recursal/Fanatic-Fandom huggingface dataset:
Premium Subscription

### **Overview**

A premium subscription provides you with a whole raft of great features that make your job as a manager so much easier, and will save you a ton of tokens into the bargain!

You can purchase a premium subscription from the in-game token menu, and it can be had on a month-to-month basis, or as a yearlong subscription which costs you less.

So what does a premium subscription get you?

### **Premium Features**

* **More Clubs** - With premium you can now run four clubs rather than the standard two! Note that you can keep any new clubs even if you stop paying premium!
* **One Subscription, All Clubs** - ALL your clubs get the benefits of premium.
* **100 Tokens** **Per Month** - to spread between your clubs as you see fit.
* **An Assistant Manager** – too busy to devote all the time you want to managing your clubs? No need to worry, your assistant manager can take up the slack when you are not around! They will play your daily training, medical, contract and tactical cards for you if you have not shown up by the end of the day. An invaluable resource to have!
* **More Trophy Slots** – 5 slots for your trophies rather than just the one!
* **Exclusive Stadium Designs and Logo Shields and Frames** – stand out from the crowd with premium exclusive designs.
* **Eliminates Token Costs** – No need to pay tokens to change your club name, enter an auction, make an auto-bid. Every token saved is a token you can spend elsewhere!
* **More Benefits to come** – renaming players, match plays saved indefinitely, exclusive colour palettes, exclusive kit designs and far more!

### **Elite Subscriptions**

This subscription level has not been released yet, but you will be itching to get your hands on it when the Elite Subscription goes live!

Fancy more than four clubs? How does as many as you like sound?

More free tokens per month, and much more.

Perhaps more importantly for the future, an Elite subscription will cover ALL Blackout Sports Manager Games, from the current rugby, through cricket, football and beyond!
Unbound Gods

Unbound gods are the least powerful of all the forms of gods but they can travel freely, unlike the planar bound gods. Often their power can be transferred to their followers but they cannot create incarnations of themselves.

## Neutral gods

### Zar

An elemental god of fire and earth. He creates volcanoes wherever he settles. They takes the form of a Ram.

Symbol: Ammonite

### Sangris

The ferryman of the dead.

Symbol: A coin minted with a boat.
5th Seme

The excuses are getting weaker. Every time they deny you, you learn more about how to fix the application and fulfill their requirements. This time they let you know the problem late so you couldn’t do anything about it before the deadline.

Fifth semester is wonderful as ever, Clemson has it’s open applications again. Your friends at Iowa look to you as a strong man going against the grain, but they are concerned for you. News of violence and controversy over integration is fresh in everyone's mind, and they don’t want you getting hurt. Your RA pulls you to the side, saying “be careful people don’t want you there, don’t get in a position where you are the target.” Apply?

1. Send a Letter
2. Settle for Iowa
Finances Overview

Home

## Overview

At the start of every season your club’s Board of Directors(Board for short) will assign you your budget for the coming season. The size of this budget will depend on your Club Level, any financial tech you may have invested in, and how well you did in your league and divisional cup the previous season.

You are free to spend this money how you want to during the season. If you have money left at the end of the season, the Board will gratefully take it back, but will add a portion of it to the new season’s budget, the amount depending on the Carryover tech you have invested in.

There are three areas where you will be spending your money. The first is on upgrading your buildings and improving your stands and stadium. As your club gains Club Levels (CLs) then the level to which you can upgrade your buildings also increases. As building upgrades give you tech points to spend, you will want to do this regularly. The second area of expenditure will be buying players on the transfer market. You may not be doing this all the time, but it is definitely a good way to improve the quality of your squad, so you will want to make sure you keep an eye out for a good bargain. The last main money drain you will be facing is paying the signing bonuses for contracts you negotiate. You won’t have many of these a season if you plan correctly, but they can cost sizeable amounts for top players in your squad, especially when their Player Levels (PL) are high – good players demand big bucks after all! To help mitigate the costs of these bonuses make sure you actively play Contract cards into the contract negotiation.

You will also get some money during the course of a season from gate receipts, which can be boosted by having certain Amenities operating. When this money is generated it appears above your Stadium and you must click on it to collect it. Your Hotel can also produce daily income if you invest in Hotel Room tech. If you do not collect the daily money it will disappear at the end of the day, though if you have a Bank Amenity then this will collect all income and keep it for seven days, so you can collect it later.
Card Rarities

## Common and Foil Cards

Until season 2024.1 (18 Dec 2023) these were the only cards in the game. They represent the basic card categories: Match Tactics, Contract, Training, Health, Weight, Academy, and Psychology cards. Each category contains level 1-5 cards, which also defines how much the card costs, e.g. 1-5 card energy.

