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Rythovision Song Contest 10

Final date
 Venue
 Interval act
 Entries
 Debuting
 System
 Winner

**Rythovision Song Contest 10**, is the tenth edition of the Rythovision Song Contest. The contest is expected to take place in  Denmark after winning the 9th edition in Luxembourg city  Luxembourg.

## Format

### Location

**Copenhagen** (Danish: *København* [kʰøpm̩ˈhɑwˀn] (listen)) is the capital and most populous city of Denmark. As of 1 January 2020, the city had a population of 794,128 with 632,340 in Copenhagen Municipality, 104,305 in Frederiksberg Municipality, 42,989 in Tårnby Municipality, and 14,494 in Dragør Municipality. It forms the core of the wider urban area of Copenhagen (population 1,330,993) and the Copenhagen metropolitan area (population 2,057,142). Copenhagen is situated on the eastern coast of the island of Zealand; another small portion of the city is located on Amager, and it is separated from Malmö, Sweden, by the strait of Øresund. The Øresund Bridge connects the two cities by rail and road.

### Venue

**Royal Arena** is a multi-use indoor arena in Ørestad Syd, a new development in the city of Copenhagen, Denmark. The ground was broken for construction on 26 June 2013 and the arena opened in February 2017. It has a capacity of 13,000 for sporting events and up to 16,000 (either sitting or standing) for concerts.

The project was presented at a press conference at Bella Sky Hotel on 23 September 2011. The design of the arena was presented on 7 June 2012. The winning design team consists of 3XN, HKS, Inc., Arup, ME Engineers and Planit. The arena will have a distinctly Nordic design. It is sponsored by the Danish brewery Royal Unibrew.

 Copenhagen
 Parken Stadium
 Royal Arena
 Herning

## Participating countries

### Semi Final 1

Azerbaijan, Greece and Ukraine will vote in this semi final

### Semi Final 2

Belgium, Denmark and Montenegro will vote in this semi final
Nagteil

This mysterious race started to appear during the third age. First mentions are from the year 937, although many argue these beings were spotted even decades earlier.

First confirmed sightings begun in late spring of 937. During the nights in the eastern regions of the Empire, people were claiming they saw creatures never seen before. All agreed they were humanoids, with noticeable fangs and pointy ears. Colour of their skin varies from earthy brown through pale green to sickly grey. There seem to be two types of nagteils. While some of them are bigger than average human, and also stronger, others are rather skinny and far more nimble. To differentiate between them, people of the Empire call the latter type nagteilig.

Why are they called nagteil (meaning "of the night")? It seems they are not just more active, but also more powerful during the night. It is unclear what is source of their power or, the other way around, what causes their weakness during the day.

They speak their own language. It seems to be very primitive and guttural, which might explain why imperial scholars were not able to decipher it just yet.

Best to Imperial knowledge, nagteils made contact with Pelavi as well as with other nations. They seem to be intelligent, with many traits that can be found among normal humans. They can be joyful and hospitable, but they can be equally aggressive and vicious. Nagteiligs, however, as per the limited experience with their kin, are somewhat more

At this moment, their origin and their intentions remain unknown. Empire forbids its people to establish relationships with them. Faithful citizens of the Empire are to report every single nagteil they encounter and remain distant from them in any and every situation.
Attaman

Attaman is the leader of all Pelavies on earth. He is the political leader, strictly separated from the religious leader (kyrovnik). Attaman has unlimited power over all his subjects and while he employs a council to advise him if needed, he is free to do as he pleases, only boundaries being only his own imagination.
Imperial Pantheon

#### Harager

Greater god of pantheon, servant of supreme god Giesser. He is the judge and lawgiver, overseeing all the crimes and sins and blasphemies that occur on Earth. He is patron of all judges and inquisitors. His symbol is wide open eye and oak cane. Harager is depicted as a young man or sometimes a young girl, who is teasing and testing vile people. Once they show their true nature, he takes on him shape of and old man, wearing scarf over his eyes, leaning on an oaken cane.

He passes sentence over the sinner and hits him over the head with his cane. Cane's power will set the victim into unconscious state, collapsing to the ground. That is moment when spirits of justice, Haragerkinder, creep out from under Harager's robes and take the sinner into the abyss of purgatory.

Judges and men of justice are often addressed as haragerits.
Vojnar

Vojnar (also known as Vojnarin or Vojner; *pl. vojnary*) is a member of Pelavi nobility. The term is derived from the word “voj”, meaning small military unit, traditionally raised by Vojnar from his own pocket, acting as his personal bodyguard. These troops were often times used to support their master during revolts or coups, but more often than not were used as elite troops during the battles, acting as a fast reserve or shock troops.

Originally, vojnar was a title bestowed to the nobles that proved themselves to the attaman. However, over the years, the view on vojnars changed. The title and the bearer became one and what was bestowed before, nowadays is either inherited or given by the attaman.

