plenty of lumber for the city and the wild beasts are regularly hunted for their skins and meat.

### History:

Hadnaka has a rich history of magic but unlike most of the nations it's practice has been rarely regulated by either government or the clergy. Most of the nation's arcane secrets survive only by being taught to the select few and are guarded fiercely as the gift of magic has been considered divine by the people.
Eye of Guidance

Requires attunement.

A steel amulet emblazoned with an open eye.

The wearer becomes immune to being blinded and if they have darkvision they can see in magical darkness as if it was normal darkness. Once per day the wearer can cast Find the Path, or Eyebite which requires only a bonus action to cast. The DC for Eyebite is 16. The amulet regains both of these abilities at dawn. As an action the wearer can touch a creature to track them. The wearer can then know the direction and distance to that creature whenever they wish as long as they are on the same plane of existence. Only one creature can be tracked at the same time this way.
Ever Watchful Eye of Baran

Requires attunement by inserting within an empty eye socket.

A multifaceted green/blue opal roughly the size of an eye which functions as well as a regular eye.

The eye has perfect but mundane vision, lacking any special properties such as Darkvision or Truesight, unless the user has such abilities. User can enchant any nonmagical polished gem with a special power to see trough it instead of the eye with a 1 hour ritual, but only one gem can be enchanted in such a way at one time, the enchantment requires 100g in materials, one hour of uninterrupted casting and the user is blinded for the duration. The eye can be used as a spell focus for any divination spells and removes the need to touch the focus for such spells.

The eye has 4 charges and regains 1d4 charges at dawn. 1 charge can be expended to cast any of the following spells using wisdom as casting stat: Scrying, Legend Lore, Identify, Detect Magic, Arcane Eye and See Invisibility. Identify cast with the eye as a focus can be cast as an action instead of the usual casting time and Detect Magic cast with the eye as a focus does not require concentration.
Arennan

One of the numerous human nations on the western continent, Arennan was originally situated between Vostral and Orriun with its capital city of Edrus being an important trade hub between the human kingdoms and Taiden. Presumed lost after the Downfall.

Currently covered in ash and ruled by a death tyrant and its army of undead thralls.
Kadarite Blade

A longsword with a translucent, dark blue blade. Seems to be made from almost pure kadarite. Has a small compartment near the base of the blade.

Grants +1 to attack and damage rolls. A small amount of blood from any creature can be put inside the compartment and when the creature that the blood belongs to is hit by the weapon it must make a DC 17 Con save or take an extra 6d10 slashing damage from the attack, taking half of that on a success. The blood then evaporates. Putting blood inside the compartment takes 1 minute.
Charge Bracer

Requires attunement.

A thin bracelet made of bone, full of strange green runes.

The wearer gains +1 to attack and damage rolls with all weapons. The wearer can also use their action to raise the damage of their next attack by 1d6 force damage. This damage bonus increases by 1d6 for each subsequent use, stacking up to 5d6 maximum. The bonus is lost at the start of the turn if action was not used to increase the damage during their previous turn.
Trayarus

Trayarus the Solemn is the God of nature and the guardian of order. Always patient and understanding, he is known to be wise and reliable. Among his followers are many druids and other guardians of the forests and plains of the world, but also healers in the great cities who still need to rely on the herbs offered by nature to work their trade.

In his physical avatar he is said to be largest of his brethren, towering over the other deities. He is said to wears brown robes, on which are stitched a myriad of animal figures, one for each unique living thing. On his many belts he carries potions and herbs which are said to cure any ill and to grant incredible vitality. With him he carries a living wooden staff and flowers are said to grow in his footsteps.
Campaign journal 1

1.5.176.

Sim Icebrooke, Shou Nemetsk, Boone, Bellad Vekes and Eurykratides “Yuri” Athanasiou meet with Yermek the smuggler.
They are tasked with attacking a rival organization and stealing precious cargo.

2.5.

The party assaults the smuggler hideout after midnight. Find a strange and maybe cursed man in the cargo.
The party obtains the cargo as payment.

3.5.

Party attempts to investigate the cursed man.

4.5.