Each of these categories have a special foil category (previously called epic) which typically acts like a level 6 card, but only costs 1 card energy.

Common and foil cards are fully described in Cards System.

## Uncommon

How to get these cards:

* Low chance to appear in **match rewards bags,** **bought decks, the daily tasks reward, and daily card decks** for all users

 Instant heal
 Personalised Trainer
 Injury Immunity
 Top Form

## Rare

How to get these cards:

* Lower chance to appear in **match rewards bags,** **bought decks, or the daily tasks reward** for all users
* Lower chance to appear in **grounds** **daily decks for premium users**

## Epic

How to get these cards:

* Very low chance to appear in **match rewards bags** or **bought decks** for all users
* Very low chance to appear in **grounds** **daily decks for premium users**

## Legendary

How to get these cards:

* Extremely low chance to appear in **match rewards bags** or **bought decks** for all users
* Extremely low chance to appear in **grounds** **daily decks for premium users**

### Legendary Player Match Card Consumption

The legendary player match cards (Jonny, Lomu, Pocock, Smit, and WJ) will remain in the slot and are only consumed when:

* it is a ***competitive*** match (not including union matches or ladder matches played as challengee)
* the player ***starts*** the match, and is in a ***valid position*** (where positions are specified)
* the card effect is ***used at least once***

If a card is not consumed, it remains in the player's card slot and will be eligible for consumption in the next match where these criteria are met.

### Legendary Player Match Card Conflicts

If both side's Hooker's have a Smit or Willie John card, they will always win their ***own*** lineouts or scrums.

### Personal Trainer Cards Behaviour

Training is run using the positional session for the player's current best position. For each day simulated, foil cards with synergy bonuses are played into all slots by picking random skills from the session as the focus for each card.

The exact numbers are stored as a report, but not displayed anywhere in-game yet. However you can view the player history to see any level pops and ageing.

### Academy Fast Track Cards Behaviour

A foil level card with synergy bonus is applied for each day simulated.
After the sit

You get home in time for dinner and share the story with your parents. Your mom is furious that you were so reckless, saying you could have gotten hurt, and now you may have a record. Dad acts like he feels the same, but once your mom gets up to clear the table, he smiles at you across the table.

“You did a good thing today, I’m proud of you.” He looks over his shoulder towards your mother in the kitchen. “Uhh, don’t tell her I told you that.”

Soon you'll be graduating, should be a big day!
Referrals: 30 Token Bonus!

### 30 Token Bonus!

Earn yourself and a friend 30 bonus tokens by inviting them to play the game through our referral system.

### How To Invite

There are two ways you can do this:

The first is to get an invite link from your Account section at our website blackout.rugby. Just copy the referral link and then send it to a friend. They can then use this link to sign-up and create their own account and start playing.

The second is to do it in-game. Go to the globe world icon in the top right of your screen and click on the Friends button at the top. This will bring up your 'Friends' information panel where you will find 'Invite Via Email'. Use this to enter your friend's email address and send out the invitation.

### How Long Do they Need To Play To Earn the Tokens?

The exact length and mechanism to earn the token bonus is a secret - we don't want it being abused after all! But it will happen early(ish) in the game if the referred friend actually plays the game in a meaningful manner.
New Yalen

New Yalen is a coastal town on an island 150 miles long in the Ortiana ocean. Though it is probably the closest place to a midpoint between all major cultures, New Yalen has remained as a small supply port for most of it's history. The foundation of New Yalen is a Skippellosi in origin, truly ancient but heavily deteriorated. The town itself is made up stilted palm houses along the lowlands, a great many imported wooden storehouses on the highlands and stone brick "estates" overlooking everything.

The rest of the island is covered with a cultivated landscape. Palm and fruit orchards, Terraced Gardens and a few small grain field. Large ground foul are the only domestic animal.

## Notable locations.

### Temple to the Green Mother

This is a huge roofed outdoor space with a sun headed statue. Simple religious and rite of passage rituals are held here. Most festivals also start here.

### The Registry

This is a huge market and exchange owned and Lightly Taxed by the Hakoa Family. It has a garden and a good deal of street food. It's the main for most people.

### The Old Arena

An oblong track surrounded by tiered seating that is mostly intact. sometimes it is used for music as the acoustics are good but mostly the local militia use the grounds to train and keep them out of trouble.

### The Catacombs

The catacombs actually started as holding cells for the ancient skippellosi slave trade. Now it functions as a subterranean parallel to the registry but for less legal activity. The Smuggling and crime in new Yalen consists of quiet Piracy off the coast, skimming from storehouses and the largest part of it is Fencing these ill gotten gains. most of this activity takes place in the catacombs but it's deepest reaches are not visited much as the are horrifically haunted.

