recursal/Fanatic-Fandom huggingface dataset:
The Jester and Chariot

*You hear the inn before you ever lay eyes on The Jester and Chariot. The songs of singing and instruments playing fills this part of town with night dancers, drunks and party goers alike enjoy the livid energy of the area. The inn is a large double storey timber framed building, with a green tile roof. A sign shows a jester holding 5 sets of balls in a out-lifted hand as he speeds down in a chariot No line holds out of the buildings but the windows seem to flash with multiple colors. A dwarf, the bouncer, stands his post as he keeps the drunks and always makes sure no one skips their bill. A merriment of laughter and a mix of horrible and skilled dancing shuffles about outside*

 *Inside is comfortable quality, and its main draw is its rough-and-tumble anything goes atmosphere. Accommodations consist of several large rooms with beds and straw mattresses and several hammocks in the common room. The inn is lively with music as a power ballad of bards plays on stage, singing away their lungs as colored lights dance around them in a light show. The smell of food, beer and hint oder of sweat mix in the warmish air of the tavern. Long and short rows of tables cover the room, falling width wise with most of the middle of the room. Barrels sit stations by seats near a hearth, one opening and brimming with peanuts. You clear see other hallways leading away to closed doors and a set of stairs leading up in the far back . There appears accommodations for all types ranging from out of the open to corner rooms where folks could speak in quiet.Towards the back left corner as you enter you see a bar table with a row of seats as a elven women/barkeep works behind*

*Handal: Dwarven bouncer*

Erwellas: Bar owner
Saint Nubris Vixrath, the Scrivner ~ History and Knowledge

## **Saint Nubris Vixrath the Scrivener, Patron Saint of Knowledge and History**

Saint Nubris Vixrath is a anomaly, even among the Saints. Nubris is the grandson of Diwali, Second born of Nexal Naltecona. The diminutive Spriggan has a coat of blue-black feathers with steel grey highlights and yellow owl eyes of his kind. He is a scholar and often serves in Ivicaar's Library as a research assistant. A chronicler of History, Nubris's interest centers around magic and artifice, or the history of it. A meticulous scholar, prayer to him are often said by cartographers, inventors, loremasters, sages, scholars, scribes and wizards each morning. Nubris himself is a Master of Divination Magic and often employs a cadre of clockwork owls to deliver messages and work in Ivicaar's Great Library.

**Symbols and Holy Books:**

Sant Nubris's symbol is the scroll. He has many Holy Texts many center around history recorded works of magical theory. Each will have a foreword with his tenants.

* Knowledge, particularly the raw knowledge of ideas, is supreme.
* An idea has no weight, but it can move mountains.
* Knowledge is power and must be used with care, but hiding it away from others is never a good thing.
* Spread knowledge wherever it is prudent to do so. Curb and deny falsehoods, rumor, and deceitful tales whenever you encounter them.
* Write or copy lore of great value at least once a year and give it away.
* Record events and modern history as it happens. Study it and retain the written for others to study and learn.

**What Nubris Expects:**

 Sponsor and teach bards, scribes, and record keepers. Spread truth and knowledge so that all folk know more. Help build and organize libraries throughout civilization, record notable deeds and events. Use logic and knowledge to combat falsehood and lies.
Fizzy Pop

***Owner-*** Ozin Pestlecog, gnomish arcanist, alchemist and inventor.

The Bar’s Tale This Bar was converted from Ozin’s alchemist shop. Only 4 people maybe seated at any one time, this is a small bar. Meant to feel personal if the magician wasn’t always so tired for his long hours of beverage creation.

Orzin:  A tired magician who creates carbonated beverages. Wishing to keep the fomula a secret as he perfects it, Orzin does everything himself. Slightly absentminded and more focused on his creadtion, Orzin and the Fizzy Pop keep irregualr hours. The shop is opened or closed at Orzin's whim and his personal schedule, which he will not sure with anyone! Without help he pushes himself 24/7 and can usually be found in some fowl mood. But at least his beverages are the best in this side of town, or at least, the mose unuquie. His concoctions are served in test tubes and are often colorful, fizzy and noisey. Fizzy Pop drinks (Alcoholic and non). A strange and wonderous experience but delightful above all esle.

### **Notes:**

At random times it is possible the mage mixed his drink up with potions that can do slight minor effects. All drinks cost 5 gp

Possible effects:

* You smell like a beautiful flower and attract 1d100 bees. If you leave them alone, they will go away after 1 minute. Otherwise... Your fingertips swell to the size of plums. Any activity that requires the use of your fingers requires a -2 DEX check.
* All your hair turns to (roll on random color chart) 1.Red, 2.Orange, 3.Yellow, 4.Green, 5.Blue, 6.Violet, 7.Black, 8.White, 9.Gray, 10.Brown
* You shrink to half your size for 24 hours
* You grow to twice your size for 24 hours
* You float up 5 feet per second for 30seconds after which you fall normally incurring any appropriate fall damage.
* You notice no effect.
* Everything you eat tastes like lemons for 3 days.
* Your skin turns (roll on random color chart)
* You burst into ethereal flames for 30 seconds. During the first 30 seconds you incur no fire damage. After 30 seconds the flames surrounding your body extinguish Anything set alight by the flames during the 30 seconds burn with natural fire and will continue to burn afterwards. The natural fire can hurt you after the initial 30 seconds.
* From now on whenever you roll a 5 your arms wave uncontrollably for 3 seconds before completing whatever action you rolled for.
* Other DM Applied Effects

