recursal/Fanatic-Fandom huggingface dataset:
Belvast

## Belvast, City of Trade

### Description:

A large trading city located closer to the center of Athena, itself in a large open, grassy plain. Having a large market of trade and agriculture, it provides a constant source of crops, livestock, and even artistic goods all year long. Over the years, the city has grown and expanded large enough to have several different districts, separated by their own, distinct purposes. These unique circumstances have attracted a wide array of different folks from all over, letting you find all walks of life within this city. If there’s one final note to know about Belvast, it’s that the city's love for the fine arts is almost unparalleled.

### Areas of Note:

- **Commonwealth:** A district that finds itself closest to the main gate into Belvast, serving mostly as an intersection towards the majority of other districts, and some say, of fated meetings.

- **Agriculture District**: Main source of farming and those researching more ways to farm. Best place to shop for produce

- **Living Quarters:** A place more sectioned off for housing. Where a lot of houses, and buildings known as “apartments” that can hold many tenants, can be found around.

**- Mercantile District:** Closest to the center of the city itself, the mercantile district is a thriving marketplace where trade is as commonplace as the birds in the sky. You can find all kinds of shops here, ranging from general stores to restaurants, to even salons and blacksmithing. A part of this district is set aside for any person that receives a trade license to set up their own personal shop during certain hours using specially made bags that fold out.

**- Arboretum:** A section of the city similar to a park. Nature has its grip on this district as flora grows, giving this a unique and serene atmosphere as citizens and travelers come and go to enjoy the calm atmosphere.

**- Palace District:** The very center of the city, holding the center palace building where most inner workings of the city itself are handled by those elected into power.
Ronko

*Once mortal, the God of Outcasts rose during a long period of war, where many on every side suffered and were left behind by those too focused on fighting. Ronko built a community for all, regardless of origin, and was hunted down for it. Though gone, the faith his followers placed in him helped him remain to keep his community protected.*

Ronko

### Titles

Liege of the Lost, Defender of the Meek, The Eternal Guardian

### Symbol

A scaled clawed open hand extended towards the viewer

## Domains

* *Life*
* *Trickery*

## Types of Followers

* *Outcasts*
* *The Poor*
* *Heretics*
* *Innovators*
Oath of Verity Paladin

### **Tenets of Verity**

The tenets of the Oath of Verity demand the paladin to be as an arbiter of law, upholding the truths that allow the law to function.

***Law*** - You are bound by the laws of the land, do not deviate from them unnecessarily.

***Honesty*** - The law cannot properly enact justice without truthful testimony.

***Fairness*** - You should act without bias or prejudice.

***Patience*** - Circumventing the established procedures in favor of expediency undermines the law and muddles the pursuit of the truth.

## Level 3

#### **Channel Divinity (First Responder)**

As a bonus action, you can use your Channel Divinity to augment your analytical skills. For the next 10 minutes, you have advantage on Insight and Investigation checks.

#### **Channel Divinity (Summary Trial)**

As an action you can use your channel divinity to declare an impromptu proceeding for the next 10 minutes or until you move. All creatures within 30 feet of you cannot become charmed or possessed and creatures within range who were charmed or possessed when you take this action have any such effects end.

## Level 7

#### **Aura of Verity**

Starting at 7th level you emit an aura of truth and clarity while you aren't incapacitated.  You and friendly creatures within 10 feet gain a bonus to insight and investigation rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

## Level 15

#### **Impartiality**

Starting at 15th level you can’t be charmed and have advantage on saves against illusions or other effects that would deceive your senses.

## Level 20

#### **Arbiter of Truth**

At 20th level, you can invoke the power of the Truth and become an unstoppable avatar of justice made manifest. You can use your bonus action to gain the following benefits for 1 minute.

* You gain truesight with a range of 120 feet.
* You count as if under the effects of the *Freedom of Movement* spell and in addition cannot be blinded, deafened, petrified, or stunned.
* You gain a fly speed of 60ft.

Once you use this effect, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Felix Titus

### Description:

He’s 6’3 and is battle hardened, his hands are callous from his life as a warrior. His voice is rough and his presence alone demands respect.

### Achievements:

- Dethroned the emperor prior to him through force to bring order back to Ebitrea and unite it under his rule once more.

- Has slain multiple beasts that and foreign threats that have threatened Ebitrea.

### Relations:

- His brother Marcus Titus.

- His son & daughter

- His wife
Impetus/Renata

*It is said that Impetus and Renata were once a single being however they split into two so that they may overcome anything that may stand in their way, including each other.*

*Ambition is the drive that pushes us all to overcome our goals and adapt to obstacles placed before us. Nothing is known of the beings themselves yet some claim to hear their echo’s within their very soul, the will of Impetus, “OVERCOME ALL!” and the will of Renata, ``Adapt to the challenge”.*

Impetus/Renata

### Titles

The Relentless, The Ever Evolving, Will Incarnate

## Domains

* *Arcana*
* *Tempest*

## Types of Followers

* *Adventures*
* *Glory seekers*
* *Athletes*
Evergreen Tusilva

### Description:

A sizeable island rich in flora and botanical beauty, Evergreen Tusilva is well known for its sprawling forests and abundant plant life. This inhabitants of this island are keen on it's protection as a natural hotspot for plant life.

