recursal/Fanatic-Fandom huggingface dataset:
The Upper Dark

The Upperdark extends from the surface to a depth of about 3 miles. Varied races inhabit this region including chitines (basically humanoid spiders), Dark elves (Drow), Dwarves, Deep Gnomes, and some of the more feral goblinoids. Scouts from deeper races would often venture into Upperdark in order to trade with or prey on the races native to this area. Most Upperdark inhabitants traffic with the surface world in some way, either trading with or raiding their upstairs neighbors in hopes of getting more resources and slaves for their respective communities. The only exception to this was the Dwarves as for the most part the Dwarves are not evil and preferred to stay in the Upperdark as it was more for defending the dwarven cities since the rocks were sturdier and had some magical metals infused with the rocks such as the highly banned metal Adamantium. No underdark community is ever really friendly with another, but Upperdark settlements often observe wary truces with their neighbors however all agree on one thing. Should a threat arise involving the sealed ones most communities will join force to either re-seal the entities or helping those to escape so they can tell the tale of what actually happened down in the Underdark.

The Upperdark's main import from the surface is slaves. Slavers from the more evil-aligned cities in the Upperdark make frequent excursions into the light capturing new slaves for use as either labor or food. They also trade for textiles, grains, fruit, and weapons. Their exports include raw ore, refined metals, gems, native underdark plants, and even the banned metal Adamantium.

In the Upperdark there aren't many sealed entities only a few as they are powerful mortals who dwelled into the deep arcane with some forbidden magic mixed in. They are considered the least threatening of the sealed ones hence why they were sealed in the upper dark and should they ever be released and enter the surface level a moderate amount of damage will be done however with the advancement of arcane knowledge and some technology Slayers will be able to kill these sealed ones or re-seal them away. Some areas may be difficult due to the effects of the Arcane Fracture and the risk of getting Weave Sickness.

## Cosmic Invasion effects

Since the cosmic invasion many of the races perished leaving only some drow, dwarves and deep gnomes to survive, fleeing onto the surface. Some of these sealed ones were released due to the seals being weakened by the affects of The Shatterer. While some of the sealed entities leak their influence into the Upperdark in attempts to unlock the seals themselves but also causes odd things to happen in the Upperdark. Out of all of the layers the Upperdark has the least amount of strange things happening as only the leaky seals seem to effect the various environments making them more wild as well as cause some minor rifts between realities.
Criminal Organizations

With the fall of many governments in the various regions within Dephiron there has been a rise of Criminal organizations as most Order has been lost. Criminal Organizations have begun to step into certain cities and were created between some of the cracks of the Order provided by the Slayers Guilds and other factions. Some Criminal Organizations are more open as some run entire cities due to the amount of backing they have by other factions, remaining noble families, and even some slayers guilds. While most criminal organizations tend to be secretive for their various reasons mainly due to their specialty. All Criminal organizations have access and know how to access the black market a place where you can get goods that normal people couldn't get either due to how hard it is to get or if the good is illegal.

* The Night Circle
* Seraph
* Onyx Syndicate
* Serpent Bloods
* Crescent Brotherhood
Zacrosium

Zacrosium a highly cursed type of metal that is contraband for Slayers to use and a traditional metal used within the remaining triton communities. Many smiths that attempt to make Zacrosium weapons and armor typically end up losing there minds and are highly cursed as they do not know the secrets of making the weapon like triton do. It is made from the the bones and blood of demons and devils and in some cases archfiends. The most interesting thing about Zacrosium is that all of them are different depending on the demon or devil that was used to make them. These bones and blood are said to contain the devils or demons life essence in the blade that subconsciously corrupts those that wield these types of blades. Oddly enough Triton are immune from this corrupting affect from Zacrosium blades, perhaps this was a result from "Project Assiah." Some Triton even claim that they can hear the thoughts of these devils and demons from their blades as the ichor of these beings lies dormant within the blade.
Karthus Vedas

## Code: Silence

Karthus was is a survivor from "project Assiah" however he was only a child when he was in the project along with his two brothers. In "project Assiah" he was apart of White Silence and was trained as an assassin. After Thomas, August, Ketag, and Dulrak liberated the people from project Assiah. He was split up from his brothers as White Silence collapsed. He works with Defiance for the school of the cursed as he hopes to find his brothers and live up to the name that was given to him by the heroes of project Assiah.

## Description

Karthus is a pale tiefling with straight snow white hair. The whites of his eyes are black and the color of his eyes are white. He has long ram like horns and ears similar to an elf. He wears an owl mask that symbolizes the old bloody owl symbol of the former assassin guild known as White Silence. He often wears the same tattered black cloak that was given to him by his mentor. He carries around a special dwarven mechanical like longbow on his back. Most notably he has vary strange black marking around his mouth.