Vojnar in Pelavi society can only be a man and this honour can pass to another man only, most often the first born son. But the histories saw the title being passed to either adopted son or to the person not related by blood. The strict rules must be followed in any case and any misconduct will cause both parties (vojnar and person that should get the title) to be severely punished.

To be a vojnar means to protect the Pelavi plains, to obey the sacred rules of the Skies and the attaman.

Vojnars are famous for their art with sabres, but even more they are known for their wisdom and high level of education. Many vojnars, after passing the title (and with it the duties of vojnar), chose a life of a scholar or ambassador in the foreign lands. It is a well known fact that all Pelavi representatives at the Imperial court were either active of former vojnars.
Vaerel Institute

Vaerel's asylum for mentally ill (also knows as *Vaerel Institute*, *Vaerel's,* or *The Höllenloch* (The Hellhole)) is a notoriously known prison, hospital, and laboratory.

#### History

Established in year 736 of the Third age by doctor Stephan Vaerel, originally as a place to treat mental patients with focus on magically gifted people.

Vaerel himself was magically gifted and a sworn follower of the teaching of Giesser. After reaching the rank of captain and leading strictly magical cadres for several years, Vaerel eventually joined Hieronymus Palcke, leading capacity of the Studies of Magic. Being part of various researches, Vaerel concluded there is a strong need for dedicated institution that would gather knowledge and transform it into a weapon to be used against all enemies of the Empire.

Using his parents' money, Stephan Vaerel bought the land in the central area of the Steppenlanden region. Soon after he started building the institute, the construction works took 6 years to finish.

Originally there were two main buildings and five additional, smaller structures. But with passing years and increasing knowledge of the personnel, the area experienced rapid development and several new buildings were raised, including the main dome.

#### Controversy

It is rumoured that institution is also place where the most cruel and unhuman experiments take place. Ever since the Inquisition took over, a tales started to spread about various trials on humans and other creatures. A few witnesses claimed there is whole another complex underneath, approximately three-times as big as buildings on the surface.
Guard Company

One of the elite units within the Enclave’s warmachine are the Guard troep (so-called Guard company or Guard troop in the Imperial entries). They started to form from volunteers prior to the 2nd Succession war and were spearheading the counterattack near Ville, once Imperial forces failed to take the border fortresses during their initial attack.

Guard units till this day consist of volunteers only. Except for some rare cases, the officers always rise from the ranks.

#### List of the Guard Companies

Original units (also called Venerable units), formed before the 2nd Succession war:

* Artisan Guard Troop
* Baresco Guard Troop
* Naval Guard Troop
* University Guard Troop

Subsequent units, formed after the 2nd Succession war:

* 2nd Naval Guard Troop
* 3rd Naval Guard Troop
* Hammers of the Skies
* Merchant Guard Troop
* Pier 7 Guard Troop
* Vorder’s Own
* Zarga Guard Troop
Freikompanien

Free companies are military units, usually composed of 100 – 1000 mercenaries, that are raised not by Emperor and/or Imperial offices. These groups are, however, created by the Emperor's decree once patron fills in the request (stating also reason behind his intent), provides proof he is able to raise and maintain the force, and successfully undergoes inquisitorial examination. Once decree is signed, patron is allowed to start building the company. Once proclaimed operational, company is under sole command of it's patron, who is accountable to assigned major from the Non-army units office.

Free companies are widely used in conquered territories that are showing higher patriotic feelings, as soldiers are many times drafted from the local population. Also research and recon expeditions are keen to use their services, since many groups compose of adventurers of various backgrounds and skills.

Category of its own are penal freikompanien consisting of men found guilty of various minor crimes. In the end of the service, if still alive, those men are proclaimed worthy and can live as citizens once again.

Companies vary in almost every aspect, be it weaponry, tactics or social structure. They have their own banners and sometimes also a motto.

Some of the most famous freikompanien are Blood Samaritans, Golden ravens (disbanded) and Wilhelm's sons (proclaimed heretics and excommunicated).
Skaven

## Background

The Skaven are a race of intelligent rat folk that live in Shadowfell. Their domain within Shadowfell referred to as the Umbral Empire. The Umbral Empire is composed of many discrete clans of Skaven. Each clan putting their own ambition of ruling the Umbral Empire over the needs of the Empire itself, often resulting in circular civil wars leaving the Empire depleted of resources and no better off than when the conflict started. This sentiment is typically mirrored at the individual level where a single Skaven will sabatoage their clanmates for the purposes of boosting their own rank among the clan such that one day they might become a clan chief or even the Ober leader if they are lucky enough. They are typically loyal to their clan in the face of external threats, if their clan collapses all of their effort for ascending the clan structure will have been for nothing.

### Before ADIGASH

The iteration of the material plane the Skaven lived on was nearing it's natural end as the Frogbit's had assembled all of the elemental artifacts initiating a world ending cataclysm. The primal creatures Frogbit's and Skaven included were raptured away for judgment and the rest of the material plane inhabitants were left to cherish their last moments.

Skritz of clan Forgekeeper was not about to cherish, he couldn't, he had to get his clan to safety.