### What is this place like:

With a balanced influence from many of the elemental planes, Evergreen Tusilva has a climate perfect for it's forests, groves, and all other botanical wonders to grow healthily year round.

This floral paradise is managed by three distinct groups of people who each live in their own section of the island but work together to maintain the its natural beauty. The information that each of these three groups carries with them is vital to the survival of the island and as such, each group makes sure to pass down their information to future generations.

The Treeants are masters of the land itself, their people having passed down the best techniques to cultivate the land. These gentle giants are also the ones who have lived o this island the longest. They live in the Waking Woods.

Next are the myconids, who use their vast knowledge of the growth of plants to be masters of planting. It is under their guidance that many of the more managed sections of the island are carefully planned out so that all flora present are able to grow as healthily as possible. They live in The Sporelands.

Finally are the tabaxis who are also the most recent group to make their home on this island. Their specialty is in the processing of the many plants which grow on this island as they turn them into powerful medicines and other concoctions. Many skilled alchemists have benefitted from training in the homes of the tabaxi of Evergreen Tusilva. They live in The Verdant Expanse.

The economy of the island is simple in that each of the three communities works with each other through barter and trade to make sure all denizens of the island have all of their necessities met. However, since coming under the rule of Veritas Prime, many outsiders, especially those from the Capitol, have required those from Evergreen Tusilva to change their ways. As such, the common gold currency is now accepted in all three communities of the island as a means for outsiders to do business.

### Important Locales:

- The Verdant Expanse

- The Sporelands

- Waking Woods
The Sporelands

### Description:

The Sporlands exist in the southeastern section of the island and consist of a large fungal forest inhabited by the myconids.

### What is this place like:

The forest is made up of many giant mushrooms which are as tall as trees. These mushrooms create a large canopy which blocks out a good amount of sunlight from reaching the ground of The Sporelands. As such, the flora and fauna present have begun to show unusual traits. The main trait is bioluminescence, a feature commonly found in these parts of Evergreen Tusilva.

The inhabitants of the fungal forests are the myconids. Even though these individuals live in darkness their knowledge of cultivating any form of plant in unparalled and they use this knowledge to not only maximize their own crop growth, but help the other communities of the island maximize the abundance of the plants they grow. They often trade many of the bioluminescent plants they grow to the Tabaxis who use these unusual plants in a variety of poultices.
The Daydreamer

*Rumors across the world still insist that while on the road you shouldn’t be too surprised to stumble on The Daydreamer. She is believed to be whimsical to a point that seems to downplay her strength, quick to talk though quick to be distracted. But there is one word that never fails to be said when discussing her: Curious. It is said if you were to find her you may well get an answer to most any question, but the cost will be in answering possibly dozens of questions in turn, the value of which only she knows.*

### Symbol

A harlequin mask of blues and purples, one side happy, the other sad.

## Tenets

* *Life is to be lived, do not shy away from things just for being new.*
* *Where's the fun in standing still? Don't allow yourself to become too entrenched, either in a place or position, or in a state of mind.*
* *Everyone loves a story right? So don't hesitate to share yours.*

## Types of Followers

* *Dreamers*
* *Wanderers*
* *Revelers*
* *The Wistful*
Coron

*An advisor to all on the orders of the heart, as they were to their king in life. Whether it be platonic, familial, or romantic, the god of love works to provide their knowledge on each aspect of their domain. They teach patience and trust above all else, and have their followers remember such.*

Coron

## Domains

* *Life*
* *Trickery*

## Types of Followers

* *Parents*
* *Sex workers*
* *Caretakers*
* *Teachers*
How to Play

This page serves as an unofficial guide (currently W.I.P.) to playing the game and being sure on what to do.

## Setting Up

Once you originally download the game, you're prompt with entering your current age number (1-99). Once done, you do not have to re-enter your age. You're also asked to agree to allow the app to track your data as well. Once completed, you will begin to start playing the game.

It is recommended to have your Sonic Forces Speed Battle account be linked to software such as Game Center, as this is where your game progress is automatically saved at. This will retain your player level, trophy count, characters unlocked, cards collected, rings stored, etc., so deleting the app without having it connected will erase your progress! Be sure to have your account connected to it!

Game Center prompt (iOS).
## Movement

Sonic Forces: Speed Battle consists of four main movement options: sliding, jumping, and moving either left or right. Unless frozen, players are capable of moving to any lane with these options at any point of the stage. It is moreso up to the player to be able to transverse the current stage and outperform their opponents in order to get first place.

