recursal/Fanatic-Fandom huggingface dataset:
Sanctus

*"I fight in foreign heathen lands to spread the light of Elysium. Devils and Demons I am not afraid of, in the forms of monsters or men, for they should fear me. The light of Elysium will purge their dark presence."*

-*A Righteous Brand Legionary dedicated to the Temple of Elysium.*

## Republic of Sanctus

### Racial Ratio

30% Human, 25% Dragonborn, 10% Elf, 5% Half-Elf, 5% Halfling, 20% Other.

### Leader(s)

Starlight Conclave, Temple of Elysium, the Righteous Brand

## Overview

Sanctus is a nation of various races established by conquests that began with the Dragonborn long ago. It is the largest nation of Orbis with Bordeaux a close second. While the nation used to be predominantly Dragonborn ruled, over the centuries its leadership has changed from martial law under the Dragonborn military to a theocratic republic with no single race of people having more say than the other. While being theocratic, the Starlight Conclave and Temple of Elysium are the main forms of leadership, alongside the Righteous Brand, the Dragonborn military. Illustria, their capital city, is the self-proclaimed holy city of the world for the two dominant religions. While everything seems like rays of light and good, the nation was built on blood and war which created bad relations with the surrounding civilizations and also the conquered that are apart of the republic now.

## Economy and Resources

Sanctus is in the middle of Magnus Terra, with its borders stretching from coast to coast, allowing it ease of access to naval trade. To the west is Korinthia, the islanders in which they have a good standing relationship with. And to the east lies Claudia, their inventive neighbours. Being the religious centre of the world, Orbis also sees many pilgrims and devout worshipers of the Elysium and Zodiac, bring in all sorts of culture and races into their lands, as well as their travelling goods.

## Culture and Climate

The culture of Sanctus is colourful and diverse, as many travel to and from this holy land. While the majority of its population being small cities and villages, Illustria is the true heart of the nation. This is where all the grand temples and cathedrals to the Temple of Elysium and the Starlight Conclave are, and where the bulk of its people are too. However, some of the conquered realms that are now apart of empire don't share the same prosperous enthusiasm. Its summers reach high temperatures at times with general snowfall throughout winter.

## Politics and Government

Once a growing empire by the Dragonborn early on in the Age of Prospects, Sanctus now stands as the Theocratic Republic that came into creation by the influence the conquered had on their Dragonborn invaders. With three leading branches of leadership, not one is allowed more power than the other. The Starlight Conclave, Temple of Elysium and Righteous Brand all work together to keep the blocks from falling apart that keep Sanctus standing.
1446

## Carindale Heights

S12, E1

**1446** is the first episode of the twelfth season (1980) of *Carindale Heights*, as well as the 1,446th episode in chronological order. This is the first season premiere to not be sponsored by number 2; rather, this episode is sponsored by a different number. It is preceded by 1445 and followed by 1447.

In the first scene of the episode, Princess Sofia wishes he could go to school like Kathy. She says it's visitors' day at school and he can come along, but it's too much of a surprise for him. He talks it over with Mr. Hooper and Maria, who quickly fill a school bag, and goes to meet Kathy at the bus stop.

## Segments known in this episode

* "School Song"
* Anything Muppets (including Farley) shout "E!"
* E ... see me eating a peach
* Olivia sings "Sing" while Wendy Darling signs.
* A film of camels eating.
* The Two-Headed Monster says RUN!
* Speech Balloon: E for egg
* Exploring on the ocean rocks
* The Typewriter: E-Ear
* "The Ball Goes Up, The Ball Goes Down"
* A shark sings about his "Perfectly Pearl-White Teeth."
* Eight legs on an octopus
* Bridget and Nancy Clancy decide to use both Nancy Clancy's canvas and Bridget's paints to paint a picture of something. Nancy Clancy wants to paint a bowl of oatmeal, but Bridget wants to paint a purple monster. Finally, they decide to paint a purple monster eating a bowl of oatmeal.
* A moving truck takes the number 8.
* Blocks form a ramp and a tunnel.
* Beanstalk Jack and Itzhak Perlman play Beethoven together -- Telly on the tuba, and Perlman on the violin.
* Wild geese (to madrigal music)
* Game Show: Mystery Mix-up Game
* Mildred Hubble rides her broom around the city.
* F - finished
* F stands for flower, forest, fox, frog and fantastic.
* Moana and Buster the Horse brush each other's teeth.
* Toothpaste March
* A father explains to his son why it is important to wear a seat belt when riding in a car.
* Mad Painter #8
* Saxophone factory
* Olga the lonesome robot
奥拉维岛