### ***Clientele***

On a typical night, the clientele at the Fizzy Pop can be described as truly rude. First come, first serve drives all clienteles to fight for a seat in line. Nearby clusters jampack outside the bar in hopes of entrance. Once in many overly indulge themselves in the decedent magical beverages in hopes of the rushes once experienced. Ozin’s drinks are not addictive but are many times more refined in taste compared to any other drink you can have in town. Making most other sold beverages taste like watered down piss afterwards. You have a good chance of meeting someone of importance here and learning an interesting tip, rumor or piece of information.
The Axehead

The Axehead is nothing more than a covered tent with tables and several stumps in the back where people engage in axe throwing as a means for sport. Sometimes there are competitions held here ,but for the most part people enjoy in small wagers on how accurate they can throw the axes.
The establishment always has a keg and a veteran soldier who oversees the establishment. This place is members only, and only those who fit into a certain kind of persona come to relax here. The owner hand picks it's members for the most part.

The axehead is shaped like a long rectangle. It has 3 tables in a tent area, with stumps and old barrels to sit on at. The front of the axehead has no covering but four lanes.
Each lane has a handful of throwing axes. Once thrown, there's a bell the person rings for the axes to be retrieved. The lanes are split with rough net between them so axes can't fly into other's lane but the net is so ripped up and shot that it's possible that it could happen.
Lanes 1 and 2 are meant for short throws, 20ft.

Lanes 3 and 4 are 100ft away, for only the most skillful of throws.

**Axehead Proprietor**

*Janet Glorybluff* is a 80 year old female half-elf soldier.
She has short, straight, brown hair and blue eyes. She has soft black skin. She stands 147cm (4'9") tall and has an athletic build. She has an oval, bulbous face. She can't feel pain. She doesn't worship any god and she shows very little empathy towards others.
History of Warforged

Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused act as a muscular system that is wrapped around a framework of steel, darkwood or stone. Armored plates form a protective outer shell and reinforce joints. All warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. A sigil is engraved into the center of the forehead; this is unique to each warforged. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. A juggernaut warrior is a massive brute with a heavy steel frame, while a skirmisher can be crafted from wood and light mithral to grant it lithe and elegant movement. While they’re formed from stone and steel, warforged are living humanoids.

The age of Warforges dates back to a millennia long-lost, theses beings are the pinnacle of creation. The perfect design created from the hands of Xangarth, the God of law and the forge. Many warforges do not remember how they came about being in the material plane, many have just been here sleeping and waiting for the Horn of Fate to ring them to battle once more.

Long ago, in the gods war, the forces of law and chaos clashed and in their wake chaos was defeated, killed an banished the forces of law over took the material plane and left the world in order. But as all things do, the cosmos had to correct itself. You stand as a being of law, a creation of war and the ultimate for of life and creation. An eternal perfect golem, going beyond such techniques to having a soul yourself. Bound by the steels and metals of your home plane Xangarath tasks you with a few set of orders.

1. always bring law and order to the world, law is benevolent and beautiful but it is also the heavy hand that must enforce to protect others.

2. when the Horn of Fate blows, your purpose will resurface and a call of arms will claim you once more. When war comes you must answer.

3. In the eternal conflict to protect law vs chaos you will keep your sense open to finding 3 items: The black sword, The black jewel and The rune staff. These items should never fall into the hands of the lords of chaos for it dooms the balance of all.

4.There are three names you know of to serve and follow should they ever appear, the lords of law: Donbias, Arkyn and Shalod. When the conflict ended and the world was left empty of chaos as a god known as Pug, the God of nature, took up Chaos to rekindle the balance of the world. Many gods died but some came to be reborn as the cosmic order always fixes itself once more. Keep the secrets of Xangarath safe, for mortals can not fathom the secrets he holds.
Princeps Exchange House and Vaultage

This thick-walled fortress of commerce has been a center of trade in Alvera for little over a decade, acting as the primary location for banking and currency exchange. As much a bunker as a bank, the PEH&V squats in the Gold District, its two windowless upper stories heavily guarded. Most ordinary patrons never make it past the ground-level offices, yet the majority of the PEH&V stretches below, extending down into the firmament like a cylindrical stone taproot. Here are the building's legendary vaults, where the city's nobles and merchants from across the Clayth store items too valuable to be trusted to lesser security. Only the most vetted of humanoid guards are allowed in the PEH&V's depths. Instead, stone golems patrol the twisting lower corridors, while water elementals circle the outside in flooded channels, keeping thieves from tunneling into the magically warded vaults. A lawful good mountain dwarf named Othingaar Stonehammer acts as the bank's proprietor and key treasurer of the city's banking guild, the Honorable Order of Exchangers. More importantly, he's vetted by Grand Duke Felix Orsino on a regular basis but secretly is loyal to House Andrazzi, whom he has served in secret for three generations.