### The Barracks

The Barracks is an enormous store house next to the Hakoa estate. Has quarters for militia and is manned full time. it holds the Hakoa Families material wealth and is guarded.

### The Hakoa Estate

Large manor on the hill on the edge of town.

## History

The skippellosi settlement was called Malos, and it Worked as their foothold in the Feyune before the ward went up. It was from here that man oppressed the Solareth and so many died in the dungeons that they remain haunted 5 millennia later.

## Factions

### The Inquisition of the Sacrament Seperatatum

The Inquisition has lost almost all power and are not welcome in their countries of origin. A few have found sanctum on New Yalen but are not operating in the same way, they have been forced to adapt.

### The Vidyk

Nodram Scribal School. In New Yalen there are two scribes of the Vidyk that find work managing ledgers and managing taxes.
Let’s go to college

College rules! You go to Iowa State and for the first time, you are both the only black person in the room and not treated poorly because of it. You fit in great here, and everyone loves you. As you settle in, you become aware of how few black people are out here. Even back home there were always at least cooks or custodians that were colored, but here everyone from the janitor to the dean was white.

First semester is looking good!
Silas Landon

## Backstory

Margot—the starter of the bloodline and family business—had fallen in love with another woman, a human woman. This born pureblood was high in society due to her father’s standing within their vampiric wealth and power nobility, he handled many different financial businesses for other vampires that enabled the older vampires to transfer funds into more modern safes and banks. Handling so much money when assuring many that the Landon’s were wealthy, which they indeed were until the only child of the Landon household fell in love with the wrong species. By the time that Margot confessed her feelings to that human, it wasn’t surprising that her family found out. They thought she was broken—something was or had to be wrong with her so in order to ‘fix’ Margot her father arranged a marriage with another wealthy vampire who would take control of the business later in life.

Margot was not stopped by the arranged marriage but when she was completely forced into it and bound to the vampire—her reckless spirit would not rest. She ran away with her human lover, and in the time of need she reached out to the Andley family. She was being hunted by the time she found she was with child—a rare thing considering her family had even harder luck of producing children. They lived with the Andley family, the human lover becoming bitten and surviving the process to live life raising Silas until the head of the Andley family was killed in battle. Silas’ father—who he even doesn’t know the name of found them.

Silas was taken away, leaving Margot behind to derail the deranged and money hungry vampire, and since he was handed over to Camilla—his step in mother and other real mother—they ran even more. She was labeled as a woman of color in the day he was being raised, and with his mother’s soul in him he was aggressive. Silas would pummel any living thing that dared disrespect Camilla and he was reckless so he could be out anywhere having a good time. He wasn't well respected or rich like other born vampires, he wasn’t anything but hard work. He truthfully shouldn’t be in charge of money either, he is far too evolved in spending it all while he has it. He is carefree like his mother, and without worry...he found himself in all kinds of dangerous situations such as mass feeding. One day he left a mess, a very big mess that attracted a lot of attention. Camilla took the blame, she had too and was executed with a burning following afterward. Back in the Wild West—Silas killed every single person that watched and did the execution. He isn’t stronger than every vampire, all of them could do the same if they tried, but age molded his mind. He learned and realized being on his own was a risk, and so he joined Lichen so he too could kill and have some kind of standard to live by. He wasn’t going to be alone again.
Only one way to find out

“Only one way to find out!” you turn around to test it out

“You can’t be serious Harv.” Conner calls nervously from behind you.

“OH hell, live a little I guess…” Jim sighs as he follows you.

You step up to the fountain, looking nervously for onlookers who would relish the opportunity to punish a misbehaving colored boy.

“You really gonna do it Harv?” Connor asks stepping up next to you.

You lean over and take a sip from the fountain expecting…

Water.

“It’s just water.” you say. “Try it.”

Jim hesitates but takes a sip, followed by Connor.

“Not so special after all I guess.”

Continue
Vah

The local of this town is a tropical coastline with sparse plant life quickly transitioning to rolling dunes and rocky desert. The town is located right on the transition between a sandy shoreline and a short 20-30ft cliff line. Pouring from any parts of the cliff line is fresh water and from a large cave opening, a subterranean river feeds into the ocean.