Swiping up.Swiping right.Swiping down.Swiping left.
Players automatically run forward at all times (the top speed varying by the character stats, current ring count, and player level), making it impossible for the player to manually stop, or go back to previous parts of the stage. It is possible for the player to temporarily slow down through certain actions such as bumping into obstacles, but it'll inflict self-damage and thus not usually worth doing.

## Upgrading

Every time you upgrade a runner, their items will get upgraded as well as increasing their starting rings number. This serves as a way to strengthening your runner both by themselves and universally thanks to the Player Level system.

Generally, it should be ideal to priortize upgrading the lower rarity characters before the higher rarity characters as their low cost for upgrades usually tend to help increasing the player level more faster, which will universally strengthed all of your currently unlocked runners.
The Verdant Expanse

### Description:

This region of Evergreen Tusilva is an expansive overgrown shrubland lived in by the Tabaxi.

### What is this place like:

The tallgrass and shrubs grow to unusually tall heights, up to a foot taller than the average medium-sized creature in a lot of places. Due to this it can become difficult to navigate through the region, especially to other areas of the island.

As most of the island is surrounded by rocky coastal terrain this region is the only one where it is safe to land a ship and as such is the area in which most outsiders, especially those from Veritas Prime, come when needing to communicate with the denizens of the island.

While the largest group of Tabaxi living in the Verdant Expanse live near the Emerald lake in the center of the island, other communities can be found across the area, especially on the coast where a small coastal town lives. The tabaxi inhabitants use the numerous plants found in both the Verdant Expanse and the other two regions of Evergreen Tusilva to create a variety of potions and poisons. Many of these are used by the various inhabitants of Evergreen Tusilva but much of the alchemical creations made on the island will be traded away to outsiders who visit.

### Important Locales:

- Emerald Lake: The largest body of fresh water on Evergreen Tusilva.
Kyrwenz

*Not much is known about Kyrwenz to the everyday person, but some might have heard that it’s not uncommon for him to reach out to those with a strong will and are facing insurmountable odds.*

### Titles

The Sanguine Prince, The Adapting Deviant, The Blessèd Bloodline

## Tenets

* *Loyalty serves only to hold you back. Once you cease to benefit from an association there should be no hesitation to sever it.*
* *Seek your own discoveries, if you only learn from knowledge that others hold you will never surpass them.*
* *You should only depend on your own power.*

## Types of Followers

* *Warlocks*
* *The Ambitious*
* *Mad Scholars*
* *Blood Mages*
Path of the Shaman Barbarian

## Level 3

#### **Shamanic Practice**

You can select 3 cantrips from the Druid spell list. Your spell casting modifier for this is wisdom. You can cast these cantrips while raging.

Additionally, as a bonus action you can spend one barbarian hit die to heal one creature you touch. The creature regains a number of hit points equal to the roll + Con modifier.

Shaman Save DC - 8+Con+Prof.

## Level 6

#### Grace of Nature

You can ritual cast Augury without any spell components.

When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

* You have advantage on checks to appease animals.
* You have advantage on checks to stealth while not in an urban environment.
* You have advantage on identifying medicinal herbs.

## Level 10

#### Grasp of Nature

When you hit a creature with a weapon attack while raging, you can use the power of nature to restrict their movement for 1 minute.

On a hit the target must succeed on a Strength saving throw or be restrained by the magical vines. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this effect, the target takes 2d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your Shaman save DC. On a success, the target is freed.

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.

## Level 14

#### Guiding Spirits

When you use the reckless attack feature and hit, as a reaction you can select up to 5 willing creatures within 30 feet to gain advantage on their next attack.

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.
Aerwyna

*Legends tell of a gentle soul with incredible power imprisoned because of it. Aerwyna has now freed herself from her prison and loves her freedom and watery home above all else. Followers praise her fierce protection of those who are accepting.*

Aerwyna

## Tenets

* *Freedom is the priority.*
* *Protect all sea creatures.*
* *Never sacrifice who you are.*
* *Never be afraid of power.*
Phelmos

*Born in a war and gained untold strength through it, a once raging warrior who only ever knew of the battlefield ran wild to make sure his brother Symphis was safe. Through the compassion and kindness his brother showed him he learned to calm down and that although war isn’t everything in life, it is still sometimes necessary. A composed yet powerful warrior that represents the strength of the battlefield that is who Phelmos is today. However the rage he once knew has not completely left him, to fuel his anger would cause havoc like he once wreaked upon the wars of the past.*

Phelmos

### Titles

The merciless rage, Blade of strife, Tide of battle

## Domains

* *Order*
* *War*

## Types of Followers

* *Generals*
* *Kings*
* *Soldiers*
* *Merchants*
Trevinia

*A demoness whose origins and rise to power are unknown. She collects every piece of useful information, and offers it to any who are willing to pay a price. Be wary of the cost. It may not be for what you seek.*

### Titles

Lady of Lore, The Forbidden Keeper, The Baronness

## Tenets

* *Knowledge is not given, it is paid for*
* *Secrets kept is rebellion*
* *The less that know your knowledge, the better*

