recursal/Fanatic-Fandom huggingface dataset:
Pentad Student

File:Student.jpg
The Pentad School of Wizardry in Almonte is the center of the city’s origins. The city formed around it, and the city is still well known for this school to this day. The Students of this school have a lot of traits that are common to all students: they are tired, running on unhealthy food, and usually poor. Read below if your character started as a student at this arcane school.

* **Skill Proficiencies:** Arcana, Investigation
* **Tool Proficiency:** Alchemist’s Supplies
* **Language:** Draconic
* **Equipment:** Book (arcane subject), Spellbook, Wizard Robes, component pouch, pouch with 2 gp.

## Field of Study

Roll below or choose from the table to determine what your character’s field of study is during their stay at Pentad School, which determines what their final projects are and which teachers they take the most classes from.

 2
 3
 4
 5
 6
 7
 8

## Feature: Alumni

Having gone to the Pentad School, your character has ties to the faculty, former students, current students, and various alumni groups. This connection can be used to gain access to places, gain information, and even access to the school itself. The strength of the connection is determined by how well the character did in school, but anyone who went to the school can always go back for aid.

## Suggested Characteristics

The Pentad Student is varied but have suffered the same professors and lectures and tests which makes them similar in some way.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Dark Exchange

## Purpose

The black market of the world, they have every item you could possibly want but you legally can't buy. Cursed magic items, slave trading, various poisions, and other items are available for purchase. They find supplies and bring them to people who want to buy.

## Role in Society

Since they aren't an "in the open" marketplace, they are more of a force that exists in the shadows. They are intermediaries with contacts, safe houses, and legal authorities on the payroll. They are mostly in one city, but they do exist outside of **Kulnaur**.

## Goals

They short terms goals are to expand and create a black market in more cities and places around the world. Many of their members actually want a permanent installation to have their dealings, but their leaders and organizers think it's too risky.
Aubade

File:Aubade.png
The God of the sun, healing, agriculture, spring, and light. He maintains his residence on the Higher Planes, specifically on the plane of Elysium.

He is referred to as **"The Warrior of Light"**

* **Symbol:** Warhammer with the Sun behind it
* **Alignment:** NG
* **Portfolio [Domains]:** Sun, healing, agriculture, spring, and light [Light, Life, Nature]
* **Favored Weapon:** Warhammer

## Description

Aubade is a generous God. He is the bringer of life and light everywhere he goes. He appears to mortals as a gentle, middle-aged man with a glowing breastplate and an old, but well-made Warhammer at his side. He tries to lead by example with the other Gods and tries to hold himself to the standards he sets for his followers.

Aubade has been around for as long as any other deity, if not longer. He was one of the last deities (along with Vane) to reveal himself on the Prime Material Plane. His arrival was what brought about the beginning of the Era of the Gods. He was one of the last deities to sign off on the Divine Cataclysm that ended the Era of the Gods. He was also one who was the most eager to listen to Lorkayn when he wanted to just warn the mortals they were about to overstep their boundaries towards the end of the Era of Magic.

Aubade is allies and gets along with most of the deities of the Higher Planes. He doesn’t take Isbrea seriously. He gets along amicably with most of the Deities in the Midplanes, except for Khanos, whose domain is inherently the polar opposite of Aubade’s. He has a respect for Lorkayn’s knowledge and wisdom. He obviously hates all the Deities of the Nether Planes, but he specifically hates Vane the most, whom he considers his equal and opposite.

## Clergy

The churches of Aubade are bright and open. They generally have a skylight or no roof at all. The more elaborate setups have divine enchantments to keep the church dry during inclement weather. They are made from whatever materials are available locally, but usually they try to paint the buildings with bright, vivid colors.

The clergy themselves dress in mostly reds, yellows, and oranges. Though they serve as mostly healers, many of them have armor and weapons and know how to use them to protect their flock. Many members of the church leave their homes to go off to fight evils and banish them from the area. Some of the clergy even become Paladins (Oath of the Ancients).

Rituals performed by Clerics of Aubade take place during sunrise for their daily spells. Rituals are also performed during the Spring Equinox and when the first crop is planted. Clerics also consecrate a building or area when it will be set up as a hospital or healing area.

## Dogma

The Sun is the light that covers the entire world. It heals and gives life. We are nowhere without the Sun. You must be the source of light where you are and for who you are with. You must heal and bring life wherever you go, especially to places where the Sun can’t reach.

## Character Options

Paladins who choose to follow Aubade in effect choose the "Oath of the Ancients" Sacred Oath.

Clerics who choose to follow Aubade are in effect choosing the "Light Domain" Divine Domain.
Tamil

**People** | 91% Human, 3% Elven, 2% Dwarven, 2% Halfling, 2% Other

## Summary

A warrior nation, Tamil has had a long history of border skirmishes and war. Having fought with nearly every neighbor throughout their history, their nation has built up an army that's ready to fight at a moment's notice.

## Inhabitants

Mostly a warrior people, they favor the brave and strong over any other professions. Many in the nation are in the national army or were at one point, or served in some capacity (either healing or magical assistance, etc.). There military is famous for their elaborate armors with gaudy ornamentation all over their armor. Since they have had a long period of time with relative peace, they also sell their warriors to the highest bidder for any other wars in foreign lands.