原本是一座存在诸多非凡生物的原始岛屿，并无人类居住，狩猎时代结束后，鲁恩王国将这里当做某些犯人的流放之地，让奥拉维岛逐渐有了乡村和城镇。

其港口城市以鲁恩新移民为主，食物风格与王国东海岸没太大区别，不同之处在于，这里存在新鲜少见的水果和各种各样的海鲜。

这里自然资源丰富，又处在安全航道关键点，人们生活得都还算不错，即使郊外的农民，也能通过果园攒下一定的积蓄。奥拉维的贫民阶层主要由原本的奴隶们充当——鲁恩议会早已通过废除奴隶制的法案。

## 城内地点

* “甜柠檬”酒吧：奥拉维最出名的冒险家聚集地之一。招牌饮品是“甜柠檬”鸡尾酒。酒吧老板是前冒险家比尔特·白兰度，他同时也是“冒险家互助会”的组织者。
* 圣德拉科教堂：奥拉维岛上的风暴教堂。
* 圣德拉科山：位于海边，海拔不高，步行约1小时即可登上山顶，可在山顶俯瞰大海和港口城市。
* 奥拉维医疗救护基金会：位于黑林街10号，是有黑夜女神教会背景的慈善组织，其中一方面的责任就是向各个医院提供经受过训练的义工。

## 历任总督

* 奥斯顿·利维特
* 本·康纳德
丘纳斯·科尔格

军情九处的少将副处长，“律师”途径序列4“堕落伯爵”。有着浓密但不杂乱的黑色眉毛，留着短而硬的同色寸发，眼眸深蓝近黑，鼻梁高挺如同山峰，嘴巴周围延伸出了大片胡须，轮廓深刻，脸型较长，线条冷酷，极有硬汉味道。他肩膀异常宽厚，将衣物撑得异常紧绷。

他的喜好非常简单，一是爱抽雪茄，尤其是东拜朗米科恩特地区产的“酋长雪茄”——这被公认为全世界最好的雪茄，二是喜欢打牌，主要是德州，三是爱好狩猎，秋冬季经常到贝克兰德郊外，甚至阿霍瓦郡、东切斯特郡等地方打猎。

他是魔女教派和鲁恩王室某派系贩卖人口的中间人，贝克兰德大雾霾的帮凶。

1350年夏季，在东拜朗退役军官俱乐部的一场德州牌局中，结识了道恩·唐泰斯。9月，应邀往道恩位于贝克兰德郊外的产业，玫歌庄园度假。其间，其前往塔索克河斯特利文段“1号遗迹”的隐秘行动被道恩发现，道恩随即请求“隐秘之仆”阿里安娜的帮助，令科尔格在战斗前陷入“厄运“。在随后的战斗中，科尔格于玫歌庄园内被格尔曼·斯帕罗狩猎。

## 所持非凡物品

### 光与影的协奏曲

属于“律师”途径，但也混杂一些“仲裁人“途径的特性。是一块“铁皮”怀表，它的表盘上，一半整齐排列着各种象征符号，按照时间顺序布置，一半混乱间杂，甚至侵入了对面区域，而两者仿佛在无法直接看见的幕后机械核心处，连成了一体，有着更加复杂更让人头晕的结构。

它能“禁止“一定范围内的某种行为，也可以“剥夺“目标的某种非凡能力，但两者加起来所能造成的限制不超过两种；还能将某种负面状态直接‘赠予’目标，让他或消极怠工，或贪婪急切，或丧失斗志，或只能将注意力放在金钱上；此外，这件封印物的持有者同样能“扭曲“目标的语言、行动、意图和攻击的效果，让致命创伤变成重伤，让打击变成推开，让前进变成后退，让逃跑变成冲锋。

其负面影响较为严重，其中，最主要的一点是，一旦携带者进入战斗状态，那某个范围内，所有呈现出来的非凡效果都会间歇性随机性异变，不分敌我，难以控制，无法预测，也就是说，“雷击“可能依旧是制造一道闪电，也可能泼目标一脸冷水，也可能召唤来不知名的灵界生物。

基于这样的原因，丘纳斯.科尔格刻意搜集了一件让自己在关键时刻幸运的神奇物品“幸运草”，希望间断出现的随机效果更加有利于自己，这有一定的作用，但不是那么大。

### 里维尔的绝望嘶喊

一把奇特的手枪，它整体呈灰色，比普通的左轮大了几圈，就像小半个古典战争里才有的巨锤。这手枪不同寻常之处还在于，它共有六根枪管，每一根都颇为粗大，径口幽深，它的转轮之上则镶嵌着十几根丑陋的铆钉，很有种粗犷的美感。

