recursal/Fanatic-Fandom huggingface dataset:
Pikachu

* Pikachu
* PikaCZUROS
* Pikachu (S1-S2)
* PikaCZUROS (S1-S2)

**Robert "Pikachu" Bob Jamniczy** jest głównym bohaterem serialu PikaCZUROS

## Osobowość

### Wakacjee: Część 1 (Retrospekcja)

Pikachu razem z rodziną byli w wesołym miasteczku. Mama poprosiła jego siostrę o kupienie popcornu z solą. Pikacha kupiła popcorn bez soli więc została zamknięta w piwnicy na kilka lat.

### POCZĄTKI

Pikachu przyszedł do szkoły jednak okazuje się że się spóźnił więc po lekcjach musiał odbyć karę razem z Antkiem który też się spóźnił. Po lekcjach i karze Pikachu zostaje wypuszczony ze szkoły. Gdy wraca do domu spada na niego meteoryt światła. Chwilę po wybuchu meteooryt zmienia się w kulę światła która wlatuję do ciała Pikachu. Dzięki kuli światła Pikachu zdobywa moce światła i nieświadomie je aktywuje. Pikachu po wyładowaniu mocy wraca do domu.

Po wróceniu do domu zauważa UFO więc postanawia sprawdzić co to jest. Gdy Pikachu przybiega do miejsca zdarzenia z UFO wysiada golem który żąda oddania mocy światła. Pikachu ponownie aktywuje moce strzelając w śmietnik światłem mówiąc "Tam jest światło". Golem odpowiada mu że nie jest głupi. Po chwili od tego dialogu Pikachu walczy z Golemem. Po pokonaniu Golema Pikachu zmienia się w normalnego.

## Relacje

### Antek

Antek jest najlepszym przyjacielem Pikachu. Znają się od przedszkola i bardzo się lubią. W odcinku "Wróżka" Antek zawiódł się że Pikachu nie przejął się tym że jest Wróżką jednak później się pogodzili

### Pikacha

Pikacha jest siostrą Pikachu. Pikacha i Pikachu dogadują się jednak czasami się kłócą co możemy zobaczyć odcinku "Wróżka"

## Wystąpienia

### PikaCZUROS

#### Sezon 1

* 1. "Początki"
* 2. "M.A.M.A."
* 3. "Mutanczyciel"
* 4. "Tosto-man"
* 5. "Kapeć"
* 6. "Krumi"
* 7. "Montażysta"
* 8. "Lodożerca"
* 9. "CopyCZUROS"
* 10. "Tsunamix"
* 11. "Starcie typków: Część 1"
* 12. "Starcie typków: Część 2"

#### Sezon 2

* 13. "Masło-Girl"
* 15. "Zombieuczycielka"
* 16. "Kasztan"
* 17. "Potwór spod łóżka"
* 18. "Pixelozaur"
* 19. "Pikachu VS Antek"
* 20. "Wakacjee: Część 1"
* 21. "Wakacjee: Część 2"
* 22. "Pirat bez nosa"
* 23. "Zła Stewardessa"
* 24. "Bumburumbum"

#### Sezon 3

* 25. "Napad"
* 26. "Wróżka"
* 27. "Legenda o Mocach Przeznaczenia"
* 28. "Zła znajomość"
* 29. "Święta w Nihilu"
* 30. "Królowa Antkosyren"
* 31. "Pikachu i podróż w czasie"
* 32. "Bitwa wodna"

## Wygląd

Pikachu posiada bardzo żółtą futro. Na twarzy ma czerwone policzki. Jego uszy zakończone są czarnym futrem. Ma też ogon z brązową plamką.

## Cytaty

Jeśli chcesz zobaczyć cytaty Pikachu kliknij tu

## Ciekawostki

* Ta postać powstała na wzór jednego z głównych pokemonów o tej samej nazwie (Pikachu)
* Pikachu to tylko przezwisko jego prawdziwe imię to Robert

* W odcinku "Wakacjee" błędnie wymawia imię swojej siostry
* Według twórcy serialu jest on daltonistą bo ma odwrócone kolory oczu
* Ma 153 cm wzrostu

## Galeria

Jeśli chcesz zobaczyć galerię dla Pikachu kliknij tu
Demons

Rather than being a word to designate a general type of monster, "demon" is a word that describes a class of entity. While the Gods remain elusive and only bestow power to those of faith, demons are as present as any other creature, but also often worshiped like the Gods. A common confusion is that demons are only from the Abyss, however they can indeed come from any plane. Indeed the Abyss seems to produce the most demons, as the Abyss contains the greatest powers of creativity and reproduction, but demons of origin in the Feywild, like lords of the wolves, cats, bees, bats, and many other creatures of nature also exist and are worshiped.

Another common confusion is that demons are inherently evil. The general mistrust of secluded and insular cults may be wise, but many demonic cults are entirely innocent, often simple rural communities who offer simple offerings and respect in exchange for protection. In fact some demons seem to be entirely benevolent, helping and protecting a community simply out of kindness.

