recursal/Fanatic-Fandom huggingface dataset:
Ratfolk

*Merchants by trade, cowards by mind, and agile by nature, ratfolk are common for being the swindlers and party faces of most groups.*

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Age.*** Ratfolk mature at a much faster pace than humans, but die earlier. They are considered mature at age 9, and can live to be 60 years old.

***Alignment.*** Ratfolk typically don't take sides in conflicts, preferring to be merchants for both. They are typically Neutral.

***Size.*** Ratfolk are between 3-4 feet tall, and weigh up to 80 lbs. Your size is Small.

***Speed.*** Your base walking speed is 25 feet. You can drop to all fours to increase your movement speed to 35 ft., but it takes half of your movement to stand back up. While on all fours, you cannot hold objects in either hand.

***Bite.*** You have large fangs, which are natural weapons you are proficient with. They deal 1d4 piercing damage, and have the finesse property.

***Fleeing Bite.*** If you take the Disengage action on your turn, you can make a Bite attack as a bonus action.

***Darkvision.*** You have 60 ft. of Darkvision.

***Keen Smell.*** You have advantage on Perception checks that rely on smell.

***Languages.*** You can speak, read, and write Common, Undercommon, and a language of your choice.

## **Packlings**

***Ability Score Increase.*** Your Charisma score increases by 1.

***Pack Tactics.*** You have advantage on attack rolls against a creature if at least one of your allies is within 5 ft. of the creature, and the ally isn't incapacitated.

## **Direlings**

Direlings are ratfolk that are similar to dire beasts, with bone-like spikes all along their flesh, and being a bit bigger than most other ratfolk.

***Ability Score Increase.*** Your Strength score increases by 1.

***Powerful Bite.*** Your bite attack deals 1d6 piercing damage instead of 1d4.

***Rough Jaw.*** After landing a successful bite attack on a creature, you may use your bonus action to make a shove attack on it.

## **Streetlings**

Streetlings are clever, as they have to be to survive in the streets of large cities. They rely on their intellect to make a meager life for themselves.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Keen Mind.*** You learn the Minor Illusion cantrip. Intelligence is your spellcasting ability for this spells save DCs. This does not count towards any spells granted by your class

***Deceptive.*** Gain proficiency in Deception checks.
Heroism

Source: Player's Handbook

*1st-level enchantment*

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

*Spell Lists.* Bard, Paladin
Thunderclap

Source: Xanathar's Guide to Everything

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** Self (5-foot radius)

**Components:** S

**Duration:** Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

***At Higher Levels.*** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Bard, Druid, Sorcerer, Warlock, Wizard, Artificer
Goliath

At the highest mountain peaks — far above the slopes where trees grow and where the air is thin and the frigid winds howl — dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.

## Goliath Traits

#### Ability Score Increase

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

#### Age

Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

#### Size

Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

#### Natural Athlete

You have proficiency in the Athletics skill.

#### Stone’s Endurance

You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

#### Powerful Build

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

#### Mountain Born

You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

#### Languages

You can speak, read, and write Common and Giant.
Dissonant Whispers

Source: Player's Handbook

*1st-level enchantment*

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

*Spell Lists.* Bard
Comprehend Languages

Source: Player's Handbook

*1st-level divination (ritual)*

Casting Time: 1 action

Range: Self

Components: V, S, M (a pinch of soot and salt)

Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

*Spell Lists.* Bard, Sorcerer, Warlock, Wizard
Grimwood

### ***Intro:***

Grimwood is a large forest area located to the North of Pharras. Mostly inhabited by wild animals this area was mysterious to the Carrone Empire because of it's unpleasant stories that somewhere inside this very forest resides dark entity which gave name to the woods themselves. Though not so dangerous as many other places in God's Remnants storyline it is the major plot point for the story. Also there is a river that goes through this area named after the woods - Grimwood River.

