recursal/Fanatic-Fandom huggingface dataset:
House Sia'Dar

### Heraldry

vert, a wildebeest rampant proper, claws and fangs gules(a rearing brown wildebeest with red claws and teeth on green)

## Overview

House Sia'Dar is the only Royal House that strictly clings to a matriarchal line of heritage, with Sia'Dar men generally held apart from the most important dealings. Sia'Dar women, on the other hand, are passionate and fierce and appear in public as warlike and unafraid of any challenge. They cherish experiences and personal skills over any other house.

They dress practically, preferring armours, leathers, and occasionally fur. Their outfits are always martial and show off their military prowess, and their weapons crafting is among the best in the galaxy.

Often proud and temperamental, they're said to boast the sharpest tongue amongst the Royal Houses and are famous for not suffering fools. Many entreating them for an audience or for their favour have found themselves in hot water when House Sia'Dar thought they were trying to take the easy way out.

Too honest for a true political career, House Sia'Dar is the only House that can count on true internal assistance if trouble threatens one of their own. Fiercely proud of their independence, their main political motivation is to keep themselves free of any ties that would drag them into obligations. Their hard-working, hands-on attitude has gained the respect of many new-school Nach'Nakara, but most other noble houses still consider them second-class.
Deren (City)

Deren: City of Enlightenment

## Deren

The City of Deren is part of the Kingdom of Deren, ruled by a monarch. The largest and busiest city on Lor, and their influence spans the entire continent of Deren. Deren powerful standing army and a strong navy.

Boasting the greatest library and art gallary in the world, Deren is considered to be the prime place for scholarly pursuits both in this world and beyond. The library constantly see many hopeful scholars, trying vigorously to master their subjects from history to the arcane.

The shopping district of Deren stocks some of the rarest artifacts from all corners of the Galaxy, thanks to it's central location and avaliability of both ports and space stations, Deren constantly imports and exports goods to other planets in the Galactic Federation.

Although historically in contest with K'eld Ner, since their addition to the crown, Deren has become a beacon of enlightenment and military strength, unmatched by any other city on the planet, and that which rivals much larger planets in the galaxy.
House Sparrow (Passer domesticus)

As small and plentiful as this bird is, you can't eat just one.

The house sparrow (Passer domesticus) is a bird of the sparrow family Passeridae. A small bird, it has a typical length of 16 cm and a mass of 24–39.5 g. Females and young birds are coloured pale brown and grey, and males have brighter black, white, and brown markings.

The house sparrow is strongly associated with human habitation, and can live in urban or rural settings. Though found in widely varied habitats and climates, it typically avoids extensive woodlands, grasslands, and deserts away from human development. It feeds mostly on the seeds of grains and weeds, but it is an opportunistic eater and commonly eats insects and many other foods. Its predators include domestic cats, hawks, owls, and many other predatory birds and mammals.

 Abilities

* **Challenge** 0 (10 XP)
* A**rmor Class** 12
* **Hit Points** 1 (1d4 - 1)
* **Speed** 5 ft., fly 20 ft.

* **Skills** Perception +3
* **Senses** Passive Perception 13

### Actions

* **Beak.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
Kingdom of Asterisk

State Leader

Army Field Marshal

Naval Marshal

Air Marshal

The Kingdom of Asterisk is A Democratic Kingdom near the Republic of IndoKerbal

## History

Is far from known as The Kingdom itself Exist Couple Hundred years ago. The country Itself was Born by King Alaric the 1st as it's King. The country is Known for his Export of Food and Mineral from the Near North Pole.

Being the Country Has the Largest Mineral Export from The North Pole is good but the country has been Struggle with The Economy from the Beginning, But the country still hold on.

On the Year of 1834, the Country Economy is Booming from the Industrial Revolution. Exporting many Product, and of course the Economy is getting better overtime.

Despite all of this the Country is State Leader are Corrupt Politician so the King Establish Protocol Serbian for the Corrupt Politician. after all Of this the Country is Free from the Corruption .

## Military

Kingdom of Asterisk is itself a Country with an Average Army, Navy and Air Force,

The Army has 780,00 Active Combat Personel and 120.000 Reserve Personel

The Navy has 200.000 Active Combat Personel and 50,000 Reserver Personel.
Central Powers Alliance

## Territory and maps

### Motto

"Et nos unum sumus. Nos sunt ultimum. Potestates sunt societate.""We are one. we are ultimate. we are the Central Powers Alliance.

### Anthem

"The theme of Unity"https://www.youtube.com/watch?v=mml-X3YBrUM

## Government

### Government

Alliance

The Central Powers Alliance is an alliance on United Kerbin.

## Formation

The CPA was formed when Toonu proposed trade agreements with Twonger, Twonger then proposed it become a full-blown alliance, meaning Twonger would leave the Miyagata Pact, and Toonu gladly accepted. A couple of days later, North Sinoi joined the alliance followed by Edusa. This meant the alliance was 4-strong, with some of the strongest nations under its belt.

