recursal/Fanatic-Fandom huggingface dataset:
Dreamer

The Dreamer

Your patron is a being from beyond your world, who communicates with you only in dreams. They might appear as a wise tutor, a frightening monster, or remain unseen, but their origins and motives are a mystery. What is known is that their presence at night has bestowed you marvelous power over sleep and dreams.

**Expanded Spell List**
The Dreamer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

**Dreamer Expanded Spell List**

 1st

**Coma**
Starting at 1st level, you learn the *sleep*spell. It is a warlock spell for you, and it doesn't count against the number of warlock spells you know. When you cast the sleep spell, the number of hit points worth of creatures the spell can affect is doubled.

**Nightmare**
At 6th level, you can bring your foes worst fears to the surface. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, that creature is frightened of you until the end of your next turn.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

**Dream within a Dream**
At 10th level, you learn the *dream*spell, if you don’t already know it. It is a warlock spell for you, and it doesn't count against the number of warlock spells you know. If you already know it, you can learn another spell from the warlock spell list. You can cast this spell as an action if you can see the target of the spell. When you do so, you can condense up to 10 minutes of events in the target’s dream to only a moment of real time.
     If you force the target to make a Wisdom saving throw or take damage from a nightmarish vision, you can increase the damage to 10d6 psychic damage on a failed save, or half as much on a successful one. The target instantly awakens after making this saving throw.

**Sleepwalk**
At 14th level, as an action, you can touch a creature that is asleep, drawing them into a sleepwalking stupor. The creature becomes charmed by you until they are no longer unconscious or until you finish a long rest. While charmed in this way, the creature can move and take actions as if they weren't unconscious, and obeys your verbal commands to the best of its ability.
     Once you charm a creature with this feature, you can’t use it again until you finish a long rest.
Warlock

Warlock

Because of the nature of the Warlock, and its ties to otherworldly evil, I strongly advise against patrons that are evil like demons, old ones and undead. These are almost exclusively for antagonists, but not for players. While I accept the idea of characters having both redemption from evil arcs, and having nuance neither exist in a class, that sought out and made a deal with a devil, demon or cthulu. It is possible but we really need to plan before playing such a character.

Prefered Patrons include:

* Archfey - your pact is with a capricious fey
* Archmage - your pact is with a nighgodlike mage, who uses you to accomplish his will
* Celestial - your pact is with an angel with a very specific mission
* Hexblade - Your pact is with an ancient intelligent weapon
* Undying - your pact is with a powerful and ancient undead being
* Crimson Lord - your pact is with a powerful vampire
* Raven Queen - your pact is with the capricious and malicious force that rules the unseelie court
* Ancient Dragon - your pact is with an ancient wyrm

Additional Rules:

The expanded spells for each Patron are directly added to the warlocks known spells, providing a slightly larger spell list.

For additional services Patrons will on occasion offer additional abilities, to be used when they say and how they agree.

EVery patron requires tasks of their Warlocks, which cannot be refused without a cost. This MUST be negotiated and agreed to before the player plays the warlock.
United Southern Cities

The United Southern Cities are a recent conglomerate of rival factions, metropolitan centers and small nations, who spent most of their resources and efforts in fighting off invaders from the Hasturians, the Seige States, The Kalandar Empire, and the Orcish Raiders nations, when they were not trying to usurp each others control over their territory. The dwarves, as they had done with the certain territories of the Stori nation; claimed the southern cities and stopped their fighting, imposing order that would allow trade, mutual support and the creation of a common enemy.

Before the age of heroes there is no consistent mythology for the cities. A few claim they must have been servants and merchants for a civilized breed of giant. Many Southrons claim that they were the first humans to fight off and defend successfully against the Ragnadron's brood, and perhaps some city-states did so, owing to well developed tunnels and fortresses. Others likely were colonies of foreign traders and sailors, who settled in areas that allowed them to create a port of call.

During the great war, they supplied soldiers, war materiel and resources to the dwarves who acted as governors and investors, never interfering too much with the southrons who felt outmatched by the might and unity of the dwarven empire, until that empire collapsed. As the dwarves left the city-states, the infrastructure of unity and commerce remained. The defenses that had been established remained. And the United Southern Cities sought to retain that strength and unity without top down interference and mandate. However without a unifying culture and structure, cracks are starting to appear in the united facade of the Southron nations.

