recursal/Fanatic-Fandom huggingface dataset:
Nordos

## **Heights of Enduring Song**

### Specialties and Trade

Minerals, Forged goods, Enchanted goods, Magical services, Art, Fish, Furs, Meats.

*Extremely tall mountains almost entirely covered in ice sheet dominate the north of the Heights. Closer to the coast the land is more liveable and many small communities of various northern, hardy people live here. Only supernaturally cold resistant and immune creatures live in the glacial mountains. Frostshield is carved into these mountains. The more temperate mountains have a small population of winged folk and air elemental bloodlines.*

## The Forest of Return

*The Forest of Return regenerated miraculously some time after it's destruction in the Great War, an event no one is really sure the nature of, many hold to the faith that the Horned Lord resurrected it. It spans a massive area containing a wide range of temperate zones and biomes. It is no hotter than temperate and has moderate to high rainfall. A great many ruins and artifacts are surely hidden in it’s tangled masses of plant life. Elven tribes engage in small scale territorial wars with each other, but nothing that would devastate entire communities, a certain code of honor and respect for elves collectively is honored.*

## The Blue Forest

### Cultures

Naiadins

*The Blue Forest is a low flat, heavily rivered forest, some of which can take on a blue hue, but is mostly a very lush wet green. It is populated by non-united tribes of interbred humans, elves, water folk, fey and water elementals. While lightly populated it is known for its Temple of the Life Stream, said to possess the most powerful healing magic in Convergence. People here have an unusual attunement to water and healing. Being descended from Nereids they are often considered to be some of the more charming and attractive people in the world.*

## **The Ashtray Coast**

*The Ashray Coast is populated by some of the best sea faiers and shipwrights in Arborea. They are known to depend heavily on fishing, though some tribes raid and pillage as well. The people have many ghost stories and are very careful to ward their ships and avoid angering a spirit dwelling in the depths. These grim tales seem to have made the culture more grim and brooding, though it could also be all the rain and clouds. All men are expected to train martially and women built for it are encouraged as well.*
Cemtrix - The Matron of Trinity

One possible depiction of Cemtrix

### Affiliations

Individuality, Intellect, Knowledge, Magic, Meditation, Mystery, New Moons, Séance, Stars

## Physical Description

### Appearance

Cemtrix is most often depicted as a crone, that is, an older woman past her fertile childbearing years, often in the role of midwife, healer and community leader. Her hair is dark, eyes amber. She is clothed in dark purples, sometimes cloaked, with an arcane staff.

The Matron of Trinity is a powerful figure of magic and mystery. She is not malevolent, but Her power and secrecy intimidate the fearful.

## Rituals

Cemtrix is the most invoked for rituals to contact the honored dead ancestors.

## Holy Day

Her holy day is the autumn equinox. Harvest Home, the day and the night are equal in length, in sublime balance. For many locations, it coincides with the final harvest of grain, fruits, and vegetables. Harvest Home, is the time of thanksgiving. The beauty and bounty of summer gives way to the desolation of winter, and the darkness overtakes the light. During this time the voices of your ancestors can be heard most clearly. Many people hold festivals and rituals to remember and hear the honored dead.

Larger cities like Fair Port have additional festivities involving outlandish costumes and going door to door in drunken groups singing little songs, asking for treats, or more booze.

## Associations

#### **Holy Symbol:**

* Her holy symbol is the Trifold, representing past, present, and future, among other sacred sets of three.

#### **Holy Animal:**

* Her holy animal is the cat, said to ward off the undead.

#### **Holy Stone:**

* Her holy stone is jade, it is said to prevent possession.
Gods and Alignment

* The gods are beyond human understanding, fundamentally mysterious, and the faithful will only ever have their own experience of them to share with others. It is unclear if the gods rule their aspects of nature or are Nature itself.
* Alignment works very differently in Convergence. The Evil Alignment in the standard D&D setting is self aware as “Evil” and fights to spread the influence of “Evil”. This is not the case in Convergence, most everyone considers themselves the Good in one way or another, the validity of this statement is a matter of perspective as far as the game and the DM/world builder are concerned. In the real world, people who do horrible things almost never consider themselves evil, most believe their actions are justified in someway, if not entirely committed to the fantasy that they are doing the right thing. I have not done this out of a love for relativistism, but rather to give the players/characters space to define for themselves what the "Good" is.
* In many settings "Chaos" is often cast as the prime antagonist force, one of entropy, nihilism, and ultimate death. In Convergence "Order" is also dangerous, much as Authoritarian governments are dangerous in our world. In this setting the questions of: "Who's Order is it? What are its goals? What powers does this Order receive? What are we giving up to sustain this Order?" are just as relevant of the generalized fear of Chaos.
* With this Nature versus the Unnatural theme in mind, pick an "element" that could represent your character's aesthetic or personality; this is your **Alignment**. This could be one of the classical elements like Earth, Water, Fire, or Wind; something less formal like Mist, Storm, Salt, Sand; or something specific to the damage type your character does primarily . Some basic ideas for this are such as: Earth, a reliable and stable person; Water, a free spirited and emotionally flexible person; Fire, an emotional and passionate person; Cold, a serious and stoic person... and so on.
* Rather than being alienated for their bloodline, half orc and tieflings are valued for their strength and magic, though some may be alarmed by the fiend kin.
* The alignments of Order and Chaos are destructive threats to natural life. People will ultimately have to fight for survival against these alien forces or be assimilated into them. This is about endurance, the survival of the natural world in the face of hostile alien forces. There is no objective moral compass “Lawful Good” plane or god. Your characters have goals they very much want to realize, if they are benevolent or cruel in their pursuit of those goals is up to you.
Acid Assassin

This is a rogue subclass.