## Goals

To achieve unity among the entire world through whatever means.

To destroy everything that is seen as a threat to unity.

To develop science and technology further than ever.

To preserve Kerbin.

## Nations and organisation.

The CPA relies on majority votes, but the larger nations can veto something to their will, such as the Norean invasion of February 2 and other decisions. It has 5 nations under its belt: Twonger, Toonu, Edusa, North Sinoi and Nore..

## Weaponry

The Alliance has access to member states entire inventory of weapons, excluding nuclear weapons which are in discussion whether the launcher codes will remain in hands of individual countries or if they will be handled into Joint High Command of the Alliance.

The aliance has its well known countries bringing in their best abilities. Twonger's advanced drones, Toonu Empire advanced air forces and naval forces. Edusa strong and well motivated socialist army and North Sinoi forces.

### Joint Task Force Noricum

The Alliance is currently building its common uniform Alliance Armed Forces (AAF), but its detached unit, the Joint Task Force Noricum is already operating in the Norean republic and securing the country from any threats or attacks. The Joint Task Force Noricum is composed of 4 Brigades, the 27th Grenadier Brigade of the Imperial Army, 4th Brigade of Edusa people's army, 21st Brigade of Twonger and Joint 1st Regiment composed of Twonger, Edusa and Empire air forces in the area.

**to be expanded**
United Empires of Kersia

**History**

Early History

## United Kingdoms of Kercia

The first tribes settled in the Northern parts of the peninsula around 10,000BC. In 100BC the house of Kercia (later renamed to the house of Kersia) became the dominent tribe of the North. The 1st Kercian Empire lasted until 66AD when the Alexian tribes swept through the lands, raping and pillaging the people. The Kercian Royal family escape to the KSC islands, many refugees also arrived. in 120AD the Family finally launches an invasion of their former lands. Its was amazingly successful and even took some of the Alexian lands. the 2nd Kercian Empire had arisen and was more powerful than the origional.

**Wars**

Apart from the Civil War of 1806 Kersia has been a relatively peaceful nation.

**Government**

The government is lead by the Chair of the Council of Regents and is elected every 4 years.

**Military**

The army consists of 400 APCs, 200 Tanks & 150,000 service men and women

The air-force consists of 150 attack choppers,100 transport choppers, 50 strategic bombers, 30 tactical bombers, 250 fighters and 175 ground attack airctaft

The navy consists of 1 carrier, 5 cruisers, 6 destroyers and 50 auxiliary craft
Shalebuck

### Cry

While not very fast, they are extremely difficult to move, displace, or chip. The stone armor accumulates over time reflecting the creature's habitat.

Intact Shalebuck horns are difficult to come by, as they often shatter into many fragments when they are broken off.

Assessment: Defensive, cathemeral omnivour.

Taste: Shalebuck has hard and greasy meat, and tastes like ashes and bitter chicken.

## About

Taste: Best cooked as chunks of meat with chilly sauce, the taste is best described as like a salty melon.

The shalebuck are highly resilient creatures. With thick fur and thicker armour plating, these creatures are slow moving yet fears nothing. Often found in pair or small groups, these creatures consume anything that can grow in the harsh environments of the Cloudscrape Crags.

Their horns are highly prized, and can be used in many crafts. Their fur too is thick and luxourious, but it's an arduous task to remove the hardened stone armour that grows to cover this mighty beast.

## Abilities

* **Challenge** 6 (2,300 XP)
* **Armor Class** 13 (natural armor)
* **Hit Points** 126 (11d12+55)
* **Speed** 40 ft.

 24 (+7)

* ***Trampling Charge.*** If the Shalebuck moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Shalebuck can make one stomp attack against it as a bonus action.

### Actions

* ***Gore*.** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
* ***Stomp*.** Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Produktfremstilling af prototype

Før man går igang med fremstillingen af produktet, er det vigtigt at have en plan for hvordan man vil fremstille produktet.

Her er et flowdiagram en god idé. Lav en "opskrift" på hvordan i/du vil lave produktet/prototypen.

   *Her er et eksempel på hvordan et flowdiagram ser ud.*

*- Processen er delt op step for step, så det er nemt og overskuligt.*

Før selve processen går igang er det vigtigt at tjekke om man har alle de materialer man skal bruge. En materialeliste er en god ide for at man ikke glemmer nogle af de materialer man skal bruge.*'**Der er ikke noget ved at gå igang med processen og så ikke kan komme videre fordi man mangler en vigtig del til sit produkt.***

**VIGTIGT!**

*Hvis der er værksteder, laboratorier eller køkken til rådighed er det en god idè at sikre at i/du kan være der for at lave dit/jeres produkt.*

*- Sikkerhedsregler på værksteder,  laboratorier, samt køkken skal overholdes! (spørg din lærer).*
Islas Magnificos

### Anthem

"El tema de la orden""The theme of order"https://www.youtube.com/watch?v=efoV5eR1yoU

## Demographics

### Internet TLD

.co.mg

**The Republic of the Islas Magnificos** is an island nation located in the mouth of the White Sea, across the border between the continents of Gargonia and Centrila.