Politics

Culture

Religion

Economics

Prominent People and Places

**Races:**

Human

Dwarves

Gnomes

Halflings

Half Elves

Elves

**Rare Races**

Centaurs

Dragonborn

Half-Orcs

Firbolg
Zeal

1st
 3rd
 5th
 7th
 9th

### Priest of Zeal

From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Channel Divinity: Consuming Fervor

Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.

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

### Resounding Strike

At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Blaze of Glory

Starting at 17th level, you can delay death for an instant to perform a final heroic act.

When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Once you use this feature, you can’t use it again until you finish a long rest.
Vatolis

Symbol: The Bow, The Hunt, the Communal Hall/Longhouse

Names:  The First Father, King of Hunters, Great Grandfather

Tennants: live and sacrifice for your community, including your descendants and ancestors, hard work and delay gratification

Home: The Material plane, according to his followers, and worshipers who claim he keeps no home but wanders the wild and frontier places of the airth, always taking up temporary residence in hospitable halls, camps, cabins or around campfires, blessing the hospitable, and punishing those who break the community mores of hospitality:

Rules: Never desecrate the honored dead; favor your family and community over all others; return respect for respect, and honor for honor; respect the rules of hospitality as sacrosanct; take responsibility for all your actions good or ill; as much as you are able, live in harmony with your family, your community, nature, and the rest of the world in that order.

Alignment: Lawful Good

Domains: Nature, Hunting(CSM), Harvest (), Community ()

Portfolio: family, farming, hunting, agrarian communities, trade,

Holy Book: Wisdom of the Ancestors

Weapon: axe and bow
I Know a Guy

In any situation (where it makes sense, when there is need for information or a need for any contacts), a PC can declare “I know a guy,” and then quickly sketch that NPC & the relationship. Fewer details are usually better - that leaves room for the DM & PCs to play.

Upon declaration, the NPC exists. Then, when the PCs try to interact w the NPC, the player who created that NPC makes a Charisma roll to see how the NPC reacts. Depending upon the situation, the DM may decide advantage/disadvantage applies. I’ve found this simple and very loose mechanic invites players to create critical NPCs AND continue developing (revealing) backstory as they play. Now it belongs to the world (if you wanna try it).

Any player can do this once per session, based on their background and homeland (I.e. a outlander could declare that he knows a druidic hermit in the woods, but not one in the city)
New Stori Islands

New Stori Islands (5 Lords)

Founded later on in the Stori imperial expansion, the familial emphasis, mercantile attitude and traditionalism of the Stori culture merged with the independence of their neighbors. They were the latest to join the confederacy, and immediately opposed the preservation of indentured servitude, partially because those Stori independent minded enough to start a colony brought with them the deep but often forgotten Stori mythology of liberation, and soon rebelled against their colonial masters and their exorbitant taxes.

They style themselves the true successors to the Stori and therefor the Ushabti culture, but are in truth far removed from it. Aspects of Stori culture still exist, but they are far less chauvanistic and supremacist than their mainland parents. They have built smaller scale cities akin to the Stori empire, but lack the history or monuments, though that hasn’t stopped them from trying. The fact that most residents of the New Stori islands are merchants, with very few generational peasants; “Even the poorest of the poor in the New Stori Islands view themselves as temporarily embarrassed millionaires”.

Elections are run every 5 years, and while everyone is allowed to vote, if they pay their taxes and are above the age of 25, usually only wealthy people are elected to office. This is partially because their societal value on wealth and achievement, and partially because of the wealth they throw around. But universally, elected officials who oppose pro-mercantile policies do not last long. Also, since men traditionally lead Stori households to outsiders, all Lords are male.

Features: Mercantile, Elitist, Aristocratic, Independant, Chauvinistic
Solidarity

Cleric: Solidarity Domain
REPORT AD
Solidarity is the first virtue of Dwarven society. Vatorg is charged with expounding upon this teaching of the Forge God instilling in every initiate the virtue of solidarity. He forges  in each crop the ability to unite in a single action in pursuit of that purpose. He is fond of poetic imagery to communicate her ideals.

Solidarity Domain Spells
Cleric Level    Spells
1st    Bless, Guiding Bolt
3rd    Aid, Warding Bond
5th    Beacon of Hope, Crusader's Mantle
7th    Aura of Life, Guardian of Faith
9th    Circle of Power, Mass Cure Wounds
Bonus Proficiency
At 1st level, you gain proficiency with heavy armor.