It's said that cults of the snake are the oldest in the world, and the fighting styles developed for their warriors ancient as well. Syrixa perhaps was worshiped as well, but after the Great War its said she committed to fighting the unnatural. The Acid Assassins are trained with the destructive power of Syrixa's acid and poison. They have a reputation for selfishness and opportunism, but can be counted on to destroy the unnatural where they find it. However they are not above taking on assassination contracts when they are not otherwise engaged. Why is this killer profession not respected as battle field warriors are? Why do they have no songs singing their praises? The Assassins do not care, their only focus is their contract and their prey.

#### *Acid Assassin Features*

 9th
 13th
 17th

### Corrosive Soul

When you choose this archetype at 3rd level, you gain a magical affinity for acid and poison. You learn the poison spray, primal savagery, and acid splash spells and cast them as sorcerer spells.

You learn the Caustic Brew and Acid Arrow spells and can cast them each 1/day at base level as sorcerer spells as a bonus action.

Your open hand counts as a spell focus for any Acid Assassin spells.

### Ophis Toxin

Starting at 3rd level, you can use a bonus action to poison your weapon. Creatures struck with this weapon make a constitution save versus your charisma spell save DC or are poisoned for 1 minute. They may make a constitution save at the end of their turns to attempt to end the poison.

You can do this a number of times per day equal to your charisma modifier.

### Black Dragon's Rage

Starting at 9th level, you can cast the Vitriolic Sphere spell 1/day as a sorcerer spell. Additionally you can now use Sneak Attack with your Acid Arrow casting.

### Syrixa's Blessing

Beginning at 13th level, you can summon the Rending Fang as a bonus action. It is a two handed black spear, glowing with green acid runes, with the finesse property. It's damage dice is d8. You can attack as a bonus action with a d4 damage dice. All damage dealt with this weapon is Acid damage. Anyone holding the weapon takes d10 acid damage per round. Additionally you gain immunity to acid damage. When you die, your body is dissolved, preventing its use for undeath.

### Green Hell

At 17th level, your castings of Acid Arrow, Caustic Brew, and Vitriolic Sphere are all raised to 9th level spells.
Foothills

*The Foothills are populated by some of the most racially interbred people in the world. After the Anchorage many people, human, dwarf, elf, etc. settled on the first lands they could reach and claim. They are some of the most cold hardy people, though not so much as the alpine folk. The people here often have close bonds with an animal companion and have a general affinity for beasts.*
Солар

Марс

Титан

Ганимед

Солнечная Система, также просто Солар, представляет собой гравитационно-связанную систему, состоящую из восьми первичных планет, множества карликовых планет и различных других естественных спутников, вращающихся вокруг звезды главной последовательности G-типа, обычно называемой Солнцем. Это место рождения человечества, где вся земная жизнь зародилась на третьей планете, Земле. С тех пор человечество распространилось по всей Солнечной системе, колонизируя планеты, их основные спутники и даже астероиды везде, где это возможно.

## Астрография

### Орбитальные тела

* Меркурий
* Венера
* Земля
	+ Луна
* Марс
	+ Фобос
	+ Деймос

* Астероидный пояс
	+ Церера
	+ Веста
	+ Паллада
	+ Гигея
	+ Ещё до 1.7 млн объектов более 1 км.
* Юпитер
	+ Ио
	+ Европа
	+ Ганимед
	+ Каллисто
* Сатурн
	+ Япет
	+ Мимас
	+ Энцелад
	+ Рея
	+ Титан
* Уран
	+ Титания
* Нептун
	+ Тритон
* Плутон
* Пояс Эджворта-Копейра
* Облако Оорта

### Значительные объекты космической инфраструктуры

* Орбитальный порт Земли
* "Титан-b"
Map

The above map depicts the region of "Convergence" named so for being the point where the forces of Celestia and the Abyss converged in the Great War. The northern continent is called Nordos and the south is called Sothos. People of Nordos tend to have more "celtic" accents while people of Sothos have more english/british accents, but a number of other accents and pocket cultures exist that produce a number of less common ways of speaking. This map is intended to represent an area about the width of the continental United States.
Faiths

### *Written by Faniel of the Croth Mam Cemtrix Temple:*

*Beyond the forces of Order and Chaos is Divinity. Definitive knowledge of the Divine is impossible, clerics of these deities always function fundamentally on faith. Some believe they enter the Halls of their deity when they die, this too is founded on faith, and cannot be determined definitivily.*

*While these descriptions are what is common for the diety, each peoples might view them somewhat differently. For example, the Elves might see Estus with long pointed ears, while Southerners might tend to see Him with short rounded ears, other people still might just see Him as the sun, or a glorious steed. There is no objectivily right way to see the Gods, but there are commonalities between all Convergence cultures.*