## Organisation.

The islands are in a state of Totalitarian Dictatorship. No-one has the power to rise against the government unless they rebel, which is usually unsuccessful.

## Law and political freedom.

The islands are very totalitarian, with anyone stepping out of line shot or tortured. Political Freedom? What's that?.

## Military

### Overview

It has a relatively small army of 50,000 soldiers, these are all conscripts brought on against their will at 17 and last until they either die or reach 35, where they can choose to quit or they can carry on and hopefully get promoted. Standard issue is either a Stonecap A12 or a Balleti Specter.

### Air Force

It has a pretty small airforce, consisting of 50 fighter/bombers, 70 medium attack helicopters, 10 large supply craft, 20 utility helicopters and one prototype helicopter.

### Ground Force

A decent ground force, with 12919 light utility vehicles, 5392 armoured utility vehicles, 1292 tanks and 2212 amphibious landing craft. Also a single prototype tank.

### Navy

The navy is pretty weak, having about 130 corvettes, 2 aircraft carriers, 1321 fast patrol boats and 239 landing craft.

## History

The island was discovered by Twench explorers in 1593. It was then took over and stayed that way until 1879 when it begged for independence, Twonger deemed it not worth fighting over so they let it happen.

It then continued like a nation would, developing its own language and culture.

That was, until '72, when a general known as Rico Rodriguez took over the nation via military coup. It then entered a totalitarian dictatorship and has been that way since then.

Several rebel uprisings happened, but they were quickly eliminated.
Duskrat

Tiny beast, unaligned.

The duskrat is actually a closer cousin to the common mouse than a rat. They are extremely sensitive to light and only come out after dusk.

Assessment: Harmless.

Taste: Like a rat.

* **Challenge** 0 (10 XP)
* **Armor Class** 10
* **Hit Points** 1 (1d4-1)
* **Speed** 20 ft.

* **Senses** blindsight 30 ft., darkvision 30 ft., passive Perception 10

* ***Keen Smell.*** The duskrat has advantage on Wisdom (Perception) checks that rely on smell.
* ***Light Sensitivity.*** The duskrat will attempt to flee sources of bright light. If exposed to bright light, it will become Blinded.

**Actions**

* ***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:*1 (1d1) piercing damage.
Satin Pocketmouse

Living in arcane-fused fields does strange things to satin pocketmice. Though they can thrive in a variety of climates, they are distinguished from Glowing Pocketmouse by their tenacity during harsh winters and ability to swim. Smarter than most mice, their fins are as expressive as their ears, and are obvious indicators of their mood.

Assessment: Edible, highly flavoursome.

Taste: A fancied delicacy, the satin pocketmouse has a sweet taste of chocolate and vanilla.

* **Challenge** 0 (10 XP)
* **Armour Class** 10
* **Hit Points** 2 (1d4)
* **Speed** 20 ft., swim 10 ft.

* **Senses** Darkvision 30 Ft., passive Perception 10

* ***Keen Smell.*** The satin rat has advantage on Wisdom (Perception) checks that rely on smell.
* ***Snow Camouflage.*** The satin rat has advantage to Dexterity (Stealth) checks in snowy or icy environments.

**Actions**

* ***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:*1(1d1) piercing damage.

## See Also

* Glowing Pocketmouse
* Duskrat
Winter Wolf

### Cry

Unlike the grey wolf, the arctic-dwelling winter wolf grows incredibly large and has snow-white fur and pale blue eyes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

Packs of winter wolves run throughout the Boreal Wood. While not the dominant predator, they are the most numerous.

Assessment: Avoid - Be vigilant for ambush in snowy areas.

## Abilities

* **Challenge** 3 (700 XP)
* **Armor Class** 13 (Natural Armor)
* **Hit Points** 75 (10d10+20)
* **Speed** 50 ft.

 18 (+4)

* **Skills** Perception +5, Stealth +3
* **Senses** passive Perception 15
* **Languages** Common, Giant, Winter Wolf
* **Damage** **Immunities** Cold

* ***Keen Hearing and Smell**.* The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
* ***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
* ***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

### Actions

* ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:*(2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone
* ***Cold Breath (Recharge 5-6).*** The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Wraith Hound

Dripping with disease, these hellish hounds disguise themselves as carcasses. They prey on unsuspecting scavengers that come to feast. The chilling howl of these phantom dogs can be heard for miles. Their smoldering skulls with toothy grins don't have any eyes, but they can somehow still see. Capable of animation long after the host body has been destroyed, the best tactic for dispatching these airborne skulls is with a quick projectile.

Assessment: Defensive, be vigilent for the skull.

Taste: The body is edible, but not very good. Cook well to remove toxins and bacteria. It has the texture of jelly, and its flavor is best described as sour apples.