Solidarity's Action
Also at 1st level, when you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.

Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Channel Divinity: The Hearth's Blessing
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

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

The floating islands all seem to have their own culture, due to the lack of mundane means to trade or travel, and as a result only significantly interacted with others via magick or through flying creatures. Of the ancient Airthborne empires, only the Elves remain. The human Astartes Empire was decimated, and literally crashed into the Vidgart. The draconic empires collapsed and retreated.

Geographically speaking, each island (or archepelego) is its own ecosystem. Extremely high islands are desolate, cold and dry. Others mirror the lands nearby in the Vidgart because they are 50 or 150 feet above the ground. But vast floating continents exist, with their own watercycles, and systems.

Powers and Known Civilizations amongst the Clouds

Aes Magesterium - Northern isolated society of mages believed to be the last "Pure" remnant of the Astartes. They are mistrustful of everyone and have a rigid political structure.

Asari Protectorate - Populated by the blond and pale pink skinned "Golden Elves", this island was the seat of power for the whole protectorate that up until recently included large swaths of the world under their protection. This is the island that has the most diverse racial population, including about 10% half elves, 5% humans and 2.5% half orcs.

Dominion of Thalanius - Populated by the pale, silver haired "Silver Elves", this remains the seat of the purest population of elves on the world. Despite their de-population, they have not changed or allowed immigration in thousands of years, occasionally allowing golden elves of perfect pedegree remain. Their vast empire is now a shadow of what it was, allowing separate factions to grow in those areas that they used to exercise control.

Other Islands

Lost Thalanian Colonies

Xarxian's Island

Frost Fangs

Fenian's Island

Primal Islands

Magnar Archipelego

Astarte Shards
Imperium of Fevdalna

Fevdalna (The Isolationists/The Penitent):

The small nation of Fevdalna with its lush forests to traders and imperialist, but has repulsed every attack or incursion. No one has impelled the small islands to trade or support them, and the tiny feudal aristocracy seems to be secure despite deprivation. They are willing to trade in their single port town, and seem very traditional and polite, but those who have sought to know more and lived to tell the tale speak of a very traditional culture, focused on avoiding waste, a strict hierarchy and monsters capable of disappearing into the woods. The elves themselves avoid the island nation, and most give the territory a wide birth unless they have been invited to trade.

However the well known scholar-monk, Alkeides Duilio, who sat studied for 17 years with a Fevdalnian temple, in his memoir of the world’s cultures wrote  that the monks spoke of their homeland to the East, where their ancestors wore the flesh of animal and nature spirits and were master sorcerers, but they angered the gods and were cast down, leaving only their penitent and tradition bound descendants (The Fevdalna’s themselves). These monks were fastidious regarding the rules that would appease these spirits, who journeyed with them to their new land. As a result the people on the island nations honor the nature, its spirits and its ancestors to such a degree that an outsider could not walk from the village to the outhouse without angering them, unless they had a vigilant guide.

Religion:

**Politics**:

**Economics**:

**Customs**:

**Names**:

**Races**:

Human

Halfling

Half-Orc

Half-Elf

**Rare Races**:

Tabaxi

Kenku
Bard

Bard:

* College of Glamour (homebrew folder)
* College of Lore (requires access to knowledge, school, colleges, or mentors)
* College of Satire
* College of Swords (requires a mentor)
* College of Valor
* College of Whispers
* College of Faith (homebrew folder - requires membership or association with religious order)
* College of Heraldry (requires a mentor)
* College of the Two Courts (https://78.media.tumblr.com/67ac2adc22bd8ec479a43a2301ffa8bb/tumblr\_o2lzk3Z24a1ukgbqco1\_1280.png) (requires some connection to the fey)
* College of the Shadowfell (requires a mentor - https://dnd-5e-homebrew.tumblr.com/image/148197566172)
* College of Love
Order

*The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their deities.*

*Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.*

 1st
 3rd
 5th
 7th
 9th

### Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

### Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

### Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

### Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Order's Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Stori Road:

Prominent People in the Stori Road:

Susualana Nessari - Head of the Nessari Family

   Bejeweled and dressed in the finest clothes money can buy, she demonstrates her low upbringing as soon as she opens her mouth. She curses like a rancher, and speaks coarsly and rudely to everyone she meets, unless they are clearly her superiors in station or rank.

