recursal/Fanatic-Fandom huggingface dataset:
Ranger: Primeval Guardian

*Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.*

*These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.*

### Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

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### Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.

You undergo the following changes while in your guardian form:

* Your size becomes Large, unless you were larger.

* Any speed you have becomes 5 feet, unless the speed was lower.

* Your reach increases by 5 feet.

* You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

### Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

### Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum

### Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

### Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
Barbarian: Wild Magic

*As folk of deep feeling, barbarians are especially susceptible to the wild influences of magic that exist throughout Suoaïa, with some being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.*

### Magic Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Wild Surge

Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

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### Bolstering Magic

Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

* For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.

* Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Unstable Backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

### Controlled Surge

At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Summit of LimitedHistory and CanineMinecraft

The Summit of LimitedHistory and CanineMinecraft was a short meeting between LimitedHistory, representing the Kingdom of Elliom, and CanineMinecraft, representing himself and the coalition, to discuss a way forward regarding hostilities present between the two. It included an exchange of information and a duel to perceive what sort of technology difference existed between the two entities. With CanineMinecraft's defeat in the duel, it became clear that the coalition was not as powerful as the Kingdom of Elliom believed them to be. Highlighting this difference and that a peaceful resolution to the situation would be impossible, the summit led to LimitedHistory declaring The Great War.
Aetherreich

*The Aetherreich Kingdom was a kingdom on the Moundmakers server. Its article has been left untouched out of respect, and updated information on it can be found in the article for the town of Aetherreich.*

## **Aetherreich Kingdom**

***Geography and Architecture***

With it's Capital situated atop a towering mountain peak, the Aetherreich Kingdom boasts breathtaking panoramic views of the surrounding lands and floating islands. The Kingdom consists of 2 towns, Cloudhaven and Skyridge, along with it's Capital Aetherreich.
Ranger: Hunter

*Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.*

### Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

* Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

* Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

* Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Defensive Tactics

At 7th level, you gain one of the following features of your choice.

* Escape the Horde. Opportunity attacks against you are made with disadvantage.

* Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

* Steel Will. You have advantage on saving throws against being frightened.

### Multiattack

At 11th level, you gain one of the following features of your choice.

* Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

* Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

### Superior Hunter's Defence

At 15th level, you gain one of the following features of your choice.

* Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

* Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

* Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Elliomer-ALOT War

The Elliomer-ALOT War was a conflict between the Kingdom of Elliom and the Kingdom of ALOT. It took place at midnight on September 2nd, 2023, and lasted around 2 minutes. The war ended with the Kingdom of ALOT and the city of ALOT (formerly ALOT Capital) being annexed and integrated into the Kingdom of Elliom. All former ALOT citizens were previously invited to join and live as they used to under the protection of the Kingdom of Elliom, and JustJeans9896 and AirZeus21 accepted such invites soon after the end of the war, although AirZeus21 left 30 minutes later after razing and plundering the town at the expense of previous ALOT citizens and JustJeans9896 was forcibly removed after found to be conspiring with the Anti-Elliom Coalition. The Kingdom of ALOT's former leader, CanineMinecraft, outright rejected this request and instead joined the Kingdom of Monastery.

The Elliom Victory Monument was constructed shortly after the war's end by Bowmanium and stood as a warning to spectators. However, the monument was vandalized by KachowMapping of the Kingdom of Coalition during the Coalition-Elliom War when the town was occupied. It has now been repurposed as a monument to the destruction of the city with which Bowmanium carried out on September 6th, 2023, as a warning to those who may attempt to betray the Kingdom of Elliom just as JustJeans9896 and AirZeus21 are considered to have done. To replace the Elliom Victory Monument, the Elliomer Monument instead now stands in the center of the town.
Bard: College of Valor

*Historical buffs, Bards of the College of Valor are actors, singers and scholars whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. They sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.*

### Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armour, shields, and martial weapons.

### Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Monk: Shadow

*Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.*

### Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast *darkness*, *darkvision*, *pass without trace*, or *silence*, without providing material components. Additionally, you gain the *minor illusion* cantrip if you don't already know it.

### Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

### Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

### Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Druid: Circle of Dreams

*Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.*

### Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

### Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

### Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

### Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.
Second Ransack of Camp TicketBee1738

The Second Ransack of Camp TicketBee1738 was an anti-barbarian raid carried out by Kingdom of Elliom member raiisleep against TicketBee1738's camp. The short battle consisted of raiisleep killing TicketBee1738, stealing all valuables, and burning all remaining items. It was a continuation of raiisleep's campaign against Camp TicketBee1738 and the Ransack of Camp TicketBee1738, and it ultimately led to TicketBee1738 joining a coalition against the Kingdom of Elliom.
Doshism

Doshism is a religion followed by the Elliomer people and is the state religion of the Kingdom of Elliom. The religion is an influential institution that is intolerant of all other religious practices. The leader of the Doshist Church is the Lord, OmegaPlayz3462. Masons' house is built upon and thereby an extension of the Bolungkaka Holy Site.

### Doshism Code

* Force is necessary to accomplish any and all goals of the Lord.
* The preservation of Doshism is of utmost and primary importance of the state.
* Basketball must be played in celebration of Lord's wishes and as a symbol of the Doshist faith.
* Daily worship of the Lord is mandatory or face execution for blasphemy.
* Any and all other false deities and religious practices shall be immediately and brutally annihilated.

On September 2nd, 2023, a more strict interpretation of this code was embraced by Elliom Capital and, by extension, the Kingdom of Elliom, that has led to the nation's conquest of the Kingdom of ALOT. If this serves as any example, Doshist followers are likely to continue their conquests.
Crowmure

Crowmure is a resource hub within the Kingdom of Elliom. Founded by LimitedHistory with the sole purpose of collecting lumber from the nearby Scarlet Forest, it is entirely uninhabited and devoid of any structures or notable features, although it is home to 4 skeleton horses that were originally in the nearby Camp\_CadenceIsMusic with which Crowmure annexed after its deletion during The Dark Age. It is accessible by the Elliom Roadway Network's E1 and is the final stop along its 2km stretch. The town's importance cannot be understated, as it is the location that the majority of wooden building resources were drawn from for the initial construction of the Elliom Capital city.
Torre de Umbrella

Torre de Umbrella (English: Umbrella Tower) is a supertall structure standing in the northern region of Elliom Capital. Built by Elliomer umbrellamine, with minor assistance from Masons and bananapants3462, Torre de Umbrella is the tallest structure in Elliom Capital, standing at 154 blocks tall and occupying an area of 69 square meters. Initially, it stood as a birch tower, and the cobblestone casing was finished on September 2nd, 2023.

Torre de Umbrella was formerly named "Umbrella Tower" and "Tour de Umbrella," though both names are still used by Elliomers today.

Construction of Torre de Umbrella began on August 26, 2023, almost immediately after umbrellamine first joined the Kingdom of Elliom at Elliom Capital. He “had no idea what else to do in here,” which is his justification for building a structure of this nature, and chose birch as it was the most abundant resource in the city at the time. Originally, umbrellamine intended to keep the tower at its height of 154 meters after completing the cobblestone exterior, but is considering increasing it due to the ongoing construction of another structure outside the Elliom walls by Masons, which is currently taller than Torre de Umbrella.

Torre de Umbrella officially has no designated function, being classified as a “just for funsies” by the head builder. However, its presence as a large building has led some to call it a beacon for those trying to find their way back to Elliom—it is said that Elliomer kimbe0423 found her way back to the city once because of the building.
Coalition

The town of Coalition is a town in the Kingdom of Elliom located in the harsh snowy plains nearby the Elliom Roadway Network's E1 between Crowmure and Grayvale. It was originally the capital of the Kingdom of Coalition, founded by KachowMapping, but since has been conquered by the Kingdom of Elliom in the Coalition-Elliom War with which it defeated the Kingdom of Coalition in. The town is entirely undeveloped, save for the Elliomer monument placed at the center at the conclusion of the Construction of the Elliomer Monument.
Wildlands

The town of Wildlands is the former capital city of the Kingdom of Wildlands and was founded by Illidan92. It fell due to inactivity during The Great War and was swiftly reestablished by the Kingdom of Elliom who subsequently razed and plundered it. It is largely undefended, and it is unknown if the Kingdom of Elliom will take measures to protect it or leave it to be overtaken by barbarians. However, it is believed that LimitedHistory has plans to revitalize the town and restore it to much of its former glory.