## Abilities

* **Challenge** 4 (1,100 XP)
* **Armor Class** 15 (Body), 17 (Skull)
* **Hit Points** 76 (10d10 + 21)
* **Speed** 60 ft., fly 30 ft. (hover)

* **Skills** Perception +5, Stealth +6
* **Damage Resistances** Cold, Fire, Lightning, Thunder
* **Damage Immunities** Necrotic, Poison
* **Condition Immunities** Exhaustion, Petrified, Poisoned, Restrained, Unconscious
* **Senses** Blindsight 60 ft., Darkvision 60 ft., Passive Perception 15

* ***Keen Hearing and Smell*.** The wraith hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

* ***Ambusher***. In the first round of a combat, the waith hound has advantage on attack rolls against any creature it has surprised.

* ***Detachable Skull.*** The wraith hound can detach its skull from its body. The skull can move independently and travel up to 120 ft. away, and has 38 (5d10 + 11) hit points. If the body is killed, the skull will automatically detach. If the skull is destroyed before the body, the body also dies.

### Actions

* ***Bite*.** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage and 7 (2d6) necrotic damage.
* ***Sickening Breath.*** *Ranged Magic Attack:* +6 to hit, reach 20 ft., one target. *Hit:* 9 (2d4 + 4) necrotic damage and 5 (2d4) fire damage.
Federation Ambassadors

The Galactic Federation prides itself on being the pinnacle of technological and moral enlightenment, as an allied group of systems united in shared history, goals, and ideals, the Federation employs a well trained team of ambassators to broker peace and coorporation between the different planets in the system. These individuals are held in high esteem, and hold great responsibility throughout the Federation.

## Bard Subclass: College of Diplomacy

### Bonus Proficiencies

When you join the College of Diplomacy at 3rd level, you learn an additional language of you choice. You also gain proficiency with the forgery kit and two additional skill proficiencies from Insight, Persuasion, Deception, Performance, and Sleight of Hand.

### Tactful Aid

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

### Guarded Thoughts

At 6th level, you gain advantage on saving throws against being charmed and frightened. Additionally, your thoughts can't be read by telepathy or other means unless you allow it.

### Diplomatic Immunity

At 14th level, as a reaction when you or a friendly creature within 30 feet of you is targeted by an attack, you may force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. You may use this skill a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.
Guild of Handling

> *“Don’t get sentimental. A beast is a tool. Our role is to find the right tool for the task and to make sure they’re of the finest quality. Nature is our kingdom; never forget that we were born to rule it.”*
>
>

> — Arkon Hella d’Vadalis
>
>

## House Vadalis

The Guild of Handling gives its members a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse.

House Vadalis plays an important role in daily life. Vadalis ranches produce meat, mounts, and more. Vadalis isn’t one of the most powerful houses, but its barons are generally content; they’re more interested in discovering new monstrosities than engaging in the politics of the Dragonlord Houses.

House Vadalis breeds and trains beasts for a wide range of purposes. While they maintain vast cattle ranches and train horses and hounds, the Guild of Handling allows Vadalis to work with more exotic creatures as well. Griffons, hippogriffs, and even bullettes can be bred and trained. Vadalis also works with more intelligent beasts, such as giant owls, displacers beasts, and pegasi. Even within the Guild, this is dangerous work; there’s a lot of turnover at the bullette ranch. But these exotic creatures aren’t enough to satisfy the most innovative members of the house, and this has led to the practice of "magebreeding". Using their inborn magic and dragonshard focus items, Vadalis has found ways to create magical creatures. Typically, this results in a superior version of a mundane creature — an animal that is stronger, faster, and smarter. But rumours claim that Vadalis has crafted monsters of its own. Some rumours even insist that Vadalis has been trying to magebreed better humans...

## Racial Traits

A character born to House Vadalis has inborn magic that replaces their racial traits with the following:

* **Ability Score Increase:** Your Dexterity and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.
* **Wild Intuition:** When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll an additional d4, and add the number rolled to the ability check.
* **Expert Handling:** You can use the help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you.
* **Primal Connection:** You can cast *animal friendship* once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.
* **The Bigger They Are:** When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding
Guild of Sentinel

> *“Protection is my purpose. I defend the innocent from those who would do them harm. For my siblings, this is a job; for me, it’s a calling.”*
>
>

> — Harric d’Deneith, Sentinel Marshal
>
>

## House Deneith

The power of Sentinel blood warns and protects. It heightens senses and reflexes, allowing their members to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who of the Guild of Sentinel is prepared for danger.

War flows in House Deneith's veins. For centuries, the Blademarks Guild of House Deneith has governed the mercenary trade. While those born to the house are among its most elite forces, House Deneith brokers the services of a wide range of soldiers. Beyond the battlefield, the Defender’s Guild provides exceptional bodyguards for those who can afford their services. House Deneith is also renowned for its Sentinel Marshals, agents that hold the authority to pursue criminals and enforce the law across the Valyrian Empire. The Sentinel Marshals hold the honour of the house in their hands. Being a Marshal is a privilege, and it comes with high expectations.