##### Skritz Forgekeeper

Skritz was a great wizard an alchemist who frequently gazed about other planes through the lens of a private Palantir. This Palantir was found during an archeological dig. Skritz determined that the Palantir was a lens created by Pythos knowing the danger of engaging with anything related to Pythos, Skritz was still unable to resist the secrets the Palantir could help him unveil. The Palantir allowed Skriz to gaze into other planes and commune with their inhabitants. He used this to make a pact with a "flame elemental" named Ra, Skritz was unable to fully determine if Ra was the god themselves or something using Ra' likeness, to create Theselrzer's Core. Skritz used the core to power the great forges of his clan, giving them their name and setting them into an age of prosperity. This prosperity would be cut short by the aforementioned global cataclysm.

Skritz had nearly worked out the supposed motives of the gods and the cycles of the material plane but he did not have enough time to find a suitable home for the Forgekeepers. Instead at the onset of the cataclysm Skritz lead them into Shadowfell and used Theselrzer's Core to light their way into the bleak plane.

### During ADIGASH

The name Skritz, the Forgekeeper clan and their knowledge has been lost except to the lost libraries of elders long since dead. The current Skaven clans have descended into a madness caused by the darkness of Shadowfell not knowing the secrets of the cycles of the material plane is within their very empire. Though the Skaven clans bicker and sabatoge each other were they all to rally together they have a inner calling that the Shadowfell is not their true home and they long for something more stable.
Bertel Heile (NPC)

"...and how much is in it for me?"

Herr Heile is a merchant, entrepreneur, opportunist, and self-proclaimed art historian.

He employs scores of people all over the region, thus controlling various sectors of both legal and illegal trade. For loyal citizens of the empire, Bertel Heile is a law obedient and humble servant, trading with different commodities every day – clothes, fabrics, wood, animals, edifices, even spices. However, his other side that only his business partners and hired swords can see, is a different man. Despite his good nature, Bartel proved to be ruthless when it comes to earning money and he is not afraid to employ threats and violence when needed.

He buys and sells anything that can ear coin or two, be it weapons, drugs, or information. Over the years he managed to get quite some reputation for himself. Surprisingly enough, considered where his main business lies, not for his brutality but rather for subtle skill of dealing gently with problems and getting things done in a quiet way. He is definitely more of a thinker than a fighter.

And then, everybody who was able to discover some weak point of Bertel Heile, disappeared without the trace short after...
Orcs (Sci-Fi)

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If you are looking for the Orcs used in the Fantasy setting, please refer here

## Background

Orcs were present in the region of Adeiazo and though they fought against the Myranth invasion, they eventually capitulated and found themselves inside the various domed cities within the region.

Orcs are identical to the 5e counterparts (MOM) with the following adjustment:

## Orc Traits

* **Languages:** You can speak, read, and write Basic and one other language of your choice.
Campaign Catalog

List of campaigns that have been run in the world

* Siege of Nythinion
* To Neunstrasse
* Defeat the Lich
* Seldom Springs
* The Secrets of the Skyhorn Lighthouse
* A Quiet Man's House
* The Curse of Strahd
* Graymoore Adventure
* Explore Malovia
* Escape Hellspire
* Too Close to the Sun
* Fantastical Fairy Fun
* Pursuit of Discovery
* Aquam Noir
The Gleaming Isle

Located South of Nassau, Northwest of Entropia, and East of the Sumacy Islands, The Gleaming Isle is a demiplane in which its physical size does not hope to contain all that can be found on this island.

## Notable Settings on the Isle:

* Seldom Springs
* Fireland
* Saltmarsh
* Alzergash

## Notable Campaigns and the Respective Player Characters:

* A Quiet Man's House
	+ Theren Naïlo, Darnik, Lucan
* Seldom Springs
	+ Rakaratatiitaa (Ricky), Godfrey, Aracüa [Deceased], Ember
* Secrets of the Skyhorn Lighthouse
	+ Janek, Jurgin, Garro Doylē, Gerbo Garrick
* Adventure's of the Merc Brothers
	+ Gaelen Harrofell, Radovas, Skamos, Adena
* Yeryls' Super Happy Fun Murder Dungeon
	+ Sips, Bubs, Chugs
Solar System

The Ashai-Seran System home to Thelderam where the primordial creatures were seeded at the beginning of the current cycle. Many cultures of Thelderam have associated the celestial bodies that fill their sky with elements and materials found around them. Those cultural affiliations are listed with each planet as element representation.

## Planets

List the planets and link them to elements found in history. Innermost to outermost.

### Ashai

Type: Yellow Sun

Element Representation: Gold

### Seran

Type: Red Sun

Element Representation: Paladian

### Karakantor

Type: Planet

Elemental Representation: Iron

### Adanus

Type: Planet

Elemental Representation: Myrthil M-

The Myranth's live on this ocean covered world. The Myranth's have a different name for it.

### Thelderam

Type: Planet

Elemental Representation: Carbon

This is the planet where the elemental artifacts and primordial creatures have been seeded for this material plane cycle. The a map of Thelderam can be found here.