The town has five primary areas, being Cake Town, the Wildlands Tree, the Wildlands Underground, the Wildlands Monument, and the Wildlands Cave:

* Cake Town is the original location of Camp\_JakeCanBake. Realizing that he had no way to create his own kingdom due to being too close to the former Kingdom of Wildlands, JakeCanBake instead joined the Wildlands as a resident, and his area, called Cake Town due to the cake discovered in the dirt there, now remains as a subdivision of the town of Wildlands.
* The Wildlands Tree refers to the primary portion of the original Kingdom of Wildlands' residential area and used to contain work stations, chests, and living space, including a treehouse above it. It was raided during The Great War and is now in a state of disrepair.
* The Wildlands Underground is a large mineshaft and mob grinder underneath the Wildlands Tree. It used to contain a farm and barrels, but these have since been removed as part of ongoing Elliomer land appropriation.
* The Wildlands Monument is situated south of the other subdivisions of Wildlands and stands tall to look out over the lush jungle.
* The Wildlands Cave is a lush cave at the end of the river with which the Kingdom of Wildlands was founded upon. It contains several residential buildings and workstations. On September 27th, 2023, over 10 days after reestablishment by the Kingdom of Elliom, LimitedHistory discovered yet another previously-unknown portion of the Wildlands that is in an entirely-separate lush cave north of the one that was originally known about. Plans are being made to transfer its riches to Elliom Capital.

The Wildlands Monument.Cake Town as of September 16th, 2023.The Wildlands Tree as of September 16th, 2023.The Wildlands Underground as of September 16th, 2023.The Wildlands Cave as of September 16th, 2023.
Cloudhaven

The town of Cloudhaven is a town in the Kingdom of Elliom. It is located nearby the towns of Aetherreich and Skyridge. It was originally a town in the Kingdom of Aetherreich that was lost when the Aetherreich Capital fell to the Kingdom of Elliom during The Great War. The town was then reestablished by the Kingdom of Elliom's ruler, LimitedHistory. Its only building is the Elliomer monument.
Fighter: Champion

*The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.*

### Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

### Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

### Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

### Survivor

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

*Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.*

### Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

*Maneuvers.* You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

*Superiority Dice.* You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

*Saving Throws.* Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

### Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

### Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Strength score

* Dexterity score

* Constitution score

* Armor Class

* Current hit points

* Total class levels, if any

* Fighter class levels, if any

### Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

### Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Fighter: Samurai

*The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.*

### Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

### Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

### Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

### Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

### Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.
Elliom Border Settlements

The Elliom Border Settlements refer to a collection of six towns, with the original five being the towns of Afaya, Arbreton, Aspermont, Bayle, Knoxmoor, that had all sprung up along the border of Elliom Capital, as well as the much older town of Shadowmoor that has, as of September 25th, 2023, been connected by claims to Elliom Capital and the other five. They are all part of the Kingdom of Elliom, although most are highly underdeveloped compared to the central area of Elliom Capital:

* Afaya was originally along the northern border of Elliom Capital but has since become mostly landlocked after Shadowmoor was connected to the rest of the region. The town is entirely undeveloped.
* Arbreton is sparsely-populated, with the only resident reporting for census counts being Vectronr. He has been granted special permissions in the region, including building rights and permanent residency, after agreeing to develop the region. He has since helped with the Elliomer Land Reclamation Project in the eastern side of the Elliom Capital superregion and has begun building a house.
* Aspermont is mostly undeveloped and is restricted to settlers. It is used for dangerous buildings and machines including the Elliom Mob Grinder.
* Bayle is similar to Arbreton, being sparsely-populated and having only one resident, malewaif, that reports for census data. Malewaif has similarly built some amenities in the area and has been granted building rights and permanent residency.
* Knoxmoor is the least-developed of all 6 towns and has no special status, buildings, amenities, residents, or other notable features. It may be considered an extension of the Elliom Expanse.
* Shadowmoor was originally founded jointly by LimitedHistory and darktyui long before the other 5 towns were founded and was one of the original 3 towns in the Kingdom of Elliom. During The Dark Age, its two primary residents, darktyui and Coco1441, were lost to inactivity. As such, the town came under direct rule of the crown after martial law was declared by LimitedHistory. It has since been connected to the Elliom Capital superregion, joining the original regions of Elliom and Shadowmoor as one. As such, Shadowmoor is now the northern border of the superregion.
Monk: Sun Soul

*Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.*

### Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

### Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.