The Sentinel Marshals aren’t allowed to own land or obtain noble titles, despite being of noble heritage. House Deneith has always abided by these edicts, maintaining absolute neutrality and upholding Valyrian law on all sides, noble and commoner. However, there’s a faction that feels that Deneith should use its power for its own purposes, not just in the service of others. House Deneith is also caught in an escalating rivalry with House Tharashk, which is edging into the mercenary trade.

## Racial Traits

* **Ability Score Increase:** Your Strength and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.
* **Sentinel’s Intuition:** When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll an additional 1d4, and add it to the ability check.
* **Sentinel’s Shield:** You know the cantrip *blade ward*. You can cast *shield* once with this trait and regain the ability to do so after you finish a short or long rest.
* **Vigilant Guardian:** As an action, you can designate an ally you can see as your ward. You have Advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack.
* **Languages:** You can speak, read, and write Common and Draconic.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding
Granemor

### Heraldry

Azure, a harp within a crescent cendrée, bordure of the secondA grey harp inside a grey moon on an azure field with a grey border

## Overview

The cursed city with high castle walls built on the edge of Darkovia forest, Granemor is haunted by all kinds of evil.

Ruled by a Queen and defended by knights, it's rumoured to secretly be run by necromancers. To add to it's sinister reputation, Granemor denies entry to many visitors on the grounds of them being outside agents.

The town is eerie and seems to be always lit by moonlight, as nights here seem to last much longer than day. Granemor is home to a variety of species, including humans, halflings, elves and dwarfs. The town also houses a great population of undead, and encounters are so common it is treated by locals as part of routine.

Inspite of all this, Granemor remains a highly populated city.
Lolosia

Beachside town of Lolosia

## Overview

Lolosia is a beachside town home to many famous pirates, and its port houses many ships. Sailors of all types congregate here.

Lolosia is considered a prime vacation spot, with beautiful sandy beaches and fair weather. It is reputed to have some of the best pubs in the world. The town does not distinguish between commoners or nobles, and welcome people from all walks of life. Pirates, spies, knights, everyone is the same under the eyes of Lolosia, and thus many criminals can find refuse in this beachside paradise, provided they cause no trouble here.

Another attraction of the town is being one of the rare locations known to be frequented by water elves.
Grey Wolf (Canis lupus)

### Cry

A number of wolves never lose their summer colors. These individuals are uncommon and generally smaller than their snowy-coated brethren, the winter wolves.

Assessment: Avoid.

## About

Wolves play a key role in keeping ecosystems healthy. They help keep deer and elk populations in check, which can benefit many other plant and animal species. The carcasses of their prey also help to redistribute nutrients and provide food for other wildlife species, like grizzly bears and scavengers. Scientists are just beginning to fully understand the positive ripple effects that wolves have on ecosystems.

Wolves eat ungulates, or large hoofed mammals, like elk, deer, moose and caribou, as well as beaver, rabbits and other small prey. Wolves are also scavengers and often eat animals that have died due to other causes.

Wolves live, travel and hunt in packs of 7 to 8 animals on average. Packs include the mother and father wolves (called the alphas), their pups and older offspring. The alpha female and male are typically the pack leaders that track and hunt prey, choose den sites and establish the pack's territory. Wolves develop strong social bonds within their packs.

Wolves have a complex communication system ranging from barks and whines to growls and howls. While they don't actually howl at the moon, they are more active at dawn and dusk, and they do howl more when it's lighter at night, which occurs more often when the moon is full.

## Abilities

* **Challenge** 1/4 (50 XP)
* **Armor Class** 13 (Natural Armor)
* **Hit Points** 11 (2d8+2)
* **Speed** 40 ft.

 12 (+1)

* **Skills** Perception +3, Stealth +4
* **Senses** passive Perception 13

* ***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
* ***Pack Tactics**.* The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

### Actions

* ***Bite*.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:*7 (2d4 +2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Lanturnfish (Myctophid)

## Appearance

Lanternfish are small mesopelagic fish of the large family Myctophidae. One of two families in the order Myctophiformes, the Myctophidae are represented by 246 species in 33 genera.

## Behaviour

Sampling indicates that lanternfish account for as much as 65% of all deep sea fish biomass. Boreal myctophid remain stationary, close to the surface of the water, making them an easy food source for predators.

## Abilities

* **Challenge** 0 (10 XP)
* **Armor Class** 13
* **Hit Points** 1 (1d4-1)
* **Speed** 0 ft., swim 40 ft.

* **Senses** Darkvision 60 Ft., passive Perception 8
* ***Water Breathing.*** The lanturnfish can breathe only underwater.

### Actions

* ***Flail***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*1 (1d1) bludgeoning damage.
Shell-Dwelling Cichlid (Lamprologus ocellatus)

Around 24 species of lamprologine cichlids use abandoned shells for shelter. Most, however, are not obligate shell-breeding cichlids and will spawn in other caves or crevices.