### Secunda

Type: Silver moon orbiting Thelderam

Elemental Representation: Silver

### Somula

Type: White moon orbiting Thelderam

Elemental Representation: Aetherium

### Ronan's Comet

Type: Yellow Comet

Elemental Representation: Hyperium

### Hond

Type: Green gas giant

Elemental Representation: Adamantium

### Liama

Type: Turquoise gas giant

Elemental Representation: Copper

## Other Notable Celestial Bodies

### Rosom

Type: Pink Neuton Star

Elemental Representation: Kyrelium

Rosom is within the same galactic arm as the Ashai-Seran System.
The Children

The Children (in Pelavi *djeca*) are one of the most mysterious group within Pelavi society. They are exclusively composed of children of the age between 8 and 13, although some scholars argue those are not true children, just masking themselves as such. Their true nature is however a riddle for all the outsiders and to most of the Pelavies as well.
The Children, while enjoying the hospitality of Pelavi, seem to be pursuing agenda of their own. And while they are not allies of Pelavi, nor hostile towards them, they did aid Pelavies on many occasions.

These creatures are said to have connection with the underworld, providing them with immerse power. They are known for conducting rituals before the battles and are only rarely seen alone, rather in groups of varying size (biggest reported group consisted of roughly 300 individuals).

Their activity can be divided into two periods, that switch irregularly: periods of sleep and periods of awakening. There is no known key to how the periods change, nor what causes this change.

While sleeping, The Children are well hidden from the sight of common folk. It is not known where they go, nor what do they do. There are just a few reported sighting of the children while sleeping, but those cannot be relied on, as eye witnesses were unable to agree on most of the details. It is believed that while majority of The Children is asleep, there are always a few individuals that are awake during these periods.

When awakened, The Children are demonstrating their presence and many times help Pelavies with their agenda at the moment, but this is not a rule. It is believed they have their own goal they pursue and aligning with Pelavies is mostly coincidental.
Burdrak Ironfist

## Appearance:

* Race: Duergar
* Age: 280
* Height: 4' 8"
* Weight: 170

## Backstory:

Burdrak Ironfist is a Police commander from the city of Gracklstugh. He has been a hard working soldier for most of his life and envies his brother Buppido's adventures. He wishes to soon retire from the police force and travel the Under Dark in the search of danger and adventure. He has heard tale of a monstrous being destroying cities in the under dark and wishes to help rid its tyranny.
Zakaris Norixous

## Appearance:

* Race: Brass Dragonborn
* Age: 27
* Height: 6' 11"
* Weight: 300 lbs

## Backstory:

A soldier by profession, Zakaris has fought in many major battles across the Northern Continent. Quickly climbing the ranks with his determination and drive he soon found himself in charge of a company of soldiers. During a major turning point of his latest battle, Zakaris' company found themselves cutoff from the rest of the army. They fought valiantly for three days. By the end of the fourth day Zakaris' company was victorious. They reunited with the army and were given commendations. Word of Zakaris's bravery spread across the kingdom to the ear of the Scale Council. Due to his outstanding record they summoned him to the capital and gave him strict orders to conduct reconnaissance on the disturbing rumors emanating from the Underdark.
Dragonborn (Sci-Fi)

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If you are looking for the Dragonborn used in the Fantasy, setting please refer here

## Background

As one of the primary and dominant races of the Northern continent, when the Myranths "bubbled" the major cities, the dragonborn population diminished only marginally from the effects of the war. As the Myranths expanded, so did the Dragonborn and in contemporary CDSM this still holds true. The only subspecies of Dragonborn still unavailable is the Gold Dragonborn.

Functionally, the dragonborn are identical to their 5e counterparts (PHB version) with the following exception:

## Dragonborn Traits

* **Languages:** You can speak, read, and write Basic and Draconic.
Primordial Giants

## Overview

The Primordial Giants were the giant-gods who were formed during the Beginning and settled the continent of Entropia. There are two Primordial Giants for kind of giant, one male and one female.

### Members:

* Oona - Female Storm Giant-God
* Hallbjorn - Male Storm Giant-God
* Vola - Female Cloud Giant-God
* Asal - Male Cloud Giant-God
* Rynja - Female Stone Giant-God
* Yhorm - Male Stone Giant-God
* Yorel - Female Fire Giant-God
* Ruhan - Male Fire Giant-God
* Ingveld - Female Frost Giant-God
* Thrawn - Male Frost Giant-God
* Byrga - Female Hill Giant-God
* Hubarg - Male Hill Giant-God
Entropia - Southern Continent

## Overview

Entropia, known as the continent of chaos, serves as a model for lawlessness and disorder throughout Allseen. Entropia was established in 0 ATC by the Primordial Giants. Although they were the stewards of Entropia, they were poor caretakers and provided little guidance to the denizens of their continent. While they may not have provided much guidance to the humanoids of their continent, some settlements have emerged from the chaos, though to call them nations or states would be an overstatement. Most of the Primordial Giants have not been seen for a millennia and are rumored to have embarked on what is only referred to the Long Sojourn

### Established Settlements

* owehf w

### Lost Settlements

* Frostmoor
* Mountmoor
* Ashmoor
* Starmoor
* Highmoor
* Rockmoor
Radovas Merc

## Appearance:

* Race: Centaur
* Age: 25
* Height: 8' 4"
* Weight: 2100 lbs

## Backstory:

Radovas was born in Fireland due to some interesting events. After a long night of drinking Radovas's father found himself longing for romantic company. After being turned down by every woman in the tavern, his father turned to the stable.