它源于某次邪神献祭事件的异变，无需子弹也能发射，每一枪都有很大的威力；能一直不停地快速射击，如同一把缩小的机枪。被它命中的目标，还会承受里维尔死前绝望的嘶吼，分别出现痛苦、眩晕、迷糊等不同状态。它最大的问题是，它的持有者同样会听到那绝望的嘶吼，只是不那么频繁。

### 幸运草

看起来非常简陋，就是做成了护符的四叶草，它的能力是让佩戴者在每一次失败后，都为下一次成功积累一定的概率，负面效果则是放大佩戴者的人性缺陷。
因斯.赞格威尔

因斯.赞格威尔是黑夜女神教会叛逃的前大主教。1346年，他尝试晋升序列4时失控，携带封印物“0—08”潜逃，受到教会的通缉。

因斯.赞格威尔本是收尸人途径的非凡者，在廷根市邪神子嗣事件中，自廷根市值夜者小队窃走圣塞琳娜的骨灰，藉以自序列5“看门人”晋升为不眠者途径的序列4“守夜人”，成为半神。

外貌
--

穿着双排扣的纯黑神职人员长袍，头戴一顶软帽，发色呈暗金，瞳孔蓝到形同深黑，他鼻梁高挺，嘴唇紧抿，五官像是古典雕塑，没丝毫皱纹，最引人瞩目的标志是瞎了一只眼睛。

经历
--

为了窃取圣赛琳娜的骨灰作为晋升序列4的材料，因斯.赞格威尔利用封印物“0—08”，谋划了廷根市邪神子嗣事件等一系列事件，其间导致了邓恩.史密斯等值夜者的死亡，且杀害了克莱恩.莫雷蒂。

他后与魔女教派及鲁恩王国王室进行合作，制造贝克兰德大雾霾等事件。

在持有封印物“0—08”的过程中，他不断受其副作用影响，造成了一系列危险，还导致他被“红天使”恶灵附身。之后前往南大陆试图狩猎伊丽娅来帮助后续晋升。

最终，在亚当的操纵下，因斯.赞格威尔被克莱恩.莫雷蒂、伦纳德.米切尔、戴莉.西蒙妮联手击杀。

## 参考资料

1. ↑ 1.0 1.1 第一卷 小丑 / 第十九章 封印物
2. ↑ 第一卷 小丑 / 第二百一十章 故事
Renegade

Renegades are scoundrels, liars and cheats by all means. Known in the underbellies of society to be dishonest backstabbers. Ready and willing to snatch up their enemies, or allies, to use as shields and a defence to themselves.

## Renegade Hold

At 3rd level, you are an expert in close-quarters fighting. When you hit a medium-sized creature with a melee weapon attack, you can choose to grapple the target after dealing damage. While they are grappled this way you gain a +2 bonus to your AC. You gain sneak attack when attacking the grappled creature.

Additionally, if an attack would hit you while grappling a creature in this way, you can use your reaction to move the grappled creature partway through the attack, where you take half the damage dealt and the grappled creature takes the other half of the damage dealt.

A grappled creature can attempt to escape from your grapple by using its action against your Renegade Hold DC.

* Renegade Hold DC = 8 + your proficiency bonus + your Dexterity or Strength modifier.

## Renegade Style

When you choose this archetype at 3rd level, you gain proficiency in Strength (Athletics) skill if you don’t already have it. Your proficiency bonus is doubled for this skill when trying to grapple another creature. Additionally, you can use your Cunning Action to make a contested grapple check against a creature.

## Superior Hold

At 9th level, when you grapple a creature, they are considered restrained.

## Brute Holder

At 13th level, you can now grapple Large creatures and gain the benefits of your Renegade Hold. Additionally, your AC bonus while grappling a creature increases to +3.

## Viscous Shanking

At 17th level, should you hit a creature with a melee weapon attack and have them in your Renegade Hold, you can immediately make another melee weapon attack against the target as a free action.
斯特福德子爵

鲁恩王室侍卫队长，“仲裁人”途径序列5“惩戒骑士”。一位中年男子。

与埃德萨克王子之死有关。在寻求复仇的特莉丝的谋划下，与魔女雪曼成为情人。但实际上他已经知晓了特莉丝的意图，将计就计，联合卡特琳娜·佩莱，反向狩猎特莉丝。特莉丝逃脱后，斯特福德子爵试图杀死雪曼灭口，但被跟随而来的佛尔思和休阻止，将其击昏并带走。在被佛尔思和休使用记录在《莱曼诺的旅行笔记》中的催眠能力询问时，由于将要说出鲁恩国王乔治三世的秘密，不受控制地自爆而死。