*L. ocellatus* Juveniles measure about 6 millimetres (0.24 in) at hatching, while adults grow up to 5.8 centimetres (2.3 in) TL. They range in color from a light brownish color to a gold/yellow color. These fish, like all shell dwellers, live in snail shells. They live in colonies amongst each other and raise their young in the shells.

Incredibly picky and discerning, these house-hunters typically vie for the shells with the shiniest interiors.

* **Challenge** 1/4 (50 XP)
* **Armour Class** 14 (Shell Armour)
* **Hit Points** 5 (1d8 + 1)
* **Speed** 0 ft., Swim 30 ft.

* **Senses** passive Perception 8
* ***Water Breathing.*** The cichlid can breathe only underwater.
* ***Shell Dweller.*** The cichlid has advantage to Dexterity (Stealth) checks while motionless and hiding in its shell. If there are 2 or more creatures within 5 ft. of it, the cichlid can make *hide away* as a bonus action.

**Actions**

* ***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. Hit: 2(1d4) piercing damage.
* ***Hide Away.*** The cichlid can hide away in it's shell, it is no longer visible from the outside, appearing to be a normal shell. For that round, it's armour class increases to 17 and its movement speed is reduced to 0 ft.
Concordat

## Overview

Those regions closest to The Flower Court suffered the most from its overbearing presence. In the south, the Mansas of Korilandis raised a mighty empire in the sands. West of the mountains, the Khazari wrought wonders of their own. Yet on the thin strip of land between the Eastern coast and the forest walls of the Flowering Court, a thin string of fishing villages and hill forts were all that were allowed to grow.

Hemmed in by the sea on one side and the implacable borders of the Flowering Court on the other, these tiny, stunted realms existed on the edge of destitution as a patchwork of petty kingdoms. Some looked to the sea and mingled with the Korilandines to build great ships and depart for lands unknown. Others looked to the borders, to the walls of spell and thorn, and waited.

When the Flowering Court fell, the hardscrabble coastal lands exploded into what had become an untamed wilderness. Bold explorers and adventurers hacked roads out of the underbrush and raised kingdoms of their own upon the new frontier. Halls of wood gave way to castles of stone, and the coastal kingdoms grew wealthy and prosperous through the acquisition of new trading partners and hinterlands.

The Concordat had been an idea: an alliance of petty monarchs, to pool their resources and push into the unknown frontier as a response to the constant outbreak of skirmishes between the new settlements. Then, it became a city: a meeting place for the various rulers of the old kingdoms, as well as the leaders of newly-established frontier settlements.

Now, it is a power in its own right: a permanent assembly of self-governing city-states devoted to mutual protection, pushing yet further inland, and discovering the remaining secrets of the Flowering Court.

Alongside the capital, and its founding members, the Concordat also includes former frontier outposts turned into powers in their own right.

The greatest of these is Kendrickstone.
Bamboo Phytocat

Little is known about how the Bamboo Phytocat's physiology evolved.

They are highly social and desire contact. It's important to play with your phytocat for at least fifteen minutes every day.

Taste: Although the bamboo shoots that grows on it is basically regular bamboo, the meat tastes somewhat like lamb blended with celery and lettuce.
IPCEI

IPCEI (International Prisoner Complex of Edusa Island) is United Nations controlled area and complex of Prison which includes 4 security levels. The Area is divided by many perimeter walls with guards, snipers and remote controlled machine guns. There is always at least 3 perimeter walls to the outside of the prison and the Coastal perimeter walls (CPW) is 10 meters high. Except for that, the prison is patrolled by Patrol boats and the prison has available small garrison of military forces including few helicopters.

## History and creation

The prison complex was created after mass attack of Edusan dictator on its own people resulting in destroying the Edusa island. After this event, the international community decided its faith and decided to rebuild the island into the prison controlled by international community via the UN.
Shalefin (Placoderm)

## Physicality

The tiny flecks of stone this fish ingests while grazing are recycled to provide thick, armored scales.

## Abilities

* **Challenge** 1/4 (50 XP)
* **Armor Class** 15 (Natural Armor)
* **Hit Points** 27 (5d8+5)
* **Speed** 0 ft., swim 40 ft.

* **Senses** passive Perception 11
* ***Water Breathing.*** The shalefin can only breathe underwater.
* ***Armored Scales.*** Any nonmagical weapon takes a -1 penalty to damage rolls against the shalefin.

### **Actions**

* Bite. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:*5 (1d8 + 1) piercing damage.
Eurasian Red Squirrel (Sciurus vulgaris)

The red squirrel is an arboreal, omnivorous rodent. It has a typical head-and-body length of 19 - 23 cm, a tail length of 15 - 20 cm, and a mass of 250 - 340 g.

The long tail helps the squirrel to balance and steer when jumping from tree to tree and running along branches, and may keep the animal warm during sleep.