The word "demon" will likely continue to be misused to refer to exclusively evil beings, but its historical use, and within the arcane academic community, continues to be more nuanced than that.
6-Ball

* Current
* Pre-BFM
* Early BFM

6-Ball known as **The Two-Legged Balls,** is a female character on the online animated series **Battle for MSAgents** created by **DeeFanatic600** on *YouTube*

## Appearance

**Early BFM:** She is light green and has no legs Also, the line is poorly drawn

**Current:** She is dark green and has legs, Also the line is perfectly drawn
Rune Warriors

Those who learn the Runes that Cerdar saw while He hung from the Cinder Tree, but are not fully committed to wizardry are called Rune Warriors. They train in a specific theme of Runes so that they may master this focus while training martially.

Druid of Cerdar

Ranger of Abizboah

Soul of the Bat

Acid Assassin

Cold Cataphract

Shadow Walker
Court of Summer

Most arrive in the Beastlands, the sort of, introductory realm within the Court of Summer where wild and lusty beast folk life violent but also passionate and full lives. The beast folk are much like Arborian people, but with traits of cats, goats, bats, and other animals. It is said these firey folk are what fiends originate from, but who can say? Such strange and diverse life exists here in such abundance and evolution that you'd never see the same jungle twice. The current King of Summer is a great white furred ape, who loves arena combat and festivity. Beyond these jungles is said to be a blazing desert of fire elementals such as the pheonix and relatives of Avem.
Fiends

Fiends are wild, chaotic, emotional and powerful beings. What they lack in organization they make up for in raw virility. They throw themselves at their foes with reckless violence and replenish their lost forces with a rapid rate of reproduction.

They are always at least resistant to fire, and often immune to it as their firey, passionate hearts are attuned to this elemental, primal energy of the multiverse.

They often have beast like traits, but to an exaggerated, savage extent. They are lustful, ravenous, blood thristy, and very physically direct in their attacks, but can be seen as profoundly creative, even beautiful. The frequency of Fiends with horns suggest to some that they have their origin in the feywild where many horned creatures like satyrs exist, perhaps they are a corrupt form.

Their emotional, wild nature makes it easy for chaotic influence of aberrations to drive them to even more reckless, mad, ends.
Lyany

* Current
* JSAB
* With a Ballet Costume
* Metal
* Previous
* Previous (With a Ballet Costume)
* Previous (Metal)
* Pre-debut (With a Ballet Costume)
* Pre-debut (Metal)
* Pre-debut

**Lyany**, labeled **The Ballerina**, is a female character on the online animated series **Battle for MSAgents** created by **DeeFanatic600** on *YouTube*.

## Appearance

Lyany is a DeeFanatic600 Profile Picture with a flower, She wears a blue ballerina outfit.

* **Pre-debut** Lyany is an BFDI Asset
* **Pre-debut (With a Ballet Costume)** Ballerina Outfit is darker
* **Metal** DF600 profile Picture is Gray-scaled also Flower is a metal
* **Previous (With a Ballet Costume)** Ballerina Outfit is lightly and badly drawn
* **Current** The Border is appeared
* **With a Ballet Costume** Ballerina Outfit is Better drawn.
Planes

What is the nature of reality? Should we see it as a layers or sheets overlaping each other, through which one can travel where two connect? Or should we see them as distinct spheres that are entirely separate, and the connection points are in fact paths to travel immense distances? Whatever the case, we have our experience, and this at least can be described honestly.

The Realms of the Primal are where we kith-kind, humans, elf, dwarf and others call their home. Yet even in these Realms the Rule of Three holds true, that is that Reality is structured in Threes; Time is structured in Past, Future and Present; Reality into Order, Chaos and Primal; and the Primal into the Spiritwilds, the Unravelling, and the Convergence.

Convergence is the most neutral point in the Planes, but this should not imply that it is peaceful, indeed it is the conflict zone of the Planes.

The Spiritwilds, or Feywild, is a place of abundant creation and extremes of elemental forces. The Courts of the Seasons exist here, with the Thrones of Power. It's said the Holy Beasts make their lairs here. The Evenmire exists in the "middle" of this plane, a place where even enemies on opposite extremes can come to hold discourse in a neutral zone.

The Unraveling, or the Shadowfel, is a place where things are unmade, but also a sort of pregnant void where new things can appear, it is perhaps this destruction that is nessacary to allow the creation in the Spiritwilds.

And even further beyond these are the Planes of Order and Chaos, but enough has been said about these else where, and I have no wish to dwell on realms not meant for my natural mind, my curiosity is not that of the common, reckless wizard.

Between these Planes is a liminal space some refer to as the Etheral Plane. It is believed to protect the planes from having too much distruptive contact, however the spaces between Planes is thinner in certain areas. Some find traveling into the Summer Court might be easiest in the deep forest during the Summer Solstice in Convergence for example. Even the most distant Planes of Order and Chaos may be reached in places of intense alignment to either, though these are very rare, of limited power, and extremely dangerous. Cities of intense organization are most likely to manifest breaches into the Plane of Order, and will almost never manifest breaches into the Spiritwilds. Dungeons containing horrible orgies of aberrant rituals or even massive riots of anarchic rage are most likely to manifest breaches into the Abyss.

