recursal/Fanatic-Fandom huggingface dataset:
Ashenizar

"See what I see."

### Known As

The Shackled, The Blind, The All-Seeing, The Spymaster, The Hidden Hand, The Whisperer

## Description

As penance for his transgressions against the other divine, Ashenizar was chained up and locked away in a secret place the gods are sworn to never reveal. Despite his imprisonment, Ashenizar's influence has not dwindled. He sends whispers of intrigue into any ear that will listen, subtly nudging them to further his mysterious interests.

Most devotees of Ashenizar keep their worship under wraps so as to not provoke skepticism from those with secrets to hide. However, many people act as spies for Ashenizar without even knowing - thinking themselves employees of a mysterious benefactor or even another god.

The other gods regard Ashenizar with distrust and disdain, and despite leaving the god out of their divine deliberations, Ashenizar always seems to be two steps ahead.

## Worshipers

Ashenizar likes it when you:

* Gather secret knowledge
* Manipulate others into doing what you want
* Create plots and execute them successfully

Ashenizar does not like it when you:

* Give away your secrets for free
* Overly trust others
* Get outsmarted

Ashenizar is typically worshiped by spies, politicians, scholars, treasure hunters, and reckless folk hellbent on achieving power over others.

The Knights of the Reliquary are a group of knowledge-seeking adventurers who collect and record secrets from across Nyr before storing them in The Reliquary, a massive library of secrets located deep underground. Many have attempted to plunder the treasures of the Reliquary, but its many layers of traps and deceptions have made it practically impenetrable.

## Blessings

**Minor Favor:** **Shared Secrets** - In exchange for an extraordinary secret, Ashenizar grants some understanding of a topic of your choice. The greater the secret, the more Ashenizar's great wisdom will be imparted. An invisible third eye appears on your forehead, from which Ashenizar can see.

**Major Favor: Thoughtscour -** You may cast the *Detect Thoughts* spell with DC 15 without requiring any components. You may invoke this blessing once per day without losing piety**.**

**Divine Boon: Blind, All-seeing -** You gain 60 feet of true sight.
Littjara

"For seven long years I have waited in penance. And still the faceless ones deem me unworthy of their gift." - Hanlon, Petitioner

## Politics

### Leaders

Faceless Lords

Littjara is a murky brackish swamp region located south of Gnotte. It is the home of the changelings, beings who have undergone a secret ritual to shed their identity and begin anew. The changelings tirelessly defend their borders from those they deem unworthy, but under special circumstances the Faceless Lords will allow outsiders to join their ranks. The leadership of Littjara is as quixotic as its inhabitants, with the number of Faceless Lords changing daily.
Brimstone Archipelago

"You got firebreathing dragons to the east, bloodthirsty brutes to the west, but here? Here's paradise!" - Vance Beckett, Lord High Pirate Extraordinaire (Self-described)

## Society

### Commerce

Pearls, Gems, Fish, Ore, Weapons, Armor, Spices

### Religions

Ondra, Magran, Gell, Ruedicca, Gozag, Nemelex

## Politics

### Government

Military (Westbreeze)Kleptocracy (Vance's Bastion)

Monarchy (Smolderstone)

### Leaders

General Throckmorton (Westbreeze)Vance Beckett (Vance's Bastion)

Thraximundar (Smolderstone)

Named for the many billowing volcanoes that formed the island chain, the Brimstone Archipelago is home to many diverse settlements full of survivalists, sailors, prospectors, colonists, and opportunists. One half of the archipelago is controlled by a settling military force from Gnotte, who have staked their claim of the resource-rich islands to supply their rugged homeland. The other half is controlled by an ancient line of dragons, who command vast legions of dragonborn, kobolds, and mercenaries from their volcanic roost in Cloudpyre. The cold water reefs in the center of the archipelago are occupied by Vance Beckett and his fleet of pirate ships.

## Major Settlements

* Grimfjell
* Vance's Bastion
* Cloudpyre
Requip

Reminder: You must have the weapon equipped ang attacks.

Level 20: Axe

* Skill - Attack: Slice a certain target.
* Skill - Spin: Spins rapidly dealing damage to anyone you hit 10 times.

   Level 40: Spear

* Skill - Attack: Do a spinning slice at a certain target.
* Skill - Spear Charge: Charges to a direction dealing certain amounts of damage.