You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

### Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

### Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Ranger: Monster Slayer

*You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.*

### Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer 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
 9th
 13th
 17th

### Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

### Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

### Supernatural Defense

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

### Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

### Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Catch! Teenieping ships Wiki

# ♡Welcome to the catch! teenieping shipping wiki!♡

In the catch! teenieping shipping wiki, we cover about all the ships in the catch! teenieping community, whether its popular or underrated any kind of catch! teenieping ship is allowed.

Ever since august 2023, we have been covering (and still covering) about your favorite catch! teenieping ships, we would appreciate it if you help us grow this wiki by sharing it to your fellow catch! teenieping fans and contributing to it!

### **IMPORTANT NOTICE**

this wiki is pretty inactive, so expect outdated pages and vandalism

## Notices and Messages

### **♡Check out the catch! teenieping wiki first!**

if you new here, its best to check out the catch! teenieping wiki first

### ♡**Don't get too excited, baro!**

Before editing or contributing to this wiki, remember to read the rules first!

create a page without permission and you will face the consequences!

### ♡**Spoiler alert, Tweet!**

This wiki may contain spoilers on the series or franchise, be aware and keep in mind that you may find spoilers!

However, information for upcoming seasons/seasons that still dont have english subtitles may be incorrect, or there may be no information about it at all
Barbarian: Ancestral Guardian

*Some barbarians feel a connection to their tribal ancestors from long, long ago. These barbarians somehow manage to commune and channel their ancestral warriors of the past, lingering in the modern world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.*

*Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.*

### Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

### Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

### Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

### Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.
Raiisleep

raiisleep is a noble of Elliom Capital and a co-keeper of the suburbs. They are *mostly* loyal to LimitedHistory and the Kingdom of Elliom by extension; they however often become distracted by their own whims which they pursue at all costs, even to the detriment of their allies and to their God, bananapants3462 (namely the vandalism of the Bolungkaka Holy Site). They formerly ran a slum in the Elliom Suburbs until it was forcibly shut down by Urban Planner Bowmanium due to health violations caused by being built out of mostly dirt, by natural gas seeping into the home through a cave connected by water elevator, and by lack of any amenities, notably bathrooms, being present whatsoever.
HeartOnlyping

The Ship. Heartonly Is The ship Of Heartsping And Only ping The Ship Started In Season 2 To Season 3

**Season 2:**

When Heartsping Met Onlyping She Thought Something Was Off About Onlyping In Ep 21 Jennie Suggests The Jewel Teeniepings And Onlyping Have A Picnic In A Woods Then Maskping Appears Then Uses A Magic Flute To Make The Jewel Teeniepings Follow Her Then Jennie Comes In The Cave And Finds Out That Onlyping Is Maskping!

**Season 3:** The Onlyping Comes With Jennie And BrainWashes The Key Teeniepings In Goodbye Key Teeniepings She Apologizes For How Mean She Was Then Heartsping Hugs Her Along With The Others Key Teeniepings
Gochuping

* icon
* interaction

## About

Gochuping is the ship between Heartsping and Gogoping

## Ship name

The name gochuping is a mix of gogoping's name and heartsping's korean name (하츄핑/Hachuping)

## Interactions and history

Throughout Season 1, Heartsping and Gogoping have stood near each other in art and in the show. In the episode " The arrow of Luvping ", Heartsping shows a lot of strong affection towards Gogoping, implying that she might have feelings for him. In other episodes she has been seen hugging and dancing with him in a romantic way.