Some consider any wilderness the realm of magic, what is beyond civilization, out of kith control. It is certainly true that the connection to the Feywild is strongest in wild places.
Cleric of Abizboah

Clerics of Abizboah are almost always dungeon delving adventurers. Their concern is primarily facing the monsters that no one else will, entering the places no one else will, and taking on the burdens of knowledge that no one else can handle without succumbing to the extremes of comforting fantasies of control or the nihilistic release of apathy.

Requirements: proficiency in thieves tools and arcana.

*"The unseen horrors of the unnatural dungeons practice their madness and their filth, believe themselves safe and sequestered, but the Clerics of Abizboah are like a splinter in that security, itching evil with the knowledge that not all people of Convergence are content to let evil dungeons go uncleansed."*

## Cleric of Abizboah

The Cleric of Abizboah are fully committed to the destruction of the unnatural. While most people are happy to ignore the hidden and buried evils of the world, the Clerics of Abizboah are specifically dedicated to uprooting and destroying unnatural evils.

#### Cleric of Abizboah Spells

 3rd
 5th
 7th
 9th

#### Corrosive Weaver

You learn the primal savagery and poison spray cantrips, they count as cleric spells for you. Additionally Clerics of Abizboah learn about traps and rope work, learning about the sorts of traps in dungeons, how to disarm them, and how to craft their own traps and poisons to better kill the unnatural (It is up to the GM to decide how powerful these traps are and how expensive they are).

#### Channel Divinity: Divine Virulence

Starting at 2nd level, you can use your Channel Divinity to send your foes to oblivion more quickly and mercifully.

When you roll acid or poison damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

#### Toxic Avenger

Starting at 6th level, the cleric’s ability to wield poison and acid becomes more potent. Poison and acid damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to acid and poison damage.

#### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

#### Burning Heart

Starting at 17th level, you gain immunity to acid and poison.
Berserker

The sacred warriors of Cerdar, the Berserkers devote their lives to living in the wilderness to remain spiritually closer to Cerdar. Thus they are able to channel a wild frenzy in battle. They do not live as most people, and are not even truly tribal. They do not take wives and their only profession is warrior. They forage and steal anything they need. Many consider them a nuisance, but none doubt their value when the war banner is called. Most worship either the bear or the wolf.

Many communities send their young men out to live with the wolf men as a right of passage, so that they may learn how to be fierce warriors before returning to the community as ready for the responsibilities of protecting his family, land, and community.
Battle For MSAgents Wiki

**Welcome to the Battle For MSAgents Wiki!**
Hello! I'm Cyany! Welcome to my wiki! BFM 1 is now coming soon. so enjoy!

# C:/WINDOWS/MSAGENT/CHARS

LyanySanadCyanyOpal6-BallGreeneyB I G C H U N G U S (Non-BFM Contestant)TuneMePhone 6WateryPen

*Need help building out this community?*

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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Delisaster

' ***(, )***

## Persönlichkeit

Folgt...

**Ascalon** (アスカロン *Asukaron*):

* **Rapid Ascalon** (ラピッドアスカロン *Rapiddo Asukaron*):

* **Large Ascalon** (ラージドアスカロン *Rāji Asukaron*):

* **Gigantomachia** (ギガントマキア *Gigantomakia*):

## Trivia

* Delisaster ist der einzige unter seinen Geschwistern (ausgenommen Mash), welcher weder ein Thirds noch ein Secondth gewirkt hat. Es ist nicht bekannt ob er diese Zauberstufen beherrscht.
Cleric of Dutreana

(This is intended to be a healing, restoration, utility and water themed cleric subclass)

*"The soft patter of spring rain seemed like the gentle lullaby of Dutreana, easing him to forget the day's strife and pain, and settle into a deep restorative sleep."*

## Cleric of Dutreana

Within the temples of Dutreana are the best healers in Convergence. Clerics of Dutreana, while much tougher than your average priest, are still more focused on healing than harming, but still remain prepaired for the hardships on the road.

#### Cleric of Dutreana Spells

 3rd
 5th
 7th
 9th

#### Mastery of the Heart

You can cast the detect emotions spell at will, without components.

In addition you are immune to the charmed condition.

#### Channel Divinity: Cleansing Rain

Starting at 2nd level, you can use your Channel Divinity to cleanse afflictions.

As an action, you present your holy symbol and evoke cleansing rain that purges any one condition from all within a 20 foot radius centered on you.

#### Healing Rain

Beginning at 6th level, your Cleansing Rain also heals 10 hit points plus your cleric level.

#### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

#### Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Court of Winter

This is a land of eternal winter, though not without beauty. With great ice spires, fields of white snow, crystaline trees that cut light into raindows this Court is sublime. The inhabitants here are much like the elves, but very pale, white haired, and red eyes. Some suggest these creatures are vampiric though I am certain they are not undead. They are an icy, contemplative, brooding folk. The current Queen of Winter seemed uninterested in vistors though not hostile or rude, with a gaze as placid and beautiful as a frozen lake. It's said a vast ice sheet of immense glaciers, ice caves, and snow fields is the heart of winter. Only the ice fairy and snow women could exist in such a place.
Duchy of Suncaster

*The Suncasters are close relatives of the Lightchesters and while part of the Kingdom are independent enough to be notable. They see themselves as a shield for civilization against the hordes of barbarians. Since the treaty between the Kingdom and the Tribes their role has become less important and their army less utilised. Their lands are mountainous and temperate, invasion and travel are difficult for most armies. Duke Artor Suncaster rules this land.*

## High Hall

### Ruler(s)

Duke Artor Suncaster

*The ancestral home of the Lightchesters their keep was a ruin claimed and rebuilt. It watches over their lands from above, protectively and with scrutiny. Being an interior capitol it is not prosperous in trade like a port city, but it is one of the most well defended.*
Eatora - Goddess of Fertility

*The Earth Mother is the central figure of the divine feminine. All life is sourced from Her, but this should not suggest She or any of the deities are at the top of some hierarchy, there is a sacred Balance that is honored between them. They all have a part in manifesting Reality. The River Daughter, The Storm Crow, and the Moon Maiden are often considered Her daughters.*

### Aliases

The Earth Mother, Mother of Estus and Dutreana

### Affiliations

Fertility, Insight, Life, Motherhood, Nature, Patience, Toughness, Wisdom, Yonic Symbolism

## Physical Description

### Appearance

Eatora ia often depicted as a wide hipped, voluptuous motherly woman but Her followers see Her in many aspects of Nature, whether it be a comforting breeze, a forest animal, or a swirl of mist.

## Rituals

*Mother's pray for the safety of their children and maidens pray to her for fertility.*

## Holy Day

**The first day of autumn.**

*The first day of autumn, the time of harvest, is Her holy day. Summer’s End is a day when parents are mindful of their children's safety over the coming winter. It is a day for reflection, planning, and for seeking wisdom.*

## Associations

#### **Holy Symbol:**

* Her symbol is an cross within a circle.

#### **Holy Animal:**

* The Goat; Said to attract good friendships and strong alliances.

#### **Holy Stone:**

* Opal; Said to grant one the earth's protection.

#### **Colors:**

* Blues / Greens
Celestials

While the forces of undeath are formidable, they all serve a higher power, the celestials. Residents of Celestia, as they have named it, are mostly of a type people typically refer to as "angels". They present themselves as holy avatars of Justice, Truth, and The Good. Most people who speak with them find a compelling argument, that the forces of Celestia are necessary to prevent the Abyss from consuming Convergence. What this generally means however, is entire communities forcibly conscripted and indoctrinated into their armies and faith. Those who do not submit are made into undead servants who cannot disobey. They decline to name this faith as anything other than phrases like The Way, The Truth, The Law, implying there is no other way.

Indeed it seems that even other celestials are subject to this total law. The angels who falter in their faith are tortured, and broken until they are unable to violate their Lord's commands again. Fallen angels, as they are sometimes called, serve as soldiers, too mind broken for more complex leadership roles.

Leadership tends to be commanded by the dark winged priestly class of angels, who are said to directly serve the Lord of Order. They will decline to name this Lord, but some have heard her called "Woedica". These priests are often the lords of undeath, though its said this "gift" can be given to anyone with sufficient faith.

The Erinyes make up the military leadership among the celestials. Their bright scarlet wings mark them as significant figures on the battlefield. There are many stories of such creatures in the Court of Winter, among the highest fey mountains, this would suggest these creatures have their origin here, but no celestial will admit to this.

White winged angels make of the rest of the servant roles in Celestian culture. Some have been seen on the battlefield, indeed some very proficient, so it may be this is more a cultural hierarchy based more on the simple color of wing, rather than any inherent difference in skill.

Celestials are resistant or immune to cold, further suggesting a connection to the air fey. This in combination with their hatred of the firey fiends could indicate the echos of some primordial conflict between the ice and fire fey. The Celestials of course will deny this and claim the only conflict is one between Good and Evil.
Ясненький

Котёнок-избранник, созданный 25.10.2020 Жизнерадостностью

## Внешность и Характер

Сам по себе он высокий, у него ЧИСТО чёрная шерсть, без брызгов, и ничего вообще. Глаза у него как солнце, желтые. Красавчик, отвечаю. Женщины выходите замуж.

#### Характер

Сейчас он легкомысленный котёнок, который редко на что обращает внимание, даже на слова собственных родителей. Очень любит играть, и часто язвит, в связи со своей молодостью. Юный малыш очень остроумный и умеет шутить, чем заслужил авторитет среди других котят и оруженосцев. Часто указывает что делать, а-ля "я сын предводителя мышеголовые". Но он не понимает, что другие думают, что он лишь так показывает какой он умный, и хочет что-бы его слушались. Хвастается примерно каждой пойманной бабочкой друзьям, и каждой победой в игре. Но иногда бывает серьёзным.