*Some consider Cerdar and Eatora to have produced Estus and Dutreana; Abizboah and Cemtrix to have produced the twin sisters Iria and Auravea; Cerdar and Abizboah are sometimes considered brothers and Cemtrix and Eatora are sometimes considered sisters. The origin of the parent dieties is vague, often just being nothingness or the void beyond the sky.*

## The Nine Divines:

* **Abizboah**
* **Ancestors**
* **Auravea**
* **Dutreana**
* **Cemtrix**
* **Cerdar**
* **Eatora**
* **Estus**
* **Iria**
Kingsland

The lands under personal ownership of the King are known as the Kingslands. The plains of the Southern end of the Kingdom are traditionally inhabited by a nomadic pastoralist wagon dwelling people. Most of the people in the Kingslands still live like this, although there are some sustained agricultural settlements.
Julián

## Appearance:

Julián is a tall elven man with waist length black hair, pale skin, and amber eyes. He wears a dark sun hat with round yellow sunglasses and covering clothes to avoid exposing himself to sunlight. He often wears dark leather gloves, except when he’s casting spells. His armor is a coppery-tinted plate mail with Eatora’s symbol carved into the shoulder guards.

Julián wears a pendant of amber around his neck, engraved with his exorcist symbol: a cicada with an eye in the thorax.

He is still stuck with fangs after having been a vampire, but that's not the only thing that stayed. Julián eyes, which were once a deep blue, have since changed color and become more cat-like in nature. His nails have become claws, and at this point he has given up filing them down because of how fast they return. This *may or may not* be the reason he wears gloves. It's hard to say.

Julián always includes a sash with his outfit to stick to his elven heritage.

## Personality:

* Julián is generally wary of new folks and struggles to connect with outsiders. He uses cooking as a method to open up to people.
* Julián has an obvious tobacco addiction.
* He is now a vegetarian, with the exception of seafood and eggs.
* He doesn't like alcoholic beverages.
* Julián avoids water. He despises traveling by boat and fears any bodies of water larger than ~ a gallon.
* He is well mannered. Or at least, he tries to be.
* Julián tries to be reserved but has the tendency to run his mouth.
* He enjoys making small forts, especially sleeping nooks. He sleeps better in tight quarters than in big rooms or out in the open.

## Significant People:

Eatora; The Goddess of Fertility (see page for character interaction)

Perry Gaelin; Master at the Sepulcher and Julián's teacher.

Cammy Redford; Vampire Master that turned Julián

Woedica; The Goddess of Order.

Devak Family

X

X

X

## History:

Julián started his exorcist training at the age of 15 alongside his brother, Art. He would train under Master Perry Gaelin, spending the following years travelling outside Kestral Run to get first-hand experience with the undead. Ten years later they would leave Kestral Run to take up work in Fairport, where Julián would inevitably be turned into a vampire after a failed exorcism. He spent an entire year in his vampiric state, working under the command of Cammy before being brought back to life by Art, who was killed during the process.

Julián has been taken in by the Inquisitor and has since joined the party's fight for nature. He hasn't discussed much of his past with the others, and has kept the worst details of his experiences vague. So far the party has only run into Cammy, the dark haired vampiric woman that attacked Thom during the frenzy in Fairport. She managed to escape.

Julián unfortunately caused Sylric to flee from the party when he sought aid from Suvian the white dragon.

## Music Playlist:

(instrumental) Yule

(instrumental) Quiet Resource

(instrumental) Empty Moons

(instrumental) Forest Sanctum
Обгоняющая Ветер

Создана 21.10.2020 Светиком. Самый первый персонаж в ролевой.

## Внешность и характер

Волевая и упрямая кошка, она умна и расчётлива, иногда может быть вспыльчивой и дерзкой, однако пытается держать себя в узде. Семья для неё значит очень много, и кошка готова идти на риск для сохранения жизни родных и близких. Строгая наставница и ласковая мать.

#### Внешность

Светло-коричневая с более тёмными полосами, расположенными по телу кошка.

## Семья

Дочь - Влюблёненнькая, жива, обитает в племени ветра

Пара - Завывание Ветра, жив, обитает в племени ветра

## Биография

Родилась и выросла на пустоши. В 6 лун стала оруженосцем и обходя границы с наставником наткнулась на бродягу, которая напала на них. Бродяга ранила ее правый бок, на котором появился шрам. А в 10 лун вместе с воителями храбро прогнала с территории огромного пса, который откусил ей кусок правого уха и за ее боевые заслуги предводитель посвятил ее на 2 луны раньше. За всю свою воинскую жизнь участвовала во множестве битв, что закалило ее характер. На данный момент активно обучает оруженосцев.
Frostshield

**It is here that the majority of people whose descendants exist today sought refuge.**

## Frostshield

### Specialties and Trade

Minerals, Forged goods, Enchanted goods, Magical services, Art, Dark ales.