## Personality

Karthus' personality is not really know to many as he is very secretive and falls under the lone wolf category of slayer as he prefers to work alone. For those higher ranks that do interact with him in the school of the cursed note he is mute by choice as he cares for his co-workers and it would hurt them mentally if he were to speak due to his curse to only speak in the forbidden tongue known as Void Speech.

## Abilities

Karthus is a very skilled marksman and uses a similar compound longbow bow just like his mentor used to use back during his time in White Silence during "project Assiah". Karthus was born with a soul disability that allows him to slip in and out of the mortal plane. This allows him to hunt down monsters in other planes and assassinate them before they enter the mortal plane and become a huge threat. Due to this he is almost never around as he can only stay a limited time on the mortal plane. He also possesses the power to speak the forbidden language known as Void Speech and is able to use this accursed speech in combat making his foes suffer a powerful hallucination pertaining to them.
School of the Cursed

Original Head Master Rahiral Hollowfang

Current Head Master Kythos Naesa

School of the cursed is a very small yet very odd school as Slayers of this school are tasked with the job to compile all magical artifacts and documents and study them. The strange part is that members of this school often use various curses for combat as well as inflict themselves with curses to "empower" themselves. This school is dedicates itself to breakthrough the curses and empower these Slayers with odd powers that even rival Slayer Arts, however the risk is extremely high and many Slayers have died or worse in the past due to the various curses these Slayers come in contact with. These Slayers are said to be the hardest to kill once they become Adamantium Slayers as they have lost their minds to the curses and the dark arcane often empowering themselves by this dark energy. Slayers of this school are free to practice magic in a "safe" environment and eventually learn how to cure/control their curses but also can delve into the deeper and darker arcane to study curses and how to draw more power from them and "rewrite" them.

Slayers of this school are typically extremely cursed carrying at least 2 curses that aren't even their race curse or more. Those also inflicted with the curse of Lycanthrope, Vampirism, and Vexic are also welcomed into the school and can practice combat/magic in safety without prejudice from the outside. One of the major projects of this school is attempting to find out the cure of Vampirism, Lycanthrope, and Vexic curses or being able to control it and drawing out more power than normal. The Current Head Master is said to carry more than 5 curses and also has a strange fighting technique that invokes curses and amplifies them. His teachings are said to stray from the path of the Rahiral's teachings as she wanted to cure and control curses while Kythos wants to rewrite them and empower himself along with the Slayers using the curse.
Dark Slayer Arts

*A rare phenomena that only surrounds a few slayer arts itself. These are slayer arts that at one point were not slayer arts and were more of dark magic however this dark magic affected one's soul thus becoming a dark art which can be passed down through generations or be taken from other slayers that possessed the art. These arts are considered cursed and have more negatives than benefits but are extremely powerful regardless. Many of the slayer arts derive from some type of dark experiment or dark ritual such as a demonic ritual or an eldritch one. Over time the user starts to lose themselves to the art itself and obsessing over increasing its power to where the use eventually becomes a mad slayer for termination. Majority of these dark slayer arts seem to come from DreamWeaver humans and Garufan origin for some odd reason with only a few coming from demonic or eldritch influence. Perhaps this is due to the fact of the dark experimentations that cursed their bloodline as well as their souls.*

## Known Examples

* Code Psycho: Corruptors Soul
* Seduos: Grave Robber
Warforged

Warforged are an extremely rare race in Dephiron and borderline extinct race due to the lack of those able to manipulate the soul essence and the lack of materials used to make the warforged bodies. Warforged were once artificial soldiers made from wood and metals that dwarves used long before the world of Dephiron "broke". These Warforges were supposedly a dwarven project years ago to make artificial soldiers to guard their cities and fight during the wars long ago, however that was just a front for the actual purpose.

The Dwarven project known as Alien Puppets which was known as the Warforged project. What the project exactly entails is uncertain as many Dwarves refuse to speak about the project and the horrors that it caused. Some documents were found after the world of Dephiron collapsed after various expeditions into the remains of the dwarven cities. It reveals that the warforges were supposed to be some sort of artificial vessels capable of holding a soul or perhaps something more. The end goal was uncertain however one of the goals were to break the natural cycle between life and death essentially becoming immortal. Many came to the conclusion that Necromancy was used in this project but to what extent is unknown and information is almost impossible to get as the practice of necromancy has been silent for many years with various necromancers in hiding.

Of those that participated in the project very few survived and became warforges however these warforges have lost their memories and knowledge of their previous life. These Warforge are seen as the only answers to what the project entailed if they were to regain their memory back. Naturally these warforges seek to learn about their previous life as they only have the name they were from their past life. With the very few warforged out there some know of their past lives and tend to hunt down those involved in the project as well as those in charge of a similar project known as the Black Warriors project.