## Government

The monarchy is mostly symbolic in nature, but many people respect the symbolism. However, despite the real power of the government being in the hands of the elected officials of the Parliamentary government, the true power is in the hands of the generals of the army. The current monarch is privy to how things work and keeps them close by for council and often follows their advice.

## Notable People

* **King Jethril Undoru** - current monarch of Tamil, in the pocket of the generals of the army
* **General Devro Ygthril** - highest ranked general of the Tamilese army

## Notable Locations

* Daeryn Forest - makes up the northern border of Tamil
* **Leven** - capital city, filled with gladiator ludi and numerous blacksmiths/forges
* **Karaz** - city to the west, source of major conflict between Tamil and Drukat
* **Fort Ostoril** - once thought lost in various wars of the past, has since reappeared in northern Armel, supposedly haunted and filled with treasures
Malasar

File:Malasar.png
The Goddess of Drow, spiders, trickery, lies, and assassins. She maintains her residence in the Nether Planes, specifically the Abyss.

She is referred to as **"The Dark Trickster"**

* **Symbol:** A dagger with a black snake wrapped around it
* **Alignment:** CE
* **Portfolio [Domains]:** Drow, spiders, lies, trickery, and assassins [Trickery, Death]
* **Favored Weapon:** Dagger

## Description

Malasar is a dark and mysterious figure. She is constantly sneering and her words drip with innuendo and half-truths. She usually appears as a Drow elf dressed as an assassin, complete with several daggers on her person and a shadowy hood.

Malasar has been in the shadows since the beginning. She has manipulated and killed from those shadows. She manipulated and killed to cause the world to ultimately reach the point of the Divine Cataclysm. She tried to cause the same during the Era of Magic, but it failed.

Malasar has no real relationships with any deities except for the antagonistic relationships. Even the deities of the Nether Planes don’t trust her enough to make any sort of alliances. She has worked alongside Khanos for a time, mostly because they agree that when your time is up, you must die.

## Clergy

The temples of Malasar are underground, hidden, secret, and protected by enchantments. They are essentially assassin guilds, as all the clerics have skills having to do with assassinations. The temples have stations and equipment for poison making, trap making, and stealth weapons.

Clergy of the church rarely have any identifiers. They have a hidden holy symbol to Malasar on their body, but they dress as common folk and rarely dress in any garb that would stand out. For rituals they may dress in black with hints of red and wear masks that look like a face of Malasar (a Drow female).

Clerics of Malasar pray for their spells at dusk. The also perform sacrificial rituals to ask for favor on their quests or contracts they have received. They also have been known to perform rituals to protect a well-paying client from being attacked or assassinated during the night.

## Dogma

Death is coming. Drow will kill you below. Spiders will kill you above. Watch your back, guard yourself from attack at all times, and lie your way out danger if need be. Nothing is real. Never reveal your hand. Always have a trick up your sleeve. Always have a dagger up your sleeve.

## Character Options

Monks who choose to follow Malasar are in effect choosing the "Way of Shadow" monastic tradition. Most famously a group of monks follow this tradition and maintain a residence in Bragol. They are known as the Eclipse Warriors.
Magic District

## Atmosphere

Smells of various spell components and dust and must, strange constructs and familiar creatures walk around like it’s normal, various wizards debating in common and draconic

## Typically Found There

Various wizards, constructs, familiars, and summoned creatures, various magical groups, magical shops, various magical items

## Locations of Note

1. **2nd District Courthouse** - courthouse for the Magic, Noble Estates, and Park districts
2. **Almonte Public Library** - best access to magical knowledge or any knowledge in Almonte next to being a student in the University
3. Hex Union - the headquarters for the Hex Union are located here

## People of Note

1. **Harmon Sheildveil** - current president of the Hex Union, major reasons the Hex Union hasn’t gone on strike is he sympathizes with the Almonte Conclave
2. **Eremeth Moonflower** - powerful sorcerer Elf, famous for his books and knowledge about constructs, firm believer in self-taught magic, critical of Almonte University
Planar Defenders

**Influence** | All Elven lands (Veryd Forest, Culdor Forest, Daeryn Forest, etc.), even some that no longer exist

## Purpose

The group was organized during the Era of Elves to pool all the knowledge and skills related to planar travel so as to prevent something from coming to the Prime Material Plane and invading. The group regulated and controlled most of the planar magic and magic items, but unfortunately they were naive and became exposed to dark forces beyond this world, leading to their downfall and the Era of the Fiends.

## Role in Society

They were chroniclers, librarians, and magical scholars. They knew all the knowledge of the planes, the creatures that inhabit them, and how to travel the plains, at least all the knowledge known to mortals then. They would always seek out new knowledge.