Reclaimed treasures from innumerable adventurers reside in the Counting House's vaults alongside legitimate deposits, protected by the bank's walls and Othingaar's web of political influence. Between the nobles sinister reputation for ruthless justice for misdeed towards the Exchange and the bank's legendary security, few thieves would even contemplate trying to crack the Exchange House - but anyone who succeeded would likely be set for life.
The Fractured Nations

The Fractured Nations of Jutland were once the proud home of Akesander Drasilmir, the man who is the Last Great Captain of the Eternal Battlefield. Receiving a vision of the end of the world, he was given a chance to lead his people on an exodus to be proven worthy of the Great Hall of Angurvadal. When he left he took many clans and people with him, and restructured them into a society to prove the warriors worthy. Nothing else mattered, for the final battle was coming and the Heavens needed worthy warriors. Along the they he would add any that would fight for the cause. What was left, and those that did not go, fractured into several nation clans. These nations clans are still tied to the old ways and the blood of great ancestors. The Clans that remained no longer view themselves as one people and have tenuous relationships between each of the remaining great clans.

### ***The Great Nation Clans of Jutlund***

* **Birnir Rekkar**
* **Gjallarhorn**
* **Jokullsrafn**
* **Jothnarsønir**
* **Odhinsauga**
* **Myrkir Vargar**
Gem Dragonborn

*The following variant traits allow you to play a dragonborn descended from gem dragons. Your other dragonborn traits remain the same.*

### Gem Dragonborn Traits

**Draconic Ancestry.** Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

**Draconic Presence.** Instead of a breath weapon, you can use your action to exert a supernatural presence. When you use your draconic presence, creatures within 15 feet of you make a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. Starting at 6th level, you may select which creatures are affected by your presence.

After you use your draconic presence, you can’t use it again until you complete a short or long rest.

**Condition Resistance.** You have advantage on saving throws to resist spells and effects that impose status conditions, determined by your draconic ancestry.

**Table 1: Draconic Ancestry**

**Soothing Presence.** Each creature within 15 feet that is aware of you must succeed on a Wisdom saving throw or be affected by the calm emotions spell (both effects) for 1 minute. The effect ends if a creature’s saving throw is successful, the effect is dispelled, or you attack that creature or its allies.

**Blinding Presence.** Each creature within 15 feet that can see you must succeed on a Wisdom saving throw or be blinded for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

**Mesmerizing Presence.** Each creature within 15 feet that can see you must succeed on a Wisdom saving throw or become charmed for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

**Grounding Presence.** Each creature within 15 feet must succeed on a Wisdom saving throw or fall prone. Flying creatures in this radius are pulled from the air and fall prone when they reach the ground.

**Frightful Presence.** Each creature within 15 feet that is aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

### Variant: Breath Weapon and Damage Resistance

Your draconic ancestry grants you a damaging breath weapon and resistance to that damage type. This replaces your Draconic Presence and Condition Resistance feature, making your racial features more like a dragonborn of chromatic or metallic heritage.

When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

**Table 2: Variant Draconic Ancestry**
The Sanctioners

The Sanctioners are groups of research monks who live in remote temples across Clayth and studie the sanctions, or laws, of the universe, its peoples, its religions, and more. They know more about law, rules, expectations of the different groups of the world without being a part of their societies. Their temples contain vast research libraries, monks working on various special projects, and little training. Spirituality through research and meditation are the general monk like activities these peoples participate in.

There is little organization amongst the Sanctioners, except for a High Sanctioner of each specific temple. Often they are just groups of like minded souls looking for answers without thought of conflict, political manuvering, or the like. To gain access to a Sanctioners temple, one must simply go to the door and speak about a time they followed the law when they wished to break it. For each confession such as this, an extra day is added onto your time within the temple. The Sanctioners are said to always know whether someone is lying in this way.

The Sanctioners are also the best authority on the mythical concept of the High Laws. Little is publicly known about this concept except for the name, and even that is hardly spoken.

**Known Locations of Sanctioner Temples**

* The mountains southeast of Whitecoven
* The mountains northeast of The Hilt
* The coast right outside of the northwest corner of the Jade Empire
* The southeast corner of the Stonecrown island block
* The tip of the penninsula that has Melora and Pelore on it
* Alvera, within Ovid's Wall.
* Cappalina, within Old Town.
Древесина (New Horizons)

**Получение** | Ударить топором по дереву

**Древесина** - материал для создания в New Horizons. Его можно добыть, ударив по дереву топором. В игре существует три вида древесины: обычная, мягкая и твёрдая.

## Способ получения

Для получения древесины игроку, используя топор, нужно ударить по полностью выросшему дереву. Древесина выпадает со всех деревьев, за исключением бамбука. Если использовать непрочный или каменный топор, то с одного дерева можно получить три древесины, при этом не повредив само дерево. Если игрок использует крепкий топор (требующий для крафта железный самородок), то после трех ударов топор срубит дерево, оставив только пень. При этом с дерева всё так же выпадет три древесины. Вероятность выпадения каждого вида древесины - 33%. Если ударить фруктовое дерево с созревшими плодами, то помимо одной древесины выпадут все три фрукта. Если вокруг дерева нет свободных клеток, то древесина выпадать не будет.