## Types of Followers

* *Info brokers*
* *Dark sorcerers*
* *Spies*
* *Politicians*
Cemānāhuac

*The Goddess of Knowledge and the Stars. A kind goddess who helped to bring the mapping of the stars as well as guide many on their paths. However, she is very reclusive, one who does not interfere, unless directly sought out.*

Cemānāhuac

### Symbol

A telescope pointed upwards with a brilliant star above it

## Domains

* *Knowledge*
* *Light*

## Types of Followers

* *Scholars*
* *Astrologers*
* *Inventors*
* *Philosophers*
Racraag Covert

### Description:

Rac’Var lacks a real central government, instead they have 3 Leaders of certain aspects of the community (Build, Grow, Protect), and plenty of assigned officers to help keep everything moving. Luckily there is little to no crime, and crime in general is very looked down upon. The people of Rac’Var are all considered a part of The Racraag Covert to some degree.

### What is this place like:

For the majority of the population, they are assigned into one of three possible groups. Build, Grow, or Protect. The details between these groups differ, but as a whole the daily life consists of a rigid work ethic. Work times are broken up by times of rest and times of recovery. Citizens are encouraged to take up interests outside of their lines of work, but there is a quota to be met by everyone. Meals are communal, and done in big groups when possible, a time to share stories and to bond with your fellow man. Isolation and overwork are seen as faults in the community. The most peculiar thing about daily life in Rac'Var is the constant busy atmosphere it seems to have during all times of day. Rac'Var has an always rotating schedule, meaning there are always workers up doing something, and no one job is ever done alone.

### History:

The Racraag Covert was founded by a group of exiles and criminals sent to die in the Racraag. However, through sheer tenacity and force-of-will, they banded together and survived, letting the land rehabilitate all of them and mold them from their former selves into a people of caring and helping individuals. Because they had no other choice. Either they worked together, or they all died in this wasteland.

Though once only banded together out of necessity, these values of hard-working, and accepting principles helped to shape the future of Racraag. More and more criminals and exiles who were sent to Racraag were accepted with open arms into the Covert. The Covert took in any and all people, as long as they were willing to change and to work. Everyone has a place here, if you let them help you.

Over time the Rac’Var fortress was rebuilt from its dwarven ruins into a prospering city, just like the people themselves were rebuilt from criminals and cheats, into exemplary pillars of a community. As Rac’Var grew, word of their community spread out, though The Racraag Covert still kept to themselves, as they had no desire to leave their blossoming city. They had work to do.

### Important People:

- Burrel Capstone

- Nevi Naht

- Gao the Arsonist

### Areas of Note:

- Rac'Var

- Racraag
Caenuvia

### Description:

The great undercity of Caenuvia resides below the earth of Rovgaz, a place that holds a heavy atmosphere filled with the working yet somehow still has it’s jolly fun found within bars and places alike. With the vast underground cave system in place, countless trades stream through the city each day causing many wonderful things to come in but never stay for long. The city is dreary to some yet a homely feeling is known to those who stay for long. Many seem to come and go, however even for visitors trouble is not tolerated within these borders.

#### Rules of the Area:

A few warnings from the guards are made to travelers coming to the city for the first time:

1. Don't cause any trouble.
2. Do not approach the Apostata estate unless invited.
3. Do not try to use the underground paths to get close to the center of Rovgaz without permission.
4. NEVER dig or delve inside central Rovgaz. if you are foundd doing this your head will be gone.
Anetria

*Anetria is the beating heart within all creatures, the one that leads a person down the roads of that desire. Anetria teaches her followers that there is no issue with seeking out what gives you pleasure. Tales say that Anetria shifts forms, fitting the desire of whoever they are tempting at the time. One should not be held back by morality, that their guiding principle should be what they enjoy and like.*

Anetria

### Titles

The Beating Heart, The Dark Temptation, Lord of Pleasure, The Shapeless one

## Domains

* *Dark*
* *Knowledge*

## Types of Followers

* *Unrepentant Sinners*
* *Gluttons*
* *The Hedonistic*
Kirigumo Village

### Description:

The one and only permanent village of the tribe located within a carved out nameless mountain top. Arranged within three levels of sections. The first level where the entrance lies, as well as locations for travelers and traders can stay at. The second level where the general housing is located for the people of the tribe, as well as their smiths and what they're proud of, carpenters can be found. On their third level lies the Village Chief's hut, as well as their large gathering with a well made hot spring section for hunter's to enjoy. All levels have various hot springs around

Those born of Kirigumo have high regard towards those that hunt and to those that choose their profession in woodworking and carpentry. Using the unique wood surrounding them,  the tribe has developed incredible talents in wood-crafting on par with other places smithing. The people of Kirigumo are also very into the hunt of beasts of all sizes, and welcome outsiders to join on their hunts as a means to gain more familiarity. When one becomes of age they can participate in the grand hunt to be recognized as an adult, and gain their hunting title