## 所持非凡物品

* 无暗十字：一个染满铜绿的十字架饰品，其上凸出了好几根尖刺，它的风格和特点都是第五纪北大陆诸国没有的，呈现出一种古老的韵味。使用者用尖刺刺破手指，十字架表面的斑驳铜绿就会开始瓦解，飞快剥离，露出了下方光芒凝聚成的实体，成为一个光辉十字架。它能净化堕落、污秽、腐蚀、黑暗、邪恶、疾病等领域的力量，让它们飞快消散，直至没有一点残存，还可以清除非凡特性内的精神污染。除了净化效果，还具备“阳炎”等“太阳”领域的半神层次法术。正是因为强大纯粹的净化能力，无暗十字排斥与其他神奇物品、非凡特性接触，不能共存于同一个人身上，而且，它同样排斥着持有者的非凡特性，只是相对不那么明显：随着时间的推移，它会让非凡者的特性一点点析出。佩戴或持有无暗十字超过一个小时，非凡者的序列至少会降低一个层次，超过三个小时，非半神者必然倒退为普通人，超过六个小时，序列4、序列3的圣者也会失去超凡能力，对天使则几乎没有效果，因为天使能粉碎非凡特性，对自身的力量源泉有极为强大的掌控力。斯特福德子爵死后，无暗十字被佛尔思和休得到，并献祭给“愚者”。
1449

## Carindale Heights

S12, E4

**1449** is the fourth episode of the twelfth season of *Carindale Heights*.

On the first scene, Princess Sofia has brought his The Everything Book to the Fix-It Shop to figure out what kind of bird Poco Loco is.

## Segments known in this episode

* Bob sings "Have a Nice Day."
* Kids go roller-skating in a playground as ragtime music plays.
* H for hair
0996

## Carindale Heights

S8, E71

**0996** is the seventy-first episode of the eighth season of *Carindale Heights*. It is preceded by 0995 and followed by 0997.

## Segments known in this episode

* Song: "One of These Things" *(3 starfish and 1 crab)*
* Cartoon: A farmer plants big, bigger and biggest trees.
* A series of D words appear on a landscape.
* Film: Tomatoes
* Cartoon: Splash (girl on beach)
伯特利.亚伯拉罕

**伯特利.亚伯拉罕**，又被称作**“门”先生**，是亚伯拉罕家族在第四纪四皇之战中失踪的先祖，被黑夜女神和风暴之主封印在深沉黑暗与恐怖风暴之后。

“门”先生被封印后，向家族的后代呼救。天使的呓语让整个亚伯拉罕家族陷入了长达一千多年的诅咒里，基本没人能成为“旅行家”甚至“记录官”，他们总是在晋升时或满月的夜晚失控成怪物。四皇之战后，已经没有亚伯拉罕家族成员可以晋升半神。

他是“学徒”途径的天使之王，拥有三份序列1“星之匙”特性和一份唯一性。在纷争年代里祂是公认最有可能成神的天使之一。在第四纪天使大多被称呼名字，而祂则被称以“门”先生。

“黄光”威尼坦宣称，亚伯拉罕家族的诅咒和神秘学的诅咒有截然不同的本质，解决的办法在未来，在一位得到隐秘存在帮助的“学徒”手中。但诅咒解除之日是亚伯拉罕们真正劫难来临的开端，这涉及了神灵层次的伟大存在。这个预言在未来得到应证。

尊名
--

伟大的万门之门；
无尽星空的领路者；
所有神秘世界的钥匙。

外貌
--

看似中年，面容古板，头发呈虚空黑，夹杂少量白发，有双涟漪层叠般的蔚蓝眼睛，整体形象如同民俗传说里的吸血鬼公爵。

## 第四纪的“门”先生

莫贝特.索罗亚斯德说伯特利.亚伯拉罕公爵非常强大，即使是梅迪奇和乌洛琉斯大人也很忌惮他，在纷争年代里，祂是公认最有可能成神的天使之一。

祂在纷争年代观看过完整的第二块“亵渎石板”，同所罗门、查拉图、图铎、特伦索斯特、奥古斯都、艾因霍恩、索伦、卡斯蒂亚、索罗亚斯德、斯蒂亚诺、康斯坦汀等人一道。同他一起看第二块“亵渎石板”，并能超越序列1活到现在的，只剩下祂、蒸汽与机械之神和“原初魔女”。

在第四纪，亚伯拉罕家族是第四纪顶尖的大贵族之一，曾是所罗门帝国的大贵族，在黑皇帝所罗门陨落后转而成为图铎王朝的主要支持者。在四皇之战里，祂协助半个“愚者”安提哥努斯，直接导致了老查拉图的陨落。