The red squirrel, like most tree squirrels, has sharp, curved claws to enable it to climb and descend broad tree trunks, thin branches and even house walls. Its strong hind legs enable it to leap gaps between trees. The red squirrel also has the ability to swim.
Hainu

Hainu come in many colours, and two sizes. Regular, and miniature. Always thrilled to play, this bright canine can make for the perfect distraction or exercise. Wild Hainu travel in packs, the alpha of each pack leads the yearly migration, taking the lead position in the V-formation.

 Abilities

* **Challenge** 1/8 (25 XP) Minature, 1/4 (50XP) Regular
* **Armor Class** 12 (Minature), 13 (Regular)
* **Hit Points** 7 (3d4), 22 (4d8+4)
* **Speed** 30 ft., fly 40 ft. / 40 ft, fly 60 ft.

* **Skills** Perception +3
* **Senses** Passive Perception 13

* ***Keen Hearing and Smell.*** The hainu has advantage on Wisdom (Perception) checks that rely on hearing or smell.
* ***Pack Tactics.*** The hainu has advantage on an attack roll against a creature if at least one of the hainu's allies is within 5 feet of the creature and the ally isn't incapacitated.

### Actions

* ***Bite**. Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit*: 4 (1d4+2) piercing damage.
Dragonhome

House Crag stood alone at the plinth, a singular, stout group to match the Pillar they were charged to maintain. Watching the diminishing shapes of the excitable explorers, gone, on the southern horizon. They will maintain the greatest weapon of this world, and under their vigilant gaze, their eager sibling houses thive.

## The Pillar of the World

The sorrowful, crumbling remains of the final vestiges of the Federation. It is this monument alone that towered above the world, acting as the base of a great magical shield whose purpose was once to isolate this planet and shoot down any who would break the Federation's quarantine. House Crag's leaders now reside here, guarding the structure that may one day come to protect the land once more.

## Greatwyrm's Breach

The mighty break in the eggshell-shaped mountain range surrounding the Pillar, named for its visual allusion to the hatching of a giant dragon. It is said that the gorge reaching westward towards the sea housed the first re-settlers of Sornieth, and the intricate series of networked caverns that dot it support this claim. A storied realm for Sornieth, many of the old homes here are known for their murals and cave-paintings telling of the ancient feats performed by their gods in the shaping of the world.

### Local Fauna

* Boneskitter
* Rock Rattlesnake (Crotalus lepidus)
* Shadow Serpent

## The Shattered Plain

A rocky, barren expanse of skittering stone and parched, packed dirt lined and featured with innumerable cracks. It is amongst the larger rocks that House Crag choose to build, away from the shards of dancing stone. The difficult labour required to dig and sustain a home in the Plain is the worst of the area's challenges however, making it an ideal ground for those intending to carve a living and avoid the more dangerous parts of ancient Dragonhome.

### Local Fauna

* Giant Desert Centipede (Scolopendra heros)
* Eastern Racer (Coluber constrictor)House Sparrow (Passer domesticus)

## Cairnstone Rest

An ancient burial ground, the Cairnstone Rest possesses the richest gem deposits in Dragonhome. Prospectors take care to avoid the imposing obelisks and standing stones; however, in the digging of mines and expanding homes, accidents can happen. A network of caves and tunnels, the deepest of which rests the dead kin and heroes of Sornieth.

### Local Fauna

* Goliath Beetle (Goliathus goliatus)
* Runic Bat

## Forgotten Cave

House Crag has endeavoured to map the many cave systems of Sornieth. An ancient lair, long forgotten, has been rediscovered, leading to vast and expansive tunnels that reach deep beneth the earth and out towards the sea.

### Minerals

* Copper
* Nickel

### Local Fauna

* Eastern Subterranean Termite (Reticulitermes flavipes)
* Ancient Fungus
* Blue Dragon (Pteraeolidia ianthina)
* Devil Firefish (Pterois miles)
* Bramble Guardian
* Reef Snail
* Cave Jewel
Sparrowmouse

A terror to anyone who gardens. Flocks of sparrowmice can frequently be heard rustling in the walls of poorly constructed homes.

Assessment: Edible

Taste: The sparrowmouse surprisingly tastes more like beef.

## Abilities

* **Challenge** 0 (10 XP)
* A**rmor Class** 12
* **Hit Points** 1 (1d4 - 1)
* **Speed** 20 ft., fly 40 ft.

* **Skills** Perception +3
* **Senses** Passive Perception 13

* ***Mimicry*.** The sparrowmouse can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

### Actions

* **Beak.** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
Serin

### Atmousphere Composition

65.1% carbon dioxide, 17.0% oxygen, 12.2% sulfur dioxide, 5.2% argon, 0.5% nitrogen, trace other gases

### Temperature

* Min Temp 299 K (26 °C)
* Avg Temp 307 K (34 °C)
* Max Temp 307 K (34 °C)

## Civilization

### Inhabited By

* Humans
* Manticore
* Fungaling

### Tech Level

Spacefaring (orbital spacecraft, cybernetics, laser weapons)

Serin is a planet of the Phoenix Empire, best known for its violently omnivorous flora and fauna as well as being the birthplace of the last three Phoenix Emperors.