### Statistics:

* Area type: Forest
* Continent: Carrone
* Creatures: Rats, Boars, Lynxes, Wolves, Forest Spiders
* Organizations: Grimwood Outlaws
* Population: 200

### ***Storyline:***

Our heroes met each other at Thomas' house which was located inside Grimwood, they passed through the forest facing rangers on their way which were all stationed inside the forest. While fighting multiple animals they approached to the cave where they fought Mother Grizzly before the very cave they found Bronndin's bear.

After venturing deeper inside this forest they faced even greater and darker creatures such as forest spiders and outlaws that are dominant in this area. This was also the place they found a destroyed farm by nearby outlaws. Storyline later reveals us that the captain of the outlaws was the one responsible for this. After a breakthrough they embarked upon a dark entity they have never seen before which happens to be the tale many of the villagers are talking about.

### Bosses:

Grimwood have been the battle ground for two boss fights so far:

* Mother Grizzly - Giant Bear
* King Gustavo - Lord of Grimwood

### Locations Nearby:

* Grimwood River
* Pharras
* Thomas' House
* Misty Mountains
* Mythical Cave
* God's Hill
Kaas

## Overview

Nestled at the confluence of Festniogh and Kingcardine, the city of Kaas stands as a living testament to the unwavering alliance between humans and elves. Bisected by a grand wall and gate, Kaas harmoniously accommodates both races, creating a unique tapestry of cultural exchange and shared prosperity.

## City Structure and Shared Spaces

The city's central thoroughfare boasts shared marketplaces and common grounds where humans and elves interact freely, fostering camaraderie between the two races. The humble Black Feather magic shop, a franchise with roots across Sin, anchors the city's magical commerce. The Teleportation Tower serves as a hub for swift travel, symbolizing the interconnectedness between the two realms.

### Human Quarters

On the human side, the Kaas Thieves' Guild operates with a veneer of legality, maintaining order while subtly navigating the shadowy corridors of intrigue. The Commonwealth Museum, housed in a repurposed manor from pre-war times, stands as a beacon of shared history and cultural exchange, reminding both humans and elves of the cost of conflict.

### Elven Enclaves

Across the elven side, a posh tavern, known by its elvish name "Lóthverion," serves as a cultural hub where elves gather to celebrate the unity forged in the crucible of war. The residential building, an elegant apartment complex, is a testament to elven craftsmanship and communal living, creating a tranquil haven for the city's elven residents.

### Religious Harmony

At the heart of Kaas lies the Araxarian Temple, a sanctuary where humans and elves alike pay homage to the most popular religion in Sin. The temple stands as a testament to the shared values and beliefs that bind the city's inhabitants, transcending racial boundaries.

## A City Born in Strife, Thriving in Unity

Constructed during the Great War for Commonwealth, Kaas emerged as a beacon of hope in tumultuous times. Its existence symbolizes the resilience of an alliance that transcends racial differences. In the bustling streets, vibrant marketplaces, and shared spaces, Kaas stands as a living testament to the strength that arises when two races unite for a common cause — a city where humans and elves coexist harmoniously, weaving a narrative of unity amidst the borderlands.
George

* Painting
* Face

George is an internet sensation who is most known for his self-portrait, also know as *The figure of sticks.* He currently lives in Pago Pago, American Samoa, with his friend and roommate Kermit.

## Early life

George was born on October 15, 1998 in the capital of American Samoa, Pago Pago. At a young age, George liked to play video games. When George was 11, his family moved away from his home.
Anghor Thom

## Overview

Anghor Thom stands as a majestic country within Sin, ruled by the resolute and fearsome Dragonborn, organized into four distinct clans: the Ash, Thunder, Frost, and Earth clans. Nestled within its borders lies a complex society defined by ancient traditions, elemental prowess, and a delicate political balance among the Dragonborn clans.

### Geography and Elemental Dominion

Anghor Thom's landscape, marked by rugged terrain and sprawling vistas, reflects the elemental prowess ingrained within its inhabitants. Each clan's domain is tied to a specific elemental affinity, shaping the nation's identity and cultural practices.

### Historical Significance

During the Great War for Commonwealth, Anghor Thom maintained a stance of isolation, preferring not to embroil itself in external conflicts. However, some skilled warriors from the Dragonborn clans, enticed by lucrative offers, served as mercenaries for various armies, lending their formidable prowess to the war effort.