Vah is a town defined by its Torma (mausoleums). It exists as a sovereign holy city of the god Zephrin, an enormous stature Can be seen for miles atop the fortified Necropolis, his legs forming the entrance. ). Vah is seated on the border between the kingdoms of Tioth and Ramda. It's on the coast at the southernmost tip of the Bazan sea. Vah first got its reputation for being a Torma city about 800 years ago. The kingdoms of Tioth and Ramda were in conflict and a vast stalemate battle had just taken place just outside of Vah. Rather than letting all the dead become another bone field in the dunes, the morticians with the help of the Zephrin clergy brought everyone back to Vah and commenced mass funeral rights and preservations. Since then many see Vah as a place to be interred. Not only are there more Torma than anywhere else in the world but it also housed the gaudiest and most ostentatious Torma in the world.
GO ARMY! USA! USA! USA!

You thought you would be cut out for war, but it’s a rough time, the height of the cold war and the Vietnam war. Everything seemed awesome till you lost a leg to the Vietcong. You come back and live off disability and pension, working part-time at a toll road, and no one remembers your name.

Do better, try again!
Quetzin

Particular about their customs. quick to anger. loyal. egalitarian with those in their society

#### Ability Score Increase

one of your scores increases by 2, and your another ability score increases by 1.

#### Age

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

#### Size

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

##### Draconic ancestry

When you create a Quetzin Character, Choose one of the Following Damage Types: Cold Fire, Lightning, Acid or poison. You were born in the realm of a dragon assosiated with this damage type. You will either have a 15ft cone attack or a 30ft Line.

#### Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

#### Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

#### Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

## Alternate

You may forgo the Breath weapon feature for a set of Wings

**Wings**

You cannot take fall damage wile you are awake and once per short rest you can spend your movement on one of your turns as flight. When you reach 5th level you get a flying speed equal to your walking speed.
Jorunthorpe

Blighted farms stretch as far as you can see between the foothills in the south and the forests in the north. A round fort sits on a stone hill in large Valley. It's walls robust with ornately carved wooden palisade on top. A bustling village has been built around the round fort and stretches around the coastline and up river. it's adorned with 7 stone towers that watch every point of entry, each one decorated with a different array of beasts and gargoyles.
Viddiswel

Viddiswel is a Nodram island city-state of the east coast of Banthor.

It houses one of Ortia's great magic schools, one of 7 in the world established by the circle of 8. The School of evocation.

They have done their best to remain neutral and with their Evoker shock troops have been able to maintain that neutrality.
Vant

Vant is a kingdom at the center of the Nivirri lands. It is made up of the islands of Niz, Nizran and parts of the mainland of Cidies, These lands are very central geographically They are the only Nivirri people to have a blue blooded royal family. Vant is also the origin point of the Sacrament Seperatum.

### **Barot-nal:**

The seat of power in Vant. Located on the island of Niz. It is also the most populous city in all of the Nivirri lands. The city itself is costal located in a shallow valley decorated with natural stone towers. In the very center of the Barot-Nal 9 temples are layed out in a circle with the 9th temple/the temple of Man stands at the foot of a huge plateau pillar with a garden on top.

### **Mi-Gal:**

Located on Nizran, The only real city on that Island. The main headquarters of the Sacrament Seperatum is located here.
Primordials

As far as anyone is aware, primordials cannot die. They have always existed and It's likely that they always will. They are more or less conciousnes bound to universal concepts. Until you destroy entropy, you cannot kill Ptarraeug. There are three primordial that have ever existed in the observable universe. In the Spider Web constellation resides Nikta, in the Vortex constellation resides, and in the Mysts resides the green mother.

## The Green Mother

Her Domain is Life and she created The realms between the mysts.
Stone Dwarves

Stone dwarves live in the southern hemisphere of Drokolith amongst the oldest mountains and dense woodlands. They build fortresses and strongholds above ground and below to defend against the armies of hobgoblin.

## Stone Dwarf Traits

**Ability score increase:**

Constitution increases by two points and Wisdom increases by one.

**Age:**

Dwarves reach adulthood at the same rate as humans but are considered young until they are 40 years of age and can live to be about 500 years old. Though dwarves usually perish to violence or harsh environmental conditions first.

**Size:**

Dwarves are between 4 and 5 feet tall but they are broad and heavily built. Their size is medium.

**Speed:**

Your base walking speed is 25 feet and your speed isn't reduced by wearing heavy armour.

**Darkvision**:

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.

**Dwarven Resilience:**

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage

**Dwarven Martial training:**

Stone dwarves are proficient with light armor, medium armor, and shields.

**Tool Proficiency:**

 Stone dwarves are proficient with either Mason's tools or Brewers tools

**Stonecunning**:

You can instantly discern whether something has been made by dwarves and you have advantage on all intelligence checks regarding stonework.

**Languages**:

You know Dwarvish, Terran and one more language of your choice.

**Stone's toughness:**

Your hit point total increases by one and it increases by and extra one every time you level up.
Half-elves

The Half Elven, a union between Human and Etha, though they may never have children of their own.