*Frostshield is a place of extremes. The greatest civilization in the land also has the greatest problems. Powerful magics and technology are created in the dwarven enclaves while shadow gangs strive for control in the dark alleys and tunnels. Waypoints to the Wilds and the Southern Dwarves are available to those who have the trust of the dwarves or the gold to pay them. It is the most populous city in Convergence at around fifty thousand people.*

### Brèagha

The district the dwarves partitioned to themselves when they chose to take in the world's refugees. A wide number of advanced technologies and magics reside here and even more lay behind great vaults and systems of secrecy. The warm, fiery glow of the merchant streets hold a glorious range of services and goods, including magical ones.

### Lindale

Within the stone halls of Frostshield is the deep elf community of Lindale. It has become a cultural art center of Convergence. Much of the best music, plays, and art comes from or is inspired by work from here. The stone attuned folk here produce a number of stone sculptures of heartbreaking beauty, nobles from the world over pay great sums to purchase and have them teleported to their estates. It is one of the few places with schools dedicated to the arts. The blue and purple lights and the tranquil and constantly drifting music make this a magical space.

### The Warrens

During the Anchorage many people's made their homes in Frostshield. During this desperate times spaces were hacked and carved into the rock without the oversight or consent of the dwarves. Many generations later the world had been restored to life and the dwarves politely suggested most people go out and claim lands of their own, and most did, but those who didn't have the courage, wealth, or interest in leaving staked claim to the wild and winding crude tunnels of The Warrens. While some areas of The Warrens have developed unique and valuable communities, most see it as a source of crime and poverty.
Cataphract

This is a Fighter subclass

The Cataphract takes full advantage of the armor technology, wealth, and training available to him to make himself the most efficient war machine possible. For an adventurer to wear such armor day to day, during long travels, requires a superhuman strength and conditioning. You start the game with a set of plate armor and a warhorse with plate barding and saddle. While the tradition of cataphracts is believed to have originated with the dwarves, the Kingdom has adopted the tradition in their Knights.

#### Shielded Assault

Beginning when you choose this archetype at 3rd level, your one handed weapon attacks using Strength deal d12 damage instead of their normal damage dice.

#### Despair thy Foe

Starting at 7th level, you can add +5 to your AC as a reaction, once per day. You gain an additional use at 10th level and another at 15th.

#### Adamantium Rage

At 10th level can enter a battle trance as a bonus action. During which he is immune to charm effects, the prone condition, and the paralyzed condition.

#### Stallion Heart

Starting at 15th level, your movement speed increases by 10 feet. Additionally you gain Expertise in Athletics.

#### Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Fampyr, the Undead Vampire

**Written by Ceuran**

Fampyr is the academic term for undead vampires. The common folk are not aware of the specific differences between the undead sort and the living vampires. Fampyr are parasitic on the world and can only sustain themselves by absorbing vitae, or life force from people, most often via the blood. This kills the person, thus even having humans as live stock is not ultimately sustainable. The life force is destroyed, does not return to the spiritual ecosystem of Arborea, thus it is assumed that a fampyr plague would in fact kill the world.

It’s well established in other works that many kinds of vampiric creatures exist, and most are in fact not undead. Fey vampires, or morgen feed in other, more sustainable ways. The term vampire implies method of subsistence, not species or relationship.

Fampyr are, as the common stories suggest, vulnerable to sunlight, though they are incapatitatied during the day, regardless of the sun’s presence so the key to slaying them is to find their resting place. If they are slain outside their resting place they simply turn into mist and if they are not in sunlight, the Daylight spell, or running water, they very slowly return to their resting place, otherwise they are destroyed. They can be staked and paralyzed while in their resting place, though during the day they are helpless regardless and any form of damage will kill them eventually.

They have a powerful charm ability if you can see each other, you are better off fighting them blind. They regenerate damage if they haven’t been harmed by fire very recently. You will want to wield a blessed weapon and be mindful that some fampyr can summon undead aid and have additional shapechanging.

Fampyr can reproduce very quickly. When they drain a person and bury them, the person returns as their undead servant. If this master vampire can be killed the ones beneath it are free though all are still over lorded by Woedica. They are hollow creatures, tortured by their unnatural life and bondage to their corpse. This dissonance, their need to move on to true death but being unable to, creates a rage, a sadism to bring all other life down with them, though, this does not help of course. The joys, loves and fullness they remember in life are painfully severed from them as they walk a waking nightmare. Truely it is a mercy to slay them.
The Fiend Gardens

*Written by Concelhaut*

*"The first 'layer' as some would call them of the Abyss is, I think, the The Fiend Gardens. Named as such because it is where fiends are 'grown'. Some of this process resembles normal birth but... well I won't get into details, just trust that everything you've heard about The Abyss being a obscene place, is true. It is indeed like a field, but instead of grass it is flesh. The ground, the 'trees', all take bizarre fleshy form. The majority of the activity in this field seems to be that of very competitive fiends, in some mockery of the territorial, competitive nature of normal animals. There is no lord here, just wild, insane balors and what not fighting and claiming territory and... breeding rights... for themsevles. It is true many fiends are produced here, but even more die in a never ending, meaningless, bloodbath."*
Castle Blackmyre

House Blackmyre is famous for its family castle, which is also the sigil for their heraldry. It is the only structure of its kind being of apparently ancient construction, made by unknown means. It's stone blocks are bigger than houses, and the stone is oily and black, virtually immune to damage and time. It is also a mystery how such a structure was raised in the middle of a swamp. It is perhaps the most difficult location in the Kingdom to assault and was only successfully brought to heel by starving the forces inside out until the family submitted to Kingdom rule.
Alpine