## Clans and Elemental Powers

* *Clan of Ash (Red/Gold/Brass):* Known for their pride and strength, the Clan of Ash wields fiery powers, contributing heavily to the nation's military might.
* *Clan of Thunder (Blue/Bronze):* Regarded as prestigious and politically influential, the Clan of Thunder boasts lightning powers, holding key positions in Anghor Thom's political structure.
* *Clan of Frost (White/Silver):* Gifted in the arcane arts, the Clan of Frost excels in the arcane, exhibiting remarkable talent in teaching, learning, and utilizing cold powers.
* *Clan of Earth (Black/Copper/Green):* Distinguished as the largest and most common clan, the Clan of Earth houses both acid and poison users. They've established a settlement known as Anghor Kald in the marshlands.

### Population and Clan Distribution

Anghor Thom's populace is primarily comprised of the Earth and Ash clans, constituting 36% and 35% of the population, respectively. The Frost Clan comprises 20%, while the Thunder Clan accounts for 9% of the country's inhabitants.

### Current Ruler and Leadership

The Empire of the Dragonborn is currently under the reign of Locust Emberleaf, from the Clan of Ash. His rule oversees a delicate balance among the clans, ensuring stability and unity within Anghor Thom.

## Cultural Heritage and Society

The Dragonborn clans, each steeped in their elemental heritage, contribute to Anghor Thom's diverse cultural tapestry. Traditional practices, ceremonies, and elemental rituals are integral components of daily life, preserving the sanctity of their ancient customs.

## Conclusion

Anghor Thom stands as a testament to the prowess and diversity of Dragonborn civilization. The intricate balance among the elemental clans, guided by Locust Emberleaf's leadership, shapes a nation steeped in tradition, power, and elemental mastery.
Silvery Barbs

Source: Strixhaven: A Curriculum of Chaos

*1st-level Enchantment*

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw

Range: 60 feet

Components: V

Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

*Spell Lists.* Bard, Sorcerer, Wizard
Bladeface Stalker

*Created by Gaz*

### Stats

Str: 15 = +2 / Dex: 15 = +2 / Con: 18 = +4 / Int: 10 = 0 / Wis: 10 = 0 / Cha: 10 = 0

### Skills

Athletics +4, Sleight of Hand +3, Stealth +4

### Corrode

Using a bonus action, the Bladeface vomits up poison which coats its body. Any attack that hits a target will take a additional 4 poison damage. This can only be used once by the Bladeface, and it lasts for 3 rounds.

### Mutiattack

The Bladeface Stalker can make 2 Face Swipe Attacks.

## Actions

### Face Swipe

*Melee Weapon Attack +6*

Hit: 11 (2d10) Slashing Damage

### Sweeping Strike

Melee Weapon Attack +4

Hit: 8 (2d6 + 1) Slashing Damage + 5 (1d10) AoE Slashing Damage

The Bladeface spins itself around trying to attack every target within a certain area. Using an Action the Bladeface targets one opponent, upon a hit it will start to spin. Every other creature within 10ft of the stalker must make a DC 14 Dexterity Saving Throw or take 1d10 Slasing Damage.
Chill Touch

Source: Player's Handbook

*Necromancy cantrip*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

**Duration:** 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

***At Higher Levels.*** This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

***Spell Lists.*** Sorcerer, Warlock, Wizard
Chrono

Chrono is a stimulating drug which temporarily alters the users sense of time. At first the user can move and think faster, but then are sluggish and confused as they come down.

Appearance: A small blue translucent crystal that breaks into sharp shards and slivers.

Usage: Bonus action. Dissolve the crystal under your tongue or stab yourself with the crystal and let it dissolve into your blood.

Effect: Each dose gives you the effect of the Haste spell for 1d4+1 rounds and advantage on Intelligence checks during that time. Multiple doses increase the duration. After the effect wears off the user is under the effects of Slow for 1d4+1 minutes and has disadvantage on Intelligence checks during that time.