Warforges are presumed to be not a cursed race as they have not been cursed by a Forsaken God and they are immune from getting their face stolen along with the memories. It is unknown if they are actually cursed by a Forsaken god which led to their memory loss or blessed by the god of death allowing them to forget the horrors of the project entirely or perhaps something else entirely. However Warforges are more vulnerable to being possessed due to the psychic powers of probing ones soul implanting fake memories. Warforges are immune to the toxins and various poison's corrupting and corroding the air and do not have to worry about diseases. Warforges often wear special items preventing them from being possessed as the Slayer Masks have no affect on Warforges.
Locations

*Following the events of the Cosmic invasion as well as the other calamities that followed right after many of the nations fell becoming nothing more than wastelands and are slowly being warped by the far realm's influence. The nations themselves have been remained by the Slayers guild as they are no longer considered a nation rather a region where monsters plague the land and roam. Player's Note: The name in parenthesis is what the nation used to be called. Also note there will be cities and towns added in the future separated by region.*

Howling Lands

Mad Nexus

* Moonblight
* Nefaria
* Blackridge

Desolate Void (Void Empire)

Titan Valley

Obsidian Sea

Sanguine Forest

Broken Vale

Timeless Isles

The Dreamscape

Bone Desert

The Mist

Nightmare City
Player Mechanics

*These are the various game mechanics that will be used during the campaign. The players will decide some mechanics that will be used during session 0. Also as to give credit to where credit is due some of these mechanics are not my own and the various DMs that I have played with have used or have been found in older editions in source books for Dungeons and Dragons.*

* Slayer Arts

* Slayer Masks

* Stress

* Piety

* Smithing/crafting

* Alchemy

* Dark insight

* Reputation

* Identities

* Grievous Wounds
* Click Rule (Traps)
* Glancing Blow
Triton

Tritons are seen as the guardians and the protectors of the seas with the world of Dephiron. Before Dephiron fell Triton civilization was focused and built around ancient temples where they would guard these temples to ensure that some of the sealed gods could not escape. These temples hold entities that should be locked away permanently never to breathe fresh air again. These areas of the sea are sacred for the Triton and often protect these areas from outsiders as well. These Triton would ritualistically drain power from these sealed gods and entities allowing them to defend their city and the temple using their power.

This all changed during the cataclysmic event known as the cosmic invasion happened. When the various Eldritch monsters and Forsaken gods fell into the ocean due to the cosmic evasion they started to attack these temples and in hopes of releasing some of the sealed entities and the few sealed gods that would aid in the destruction of the heavens. These tritons were in an all out war against these Outsiders attempting to protect the temples and prevent the sealed ones from being released however they were unsuccessful and the amount of bloodshed along with the strange powers of the Outsiders managed to warp the undersea landscapes and the seas. These Outsiders drove many Tritons out of their homes forcing them to either make new homes in the deep depths of the ocean or driving out of the ocean to form their new homes on islands. When the Tritons lost they were cursed by the Outsiders and the curse affects the appearance of these Triton.

These Tritons over the years have grown desperate about taking back the ocean to get back their homes and to avenge their people that have died that they have turned to a darker sense of worship. Since prayers to the gods have fallen of deaf ears tritons have began constructing shrines, temples, and even monoliths in the depths of the seas and on these islands worshipping the Demon prince of the Sea Dagon. These Tritons participate in rituals to attempt to invoke Dagon as a last ditch effort to fight back against the Forsaken gods and the Outsiders that are polluting the seas. However as a result of these dark rituals and dark practices these Tritons have their bloodline cursed turning them into Simic hybrids.

One of the curses bestowed upon the Triton race affects their appearance as they have more Outsider like features rather than human like features like the used to. This causes a lot of misunderstandings and accidents as many people mistake them for Outsiders or people believe that they are working with the Outsiders.

The other curse affects there bloodline causing some offspring Triton to become Simic Hybrids rather than Tritons.
Overload

*A special condition that casters can use should they chose to. When casters run out of spell slots they can choose to enter the Overload condition, allowing them to cast spells even though they have no spell slots left however this will come at a price. This is a very risky condition where some casters will die instantly as their payment to the debt is their lives.*
Identities

When working as a Slayer one is given a code name that they are referred by to protect their true identity. All Slayers keep there true identities a secret to prevent unwanted interference in their private lives and to protect their loved ones from dangerous individuals. With many adamantium ranked Slayers wandering the world with many passed grudges and many cults with sick and twisted agendas it is best to keep your true name a secret or even those people who wanted to survive more than anything else and will do anything possible even selling someone out or betraying them.