A woman called Nashairra comes to hire the party to deliver a letter to “the man with no heart” who can be found in Dimeiros, on Mekhemar. Payment is 30 platinum coins each.

10.5.

Party arrives in Dimeiros. Something strange going on at the castle, party investigates town and acquires invitations to the wedding party at the castle.

11.5.

Party infiltrates the castle after sunset and spends the night investigating.

12.5.

Party spends the day at the castle, sleeping in a secret passage. After investigating the party attacks the three strangers and get defeated. The party’s memories are manipulated and they are captured by soldiers.

4.6.

Party is sentenced to life in prison by Orriuni judges.

20.6.

Party is taken to Kahldur prison.

9.10.

Party is bought by someone, taken from the prison and to the astral plane. Parts of their souls are removed and replaced by those of the archmage Nelenathemar.

12.10.

Party rests at Zuishan after the long prison stay.

14.10.

The archmage orders the party to kill someone and they head out to do so.

15.10.

Party spends two weeks doing research on Nashairra and how to find her.

32.10.

Party heads out to a small island with a portal to keremet.

4.11.

Party arrives at the island and use the stone circle portal to enter the shadowfell.

16.11.

Party arrives at Isserin and consults the oracle, receive a prophecy and take a carriage to Enn Ishnilian. They kill Nashairra, take their payment from her corpse and burn down her manor.

17.11.

Party returns to the material plane, in Claendath. They decide to do some training.
Emperor Zhan Xiang

Zhan Xiang was the emperor of Murandao at the time when the country was taken over by the Dragon kings. History remembers him as a traitor that sold out his own people and worked with the sorcerers and the dragons. For this his name was erased from the few official records that survived the reign of the Dragon kings and the rebellion that ended their rule, surviving only in a curse-word for traitors even after people forgot its origins.

on 175 there were strange sightings of a figure moving in the oldest cemetery in Murandao and rumors of ghosts. Soon after the city officials found a pit dug in the middle of the burial grounds, leading to a secret magically protected chamber that seemed to be from the age of the Dragon kings. Under that chamber was another hidden tunnel, leading to a smaller chamber with a table with some items that apparently belonged to the emperor. On the floor were the remains of a skull carved with runes, which was studied and concluded to be the head of the emperor himself.

## Legend Lore

In reality emperor Xiang attempted to resist the rise of the Dragon kings but they managed to manipulate him by assassinating his wife and children and then driving him to paranoia and finally to madness. They tortured and killed him in an unholy ritual that bound his tortured spirit as a revenant that would track down and slay anyone that read one of the cursed scrolls containing his name. The sorcerers used the scrolls to assassinate numerous rivals and even the royalty of neighboring kingdoms as there was no way to combat the spirit that always returned at night and always stronger after it was defeated. The only way to permanently destroy the spirit was to dispose of his remains, but they were well hidden under magical protections and long forgotten underneath the foundations of an old tower that once stood in the middle of the cemetery in Murandao.

A band of adventurers found one of the scrolls without realizing the curse and managed to locate the secret chamber while being hunted by the revenant. Inside the secret chamber was the emperor's skull, carved full of sinister runes put on a pedestal and forced to stare at his family portrait and the belongings of his dead family. They crushed the skull and freed the tortured soul of the emperor, ending the centuries old curse.
Razorleaves

Requires attunement.

A brown, weathered leather bag with a figure of a tree sewn on it with green thread. The bag is full of large green willow leaves.

Has 10 charges and regains all charges at dawn. 4 charges can be used to throw a handful of leaves in a 30 foot cone. All creatures in the cone must make a DC 18 Dexterity save or take 6d6 slashing damage, taking only half on a success. 2 charges can be used to sprout a three within 5 feet in an empty space. The tree is up to 20 feet tall, has a 3 feet wide trunk and it has an AC of 15 and 30 HP. The tree remains for 1 minute before it disappears. The bag acts as an infinite healer’s kit and 1 charge can be used to heal the target creature when stabilizing them, healing them for 4d6 HP. A leaf can be taken and thrown as a part of the attack action, which acts as a thrown dagger and requiring no charges.
Copper Vipers

Requires attunement.