## How They Ended

A few members were exploring the Nether Planes too closely, not knowing how the planes worked exactly, and they became corrupted. Those corrupt agents allowed several high ranking demons and devils sneak into their world. After arriving, these agents helped them plan an invasion which ultimately led to the destruction of their group and the beginning of the Era of the Fiends.
Gladiator

File:Gladiator.jpg
Gladiatorial fighting is a custom in the world of Arcane Sanctum that dates back centuries. It started when the Falmarian Empire was widespread and slavery was commonplace. The world has since evolved from the practice of slavery. All nations (save for Falmar itself) have banned the practice, but the blood sport of gladiator combat is still alive and thriving. Almonte has an annual tournament of all the gladiators from around the world, and many major cities have arenas for such a sport. Some of people fighting in the arenas are professional athletes fighting in the arena for glory and riches. However, many are indentured servants who have no choice but to fight, which is effectively still slavery. Despite this, the practice continues. This background is for those who were once in this world, or are currently still in it.

* **Skill Proficiencies:** Athletics, Intimidation, Performance
* **Tool Proficiency:** Vehicles (land)
* **Equipment:** Stylized Weapon (simple or martial weapon you’re proficient with with stylized details, you’re known for fighting with this weapon), Costume (usually includes prop/fake armor), Common Clothes, pouch with 10 gp.

## Combat Style

Each Gladiator specialized in a style of combat and were known for this style. Roll below or pick which style your character was known for. This has no bearing on your actual combat styles. It merely informs how you think in combat and what you’re best at.

 2
 3
 4
 5
 6

## Feature: Fame

Gladiators are the celebrities of this world and are known often outside their geographical area. Their likeness is posted on walls, painted on advertisements for the event, so many people may recognize the gladiator outside the arena, and even more when they are inside the arena. This can draw the attention of someone who just simply wants an autograph, or it can draw an attack from someone randomly on the street by someone who wants to prove their combat prowess. This fame can also be leveraged to gain access to gladiatorial events and even allow them to participate if the conditions are right.

## Suggested Characteristics

Gladiators are singular type of people and view the world through the lens of combat. Though their combat styles, their motivations, and their demeanors may vary, they have honed their combat instincts to be a part of their very thinking.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Felneroth

**People** | 90% Human, 5% Dwarves, 5% Other

## Summary

A Wuxian monarchy, the nation is filled with mostly plains. Wild dinosaurs and nomads wander the plains with a few large cities in the mix.

## Inhabitants

The nation is filled mostly with nomadic tribes, with a few high population centers. The plains are wild and untamed, mostly, so seeing nomadic tribes while you travel is often the best encounter to have.

## Government

The government is a monarchy ruled by an emperor. The government rules strictly but fairly, at least the current administration does.

## Notable People

* **Zhang Lei** – CEO of the Xianjing Industries, a business and hunts, captures, and tames dinosaurs for profit, not liked by most people, but extremely wealthy and influential in government
* **Liu Yong** – member of the nomadic tribes known as the Jiating, closest thing they have to a politician, he often speaks for the nomads in political meetings and advocates for them

## Notable Locations

* **Quaina** - also called "The Wailing City" because the winds of Felneroth make the city's walls wail, large zoo/market for dinosaurs
* **Oarisaer** - coastal city of Felneroth, many stories that the city attracts strange aquatic creatures, even once being attacked by a Kraken
Klinar

**People** | Human 80%, Halfling 8%, Githzerai 5%, Other 7%

## Summary

The Wuxian nation is filled with mining companies and merchant houses in response to the Klinar Mountains containing various valuable minerals and ore. Most of the economy revolves around that and the trade that comes in and out of port towns along the northeastern coast.

## Inhabitants

Filled with mostly Humans, there is a sizable population of Halflings in the hills around the Klinar Mountains. There are also various other races of people that have come to find work in the mines. The Githzerai population is centered around the city of **Jebeel** where they have taken up residence and founded several monasteries to teach their monk teachings.

## Government

The government is an oligarchy run by the leaders of all the merchant houses. They pass the laws, send ambassadors for trade, and govern their own areas within the nation. Each merchant house generally works to further their own goals, leading to infighting. They seem to show the Githzerai a certain amount of respect and distance and let them govern themselves for the most part.

## Notable People

* **Borus Falconyx** - merchant from Almonte who came to earn money, rose up to the top of the merchant houses, the most influential leaders in the government
* **Xian Jormood** - Mayor of **Habdor**, influential on the trade that goes through his city, has the ear of the leaders of the merchant houses
* **Mazar** - monk leader of a monastery called the **House of Zerthimon**, most knowledgeable teacher of the Way of Zerthimon

## Notable Locations

* **Habdor** - center of merchant and mining industries in Klinar, as well as a large marketplace famous for exotic items
* **Jebeel** - city in the southeast corner of the world, maintains a large population of Githzerai and, naturally, monasteries
Scientist Yeet Master

#### Status: Alive

Scientist Yeet Master is the Foundation Personnel that appeared in SCP: Assistance

## Who is he?

Scientist Yeet Master is the another version of Zack, the demoted Class-D. There is 2 variations of him like Foundation Personnel and D-Class. Scientist Yeet Master is friends with Agent Nick. He cares about their assistants. Lamentably, he has no sympathy for the class-ds. During the breach, there were no rescue teams yet. Perhaps the facility could get worse. Yeet Master requests the Nine-Tailed Fox to deploy at Site-19. Until D-6931 reaches the middle of HCZ besides SCP-966 Chamber, he hears an intercom saying that the Mobile Task Force had entered the facility. Melvin got apprehensive as they got orders to neutralize any Class-D personnels. Yeet Master was relieved that they had came to clear up the facility and rescue any foundation personnel including him.