Within the forest around the bottom of the mountain and the base of the village, lies a special wood  called Kirigumo that has increased hardened properties. It is as strong as the metals used to make most common weaponry and is often used as a replacement for such weapons in the village and for use of the buildings they craft. This special wood is incredibly hard to burn down

A rather large sized frog that has taken residence within the village of the Kirigumo tribe. Even with it's intentions still unknown, It spends most of it's time lounging around in the hot springs a lot and enjoys the company so it's been considered harmless so far.
Asclepius

*Writer: Poison57#9316*

## Description

This place was once originally a school for the more well off who wished for their children to learn how to be a proper doctor or a priest, with the main religious focus of said priests being Inala. Over many years people came to this place in need of medical aid or cleric aid as this was seen as a very prestigious school where anyone who came would surely become some sort of professional in the field. As time passed a proper hospital was built for the people who came here and after a few more years with some funding they had gotten a proper temple too.

Slowly many started coming here for the purpose of medicine and religion as well and various buildings, facilities and houses were made to compensate for the influx and thus the state was born. This included many fields for both food growth and for medical herbs the doctors would use to help cure ailments.

## System of Rule

The person in charge of this place used to simply be a principle of sorts but with more people actually living here the position was given to whoever was the most skilled at the art of medicine. A prestigious doctor would always be in charge of the city which helped keep everyone at ease knowing that they had someone so reliable in charge. Every few years or so a vote is made with the citizens to choose whoever is fit for the position, no cheats or trickery is ever done as everyone knows that this position is only truly ever obtained through hard work and skill.

## Religion

The temple dedicated towards Inala resides here and is seen as one of the most well kept temples you could ever find. Many visit here for prayers of varying reasons, may it be for good health or success in a life or possibly even just thanking her for the life they’ve been given. This temple along with the rest of the city is so well kept that some people find themselves feeling better for simply visiting, it is seen as a mystery that people don’t question although it’s generally agreed that it being a holy place along with the good nature of the city is possibly the reason as to why.

## Areas of note

* Temple of The Great Mother - This is the temple to Inala. It is extremely well kept and open to anyone who wishes to traverse its halls.
* Crimson University - A great school for doctors and priests that is famed throughout the land of Andora.
* The Asclepius Hospital - This is the main feature of the city. A hospital that is open to all and diligently works to either keep those in their care healthy or return them to a healthy state of being.
The Collected

*Stories about the Collected are remarkably consistent: They will welcome anyone with open arms, but none would wish such a welcome on even their enemies. The Collected is mostly seen as a ‘boogy-man’ a monster to scare children (or adults depending on the telling) with vague threats of becoming a part of them. There are those, often on the edges of society, who can’t help themselves, and stop listening after the first, they seek out the followers of this enigmatic creature or creatures, and receive their welcome.*

## Tenets

* *You have been given independence for now, use it to further our cause.*
* *All lives will eventually be us, but they are not yet, if you must take a life do not hesitate. But better to bring it to us.*

## Types of Followers

* *The ostracized*
* *The desperately alone*
* *Those afraid of death*
The Gathering

### Description:

The Gathering is a miracle of planning, magitech, and hard work. The Gathering is the center of the Ketakrol Tribe, a city constructed upon giant carts and platforms that moves across the plains of Hashan, travelling with its large herds. Some carts just contain smaller yurts that will break off when their owners need to, other carts however contain entire buildings, including the great yurt of the chieftain of the Ketakrol tribe. There are also several temples to the gods that exist, reaching upwards on their giant carts. The power that helps propel this city is closely guarded, and hard to understand outside of the engineers who have constructed it.

The Gathering is also an important location, as it is where the tribe holds its yearly summer festival. A time where all the tribe gathers together, and celebrates their long history. This is also the time where most of the politics of the tribe are taken care of. Whenever the chieftain position is vacant, the great families of the Ketakrol tribe will elect a new one, using the performance of the candidates in several of the festival trials to judge them.
The Silver Knight

### Description:

A woman clad in silver armor, and never seen outside of it. She has long white hair that is pulled into a long braid, and a deathly pale skin. Oftentimes she is seen walking the streets of the Spiritseeker Monastery, riding on an ethereal horse, with her head in her arms. Her manner is rather serious, and quick to the point.

### Relations:

Close and personal friend of The Sun’s Roar
Leff Nesos

### Who are they?

A rich goblin of unknown origin who came and took over the city in a brutal business fashion. He is extremely cunning and versed in the ways of business and has proven to be able to outmaneuver almost any competitor. His greed knows no bounds and lacks any moral restraint. Time is money and money is power, that’s his motto.

### Achievments

Taking over Artaris and becoming the most influential businessman in the city.