Thin bracers that look like copper snakes coiled around the wielder's arms.

The wielder gains +2 to their AC. As a reaction to being hit by a melee attack made by a creature within 5 feet the wielder can animate the snakes which bite the attacker. The attacker takes 1d6 piercing damage and must succeed on a DC 19 Con save or be poisoned for 1 minute. A poisoned creature takes 2d6 poison damage at the start of each of their turns but can repeat the saving throw at the end of their turns, ending the condition on a success. This ability can be used once per day, regaining the ability at dawn.
Crown of Repose

A lead circlet.

When placed on a creature the creature takes 1 necrotic damage every minute. When the creature dies it is immediately reanimated as an undead. The damage cannot be resisted in any way. When placed on an already dead creature the corpse is under the effects of Gentle Repose until the crown is removed.

Originally paired with another item that granted the wielder command of the newly created undead.
The Black Shroud of Rozir

Requires attunement.

A black silk shroud. Feels damp and warm, as if soaked in fresh blood.

The wielder's unarmed and melee weapon attacks deal one extra die of damage, and the bonus is doubled when the wielder is at 1 HP. When the wielder kills a creature with a melee attack they gain one of the following options: 1 ki point, 1 first level spell slot, 1 temporary hit point or 10 temporary hit points if at 1 HP.

The shroud was once used in a foul necromantic ritual that bound the spirit of Zhan Xiang, the cursed emperor, as a bloodthirsty ghost that hunted down all those that read one of his cursed letters.
Sijn

Sijn (si-jin) is the world created by the god Akram at the dawn of time.

Dotted by kingdoms and empires of various sizes and home to many races, there were three main continents settled by their people. The western continent of Nylia was home to the nations of Anantara, Arakraic, Claendath, Edhenon, Essardath, Orriun and Vostral. On the eastern continent of Ukiuhan were Jaqsmer, Murandao and Uade, while the southeastern continent, Susun, had Ammaremu, Dharidwa, Hadnaka and Kiritai. Almost in the middle of the continents was the island nation of Taiden.

## The Downfall

Though the history of the world is long and bloody, Sijn had been in an age of relative peace for over a century under the guidance of the Six.

Then in the autumn of the year 1226 of the Ensalan calendar all prophets, seers and other diviners received the same portents: the world was going to be destroyed in a mere week's time. The news were met with suspicion but the situation was worsened by the sudden silence of the gods, which made even the priests believe something was very wrong. As kings and queens consulted their mages, a solution was offered by the mages of Essardath: they could perform a ritual that could transport entire cities to a demiplane so they would survive the end of the world. Many kingdoms heeded their advice and hurried to gather the needed rare materials for the ritual while some chose to weather whatever came or even disregarded the prophecies entirely.

On the day the world was supposed to end those that had prepared for the ritual gathered their mages to save themselves and the world ended as they escaped, just as promised. Now only fragmented remains of the old world remain, floating in the vast emptiness of the starry void.

The ritual had worked however, and the capital cities of the fifteen surviving nations had been transferred to fifteen separate demiplanes. The massive influx of refugees from their surrounding areas and even other nations prior to the Downfall and the 12 years of isolation pushed the now diminished nations to their limits. After more than a decade of famine, disease and other miseries the mages managed to connect the planes to each other. Soon massive permanent gateways were constructed, one on each city, to allow trade of food and other necessities. There also had been unforeseen complications, assumed to be a side effect of the untested ritual.

It would take a total of 129 years until a connection was established with the remnants of the old world, the one the survivors had assumed completely annihilated. The island of Two-Sky was soon settled again, divided by the nations and a massive reclamation project began to rediscover and settle the other islands.
Winter's Ire

Requires attunement.

A one and a half feet long scepter carved from white wood. It feels cool to the touch.

The user gains resistance to cold damage and immunity to difficult terrain created by ice or snow. The scepter holds 10 charges and regains 2d6+2 charges daily at dawn. During the winter months (months 13-4) it has an extra 4 charges and regains all charges at dawn.