Months later while traveling through Fireland, Radovas was born and surprised all who were present. Instead of leaving Radovas for dead along the road, the owner Radovas's mother, Ronius, chose to raise him. As he grew he became very strong and grew very close to Ronius. The two rode from town to town collecting bounties on wanted criminals. When Radovas came of age to leave and start his own life, he was offered a full ride scholarship to Fireland University (FU) for track and field. Radovas was a star runner and javelin thrower. At FU he met one of his closest friends, Adena. After university Adena and Radovas traveled to Ordinia where they met their third compatriot, Curt's character, in a local pub. Together they traveled across Ordinia collecting bounties and going on adventures. The three found themselves in many a tavern or pub drinking till they passed out and trying to land the fairest lady in the tavern that evening. After a few years of friendship and a bunch of tall pints the friends decided to become brothers, forming the clan of the "Merc Brothers". That night all were tattooed, or in Radovas's case branded, with the seal of the "Merc Brothers". Any who wished to join must test a series of nearly pointless tests including mainly drinking and fighting. Again along the road in a small pub the group met, Trevor's character. After another night of drinking and trying to land the fairest lass in the tavern, Trevor's character decided he wished to join the clan. After initiation the four man clan began their travels hung over and bruised collecting bounties and completing quests across the land.
Goliaths (Sci-Fi)

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If you are looking for the Goliaths used in the Fantasy setting, please refer here

## Background

Similar to the Yuan-Ti Purebloods, Goliaths had inhabited the island of Nassau as the indigenous people but many of them died when the Myranths flooded the planet to make their new home suitable for them and deal a decisive blow to the armies of Ordinia.

Goliaths are similar to their 5e counterparts (MOM) with the following adjustments

## Goliath Traits

* **Languages:** You can speak, read, and write Basic and one language of your choice.
The Fifteenth Republic of Tyranus

The Fifteenth Republic of Tyranus is the current government structure of the Republic of Tyrahna. Below is a graphic that depicts the current organization, its formal bodies, and how they interact with one another:

### Bodies of the Republic

Dictate of Transcendence

* Though not a formal body in the sense that it provides active guidance to the Republic, the Dictate of Transcendence is the founding document which details the rights and laws of the Republic which continue throughout all time.

Grand Composer

* The Grand Composer is the visionary for the Republic, it is they who, by the power of the Dictate, sets the goals for the current iteration of the Republic.

Executive Conductor

* The Executive Conductor is the implementer of the the Republic. They are responsible for translating the vision of the Composer to the reality of the Republic utilizing the resources available.

Harmonic Senate

* The Harmonic Senate is the legislative body of the Republic. This body of 15 senators is responsible for adding laws and rights to the Dictate as the needs of the Republic change and evolve. Senators are also responsible confirming the Conductor as nominated by the Symphonic Council.

Symphonic Council

* The Symphonic Council is the judicial body of the Republic. This group of 5 wardens is responsible for interpreting the application of the laws and rights of the Dictate as they apply to this reality of the Republic and its citizens.

The Ensemble

* The Ensemble is the administrative body of the Republic. This collection of Ministries and Choruses is responsible for the administration of the services provided by the Republic to its citizens and denizens.

The Electorate

* The Electorate is the elective body of the Republic. All citizens of the Republic, regardless of merit status, are allowed and expected to vote in the elections of their representatives. All elected officials of the Republic, and the Conductor, serve at the pleasure of the Republic and can be recalled should the electorate see fit.
Aaron Andrews

## Campaign Appearances

* To Neunstrass
* Anarach's Tomb (NPC)
* Explore Malovia (NPC)

## Physical Description

Age: 28

Height: 5'7"

Weight: 160lbs

The most average looking human you could imagine.

## Backstory

Aaron Andrews was an average man who came from the outskirts of Vinum. He never had a wife or a family to call his own but he carried through his day tending to his wheat farm. His wheat was used to make the humblest of breads, not made for nobles but not fed to the cows. Aaron always made time for his local community, giving sweet treats to children on their way to school or allowing travelers to stay the night with him on their pass through town. Despite these noble deeds had it naught been for Nyryth, Aaron might have grown old and died without a single man remembering his name.

In the middle of the night Aaron was grabbed from his bed and marched to Tower Artorius deep in Kyros. When Aaron was brought before the Nyryth's Cardinals the Cardinals declared that he could not be improved and would proceed to the pool immediately. Aaron felt no fear because he had never experienced anything which would give him cause to fear. At most Aaron felt uncomfortable by the soreness on his nose from the scratchy burlap sack over his head.