Level 60: Dual Swords

* Skill - Attack: A double strike slice at your target, speeding you up slightly.
* Skill - Speed Strike: Slices a target dashing while doing so.

Level 80: Armor and Sword:

You get a randomized armor from the ones listed below. This will be your only set(for now you can only get Black Wing armor )

* Giant Armor:
	+ Gives you an extra weapon, the Spear of Haja, and you can throw it to your opponent which has a chance of making the opponent sit down, causing them unable to move for a small amount of time.
* Black Wing Armor:
* ○ How to get the Black Wing armor: First go to the Quest board and then take the red quest after that got to Era and fight "Nikita"
	+ Skill: Moon Flash, which fires two crescent-shaped projectiles that do heavy damage.
* Flight Armour:
	+ Gives you flight blades which give you a speed boost each time you use them. (Not stackable, and is a one-time speed boost except for the speed boost granted by Armour that stays as long as you wear the Armour) Flight Armor also gives a speed buff:skill: forgot the name but launches you forward and if you hit an enemy it does a cool combo animation hitting them multiple times (can hit multiple people for like a chain combo, short-range).

* Heaven's Wheel Armour:
	+ Weapon: Heaven's Blades, and gives you a slight speed buff.
	+ Skill - Bluenblatt, which sends multiple glowing white swords to the opponent.
* Purgatory Armor: Gives a minor speed boost and damage reduction.
	1. Weapon: Spiked Mace
	2. Skill - Slam: When used, this causes the player to jump in the air, and when clicked again, the player "slams" down to the ground, doing an area burst attack and flinging others backward.
Astral Meadow

The Astral Meadow is the expanse of fertile soul-soil worked by the Tenders, a legion of celestial cultivators. To prevent the stagnation of life in the Realms, the gods utilized an ancient Titan construct called the Millstone to grind up departed souls and use what remains to grow new ones.

## The Tenders

The Tenders are celestial beings who maintain and cultivate the expanse of soul dust, using it as a rich soil for the formation of new souls. Whenever fully-formed souls are ready, they are harvested and brought back to the other realms by the Tenders to begin their lives anew. The Tenders are skilled and numerous, but rarely, a pocket of unexpected growth will form in the meadow as a weed does in a garden. These creations are often destroyed by the Tenders shortly after they form, but some evade capture and flee to other planes.
The Creation of Nyr

### The Titans' Betrayal

Hymr is the eldest of Nyr's divine along with his twin brother Rymr. The twin dragons were birthed from a dying star and were imbued with it's terrible power: Rymr, the white dragon, received the gift of destruction. Hymr, the black dragon, received the gift of creation. For countless ages, the cosmic dragons drifted among the stars in search of others of their kind. For countless ages, they found nothing.

The Titans, who called themselves the Travelers, had wrought a great ruin upon their once beautiful home. Their unquenchable thirst for power sundered their world, killing all but a few. Those who remained boarded a great ship named the *Sundfair* and sailed the outer dark for three hundred years before meeting Hymr and Rymr. As the Titans too had no home, Hymr offered to allow the Titans to live along his great back until they found a new home. The Titans spoke with honeyed words of a paradise that was awaiting them, and the impulsive Rymr went ahead in search of it while Hymr remained to protect their intriguing guests.

Now alone, the Titans called to Hymr: Give us a scale from your hide, so that we may fashion a shield to defend ourselves. Hymr obliged, plucking an armored scale from his back. Give us a fang from your fearsome maw, so that we may fashion a spear to fend off enemies. Hymr obliged, prying a massive fang from his mouth. The Titans laughed, for they knew of no paradise. In their travels they had only ever seen endless void. They took up the spear fashioned from Hymr's fang and plunged it deep into the tender flesh that Hymr had exposed by removing one of his scales. The Titans slew the dragon and created their new home among Hymr's corpse. They used his bones to create fertile lands, his blood to create teeming oceans, and the rest to manufacture foul machines and races of servants to operate them.