Some mistake that for being ill educated or foolish, but her stature in her own family and her families rise in wealth. She is suspicious of Imperial officers and "highborn" families who seem to have unearned arrogance.
She is clever and cautious, and knows you can sheer a sheep many times if you make sure you dont skin it. But she does not yet know how much wealth lies in the shadow of Dhuril.

Culon - Nessari Enforcer

Culon is not technically a member of the Nessari family, but has has been a loyal enforcer, kennel master and tax collecter. He was brought from their home, along with his father and his brothers, when they moved from the mill. He is a bully and brutal by nature, but understands where his bread is buttered.
He briefly spent some time in the Stori army, where he recived his scars, and many of his prejudices. He isn't above extorting people for more, if he thinks he can get away with it.
He typically wears medium armor, and weilds weapons that make most think he is a capable fighter.

Yalania Nessari - Nessari Heir

Helos Nessari - Nessari Upstart Son

Salasia - Nessari Family Magi
Tragos

Symbol: chains in fire; the bloodstained contract;

Names: The Father of Lies, Our Master Advocate, Solicitor of Souls, Lord of Devils, Keeper of Chains,

Tennants: Law is necessary for Order and Order is necessary for all achievement. That requires some people to be on the bottom. The world is made via exchange, and in every exchange there is a winner and a looser, one must always strive to be the winner.

Home: The Tower of Nesses, on the border between the negative material and the plane of fire, in a kingdom of “demons” and efreet.

Rules: Never offer anything freely, the cost happens either now or later, and is either explicit or implicit, but neither offer or accept anything as a free gift; obey the laws to the letter, because thats what laws are; give a 10th of everything you earn and everything you own every year to the temple or the fires;

Alignment: LE

Domains: Justice (),Knowledge, Light, Retribution (CSM),

Portfolio: Fire, Slavery, unjust laws, contracts, Tyranny

Holy Book: The Monument of a Will to Power

Weapon: Flail, Morning Star and spiked Chain
Astraphenia

Astraphenia - (Desna)

Symbol: The night sky, stars, The Dreamweb, Butterfly

Names:  The Shepherdess of Dreams, Starsong, The Northstar, Skymother, The Resplendent Way

Tennants: Dreams are the method by which the very goddesses speak to humanity, and ought to be taken very seriously; travel is the method by which people expand how they think; all cultures and places have beauty and goodness; creativity and freedom are primary goods, because they inevitably lead the good to greater good;

Rules: Never sleep under a roof of a clear sky, never deceive anyone about directions (you can choose to remain silent, but never intentionally misdirect someone), never ignore a clear omen, always listen to people’s dreams if they want to tell them, attempt to beautify

each day slightly,

Alignment: CG

Home: Star Palace where the elemental plane of Air touches the Positive MAterial Plane,

Domains: Travel(), Night(), Dream()

Portfolio: Navigation, Stars, Dreams, Luck, Sky

Holy Book: The symphony of the spheres

Worshipers: Diviners, Artists, musicians, gambers, navigators and sailors,

Weapon: Star knife
Kolovian Islands

The Kolovian Reefs are known as the doom for most sailors and shipwrights, destroying ever ship and leaving few survivors; with the exception of the Kolovians themselves, who have become traders, pirates and shipwrights of the best quality, aided by the fact that they have an impassable and unconquerable island. While the dwarves and elves have never sought to claim the territory, believing there is very little of worth on the large island. Few minerals and gems can be mined there. Tropical fruits and materials can be harvested, but are more accessible in other places. Even the Kolovians themselves have few structures, over 1 story in height, and seem to live simple primitive life styles. Attempts to conquer them have failed terribly because they have no structure or authoritarian institutions to take over.

No one knows when Kolovian culture started exactly, but it has been around for a long time. They bury all of

their ancestors at sea, refuse to purchase or live in a structure on land that is larger than two stories, give a tribute to the oceans and reefs, and follow the ways of their elders. Their skin in light brown to olive, with dark eyes and black hear. Many sport tattoos, and all who make their lives on the ocean wear visible tattoos on their faces.

Despite this, they build very good ships, with complex designs and apparatus, almost as if they are seabound rather than earthbound.