Charges can be used to cast Elemental Bane (Cold only, no concentration required) for 2 charges, Shadow Blade (at 5th level, deals cold damage) for 3 charges, Grease (creates ice) for 2 charges, Mirror Image for 4 charges, Cone of Cold for 3 charges and Dimension Door (door stays open, concentration 10 minutes. Any creature can use the door by using 5 feet of movement) for 5 charges.

Can also cast Mold Earth, but it works on loose ice and snow instead of dirt.
Kadarite

A rare mineral found naturally in crystalline form, resembling dark blue quartz or sapphire but can be refined into a dark blue metal. Very brittle in it's pure form. Usually found in small quantities but larger deposits have been found after The Downfall.

Traditionally used in the crafting of magical equipment, holy symbols and jewelry.
Thief's Quiver

A short quiver made of dark leather. Arrows and bolts put in the quiver are magically shortened to fit inside. Ammo drawn from the quiver counts as magical for 1 minute.

The quiver has 6 charges and regains 1d6 charges every nightfall. When the user pulls a piece of ammo from the quiver they can choose to expend 1 charge and enchant it for the next 1 minute, imbuing it with one of the following properties:

Fire: The head of the arrow or bolt lights on fire, providing bright light up to 20 feet and dim light an additional 20 feet. If the missile strikes a creature it takes an extra 1d6 fire damage and the flame goes out. If it hits an object or a surface it sticks to it and the flame travels to the tail end of the projectile, providing light until it burns out 1 minute later.

Water: The projectile causes water to splash out when it hits something, dousing nonmagical fires and magical flames created with spells of level 3 or lower within 10 feet.

Rope: When the projectile hits a surface it magically sticks to it and turns into a rope 60 feet long. The rope remains for 10 minutes before disintegrating. The rope and the projectile can hold up to 1000 pounds of weight without breaking.

Moss: Soft moss rapidly grows on surfaces within 15 feet of the point of impact. Creatures that move on or stand on the moss gain a +10 to Stealth checks.
Odris

Odris the Crescent is the God of cities and civilization. He is fond of mortals for their capacity for growth and change, and is rumored to spend much time disguised as a mortal wandering the various cities of the world playing tricks and watching over the people. From his teachings comes the practice of having bell towers in most cities to tell time and to honor him. Most of his followers are merchants and other people dealing in trade, entertainers, artists and many others who spend most of their lives within the confines of the protective walls of major settlements.

Though fickle, most stories tell that his earthly avatar is an human of indeterminate age dressed either in fine clothes of a royal, the rags of a beggar or the simple garb of a traveler. He is often portrayed with a variety of weapons and showing great skill with each of them. With him he carries a small bell that he rings to announce his arrival though none in the room may never find out which one of them he was exactly.
Shush

Requires attunement.

A decorative rapier that comes paired with a sheath.

Gives the user +1 to attack and damage rolls. While placed inside the sheath the user can as an action project a 10 feet sphere of silence. The silence can be ended with another action or by drawing the blade. The silence can be used up to 10 minutes total each day, regaining the use at dawn. The wielder can also cast Blur once per day without concentration.
Gatekeepers

An organization dedicated to protecting the material plane from outside influences, especially from the far realm.

Mostly unknown until recently when Yaremac was beset by aberrations. They helped the mages sent a team of adventurers to the source of the monsters to stop the invasion. They later participated on the investigation on the incident in Alzistian that resulted in the disappearance of many citizens and the corrupted gateway near the city.
Akram

Akram, the God of Gods, is said to have been the original creator of the world of Sijn and the father of the Six.