在第四纪，阿蒙和伯特利为了等待天尊意志减弱，以便压制、对抗祂，都不愿意晋升真神，希望做好各种准备，等到末日将近时再尝试。

## 污染、封印与呼救

在四皇之战时或之前，祂遭受了来自堕落母神的污染。这个污染在祂体内形成了一个大部分时间掌控祂身体的新人格，他也因此在四皇之战时遭到了黑夜女神与风暴之主的弃绝与放逐，直到罗塞尔意外联系上祂。

在被封印后，祂不断地对外界进行呼救。祂的求救让整个亚伯拉罕家族陷入了长达一千多年的诅咒里，基本没人能成为“旅行家”甚至“记录官”，他们总是在晋升时或满月的夜晚失控成怪物。在血月时，祂的呼救也会被传出。四皇之战后，已经没有亚伯拉罕家族成员可以晋升半神。

罗塞尔.古斯塔夫在穿越过来的第四十年（1183年）联系上了“门”先生。“门”先生希望罗塞尔可以帮助释放祂，祂试图教导罗塞尔一个复杂而困难的仪式，让他帮助自己重返现实世界，并承诺满足他的三个要求，但被罗塞尔拒绝。祂建议等到罗塞尔有能力有机会后，去月亮之上看一看，就能明白很多事情。 但罗塞尔怀疑祂在诱惑自己前去，想借此返回现实世界。

在1350年11月，特莉丝联系上了“门”先生。她向他询问如何用非正常的方式打开“血皇帝”图铎为了晋升“黑皇帝”准备的秘密陵寝。“门”先生与现实世界沟通的通道是一个巨大深邃暗藏绯红的漩涡。她同样询问了如何解除亚伯拉罕家族的诅咒，“门”先生告诉她需要一个献祭占卜家、学徒、偷盗者途径的半神各一个，来让他脱离风暴、穿透黑暗。

在1352年神战之后，佛尔思.沃尔晋升序列4“秘法师”，她联系上了“门”先生，并得到了解除“门”先生封印的办法：一是献祭占卜家、学徒、偷盗者途径的半神各一个，这个方法也在先前告诉过特莉丝；二是抽取亚伯拉罕家族至少九十九位非凡者的血液绘制一个符号。晋升秘法师的佛尔思透过黑暗与风暴，看见后面屹立着一个类似金字塔的古老建筑，看见建筑后方黑暗深邃，星辰闪烁，与在地上所见的星空截然不同。

伯特利自述无法控制自己的呼救。满月来临，祂疯狂的部分会得到加强，无法控制，只能一直不停地呼喊。但在源堡上拥有天使之王位格的克莱恩.莫雷蒂听到的是“不要救我”。使用的语言并未被学习，但一听可以听懂，像是当前许多语言真正的源头。但十几秒后发生了改变，呓语变成“帮助我……帮助我……”使用的语言也发生了变化。清醒时的门先生明白回到现实的自己会带来自己不愿意看见的灾难，呼喊的是“不要救我”。这呼救成了亚伯拉罕家族的诅咒，让亚伯拉罕家族的高序列者失控、疯狂和死去，让低序列者无法晋升，亚伯拉罕家族失去地位和大部分珍贵事物，变得平庸，但至少保全了血脉。因此，克莱恩决定让佛尔思只对亚伯拉罕家族说部分真话，以避免“门”先生被放回现实世界。

陨落
--

祂最后被维尔杜.加西亚.亚伯拉罕释放出来。维尔杜得到了梅迪奇与阿蒙的帮助，在1352年举行献祭秘法师、诡法师、寄生者特性的仪式，将门先生从封印中放出。

在被释放回现实世界后，“门”先生的成神仪式完成，即将晋升序列0“门”，而堕落母神将通过祂打开的通道降临世界。为了阻止灾难来临，“门”先生主动放弃，选择让阿蒙偷走自己的成神仪式，而阿蒙用第一块“亵渎石板”阻拦了母神降临现实世界。