*Only those with supernatural resistance to cold live in the alpine heights. Those that do are among the hardiest folk in the world. It is unclear to me how they survive, but surely they hunt alpine animals like mountain goats and perhaps some monsters as well. Winged folk dominate their arries, safe from anything that cannot fly.*
Croth Mam

**The largest elven settlement and by far the highest concentration of high elves live in this gorgeous city of unmatched beauty on a massive freshwater lake.**

## Croth Mam

### Cultures

Elves

*Before the Great War even started it was a glorious, magically constructed place with heavy Feywild influence, hidden away from the world. It, like most things, was destroyed in the war, but has been rebuilt by the high elf geomancers. It exists as a perfect balance between civilization and nature having many trees, plants, pools, and natural rock integrated into its planning without the discomforts of life in the wilderness. While being mostly populated by high elves it’s beauty and standard of living have attracted folk from all over the world, while some enjoy this diversity and business other’s worry elf culture is being diluted and fear the same issues arising in Frostshield will emerge in their home. Very few elves have concerns about racial purity, but subversive movements have begun to collect.*
Order and Chaos Marks

Chaos and Order marks are gained by witnessing or being exposed to something particularly Chaotic or Orderly such as witnessing a ritual, contacting a greater being, and using an aligned magic item. While "order" may have a good connotation that "chaos" certainly does not, in this case "Order" should imply words like controlling, tyrantical, restrictive, dictorial, oppressive, etc.. The DM will spend these marks to possess your character for a short time. Once spent they are gone. These are not defined by their outrageousness or danger, but rather how much they pull a person away from their normal self.

There are three levels of alignment.

With one mark spent you may be possessed to take an action you may even normally consider, but with the mark's use, your character does it regardless of the consequences. For example, if you are interogating a prisoner who is really pissing you off, the DM may use 1 Chaos mark to possess your character with violent rage, killing the prisoner.

With two marks spent you may be possessed to take an action that is strange for you, but not impossible. For example, with two Order marks, a person who is normally carefree may spend several hours checking the locks on their doors just to be sure they're in control of their property.

With three marks spent, anything can happen, a truly bizarre action will be taken for the person. A king could strip and give away all his possessions, a chaste priestess could become wildly sexual, a normally humble farmer could become obsessed with punishing sinners and enforcing divine law... anything.

The only ways to remove marks is for the DM to spend them or for the PC to obtain Nature marks, which are obtained in similiar ways, but just in places of great Natural sancity like a druid grove.
Cold Cataphract

Armored in their icy armor and invested with the freezing magic of Rimefang, the Cold Cataphracts represent an unmoving bulwark of cold determination to kill the unnatural.

#### Cold Heart

Beginning when you choose this archetype at 3rd level, you can summon and don a set of ice armor that functions the same as any armor of your choice in the Player's Handbook. You also learn and can cast Armor of Agathys 1/day as a bonus action. You learn the ray of frost and frostbite spells and can cast them with your choice of wisdom, intelligence, or charisma. You gain resistance to cold. You casting of Armor of Agathys is increased to a 4th level spell slot at Fighter level 7, and 5th level spell slot at Fighter level 10.

#### Cold Cataphract Spells

You learn a number of spells and casts them as wizard, cleric, or paladin spells. You can cast each one once at it's base level. You regain these uses after completing a long rest. Your unrestrained hand counts as an arcane focus. For Ancient White Dragon Breath you exhale an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (**16d8**) cold damage on a failed save, or half as much damage on a successful one.

 7th
 10th
 15th
 18th
Alpine folk

*"Only those with supernatural resistance to cold live in the alpine heights. Those that do are among the hardiest folk in the world. It is unclear to me how they survive, but surely they hunt alpine animals like mountain goats and perhaps some monsters as well. Winged folk dominate their arries, safe from anything that cannot fly." -Lauchlan Nobleheart of the Frostshield Archive from his book Realms of Convergence*

## **Appearance**

A few types of people live in these freezing, deadly mountains. Many of them seem to be of an air fey or harpy bloodline, often at least they share some lineage. They tend to be shorter, lighter folk which aid the ones with large enough wings to fly. Other peoples seem more built for climbing, but all are resistant to cold. Fair skin and snow white hair are common, but a range of characteristics appear in these people.

## **Culture and customs**

Being extremely hardy people the Alpine tribes have a strict and pragmatic custom. All are expected to contribute to the survival of the tribe and those not doing so are "kicked out the nest". While many tribes live in peaceful, isolated locations, others end up fighting for food in desperate times, though with the tribes here being so small these conflicts are rarely more than skirmish.

### **Governance**

Many tribes are very much like their harpy relatives and are definitively matriarchies with a more wild, sometimes violent system of hierarchy, with a queen at the top.

### **Faith**

Auravea is favored among the Alpine folk for Her affinity for the sky, air, cold, and Moon.

### **Economy**

There is very little to trade in the Alpine mountains. The occasional monster pelt, like those of the yeti, or the odd bit of ore found cropped out of a mountain side are sometimes traded down the mountain for tools.