*Mechanics for players: Each player will have a code name keep your true name secret. People with grudges against your character will attempt to interfere with your life and ruin it to the best of their ability. Intelligent creatures will also attempt to interfere with your personal life getting you to make decisions and deals that you would not want to make. Keep your true name a secret. Common things that happen to Slayers that didn't keep there True Identities a secret: Framed from crimes that you didn't commit, attempts to kill your loved ones or torturing them, sacrificing your loved ones for a dark ritual, being hunted down, in extreme cases people returning as a revenant to kill those that have wronged them.*
Races

*These are all of the playable player races within the world of Dephiron that the players can choose from. Something to note within the setting of Dephiron is that all races have their own unique curse that can hinder the race. These curses were inflicted by Forsaken Gods, Abyss Lords, or other deities.*

* Dragonborn
* Dwarves
* Elves
* Gnomes
* Orcs
* Humans
* Tiefling
* Genasi
* Goliaths
* Aasimar
* Firbolg
* Goblin
* Hobgoblin
* Kenku
* Triton
* Changelings
* Warforged
* Minotaurs
* Simic Hybrid
* Revenants
* Dhampir (Basically vampires)
* Kalashtars
* Voidspawn (Homebrew Race)
Dwarves

In the beginning the Dwarves were fine since they lived underground while most of the problems were on the surface. They profited pretty well selling arms to the various factions and Slayers guilds to help fight against the Outsiders and all the other monsters. These Dwarves began to experiment and research new and more effective ways on dealing with the monsters and Outsiders. In the beginning these experiments were harmless as they were testing new fire arms and improving the surgery required to use them. They experimented with magic attempting to create their own spells and find alternate ways to use magic if one was at their limit. They would also begin to experiment with different types of metals in creating weapons.

It wasn't until later where the Dwarves began to start practicing the dark arts and forbidden arcane as well as begin to use cursed metals in their crafts for blacksmithing and using other questionable methods to achieve their goals. Dwarves began to enlist the help of Necromancers to help with their one forbidden project known as the Alien Puppet Project as for what it was supposed to achieve no one really knows however one of their goals were attempting to break the natural cycle between life and death. Many of these dwarven cities were destroyed due to the numerous dark projects that they were researching and practicing. Some Dwarves survived these inhumane experimentation but were forced to flee their homes. None of them speak of these projects that destroyed many of their cities as well as the Dwarven kingdom known as Ironspine.

*Player's Note: When playing a Dwarf character that has experienced the horrors of these dark projects you will take extra stress damage in the dwarven cities. The Closer you are to the Kingdom of Ironspine the more stress damage you take.*
Planar Travel

Using magic to travel bodily between the Dreamlands and other planes of existence is riskier than travel between other planes primarily due to the way time passes differently in the Dreamlands. Spells such as plane shift, gate, and wish often result in confusing distortions of time which throw travelers far forward in time. Another way to travel through planes win the dream is going to places within the dream that overlap places within the plane that you are traveling to. Physical bodies taken to the Dreamlands don't use any of the special rules for dream forms while there. A material creature that sleeps while visiting the Dreamlands does not otherwise dream.
The Void Pantheon

The first pantheon to have ever existed within the world of Dephiron and heavily worshiped by the Dreamweavers. It is a common misconception that the Forsaken Gods are apart of this pantheon however they are nothing more than a by product of the deities from this pantheon as they are considered the Originals of the Forsaken Gods. The belief stems from that these deities were once apart of Mount Celestia but were banished because they disturbed the established divine order in some way as well as attempted to commit crimes against their own kind for some odd reason. The Garufan Gods at the time united and locked them away in the Void. These deities wanted Vengeance on the gods for banishing them from Mount Celestia and forcing them into the Void. These deities eventually became mutated by the Void itself eventually becoming great old ones.

* Azrael The Whisperer
* Arcalight The Destroyer
* Roglizer The Creator
* Vulphion of The Void
* Kranla The Trickster
* Kurma The World Bearer
* Zari The Seer
Goblins

Goblins were a tribal underground dwellers that didn't have very many recourses of their own and would steal from other "civilized" races. Before the cataclysmic events that unfolded they were not a very intelligent race but their craftiness made up for it. Goblins would live in old underground ruins and other underground ancient cities. Recently due to the events following the Cosmic invasion it seems that the goblins showed surprising intellect, and most integrated into society as best they could. Many goblins still remain as scavengers and are violent towards outsiders to their homes. Many goblins of the feral goblins have began to ascend from the depths of the earth as many of their homes were destroyed or invaded due to the ancient evils reawakening beneath the surface.