## Применение

Древесина - один из ключевых материалов для создания множества мебели и инструментов.

Тимми попросит игрока принести 30 обычной, мягкой и твердой древесины для строительства лавки Нука.

Дерево можно продать в лавке Нука по 60 за одну штуку.

### Инструменты

Древесина используется для апгрейда непрочного топора до каменного и обычного топоров. Твердая тревесина нужна для создания непрочной лопаты. Мягкая древесина требуется для создания непрочной лейки и шеста. Все три вида древесины нужны для создания лестницы.

### Мебель

Некоторые виды мебели еще предстоить добавить, поэтому список неполон. В дальнейшем в эту статью будут добавлены новые виды мебели.

* Мебель из древесины
* Мебель из твердой древесины
* Мебель из мягкой древесины

* Предметы мебели
* Разное
* Настенные
* ДСП и сталь
* Деревянный комплект

*Для комплекта ДСП и сталь характерна черная железная рамка и светлые деревянные поверхности. Каждый предмет мебели можно кастомизировать, чтобы вид и цвет дерева изменились.*

* Мебель
* Разное
* Настенное
* Комплект из бревен
* Садовый комплект

Послание в бутылке
Жители

* Мебель
* Разное
* Настенное
* Комплект из деревянных блоков
Saint Lothe Krakhammr, the Zealous ~ Conquest and Strength

## **Saint Lothe Krakhammer the Zealot, Patron Saint of Conquest and Strength**

Lothe is often depicted as a hideous, gray skinned, four-armed Derro Dwarf bearing two large scars across his face, Often he is depicted as wearing black armor clad with skulls. He wields a weapon in each hand: a spiked flail, a battle axe, a battle pick, and hammer. Lothe is harsh and aggressive and his followers tend to be similar. He believes that the strongest should rule and the greatest measure of one's strength is to conquer your enemies and bring them to heel. Saint Lothe believes the slavery is a necessary evil and those with strength would never succumb to such fate, and those that do are unworthy of his Patronage.

**Symbols and Books:** Saint Lothe's symbol is a Bloody Battleaxe. He has no know holy books but instead he has The Scrolls of Battle, which are comprised of aggressive tactical battle information and strategies.

* Saint Lothe Krakhammer teaches that the world is a harsh, unforgiving place.
* The strong rule the weak, and power is the only reward worth having.
* Cruelty and mercilessness are necessary tools.
* Order must be forged from Chaos and law from anarchy, but order is meaningless without the will to enforce it.
* Tyrants are to be obeyed, and dissenters are to be oppressed or killed.
* Slaves must obey their masters.

**What Saint Lothe Demands:**

Build your might and display your strength for all to fear. Study your enemies and defeat them. Be ruthless and uncaring in the world for it will be so to you. Only through strength can you survive.
Saint Rosulia Al-Araquis ~ Curiosity, Alchemy and Invention

**St. Rosulia Al-Araquis, Patron Saint of Alchemy**

Rosulia is the sunny, indolent, and dangerous Saint of sunny days and wild abandon, a force for chaos, and an opportunist. With her cat-headed statues and her slinky female form, she is the saint of desire and the patron of perfumers, alchemists, and those whose trade is beauty. With the scent of the wild desert in her mane when she was a lioness, she is also the simple domesticated cat that destroys rats, serpents, and mice, a friend to the farmer and granary overseer Her ears are dark and her fur is golden; she has large breasts and sometimes six or eight of them. A solar or lunar disk hovers over her head, and she wears bracelets in the form of Cobras or vipers.

**Symbols and Books:** Rosulia’s symbol is the cat, depicted as a cat head with a solar disk above it. In some regions, the lion and cobra are her signs as well. Rosulia has relatively few sacred texts. The one that everyone knows is Divine Lives and Desires, a volume of sacred poetry and lusty parables. Few know of the Words of the Huntress, a darker volume.

**What Rosulia Demands:** Take pleasure in life, and live for the day. Hunt and kill your food when you can; take joy in destroying serpents. Visit the perfumers frequently and offer up gifts of scent and spice to the goddess’s altars. To divine the future, read the entrails of an enormous, unblemished animal, and sacrifice such a creature before any great endeavor.
Artifacts

Below are items and artifacts renown in legend or owned by non-player-characters.

#### Oath's Protector

*Arch Druid Aomari Moonkeeper, once companion to the Winds of Change, sought the missing pieces to Ulrok's Oathbinder Blade. Along with Mayvara Vycanis, they were able to research, hunt and locate the three missing shards. However, they could only gain possession of two. When the women parted ways each kept a shard and had it reworked into now magical items they would keep until the end of their days. Aomari wrought a staff with the aid of Pug. It is a natural shaft with no cut marks, the end hold a jagged piece of polished metal sharpened on one side.*

#### Artifacts

* Oathbreaker (Dagger)
* Oathbinder (Two Handed Sword)
* Oath's Keeper (Naginata)
* Atama-Urus or Fire's Breath (Maul)
* The Lute of Wyrik Three Strings
* Glory, Shield of Duncan Arathel
* The Sun’s Hammer, Famed Warhammer of Duncan Arathel
* The Sundered Shield
* The Last Orb of Dhal'Khaduruth, The Dragon Orb, Mordenkainen's Orb
* Tome of the Inevitable
The Fruitful Fields