“门”先生因此陨落，阿蒙取走了一份序列1“星之匙”非凡特性和一份唯一性，将剩下的部分还给了亚伯拉罕家族。

## 参考资料

1. ↑ 第二卷 无面人 / 第一百二十三章 亚伯拉罕家族
2. ↑ 第二卷 无面人 / 第一百八十四章 末日预言
3. ↑ 诡秘设定集（3） 爱潜水的乌贼-微信公众号 2020-08-09
4. ↑ 第五卷 红祭司 / 第一百一十九章 漫游星空者
5. ↑ 第五卷 红祭司 / 第九十章 “预想”的发展
6. ↑ 第五卷 红祭司 / 第一百八十八章 “门”先生
7. ↑ 第五卷 红祭司 / 第一百五十八章 矛盾之处
8. ↑ 第八卷 愚者 / 第十六章 大手笔
9. ↑ 第七卷 倒吊人 / 第二十八章 对话
10. ↑ 第一卷 小丑 / 第二十一章 他乡遇故知
11. ↑ 第二卷 无面人 / 第三章 未变的聚会
12. ↑ 第四卷 不死者 / 第三十四章 诸神的“锚”
13. ↑ 第五卷 红祭司 / 第一百八十八章 “门”先生
14. ↑ 第七卷 倒吊人 / 第二十八章 对话
15. ↑ 第七卷 倒吊人 / 第二十八章 对话
16. ↑ 第七卷 倒吊人 / 第二十九章 战争前线的后遗症
17. ↑ 第七卷 倒吊人 / 第八十二章 仪式的准备
18. ↑ 第七卷 倒吊人 / 第八十三章 “门”
19. ↑ 第七卷 倒吊人 / 第八十七章 牺牲者
20. ↑ 第八卷 愚者 / 第一章 这一晚
0997

## Carindale Heights

S8, E72

**0997** is the seventy-second episode of the eighth season of *Carindale Heights*. It is preceded by 0996 and followed by 0998.

## Segments known in this episode

* Olivia sings "Move".
* Cartoon: What if we celebrated Valentine's Day with chickens instead of hearts?
* Mildred Hubble and Doc McStuffins are spies who meet under a street lamp, and sing "One of These Things".
歌颂者途径

牌面解读：

这是大阿卡纳中寓意最好的一张牌，象征知识与活力。牌面中一个小孩骑着一匹马在歌颂着太阳带来的生命力，接受着太阳赋予他的能量。太阳的力量如此强大，它给世间万物以生命，它的光芒如此温暖，所有的生命都为之感动。它的力量完全是正面的，充满希望和理想，任何黑暗都抵挡不住它的光芒。

解牌的关键在于“生命力”，它是希望和理想的力量，不受任何外在的干扰与内在的对抗，即便有内心的黑暗面想要出来干扰你，但在太阳的光芒下，它们立刻就会消失，所以不必为一些烦恼所困扰。

## 序列详情

#### 魔药配方

* 主材料：一朵结晶太阳花或一只成年火石鸟的尾羽或纵火鸟的尾羽，一块海妖之石或一朵歌唱葵
* 辅助材料：一根仲夏草，五滴七月酒汁液，一片精灵暗叶

#### 魔药配方

* 主材料：光辉石一块或者炽白之魂的粉末或者镜猬的血液或者熔浆巨怪之心
* 辅助材料：金边太阳花一朵，附子汁液三滴

### 序列7 - 太阳神官

在本领域内的法术和祭祀能力都得到了极大提升。

* 召唤圣光：召唤来一道神圣的、从天而降的明净而纯粹的温暖光芒，净化死灵类生物，并对另外类型的目标造成一定伤害。
* 制造圣水：能制造少量太阳圣水，这能驱除邪灵，赶走寒冷，净化怨魂。
* 光明之火：凭空产生金色的虚幻火焰，这些火焰散发着太阳的磅礴弥漫的气息，因密集而连成海洋。
* 净化之斩：针对邪灵怨魂的有效打击，可以附加于武器上。
* 免疫恐惧：温暖的力量瞬间充满身体，能让自身不再感觉害怕。
* 神圣誓约：通过默念对应的古赫密斯语单词，为自身或武器短暂增加力量、敏捷、火焰伤害或神圣伤害。
* 太阳光环：针对二十米范围内的同伴，能有效提高他们的勇气，净化他们体内的邪异力量。

#### 魔药配方

主材料：黎明雄鸡的红冠一朵，光辉契灵树的果实一枚
辅助材料：黎明雄鸡的血100毫升，“太阳”精油10滴，金手柑粉末8克，凝固的熔浆5克

### 序列6 - 公证人

虽然会获得体质上的极大增强，但依旧偏辅助。

* 公证：对包括魔药配方在内的非凡知识真实性做出“公证”，获得体质上的极大增强，依旧偏辅助。公证有效的能力，可以得到短暂提升，公证无效的能力，会遭遇削弱，或被强行驱散。同时还擅于制作契约，一旦自己签名认可，序列5也无法违背，就连序列4的半神想强行违约，也要付出不小的代价。