Centuries later, Rymr returned to his brother bearing news that he had failed to find their new home. But when he saw the defilement Hymr had suffered at the hands of the Titans, he flew into an unquenchable rage. The Titans had forged keen weapons of war to fend off Rymr upon his return, but were woefully outmatched by the dragon's fury. Using all but a fraction of his strength, Hymr unleashed a wave of extinction that obliterated the foolhardy titans in an instant. Withered and bitter, Hymr curled himself around what remained of his beloved brother and fell still. And while he slept, the now liberated servants abandoned the Titans works and crafted their own destinies.
Lysunica

"Here on guild business? Or perhaps a personal matter..." - Helmar Brekovia, Innkeeper

## Society

### Commerce

Information, Industrial goods, Stone, Lumber, Wheat, Mercenaries, Books

## Politics

### Leaders

Senator Vino Velarovic

Lysunica is bustling megalopolis that sprawls across the inner plains of Nyr. It was once five grand estates ruled by powerful families, but centuries of growth and urban development have fused the city into one massive super-city. Once at constant war, the five houses settled their differences and drafted a document of truce sealed with powerful magic. The document became known as The Guildpact, and it prevented any one of the five houses from gaining too much power or influence, among other stipulations.

## The Five Houses

* **House Azorius:** House Azorius is the house most like a governmental organization and the least like a profit-earning guild. This house contains the Azorius Senate, the governing body of Lysunica, as well as the Azorius Legion, an army of disciplined warriors who police the streets of the city and defend it from invaders and thieves. Azorius' Guildmaster is Vino Velarovic, who is also the de facto ruler of Lysunica.
* **House Izzet:** The House of Izzet is renowned in Nyr for their advancements in the study of man and machine. Izzet inventors craft lightning-fueled engines of power and Izzet biomancers practice esoteric magic to manipulate life itself. House Izzet's Guildmaster is Niv'Mizzet, an ancient red dragon who founded the guild centuries ago.
* **House Orzhov:** The secretive guild of Orzhov manages the banks and financial institutions of Lysunica, as well as the more clandestine operations that take place in the city. Lysunicans know to always pay their debts, lest they are paid a nighttime visit from the enforcers of house Orzhov. Orzhov's Guildmaster is Tessa Karlov, a powerful necromancer with a host of undead debtors who continue to pay their balance in the afterlife.
* **House Rakdos:** Filled with artists, mavericks and debauchers, House Rakdos is the least respected guild in Lysunica. House business includes writing books, producing fine arts, and putting on rousing performances for the dwellers of the city to enjoy. Rakdos also runs the many bars, taverns, and places of hospitality in Lysunica. The Guildmaster is Lazav, a former Faceless that reclaimed their identity but kept their shapeshifting ability.
* **House Selesnya:** The enterprising souls of House Selesnya manage the natural spaces and food production of lysunica. A massive network of farms and ranches grow the immense amount of food needed to feed the city's ravenous hunger. House Selesnya also includes many independent guild-workers, who seek security in the house's large size. House Selesnya's Guildmaster is Trostani, a dryad triplet whose bodies and identities have fused together in old age.
Guns

LV 1: Blast Bullet ( fires two shots at the opponent that do small damage but it takes less than a second to recharge, but you need to aim or just keep spamming)

LV 10: Mud Shot ( Fires a ball of mud that traps and flings the opponent away use this move as a combo for spark shot)

LV 20: Sunlight Shot ( It's a slowly expanding giant blinding sphere that if it hits it will make your opponent screen go white also it does damage)

LV 30: Spark Shot ( Series of six shots that paralyzes a target on impact, deals moderate damage per shot)

LV 40: Tornado Shot ( Cyclone like beam that pushes opponents backwards very far)
Character Options

## House Rules

See the House Rules page for house rules.

## Races

Nyr contains some new races, and others may have changed slightly.

See the list of races here.

## Feats

The peoples of Nyr are capable of incredible feats of skill. At character creation, you may learn a feat at first level by reducing one of your highest ancestry ability score bonuses by one. Taking this feat cannot bring any of your starting ability scores higher than 17 at first level.

See the list of feats available here.

## Religion

The people of Nyr worship a pantheon of gods unique to the setting. Devotion to the ideals of a god will grant you piety, which allows you to access divine abilities specific to your god. If you desire, you may begin with a single point of piety in the chosen god's religion, giving you access to the first blessing.

See the list of gods here.
Rogue: Daredevil Archetype

Most Rogues prefer a life of discretion and risk aversion, but not a Daredevil. These bold acrobats constantly seek the thrill of danger. A Daredevil performs dangerous feats that to any other would be certain death.

### Aerial Arts

*3rd level feature*

You leap and twist through the air with graceful movements. Little can stop you from getting where you want to go.

On your turn, you gain flight speed equal to your movement speed, but you can only travel up to half your speed without needing a surface such as a floor or wall to launch yourself from. If you are airborne after traveling half your speed without touching a surface or at the end of your turn, you fall.