Economy: Well know and capable traders, guides and sailors, the best known global merchants sport Kolovian tattoos. They make certain primitive textiles, sweet fruits, but not enough to trade because they have small sections of aridable land. Mostly they make themselves rich by transporting and trading other goods to market with a sizable markup.

Culture: The sea is the most important part of their culture, but they strangely fear it for a culture with so

much mastery of the seas. They give their dead to the sea, as soon as they can. They give a tribute to their reefs of all of their wealth off of every ship.

Religion: Those who study their culture (a rare prospect), it would seem that they worship the sea, but they seem to have no clear admiration of Urmgai, as their practices seem to not resemble the worship of She who guides the Wind and the Waves. But the vigilant can also find small personal and familial altars to the traditional gods.

Human -

Half-Elves

Dwarves -

Halflings

Gnomes -
War

Cleric: War Domain

[[]]

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

 1st

### Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

### War Preist

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Channel Divinity: War God's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

### Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Half-Elves

The rare interbreeding of humans and elves of any variety; at home in no world. Balancing the passion and curiosity of humans with the grace and creativity of elves, half-elves are naturally charismatic and beautiful, but rarely find perfect acceptance anywhere in society.

Half-elves live longer than humans, but not as long as elves, and vary in terms of eye color, hair color, and complexion as much as their parentage.

## Half-elf Traits Edit

* **Ability Score Increase:** Your Charisma score increases by 2, and two other ability scores of your choice increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
* **Skill Versatility:** You gain proficiency in two skills of your choice.
* **Languages:** You can speak, read, and write Common, Elvish, and one extra language of your choice.
Tyerren Reyes

The City States of Tyerren Reyes emerged as sporadic developments in the valleys on the East side of Ush, in the territory devestated by giants and abandoned by the Ushabti. There in isolated enclaves, valleys and shoals, human tribes tried to eek out a living, and secure their futures. Each small city became a being unto itself, and developed on its own culture, and style, using the ushab written language and developing their own dialects. Each one had developed defensives for the giants, that would work for them, which often failed. Until the age of heroes. More than one hero of renown came from the Tyerren Reyes, including Braydon the Bold, and many of those who deposed and killed Grumsh.

Now independant, and capable of defending themselves, their isolated natures, allowed the Reyes (a bastardization of the Ushab word for cities) to grow and develop. The Northern Port of Tyerren became a naval power, the southern Reyes of Na'Starpe became renowned for their military might. Other Reyes became industrial or agricultural powerhouses, each of them showing allegiance to only 1 or 2 gods/goddesses. They created complex rivalries and alliances. They had brief trade relationships with the burgeoning Stori civilization, but only through naval trade, or by the rare secure trade route through the mountains, so often filled with giants, and gnolls. These enemies rarely organized so, there was never a need for the rivalries of the many Reyes to coalesce into one culture.

When the giants were all but killed and the last Gnoll raiding band was driven into the wastes, that is when the real threat to the Reyes came through the expanding Stori empire. At first the peace seemed like a gift from the gods, the cities soon escalated their quarreling, each trying to gain patronage and support from the new neighbors to the west. The Tyerren stood against, such an alliance, seeing first hand how the Stori had

sought to expand into other areas. Slowly one Reyes after another was absorbed by trade and alliance, into the manifest destiny that they saw as their mandate on the continent, demanding changes to the laws and structures in all cities that came under their protection.

Then within 200 years of the Age of Strife, the Stori began to engage in open warfare and consolidation of their power. It took less than a century to take the rest of the continent. This has not set well with the independent Reyes. Every two centuries or so there is a massive rebellion, an attempt for one city or another in order to become independent. One of the stronger rebellions started the Age of Oppression, leading the elves above to come on side of the Reyes. There is even some evidence that the inciting incident of the great war was supported by a prominent family in the city of Tyerres.

**Religion**:

Religion is important, here as well as everywhere else. Each Reyes is a center of worship for one or two gods, including gods viewed as negative or evil deities, even as the people seek to appease rather that worship these gods.

Most people keep individual altars to specific familial gods, and leave offerings of food and drink daily.