Scholars of the faith tell that father Akram created the world eons ago after a great war against the forces of evil and chaos. The war had taken it's toll and the weary god wished for a peaceful place where he could lay down his spear. For this purpose he created Sijn and all life upon it. Peace reigned for a time, but unknown forces soon laid siege to the unprepared young world. Akram, still drained from the creation of the world and without his spear was slowly but surely losing. To aid him in battle he summoned his nineteen sons from the far corners of the multiverse to defend his creation. The war raged for years, ravaging the landscape and killing all that lived upon it. Suffering heavy losses Akram set out to claim the spirits of his fallen sons to protect them from the enemy's influence and to reincarnate them. Unfortunately he could save only five from the clutches of his foes, breathing life back into them and leaving them within the safe confines of the City of Tranquility and setting out alone to a final confrontation. None know what transpired during the battle, but the outcome was clear. Akram was dead, as were his mysterious enemies and thirteen of his sons. Only his eldest, Akrius was left alive to remember the war as the five reincarnated were left without any recollections of their past lives. No others know the identity or nature of the mysterious enemy as Akrius is loathe to speak of the war, saying only that uttering their names would only invite further misery.

To honor their father the remaining six decided to remain here to watch over the world their father had created, vowing to keep it safe until the end of time.
Aradus

Aradus the Wild is the God of storms and life. Unpredictable and temperamental, he is quick to anger and just as fast to laugh. As the god of life he watches over all living things but rarely cares for individuals, instead expecting for the strong to thrive and the weak to feed them. It is said that his storms are meant to temper and strengthen mortals so they might seek a brighter future. His followers are often seafarers and other citizens of the seas that pray to him to test their resolve another day. Many healers also pray to him for mercy when faced with a life or death situations so that he might postpone his judgement.

In tales his avatar is said to be a large triton with lightning crackling around him. He wields a long trident that is said to raise storms when swung and to create an inescapable whirlpool where thrown, before returning to the wielder. He is said to wear next to no armor as all his wounds heal before anything has a chance slay him.
Boots of Wandering

Requires attunement.

A pair of well worn traveler's boots.

The user's walking speed becomes 30 feet if it lower due to their race, being encumbered or wearing heavy armor. When jumping, the user can jump up to 3 times the normal distance. If the user is grappled, paralyzed or restrained they can end the effect that causes those conditions without an action required. This ability can be used once, regaining the ability each dawn.
Shortsword

The mind sharpens the blade and the blade sharpens the mind.

+2 shortsword.

When you cast a spell using a spell slot the sword gains a silver charge. When you make a melee attack with the sword it gains a gold charge. The sword loses one charge at the end of each of your turns if it has not gained charges of that color during that turn.

When you make a melee attack with the sword you can expend one or more silver charges. Each charge used grants one of the following bonuses. You can use multiple charges on the same bonus, increasing its effects.

* Increase the critical range of the attack by 1
* Increase the damage of the attack by 1d6
* Increase your movement speed by 10 feet

When you cast a spell you can expend one or more gold charges. Each charge used grants one of the following bonuses. You can expend multiple points on the same bonus to increase its effects.

* Increase the save DC of the spell by 1 (costs 2 charges)
* Increase the damage of the spell by 1d6
* Increase the range of the spell by 10 feet
Techniques

Techniques are special moves and attacks that can be used when making an attack.

* You must decide to use a technique before making the attack roll
* To use a technique the attack must be a weapon or unarmed attack that is made with the attack action.
* On a hit the attack's damage is reduced by 10, and if the damage is reduced to 0 the technique fails
* After a technique has been used you must wait for a new opportunity. You can roll a d12 at the start of your turn, regaining the use of techiques on a 10 or higher
* Called Shots require the target to have the appropriate anatomy, such as wings or eyes

## Called Shots

Attacks that target a specific spot and inflict temporary conditions.

### Called Shot: Eyes

The target is blinded until the end of its next turn

### Called Shot: Head

The target has disadvantage on the next saving throw it makes until the start of its next turn.

### Called Shot: Throat

The target cannot make noise, preventing speaking and verbal components, until the start of your next turn.

### Called Shot: Arms

The damage the target's next attack deals is halved.

### Called Shot: Legs

The target's walking speed is halved until the end of its next turn.

### Called Shot: Wings

The target's flying speed using its wings is halved and it must descend an amount equal to the lost speed at the start of its turn if it is flying. Lasts until the start of your next turn.

## Weapon Techniques

Attacks that require a specific type of weapon to be used.

### Cleave

Requires a heavy weapon.