You gain an additional way to use your Sneak Attack: You make make a Sneak Attack against a creature when you hit with a melee weapon if you were at least 15 feet above your target in elevation this turn. All other restrictions apply.

### Dauntless

*9th level feature*

You can make a clean landing from any height. You no longer take damage from falling.

Additionally, your constant flirtation with death and danger grant you advantage on death saving throws.

### Unchained Agility

*13th level feature*

Nothing can hold you down. You can easily escape any restraints, magical or otherwise, as if you were under the effects of the *freedom of movement* spell.

### Death from Above

*17th level feature*

You can maneuver yourself in midair to strike opponents in unexpected ways. You have advantage on melee attacks made while airborne and at least 5 feet off the ground.
Rimefal

"You'll sooner find a captain to sail you to the Golden City of the Gods than to that frozen wasteland." - Brunswick, Ship's Mate

## Politics

### Leaders

None

Rimefal is a brutal mountainous land imprisoned within an eternal winter. It was once a part of the southern land of Caeradh, but a powerful wizard-king split the land and moved it far north into the freezing sea in reckless desperation. There is no life in Rimefal, only ice and death.

## Malfegond's Defeat

Malfegond Rimefal and his army of dwarves waged bloody war against his twin sister Vajella for 29 years over control of the mountainous regions in the north of Caeradh. Malfegond was a cunning and powerful wizard, but Vajella was a brilliant statesman who commanded adoration even in the passive giantfolk, who typically never ventured close to any battleground. Malfegond's army was slowly pushed back into the furthest reaches and death loomed close when he devised a desperate spell to save himself. He splintered his home apart and drove it far north into the sea to stave off crushing defeat, but not without terrible cost. The spell went awry and stripped the life from Malfegond and his followers, emtombing them in the ice that shrouded their former home.
Animal Soul

Skills:

Level 1: Cat Takeover: Transforms into a cat. *Skill: Cat Scratch: Scratch and dash like a cat.*

Level 10: Penguin Takeover: Transforms in to a penguin *Skill: Slide Attack: Slide in a direction damaging enemies.*

Level 20: Bird Takeover: Transforms into a bird. *Skill: Wing Tornado: Flap wings and fire a tornado damaging enemies and knocking them back.* *Skill: Fly for a short period of time. (Bird can carry people).*

Level 30: Turtle Takeover: Transform into a turtle. *Skill: While in your turtle takeover, you take no damage at all.*

Level 40: Bunny Takeover: Transform into a gigantic bunny. *Skill: Bunny Stomp: Stomp wherever you are, and deal a huge amount of damage.*
Arkh

"In the coldest heart there lies still an ember of fear. That fear is Arkh, and they are right to be afraid." - Shanna Danic, Paladin of Akrh

## Society

### Commerce

Weapons, Armor, Ore, Processed goods, Mercenaries

## Politics

### Leaders

The Round Table

Housed behind the stained glass windows of the cathedrals of Arkh are Nyr's finest force of paladins. They are so prolific that at any one time half the population of Arkh is journeying abroad, vanquishing evil and spreading the word of their order. An old tradition calls for bad fortune to any paladin of Arkh who dies in their homeland, and as such there are no graveyards or masoleums in Arkh.
Warforged

## Titan's Handiwork

The Warforged were a race of beings created by the Titans specifically for combat. The first warforged were mindless automatons, but the Titans devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning. Since the Titans are long gone from Nyr, the warforged must find their own path.

## Warforged Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

* **Age.** Most warforged are centuries old due to remaining in an inactive state. Active warforged so far have shown to sign of deterioration due to aging.

* **Size.** Your size is Medium. To set your height and weight randomly, start with rolling a size modifier.
	+ Size modifier = 2d6
	+ Height = 5 feet + 10 inches + your size modifier in inches
	+ Weight in pounds = 270 + (4 x your size modifier)

* **Speed.** Your base walking speed is 30 feet.

* **Constructed Resilience.** You were created to have remarkable fortitude, represented by the following benefits:
	+ You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
	+ You don’t need to eat, drink, or breathe.
	+ You are immune to disease.
	+ You don't need to sleep, and magic can't put you to sleep.