## Cameo

Yeet Master can be seen outside of Gate A in the intercom room when SCP-106 is advancing out. When you reach into the tunnel, you will observe the Zack as the Class-D version with 3 Chaos Insurgents. Outside of Gate B, he is on top of a roof briefing the Mobile Task Force and Guards. (Non-Canon) If you entered the secret room, you would see his body lying down the floor with a pool of blood due to body lacerations and cut-off neck.
Olminar

**People** | Human 78%, Dwarven 8%, Half-Orc 4%, Other 10%

## Summary

A shadow of its former self, Olimnar is a failing empire with little money, rampant poverty, and too much debt to count. Their military and trade are mostly outsourced to neighboring countries, leaving them without independence or real power.

## Inhabitants

A large percentage of the population is Human, with a small Dwarven population that migrated centuries ago and founded some small villages. Also with it's proximity to Xaris, there is a decent size population of Half-Orcs that emigrate from the south.

## Government

The government is a monarchy run by an Emperor, although the monarchy has little power these days.

## Notable People

* **Emperor Kevlan Horgarrah** - current monarch of the nation, has no real power but only a symbol
* **Jorah Bandros** - Human Ambassador from Valune, de facto General of the nation's armies, has his own motives, usually in line with Valune
* **Worner Helbiq** - Gnomish Ambassador from Kenda, merchant who uses his position to generate a lot of money and power

## Notable Locations

* Byrmin - coastal capitol of Olminar, famous for being crime-ridden and mostly owned by Valune and Kenda
Ylbis

**People** | Human 90%, Half-Elf 5%, Other 5%

## Summary

The glorious Ylbis Empire is the pinnacle of society, or so the Emperor would have you believe. Though they are rarely in a war or skirmish with their neighbors, and they maintain good relations with all their neighboring nations, they are cruel and vindictive to their citizens. They are basically slave labor for the glory of Ylbis, and many just go along with it. Nobody usually moves here, they are usually only passing through.

## Inhabitants

Mostly Humans inhabit the nation, and they are mostly farmers and serfs that serve their local masters, who serve their masters, and so on up to the Emperor himself. There is a sizable military, but they are rarely in battles or wars, so the food and material productions of the serfs are a higher priority by the government, so many pursue careers in farming, clothing manufacturing, and cattle ranching.

## Government

The nation is run by the emperor/divine being **Aman Li**, who demands tribute from all the citizens. The feudal system is in place and the citizens have known no other way of living. It is a peaceful and quiet nation, but it is a cruel and strong dictatorship of a government. Those close to the emperor use their influence to commit horrible acts that are often kept secret.

## Notable People

* **Aman Li** - current emperor and "Demi-God" leader of Ylbis

## Notable Locations

* **Aman** - capital of **Ylbis**, home to the feudal monarchy's leader who fancies himself a Demi-God
Nurak Mountains

## Location

Running along the eastern coast of Seldarindor, it runs from Antaril through the eastern half of Nurak and stops at the edge of the Eres Wasteland.

## Characteristics

The mountains are cold in some areas, but mostly temperate climate. The mountains are relatively safe as well, with various groups of Bronze Dragons roaming the mountains.

## Notable Locations

* Eres Wasteland - touches the southern edge of the mountains
Weather League

## Purpose

Originally just a wizard trying to sell a magic item he invented, it has spawned into a large business that controls the weather of Almonte Valley. The business boomed quickly and now the group maintains the elaborate weather network through the Almonte Valley

## Role in Society

They have mostly maintained the network of magical crystals that each control weather in a certain radius. With a network of crystals, the entire region maintains the same, ideal weather for the farmers of the region.

## Goals

The Weather League is always looking to branch out, but they are fairly comfortable and profitable in the Almonte Valley.
Undercity District

## Atmosphere

Dark, damp, and dirty, this is where the discarded come to live. Very little sunlight reaches underground, but a lot of artificial light sources give the district a certain orange glow. It's a quiet, subdued district with few people shuffling along quietly on the streets.

## Typically Found There

The poor, the disenfranchised, the criminal, the forgotten, they all come here when there is no where else for them. Once the original city, the modern city was built on top of this section, turning this into a sewer like series of tunnels and abandoned streets. Though a lot of the property isn't owned by anyone, people have claimed spots of the district for their own.

## Locations of Note

* **Town Below** - called this by the locals, this is a tent city near the center of the district, occupying the space that was once occupied by destroyed or fallen buildings
* **The Red Dragon Inn** - a common enough inn that is quite popular in the district

## People of Note

* **Rufus** - simple Human, homeless, known only by his first name, as no one knows who he really is, a de facto leader of the **Town Below**
* **Kyrdrik** - female Half-Orc, Cleric of Gallant, runs a medical tent in the district, also serves as a makeshift temple to Gallant
Noble Estates District

This district is commonly known as the **Empress District**

## Atmosphere

The smell of well-maintained lawns and gardens fill your nose, the sounds of running fountains, various cocktail chatter and various professional musicians playing fill the air, private guards escorting the most outlandishly dressed nobles through the streets