## Семья

Отец - Волчья Звезда, жив, обитает в племени теней

Мать - Буря, жива, обитает в племени теней

## Биография

Котёнок родился в семье Волчьей Звезды и Бури, ночью при ясном небе, и да конечно роды сполошили весь лагерь ачё. Он был как все нормальные котята, но однажды он выбежал из лагеря. А вы что хотели? Вместе с Зайцекрылочкой и Огнеушком(все совпадения с другими персонажами случайны) они ушли из лагеря, но их пропажу быстро заметили, и отнесли в лагерь. Потом начались пояснения от предводителя,  а затем и от матери "почему так нельзя делать". Ему было совсем наплевать, и он просто заснул. Прошло не так много лун, скоро ему будет 3 луны. А он что? А он ничего. Зайцелапка и Огнелапый посвятились, а он в детской. Нечестно!
Fairport

**Some see Fair Port as a shining beacon of civilization to be contrasted with the wild folk on it's borders.**

## Fairport

### Ruler(s)

King Seldan Lightchester

*It is the seat of power for the Kingdom and an active trade hub. When the city was first founded the elves helped it’s people establish themselves. Relations have since cooled though both nations keep their distance. It is often seen as the safest, cleanest, lightest city known to man. It’s people generally see themselves as proud citizens contributing to something great. Many public works programs are state funded such as, education, meals for children, along with mandatory military service for men, a minimum of one year basic training and continued occasional reserves training. All are expected to contribute, to know and fulfill their purpose. Women are expected to serve domestic roles, but no law prevents women from owning property or a business. Women exceptionally gifted martially or magically often serve specialized roles within the military.*
The Blood Lake

The Blood Lake is an expanse of blood contrasted with bone white stone formations and land. The Mistress of Blood rules this realm and the blood sacrificed to her comes here to be hoarded in the warm lake. Vampiric sorts of fiends live here, but not the undead sort, rather they are lusty, active and wild. Indeed anyone can be gifted her vampirism, the ability to heal terrible wounds and gain great vitality by blood drinking, if they earn her favor.
House Seabreak

A coast knightdom in the Kingdom, House Seabreak enjoys a highly defensive position on the rocky shore. Little more than a tower house, The Tower of Tides is said to have been made shortly after The Return. The Seabreaks historically have used their defensible position to great effect, raiding, attacking and retreating to safety to protect their lands. Like many houses, the Seabreaks used to seat their own kings, back when "king" was a term used loosely by anyone with a band of armed men. Of course this is no longer the case, but they are none the less respected as an unbroken old lineage. Some would claim they are in fact ancient, dating far back before the Convergence, but there is no way to validate such claims. Grandin Seabreak is the current lord. He is known more for his horsemanship than his seamanship. He is reported to have fought valiantly in the Unification War, but has otherwise been reclusive, seemingly enjoying the solitude and security of his family's coastal fortress.

There are rumors about the Seabreaks consorting with mermaids and its said they have a temple cavern beneath the tower that such communions take place. The Seabreaks of course deny such rumors as peasant fancy, but considered them harmless and entertaining.

This Knightdom is an order of knights, with Lord Seabreak as their head, but at least in theory they are allied as equals, sitting at a round table.
Races and Feats

* Anthropomorphic races like dragonborn, aarakocra, and kenku are instead basically humans with horns, wings, etc.. They **do not** have reptilian, avian, or animal faces.
* All races (including variants) and feats from the Player’s Handbook, Sword Coast Adventurer Guide, Elemental Evil Player's Companion, Volo’s Guide to Monsters, and Xanathar’s Guide to Everything are allowed except
	+ These races-
		- “Monstrous Adventurers” races from Volo’s
		- Small races
		- Goliath
	+ These feats-
		- Observant
		- Keen Mind
		- Lucky
		- Sentinel
* Grand Weapon Master, Sharpshooter, Crossbow Expert, Tabaxi, Aarakocra and Protector Aasimar have been modified. There changes are described in House Rules.
* Races that increase an Ability Score by 2 and another by 1 may swap the Ability Scores of those bonuses at character creation. For instance, a Wood Elf may choose to have +2 Wisdom and +1 Dexterity, instead of +2 Dexterity and +1 Wisdom.
* Unearthed Arcana, Eberron, etc. are not allowed.
Aberrant Dungeons

*“Late in the Great War, the forces of Chaos turned to the darkest corners of existence, for a power so wrong and unnatural that even they had the restraint to use it until desperation set in. Things of such malign and grotese form that their simple presence warped the land around them into a quivering plane of agonised flesh. What I saw of their home was a dungeon of terrible depth and darkness, every surface pulsing, nothing natural or right left in the place. Gapping maws of terrible teeth, maddening wide eyes, and all matter of… changed… creatures, captured and turned by these awful things. My only comfort is that some day this war will destroy everything, and these… aberrations with us.”  -Rathma, Loremaster of Chaos*
House Loveburne

The Loveburnes are thought to have been descended from Bloodmen who breached far into the Kingdom, but ended up too surrounded by enemies to make a retreat back to their lands, so instead of more death the two sides chose marriage. If this story is true it might explain the aggressive, war focused culture of the Loveburne family. The other possibility is that their lands, being high, dry, and prone to wildfire and dry thunderstorms make agriculture difficult, so they were forced to raid for cattle and other resources. This has changed after the Unification as they can no longer raid at will, but their county has become among the poorest without much else to offer in times of peace.