* **Sentry's Rest.** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

* **Integrated Protection.** Your body has built-in defensive layers, which can be enhanced with armor.
	+ You gain a +1 bonus to Armor Class.
	+ You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
	+ While you live, your armor can't be removed from your body against your will.

* **Specialized Design.** You gain one skill proficiency and one tool proficiency of your choice.

* **Languages.** You can speak, read, and write Common and one other language of your choice.
Kikuba

"Carry the Black Flame!"

## Description

Kikuba has claimed dominion over all undead, and works to subvert the natural cycle of life and death to bring each corpse to serve in his army of death. Kikuba rules a realm called the Desolation of Salt from his ivory-white palace of bone. From there, the god plots his next terrible move. The symbol of Kikuba's power is the Black Flame, and shares its grim illumination with devoted followers. People who see the Flame know to run before they become chaff for the Bone Lord's army.

Kikuba was once a young human prince named Pontar tasked with leading an army of soldiers after the untimely death of his mother, the queen. His inexperience led to their complete defeat, and the young prince was so wracked with guilt that he begged for death to take him as well. By some cosmic aberration, the young prince's wish was granted, and he became Kikuba, the God of Undeath.

Much time and effort is spent by the divine of the Golden City to prevent Kikuba's invasion of the other realms with his countless army of undead. Kikuba plots against them by encouraging violence and death in the other planes, ever growing his army of bone and flesh.

## Worshipers

Kikuba likes it when you:

* Kill living beings
* Pervert life with necromancy or desecration
* Offer freshly slain corpses, preferably with your Flame

Kikuba does not like it when you:

* Perform burial rites or sanctity rituals
* Show kindness or mercy
* Heal the wounded or dying

Kikuba is typically worshiped by necromancers and those who would corrupt life to further their own goals.

The Order of the Black Flame is a cult that worships Kikuba and strives to feed him the power he needs to begin his rule on Nyr. Leaders of this order are called Black Saints, and they take up positions of prestige and power in the afterlife under Kikuba.

## Blessings

**Minor Favor:** Black Flame - Kikuba grants you a symbol of his power, a torch of ghostly black flame. It is a magical torch that cannot be extinguished unless you desire so. When swung as a weapon, it functions as a magical mace you are proficient with that deals an additional 1d4 necrotic damage on a hit.

**Major Favor:** Honor Guard - As an action, you may raise a corpse or skeleton as an undead servant as if you had cast the ''Animate Dead ''spell without requiring any components. You may invoke this blessing once per day without losing piety.

Additionally, your Black Flame gains a +1 bonus to attack and damage rolls.

**Divine Boon:** Close to Death - You are imbued with a portion of Kikuba’s necromantic corruption. You have advantage on death saving throws. You do not have to eat, drink, breathe, or sleep, and you can complete a long rest in four hours.

Additionally, your Black Flame gains a +2 bonus to attack and damage rolls.
Candlelight Sanctuary

## Academy of Arcane Arts

The Candlelight Sanctuary is a renowned wizard's school that hosts a multitude of eager young spellcasters. The stone walls of its ancient fortress were built millennia ago by unknown hands, and since then it has remained a seat of power and influence in the arcanocracy of Euric. The school is organized into majors, each of which is headed by a Dean.

* Alistair, Dean of Transmutation
* Borgnjor, Dean of Necromancy
* Chei, Dean of Conjuration
* Eringia, Dean of Divination
* Golubria, Dean of Enchantment
* Iskenderun, Dean of Illusion
* Maxwell, Dean of Artifice
* Ozocubu, Dean of Evocation
* Tukima, Dean of Abjuration
Orc

## Born in Chaos

Before the goddess Gratchenhelg began harvesting ripe souls and grinding them into fertile soil, lost souls would linger the outer black until they found their way back to one of the planes. Some noble souls were twisted by the chaotic plane of Muth and were reborn as orcs. Ill-suited to their home, a powerful druid orc opened a rift in the plane which allowed them to migrate to Nyr.

## Orc Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

* **Age.** Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

* **Size.** Orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

* **Speed.** Your base walking speed is 30 feet.

* **Darkvision.** 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 color in darkness, only shades of gray.

* **Menacing.** You gain proficiency in the Intimidation skill.

* **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

* **Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

* **Languages.** You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Ranger: Steeplejack Conclave

Steeplejacks are at home jumping and swinging from the tall spires of grand cities. These Rangers believe that urban and natural environments can coexist in harmony, and that a truly skilled Ranger can traverse both. Steeplejacks can be skilled infiltrators, dauntless bounty hunters, and urban crime fighters.