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

#### Ability Score Increase

One of your ability scores increases by 2, and two other ability scores of your choice increase by 1.

#### Age

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

#### Size

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

#### Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#### Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

#### Skill Versatility

You gain proficiency in two skills of your choice.

#### Languages

You can speak, read, and write four languages of your choice.
Programador

Em ciências da computação; **programador**, **desenvolvedor**, **codificador** ou **engenheiro de software** é alguém que escreve, desenvolve ou faz manutenção de software em um grande sistema ou alguém que desenvolve software para uso em computadores pessoais.[1]

Programadores também são conhecidos como "desenvolvedores" de software e são responsáveis apenas pelo desenvolvimento do software que lhes é passado por engenheiros e analistas de sistemas.

Hoje em dia é muito comum a função programador/analista. É até uma tendência, uma vez que os programadores muitas vezes têm uma visão mais ampla da engenhariae arquitetura do software, e experiência com as diversas formas de se elaborar um mesmo produto.
Antemor

Of the countless kingdoms and nation states that boast the grandeur of their capital cities, none come close the the sheer scale of Antemor. It truly is a city like no other. An enormous city of several million people live within wall to rival the legendary fortresses of every age. The great and lazy river of Antorin flows through the city forded by 4 fortified bridges and supplying fresh water to it's inhabitants while the poisonous White River flows along the foot of it's west wall.

## Major players:

#### The Oracle of Antemor

Almost synonymous with augury in general, the Oracle of Antemor is world renown and considered to be the only infallible oracular temple on Ortia. The Temple is dedicated to Nikta, a little known but powerful entity said to be the personification of Fate itself. The Oracle is a vast temple compound build of white granite on the side of the Volcano, Mt. Herhafife, a kilometer away from the walls of Antemor. Many people are part of the temples many facets and inner workings. Pilgrims come to visit and influential people pay great somes to have their future red or learn things of the past.

Scribes from scribal schools record many fates, convey messages and venture into Antemor as heralds, reading out prophecies concerning the common people.

A great many Acolytes work in the temples maintaining the many building and living on the compound.

Temple monks spend their days praying and collect Alms in Antemor for the temple.

Temple Augurs have rotations of Meditation - Trance - Recovery. Recovery sometimes includes months away from the fumes of the volcano, Augurs are treated with fear and extreme reverence in Antemor and abroad. The wisdom of the sages teaches that men can better see the past while women can better see the future. They rarely stray from gendered teachings.

Smoke Sages are retired Augurs of the temple. The strains of Augury have taken their toll and these sages never leave the temple, living out their remaining days in what comfort they can find and training new augurs. Years of exposure to the volcanic fumes and corruptions of peering beyond the veil have altered them and they can rarely be far from the temple. the smoke from certain incense can delay the withdrawal symptoms.

### The Governing sennat

The governing senate is made up of senate elected members, and is mostly comprised of the most influential people in Antemor. It has 21 chairs, 20 are for the Senators but the final one is the position of Arbitrator. The senate passes laws, spends tax money and will elect military generals to direct police forces, armies and navies. The senate is mostly made of of land owners and merchants but also contains representatives from major organizations.

The Arbitrator is also elected by the existing senate but cannot be beholden to any land or business as they are meant to be a representative of the people. They only vote if there is a tie but they have a right to veto policies if they are deemed to not be in the best interest of the people.
Graduate

It’s high school graduation day! As the first Gantt to graduate, to say your parents are proud is an understatement, with your father’s 8th grade education and your mother’s 11th, they didn’t have the opportunities you have. The crown at graduation is a sea of beaming parents and children from the black community of Charleston, all excited for what the future holds. Your parents have always encouraged you to go to college, and your advisor thinks you could make it into a white college like Iowa state instead of the less competitive historically black colleges for architecture. You also have an army recruiter telling you the great deals they have. Of course, you could always work at the shipyard with your father.

1. Let’s go to college
2. GO ARMY! USA! USA! USA!
3. Dad’s job isn’t so bad
Drugs

## **Bliss lily**

Has the appearance of light grey loose-leaf tea

smoked with a water filter.

When you do so you become very calm and disoriented.

You suffer from the Stunned condition for the first hour then the poisoned condition for 1d10+1 hours as the effects slowly ware off.

Bliss lily is the young pedals of a particular type of water lily that grows in high altitude ponds. Farming this crop has not been successful.

## **Toll**

A fine brown powder and tends to clump.

Snorted or smoked

When you do, you can recover 1d4 worth of spell slots per dose.

1 hour - (5minutes per dose taken) after taking the initial dose you get the side effects.