### **Language**

Auran is the most commonly spoken language, a few people are known to speak Dwarven.

### **Culinary customs**

As no food grows in the high mountains the majority of food is meat, though even that generally requires travel down the mountain. Ice attuned monsters are said to exist among the icy peaks though are considered desperation food as the hunt is often deadly.

### **Structures**

The people of the Alpine make their homes in caves for the most part. Flying folk supposedly build great "nests" from branches, bone, and hide.

### **Settlements**

A rumored mountain top "fortress" is said to exist for the winged folk, though its rare to hear anyone claim to have seen it.

### **Marriage, sexual relations, and childbirth**

Men are often pushed out of the community when found dissatisfying and other more preferred men men can be stolen from further down the mountain. Some winged women are said to charm men from distant communities down the mountains, this practice is believed to prevent inbreeding within these remote tribes, though some wonder if these couplings are consensual.

But not all tribes are so cruel, many very small tribes or families have made the high mountains their home.
Lodożerca (Odcinek)

**Lodożerca** jest ósmym odcinkiem serialu PikaCZUROS

## Streszczenie

Pikachu i Tata razem idą na lody. Tata zamawia lody jednak po zamówieniu ich się roztapiają. Tata prosi o zwrot pieniędzy lecz Lodożerca odpowiada że nie zwraca pieniędzy. Tata i Lodożerca zaczynają się bić. W tym czasie Pikachu kradnie Lodożercy lodziarkę. Lodożerca mówi że Pikachu kradnie mu lodziarkę na co Pikachu odpowiada że "On ją tylko pożycza". Lodożerca ze złości zjada czekoladowego loda i zmienia kolor skóry na niebieski. Tata mówi Pikachu że Lodożerca chcę wojny. Pikachu idzie do śmietnika żeby nikt nie zauważył że zmienia się w PikaCZUROSA. PikaCZUROS dołącza do armii Taty. Lodożerca karze zwrócić mu lodziarkę jednak PikaCZUROS mu odmawia. Lodożerca tworzy zamek z lodów a PikaCZUROS i tata tworzą zamek z bananów. Lodożerca rzuca lodem w Tatę lecz nagle przylatuję słońce i roztapia oba zamki.

## Postacie

### Główne

* Pikachu/PikaCZUROS
* Krzysztof (Debiut)
* Lodożerca (Debiut)

## Transkrypt

Jeśli chcesz zobaczyć transkrypt do tego odcinka kliknij tu

## Lokacje

* Ziemia
	+ Nihil
		- Hubi

## Ciekawostki

* Gdy Lodożerca zjadł loda kolor jego skóry zmienił się ale gdy Pikachu jadł loda nie zmienił koloru skóry
	+ Możliwe że w lód Lodożercy miał zawarte w sobie inne substancje niż inne lody

## Galeria

Jeśli chcesz zobaczyć galerię do tego odcinka kliknij tu
Beastfolk

The Beastfolk are a dispersed tribes of animalistic people. They have close ties with the wood elves and are culturally very similiar. They are known for their beast like traits and ability to shift into their beast bloodline.

## **Appearance**

Beastfolk tend to be very athletic and resemble their beast blood line of either avian, lupine, hircine or feline. They often have claws, animal ears, tails, and fur like hair on their head and/or body. Feline beastfolk sometimes have strips and spots.

Beastfolk are often nude, though many have fur or feathers that protect their body. They can often be seen decorating their hair in beads and braids of ivory, jade, and other valued materials. Hair dying and body painting are popular choices for special events such as celebrations, rituals and war.

Hircine folk typically have ram like horns or stag like antlers.

Beastfolk walk with the grace and athleticism of the their bloodline. Feline folk being the most graceful of course. Some note that beast folk move through the world in an intimate, sensuous way, taking in the tactile feel, smells, sights, and sounds of their surroundings.

The Beastfolk are not known for any great concern for hygiene, though often do not smell quite as bad as the unwashed members of other peoples. Those who live in the wild tend to prefer to smell like it, so their prey do not sense them, and neither do predators.

## **Culture and customs**

While they are not known for their civility or great cities, the Beastfolk are among the more friendly and kinder in nature, but if their anger or lust is aroused they are not easily calmed. Some wonder why the Beastfolk seem more wild, more impulsive that even wild animals. It is suspected they have their heritage in the fey Court of Summer where such revelry is said to be constant and extreme.

### **Governance**

Different tribes govern themselves differently, though most have a tribal culture resembling the wood elves. Some organize by council, but many respect contest and strength in combat as a way of determining leadership positions.

### **Faith**

Cerdar, the Lord of Beasts, is the primary God worshiped among the Beastfolk. Rituals are almost always also celebrations

### **Economy**

The main concern of Beastfolk communities is day to day survival. What few Beastfolk have taken an interest to mercantilism do so with great energy and drive, often traveling great distances and leaving behind tribal life.

### **Language**

Beastfolk speak mostly Elven, but some also speak Ignan or Auran.

### **Marriage, sexual relations, and childbirth**

Beastfolk really do... whatever they want in the moment. There is little to no concern for who's sleeping with who, who's children is who's and while fights over mating rights do break out they are rarely remembered once resolved, they are quick to move on to whatever takes their interest next.