A swing that hits adjacent enemies, each of which must be within your weapon's reach and adjacent to each other. The targets must succeed on a Dexterity saving throw or take damage equal to your Strength score, taking half on a success.

The DC is 8 + your proficiency bonus + your Str modifier.

### Pinpoint

Requires a finesse weapon.

The attack ignores the target's armor and shield bonuses to their AC, treating their AC as if it was 10+Dex unless the target has natural armor or unarmored defense.

### Redirect

Requires a light weapon.

If the attack misses you can immediately make an additional attack with that same weapon.

### Grip Change

Requires a versatile weapon.

Target cannot use reactions until the start of your next turn.

### Commit

Requires a throwing weapon.

The range of the attack is increased to double the long range of the weapon and the range does not impose disadvantage. This technique does not reduce the damage of the attack by 10.
Sherwood el Cuellinegro

**Sherwood el Cuellinegro** es un cisne de cuello negro. Él es muy sabio y puede ayudar a todos con su entrenamiento y su sabia pregunta, todos piensan que es muy viejo pero en realidad no lo es. En Angry Signs vs. the Haters, ayuda a su amigo Angry-Signs usando el teletransportador para enviarlo a Aika para su misión y ayudarlo en muchas otras cosas. Fue el único personaje que no fue secuestrado por El Enmascarado Zexagon y sus haters, tal vez por su habilidad o tal vez no lo notaron.
Lustrous Lure

Requires attunement.

A heavy gold ring with a green gemstone.

As an action the user can summon a flock of birds around themselves, heavily obscuring the area within 15 feet radius. To the user the birds appear transparent and they do not suffer from the obscuring effect. Other creatures that enter the area or start their turn inside must make a DC 17 Dexterity saving throw or take 2d6 piercing damage, taking only half on a success. The flock lasts for 1 minute or until ended as an action. Can be used once, regaining the ability at the next dawn. Can also cast Skywrite three times each day.
Boons

1. Characters gain spell slots with maximum level equal to their proficiency bonus minus 1 and the total amount of slots is double the character’s proficiency
		1. So with +4 prof can have up to level 3 spell slots and up to 8 levels total. Four 2nd level spell slots for example, or eight 1st level spell slots with +4 prof
	2. If character has spellcasting feature the slots are added to their normal spell slot total
	3. If character has no spellcasting feature the slots are added as a separate feature
		1. Pact magic and these slots are separate
	4. Any spell the character knows from their race or class can be cast with these slots
	5. If the character has no spellcasting or pact magic feature, they learn one spell for each level of spell slot that they gain
		1. So with four 2nd level spell slots only learn one 2nd level spell and with one 1st and one 2nd slot learn one for each level
		2. Spells are learned from the bard, sorcerer and warlock spell lists
	6. Spell slot configuration and spells learned from this feature can be changed once per year
	7. Spell slots are regained on a long rest
2. Second subclass
	1. Characters gain a second subclass of their choice from their highest level class
	2. Secondary subclass features are gained as if the character was half of their actual level +1
		1. So a level 10 character is treated as if they were level 6 regarding their second subclass features
3. Legendary actions
	1. Legendary actions are made after the end of another creature’s turn
		1. The same character cannot have a turn and use a legendary action immediately after
	2. Uses depend on proficiency bonus and are shared between party members
	3. All actions are regained on a long rest and one on a short rest
	4. Actions
		1. Attack (1 action)
			1. Character makes one weapon or unarmed attack
		2. Move (1 action)
			1. Character moves up to their speed
		3. Cast (2 actions)
			1. A character casts a spell
		4. Skill check (1 action)
			1. A character makes one skill check
		5. Potion (2 actions)
			1. A character uses a potion on themselves or another character within 5 feet of them
		6. Class feature (1-2 actions)
			1. A character uses a class feature from their class that normally requires a bonus action or an action to use. Bonus actions cost 1 legendary action and normal actions cost 2
Ensalan Calendar

The calendar proposed by the elven scholar Saelihn Ensalor is the most widely used calendar system in the civilized lands. It divides the year into 13 months, each divided into 4 weeks that composed of 8 days, totaling 416 days per year.