A splitting headache and powerful ringing in your ears. Conditions, Poisoned and deafened. This lasts for an (30 mins x (doses taken x spell slots recovered).

With frequent use your hair and fingernails start to fall out.

Toll is made from ground root tubers grown in soil enriched in spent Voidstone. Traditionally they use licorice but ginger, turmeric and taro have been used successfully.

## Grey Pine Resin

Dark grey resin lumps, sometimes powdered.

Painkiller: Applied as a balm, Ingested or smoked.

Taking a dose will grant you 2d12 temporary hit points for 2 hours

taking a more doses extends the duration by 2 hours up to 8 hours

after it wears off you get strong chills and feelings of weakness. Take 1d4 points of poison damage per hour of duration.

## Water Velum

Marbled brown pieces of dried skin.

Ingested

Taking a dose will cause Vibrant hallucinations for 1d6 hours and will also cause 1d8 poison damage.

taking additional doses will increase the duration by an hour and the poison damage by 1d8.

Water Velum is made from the toxic skin of an octopus. it is primarily used in religious rituals.

## Black Mint

Is a mild stimulant

1 dose will temporarily rewove 1 level of exhaustion for 8 hours. Taking additional doses within the same day will add 1/2 of the duration of the previous dose.

After the effects wear off you have -10 movement speed until finish a short or long rest

## Psilocybe

Small Browns Mushrooms, work as a dissociative at low doses and a hallucinagen at high doses.

## Rockthorn

Rockthorn is a powerful stimulant that boosts impulsivity
Half-orcs

Orcish blood gives them a hair trigger fight or flight response. A trait that is helpful in a violent and dangerous lifestyle but without the cultural nurturing towards violence it will often manifest as Anxiety in Half-orcs. Half orcs cannot have children of their own.

Your half-orc character has certain traits deriving from your orc ancestry.

#### Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

#### Age

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

#### Size

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

#### Darkvision

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#### Menacing

You gain proficiency in the Intimidation skill.

#### Relentless Endurance

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

#### Savage Attacks

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

#### Languages

You can speak, read, and write one Human language and Barrador. Barrador is a harsh, grating language with hard consonants and can be spoken without needing lips.
Pixie

Pixies also called Halflings, Brownies, and Forest children. They Form small communities in the forests building homes in hollowed out trees and underground. They are known to be tricksters and sometimes lure children into the forest or set livestock loose for a laugh.

## Pixie Traits

Your Pixie character has certain characteristics in common with all other gnomes.

#### Ability Score Increase

Your Intelligence score increases by 2 and your Dexterity score increases by 1.

#### Age

Pixies mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

#### Size

Pixies are between 2 and 3 feet tall and average about 30 pounds. Your size is Small.

#### Darkvision

Accustomed to life in Dark forests and Barrows, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#### Pixie Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

#### Natural Illusionist

You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

#### Speak with Small Beasts

Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Pixies love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

#### Languages

You can speak, read, and write Sylvan and one other language of your choice.
City-state/ independent

### **Vah:**

The local of this town is a tropical coastline with sparse plant life quickly transitioning to rolling dunes and rocky desert. The town is located right on the transition between a sandy shoreline and a short 20-30ft cliff line. Pouring from any parts of the cliff line is fresh water and from a large cave opening, a subterranean river feeds into the ocean.

Vah is a town defined by its Torma (mausoleums). It exists as a sovereign holy city of the god Zephrin, an enormous stature Can be seen for miles atop the fortified Necropolis, his legs forming the entrance. ). Vah is seated on the border between the kingdoms of Tioth and Ramda. It's on the coast at the southernmost tip of the Bazan sea. Vah first got its reputation for being a Torma city about 800 years ago. The kingdoms of Tioth and Ramda were in conflict and a vast stalemate battle had just taken place just outside of Vah. Rather than letting all the dead become another bone field in the dunes, the morticians with the help of the Zephrin clergy brought everyone back to Vah and commenced mass funeral rights and preservations. Since then many see Vah as a place to be interred. Not only are there more Torma than anywhere else in the world but it also housed the gaudiest and most ostentatious Torma in the world.
Tainted land

Tainted Lands or Diametric stains are regions characterized by their hard but invisible borders past which the nature of reality changes dramatically from the norms of the realm. Their sizes may vary substantially and the nature of some may be quite pleasant.

The term Diametric stian refers to a trend that some Schollar's thought they observed wherein Stains seemed to be opposite to the realm they were on.

Diametric stains are not natural. They have to be created. Most of them are scares from a long past conflict.
Al-Malor

Al-Malor was contracted as the new capital of Dakkir after their great empire tore itself apart. Its grander counterpart, Besh-Malor, Crumbles to dust in the desert 4 days ride to the north.