## Typically Found There

Large mansions make up most of the district, with huge lawns and gardens and statues lining the properties, various nobles with guards, servants, and entourages walking around with them

## Locations of Note

1. **Greenshield Guardhouse**: private security company, guards have enhanced magical defenses and helmets for enhanced senses, provide security for many of the residents in the district

## People of Note

1. **Temperance** - Tiefling priestess of Waukeen, wealthy merchant, and cause of much gossip amongst the residents
2. **Jerith Silvanwood** - fairly new noble who has recently taken up residence in the district, people aren’t sure where his money comes from, many of his neighbors don’t care and like him
3. **Nephora Steelsmith** - coming from humble beginnings, Nephora owns a series of smiths/weapon and armor shops throughout the continent, has earned the nickname “Lady Steel”
Mystic Directorate

**Influence** | Worldwide

## Purpose

The Mystic Directorate was formed to create laws for the responsible use of magic throughout the world. They wrote the Mystic Accord and many nations adopted those rules as a law.

## Role in Society

The Mystic Directorate is a group of wizards that mostly discusses rules and updates them as necessary. The nations that have adopted the Mystic Accord as law enforce their own laws, so they aren't a police force in any sense. However, if the local principality cannot handle the lawbreaker for any reason, either because their magic is too powerful or to attack them would cause too much collateral damage, the wizards of the Mystic Directorate are called on to help. However, they can only come in to enforce these laws of magic if they are invited, never a minute before.

They also maintain a prison in the Garmoth Mountains for the more troublesome prisoners. These are prisoners too powerful to hold in a simple cell or too chaotic to hold with some sort of advanced magical containment. They maintain a very small prison population, as the most dangerous prisoners rarely let themselves be taken alive.

## Goals

They desire to maintain the equilibrium. They wish for magic to be a tool to enhance society, not to cause strife. Their ultimate fear is for magic to get out of hand, like it almost did with their founders 500 years ago. They maintain constant vigilance and attempt to be neutral in all dealings with enforcement of their laws.

## Known Members

1. Grigor Stormwind - one of the founding members, encountered Lorkayn before casting a Wish spell and was given a stern warning. [Deceased]
Tolmen

**People** | 85% Human, 7% Elven, 5% Dwarven, 2% Halfling, 1% Other

## Summary

A mostly farm nation ruled by a small oligarchy of the wealthiest farmers in the nation. They have some of the most fertile land in the world and most of their exports are the crops they produce.

## Inhabitants

Mostly Human farmers inhabit the lands except for in the Tolvil Hills, who are mostly Dwarven miners or the majority of the Halfling population.

## Government

Run by a council made up of the farmers who own the most land, they collectively make the decisions and pass the laws and regulations for trade. There is no central leader who speaks for them, it is the council that does as a whole.

## Notable People

* **Jamhorn Woodsheart** - Gnome farmer who fought for his wealth and influence among the mostly Human farmers, on the council
* **Hollycain Runehouse** - Dwarven former adventurer, she runs a mining company in the Tolvil Hills
* **Wardwyn Silverkin** - wealthy farmer, member of the council, latest in a long line of Silverkin men who have been on the council

## Notable Locations

* **Tolis** - capital of nation, on the Celedin River
* Celedin River - river that makes up the western border with Anduin
* Tolvil Hills - hills in the southeast region, home to majority of the non-human citizens
Arcane Dwarves

File:Dwarf wizard.jpg
## Description

Gruff around the edges and stubborn like most Dwarves, the Arcane Dwarves are a little more curious and are obviously more comfortable around magic and don't shun away from incorporating it into their lives or craft if it will improve things.

## Location

Arcane Dwarves can found in many places, but their origins really stem back to Drukat and their proximity to Almonte.

## Game Statistics

* **Ability Score Increase**: Your Intelligence score increase by 2.
* **Cantrip**: You know one cantrip from the Wizard spell list. Your Intelligence score is your spellcasting ability to cast.
Anduin

**People** | 83% Human, 10% Elven, 5% Dwarven, 1% Halfling, 1% Other

## Summary

The monarchy of Anduin is mostly symbolic in nature, as the King and Queen have only ceremonial powers, and even the parliament that makes the laws isn't taken too seriously because everyone knows the real power lies in their largest city, Almonte. Comprised of that city and mostly farmland in the Almonte Valley, the capital is Andagor.

## Inhabitants

The nation is mostly Human, but with Almonte being such a metropolis, it draws many people from many different nations and cultures into it. Moon Elves from the nearby Daeryn Forest are common enough, as well as Dwarves from Drukat and various Halflings, Gnomes, and other Humans from other lands make appearances.

## Government

A constitutional monarchy, the King and Queen of Anduin are came into their position, like all previous monarchs, by blood. The current royal couple are **King Steveren Anduin** and **Queen Mirabel Anduin**. Their surnames are given to them when they become King and Queen, and the Anduin family doesn't technically rule the nation. Laws are made, passed, and repealed by a parliament that is elected by the people.