### Relations

-Asterin Neveraks: Is well aware of the former leaders hostilities but does not see him as a serious threat

-Lok Anatoli: Sees him as his puppet to use for his own ends

-Has no known family

-Various goblin noble families
Voldric’s Rest

**Description of the Locale:**

This settlement possesses particularly warm weather, preventing it from being constantly covered in ice, which allows it to look closer to what the kingdom would have looked like in all its glory. However the area with warmer climate covers a small expanse of land, so the city itself was built to fit in a way in which farming will be possible outside walls that protects the population. Although agriculture is possible, it barely keeps up with the city's growth so its impossible to use the exploits of the land for other goals than sustaining itself. Alternatively Voldric's Rest wealth comes from the rich minerals and gems that can be prospected from under Everstill summit, which is also rumored to be the lair of the dragon that is responsible of the climate on that region

The population is mainly divided between the inner and outer districts. The inner ring district is where the most wealthy part of the population lives, who tend to be more traditional families with deep elven culture ingrained in their lifestyle, while the people in the outer ring district is more diverse and group up the cultures of the many races that fled to Voldric’s Rest in hope to escape the merciless permanent winter.

At the base of the everstill summit, there are small patches of woods mainly containing temperate vegetation and wildlife. Surrounding the city there are the farmlands which also produce temperate crops.

The city of Voldric's Rest is located at the base of the Everstill summit which is part of the Blueridge mountain range. It is also a few miles away from the river that crosses the country.

The Order of the Flame has its headquarters located inside the walled section of Voldric's Rest, where they cooperate with the Voldricite Guard to keep peace and order.

Voldricite Guard is a Military organization in charge of the city. The guard is responsible for distributing the crops of the farmlands and making sure its used exclusively to sustain the population instead of being sold or taken outside the city proper. Its members are trained guards that have to follow a strict ruleset

**Areas of note:**

* Voldric’s Keep
* Inner ring district
* Outer ring district
* Farmlands
* Order of the Flames Headquarters
Wolfholde

### Description:

The city is located in the northwest of Blueridge, south of the giant Ice Wall on the western side.

The city was built not so long ago after the elemental reckoning as certain monsters from the northern frontier started to show up in Blueridge. These abominations hailed from Rovgaz and it was then the giant Ice Wall was erected, multiple posts and holds lie across the wall manned by hundreds of warriors of Blueridge making sure the wall holds and to make sure no danger crosses the wall. As well noticing there have been some groups that have tried in the past to cause problems from Rovgaz there is a special task force inside this city that’s sole purpose is to dismantle any problems from organized groups across the wall that can rile up the monsters into the wall or infiltrate Blueridge and cause disdain, this special task force are called the Blue Stripes.

### What is this place like:

Wolfholde currently holds two purposes, one is to safeguard the Wall from the dangers that come from Rovgaz as the dangers that come from that place are mutated monsters that have no place in Blueridge and as well those groups that wish to cause harm to Blueridge from Rovgaz.

It’s other main purpose of this city is to serve as a main trading method between Xeque and Blueridge as they trade food for perma ice. The problem with trading between Blueridge and Xeque is that inside the region of Xeque the very ground you walk on is dangerous as large monsters crawl and hunt at all times, therefore Wolfholde sends a elite group of warriors that’s mere task is to simply escort and deliver the goods towards Xeque and return with the goods that Xeque has traded to Blueridge. Not only are the caravan guards warriors of high degree but also the merchants as life in Xeque is dangerous and the trading between both nations is difficult. The Duchess Aliyana Ilvaris oversees this city personally due to its importance.

### Areas of Note:

- Residential district: This is where most people would live in, the commoners and so forth.

- Trading District: There is where most of the trading is done. Here you can find all sorts of shops and goods as Wolfholde is one of the main trading settlements with Xeque.

- High District: This is where the families of those that are of high class in Wolfholde lives and as well where the ruler currently lives.

- War Quarters: This is where the barracks are at and the intelligence division of Wolfholde where they overview the outposts and holds along the wall and the dangers that reach near it.
Speaker Tibur

### Description:

A fairly tall carchian that wears heavy armor that allows him to move within the water without any difficulty, he wields a greatsword speculated to absorb the primal energy from the water as it becomes stronger underwater. They rose to the position of Speaker thanks to the implementation of their refugee plans during an emergency and willingness to sacrifice himself to protect the people of Xeque. He’s known to try to cheer people up by putting up an act of defending the people against “monsters” in “fights” to let the young people know that he’s there to protect them if they need him

### Who are they:

- Speaker

- Representative of the Churches
Icthorin

*From small beginnings, come great things. This is the philosophy that drives Icthorin, who works to keep the foundations of the world balanced, so that life may continue on its path. Order comes from the basics of everyday life being stable, and so she ensures that every ant, every leaf, every wildfire is in its place. Due to their ideation towards change and untold outcomes, she is rather cold to any would-be heroes.*

Icthorin

### Titles

Caretaker-Queen, The Unwavering Pillar, The Guiding One

## Domains

* *Knowledge*
* *Order*

## Types of Followers

* *Caretakers*
* *Advisors*
* *Townleaders*
* *Servants*
ArchDuke Sovaris Amastacia