As Aaron was lowered into the pool he felt the cold touch of the water on his skin but, as he became completely submerged he felt an intense burning in his chest. The chill of the water and the heat within him were battling for dominance swelling like a great symphony to blackness.

Aaron awoke in the countryside, Tower Artorius out of sight with no Cardinals to be seen. Bewildered by his current situation Aaron couldn't do anything except laugh. He let out a howl that he immediately cut off. This was not his laugh. He mocked a laugh this time unsure of what his voice would sound like. Aaron was greeted with the same dark cackle. Aaron could do nothing but give a toothy grin as the darkness faded within him.
Lizardfolk (Sci-Fi)

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If you are looking for the Lizardfolk in the Fantasy setting, please refer here

## Background

The Lizardfolk were not a dominant race by any means on Ordinia; however, at one point they had sided with the Myranths during their initial invasion through the swamps of Ordinia and Valis Statera. This defection bought them a modicum of prestige in Myranth Society and thus they were able to have a major settlement of theirs bubbled on their own. Though they have not become much more populated percentage wise they still exist in greater numbers than other races and are fairly well regarded by the Myranth populace.

Lizardfolk are very similar to their 5e counterparts (VGM version) with the following adjustments:

## Lizardfolk Traits

* **Bite:** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.
* **Cunning Armorer:** You have proficiency in Armstech’s Implements and can harvest materials from fallen enemies to create simple vibroweapons and repair martial vibroweapons.
* **Hungry Jaws:** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
* **Languages:** You can speak, read, and write Basic and Draconic.
Loxodon

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## Background

The Loxodon, or Elephantfolk, are natives to the Southern continent of Entropia. Loxodons are known for their serene wisdom, fierce loyalty, and unwavering conviction. Originally formed by the Primordial Stone Giants as caretakers and guardians of their underground cities. During the Harrow, the Loxodons were relived of their duties as guardians and caretakers but left with the knowledge of their masters. With this knowledge, the Loxodons, along with the Rhoxodons, founded the city of T'Chanka. With the advanced knowledge of their Primordial Stone Giant masters, both developed an advanced society and secluded themselves from the chaotic aftermath of the Harrow.

## Loxodon Traits

* **Ability Score Increase:** Your Constitution score increases by 2, and your Wisdom score increases by 1.
* **Age:** Loxodons physically mature at the same rate as humans, by they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60.
* **Alignment:** Most Loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good.
* **Size:** Loxodons stand between 7 and 8 feet tall. Their massive bodes weigh between 300 and 400 pounds. Your size is medium.
* **Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Speed:** Your base walking speed is 30ft.
* **Loxodon Serenity:** You have advantage on saving throws against being charmed or frightened.
* **Natural Armor:** You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
* **Trunk:** You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
* **Keen Smell:** Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
* **Languages:** You can speak, read, and write Common and Donnish.
Humans (Sci-Fi)

Back to species catalog

If you are looking for the Humans used in the Fantasy setting, please refer here

## Backgrounds

Humans are like the equivalent of rats as far as species go, they kinda just adapt to anything and everything and when the Myranths took over it wasn't really any different. They have spread far and wide across the burgeoning empire of the Concord.

Humans are identical to their SW5e counterparts with the following exception:

## Human Traits

* **Languages:** You can speak, read, and write Basic and one extra language of your choice.
Waxed Wings Adventuring Guild

## Description

On the northern outskirts of Vod Zorux, the Waxed Wings Adventuring Guild has been run by the Alegaza family for 4 centuries. The current curator of the guild Ana Alegaza does her best to keep the place operable but if success does not befall the guild soon Ana may need to close the doors forever. The guild hall operates as a social meeting space for adventures, provides housing to active parties, and posts jobs for parties to accept. The facility is maintain off donations from it's patrons.
Primordial Chromatic

## Primordial Chromatic Dragons

The Primordial Chromatic Dragons were dragon-gods who were formed during The Creation and settled the continent of Ordinia alongside the Primordial Metallic Dragons.

### Members:

* Sventarnus  - Male Red Primordial Dragon
* Lukath  - Female Red Primordial Dragon
* Mordremoth  - Male Green Primordial Dragon
* Viridi - Female Green Primordial Dragon
* Zodiark - Male Blue Primordial Dragon
* Tsunamarach - Female Blue Primordial Dragon
* Kormordus - Male Black Primordial Dragon
* Fatalis - Female Black Primordial Dragon
* Adrastus - Male White Primordial Dragon
* Vervada - Female White Primordial Dragon

### The Great Dragon War - "The Chroma Conquest"

The Primordial Chromatic Dragons fought against the Primordial Metallic Dragons for supremacy over the continent of Ordinia from ATC 520 - 606 in what was known colloquiually as The Chroma Conquest.