Customs

The Ruins of Na'Starpe
Protection

*The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.*

 1st
 3rd
 5th
 7th
 9th

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

### Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

### Channel Divinity: Radiant Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.

As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

### Blessed Healer

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Indomitable Defense

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Aulonia

Aulonia (Sarenrae) -

Symbol: Bright Star, angelic lady with wings, flaming sword

Names: Lady of Perpetual Light, Queen of the Heavens

Tennants: mercy and order are two sides of the same coin of virtue; when repentance is offered with restitution it must be accepted; cleanse the truly evil things with fire; heat and suffering purifies souls and metal;

Rules: always except forgiveness when repentance is genuinely offered; never quench a fire without saying a prayer; when you have sinned or committed an error, repentance and restitution must be made and cannot be avoided; you can choose to not speak, but do not lie; do not allow the undead to live, and always work to end their existence;

Alignment: NG

Home: City of Gold, in the elemental plane of fire where it touches the prime material plane

Domains: Light, Desert (CSM), Life

Portfolio:  Forgiveness, moral purification, the sun, light, desert,

Worshipers: Stori, Desert dwellers, people looking for forgiveness

Holy Book: Guide to the Way of Heavenly Fire

Weapon: Scimitar and Javelin
Харлан

* взрослый
* в детстве

**Харлан Купер**, известный также под псевдонимом **Лестер Покет**, был неразговаривающим ребенком с неустановленным расстройством, который сблизился с Ваней Харгривзом, принятой в семью родителями Харлана, Сисси и Карл после того, как Сисси сбила ее машиной. Харлан случайно привел к возникновению временной шкалы Академии Спэрроу и Парадокса дедушки, приведших к Кугельблицу. Горюя из-за смерти Сисси, Харлан невольно стал причиной смерти 27 матерей тех 43 детей, которые родили одновременно, включая родителей Академии Амбрелла. Став взрослым Харлан научился говорить и до некоторой степени контролировать свои силы.
Rogue Islands

Alhani Dominion

When the Kalandar empire first expanded it first settled a small chain of islands, populated by dark skinned

"savages", and producing fruit, emeralds and rubies, and slaves. What they viewed as savages, were in fact a sohisticated and complex culture. Agrarian and by imperial standards unproductive, the "Alahani" there lived in many small familial tribes, and built shelters from the storms and the elements but rarely needed to build more, because they were isolated from other nations and many of the monsters that ravaged the rest of the Vidgart. The Island people welcomed their soon to be conquorors with open arms, believing their lack of scales and claws, meant they were friendly.

The Kalandar empire, which had just expelled it druids was unlikely to negotiate or seek sustainability in managing a "new aquisition". It went to work harvesting rare plants, fruits and animals, mining rubies and gems, and selling the inhabitants as slaves. Their elders were held as hostages, and every six months more young men and women were captured and sold into slavery.

Their stories and legends and ways were passed down from mother to son, where ever they resided and were sold.

After the Kalandar empire was destroyed, the skies turned red and the Alahani saw the signs escaped from their captors and fled into the mountains. There they vowed to not trust a face or hand, unless they know their souls and lineage. They killed all of the Kalandese, took their weapons and liberated every camp and mine. They armed themselves and turned their islands into hostile territory. Their remaining elders, unchained and unbared, called on the spirits they had been taught about and bled themselves to wake these spirits and protect their lands from invaders. They sank ships and created artificial reefs that they knew the way out of there. They kept some ships and learned to sail them.

Every attempt to retake this territory or even meet with their leadership fell to a fault. The Stori were opposed at every opportunity. Southern City trading ships were ransaked and kept, with their crews either assimilating, being killed or sold into slavery themselves. The elves who descended to "help" on the wings of hippogriffs, and not one reported back. The Alahani kept the hippogriffs, and bred them.

They sill sell and trade goods, fruits, produce and gems. But they are also trade in rarer and more esoteric products, such as larger saurians, hippogriffs, magical elements, and materials. They are also known to trade, reave and enslave though never under the official Alhani flag and name.