Addiction: DC 11 Wisdom save when the Haste wears off. +1 to DC for each additional dosage in a 24 hour period. While addicted must make a new Wisdom save after every short or long rest or feel compelled to take another dose, or seek out the drug if you don’t have any.

Addiction Effects: *Lethargy* - the Slow effect now lasts (1d4+1)x10 minutes. While under the effects of Slow the user feels dreamy and euphoric.

*Fits and Starts* - Out of combat you have a 25% chance of being under the effects of Haste instead of Slow every few seconds. Addicts move in a jerky, stop motion fashion as they alternately slow down and speed up.

*Adrenaline Boost:* Whenever you take damage, you are automatically under the effects of Haste until the end of your next turn.

*Wasting Away* - After the Slow effect ends, make a DC 11 Con save, +1 to the DC for every dose taken within the last 48 hours. On a failed save, take away 1 point of Constitution. This is only healed with a Greater Restoration, or it heals 1 point for each week you abstain from the drug.

Dosage: Crystal: 10 doses (100 gp); Shard: 5 doses at once (60 gp); Sliver: 1 dose (15 gp)
Vintas

* Creatures: Snakes, Various bugs, Scorpions, Desert crawlers, Sand elementals, Lions, Bisons, Elephants, Tigers, Leopards, Bats, Lizards, Gorillas, Crocodiles
* Organizations: Elven Kingdom, Umpokta Tribe, Huchnom Tribe, Jumano Tribe, Takelma Tribe, Lizardmen, Mutated animals, Rebel Elves
* Known for: Advanced magic usage, Great wastelands, Mesoa Jungle, The Cursed river

### ***Location:***

Vintas continent (aka Elven continent) is the continent mostly based out of wide wastelands, steppes, jungles and rocky hills and mountains

There are 4 main cities on Vintas:

* Junpuri
* Umpokta City
* Huchnom City
* Takelma City

Most of the smaller towns on Vintas are usually ruins, with and exception of Hullbeck which still stands in the West. The ruined towns on Vintas are Hollow Village and Shore of Ruins.

There is only one river that flows through Vintas and it is the main source of life on Vintas continent. Also that river is the main plotline for the Vintas continent. The name of the river is Cursed River. One small pond also exist near the river named Stone pond since it is located amongst the Shore of ruins.

Mountains are not very big on Vintas, the highest mountain range is the Blood Mountain to the far South near Umpokta city. The other mountain range is called Cursed river's cliffside which a small mountain to the West of Junpuri. The other known hill on Vintas is Research hill which is right next to elven city of Junpuri.

Two giant areas of Vintas continent are The Great Desert and Mesoa jungle which take up almost 40% of the continent themselves. Two polar opposites yet both deadly in their own way.

Other known locations on Vintas are:

* Tsarra's House
* Crystal Mine
* Mage Temple
* Gabrion's Keep
* Cursed River Surge
* Umpokta Bridge
* Blood Cave

### ***Episodes on this continent:***

* 07 A Warm Welcome
* 08 Abducted
* 09 The Infiltration
* 10 Temple of Perdition
* 11 Lost Harbour
* 12 The Evergreen
Create or Destroy Water

Source: Player's Handbook

*1st-level transmutation*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)

Duration: Instantaneous

You either create or destroy water.

*Create Water.* You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

*Destroy Water.* You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

*Spell Lists.* Cleric, Druid
Sleep

Source: Player's Handbook

*1st-level enchantment*

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)

Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

*Spell Lists.* Bard, Sorcerer, Wizard
Kor

*Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.*

*Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.*

*The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning.*

## Kor Features

* **Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

* **Age.** Kor mature at the same rate as humans and live about as long.

* **Alignment.** Most kor are lawful good, with a strong dedication to community and the traditions of their ancestors.

* **Size.** Kor average nearly 6 feet tall, but are much lighter and more slender than humans. Your size is Medium.

* **Speed.** Your base walking speed is 30 feet. You also have a climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.

* **Kor Climbing.** You have proficiency in the Athletics and Acrobatics skills.

* **Lucky.** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

* **Brave.** You have advantage on saving throws against being frightened.