The more intelligent goblins believe that they were able to ascend and integrate into society due to their odd deity back in "Project Assiah" known as Xuthar. While those goblins that did not offer tributes to this mysterious deity remained as less intelligent scavengers attacking anything and everything without question. Many of the Goblins that intergated into society still offer tributes to Xuthar and worship him however it is certain if these prayers fall on deaf ears as no one else has heard of this god and the Goblins are uncertain if Xuthar is still living. Goblins have were not cursed by the Outsiders or any other deities as they are still seen as insignificant and do not pose a threat.
The Eight Pillars

*An old order of knights that lay dormant for many years before being resurrected prior to the Cosmic Invasion. Like the name suggests their are eight knights that form the eight pillars. These knights were chosen at birth are were recognized to be the best knights within all of the world. All members of the order are paladins that serve the remaining gods and roam secretly throughout the world of Dephiron completing the remaining god's goals. Half the knights died decades and even centuries ago but managed to come back due to the spirits returning, however they have the divine protection of their respective gods.*
Code: Fang

Fang was once a Silver Rank Slayer who cursed with Lycanthrope and was a weretiger a very rare Lycanthrope type. He was also once a Hobgoblin however was killed eventually rising as an undead. He always wanted to learn the deep and dark secrets of Lycanthrope left the guild on there own to pursue these secrets becoming an Adamantium Slayer.

## Description

Out of his lycanthrope form Fang was a hobgoblin that stood around 6'6". He had long black hair part of hit tied in a bun while the rest of it flowed along the back of his shoulders in more of a dreadlock style. He had a black beard as well.

In his Lycanthropy form he was a weretiger which is relatively rare. When he died his lycanthrope form changed from an orange and black coloration of a typical tiger to more of a whitish or light grey color. His arms and legs were bones with decaying flesh as well as his back with some of his spine sticking out.

## Personality

Fang was a very hard worker but was very disciplined most likely due to his hobgoblin heritage. He never took any downtime to relax which was the reason why he lost his mind. In this state he became very hostile and power hungry to the point where he killed his teammates and take whatever magical artifacts they had.

## Abilities

Fang had the power of blood magic allowing him to harness and control his lycanthrope so he would not go into a feral rage. He was also quite skilled with a longsword due to his hobgoblin heritage as his fighting style was different than that of the typical hobgoblin as his was more based around strength just like the older generations of hobgoblins rather than the newer generations.

## Background

Fang was pursuing the dark secrets of Lycanthrope in hopes of harnessing its power to become more powerful to fight against the eldritch monsters that plague the world however he ended up becoming madly obsessed with finding more about lycanthrope slaughtering two of his teammates on a mission that involved other information about curses and abandoned the slayers attacking them on sight. According to the Anglers Fang was killed in the mission as one of his teammates managed to fatal wound him however he turned undead. Fang was hunted by the Blood Serpent but barely managed to get away with his left arm cut off and with grave injuries he was eventually cleaned up by Anglers from The Scarlet Hunters.
Dark Insight

Dark insight represents your awareness of the things beyond visible reality, which can be good or a bad thing. The deeper you delve into dark insight, the more you know and understand the horrors, and the better you can fight them. But as you do, you also become more vulnerable to things beyond as well and the more stress one can gain.

Dark Insight can be gained from doing various tasks within the world of Dephiron. Examples of Dark insight would be researching forbidden topics, being exposed to eldritch horrors, hearing or reading about horrific events. Dark insight operates on the scale 0 to 100.

*Mechanics for Players: Everyone will start at 0 Dark insight and over the course of the campaign players will gain dark insight and will receive various perks as well as various fears. Some examples of perks would be advantage on identifying eldritch creatures and legends about them involving how to kill them, extra defense on being possessed or manipulated, seeing through illusions, and in extreme cases having no visible presence within reality.*
Starsteel

Starsteel is a type of steel made from meteoric ore, where the meteorites that bring this metal are actually fragmented pieces of Mount Celestia as well as some fragmented pieces of the dead gods that range from some gods that have died in the Cosmic invasion to ancient gods whose body floated in the Astral Sea for eons, before being sundered into millions of smaller pieces that travelled in all directions at incredible speeds, with many of which managed to wander through portals to other planes of existence. For some reason Fey creatures have an inherent weakness to Starsteel, which burns them with its extreme cold that only they can feel. Starsigners as well as Dreadlords are also vulnreable to weapons made of Starsteel perhaps this is due to the holy elements reacting with the divinity fragments that Starsigners possess and the Ichor fragments that the Dreadlords possess.

*Player's Note: Weapons made of Starsteel give advantage on attack rolls made against Fey, Starsigners, and Dreadlords. It also ignores any damage resistances they may have, while armors/shields made of the metal give fey, Starsigners, and Dreadlords disadvantage on attack rolls made against them.*
Slayers Almanac to Dephiron Wiki

**Welcome to the Slayers Almanac to Dephiron Wiki!**
A wiki dedicated to the fictional D&D 5E setting known as the fallen world of Dephiron. It will be streamed on twitch the summer of 2021.