Their family sword Blackthorn is an unbreakable obsidian blade, said to be the sharpest in the world.
Abizboah - The Dark Ranger

One possible depiction of Abizboah

### Affiliations

Darkness, Deep caves, Endurance, Fortitude, Great burdens, Grim oaths, Guardianship, Survivalism

## Physical Description

### Appearance

Abizboah is depicted as a male figure, often shrouded in a traveling cloak.

## Symbol(s)

The Eye

The Dark Ranger rules over the horrifically vast depths of the world. The places of utter darkness, unstable tunnels and geological activity. He is often a male figure. He is a guardian figure, protecting the surface from what lurks below, but even He holds no reign over the abyssal depths of the oceans.

## Rituals

Many paladins and other adventurers pray to Him for guidance in the strange and deep dungeons of the world. Folk of the Expanse often focus their worship on Him as the Nature of the other Gods is often absent in that dead land.

## Holy Day

His holy day is the winter solstice, Lumenbloom. It is the longest night and the shortest day of the year. Some folk consider it to be either the year’s beginning or the end. This is the time to celebrate the return of the light. It is the solar turning of the tides, and the newborn Sun offers a fresh start and, literally, a new day. It’s a time of renewal and hope.

## Associations

#### **Holy Animal:**

* His holy animal is the spider, said to ward off aberrations.

#### **Holy Stone:**

* His holy stone is jet, said to give you power over the dead.

## Myths

*"It is said that when the dark god, Wakaboth, threatened all existence it was Abizboah who was ready for this betrayal, and cast his net over the aberrant god, trapping him and preventing his rampage of destruction."*
Ranger of Abizboah

(A rogue subclass)

The Rangers of Abizboah dedicate themselves to purging the unnatural from Convergence. They stalk the dark, dangerous, and corrupted places that no one else is willing to go, even when there is no personal gain to be had, and the risk of death is high. They are faithful worshipers of Abizboah and nature itself. It is said the Rangers are granted their power by both their faith in Abizboah and nature. The Rangers are a reclusive and stoic order with outposts and training centers hidden all over Convergence. They often hide their identities to protect themselves against assassins who work for the unnatural, and do not seek out or depend on the attention of the populous. Given the right conditions their knowledge of Nature can be used to find herbal cures for infection, wounds, poisons, and even some curses.

Requirements: The Ranger of Abizboah must be proficient in Nature and Arcana, and must use one of their Expertise on Nature.

### Animal Companion

**3rd-level**

Rangers are blessed with a connection to animals. They gain an animal companion to help them track down and hunt the unnatural. Many different animals can serve this role as they are sacred animals of Abizboah. They do not assist in combat and have been trained to avoid it and wait for their Ranger to neutralize all threats. They can track undead, aberrations, fiends, or celestials within 5 miles to a location the creature is within 1000 feet of, and no more precise than that. This requires that the scent of the creature had been exposed to the open air within the last 24 hours.

### Favored Enemy

Part of Ranger training is intensive education on the unnatural, their weaknesses, strengths, abilities, immunities, and how to fight them. Rangers have advantage on Arcana checks in this respect for aberrations, undead, fiends, and celestials.

They also learn to make poisons and traps that target these specific creature types (the cost and power of these is determined by the GM).

### Ranger spells

Through their commitment to their quest and faith in their God, Rangers are granted magic. Each individual spell is available for casting once, and the Ranger must complete a long rest to replenish these castings. Wisdom is your spellcasting ability for Ranger spells. The Ranger gains new spells at 9th, 13th, and 17th level.

*summon beast*

*protection from outsiders*

**9th-level**

*pass without trace*

*spike growth*

**13th-level**

*conjure woodland being*

*freedom of movement*

**17th-level**

*steel wind strike*

*conjure volley*
Lord of Resurrection

The Lords of Resurrection channel so much of life's raw power it can overflow and be used to heal others. The miracle of Cerdar's resurrection is said to have been the genesis of this class of warriors.

### Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

### Faith of the Old God

You learn a number of cleric spells and casts them as cleric spells. You can cast each one once at it's base level. You regain these uses after completing a long rest. Your unrestrained hand counts as an arcane focus. You may cast and concentrate on these even while Raging.

 6th
 10th
 14th
Magic in Convergence

The main magic that is of use to adventurers are the Runes and Primal Soul bonds to a spirit, God, or element. The Runes are said to have been discovered by Cerdar and recorded by Cemtrix, and passed on to humanity to aid them in their fight against the Unnatural. The Runes can be more easily learned and used by warriors. However magic before the Runes, and magic beyond the Runes exists and is still practiced by secretive wizards and sorceresses. The stories suggest these mages are of demi-god like power, but their magic is of extremely complex and cumbersome nature, requiring great wealth, resource and establishments to use, thus mages are always found in towers, secluded islands or dungeons where their power is concentrated and wielded freely. But if they leave their tower, or are cornered into a martial duel, they're god like power is often said to fail them, at least that's what the stories say.

The Primal Souls focus their magical training on one theme, element, or primal force. Their commitment to this path allows their magical power in it to grow along side their martial training. Their magic channels the power of nature, rather than polluting or corrupting it.