The Fruitful Fields:

A significant crop growing region located in the heart of the Empire. The Fruitful Fields are responsible for the majority of the Empire's crops. Potatoes, Wheat, Corn and also  fruit groves and vegetable patches are located in close proximity due to the rich soil and temperate weather. There are several small towns, villages and a few major cites located in this important region.
The Shepards

# The Shepherds

 An order of planar druids that maintain the balance of the worlds, advisers and wise men. They are set on a path to find the brightest and most influential, making deals and agreements with governments in order to insure a fixed position. Not much is known as this order is known to be mostly a myth. Stories are told of the walkers and shepherds being the only few capable of planar travel.
Stories that Wolves Tell Ritual

***Stories That Wolves Tell** (transmutation)*

**Level 3**

**Components** V, S, M (a pouch woven from fresh wolfsbane stems; a flint knife that has been shaped without the touch of iron; a living wolf you sacrifice during the casting)

**Skill Check** Arcana DC 17; Nature DC 17

**Casting Time** 30 minutes

**Duration** 1 Day or 3 Days

Slit a wolf’s throat with a flint knife and you can steal its voice, trapping it in a wolfsbane pouch. Spit into the bag and you gain the power to speak in the wolf’s voice for the day. There are stories in the howling of wolves and you can listen in on them, hearing tales of hunts and prey and strange things seen. You can also add your own voice to the chorus if you dare, singing songs and spinning tales that soon spread around the forest. This incantation enables you to speak and understand the language of wolves and worgs. Looking for information or spreading stories via the howling of wolves requires a Persuasion check and a Deception check to fool them into thinking you really are a wolf. The effect lasts for 1 day or until the bag is destroyed. If done on the first night of the full moon, the effect lasts for 3 days. If the wolves learn that you are using a stolen voice, they become hostile and hunt you down.

**Failure** Failing 2 consecutive skill checks results in the wolf’s voice replacing your own for the duration, leaving you unable to speak except in growls and howls.
Logan Sunstrider

**Holy Color:**orange

## Personality

Logan believes that the life-giving sun is the best cure for all of the worlds ills. Justice and freedom are brought about through charity, modesty, perseverance, and self-sacrifice.

## Description

He appears to be a powerfully-built humanoid with flawless skin and beautiful features. His body sometimes appears to be made of gold, silver, or some other precious metal, set on his back are four sets of wings,3 sets of arms with eyes in his palms, a golden halo like crown upon his head with one set of hands out stretched to his side, another holding a large tome and the third an apple outstretched towards you.

## Worshipers

Logan's clergy heal the sick, bless crops, help the needy, and destroy evil and the undead. They are caring and nurturing, with backbones of steel. His priesthood attracts many naive youths to his service, but training is rigorous enough to send many of them back to their farms. Logan’s elite priests are called Radiant Servants. Logan’s favored weapon is the lance. Vestments are typically yellow or gold. The church of Logan has a very exact listing of rank and title for those who belong to the church: Acolyte, Priest, Deacons, Vicar, Bishop, Archbishop, Primate, Cardinal, Patriarch and High Sun Keeper.

Logan's priests teach that the truly strong don't need to prove their power. They strive to perform so many good acts that evil has no room in which to exist, though they will fight if necessary. Logan's strength is a spiritual strength, opposed to physical strength. His strength is the power of will and hope, the need to face evil in the face of insurmountable odds. Logan is wrathful against the forces of evil, corruption, and darkness, and is especially opposed to the undead. However, Logan urges his followers to remember that excessive attention to things of evil can blind one to the truly important things: compassion and goodness.

Logan's services involve communal prayer, the singing of hymns, and the distribution of alms. Prayers to Logan are often affirmations in the first person, for example, "I am merciful, just as the Sun of Mercy shines on me." Weddings and rites of passage often take place at the beginning of a new season. Farmers often request a ritual known as the Blessing of the Sun-Kissed Field.

Logan's temples are tall, with large windows; many are stained-glass cathedrals. They are arranged so that the sun shines into most of the rooms during the day, and many feature large courtyards. They tend to be airy and blindingly white. Temple trappings are typically yellow or gold. They are always kept clean. Many of Logan's temples have hospital wings.
Nexal Naltecona, The Awakened Wind

## ***Nexal Naltecona, The Awakened Wind***Edit

Nexal was once regarded by the first mortals as a goddess of the wind, sky and the shimmering light. She was hailed as the giver of breath to newborn babies, as the candles flicker, and as a freshening indicator of spring, and warmth. It was said she was the force behind the winds and the eternal skies. A spirit whose displeasure manifested as powerful storms, winds to rip, tear and shock. Many believe like most of the old powers she simply faded away. Once considered a high goddess of immeasurable power, Nexal faded into memory and the memories of mortals are short, even among the longest lived. She was forgotten.

The unknown truth was Nexal slumbered. She lost most of her power by her own folly, the rest betrayal. With such devastating loss she slumbered away from the world and has just reawakened to a must different landscape. Unable to rival the leaders of the cosmos, she quietly has gained favor of a handful of mortals. These mortals are now her eyes and ears and are teaching her of a much different world. A world with many new races and powers. Nexal's view of the world is more primal and untamed and she is biding her time before she makes her plans.