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Umbra Steel Rank

Umbra Steel Rank is not considered an official Rank however those that have achieved this rank are considered to be gods and have an Umbra Steel weapon to prove that they are that rank. They have killed an Abyss Lord and are training and waiting to get more amongst their ranks as there are currently only four. These Slayers possess weapons strong enough to take down Forsaken gods but unfortately lack the manpower to do so. These Slayers have also hit their awakened form for Slayer Arts if they have one. Slayers that have hit this rank can enter the Far Realm.
Changing Slayer Arts

*A very strange and incredibly rare phenomena that only happens once in a generation, where an individual has one slayers art and it completely changes to a new slayers art that does not come from the original or not an evolution of the original. As for why this happens researchers from the arcane syndicate believe it is due to a Soul disability where one's soul was unstable at birth hence why their slayer's art is considered "unstable" and changes frequently. Another theory coming from Kythos head master of the school of the Cursed in defiance believes that those that experience changing arts come from a long lost bloodline of the original slayer. This theory revolves around the Original Slayer's bloodline being cursed by some unknown entity ruining there slayers art. Those that come from their bloodline will experience a changing art to prevent them from having whatever the original's slayers art is.*

Player Mechanic: *Those that have a changing Slayers Art will roll on the Slayer Art table every one in game month. Should one get the same art that they rolled they will reroll until they get a new slayers art. (Note there is a slim chance that you could have no slayers art that whole month). Also Out of game you will know your slayers art however in game you won't know that it has changed until you attempt to activate it and in game your character will not know their changed slayers art.*
Wiki Page compressed information

This is a page where all the links can be easily accessed (Some are not made yet)

* Slayer Arts
* Defiance Schools
* Slayer Ranks
* Calamities
* New Mechanics
* Factions
* Races
* Locations
* Defiance Members
* Cults
* Knight Orders
* Archdevils
* Forsaken Gods (Outsiders)
* History
* Star Signers
* Dread Lords
* Remaining Gods
* Research Projects
* Insurgence
* The Dreamlands
* Slayer Guilds (other)
* Criminal Organizations
* Profane Weapons
* Divine Artifacts
* Metals
* Poisons
* Seasons
* Calendar
* Churches/Dark Cathedrals
* Miscellaneous
* Mysterious Entities
* Diseases
* Planes of Existence
* Pantheons
Hobgoblins

The Hobgoblins were always skilled mercenaries even back during "Project Assiah." However long ago their techniques were lost due to the older hobgoblins dying, crippling the newer Hobgoblins and forcing them to fight and coming up with newer techniques. These hobgoblins over the years started to lose their strength feature and trained more on becoming more dexterous and nimble due to these new techniques. Hobgoblins used to work as soldiers and knights for a nation back long ago however with many nations falling due to the Cosmic invasion they went back to their original job as mercenaries. Hobgoblins live in the scorching desert now known as the Bone Desert and have adapted and built up a resistance for the extremely hot weather there. These Hobgoblins will take almost any mercenary job, however they refuse to go to the Mad Nexus (The center of the world) as that is where a lot of the Far realm influence has leaked onto the mortal plane. Many hobgoblins have a desire to find and relearn their old ways making them even more powerful warriors and have began searching Dephiron to find the remnants of these battle techniques

*Player's Note: Hobgoblins have fire resistance in this setting since they have been living in the Bone Desert also Hobgoblins get a +2 to their Dexterity scores instead of +2 in strength as they are known for training in more dexterous ways to fight and some could say the "evolve" while others say the "devolved".*
Dhampirs

The Curse of Vampirism has always been a problem ever since the ancient times back when the race of Garufa walked the world of Dephiron. Those inflicted with the curse of Vampirism often are stuck between the two worlds of living normally as their original race or living as a vampire. Their tiese to the undead grant dhampirs a taste of a vampire's deathless prowess allowing them to have increased speed, darkvision, and aging similar to vampires. Dhampirs often fight with themselves riding the fine line between human and monster. Many Dhampirs will often become slayers to seek the end of the cures of Vampirism and to research its original cause. Some Dhampirs lose their way giving into their thirst for blood and will lose control often attacking anybody around them. Those that overindulge risk becoming a bigger threat and becoming a full vampire.