The year 0 of the calendar was the signing of the Nylian Accord, but after the destruction of the world the years have been counted with the year of the Downfall, year 1226 by old reckoning, being year 0.
Repelling Charm

Requires attunement.

A salt crystal roughly the size of a finger.

Grants +1 AC and the user's melee attacks count as magical as a volatile protective field envelops the carrier. When enemies are struck by the user's melee attack the field can magnify the force of the attack, allowing the user to reroll one damage die when it rolls the maximum amount and add both the original and the new roll to damage. The process can repeat multiple times on a single attack, allowing another reroll when the second roll rolls the maximum amount as well and so on until it no longer rolls the maximum. If an attack has multiple dice the user must select which dice to use for the initial roll before rolling damage. Only dice from the base attack, such as the weapon's damage dice, can be used for this property and not ones from class features or spells.
Growing Anger

A +1 mace.

Whenever another creature damages you this weapon gains a +2 damage bonus to the next attack it hits with.

Whenever you damage another creature with this weapon the basic attack and damage bonus granted by it increase by 1. This increase lasts until you miss an attack using this weapon.

When you roll a saving throw you can use your reaction to take 1d6 psychic damage and gain advantage on the roll,
Próto Vima

Requires attunement by a wizard.

A staff.

Holds charges up to the user's wizard level. As an action the user can sacrifice undead within 5 feet to gain charges equal to the undead creature's CR, minimum of 1. At midnight, the staff regains charges equal to the user's proficiency bonus if under that amount but only up to that amount. 3 charges can be used as an action to cast Summon Undead, requiring no concentration and with a permanent duration. Only one of these summons can exist at a time. Extra charges can be used when casting Summon Undead, with every 2 extra charges over 3 raising the level of the spell by 1. One charge can be used to allow the user or another willing creature within 5 feet to expend a hit die, healing one undead creature within 5 feet double the rolled amount. 1 charge can be used to store an undead creature under the user's control within the staff, which can then be summoned back with 1 additional charge. An amount of creatures up to the user's proficiency bonus can be stored at the same time. While stored inside the staff time does not move for the stored creature.
Kiritai

The city-state of Kiritai is one of the fifteen major civilizations that evacuated their capital cities to another plane of existence before The Downfall . Known for it's artists, glass and other ceramic products.

## Geography and history

The city of Kiritai is built upon the Hands of Sharuh, suspended dozens of feet above sea level and the surrounding mangrove forest. While the city began on the archipelago, the dwindling farmland forced the fledgling city to seek alternate building sites. Though the stone pillars had been long considered either sacred or cursed, desperation drove the settlers to build their homes on the sides and peaks on the spires freeing much needed fertile land for farming. As years passed more and more buildings were erected on the pillars and a large network of bridges and ever larger dwellings spread across every pillar.

In time it became customary for the higher classes to live higher on the pillars while those lower on the pecking order had to resign themselves to live on the sandy barren islands. When the elves bought the secrets of glass-making with them even the sand became an usable resource as it proved exceedingly suitable for high grade glass thanks to its unique composition. Later on the city would become world renowned for its glassware and art as trade between the archipelago and the main continent became more common. During the years many triton refugees from Aradus fleeing the invading sahuagin were accepted with open arms into the growing city for their combat prowess and valuable fishing skills. Many tritons remained in the city even after the retaking of Aradus.
Force Pearls

A leather pouch with 7 glass orbs, each a bit over 1 inch across and glowing with a dim light.

One of the pearls can be thrown as an action up to 30 feet, causing it to explode with a 20 feet radius. Each creature in that area must make a DC 20 Charisma saving throw or take 10d10 force damage, taking only half on a success.
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Arthrallathi Ring of Protection

Requires attunement.

Curious silvery rings that have small notches on one side and similar looking bumps on the other. Multiple rings of the same design seem to fit together.

Each ring grants +1 to AC and saving throws to the wearer. Even when multiple rings are combined they still require only one attunement slot. The maximum amount of rings that can be combined into one is unknown. The rings separate back into individual rings after fusing when attunement ends.