Healing "magic" is limited to the medicine skills, herbalism, and prayers to the Gods that healers practice. The occasional miracle is said to take place in sacred groves, rivers and temples, but there are no "clerics" or organized clergy of the Gods. Bards pass on the legends of the Gods and heroes on in song and poetry. Druids tend to sacred groves. Oracles are very rare gifted women set aside for their sacred charge, but are free to leave, and marry, at any time they choose.

Other more complex rituals are occasionally possible.
Witch of Cemtrix

(This is a cleric subclass)

Witches are thought to be the pregenetors of wizards, the link between the oldest druidic/divine magic and the arcane. While most witches are healing women, divinators and herbalists, the Wtiches of Cemtrix train to make themsevles ready for the rugged and violent life of an adventurer. They are most similiar to clerics, but their connection to Nature magic and the Divine magic of Cemtrix make them unique. While some cultures fear specifically women who wield magic, most cultures respect and fear them about as much as any person with power. Like any powerful person who is corrupted by Order or Chaos they have great potential to use their abilities to do great harm, in this way they are no different than other magic users. Some consider witches to be their own race, though there is no evidence that witching abilities are a racial trait, or like many other magic users, simply a trait that can appear within a bloodline.

#### Witch of Cemtrix Spells

 3rd
 5th
 7th
 9th

#### Primal Magi

You gain the cantrips primal savagery and firebolt. Wisdom is your casting modifier for these. For you, these cantrips count as cleric cantrips.

#### Channel Divinity: Botany Sage

Starting at 2nd level, you can use your Channel Divinity to empower healing potions and poisons.

Healing potions you bless with your Botany Sage heal their max roll. This effect ends after one hour.

Poisons you empower ignore poison resistance and creatures have disadvantage on their saves versus these empowered poisons. This effect ends after one hour.

#### Familiar Friend

Starting at 6th level you gain a magical animal friend who provides a specific boon. This is not mechanically a creature, cannot be commanded, but can be interacted with, talked with, and petted. You can only choose one. Changing your familiar requires visiting a Temple of Cemtrix and is easier or harder depending on your treatment of the familiar.

Crow: Two castings of Sending per day.

Owl: Constant darkvision of 120 feet.

Cat: You are immune to the charmed condition.

Bat: You gain blindsight up to 10 feet.

#### Potent Hexer

Starting at 8th level, when you cast Hex or Bestow Curse the duration is increased to 24 hours at no higher level spell slot cost.

#### Wiccan Grimoire

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
Briefield

Among the cultures of the world many claim to be the best. For cheese it is no different. While some say the cheese of Lindale or Croth Mam is the finest, those of the Kingdom claim that honor goes to House Briefield. In the central North of the Kingdom is the county of Briefield, named for the noble family that rules there. Great open plains feed their many cows, sheep, and goats all of which produce excellent cheeses. The very wealthy of Frostshield pay great sums for their softer cheeses to be teleported in, and their harder cheese that keeps much longer is shipped on the sea. Many caves are used for the aging process. Their most famous cheese is Huron named for the homlett of origin where large birds of the same name often perch overnight together in large water edge trees. It is a harder cheese which allows it to be shipped all over, increasing its fame and demand. Even the Bloodmen have developed a taste for the refined cheese.

Their house words are "We do it butter". A clever pun suggesting their superior dairy.
Dungeons

It is not just in the dark corners of the world that strange and ancient things hide. Often it is right under a community of people that such things lurk. Sometimes they are simple treasure troves of long dead folk, the greatest danger being a sore back from hauling treasure up out of the ground. However more often they contain forgetten dangers that most folk are ignorant of, and have no idea the danger they've unleashed in their curiosity or greed.

In the most malign and unnatural dungeons, the normal rules of nature are often changed. Creatures of nature will be inherently anxious and unable to find the ease required for resting. Perhaps small pockets of earth, still connected to Eatora, can be found for a brief respite, but otherwise one can expect the very air of such dungeons to be hostile to natural life.

The normal space of the world is corrupted in such places, often magic that one can depend on will be barred against, or entropically changed such that it cannot be used or is too dangerous to use. Teleportation is the most commonly effected by this.

Indeed many report escape of any kind, magical or otherwise, is impossible once one has entered such dungeons. Many experience a kind of mind, or presence, working to prevent escape, until the "heart" or "focus of power" in the dungeon can be destroyed or otherwise disabled.

(Treasure chests are almost always locked and trapped. They will often require a thieves tools/security check to disarm and unlock. More often than not triggering the trap will not only harm those near it, but the treasure inside, so simply breaking open the chest is not advised. Checks made to disarm a trap only trigger the trap on a 9 or lower. Some traps will have too high a DC for some characters to ever overcome, otherwise meeting the DC disarms the trap, opens, the lock, in an action, lower than the DC, but higher than 9 just influences how long the disarming takes, anywhere between 1 and 10 minutes. Characters without proficiency in thieves tools/security cannot make attempts on these complex chests.)