* **Languages.** You can speak, read, and write Common, and communicate in the silent speech of the kor.
Sanctuary

Source: Player's Handbook

*1st-level abjuration*

**Casting Time:** 1 bonus action

**Range:** 30 feet

**Components:** V, S, M (a small silver mirror)

**Duration:** 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

***Spell Lists.*** Artificer, Cleric
Frostbite

Source: Xanathar's Guide to Everything

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

***At Higher Levels.*** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard, Artificer
Unseen Servant

Source: Player's Handbook

*1st-level conjuration (ritual)*

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a piece of string and a bit of wood)

Duration: 1 hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

*Spell Lists.* Bard, Warlock, Wizard
Ceremony

Source: Xanathar's Guide to Everything

*1st-level evocation (ritual)*

Casting Time: 1 hour

Range: Touch

Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)

Duration: Instantaneous (see below)

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

*Atonement.* You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

*Bless Water.* You touch one vial of water and cause it to become holy water.

*Coming of Age.* You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

*Dedication.* You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

*Funeral Rite.* You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.

*Investiture (UA).* You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.

*Wedding.* You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

*Spell Lists.* Cleric, Paladin
Centaur

*Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.*

# Centaur Features

Sources: Guildmaster's Guide to Ravnica, Mythic Odysseys of Theros

* Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

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

* Alignment. Centaurs are inclined toward neutrality.

* Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.

* Speed. Your base walking speed is 50 feet.

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

* Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

* Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

* Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

* Survivor. You have proficiency in two of the following skills: Animal Handling, Medicine, Nature, or Survival.

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

Source: Xanathar's Guide to Everything

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, M (a living flea)

**Duration:** Instantaneous

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

***At Higher Levels.*** The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

***Spell Lists.*** Druid, Sorcerer, Warlock, Wizard
Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

## Half-Elf Variants

Some half-elves have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:

## Half-Elf Traits

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

#### Ability Score Increase

Your Charisma score 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 Common, Elvish, and one extra language of your choice.
Gabrion's Keep

### ***Storyline:***

Gabrion's keep is located on a lone island next to Takelma City, some even consider it as the part of the city itself but it is actually located outside the city. Overlooking his tribe Gabrion lived his days in solitude taking care the city is protected from enemies at all times. By being here he was often visited by his friend Athillien who helped him at multiple occasions.

At his early days Gabrion was never worried about his tribe because usually they were peaceful. After the river poisoning his tribe started to be more aggressive, some of them even tried to kill each other among themselves. This worried Gabrion who later on almost never left his keep in search of a cure for the new found madness that he wanted to cleanse at all costs. Instead he found the cure for the orb itself, by combining the rare herbs found on Vintas he came up with an anti-dote to the orb and the way to destroy it. He left a note for his best friend Athillien but he never got to deliver it to him for he was murdered by Jumano tribe right outside his keep. None other then Nithotep who later killed Athillien, creating poetic end to the two best friends, meeting their end by the same person and (almost) at the same place.

The keep was abandoned ever since his demise... at least for the story so far...

### ***Locations Nearby:***

* Takelma City
* Mesoa Jungle
* Mage Temple
* Cursed River's Surge
* Cursed River
* Huchnom City
Hobgoblin

*War is the lifeblood of hobgoblins. Its glories are the dreams that inspire them. Its horrors don't feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in death becomes a hero eternal.*

# Hobgoblin

Ability Score Increase +2 Con, +1 Int

Size Medium

Speed Your base walking speed is 30 feet.

Age – Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment – Hobgoblins are the most lawful of the greenskins, forming societies that function more like a mercenary company than a traditional tribe.

Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Martial Training – You are proficient with one exotic weapon of your choice and one exotic light armor of your choice.

Saving Face – Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short rest.

Languages. You can speak, read, and write Common, Goblin and Orc.
Grimwood River

### ***Intro:***

This river was named after the area it is flowing from, starting it's flow in the Misty Mountains near the Mythical Cave and making it's way towards the Great ocean of God's Remnants world. It is also known that this river provides nearby cities with fresh water supply for all living creatures.