### Description:

The current appointed leader of Estoria, ArchDuke Sovaris Amastacia is a heartfelt believer in a much brighter future for Rovgaz. Sovaris was elected for his loyalty, strategic mind, and for his unparalleled efforts in the rebuilding of the empire. Although ArchDuke Sovaris Amastacia’s greatest concern is rebuilding Rovgaz he is distracted by demands to hunt down and destroy the Harrow that has been plaguing the provinces all while being threatened in the shadows from outside factions.
College of Charm Bard

## **Level 3:**

### **Charm:**

As a bonus action you can designate a target you can see to charm for 1 minute. If your target is a willing creature, you and the target gain a bonus equal to half your proficiency modifier (rounded down) to weapon damage while under this effect. If your target is unwilling, they must fail a wisdom saving throw against your spell save dc. If they fail, they must pass a wisdom save to attack another creature other than yourself. Additionally, as a reaction you may spend a bard die to affect your target. If it is an ally, you can add it to any save, if it is an enemy, you may subtract it from any save. This ability ends early if you spend a bard die this way, or if you attack an enemy that is not the affected target. You can use this ability twice, regaining all uses after finishing a short or long rest.

### **Overflowing Beauty:**

Gains proficiency in Persuasion. If already proficient in Persuasion you can pick another Cha based skill.

Your AC is equal to 10+Dex modifier+Cha modifier while you are not wearing armor

## **Level 6:**

### **Mesmerizing Movements:**

As an action you can use a bardic inspiration die. You can target a number of creatures up to the result of the roll within 30 ft of you, and they become subject to one of the following effects:

If hostile, the creature must make a Wisdom save or become charmed by you until you or one of your allies are hostile to it, another creature uses its action to break it, or it passes the save at the end of its turn.

If friendly, they gain half your bard level + your cha modifier in temporary hp. (Lvl 6 with cha of 18 = 7 temp hp)

## **Level 14:**

### **Deadly Seduction:**

Upon landing a weapon attack, you may add a bardic inspiration die to the damage roll. If the target is currently affected by an enchantment spell or under the charmed condition, you gain the bardic inspiration die back.
The Lord of Hounds

*A powerful fae-being with the body of a man, and the head of a wolf, the Lord of Hounds works to protect the unsuspecting from the machinations of the fae and to protect the cycle of life in nature. Those who join the pack are family, and those who harm it are hunted.*

### Symbol

3 spears crossed (one pointing up, other 2 crossed in an X)

## Tenets

* *Never harm the pack. Harming the pack is harming the Wolf-father.*
* *Cowards lay traps, Hounds stalk*
* *Never hunt more than is needed to survive*
* *Don’t trust the Fae*

## Types of Followers

* *Woodsmen*
* *Hunters*
* *Druids*
* *Those involved with nature, being part of a group, and those that hunt*
Rabbitfolk

### **Alignment**:

Rabbit folk are mostly quiet and reserved. They try to keep to themselves but there are a few with a wild streak. A majority are neutrally aligned, leaning towards good.

### **Size:**

Most rabbit folk stand between 4 and 5.5 feet. You weigh approx. 90-140lbs. Your size is Medium.

### **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.

### **A Rabbit’s Luck:**

If you roll a 1 on a saving throw, you can use your reaction to reroll. You must use your new roll even if it is still a one. You can use this feature twice per long rest.

### **Hopping mad:**

With a running start, you are able to launch a devastating kick. If you move at least 10 feet in a straight line immediately before making an unarmed attack, you may add 1d6 additional bludgeoning damage. If the target is at least one size smaller, it must also succeed on a DC 13 Strength saving throw or be knocked prone.

### **Language**:

You can speak, read, and write Common and Sylvan

### **Subrace:**

Choose **one** of the following subraces when creating a rabbit folk

#### **Cottontail:**

You gain proficiency in Survival(WIS) checks.
Phassia

*A mother to all children of the deep, she protects her domain and those that live within it. Welcoming to any who would choose the Deep as their home, but a force of nature that comes as the crashing wave to any who would dare raise a finger to her beloved children. Do not fear the Deep. Fear angering the Mother in the Dark.*

### Titles

Mother in the Dark, Shaper in the Water, Love of the Deep

### Symbol

A black eye shaped opal with a perfectly circular red iris

## Tenets

* *Respect the Deep*
* *Destroy those who threaten the Deep*
* *Embrace the change the depths bring*

## Types of Followers

* *Druids*
* *Deepdwellers*
* *Outcasts*
Phantasm Wizard

## **Level 2**

### **Lingering Memory**

As an action, you can touch a humanoid corpse within 5 feet of you and begin to resonate with it. The corpse can’t be an undead.

When you do so, a lingering spirit appears before you, belonging to the corpse. You begin to experience a brief memory from the spirit’s life. You learn its Name, Race, Total Class levels (if any), and any additional info as determined by the DM.