## Notable People

*See entry for city of Almonte for Notable People in that city*

1. **King Steveren Anduin** - current King of Anduin
2. **King Mirabel Anduin** - current Queen of Anduin

## Notable Locations

1. Celedin River - makes up the eastern border of the nation, their capital, Andagor, is right on the river
2. Cliffs of Vane - makes up the northern coast of the nation, is a tundra climate with dangerous mountains
3. Garmoth Mountains - the northern most stretch of the mountains runs along the western side of Anduin, this stretch of the mountains most notable for where the Mystic Directorate is headquartered
Red Light District

## Atmosphere

Brightly colored, sometimes pungent in smell, this district can be very loud and boisterous in parts and somewhat quiet and full of whispers in others, depending on how illegal the practice. Though prostitution is illegal in the city, it's allowed in this district in lieu of the Urban Ward going after "worse" crimes, though some of them might just be paid to look the other way.

## Typically Found There

Numerous brothels are in the district, as the name suggests, but more illegal gambling spots and underground casinos exist. Also, various criminal enterprises maintain their fronts or legitimate business in this district.

## Locations of Note

* **Lady Ignan's House of Red** - well known brothel in the district, whose madam is secretive and unknown to the public
* **Deedra's Delicatessen** - well known front for criminals who live and operate in the district, often a safe house for various criminals

## People of Note

* **Lady Ignan** - not her actual name, her mysterious nature as the madam of the **House of Red** means she was given the name, which she doesn't really correct publicly
* **Orwell** - large Goliath, enforcer, runs his own pub out the back alley of his home, uses it as neutral ground for people, enforces the neutrality with his fists
Osyla

**People** | Human 85%, Dwarven 5%, Halfling 5%, Other 5%

## Summary

The farming nation of Osyla is a constitutional monarchy with strong rivalries with their neighboring nation, Uord. Once one large nation, the two divided when they disagreed on various issues, specifically what kind of government they wanted. They refer to themselves as the "Free People" because land ownership isn't a major issue, since everyone serves the king and is taxed equally, but they have less rights because their monarchy does whatever it wants to the people.

## Inhabitants

Mostly Humans, with a sprinkling of Dwarves and Halflings, the population is mostly farmers. The monarchy profits off of this massive quantity of farming, the excess crops and livestock making the nation a pretty penny. Most industries and jobs are related or tied to farming.

## Government

The monarchy is quite powerful, with the constitution allowing them great powers at their discretion. During the beginning of their nation, when they split from Uord, the monarchy seized all the farmland for government control so they could regulate their new economy. It helped, but once the economy stabilized, the monarchy kept control of all the farmland.

## Notable People

* **Emperor Ormus XII** - current monarch, last in a long line of power hungry monarchs to rule the nation
* **Rothias Malmoor** - farmer, political activist, current an outlaw from the monarchy, wants to inspire rebellion
Pilva

**People** | Elf 30%, Human 25%, Half-Elf 15%, Half-Orc 10%, Centaur 5%, Other 15%

## Summary

Nation filled with Elves, strong ties to the church of Luontu, known for their Centaur population in the north. Though it borders many Human nations and contains a sizable Human population, their proximity to the Veryd Forest and the Centaur population on the western edge of the forest puts them in a unique position to deal with a represent the best interest of the Verydian Elves.

## Inhabitants

The population varies greatly, but the largest chunk of population is the Elves, followed by Humans. The variety of races that populate the area are quite varied, as are many of the small settlements and the professions they all have.

## Government

The government of the nation is a republic, and the representatives are actually quite accurate to the racial diversity of the nation. The laws are passed by the representatives, with an executive called the Prime Chancellor that is elected by the representatives to be a figurehead, diplomat, and military leader.

## Notable People

* **Elmon Felweather** - Human, current Prime Chancellor, quite popular and influential
* **Cipphius Stargazer** - Centaur, leader of a small village, often can speak for the centaur inhabitants of the Veryd Forest

## Notable Locations

* Dulin - city on the border of the Veryd Forest, neutral ground for Humans, Elves, and even Centaurs
Oath of Arcane

File:Paladin-magic.jpg

## Tenets of the Arcane

* **Spread the Word.** You must spread knowledge of magic to all and educate when you can.
* **Study the Arcane.** You must learn what you can from any magic-users, magical creatures, and magical items that you encounter.
* **Use Magic for Good.** Magic must be used to protect, save, enlighten, and to bring hope to others.
* **Be Humble.** Show reverence for those that know more than you and show compassion to those who know less.

## Oath Spells

You gain the following spells at the level listed.

* 3rd - shield, magic missile
* 5th - blur, scorching ray
* 9th - dispel magic, lightning bolt
* 13th - ice storm, stoneskin
* 17th - cone of cold, hold monster

## Channel Divinity

At 3rd level, a paladin gains two Channel Divinity Options:

* **Arcane Wrath**. You can use your Channel Divinity to imbue your weapon with Arcane energy. For 1 minute, you will add your Charisma Bonus (minimum +1) in force damage to your attacks. You can end this effect on your turn as a part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
* **Turn the Conjured**. As an action, you present your holy symbol and speak a prayer censuring fiends and constructs, using your Channel Divinity. Each fiend or construct that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it is turned for 1 minute or until it takes damage.

## Aura of Resistance

At 7th level, you and any allies with 10 feet gain advantage on any spells cast and the target is them. Area of effect spells aren't affected, and they only gain advantage if the spell allows saving throws in the first place.