### ***Statistics:***

* Area type: River
* Starting flow at: Misty Mountains
* Flows through: Grimwood, Thomas' House
* Ending flow at: The Great Ocean
* Continent: Carrone

### ***Mentions:***

* 01 The Beginning
* 02 Gustavo's Countryside
* 03 Dragon Stronghold
Bless

Source: Player's Handbook

*1st-level enchantment*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a sprinkling of holy water)

Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

*Spell Lists.* Cleric, Paladin
Vicious Mockery

Source: Player's Handbook

*Enchantment cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V

**Duration:** Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

***At Higher Levels.*** This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

***Spell Lists.*** Bard
Pharras

### ***Intro:***

Capital city of Carrone is located at the landing site once humans reached the continent. During the invasion of Carrone when Humans left Ademre in search of new home they sailed due East and found Carrone continent. Building **Pharras** at the landing site quickly they became masters of their newfound continent due to their advanced armor tactics that none on Carrone have seen so far. Once they established their rule on the new continent Pharras was built and it was at it's peak might. Current leader of Pharras is King Edmudson.

### ***Statistics***:

* Area type: City
* Continent: Carrone
* Leader: King Edmudson
* Population: 4.500-5000
* Ruled by: Carrone Kingdom
* Known for: Advanced military training
* Current Status: Standing

### ***Storyline:***

Once humans established their rule over Carrone, city of Pharras was built and with it they reached their peak might. However their king wanted even more power for his people, therefore wanting to bring peace to the three races. Once they discovered the God's Hill and the origin story behind this place he decided it should be him to gain these powers along with the two other kings. So he called upon meeting of the three kings or the first three kingdom meeting.

Not much was done on this meeting since the two other kings could not dispute their differences over a handful of resources found on Vintas. So they all went home without resolving anything as of yet. Not before Bronndin's bear killed one of the elves and cause the storyline of God's Remnants in motion.

Pharras was also referred to by Thomas during confronting with Blythewood villagers by wanting to help them and sail them to Pharras to protect them from the newfound werewolf that lives in the Wolfswood. Later he found that this would impossible due to pirates that have taken over the Pharras' Harbour to the West.

### ***Important events:***

So far Pharras was the place for only one important event that happened during God's Remnants storyline. That event is the first three kingdom meeting, which didn't bring much results as it is. Later Pharras will be playground for many other events that are not revealed as of yet.

### ***Locations Nearby:***

* Grimwood River
* Grimwood
* Thomas' House
* Misty Mountains
* Pirate Harbor
* God's Hill

### ***Mentions:***

* 01 The Beginning
* 05 When Wolves Gather
* 06 On the Run
Huchnom City

### ***Intro:***

Huchnom city is located to the South of the continent, right next to Umpokta Mage Temple. It is one of the first 4 cities raised when humans came to Vintas. Standing strong and proud even after the decimation of the elements it's wall are still considerable foe to those who try to conquer it.

### ***Statistics***:

* Area type: City
* Continent: Vintas
* Leader: Haggar - Huchnom Leader
* Population: 1200>
* Ruled by: Huchnom Tribe
* Known for: Advanced armor making
* Current Status: Abandoned

### ***Storyline:***

The native people of Vintas were actually humans, once the left Ademre most of them sailed to the East along with the most of their race, but those that sailed to the South Found themselves on the whole new continent - Vintas. It is here where they all lived in harmony creating tribes that each inherited one side of the Vintas continent as their own. To the South there was Huchnom tribe, to the West , Umpokta tribe, to the East, Takelma tribe and to the North, Jumano tribe.

Huchnom city was built by Huchnom tribe who were it's leaders for all the time they existed on Vintas (they still do exist). This city didn't have much of role in the Jumano-elven war since it didn't cooperate with any of those peoples much. During the poisoning of the river Huchnom tribe had already made their small reservoir of water inside their city. By being relatively close to extinction due to water supplies running out they managed to survive with their water supplies by the time Athillien purified the river.