### Steeplejack Magic

*3rd level feature*

You learn an additional spell when you reach certain levels in this class, as shown in the Steeplejack Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd
 5th
 7th
 13th
 17th

### Ruthless Tracker

*7th level feature*

Whenever you cast a Ranger spell using an action that consumes a spell slot, you may take the Disengage or Search action as a part of that action. Additionally, you can move freely and without penalty through spaces occupied by ally or enemy creatures. You cannot end your turn in another creature's space.

### Daredevil Landing

*11th level feature*

Once per turn when you land after traveling 30 feet or more through the air, you unleash a powerful burst of force. Each creature within 10 feet of you must succeed on a Strength saving throw against your spellcasting DC or take 2d8 thunder damage and be pushed 10 feet away from you.
Voss

"Another drink! Another dance!"

## Description

If you aren't enjoying yourself, then what's the point? Voss spends his days in the Golden City partying, drinking, and engaging in contests of physical prowess. Voss does not see harm in pranks or jokes, and marks every triumph with a great celebration. Celebrations themselves can also be triumphs, of course.

Each year, many folken and wilden alike take part in the Great Revel, a massive festival honoring Voss that lasts three days and nights. The first one to wake after the night's celebration chooses the location of next year's Great Revel.

## Worshipers

Voss likes it when you:

* Take it easy and enjoy life
* Celebrate victories with gusto
* Cause hilarious mischief

Voss does not like it when you:

* Take things too seriously
* Do not offer a portion of all your plunder and prizes to Voss
* Lose

Voss is typically worshiped by farmers, barkeeps, brewers, drunks, athletes, hedonists, and Satyrs.

## Blessings

**Minor Favor:** May Your Cup Overflow - As an action, you may summon wine into a vessel within 5 feet of you. You may create up to a gallon per day.

**Major Favor:** Party Animal - You have advantage on charisma ability checks and initiative rolls made against those who have celebrated or had a drink with you within the last hour. In addition, you suffer none of the ill effects of consuming alcohol.

**Divine Boon:** Dancing Fool - You choose a creature you can see within 60 feet to be the Fool of the celebration. They begin to dance a ridiculous jig as if you had cast the Irresistible Dance spell with DC 15 and without requiring any components. You may invoke this blessing once per day without losing piety.
The Council

"The Path begins with a single step."

## Description

In an early age, five great human warrior-poets ventured into the wilds of Nyr to find a home where their people could prosper after they were driven from their homeland. They were considered the wisest teachers of their people, and their teachings which outlined the steps toward physical and spiritual enlightenment were called The Path. For many years they wandered the lands of Nyr while their people waited for their return. While their resolves were strong, their bodies gave way to the harsh lands of Nyr, and the five of them perished.

But unlike all other souls, whose life-force is ground into the dust that makes up the Astral Meadow, the five warrior-poets passed through the Millstone intact, having achieved true self-determination in life. Venerated by their people, they emerged as a divine being composed of five parts of a whole.

People who follow The Path are called aspirants, and often gather in large groups in monasteries in order to support each other in their lifestyle. Many hope that by their dedication and rigorous training of the body and mind, they will be added to the Council upon their death. Some hold aspirants of The Path with great respect, but others feel like they are selfish for not using their great skills to do good in life.

While the original followers of The Path were human, the Council is now worshiped by all who aspire for self-mastery.

## Worshipers

The Council likes it when you:

* Train your body rigorously
* Shun earthly pleasures
* Live an examined and deliberate life

The Council does not like it when you:

* Live an opulent lifestyle
* Do not show honor in combat
* Let your emotions get the best of you

The Council is typically worshiped by monks, warriors, scholars, travelers, and aspirants of The Path.

## Blessings

**Minor Favor:** Blessing of the Crane - Your jumping distance is doubled.

**Major Favor:** Blessing of the Monkey - Creatures within 30 feet of you cannot gain advantage on attacks made against you.

**Divine Boon:** Blessing of the Dragon - You cannot be charmed, frightened, knocked back or knocked prone.
Goblin

## Small and Wrathful

Goblins are small humanoid creatures that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges fromgreen and yellow through any shade of orange to a deep red. Goblins possess within them a burning need for vengeance against those they feel have wronged them that they can channel into indignant strength. Like all goblinoids, goblins are created by negative emotions. In the goblins' case, that emotion is anger.