Ultimately, the Primordial Chromatic dragons lost the war and were banished, if not killed during the war, from the continent, except for Tsunamarach & Zodiark.
Rootin' Tootin' Fairy Shootin'

## Overview

RTFS is our foray into a new kind of TTRPG with Unbound, an action-packed rules-lite collaborative roleplaying game. Unbound asks a lot more of its players than our normal RPG, players are expected to be co-creators of the story and push the narrative along with each other rather than just the DM. Because it's a new system for everyone, I hope that we have enough grace to figure it out together without expecting it to be perfect. The book suggests that we a "Saga" (Campaign) in about 4-6 four hour sessions. Given our history with games, I am not sure if that will play out exactly as we expect but if we don't like it after that we can assess for what's next.

### Session Zero

At session zero we agreed on a couple of key points. RTFS is a silly Fairy Western that takes place in the Feywild's House of High Noon. Our story centers around the troubles of two towns: Sparkle and Brussels (formerly Copperville). Sparkle is a failing hippo ranching town struggling to fight off the advance of the Veg Corporation who has recently bought out much of Copperville and renamed it to Brussels. Our players are the residents of Sparkle and doing their best to keep their town from being taken from them, even if that means in engaging in the now illegal meat trade.
Praetorian Guard

## Overview

The Praetorian Guard is the centralized military force for the Vitian Empire. The Praetorian Guard houses an army, navy, and airforce that can all mobilize to the defense of the Empire. The Praetorian Guard also houses the Empire's centralized infrastructure construction group, which is tasked with the design, build, and maintenance of all the Empire's infrastructure, both civilian and military. The Praetorian Guard came into being under the mandate of Razaketh, "The Reclaimer" and Third Emperor, during the Siege of Akielios. This mandate also included a provision known as the "Great Defense" which requires all Vitian citizens to serve in the Praetorian guard. The Praetorian Guard is led by the Joint Archons and has the following organizations under their purview:

### Organizational Breakdown

The Imperial Union's Public Works

* Public Works is the division responsible for the construction of both civilian and military infrastructure.

Army for the Imperial Union

* The Army for the Imperial Union houses all ground forces for the Praetorian Guard.

Navy for the Imperial Union

* The Navy for the Imperial Union houses all aquatic forces for the Praetorian Guard.

Airforce for the Imperial Union

* The Airforce for the Imperial Union houses all the airborne forces for the Praetorian Guard.
Prefecture Hierarch Offices

## Overview

The Prefecture Hierarch Offices, organized formally under the Council of Hierarchs, serves as the regional leadership for the Vitian Empire's prefectures, handling regional issues that are of little consequence to the Emperor's grand vision. Under the Writ of Exaltation, Prefecture Hierarchs are elected democratically by the prefecture citizens and serve a term of 5 years. Hierarchs serve at the pleasure of the Empire and may be dismissed by the Emperor or their peers and can be recalled by their constituents. Hierarchs work closely with the Vizier and the Emperor to ensure that the Imperial Union continues to operate under previous and new mandates by ensuring that their respective Prefectures are working in alignment towards those goals. Each Hierarch Office has the following organization:

### Organizational Breakdown

Hierarch Office

* The Office of the Hierarch is located, typically, within that Prefecture's Capital City. The Hierarch also has an office within Annarach's Rock for when the Emperor calls Council of Hierarch meetings. Hierarchs spend much of their time touring their respective prefectures and speaking about the goals of the Empire.

City Council

* The City Council is composed, typically, of five District Representatives from around the city serving staggered terms of two years. The City Council is responsible for handling the city-specific initiatives of the Empire and communicating the needs of their constituents to the Hierarch.

District Representatives

* District Representatives are the closest to the citizens of the Empire. Serving as a District Representative is considered part-time community service until you are called to serve on the City Council, which is a full-time position. Serving as the District Representative is compulsory for at least one year but there is no limit to the amount of time one can serve as a District Representative.
Iplo Calendar

The Iplo Calendar was created by a Grung named Iplo around ~1600 ATC. Iplo was an intelligent ocean trader that needed a way to consistently schedule her travels so she would be perceived as reliable business partner. The calendar is loosely based on her travels to Free Isles of Yachtingham but as a trader she cared less about the agrarian seasons and more about how the ocean air would effect her soaking schedule.

Time is measure with 1 second in a minute. 60 minutes in an hour. 24 hours in a day. The first half of the day the suns are rising, the are the AM (ante meridiem) hours. The second half of the day are grouped as PM (post meridiem) hours.

Each month consists of 6 weeks with each week made up of 5 days. The days of the week are referred to as Onesday, Twosday, Threesday, Foursday, and Fivesday.