*Player's Mechanic: Vampirism: After combat (or during combat if using the Vampiric bite attack) the person under this curse must make a Wisdom saving throw (Will Save). If successful the character does not give in to their vampiric urges (most likely will not drink the blood of their dead victim or just enough to sustain). If a failure on the save the character will go "feral" and will attack the nearest person or creature and will have to make wisdom saves at the end of each turn to end this "feral rage." (This only happens when the blood of a humanoid creature is present).*
School of Conjuration

*Head Master: Yazal Kilar*

Those apart of the School of Conjuration are essentially the primary security throughout the city of Neferia as well as the Arcane Syndicate. These wizards focus on conjuring and summoning creatures out of thin air that fight on the wizard's behalf. In the city of Nefaria they the Conjuration wizards have their golems going around the town to protect citizens as well as keep out any intruders such as enemy factions or the Mad Slayer/ Adamantine Slayers. Conjuration mages are also high in demand due to the fact that high level mages of Conjuration are able to teleport themselves along with multiple people across vast distances, and even across other planes in an instant. They are mainly focusing on getting the teleportation circle back up all throughout Dephirion and Travel to fix them as well as make new ones. It is also said that Head Master Yazal is able to create thousands of golems in an instant and that he keeps them all under the city just in case of emergencies. It is also said that the head master has been working on a secret project lately involving a lot of higher ranked conjuration mages.
Kenku

Kenkus have always been a strange bunch and have faced a lot of tragic events that effected their race due to their ancestor's decisions. Ever since the Cosmic invasion Kenkus began to evolve and were the first to adapt to the situation. Long ago Kenkus were known to only be able to mimic speech they heard due to their ancestor's betrayal to a certain god. This was some what fixed later when the Kenku "followed" a new god Zolous where he gifted the ability to steal peoples voices so that they are able to talk. After the Cosmic Invasion they have been shown to speak with their own vocabulary but they still are able to mimic speech of others. Strangest of all, these Kenku have been developing odd psychic abilities almost as if these Kenku were favored by the Forsaken Gods. Due to there psychic like abilities they are forced to be born in secret as they are hunted down by many Slayer guilds as well as the followers of their original god that they used to serve.

Due to the Slayers guilds hunting them down they are often not allowed to join Slayer Guilds as many guilds fear they are spies for the Outsiders as well as invoking the rather of their original god. It wasn't until recently that Kenkus were allowed to join Defiance, this is due to Kannon becoming the new guild master and advocating that they are the potential key to fixing Dephiron. Kenku typically end up working for other factions such the Psykers and the Crimson Specters. Some Kenku though join the adamantium slayers pursuing what they called the "Phantom's path"

Kenku are one of the few races that have don't have a curse this is due to the fact that they were protected by Zolous. However since Zolous has been silent recently many Kenku have stopped following Zolous and have started to abandon the ideal of worshipping him but those that still do follow the "Phantom's path."
Firbolg

Due to the various cataclysm that effected the land and the nations many Firbolg homes were destroyed and the Firbolg were driven out. These Firbolg used to be apart of various tribes and were seen as guardians to the ancient forests within the world. Many of these ancient and magical forests died due to the Cataclysmic event the Solar demise where the sun exploded. Many of these magical and ancient forests began to die without any sunlight while others burned away due some bits of the solar rocks from the sun falling into these forests plunging the area into a extremely hot and magical desert. Some of these forests began to warp to the far realm environment with the chaotic energy of the far realm leaking onto the mortal plane the trees began to become alien like. Some forests even started to become like some of the environments in the under dark warping into now magical mushroom forests. There are very few ancient forests that remain untouched due to some of the divine protection around these areas.

Many of the Firbolgs have been leaving their homelands in hopes of find a solution to fixing their homes and possibly transforming these forests back to normal. Very few Firbolgs began to retreat back to the last remaining ancient forests while most Firbolg have been integrating into some of the Goliath Tribes and becoming apart of their tribes. As for what the Firbolg have been up to within these remaining ancient forests and these Goliath Tribes it is uncertain as next to nothing is known about these Firbolg. (Firbolgs do not have any curses from the Outsiders as they were isolationists and were relatively peaceful race despite all that was going on in the world).
Order of Rose and Thorns

*The Slayers Guild Known as Rose and Thorns is an all female slayers guild that was created by wood elves but accept other races, as long as they could pass through their initiation. This Slayers guild is separated by two branches, those that want to learn the arts of Slaying and walk the path to become a Slayer or those that are knights who wish to walk the path of becoming a Knight as these are those that have not been selected by an Knight Order or are former knights from various royal kingdoms that have fallen due to the Cosmic Invasion. The guild was named after their two guild masters one is a wood elf who was the adopted daughter of a Noblewomen who had the Last name of Thorns before it was changed. The other being the Noblewomen's actual daughter who was a high elf by the name of Rose. The two children's mother was the original guild master of this guild naming it after her children and was made after her kingdom collapsed. Now with their mother dead it left the guild in turmoil as the two heirs to the guild fight to become the guild master of the guild. Worst of all, one of them is an eternally ill young women, while the other is a disgraced and crippled soldier. Factions and even those slayers within the guild have begun to align on various sides, stoking fears all around the guild that may lead to a civil war brewing...*
Planes of Existence

*Within the campaign there are different planes of existence that the players can go on adventurers about or learn about what happened to the planes of existence (if they were destroyed by the Outsiders).*

* The Underdark
* The Void
* The Far Realm
* The Battlefield of Acheron
* The Abyss
* Infernal Plane
* Celestial Plane
* Astral Plane
* Plane of Shadow
* Ethereal Plane
* Deep Ethereal
* Plane of Air
* Plane of Water
* Plane of Earth
* Plane of Fire
* The Feywild
Sonia Marsk

*"There is no point anymore to living I don't care anymore."*

Sonia was the third announced dead right after her lover Lurcem as she was another victim of the interceptor project much like the rest of the class her body was never found. She had a lot of issues but that didn't change the fact that she was considered family amongst the class.