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

### **Friends from the Other Side**

You have advantage on death saving throws, as lingering spirits aid you before your time has come.

## Level 6

### **Enshroud**

As a bonus action you can partially phase into the ethereal realm, becoming specter-like. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be frightened of you until the start of your next turn.

While enshrouded, you gain the following benefits:

* Your body, along with any equipment you are wearing or carrying, becomes translucent. You can move through creatures and objects as if they were difficult terrain. If you are inside an object when you end your turn, you are immediately shunted to the nearest unoccupied space and you take 1d10 force damage.
* You can see into the Ethereal plane within 60 feet of you.
* You gain resistance to necrotic damage

You stay in this form for 1 minute or until you end it as a bonus action. To use this feature again, you must finish a long rest or expend a spell slot of 3rd level or higher.

## Level 10

### **Lasting Influence**

You can always see into the Ethereal plane within 120 feet of you. Ethereal creatures and objects appear ghostly and translucent to you. Additionally, you are immune to the frightened condition. Your time interacting into the other realm has affected your mind and soul.

## Level 14

### **Memento Mori**

As an action, you can call forth nearby spirits to haunt other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 3d10 necrotic damage, and it can’t regain hit points until the start of its next turn. On a successful save, it takes half as much damage, and can only regain half the amount total when it restores hit points this turn.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Lun

*He is everywhere, He is nowhere, He is everyone, He is no one. It is believed that Lun is a very active god, always listening and always watching. Looking to find any secrets no matter the size. He, and his followers, enjoy playing tricks on others, but with Lun there’s always a lesson. Always something to learn from his antics. Learning things the hard way, that’s what Lun believes in even if the hard way needs a little encouragement to come around.*

Lun

### Titles

Lord of Laughs, Fools Teacher, The Silent Voice, Secret Keeper, Jester of Locks

## Domains

* *Knowledge*
* *Trickery*

## Types of Followers

* *Bards*
* *Spies*
* *Teachers*
* *Jesters*

Created by- Poison57 and ConnorM
Duke Akarius de Flaad

* **Grand Duke Akarius de Flaad**
	+ **Sex:** Male
	+ **Race:** Half-Elf
	+ **Age:** 27
	+ **Height:** 5’8”
	+ **Faith:** The Meticulous

* + **Personality:** Akarius is a man who has dedicated many of his recent years to a rather luxurious and debauchery filled existence. Influenced heavily by the state of Noblesse to the East, de Flaad has invested a great deal of his personal fortune to indulging in the many vices and pleasures the world has to offer. He is an individual who will often pay any price for something he sees value in and will partake in few things that do not directly benefit himself. He fancies himself a knight from his brief service with the local soldiery but has no real combat experience outside a few run ins with food bandits. He leaves much of the administration and stewardship of his Duchy to his many advisors due in part to his inexperience, but also with his preference of being a more public figure within Haven itself.

* + **Backstory:** Akarius was born as one of three heirs to the Duchy of Havenshold and the adjoined lands to the south of Haven proper. His siblings did not live through their earliest years despite the de Flaad patriarch spending significant coin on magics to ensure their health. This led to a rather spoiled and selfish existence for Akarius as he was treated to the best and finest his family could afford to ensure his future as the Duke of Haven. As part of his coming of age, he made a request to serve with the local soldiery to train as a squire and achieve a bit of battlefield glory for himself. He was however, never really given the chance as the majority of issues Haven’s soldiers dealt with was often naught but food bandits and other brigands. Akarius’ father would pass away a few years later due to complications from an old wound and would leave his son to rule in his stead. The young lord would title himself a “Grand” Duke and invest a significant amount of money to alleviate the boredom brought on by the lack of conflict between Blueridge and Navarre. Parties, tournaments and even financing the Cobalt Prospector’s to bring him rare and expensive artifacts were among the many indulgences Akarius partook in. Frequent trips to Noblesse began to become common place to fulfill similar desires in the last few years.
All IRGP/WGP Racers Ever Known

This is a big list of every racer that competed in the World Grand Prix and its predecessor the International Racing Grand Prix.

## By country

* United Kingdom - 11
* United States - 11
* Germany - 5
* France - 4
* Australia - 3
* Ireland - 3
* Italy - 3
* Spain - 3
* Canada - 2
* China - 2
* Finland - 2
* Mexico - 2
* Netherlands - 2
* Russia - 2
* Brazil - 1
* Columbia - 1
* Grenada - 1
* Japan - 1
* New Rearendia - 1
* New Zealand - 1
* Sweden - 1

## Trivia

* No fatalities have ever happened.
* Shu Todoroki has the longest careers at 19 years.
* The United Kingdom and the United States are tied with the most IRGP/WGP racers with a total of 11.
* Aiken Axler, Cruz Ramirez, Jackson Storm and Lightning McQueen are the only Piston Cup racers to compete at the World Grand Prix. Morris Axler Jr. and Jeff Gorvette from CARCA are the only racers from there to race at WGP.