There are 13 months in the year listed below:

1. Shadow's Fall
2. First Breeze
3. Parched Sky
4. Empty Flask
5. Seran's Height
6. Ashai's Height
7. Patient Sky
8. First Rain
9. Last Breeze
10. Shadow's Growth
11. Seran's Seclusion
12. Ashai's Seclusion
13. Ocean's Above

Each month has 6 weeks except for Ocean's above. Ocean's above is exactly 1 week long and may take place anywhere between Shadow's Growth and Shadow's Fall. There is typically a monsoon in this period of time at the beginning of the week that the mon soon happens that week will be renamed to Ocean's above and the following week continues at the beginning of the week that was replaced. No sane person would schedule an event during ocean's above as it's time can be unpredictable. The week long monsoon usually delays life and events of Malovia so any scheduled events happening during Ocean's above are reschedule for the same day the following week to maintaining there previously assigned calendar day.

Each year does not perfectly line up with the solar year but discrepancies over time are typically blamed on poorly recorded timings of Ocean's Above as the calendar slowly drifts out of alignment with the solar year. One day an astronomer might correct this by adjusting the length of Ocean's above depending on the year but at this time no one has thought to do that.

Just like the day the year is broken into 2 seasons. Suns rising and suns falling. Shadow's fall to Ashi's Height would be Suns rising. Patient Sky to Ashi's Seclusion is Suns falling.
World Map

List of links to continents

* Ordinia - Northern Continent
* Malovia - Eastern Continent
* Entropia - Southern Continent
* Benovia - Western Continent
* Sumacy Islands
* The Gleaming Isle

Gotta figure out some way to make the maps not look terrible. Just some photos I had on hand

Universe History

Universe Planes

Solar System
Nassau

Coastline of Nassau

The Democaratic Ecumene of Alau (or simple Nassau) is a collection of islands in the Sea of Rishi to the south of Ordinia established roughly 714 ATC by Yuan-Ti colonists from Entropia. Although originally settled by Yuan-Ti exiles as a religious sanctuary for themselves, in modern times Nassau has grown to serve as a religious sanctuary for all who are in need of it.
The Night Syndicate

## Overview

The Night Syndicate is a global criminal organization that is comprised of 13 sub-organizations which work together to control the Black and White Markets across the globe. The Syndicate is headed by the 13 Corvidae who are the puppet-masters of each organization.

###

### Sub-Organizations

Avion Corporation

* A logistics company with global shipping routes by land, sea, and sky.

Chromatica Fields

* An agricultural collective responsible for supplying the food to approximately 50% of the world's population.

The Tykwer Estate

* A law firm which specializes in all major nations' legal proceedings with special ties to political figures.

Steel Mountain

* A security company which staffs many of the world's prison systems and owns two of the greatest prisons in the world.

Mondragoon Mining & Manufacturing

* A mining and manufacturing company which supplies armies across the world with the finest weapons and equipment.

Bank of Fourwinds

* A financial institution which houses 30% of the known wealth in the world.

Fist of Rukt

* A munitions organization with a surprising knack for supplying rebellions and uprisings.

The Tide

* A humanoid trafficking ring with a long catalog of options.

Dune

* A narcotics producer known for inventing Dust among other highly effective drugs.

Eyrie's Eye

* A network of well-placed informants with ties to powerful organizations.

Black Sacrament

* An assassin's guild with disposable and effective operatives.

Right Hand

* A forgery group which can imitate the likes of any signature or handicraft.

The Legacy Initiative

* A non-profit humanitarian organization which focuses on education with some very big donors.
Dominion Arbiter Offices

## Overview

The Dominion Arbiter Offices serves as the regional leadership for the Vitian Empire's Dominions, Annarach's Rock and Illios. Under the Mandate of an Empero's Office, Annarach established the Dominion Arbiter Offices (at the time only Illios) at the same level as the Vizier and Prefecture Hierarchs. Dominion Arbiters are elected democratically by the Dominion Senate, which is composed of District Senators who are also democratically elected by the Dominion's citizens. Dominion Arbiters serve at the pleasure of the Empire and can be dismissed by the Emperor or recalled by a majority of Senators or a majority of their constituents. Arbiters serve a maximum of seven years in a single term and cannot be nominated to serve another term. Arbiters work closely with the Vizier and Emperor to ensure that the Empire's cultural and spiritual centers are well-maintained and in accordance with the Doctrine Vitae. Each Dominion Arbiter Office has the following organization:

### Organizational Breakdown

Arbiter Office

* The Arbiter's Office is located within the heart of the Dominion City they lead. Dominion Arbiters spend much of their time serving in ceremonial, cultural, and spiritual practices which serve to maintain the Doctrine Vitae. The Dominion Arbiter also heads the Dominion Senate and makes decisions based on the Senate's proposals.

Dominion Senate

* Currently, there are only two Dominion Senates within the Empire. The size of each Senate is dictated by the number of Districts which determines the number of Senators. It is the Senate's duty to nominate a Dominion Arbiter from among the senators, to then be confirmed by the Dominion citizens. Once an Arbiter is elected, it is then the Senate's duty to address the issues of the Dominion by offering proposals to the Arbiter so that they may choose the best course of action.

District Senators

* Serving as a District Senator is considered part-time community service unless you are elected to the position of Dominion Arbiter, which is a full-time position. Serving as a District Senator is compulsory, typically expected from those in the Domani or Porashtu stage of their life.