Although a shapeshifter, Nexal is generally pictured as a vibrantly beautiful woman with clear, smooth skin and white hair that would trail behind her on the ground if it fell freely. Her wings often change color based on her emotions. Generally there is an insubstantial quality to her. Light can pass through her form, and she has a tendency to vary her shape quickly.

She was once a companion to Logan Sunstrider, though few mortals know any details. Any records are in Logan's demain or lost with the great libraries of the dwarves.
The Starlight Sky

The Starlight Sky, Beer Garden
It is quite normal that the city filled with labourers, mercenaries and adventurers needs a good place to drunk and most of these types aren’t the pickiest people about where they get a good pint after or before work, just that it is fast, cheap and gets em drunk.
The Starlight Sky offers drinks that is all that and more.
Unlike the more formal and classy establishments, this place fully understands and is fitted to the crowd that comes here. Now, this doesn’t mean that this place is a dump. No, far from it even. The Starlight Sky might not have much in terms of structure, but you’ll be hard-pressed to find a better-decorated garden in Cappalina.
The benches are a little bit old and some do creak, but they are sturdy enough to not even chip when they get manhandled a little bit, not only that but the wood is also pretty good at not soaking up drinks, meaning that they are always relatively clean and much less sticky than one would expect them to be.
The only real structures are a rather small wooden cart used for storing beer and where the owner sells their goods from. The Barkeep, a hulking giant of a man, seems to serve every drink as if the buyer was someone of his size. This means cups large enough to make any unsuspecting traveller cry out in surprise.
The beer itself is surprisingly good for how much you are getting, but in the end, the drinks are tailored to the needs of the common folk, so nothing too special.

The barkeep, Maurizio, is a rather silent man. He prefers to listen to the jovial conversation of his patrons over talking with them. This doesn’t mean that he won’t respond when called and always replies with the utmost respect and patience. Due to all of this, he is most likely one of the most well-informed people in the entirety of Cappalina, especially when it comes down to activities of the lower class.
Despite all this knowledge he isn’t the type to blab, the only times you will ever get this man talking is if you can convince him that you need this information for the good of the common folk of the city.
He is a well-respected man with a lively bar.
House Ventre

**House Ventre of Erasti**

**Leader:** Duca Oliviero Ventre, pledged to House Volante

The Ventre's have an unfortunate reputation as the "Betrayers", dating back to the civil war when they crossed one of their closest allies in a bid for more power. They were left in disgrace for decades, pledging themselves to Volante and rebuilding. In recent years, they have rose to political prominence as absurdly wealthy nobles that aren't afraid to do anything to anyone for more money and power. Oliviero Ventre himself, patriarch of the family, was granted the title of Duca after an important property deal with House Cozza that left him with exuberant amounts of mineral rich farmland to profit off of. People whisper that there was something very wrong with how that property deal went, and of the suspicious death of the leader of the Cozza family shortly after. Vala Cozza remained as the sole heir of the lineage. In Urso favored company, someone might speak of a "Ventre backstab", a colloquialism that has risen up in recent years. Oliviero is said to be a cruel and unkind man, concerned only with politics. His wife, Ellara, is not much better. Other nobles would never be seen speaking poorly of the Ventre's, but it's assumed that many dislike the political operation put on by the duo. They have twin daughters in their late teens, Vel and Via. Vel is said to be very much like her parents, while Via is said to be rather timid and more concerned with her art than gaining political favor. House Urso themselves express frequent and public disdain for the Ventre clan and the fact that House Volante puts up with their machinations. Ventre Manor is one of the largest estates in Alvera, a shining beacon of wealth for all to see at the front of the Noble's Enclosure.
Saint Selene Amlath'Hanna, the Shrewd ~ Cleverness and Chance

## **Saint Selene Amlath'Hanna the Shrewd, Patron Saint of Cleverness and Chance**

The elven saint of mischief and chance and the patron of elven and half-elven rogues. The Trickster's following is not as large as most of her fellow elven saints for Selene is too unpredictable for most elves. Nevertheless, she commands her share of attention from the Fair Folk, particularly by those engaged in thievery or other forms of knavery, those who seek excitement so as to alleviate the boredom of near-immortality, as well as many young elves who seek a life of adventure and danger. Selene is also revered by some members of the small sylvan races, such as pixies, sprites, and leprechauns. Selene enjoys causing trouble for its own sake, but her pranks are rarely either helpful or deadly. She currently passes the time exchanging pranks with Saint Iefyr, who sometimes get distracted in thier eternal game.

**Symbols and Books:**

Selene's Symbol is a Jester's Cap. She keeps no holy books.

* Change and excitement are the spice of life.
* Live on the edge, unbound by the conventions of society in a spirit of constant self-reinvention.
* Puncture the self-righteousness, sanctimony, and pretension that pervades orderly society with mischievous pranks that both amuse and enlighten.