(As for finding secret doors and other sorts of traps, like those placed in a hallway, you must narrate your character's search. If there is no time limit and your description is appropriate for finding the thing, you will often find it. If the situation is time sensitive, like in initiative turn order, the Search action is an.... action like normal. If you become exhaustive with this searching, you might take... exhaustion points. There is no limit to the number of people who can make the same Search check. In this sense we will take a more realistic approach to dungeon interactions and skill checks. Generally, while not in initiative, we will use your passive perception for detecting traps, you do not need to say "I check for traps" that's assumed for everyone while in a dungeon and is the sort of thing that passive perception is intended for.)
The City of Valor

**Ten years ago a great warchief, Carth the Brave, united many tribes under one rule.**

## The City of Valor

### Location

The Bloodbound Tribes

*A seat of power was established on the coast from which he rules. Valor has become a legitimate trade hub of some nefarious reputation. It is the main trade point for the highly prized supplement “phoenix”, slaves, and strange artifacts sourced from a mysterious land in the far East oceans. While open hostilities between the Tribes and the Kingdom have ceased with the development of good trade relationships, war could spark again at anytime. It is more a ruin that people have encamped in enmass than a ruin rebuilt.*
Monica Wilson

Monica Wilson is a female student that you (main character) have known for years. She starts as your virgin best friend, but that can quickly change. She is the daughter of Mrs. Wilson

## Biography

You've known Monica since you were a little kid, and the two of you have always been close. While you've never gone out officially, there have been some sweet moments between you throughout the years. All you need is the right situation to become something more than friends.
The Origin of Races

While its clear the elves originate from some harmony of elemental fey, or could be called "wood fey", and its clear the dwarves decend from earth fey, however the most populous race in Convergence, humans, are a mystery. While most races are depicted in art of the Elemental War era, signs of humans only appear sometime after. It would seem they originate in Sothos and are noted to have multiplied and expanded relativily quickly, indeed there was some concern these wild barbarians would expand into Nordos to conquer the elves and dwarves. Of course the Convergence occured before then and all previous conflicts became trivial.

Dragonborn are obviously enough decended from dragons. When and how dragons mated with kith (the general term for the humanoid races of Convergence) is unclear. What could spark such interest? Regardless the interbreeding is indeed possible.

Half orc are of course decended from the orc, who themsevles were once fiends, but stranded after the Convergence became more like wild animals.

There are many scholars and nobles who would pay well for information and artifacts about our world's history, found in preserved dungeons and ruins.
Library

### Realms of Covergence

by Lauchlan Nobleheart of the Frostshield Archive

* Cultures and Races
* Nordos
* Sothos
* The Kingdom

### The Vain Debate

by Ceuran of Croth Mam

* Order and Chaos

### The Natural Faith

by Faniel of the Croth Mam Cemtrix Temple

* Faiths

### Planescape

by Concelhaut the Archmage

* Extraplanar Locations

### Various Documents

by various authors

* Calendar
* Magic in Convergence
* Dungeons
* History of Convergence
* Vitae
* Planes
* Vampires
* Fiends
* Aberrations
* Undead
* Celestials
* Demons
* World Map
* Kingdom Map
Raven Speaker

Those who assume barbarians are dumb brutes who can easily be out smarted are making a deadly mistake, especially when it comes to the Raven Speakers, who train their minds as well as their bodies. They have spiritual bonds to the clever ravens. The Raven Speakers have a strong connection to Iria, warfare, and the honored dead, thus the undead are particularly offensive to them. Special efforts are made to destroy the undead. Raven Speakers priests are valued as advisors among the nobility, and enclaves of the order are housed through out the Kingdom, from which they can send out their warriors.

### Murder of Crows

Starting at 3rd level, you are surrounded by magical corvids while you rage. The corvid cloud extends 10 feet from you in every direction, but not through total cover.

This corvid cloud has an effects that activate when you enter your rage, and you can activate the effect again on each of your turns as a bonus action.

All creatures of your choosing in the cloud take 2 physical damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. Undead are vulnerable to this damage. Also, creatures of your choosing are resistant to necrotic damage while in this cloud.

### Raven Familiar

Starting at 6th level, you gain a raven familiar that can do several specific things. It is not mechanically a creature.

The raven can guide you in the direction to the nearest undead, to a precision determined by the DM.

The raven's cleverness inspires special insights in you. As a bonus action you can determine the damage vulnerabilities, weakness, and condition immunities of a creature.

As a bonus action the raven can attempt a sleight of claw on a creature within 60 feet of you, that you can see. This check is made with your doubled proficiency modifier, plus 5.

### Return to Nature

Starting at 10th level, as an action 1/long rest you summon a mass of ravens. All undead within 30 feet of you of 1/2 CR or lower are instantly destroyed, their corpses torn apart and disappeared by ravens. At 8th level undead of CR 1 or lower are destroyed, at 11th CR 2 or lower, 14th CR 3 or lower, 17th CR 4 or lower. Organic bodies may also, just in general can be disappeared by this ability, at your choice, preventing their use in undeath.

### Dark Wings, Dark Words

Starting at 14th level, you learn a number of spells and casts them as wizard, paladin, or cleric spells. You can cast each one once at it's base level. You regain these uses after completing a long rest. Your unrestrained hand counts as an arcane focus. You may cast and concentrate on these even while Raging.

*commune with nature*

*death ward*

*animal messenger*