## Goblin Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

* **Age.** Goblins reach adulthood at age 8 and live up to 60 years.

* **Size.** Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

* **Speed.** Your base walking speed is 30 feet.

* **Darkvision.** 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 color in darkness, only shades of gray.

* **Fury of the Small.** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

* **Nimble Escape.** You can take the Disengage or Hide action as a bonus action on each of your turns.

* **Languages.** You can speak, read, and write Common and Goblin.
Firbolg

## Gentle Giants

Firbolgs resemble humans only slightly bigger, and the males sport great, thick beards. Their tough skin is pinkish-blue or grey, and their hair, though it comes in many colors, is usually either red or blond and worn long. A firbolg's voice is deep and smooth, and they tend to roll their consonants when speaking. They are tall, strong, and have an innate connection with the wilds. While they are typically peaceful, they defend themselves from provocation with druidic magic and great skill with weapons.

## Attuned to the Spirits

Firbolgs are innately sensitive to the inner spirit of every living creature, even plants. It is through communing with and understanding these nature spirits that the Firbolgs derive their wisdom and strength. All Firbolgs possess the ability to communicate with these spirits and call upon simple magics.

## Firbolg Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

* **Age.** As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

* **Size.** Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

* **Speed.** Your base walking speed is 30 feet.

* **Firbolg Magic.** You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

* **Hidden Step.** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

* **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

* **Speech of Beast and Leaf.** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

* **Languages.** You can speak, read, and write Common, Elvish, and Giant.
Ursi

## Formidable Guardians

The Ursi are a ponderous people with slow, lumbering movements to match. Created from bears centuries ago by a powerful biomancer to protect their valuable artifacts from plunder, they remain invaluable protectors despite striking out to forge their own destiny generations ago. Ursi possess thick hides that are resistant to attacks, and potent senses of smell that rival even bloodhounds.

## Ursi Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.
* **Age.** Ursi mature a little slower than humans, reaching adulthood around age 30. Ursi age slowly and can live up to 200 years old.
* **Size.** Ursi are larger and bulkier than humans, and they range from 6 to 8 feet tall. Your size is Medium.
* **Speed.** Your base walking speed is 25 feet.
* **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Bear Claws.** Your claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Bulky.** Your durable body can withstand attacks. At 1st level, your hit point maximum increases by 1 and it increases by 1 again whenever you gain a level.
* **Keen Smell.** You have advantage on ability checks that rely on your sense of smell.
* **Languages.** You know Common and Ursi. Ursi is a simple language of grunts, growls, and gestures with no written form.
Satyr

## Festive Folk

Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by two simple desires; to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness. Most Satyrs worship Voss, and the god is often portrayed as a Satyr.

## Satyr Features

* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

* **Age.** Satyrs mature and age at about the same rate as humans.

* **Size.** Satyrs range from just under 5 feet to about 6 feet in height, with generally slender builds. Your size is medium.

* **Speed.** Your base walking speed is 35 feet.

* **Fey.** Your creature type is fey, rather than humanoid.

* **Ram.** You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

* **Magic Resistance.** You have advantage on saving throws against spells and other magical effects.

* **Mirthful Leaps.** Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

* **Reveler.** You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.

* **Languages.** You can speak, read, and write Common and Sylvan.
Raba Esse

"The sun shines brighter in no other place on Nyr!" - Gladius Gladius, Imperial Captain

## Society

### Commerce

Stone, Agriculture, Books, Engineering, Weapons, Armor

## Politics

### Leaders

Emperor Artorix Caecillius

Raba Esse is a powerful empire state in the south of Nyr that is ruled by the Imperial Halflings. Raba Esse's military captains and trade moguls can be found far across the continent, bargaining their organization and expertise for influence in the region. The climate of the region is milder than the rest, and the land is dotted with vineyards, orchards, and farms. Essan engineers are renowned, and their works stand tall in contrast to the Halflings' short stature.
Lizardfolk

## Esoteric Hunters

Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater. Their traditions involve bizarre blood rituals, cycles of fasting and feasting, and combat prowess as the means to determine leadership.

## Lizardfolk Features

* **Ability Score Increase.** an ability score of your choice increases by 2, and another increases by 1.

* **Age.** Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

* **Size.** Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

* **Speed.** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

* **Bite.** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

* **Cunning Artisan.** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

* **Hold Breath.** You can hold your breath for up to 15 minutes at a time.