### **Death**

As they celebrate life in grand, raucous ways, the Beastfolk also memorialize the dead with great displays of wild grief and love for the remembered dead.
Druid of Cerdar

This is a barbarian subclass.

The Druids of Cerdar stay connected to the reality that all people are still very much beasts. Many folk go to great lengths to adorn themselves with clothing and civility to separate themselves from what is wild and untamed, but the Druids of Cerdar fully embrace the beast aspects of themselves. They can transform into powerful bestial versions of themselves that are extremely durable in combat. They can cast some limited druidic spells. While the young men of many tribes train in the wilderness to be wolf-life wild warriors, the Wolf Souls fully become wolf.

Requirements: no multiclassing, proficiency in nature, perception, and druidic

### Soul of the Wolf

At 3rd level, when you rage you transform into a werewolf. Your claws are d8 melee weapons with which you are proficient. Your offhand attack damage adds your strength modifier if it doesn't already.

After 1 minute of rest you can heal 40 points of hit points given you haven't been harmed by a silver weapon in the last 10 minutes.

When exposed to the light of the full moon you fully give over to the Soul of the Wolf and transform for the entire night. How you behave and how much trouble it causes for you depends on several factors, ideally you have a wilderness to roam during this time. You are much stronger and harder to kill during this time, but neither are you quite in control.

You have advantage on perception and nature checks made to track by scent.

You gain a bite attack that costs 1 action, you cannot multiattack with it, with which you are proficient using strength (for the to hit only, not the damage) that deals d10 physical damage at 3rd level, 2d10 at 5th, 3d10 at 11th, and 4d10 at 17th. Assuming the creature's flesh and blood could nourish a normal wolf, you regain hit points equal to half the damage dealt, by consuming this blood and flesh. The flesh of undead and aberrations is toxic for a wolf. You cannot regain hit points in this way more than five times a day. The consequences for biting various monsters should be logical. Biting a black pudding would burn your mouth with acid in a horrible way. Biting a lava creature would horrifically burn your mouth. There are serious consequences for biting the wrong thing.

### Faith of the Old God

You learn a number of druid spells and casts them as druid spells. You can cast each one once at it's base level. You regain these uses after completing a long rest. Your unrestrained hands count as an arcane focus. You may cast and concentrate on these even while Raging.

 6th
 10th
 14th
Nocture

Celestia is a world of clouds and radiance, a maelstrom of angels in worship and awe of Woedica. Her most powerful and trusted servants flock to Her. Beneath this is a world of darkness, a dark undead Sun hangs in the sky, even it is bound to Woedica’s will and gives this world no light, for it is the realm of the punished. Angels who have a will of their own, or a moment of doubt, or simple desire for freedom are cast from the Heavens and tortured until they repent. This process transforms them into Fallen. This world is Nocturn and it destroys freedom. It’s cities are illuminated only by sterile white lights it manifests. Sunless streets, dimly lit ghostly greys, are utterly clean and regimented. Great lords of punishment and suffering rule from their towers while hordes of Fallen toil and repent.

* *“You look at a worm on the ground, writhing, desperate for life, struggling so earnestly and pity it, feel grateful that you are a higher being, saved! Oh thank the gods saved from such a pathetic fate! But secretly you know, you know your struggles, your shameful, pathetic flesh pains and shames are no different, that all life is a miserable joke, and the only way you save yourself from this shear terrifying awareness is to lie to yourself, imagine there is meaning in a slimey, fleshly, embarrassingly hopeless struggle to persist into the void to a ultimate doom that cannot be escaped.” -A Celestian sermon*
Undead

Undead are perhaps one the most easily understood monsters plaguing our world. Very simply they are reanimated dead, locked in service to their lord of undeath. What is not commonly understood is the real danger they represent. They are, in essence, a stagnation of the nature cycle of life. Like a winter without end they freeze the warmth of life in place, and absorb it from all life available to steal from. This is why dead and dying forests are so commonly associated with the presence of a lord of undeath, their simple presence consumes and destroys the ambient vitae of life forever. Some may call these lords necromancers, but I avoid this term as the beneficial practice of resurrection, of restoring a life to its natural form, is technically a necromancy, a manipulation of death. Perhaps these magics should be called vitamancy, or life magic. Thus we will be referring to any magic that creates undeath as "Undeath magic" and any practitioner of undeath magic, a lord of undeath.

A core component of the undead is control and hierarchy. There seems to always be a lord over any undead that ultimately control their sub-servants, if not directly, with extreme coercion, such as total control over their continued existence. Often undead are not truly destroyed until their master is slain forever.

The stasis magic that makes more powerful undead difficult to permanently harm or kill is known to be thwarted by fire. Perhaps the chaotic, energetic, destructive power of fire dispels this freezing of life force.

The undead are considered by Cults of Order to be holy servants, perfectly faithful and entirely unable to abandon their masters. They consider their lack of desire for pleasure or freedom to be sacred gifts.
Evalona

* Evalona
* M.A.M.A.