## Climate

Serin has a relatively short day and a slightly lower gravity than earth. The climate is warmer and more humid, but is rendered mostly irrelevant as the violent, omnivorous, usually poisonous and always hostile flora and fauna of Serin renders all unprotected human life outdoors virtually impossible.

## Inhabitants

Serin is known for the export of drugs, poisons, and precious organic materials. There are a few native sapient races that inhabit the wilds, including the Fungaling and the Manticore.
Guild of Detection

> *“If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with whoever’s holding that blade… that’s what we do.”*
>
>

> *— Archon Trelib d’Medani*
>
>

## House Medani

The Guild of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw connections and interpret clues others might miss. By actively drawing on its magical powers, the bearer can detect poisons and study the energies of magic.

The Warning Guild of House Medani brokers the services of bodyguards and inquisitives. Medani advisors specialize in risk assessment and management, protecting clients from both physical and social threats. While Medani overlaps with the inquisitives of House Tharashk and the bodyguards of House Deneith, the Warning Guild specializes in subtle threats and complex mysteries.

The members of House Medani generally has little interest in the power struggles that sometimes break out between the other Dragonlord houses. Many Medani heirs are more interested in helping their communities than in raw profit, and Medani heirs often work with local law enforcement or help those who can’t afford their services.

## House Traits

A character born to House Medani or trained from youth in their guild has their racial characteristics replaced by the following.

* **Ability Score Increase:** Your Intelligence and Charisma scores both increase by 1. In addition, one ability score of your choice increases by 1.
* **Deductive Intuition:** When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one additional d4, and add the number rolled to the ability check.
* **Sense Threats:** You can cast the *detect magic* and *detect poison and disease* spells, but only as rituals. Intelligence is your spellcasting ability for these spells.
* **Darkvision:** Thanks to your draconic blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
* **Fey Ancestry:** You have Advantage on saving throws against being charmed, and magic can’t put you to sleep.
* **Languages:** You can speak, read, and write Common and Draconic.

## Feat: Detection Training

* Your Deductive Intuition bonus die increases by one size to a maximum of d10. (d4, d6, d8, d10)
* Increase your Charisma or Intelligence score by 1, to a maximum of 20.
* You learn the spells *See Invisibility* and *True Seeing*, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You regain use of this ability after a long rest.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding
Bumble

The bumble rarely stings. This giant, solitary species of bee lives in coastal areas. It is known for burrowing into desiccated pieces of coral as their nest.

   The beeswax they produce are a necessity for making candles and chapsticks. Prized for its water resistance, it’s the secret ingredient to slicking back hair and fur for that extra shine.

Assessment: Unagressive. Source of beeswax.

* **Challenge** 1/2 (100 XP)
* **Armor Class** 12
* **Hit Points** 13 (3d8)
* **Speed** 10 ft., fly 40 ft., swim 40 ft.

* **Senses** passive Perception 10

**Actions**

* ***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:*5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage. The target must make a dc on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Shatterbone Vulture

These imposing zombie-vultures can spend weeks perched on the same spot, waiting for weakened creatuers to succumb. These undead often find themselves the center of attention of its own kind, and they are known to often prey on each other.

This creature is highly adaptable, and their ability to quickly multiply has caused them to be able to extend their habitat through much of Sornieth, although the Tangled Wood still houses the majority of their number. This vulture has two subtypes, the Carcasswing variant which is resistant to necrotic damage, and Frostbone variant, which resists cold. This is due to them adapting to different habitats, with the less common Frostbone variant being able to better insulate their wings, preventing the formation of ice and maintaining stable flight.

Interestingly, this creature is highly resistant to diseases, with no known cases of one dying from such an ailment. This resistence is perhaps one of the reasons that the Shatterbone vulture can survive on food even scavengers would overlook. This also makes the Shatterbone vulture edible. And as long as one removes the feathers, it is unlikely they will transmit disease. Although this creature has so little meat on it to begin with, it's almost not even worth it. But there is meat on those bones, throw it in a pot, add some broth and a potato, and vulture stew!

Assessment: Necessary waste recycler. Edible in an emergency.

Taste: The meat produces a milky secretion when stewed, and tastes fermented and pickled all at once, almost like pickled cheese.

## Abilities

* **Challenge** 1 (200 XP)
* **Armor Class** 10
* **Hit Points** 20 (3d10+4)
* **Speed** 10 ft., fly 60 ft.

* **Skills** Perception +3
* **Damage Resistances** Necrotic (Carcasswing only), Cold (Frostbone only)
* **Senses** passive Perception 13

* ***Keen Sight and Smell.*** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
* ***Opportunist.*** The vultures' attack rolls have advantage if its target has less than half of it's normal maximum health.

### Actions

* ***Multiattack***. The vulture makes two attacks: one with its beak and one with its talons.
* ***Beak.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7(2d4 + 2) piercing damage.
* ***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9(2d6 + 2) slashing damage.