It's a massive Sprawling city of sandstone and fired clay. Brightly Colored fabrics adorn all but the most humble abode giving life to the reds, yellows and browns of the surrounding stoneworks. Many enormous public structures tower over everything else tapering towards the sky. A muddy river flows through the city under 30+ bridges and into a large manmade bay that protects its hundreds of ships from the unpredictable breakers. To the west the southern most tip of the Barrier peak mountain range where they dive into the ocean. To the east, open farmland that stretches' for days across the clay rich soil. Theatre is the Artistic expression that is the most stressed within Al-Malor. Dakkir is the oldest of the Denneian kingdoms and the history of it is kept alive through dramatic retellings, Comedies and Tragedies.

##### The temple of the trinity

A massive stone ram statue painted in red with Gold leaf detailing. A horseshoe shaped Brassier surrounds it and is kept Smoldering at all times. The Floor depicts a Tsangor wile the ceiling depicts Thumaneus

##### Amphitheatre at worlds end

Upon an enormous raised platform with a triple door portal open to the ocean. At sunset the vew is enough to make you cry regardless of the quality of the actors.

##### The Senate House

Dakkir's new Democracy has repurposed the royal palace into a meeting-hall for the educated classes to discuss issues of state.
High Sch

You’re in high school now. Dad has been talking about the sit-ins and protests almost every day. Seemed like everyone was doing something with the Montgomery bus boycott still in full swing. You even heard about some college kids doing a sit-in up in North Carolina! You’re not that much younger than them if they can do it, why can’t you and your friends?

You and your friends do some research and get in touch with NAACP representatives who “Train” protestors to stay safe and be productive. After some recruiting you to organize a group of 35 who are interested. You get together a couple of times to talk about the rules and how to handle hecklers, and what to do when the police inevitably arrived. The most important thing they stress is you must remain non-violent. After the training, your group is left with 27 activists.

Sit in
VillirNain

The Villirnain are the most solitary people I've ever heard of, they extremely capable, but most of all they are great at not being seen. They live in the more remote parts of Drokolith deep in the forests and mountains keeping away from all forms of civilization. Individuals spend most of their life alone save for occasional gatherings that might comprise tens of thousands of individuals.

## Traits

A VillirNain character starts with the long lived, the Bushcraft, and the Beast tongue traits

### Beast Tongue

The character can speak to creatures from the monster category Beasts. Beasts have their limitations but can answer questions about which creatures are in, or have traveled through, an area, and also estimate their numbers (one, two or many). The beasts do not perform any services; they talk to the character as if they were equals.

### LONG-LIVED

Once adulthood is reached, the aging process of the character slows down. The character can live up to two or even three centuries if its life is not shortened by violence, poison or disease. The creature’s long lifespan makes it prone to do things at a slow pace, but this is compensated by the attitude that what is worth doing is worth doing well, which over time results in a considerable degree of expertise. Long-lived has no effect besides what it implies in terms of playing the role.

### BUSHCRAFT

The character can survive on meager resources and is used to finding food and shelter in harsh terrain. With a successful Vigilant test, the character can find enough food and water to feed him- or herself while being on the move in the wilderness or among Davokar’s ruins. If the character is part of a small group (up to five individuals), food and water can be found for them as well, but that will take much more time. The group cannot be on the move during that time.

## DnD traits

**Ability Score Increase**: Your Wisdom score increases by 2 and one other ability's score increases by 1

**Age**: Nain mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live up to 500 years though some Nain from from generations far removed have no limit.

**Size**: Nain are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

**Speed**: Your base walking speed is 25 feet.

**Skill Proficiency**: You are proficient in Stealth and you can attempt to hide in light cover.

**Tiny Scrambler**: natural sources of rough terrain do not slow you down.

**Nain even-temperament**: You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.

**Languages**: You can speak Terran, Nainish and "common".

**Powerful build:** Nain count as a size larger when determining carrying capacity. They can also use weapons with the heavy tag at no penalty.

**Secretes of the land:** Chose an animal, you can speak to animals of that species and related species.
Animus

Animus is the main antagonist of the Dragon Cry Story Arc.

## Appearance

In his true form as a Dragon, Animus is a blue, scaly large beast with most notably his crystallized features resembling Stellanium protruding from his body, such as his horns and claws.

His jaw is spiky, while his wings are in the same design with jagged edges coming from them.

In his human form, Animus is a tall, young and slender man with golden hair and purple eyes. He wears orange, gold or bronze, armor (with a matching crown) underneath a large, gold-trimmed, white shoulder cape that in and of itself features exaggerated, pointed shoulders.