**What Selene wants:**

 Play tricks for the sheer joy of it, enjoy games and gamesmanship. Let your wanderlust take hold, and seek adventure within your world. Take chances in life, for it's the only one you shall have. Live carefree.
Tuskgard

This riverside fortress houses a warlike population of orcs and goblins dedicated to Kaemoloth. Led by Ulf Lacknose (CN male Orc barbarian), Tuskgard boasts several skilled shipwrights, making the ships that hail from it a source of terror for coastal settlements. From here, the ocr warriors sail south to raid, bringing plunder and thralls from southern shores. Captives begin a punishing journey inland, to be bartered as thralls, food, or sacrifices to giants or worse. Tuskgard is often know to trade with the Reaver War Camps of Clayth, swapping ships for provisions to cover the winter and more lean months.
The Song of the Two Winds

Song of the Two Winds ~ Complete Version

North Wind;

Through Mirrormere over fen and field where the ancient grove groans

The North Wind comes wailing, and about the waltz atones.

‘Why dance the North wind, O Deadly wail, do the shadows hide tonight?

Have you seen Ellesandra the Queen by moon or by starlight?

‘I saw her sail over storm and sea, over waters wide and grey,

I saw her walk in empty lands until she passed away

Into the shadows of the South, I saw her then I swore.

The North Wind may have heard the call, of life’s breath, then no more

‘O Twilight Queen! from the shadow roads, your path is of dismay

But you came not from the empty lands where no men are this day.’

South Wind;

From the delta of the deep the South Wind flies, from the scrublands and the stones,

The wailing of the burden it bears, and built a gate of bones.

‘What search of the South, O singing wind, do you serenade this night

Where now is Ulrok the Bold? He sleeps abreast Twilight.

‘Ask not of me where he doth dwell – so many bones there lie,

On the grey shores and under dark skies, is where he does not die

So many have passed through the city of the damned to find the salted sea.

Ask of the North Wind news of she, the South Wind sends of me!’

‘O Ulrok! Beyond the death’s gate the shadow roads runs south,

But you came not with the wailing winds from the grey sea’s mouth’.

Two Winds;

From the Gate of the Kings the Two Winds ride, and past the weird’ning falls,

And clear and cold about the tower its loud clarion calls.

‘Why dance the North wind, O Deadly wail, do the shadows hide tonight?

What news of Ulrok the Bold? For he is long with flight.’

‘Beneath King’s Tomb I heard his cry. There many foes we fought,

His severed shield, his shattered sword, they to the shadows brought.

His lament so fair, his face of despair, his limbs no longer laid to rest,

And risen are the King and Queen no longer laid abreast.

The Twilight Queen shall walk again, and claim her long lost throne.

Ulrok will not rest again until his Queen is home.

‘O Ulrok! The Tower of Light shall ever northward raze,

To fen and field, stones and shores, until the end of days.
Saint Isolde Delacroix, the Blight ~ Destruction and Rot

## **Saint Isolde Delacriox, The Blight. Patron Saint of Destruction and Rot**

A foul, diseased being whose true form is said to be an androgynous, rot-claimed, goat-headed humanoid, Isolde is the Saint of Blight and Decay responsible for the ruin of vibrant forests, shining cities and masterwork art and mortals.

Feeding on the healthy, Isolde is one of the most loathed, hated and despised Saints on all Vir'Exalaon, with their followers being drawn from the ranks of sick and depraved. They are patient in the ruination of those that are complete an whole and strong. Slowly, the rot takes hold like a cancer and Isolde's followers embody the inevitable decay and corruption that accompanies all self-serving, greedy, and power-hungry leaders and groups. Isolde holds to the letter of any agreement, not the spirit, and relishes betraying anyone with whom he forges a pact by twisting the contract to serve his own ends.Often taking time to lay the seeds of corruption to destroy the person from within. Because of their strict adherence to the letter of the deal, and their willingness to twist it, many believe that Islode was once a Fey of unknown origin or perhaps a devil.

Isdolde seeks Godhood and  has directed its followers to undermine other evil faiths and steal their worshipers rather than waste energy in conflicts with good deities.

**Symbols and Books:**

Symbol: Broken Ram's Horn

The Tenants of Ruin is the Holy Text of Isolde,

* Life is all about the accumulation of power.
* Civilization is a thin veneer over the base desires that make up the core of every living being.
* To achieve power one should use one’s charms and honeyed words or a barbed and bloody dagger as appropriate for the situation.
* It is more important to rule than to sit on the throne.
* Keep to the letter of any agreement and the rules established by those more powerful, but be prepared to twist any contract or stricture so as to maximize the benefit you receive.

**What Isolde Demands:**

 Lie, spread rumors of Isolde's power, feed its Abominations, and infect new followers. Corrupt those held as shining paragons of virtue and righteousness. Seize positions of power whenever possible and integrate the positions into the secretive hierarchy of the faith.
Корова

**Коровы** (牛, *Уси*?) — вид жителей в *серии Animal Crossing*. Женский аналог быков, имеющих более мужские черты, коровы имеют более закруглённые небольшие рога.

На данный момент в серии насчитывается 8 коров. Из них трое — высокомерные, трое — обычные, а двое — бодрые. Среди коров нет заботливых жителей.