* **Hunter's Lore.** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

* **Natural Armor.** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

* **Hungry Jaws.** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

* **Languages.** You can speak, read, and write Common and Draconic.
Poisoncraft

## Nefarious Toxins

You can create mixtures designed to debilitate and kill. You need the following things before you can attempt to craft an item with Poisoncraft:

* A Poisoner's Kit
* A recipe for the item you wish to create
* A certain amount of poisoncraft components, represented by their worth in currency

If these requirements are satisfied, you can use downtime to craft poisons. It takes 1 hour of time to craft one dose of poison. Upon completion you successfully craft the object if you succeed on an Intelligence or Wisdom (Poisoner's Kit) ability check against the object's crafting DC. Otherwise, you lose the components used and must start again.

## Application Method

The quality of the poison is secondary to the method of application. For example, some poisons are deadly when entering the blood, but completely harmless if eaten.

**Injury** poisons must be applied to a melee weapon or five pieces of ammunition. On a successful hit that deals damage, the poison will take effect. When applied to a weapon or five pieces of ammunition, the poison remains potent for one minute unless stated otherwise.

**Ingested** poisons must be eaten or drank in order to take effect. They remain potent for one hour after being mixed into food or drink.

**Inhaled** poisons must be in the air when the character takes a breath. These poisons can either be placed under a target's nose with a Dexterity (Sleight of Hand) ability check contested by the targets Acrobatics, or tossed at a target within 30 feet as an improvised ranged attack. After performing either of these actions, the poison is rendered inert.
Lunarium

"The greatest score in all the realms, just beyond my reach." - Zolahad, Spell-thief

The Lunarium is the silvery counterpart to the Solarium. It serves as the gods' compendium of knowledge as well as a vault for their many artifacts of power. Sif Muna the Lorekeeper looks after the Lunarium and thwarts the many attempts to breach its walls by conniving burglars. It produces no light on its own, but nonetheless the light from the Solarium shines so brightly that is reflects off the Lunarium's surface, forming what mortals call the Moon.
Solarium

The Solarium is a massive sphere of shining gold and brass that soars high above the realms, providing it with light and warmth. The great construct was designed by Gell the Architect as a home for the gods and its divine forge is kept alit by Magran's passionate flame. It is the location of the Golden City, where most of the gods hold court.

Its counterpart is the Lunarium.

## Golden City

Sitting atop the great Solarium is a shining city of gold where the divine make their home among their celestial servants. The Golden City is ruled by The Shining One from his blazing throne.
Pact Powers

Beings with enough power to form arcane pacts with others are formidable forces of change in the mortal plane and elsewhere, perhaps rivaling even the divine. Mortals may form contracts with these powers in exchange for service, and the most skilled bargainers wield their fraction of power with great purpose, becoming Warlocks.
Dragonborn

## Draconic Avatars

Dragonborn have many features similar to the type of dragon they or their ancestor defeated or formed a pact with. They are tall, strong, their bodies are coated in hardened lizard scales, and they possess a mighty breath weapon.

## Dragonslayer Ancestors

Dragons are among the mightiest beings in Nyr, but they possess a secret: their power may be granted to others if they consume the dragon's blood. Some dragons will grant their most trusted servants a glimpse of their power, but many wary dragons are hesitant to undergo the ritual because with each share of power given, their own power wanes. However, if a dragon is killed, those who know of the ritual may drink freely the blood of the slain dragon, infusing them with draconic power and creating a Dragonborn. Depending on the strength of the dragon, the powers may be inherited many generations or only a few before running dry.

## Rightful Rulers

Many Dragonborn are revered by folken and considered to be imbued with divine right to rule over them. As such, many Dragonborn proudly boast of their dragonslayer bloodlines and believe themselves to be natural leaders of civilization. However, wilden believe that Dragons are wicked beings and their blood will curse those who drink it with misfortune.

## Dragonborn Features

* **Age.** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

* **Size.** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

* **Speed.** Your base walking speed is 30 feet.
* **Ability Score Increase.** An ability score of your choice increases by 2, and another increases by 1.

* **Draconic Ancestry.** You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.

* **Breath Weapon.** You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your

ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. You may use your breath weapon a number of times equal to your proficiency modifier until your next short or long rest.

* **Damage Resistance.** You gain resistance to the damage type associated with your color.

* **Languages.** You can read, speak, and write Common and Draconic.