##### First Interaction

Their first interactions was in "You Can Do It, Maya!" Where Gogoping first appeared on the show, Romi thought that Gogoping hurted Maya purposely and it was just a prank, Heartsping tried chasing Gogoping and tried to catch him but he dodged her and made her hit her head on the ground, Baroping tried to chase him as well but heartsping managed to forcefully grab him and hold him for Baroping to catch him but he threw Heartsping into Baroping and they bumped each other. After Romi managed to catch Gogoping they realised it was a misunderstanding and they tried to apologize to him and convince him to use his magic to help Maya

##### In "The Arrow of Luvping"

Heartsping was minding her own business, just having a nice cup of tea. Gogoping came to her and called her but she got scared and accidently broke the cup, which was her favorite. Gogoping got a cut on his skin from the shattering piece of cup but Heartsping still didn't care about him and more about the cup and blamed him for breaking it. Gogoping was sad that all she could care for was her cup even if he did got injured. While Romi was trying to catch Luvping.

They were mad at each other and didn't want to see each other, but Luvping was about to strike her arrow on Heartsping but Gogoping immediately jumped to save her, and it struck him instead, The arrow did not disappear and Luvping's magic did not work on him, causing the arrow to be stuck in his heart and almost die. Heartsping was crying saying that she was an idiot for caring about a cup more than him and the arrow should have struck her instead, when she cried her tear is what brought him back, as her tears do have a special magic confirmed in the show.

## Galleries

### Screenshots

Heartsping and Gogoping Dancing togetherGogoping carrying berriesHeartsping and Gogoping playing with NoripingHeartsping tired of GogopingGogoping sleeping in Heartsping's roomGogoping and Heartsping togetherHeartsping mouring Gogoping's deathGogoping scaring HeartspingGogoping taking a funny photo of HeartspingHeartsping chasing GogopingHeartsping Forcefully Grabbing GogopingHeartsping holds Gogoping while Baroping tries to catch himGogoping Throwing HeartspingGogoping and Heartsping Amazed by Ian's cakeDisappointed Heartsping and Gogoping
### Fanart

Check out posts and fanart at the Gochuping tag!
Healptping

## About

**''Healptping''** is the ship between Heartsping & Sculptping

## Ship name

The name **''Healptping''** is a mix of Heartsping's name and Sculptping's name.

## Interactions and history

In ''Where's My Muse,[1] Sculpt?'', when Sculptping then hears Heartsping screaming, who's holding onto the sculpture that he's created, and notices just who she is: his fabled Twinkle Twinkle! He tells his creation to let go and tells Heartsping that he's been waiting for her all day.

After catching Sculptping, Sculptping works on his "strange" creation that serves as his grand gesture for Heartsping at the Teenieping School. She's taken aback by the look of it, asking why the mouth is on the cheek, which the others laugh at for it being so "moving." But Joahping tells Heartsping she's actually proud for her, since the sculpture isn't as beautiful as she is, saying that she envies her for receiving Sculptping's affection.

## Galleries

### Screenshots

Sculptping confesses to HeartspingHeartsping in Sculptping's pov
Tralletping

* Icon
* Interaction

## About

Tralletping, also known as Trustlletping is the heteromantic ship between Trustping and Balletping.

## Ship name

The ship name Tralletping is a mix of Trustping's and Balletping's name

## Interactions and history

In "Twirl Whirl Teenieping Ballet" Trustping and Balletping played a major role in the episode, they were seen dancing together and having a lot of interactions together, at the end of the episode they sat eating choco balls together. The way Trustping was amazed and inspired by Balletping could possibly imply that he has a crush on her.

## Gallery

### Screenshots

Trustping and Balletping sitting with eachother at the end of the episodeBalletping being strictBalletping checking on TrustpingBalletping throwing Trustping's choco ballTrustping and Balletping Doing ballet together
### Fanart

Check out posts and fanart about Tralletping in the Tralletping tag!
Albania Pré-Zog

A Albania Pré-Zog é um periodo da história albanesa. Este periodo vai de quando os povos ipiros haviam acabado de chegar até a fundação do primeiro reino da Albânia pela Dinastia Zog.

Ao contrario de seus vizinhos, a Dinastia Zog conseguiu criar um reino unificado de sua região sem a necessidade guerras brutais; Justificando assim mitológicas locais da Albânia como o Tradicionalismo Zog.