Большинство коров является тельцами; в свою очередь символ тельца — бык.
Saint Thraingaar Ironmug, Fedalus of the Morning ~ Honor and Loyalty

**Saint Thraingaar Ironmug, Patron Saint of Honor and Loyalty**

Thraingaar Ironmug is known among Dwarves as the first Paladin. A holy warrior of justice and courage. It is believed he was a faithful follower Bahamut, the Platinum Dragon, and is depicted as a fatherly Dwarf with thick twin braids in his beard and a warriors ponytail. He is always wearing heavy armor with the symbols of Bahamut and Aion.

Warhammer and Shield were the weapons of choice. His statues show a bulbous nose, sometimes painted in pink and red hues (no doubt for having a few too many of his wife’s brews) , and mischievous eyes. He is the husband of Britte Frostbrew and a loyal warrior. The stories say he was raised up to Sainthood for defending his dead master in combat for 30 days without rest or reprieve and when he laid low the last threat to his master’s body, he wept until he died of a broken heart. The Gods, having lost one of their greatest allies, took pity on the Dwarven Warrior and brought his soul to  Angurvadal to pass his grief. Once he was ready, Thraingaar was granted a boon and sent back to Clayth, his life restored. There he found happiness and a wife, and while the world was still young and wild, they were together until they were called by the Gods at the end of their lives.

* **Symbols and Books:** Thraingaar’s Symbol is the Ironmug and Hammer. He has several holy books but his most famous for the Art of Defense. The Famous Dwarven Defenders, who are near immovable objects and as hard as stone, teach his technique to their practitioners. Later in life he penned Compilations and Meditations of a Warrior, which serves as philosophy in battle of always remaining calm and in control. All of his texts are written in Dwarvish.

* **What Thraingaar Demands**: Worshipers are expected to seek out battle and keep their martial skills well honed. The perfect death for a follower of Thraingaar is on the battlefield with loyal companions. Followers of Thraingaar must pray and meditate before any great battle or long journey, and must never abandon a comrade’s body on the field. Cowardice is shameful and abhorrent. Retreat is acceptable, but victory is the finest goal of a follower of the Saint of Honor. Victory must be achieved with honor or it is not considered a victory.
Shank's Carpentry

Shanks Carpentry is a respectable business where the finest woodsman craft various tables, chairs, and other items for the higher class. They must be doing very well because this is one of the nicest establishments out there. The owner Shank is a no-bs kind of guy who thrives on upfront business and straight shooter responses. He does not ever haggle and crafts only the finest of materials.

 Everyone who works for him has a tight mouth and steady hands. There are rumors of card games and other activities that happen in the back, but no member of law enforcement would suspect such a reputable business with rich clientel.

 Shanks is a 30 year old male half-orc carpenter. He has cropped, curled, black hair and brown eyes. He has soft purple skin. He stands 211cm (6'9") tall and has a muscular build.He has an oval, extremely common face. He is slightly allergic to sea fruits.
Lord of the Hunt

Astride a midnight horse sits a shirtless elven huntsman. His broad chest is thickly muscled and sports tattooed knot work. Great stag antlers crest the huntsman’s head, curving above his rich brown hair. The pale green glow that shines from his eyes obscures the elf ’s strong features, and a massive spear twined with glowing green vines drives forward in his clenched fist. The baying of shadow hounds; thundering hoof beats; a brassy horn note; the Wild Hunt is coming, and pity its quarry.

The Lord of the Hunt is an enigma among the fey nobles. His true identity beyond title and position as master of the Wild Hunt is unknown, but has some connection to the Black Prince of the shadow fey—while also answering to elvish druids and consorting with powerful blood hags and dryads.

**The Wild Hunt**. The Lord’s court is the Wild Hunt itself, a group of huntsmen, revelers, intelligent hounds, and poor souls they sweep up in their frenzy. His home, if he has any permanent dwelling, is as mysterious as his true identity. He and his Hunt move between the plane of shadow and the most ancient forests, so if he has a hidden seat of power, it is somewhere in one of those two places.**​**
Saint Jyestha Paskel, Lady of Calamity ~ Misfortune and Spite

## **Saint Jyestha Paskel, Lady of Calamity, Patron Saint of Misfortune and Spite**

Jyestha is a Saint who is feared far more than she is venerated, for she is spiteful, petty, and malicious. The Mistress of Calamity is given to random behavior and bouts of extreme jealousy. Although the thought of Jyestha actually answering their prayers is enough to make most folk tremble, she is always invited and welcomed formally in speeches or ceremonies of formal functions (such as marriages and coronations), contests of sport or martial prowess, or at the naming of children. If not invited, she may take offense and wreak endless misfortune upon those involved.

**Symbol and Books:**

Symbol: A black Cat ot a broken mirror. Holy Book: The Black Scrolls.

* Bad things happen to everyone, and only by following Jyestha may a person perhaps be spared the worst of her effects.
* Too much good luck is a bad thing, and to even it out, the wise should plan to undermine the fortunate.
* Whatever happens, it can only get worse.
* Fear the Mistress of Calamity and revere her.
* Never falsely advise any being in how to worship Jyestha, or pay the price of being cast out and cursed with misfortune all their days.

**What Jyestha Demands:**

 Take delight in the cursing of others. Give into your base desires and pass on superstitions. Praise Jyestha or expect the worst.