**Evalona Jamnicza** jest matką Pikachu i PIkachy oraz mężem Krzysztofa

## Osobowość

Evalona jest nie przewidywalna i szybko się denerwuję. Stara się być dobrą matką jednak nie zawsze jej to wychodzi

## Relacje

### Krzysztof

Evalona nienawidzi Krzysztofa. Ich nienawiść ich połączyła dlatego wzięli ślub. Jej większe relacje z Krzysztofem nie są znane.

## Wystąpienia

### PikaCZUROS

#### Sezon 1

* 2. "M.A.M.A."
* 3. "Mutanczyciel"
* 9. "CopyCZUROS"

#### Sezon 2

* 17. "Demon spod łóżka"
* 20. "Wakacje: Część 1"
* 21. "Wakacje: Część 2"
* 22. "Pirat bez nosa"
* 23. "Zła Stewardessa"

## Cytaty

Jeśli chcesz zobaczyć cytaty Evalony kliknij tu

## Galeria

Jeśli chcesz zobaczyć galerię dla Evalonny kliknij tu
Character Creation Basics

* Default rules unless otherwise stated.
* Don’t roll for HP, take the average rounded up (at level 1 you take the highest possible roll on your hit dice).
* **Custom Skill check rules**
	+ Survival and Animal Handling are not used, **Nature** checks replace them.
	+ The Investigation skill has been replaced with **Reasoning**. Reasoning can also be used to make arguments and convince people of them, but only if they are the sort to value rational argument.
	+ Religion and History are not used, **World** checks replace them.
	+ **Security** can be used with intelligence or dexterity.
* Note that **Backgrounds and starting equipment** work very differently in Convergence than other games.
* Anthropomorphic races like dragonborn and kenku are instead basically humans with horns, wings, etc.. They **do not** have reptilian or animal faces.
* All races reach maturity around the same rate, reaching adulthood around 18 years old. Humans are often more short lived than other races, but no race exceeds 120 years old naturally.
* **The only available classes for players are martial classes like Barbarian, Fighter, and Rogue. There are Primal Souls, martial classes with some spell casting.** Many players will find this too restrictive, do not join this game if that is the case for you.
* For ability scores, in the interest of avoiding tired tropes like "big but dumb strong guy" or "small and weak, but smart" we will be using a much higher stat block than normal.
	+ For your physical stats (strength, constitution, dexterity) allocate the stats 15, 14, 14 however you wish.
	+ For your mental stats (intelligence, wisdom, charisma) allocate the stats 14, 12, 10 however you wish.
* Your character must be 18 or older.
* Feats are allowed per DM approval. There is space to discuss custom feats that are suited to your character.
Vitae

Each person has a spark of divinity in them, the creative primordial energy from which everything comes. Some call this vitae. Increditable individuals are said to possess more vitae than others, allowing them greater speed, strength, endurance, and tolerance for arcane power. To some extent, the nature of these individuals is a mystery, but some explore and adventurer to find physically contained vitae that manifests in places of natural power, or by other means that some would call... unnatural.

The extraction and consuming of vitae is not a simple matter. While some believe eating the heart of a creature can grant them its power, vitae is often more elusive than that. Indeed attempts to fully understand vitae are met with a similar veil of mystery as exists between us and the Gods. For the undead, it can be as simple as drinking the blood of a victim, but for many it seems to not be enough to drink some blood, but all the blood, killing the victim, and for some higher vampires only a certain quality of prey will do. Why are the undead able to extract vitae like this? Perhaps it is their inherent internal soul-void, pulling the life of the victim in their endless darkness, the absence of a thing pulls for that space to be filled?

There are more complicated means of pulling vitae from a creature, but these are among the most horrific rituals that I would never detail, teach or perform unless the need was paramount. For vitae is power, and power can be used for good, but the cost is often one's humanity.
Dutreana - The River Daughter

*The River Daughter is the divine, youthful feminine. To many She is a source of life and restoration. Many peoples form their communities on or near Her rivers for a number of reasons. Stories about Her tell of Her boundless generosity, powerful healing, and unwillingness to limit Herself to one lover. Healers, merchants, sex workers, river and coastal fishermen, and farmers often worship Her. Her domain also sometimes includes coastlines that are near estuaries or are otherwise considered pleasant, safe, and life giving.*

### Aliases

Sister of Estus, Daughter of Eatora and Cerdar

### Affiliations

Ephemerality, Friendship, Healing, Light rain, Liminality, Rainbows, Restoration, Romantic love, Travel

## Physical Description

### Appearance

Most often depicted as a young, beautiful woman with flowing long hair and rams horns. She either has a fish or snake like tail, or Her lower half is mermaid like.

## Rituals

*People will perform baptisms, healing ceremonies, and orgies in the water to worship her.*

## Holy Day

**Spring Equinox.**

*Her holy day is Shining Waters. Winter is now over. Light is rising. The day and night are equal in length at the equinox. Spring has arrived or is coming soon. It is the time of fertility, birth, and renewal. The ice is thawing, and the growing season for plants and animals begins. Growth is the theme of the day.*

## Associations

#### **Holy Animal:**

* The Snake
	+ Said to aid in healing and resurrection.

**Holy Place:**

* Temples of healing and recovery, often tended to by priestesses.

#### **Holy Stone:**

* Sapphire
	+ Said to prevent afflictions.