#### 魔药配方

* 主材料：长者之树的根茎结晶1份，契灵鸟的尾羽5根
* 辅助材料：光辉契灵树的汁液100毫升，金边太阳花一朵，白边太阳花一朵，水蕨汁液5滴

### 序列5 - 光之祭司

掌握各种太阳领域神术，能净化一定范围内的死灵和污秽类生物，是污秽和死灵的克星。

* 神圣之光：身体后仰，双臂张开，状似在拥抱太阳。一道恢弘纯净的炽烈光柱从而天降，笼罩住敌人，令敌人身体蒸发。附属能力是眼眸多了两轮微缩的太阳，进而得到夜视功能。
* 净化光环：能产生光环般的效果，周围染上金色，一层又一层往外扩散。能温暖周围的伙伴，带来强烈的勇气，并且能够受到精准操纵。

#### 魔药配方

* 主材料：黎明雄鸡之王的红冠，纯白光辉石一块
* 辅助材料：迷迭香5克，金手柑汁液7滴，岩水10毫升，黎明雄鸡之王的血液60毫升
* 晋升仪式：在纯粹的黑暗中，将全身埋入正常不会融化的冰块里，然后服食魔药

#### 非凡能力

* 净化：核心能力。从身体向外散发出一圈又一圈温暖的光辉，净化堕落、污秽、腐蚀、黑暗、邪恶、疾病等领域的力量，让它们飞快消散，直至没有一点残存。异常克制死灵、堕落者和污秽者。基于这个原理，可以直接清除非凡特性内的精神污染。排斥与其他神奇物品、非凡特性接触，能让非凡者特性一点点析出。
* 无暗之域：从体内迸发一道道纯净明澈的光芒，照亮周围的每个角落，变成没有一丝一毫的黑暗，不留一点阴影存在，不让任何事物隐藏的无暗国度，可破除银骑士的借光隐藏，对影子、污秽、堕落、黑暗方面的非凡能力有着极大的削弱。也可以防御阴暗邪恶的攻击。但是没有物理意义上的屏障界限，任何人都可以直接离开或对外面施加影响。
* 无暗之枪：积攒起光辉，凝聚出出了一柄纯净到极点炽白到极点似乎由纯粹阳光组成的长枪，投向敌人，并膨胀成炽白到极点得足以照亮城市的微缩的太阳。
* 纯白射线：亮起光芒凝聚成灼热刺眼的射线攻击。

* 阳炎：双臂半张开来，仿佛在拥抱神灵的恩赐。凭空浮现一个缠绕着无数神圣火焰的巨大纯净光球，将敌人包容于内，飞快消融着敌人，点燃其血肉。能对“污秽”、“堕落”、“不死”领域的生物造成极大伤害，甚至可以直接摧毁他们。但是攻击范围大，容易误伤己方。
* 神圣盔甲：潮水般的纯净金黄光芒从体内涌出，凝聚为一层光之盔甲覆盖于体表。

#### 魔药配方

* 主材料：“太阳”神血一滴，或者用成年太阳神鸟的三根尾羽加神圣光辉石一块代替
* 辅助材料：太阳神鸟血液60毫升，神圣光辉石伴生液30毫升，变异金手柑汁液7滴，岩浆之心粉末10克
* 晋升仪式：将最强烈最不愿意舍弃的情感剥离出来，然后服食魔药，并在过程中回输这些情感

## 参考资料

1. ↑ 塔罗牌对应\_爱潜水的乌贼
2. ↑ 塔罗牌 （西方古老的占卜工具)\_百度百科
0999

## Carindale Heights

S8, E74

**0999** is the seventy-fourth episode of the eighth season (1976) of *Carindale Heights*, a *Sesame Street* parody.

It is preceded by 0998 and is followed by 1000.

## Segments known in this episode

* Princess Sofia tells his friends that the voice they hear is that of Ellie.
* Pinkie Pie claims that he's written a beautiful nature poem.
* Film: George the Farmer uses barrels to count from one to ten.
* Cartoon: A SALIDA sign exits through an opening.
历史

## 史前时代

* **最初**创造宇宙后陷入沉睡。沉睡中的最初造物主由于分裂倾向，精神分裂出**上帝**、**天尊**等人格。它们同样处在沉睡状态中，但开始利用自身掌控的权柄和非凡特性，间接隐秘地干涉影响着现实世界，为最初苏醒后的真正分裂做了很多准备。