The cape features a golden emblem on its left side; the outfit is finished with matching white and gold boots.

## Personality

In the distant past Animus was like many other dragons who were against co-existence, seeing humans as simple food.

His time within Sonya appeared to have changed him, as Animus was mentioned by Sonya to be kind in the past but due to the lust of obtaining the Dragon Cry staff affecting him he has become cruel in the present time.

As a ruler he is harsh and demanding, punishing Zash when allowing intruders to acquire the ancient weapon. His desire to revive the world of Dragons guided him to become the manipulative person he has shown.

At his death bed he showed his caring side, mentioning he was surprised but in joy to have finally seen Sonya smile.

## Magic & Abilities

* Dragon Slayer Magic: Being a Dragon, Animus possesses this Magic which is especially effective on Dragons, being it is the main Magic meant to be used against them.

* Dragon's Roar: Like all Dragons and Dragon Slayers, Animus can perform a Dragon's Roar, incorporating his respective element into a massive breath attack. His specific roar appears as a large beam of energy.

* Dragon Soul Technique: Animus used this technique when he was on the verge of death and needed to recover within a human container, that container being Sonya when she was a child.

* Thought Projection: While inhabiting Sonya's body to recover, Animus used this magic to be able to project a human version of himself in Sonya's mind that manifested into an actual projection.

* Telekinesis: Animus is able to bind and unbind people by pointing in their direction, binding Zash for his behavior.

* Dragon Cry-Induced Forms: Through the power of the Dragon Cry Animus is able to take on two empowered states. The first, which he describes as having all of the dragon's rage flow through him, turns his scales from blue to red. The second, where he has some of the Dragon Cry's energy fired into him, makes him take on a bright glowing white appearance.
Belserion

Belserion also known as The Sage Dragon was a dragon who fought to protect humans.

## Appearance

Belserion is a Dragon sporting features typical of his species: large, quadrupedal body build, sharp claws, tough beige scales, large wings, and a tail, with a smooth, Armor-like underbelly.

Of his draconian features, Belserion's most notable are the exceeding amount of sharp protrusions on the various parts of his body: large tusks jut out from and curve around either side of his jaw; two large horns that stick out from the back of his head; two long maxillary canines protrude from his bottom jaw; his chin is rather sharp; he has a horn on his snout; the scapulars of his wings also feature large, spiked protrusions.

## Personality

Belserion appears to be of loyal and righteous heir, wanting to continually serve and protect his queen, Irene, even if she felt like he paid his debt towards her already. He also cares very much for humans, due to them saving his life in his past.

## Magic & Abilities

* Dragon Slayer Magic: Belserion, being a Dragon, possessed the power which could go on to be called Dragon Slayer Magic once bestowed unto a human.

* Flight: Like all Dragons, Belserion possesses wings which allow him to fly.

* Immense Durability: After battling some of the western Dragons, Belserion is seen with many scars and cuts upon his skin but wasn't hindered by them, holding a normal conversation with Irene.

* Immense Magic Power: Besides holding large reserves as a Dragon, Belserion is a Sage Dragon, which simply allows him to increase or amplify power to levels to something that transcends the land, the sky and the seas.
Albus

Albus is one of the characters that was shown in the past when Adam and Carter went through

    the Mirror of Time.

## Appearance

Albus cross dresses to hide her identity as Sorena's granddaughter and is assumed to be male by other characters early on, though she's later presented as a female.

She has a similar face shape to Sorena, and yellow hair.

Usually seen wearing a white T-shirt with yellow sleeves matching her hair color, with the brown choker (standard of a member of the sorcerer's of zero).

## Personality

She is patriotic, carefree and smite person in magic knowledge.

She can be angry when people say that all witches are evil.

## Magic & Abilities

Her magic is strong enough to be the Mooncaller but is not as strong as Zero.

## Family

* Unnamed Parents (Deceased)
* Sorena (Grandmother, Deceased)
* Holdem (Guardian)
Belno

Belno was a former member of the Magic Council before leaving and was later killed by Taratros.

## Appearance

Belno is a tall elderly woman.

She usually wears a cloak like other council members, and has on a purple turtle-neck.

Her most noticeable trait is her long nose, which gives her more of a witch-like appearance.

She has sandy blonde hair, which she ties up into a large ponytail that seem to fan out into a series of spiky tear-dropped shapped tufts of hair.

## Personality

Like other council members, she seems largely opposed to the actions of Fairy Tail.

She seems to have a more relaxed personality compared to her former co-worker, Org.

## Magic & Abilities

* Thought Projection: Belno is capable of creating a Thought Projection of herself which she uses to attend trials of Mages in the court room without even being there in person.