#### ***First arrival of the elements:***

When the elements came to Vintas and reached the city, their first and only intention was to somehow enter it in search for Adhelion's father. Due to a high fortifications this could not have been done easily. The elements had to play it smart, thus they came up with a plan of releasing the herd of elephants onto the city itself to cause a distraction. During this distraction they released tower mounted mangonels onto the city destroying its gates and gaining upper hand.

Later they swept inside the city and reached the palace with almost no real resistance. Damaged and without moral the Huchnom tribe left it's city and head towards Umpokta tribe for rescue. After that the elements have only left Arcane guardians near the palace and they left the city abandoned in search for the intruders that stole the orb from Junpuri.

### ***Important events:***

Huchnom city was the battle ground for one major conflict so far, and probably many more to come in the future installments of God's Remnants. That conflict is Umpokta-elven war that caused the Huchnom tribe to abandon it's city in search for reinforcements from Umpokta to the West.

### ***Locations Nearby:***

* The Great Desert
* Crystal Mine
* Tsarra's House
* Mesoa Jungle
* Cursed River
* Umpokta Mage Temple
* Hollow Village
* Blood Cave

### ***Mentions:***

* 08 Abducted
* 09 The Infiltration
Carrone

* Creatures: Wolves, Ogres, Mountain Lions, Lynxes, Boars, Spiders, Werewolves, Dragons (deceased)
* Organizations: Carrone Kingdom, Grimwood Outlaws, Hill-tribesmen, Pirates, Beckton Bandits, Nallowfel Rebels
* Known for: Advanced military training, Wide mountain ranges, Enormous forests

### ***Location:***

Carrone continent (aka Human continent) is the continent mostly based on wide mountain ranges, forests and mysterious caves.

There are two main cities in Carrone, Pharras & Nallowfel. Other smaller towns that are also located on this continent are nearby to one another separated by the Wolfswood, Teardrop lake and rivers. These towns are Blythewood village, Alverton & Eastcliff village.

There are two rivers in Carrone both of which are named after areas they are coming through. Grimwood river that goes through Grimwood and Icy peak river that starts it's flow from Icy Peak Mountain range.

Mountains based in Carrone are Misty mountains & Icy peak Mountains. There is also one smaller hill that is known in Carrone called God's Hill. Misty Mountains contain an entrance to Mythic Cave as well as Ogre's Keep to the far North of them.

Other known locations on Carrone are

* Thomas' House
* Pirate Harbor
* Bay of Alarius
* Alarius Beacon
* Beckton Ruins
* Wizard's Bridge

### ***Episodes on this continent:***

* 01 The Beginning
* 02 Gustavo's Countryside
* 03 Dragon Stronghold
* 04 Cave of Dark Intrigue
* 05 When Wolves Gather
* 06 On the Run
God's Hill

### ***Intro:***

This hill is located right next to Pharras, to the East and it is here where the three stone tablets of powers have found it's way after death of Rhul'tharr (the fallen God). To the North of here lies Grimwood, and to the South lies Wolfswood and Pharras' Harbor. It is here where the first three kingdom meeting took place.

### Statistics:

* Area type: Hill
* Continent: Carrone
* Creatures: None
* Organizations: None
* Population: 0

### ***Storyline:***

After the death of Rhul'tharr by the hands of his brother Nathaniel the very essence of the fallen God took shape into the three stone tablets and located themselves on Carrone continent. Those stone tablets represented God's own Fury, Strength and Intelligence. By the time the humans reached Carrone this place remained untouched and undiscovered. Once they found this place they came up with a plan of gaining those Godly blessings.

King Edmudson called upon the first three kingdom meeting, inviting Elven and Dwarven king into the fold of his plan. It is here where he took the two kings to show them that the powers actually exist. Nothing was even done by this meeting except for setting the storyline of God's Remnants in motion. And the God's Hill was never visited after that (at least for now).

### Bosses:

God's Hill has not been a battleground for any boss fights so far.

### Locations Nearby:

* Pharras
* Grimwood
* Grimwood River
* Thomas' House
* Misty Mountains
* Wolfswood
* Teardrop Lake