Human -

Half Elves -

Half Orcs -

Halflings -

Dragonborne -

Kobolds -

Al other races exist as slaves.
Lenchionia

Lenchionia - Urgoatha - Plague(), Death, Trickery,

Symbol: Scarab, Skull and Vermin, flesh eating vermin

Names:  Grey Princess, Princess Despair, Queen of the Hungry,

Tennants: Never leave available food because who knows when you will feast again; health is an illusion; all life is based in consumption, so always be willing to sacrifice for your own life; survival of the fittest is the nature of the universe, and the fittest are the undead; the universe is divided into three categories food, hungry and those who feed food the hungry to prevent being food;

Rules: Never help create life, other than by encouraging the increase of vermin; always accept an invitation to a feast; never abstain from anything for fear of losing it in the future, or out of a desire to show temperance; abstain from spreading disease when people make the appropriate sacrifices to you or Lenchionia; always spread disease and poison when such sacrifices are not made; when asked plainly about what would be an appropriate sacrifice, tell the truth;

Alignment: NE

Home: The Abattoir, Located in the deepest reaches of the Shadowfell - She is not trapped there.

Domains: Plague, Death, Trickery

Portfolio:  Gluttony, feasts, the undead, diseases

Worshipers: the sick, those who wish to avoid her ire, farmers, the hungry, the undead, necromencers,

Holy Book: Tome of Everlasting Hunger

Weapon: Scythe, Sickle, War-Scythe
Bayburn

Bayburn is a large Harbor town on the Eastermost coast of Thurland. It has a strong defensible harbour, built over the last few millenia. It was the location of the first encounter between the Thurians and the Giants, and was named Bayburn because after the Thurian hero killed the chieftan, and the surviving chiefs retreated, The Giants used Bayburn as their base, until guerrilla Thurians set fire to their ships, which spread to all of the remaining ships and buildings, stranding the giants.

They destroyed every fortification and outpost the Giants made, to the point where the Giants retreated to the Glaciers. As such, the area known as Bayburn was desolate for many centuries, until the family that became known as the Burnsons, set up traps, forts and fortifications to prevent the giants return and to engage with other foreign humans in their own defence. Because the Giants would frequently destroy said fortifications, they developed complex networks of warning systems in the bay, and in the mountains, so that soldiers could retreat efficiently and cut off giants from support.

At the Tail end of the age of Heroes Bgorn Burnson, and his party of adventurers fought the giant king, and his family, and engaged with the first dwarves to make contact and aid in the destruction of the Giants. While Bgorn returned to Bayburn and returned to his traditional Thurian roots, while others esstablished their own communities. Bgorn grew Bayburn into an established city, albiet one with many smaller sections and boroughs.

The Burns family now is the recognized princes of Bayburn, and it has turned into a decent sized metropolis, if one were to include all of the smaller hilltop, cliffside, and island towns as part of Bayburn. It is a well built city, although they maintain the traditional Thurian attitude of not using stone in construction, so that disaster or Giants could not undo a supposedly permenant structure. A massive community longhouse, dedicated to Vatolis sits in its center, though temples to Thurian interpretations of allmost all Gods exist in the city. Elves are more common in Bayburn than in most Thurian communities, although that wasnt the case 100 years ago. As well foreigners from the Mongrel Nation, Urkfeld traders (with their well known willingness to only speak about business), and even ambassadors from the newly reformed Goblinoid confederacy.
Theol

Theol (5 Lords)

Theol is managed as a theocracy, and while other religious are not removed with the use of violence by the dominion government, they tend to not last long. The Pelorites have a strong hold on the business and political reigns of Theol, which makes sense, since they were exiled for their fringe beliefs to the swamps that used to permeate their territory. They turned those swamps into fertile farmland, and built large temples and cities. They also quickly defended themselves from the orcs to the north, and incursions from the churches of “false gods”.

It was they who who brought in Stronguard, with positive trade relations, and they who originally brokered the peace with the orcs of orcholm that brought the northern dominions into the anti-indentured servitude side of the Slaver War.

Their elections, which happen every 5 years continuously elect men

and women of seemingly upstanding moral character, even if it is a front. The large number of faithful pelorites simply will not elect anyone who goes against the many rules required by their church. As such, Lords are all faithful to their spouses, have children, dress humbly with the exception of religious symbols, and refraining from engaging with priests of other gods, eating mammal flesh, or using forbidden magicks. Even being a wizard or sorcerer unofficially disqualifies someone from holding office, not because it is forbidden but because people of Theol view is as an easy way into corruption. While possibly true, corruption can be much more subtle and mundane than demonic pacts. Even though not officially an elected official, Theol Lords have appointed to them a bishop from the Pelorite church to act as confessor, support and chaperone.

Features: Theaocratic, Agrarian, independent, cooperative

Ecology and Geography

Economy and Resources

Prominent Places and People

Customs