At 18th level, the aura range increase to 30 feet.

## Holy Protection

At 15th level, the paladin gains the constant effects of the *Protection From Energy* spell.

## Arcane Force

At 20th level, the paladin can take on the form of a magical creature. This can physically manifest as the paladin chooses: different colored skin or texture, hair changes color, grow scales over their body, eyes change shape or colors, etc.

Using your action, for 1 minutes you change you appearance and have the following abilities:

* You have a visible magical aura that surrounds you and partially conceals you, giving you half-cover constantly. It's appearance is decided by the paladin, but is usually some elemental cloud (fire, earth, air, water).
* Enemy creatures within 10 feet have disadvantage on saving throws versus your paladin spells as well as your Channel Divinity abilities.

Once you use this feature, you can't use it again until after a long rest.
Jorlag

**People** | Human 60%, Dwarven 30%, Halfling 5%, Other 5%

## Summary

A Human monarchy with a large Dwarf population, this nation is mostly focused on the mining operations in the north. The economy and workforce is mostly related to the mining industries, and the culture is focused on the symbiosis between the Human and Dwarven populations, which is necessary to keep the mining going.

## Inhabitants

Though still mostly Human, and most of the people in government are Human, the presence of the Dwarves in the north looms greatly. Halflings from neighboring nations (like Torah) are fairly common. Regardless of race, most people work in the mines or in related industries. Most of the culture and the largest concentration of people are in the city of **Vaar**.

## Government

The monarchy is Human, and has been since the nation's founding. The government bureaucrats are usually Humans as well, but the influence and importance of the Dwarves in the nation is still felt by them since the nation decided to throw their economy into the industry of mining. Because of the reliance on the Dwarves and their access to the mines, the monarchy is behoven to them, and is quite weak from a negotiating standpoint.

## Notable People

* **King Quora** - young king, he is weak and an ineffectual monarch, constantly bullied by Dwarven leaders
* **General Korval Stonemark** - military leader of nation, believes Dwarves should be conquered and forced to work for them, vocal about his xenophobic views
* **Eldrick Wilhammer** - Dwarven politician, advocates for the Dwarves in the Jindure Mountains

## Notable Locations

* **Vaar** - home to many of the mining companies of Jorlag and capital of the nation
* Jindure Mountains - runs along the northern coast of the nation
Luontu

File:Luontu.png
The God of nature, wilderness, and Elves. He maintains his residence in the Midplanes, specifically Ysgard.

She is referred to as **"The Wild One"**

* **Symbol:** Green tree with silver veins running throughout
* **Alignment:** CN
* **Portfolio [Domains]:** Nature, wilderness, and Elves [Nature]
* **Favored Weapon:** Mace

## Description

Luontu is a wild and chaotic deity. He is unpredictable and often behaves and acts in the moment. He appears as an Elf, usually tall, slender, and a slight green tint to his skin. He is usually garbed with a toga-like article of clothing made of various vines and leaves.

Luontu was not always the deity that represented the Elves. When the Elves’ ties to nature developed, he took them under his wing. He was mostly responsible for the Elves uniting under one banner during the Era of Elves and inspired Aerenoth to form the Circle of Aerenoth during the Era of Man. He was aloof and distant when it came to Divine Cataclysm and wasn’t convinced that they needed to do it again at the end of the Era of Magic.

Luontu is generally cordial with the deities of the Higher Planes, but not overly friendly. He disagrees and argues with both Khanos and Myndel about their portfolios and how they conflict with his own. Luontu opposes Malasar at all costs, as she rules over the Drow, but has no specific quarrel with the other deities of the Nether Planes.

## Clergy

Temples of Luontu are often outside the city walls in the wilderness. They are usually open air, roofless structures. They are often safe havens or an oasis for travelers in the wilderness, as long as the traveler isn’t a hunter or lumberjack or wishes harm on anything in the surrounding wilderness. They are meeting places for Druid circles as well as animal sanctuaries.

Clerics of Luontu are often travelers. They typically wear natural colors like brown, green, and some bright colors during the fall. They protect wilderness areas, they fight off illegal poachers, and represent the wilderness in political meetings and discussions.

The clerics pray for their spells at dawn. They perform rituals to erect wards around the habitat of certain animals to protect them when they are away. They also perform rituals at both equinoxes and solstices.

## Dogma

The wilderness is where life flourishes. Urban sprawl will ultimately destroy the natural world and all the living things within it. Not all urban sprawl can be destroyed, but it can be stopped and held back. The Elves are the ultimate protectors of the natural world and should be deferred to on decisions about the wilderness.
Sea of Storms

File:Storm.jpg
The large ocean that surrounds the two major continents and covers the rest of the world. The ocean is constantly storming and dangerous to traverse. It is said to be dominated by Tolujar, as he dominates all storms and tempests.

Though no official statement or confirmation has been heard from the church of Tolujar, its is considered his domain. Very few travel the ocean unless absolutely necessary. You can travel with a cleric of Tolujar and it might increase your risk of success, but they are generally evil so there's no guarantee.