## Description

Sonia was relatively tall compared to the rest of the class. She had long black hair tied back into a ponytail and wore earrings representing the dark star of Zolous and had deep purple eyes. She often wore a black dress whenever she was not in battle and would wear black studded leather armor in combat. She wielded an odd black longsword that was given to her by her guardian before they presumably died.

## Personality

Sonia was very quiet and reserved but was a bit of a genius. She loved to play various musical instruments and would often perform with Xandra Ravenkiller when she would sing after being asked to do so, so many times prior to the performance. Sonia also loved to cook and would cook meals for everyone when given the chance. Though she is insanely shy, and she gets herself into rough situations with strangers because of it. One time Griffon gave Sonia a crossbow to see what would happen, in a panic she shot 5 people and an old man because of it. She had issues, but she was very sweet and was well liked throughout the class.

## Abilities

One of her supposed issues involved seeing and talking to spirits as she was able to talk to spirits and she viewed them as her friends. She then later learned about other malicious spirits that would come back from the dead and terrorize the living she eventually realized that her blood was magical and used that as a way to kill the undead that would terrorize the living. She discovered that she had magical blood when she was accidently stabbed by Lurcemin training which followed by her slashing his left eye because she panicked.
Grievous Wounds

Occasionally, battle can leave lasting scars on those in the fight. Upon landing a critical hit against a medium or smaller creature (This includes critical hits granted by enhanced critical or other abilities), if that hit deals 25% of the target creature's maximum Hit points or more in piercing, bludgeoning, or slashing damage, a grievous wound is inflicted.

The attacker can choose to cripple a creature's limb (excluding the head), depriving the creature use of that limb. In that circumstances, the target creature must make a Constitution saving throw with a DC equal to 10+50% of the damage taken (up to a current maximum of DC18). On a failed save, the target creature's limb is crippled. This can vary from a broken arm (bludgeoning damage) or a completely severed limb (slashing damage).

Occasionally, certain other damage types can cause crippling wounds, varying upon the type of attack. Such an attack based upon psychic damage for example could cause disorientation or a large amount of stress damage. A cold-based attack could freeze and shatter a limb.

In any event, a crippled limb is considered unusable in combat. Any action that would require full use of the limb is disabled (For example a creature that is granted the multi-attack benefit from having multiple limbs would lose the benefit of that limb), and actions requiring partial use of the limb are taken at disadvantage. Barbarians can ignore the effects of a crippled limb while actively raging, but will still have to contend with effects of the limb after the rage ends.

Extensive medical care can heal a limb back to full effectiveness (certain spells and effects can be used to instantly or rapidly regenerate lost or damage limbs). In the short term, healing magic can be used to repair a critically damaged limb by focusing the magic on the limb alone. In order to repair the limb fully, the entire amount of hit-points lost (due to the hit that severed the limb). Restoring these lost hit-points in this manner does NOT replenish lost hit-points to the character's hit-point total.
Fatal Impact

A very odd calamity that followed after the Cosmic invasion all because the current God of Death has completely forgotten that he is the god of death and believes it is completely human. His consciousness has been shattered across the world of Dephiron sealing parts of his mind and consciousness in ancient tombs, graves, and even within the nightmares of their followers. Death's reapers were unable to help bring spirits back to the afterlife as they were caught in the cosmic invasion and were killed. The god of death is no more, and everyone forgot how to die. Instead of death, mortals linger on the material plane because there is no god to show them the way to the after life. Those who's bodies haven't sustained significant trauma remain as sentient undead in their decaying bodies. Over time they deteriorate and become mindless zombies. Those whose death leave an uninhabitable body become ghosts and wraiths. Undeath is everywhere, and all eventually turn on the living mortals that are still surviving.

This lead to Zolous' followers stepping up attempting to solve the undead problem which caused a rift between the two sides of the situation. Those that believe that it can be solved in the undead were simply given purpose once again and those that believe that those dead should just be put back to rest and are considered the medians between life and death.

*Player's Note: Death Clerics typically follow the belief of giving the undead purpose and wish for the undead to help join the fray of fighting against the Forsaken Gods. Grave Clerics have the strong belief that the dead should just be put to rest and serve as the median between life and death.*