Because of the dangers of traveling these waters, it is assumed that not all parts of the world have been explored. Some intellectuals believe that it's possible that some small islands or whatnot could be undiscovered out in the ocean. Some rumors and stories have developed that an entire continent is out there, alone and untouched by civilization. These are dismissed as just stories, but the rumors persist.
Antaril

**People** | Human 80%, Elves 10%, Gnomes 5%, Other 5%

## Summary

A powerful nation that uses the Olos Isles as a military and trade launching point, they are a powerful trade and military power. Their occupation of the Olos Isles has been a point of contention in the nation, as many of the islanders want independence. Because the government is based on population, the voice of the islanders is often drowned out by the people on the mainland.

## Inhabitants

Most of the inhabitants are Humans, with various Elves from the Culdor Forest and the occasional Gnome from Nurak. Many of the population are in the military, or private sailors, or in industries that support either of them. Many of its citizens are stationed around the continent and beyond, their influence spreading even further.

## Government

A representative democracy, this nation claims to give voice to all its citizens. However, many minorities in the nation, like the islanders of the Olos Isles and the Green Elves of the Culdor Forest, feel like they don't have a voice. The number of representatives are determined by population, so small populations literally have fewer voices in the government.

## Notable People

* **Ambrose Volsmith** - popular representative in the government, ally of the islanders but doesn't publicy support their independence
* **Coros Ambersea** - leader of the Olos Isles, strong proponent of independence for the isles
* **Thelman Vorstock** - Human hunter/ranger near the western border, often a go to as an ambassador to the Green Elves of the Culdor Forest

## Notable Locations

* **Ravenne** - gem of Antaril, large port city, capital, filled with mostly Humans the largest barracks for the nation's army
* Olos Isles - islands of the southern coast, a major military and trade installation for the nation
Player Options

* The Races
* The Classes
* The Backgrounds
In addition to the regular race options available in the Player's Handbook, there are also some other subraces available to players and they are detailed below.

New Sub Races unique to this world:

Moonelf.jpgMoon ElvesGrey elf.jpgShadow ElvesDwarf wizard.jpgArcane DwarvesFeyhalfling.jpgFey Halflings
Where existing Sub Races fit into this world and the names they go by in this world:

1. High Elves (Verydian Elves) - They still believe they are descendants of royalty and thus better than all Elves, live in Veryd Forest
2. Wood Elves (Green Elves) - They are reclusive, war like Elves that stay pretty exclusively in the Culdor Forest
3. Drow Elves - subterranean version of the Elves, created during the Era of the Fiends, they now have their own culture and cities underground
4. Hill Dwarves (Sun Dwarves) - They are more comfortable with life on the surface, most take up residence in Rondat
5. Mountain Dwarves (Frost Dwarves) - They are hardy and accustomed to cold temperatures and life underground, live mostly in Issag
6. Stout Halflings (Stone Halflings) - They are more stationary and community-centered, make up most of population of Torah
7. Lightfoot Halflings (Gold Halflings) - They are more common around the world as they travel, migrate, and can fit in almost anywhere
In addition to the class options available in the Player's Handbook, here are a few more options that are world-specific for the classes.

Sub Classes that are new to this world:

Shadow-barb.jpgPath of Shadow (Barbarian)Almontecollege.jpgCollege of Almonte (Bard)Cleric.jpgMagic Domain (Cleric)Shadowwarrior.pngShadow Warrior (Fighter)Githmonk.jpgWay of Zerthimon (Monk)Paladin-magic.jpgOath of Arcane (Paladin)Sorcerer.jpgIllithid Bloodline (Sorcerer)
Sub Classes that are in the Player's Handbook

1. Circle of the Land - druid archetype, foocuses on spellcasting and the land they come from
2. Circle of the Moon - these druids praise the goddess Ancillia
3. Way of Shadow - these monks serve the god Malasar
4. Oath of Vengeance - these paladins serve the god Khanos
5. Oath of the Ancients - these paladins serve the god Aubade
6. Oath of Devotion - these paladins serve the god Gallant
7. Hunter Archetype - ranger archetype, this is the Hunter Archetype, tied to the Circle of Aerenoth
Below are Backgrounds that are unique to the world of Arcane Sanctum.

Native.jpgAlmonte NativeGladiator.jpgGladiatorSlave.jpgSlaveFarmer.pngFarmerStudent.jpgPentad Student
Rondat

**People** | Dwarves 85%, Dragonborn 10%, Others 5%

## Summary

A mostly Dwarven nation who have adapted mostly to living above ground. There is also sizable Dragonborn population in the south is a refugee-type camps. The northern half of the nation is mountains, while the southern half is mostly plains.

## Inhabitants

Mostly Sun Dwarves, the nation is filled with Dwarves within the mountains but also on the surface. There is also a large collection of Dragonborn refugees from the surrounding are that have collected into small tent cities on the plains in the south.

## Government

An Oligarchy run by the leaders of the prominent clans named in their constitution. Several clans have been added and removed as they die out or rise to prominence.

## Notable People

* Kildrak Firebeard - former colonel and hero, now an Ambassador to other nations

## Notable Locations

* Rondat Mountains - northern half of the nation is made up of these mountains
* Leshon - Dwarven city of Sun Dwarves, maintains a large forge, armory, and various stonemasons artists