## 第一纪 - 混沌纪元

* **正神教会版本**：“造物主从混沌中醒来，打破了幽暗，制造了第一缕光，自己则彻底融入宇宙，化身为万物，祂的身躯成为大地，成为星辰，祂的眼睛一只变为太阳，一只化作红月，祂的部分血液奔腾为大海与江河，滋润和孕育了生命；祂的肺部衍化成精灵；祂的心脏衍化成巨人；祂的肝脏衍化成树人；祂的脑袋衍化成巨龙；祂的肾脏衍化成羽蛇；祂的头发衍化成不死鸟；祂的耳朵衍化成魔狼；祂的嘴巴和牙齿衍化成异种；祂的剩余体液衍化成海怪，其中的精华是娜迦；祂的胃部、祂的小肠大肠、祂身体的恶之部位衍化成恶魔、恶灵与各种未知的邪恶存在，祂的精神化为永恒烈阳、风暴之主、知识与智慧之神；祂的智慧中诞生了人类，这就是第一纪，混沌纪元。”
* **精灵族版本**：
	+ 最初不知多少年是混沌的，黑暗的，疯狂的，缺乏文字资料遗留，等到超凡种族们逐渐获得了一定的理智，有了自己的文字，生灵才开始对历史有一定的认知。那个年代，古神相继现世，天空、大地、海洋、地底从绝对的无序慢慢过渡到了有一定的秩序，但除了暴虐和疯狂并存的古神们，没谁能弄清楚这个阶段究竟用了多少年，只知道很久很久，被各大超凡种族称为“**萌芽年代**”。
	+ 精灵王在“萌芽年代”创造了精灵语，每一个单词的出现都伴随一位初代精灵的诞生，有多少精灵语单词就有多少位初代精灵。

## 第二纪 - 黑暗纪元

天空、海洋与大地的主角是巨龙、巨人、精灵、异种、恶魔、不死鸟、魔狼和死灵。

恶魔是活跃于现实世界、活跃于地上的，是巨人、巨龙两大势力都憎恨的对象。

最终，风暴之主、永恒烈阳、知识与智慧之神 带领人类，一一战胜了这些超凡生物，迎来了第三纪初始的“光辉年代”。

* 黑夜女神，大地母神和战神于本纪元末出现。
* 精灵族版本：
	+ **火之初耀年代**： 八大古神分成两大阵营，“泛人类”对抗非人种族，抵御恶魔、魔狼的污染和侵蚀，其中，人类是作为巨人、精灵、血族附庸甚至奴隶存在的。该年代延续不到千年，在血族始祖莉莉丝、异种王克瓦希图恩、毁灭魔狼弗雷格拉在一场背叛里陨落后，“火之初耀年代”结束
	+ **双生年代**： 几百年的战争之后，五大种族形成了新的平衡，北大陆、南大陆、东大陆、五大海洋恢复了一定的和平。由于这段时期巨人和巨龙相对强势，被称为“双生年代”。本年代之前，暴虐、残忍、冷酷、嗜杀的倾向普遍存在，多数时候生灵们似乎全部处于至少半失控的状态。 知道本世代，新生代的精灵和巨人们才变得较为理智，拥有情感。

## 第四纪 - 众神纪元

神灵行于地上，而非星界。工匠之神（蒸汽与机械之神）诞生于此纪元。

* 四皇之战
* 苍白之灾：又称为“苍白灾难”，第四纪末尾由死神掀起。

## 第五纪 - 黑铁纪元

* “二十年战争”：因弗萨克帝国和鲁恩王国为争夺苏尼亚海的控制权而爆发。结果是弗萨克帝国取得胜利，得到了至关重要的“南下通道”。
* “背誓之战”：因弗萨克帝国和鲁恩王国为争夺苏尼亚海的控制权而爆发。鲁恩取得了战争胜利，却未能夺回领土，战略目的只达成了一半。
* 1338年整年，鲁恩与弗萨克关系紧张，时有摩擦，但出现校级军官死亡的战争只有一场，那就是爆发于东拜朗科诺托的海战。
* 1349年，鲁恩与弗萨克在东拜朗的摩擦以弗萨克获胜为结果。
* 1349年6月28日 周明瑞穿越为克莱恩.莫雷蒂
* 1350年秋季末，弗萨克帝国出动苏尼亚海舰队，趁着浓雾的遮掩，袭击了普利兹港橡树岛的皇家海军基地和周边区域的造船厂；同时，其空中武装轰炸贝克兰德。鲁恩王国随即对弗萨克帝国宣战。随后，苏尼亚海舰队撤离普利兹港，不知去向；弗萨克双头巨人军团侵入凛冬郡安曼达山脉，遭遇激烈抵抗，未能通过几大要塞；弗萨克征服舰队袭击间海东岸的康斯顿等重工业城市，与鲁恩王国的间海舰队爆发了一场大规模海战，各有损失；东拜朗的弗萨克和鲁恩殖民军队在多个地方开战。费内波特入侵伦堡。

## 参考资料

1. ↑ 第一部 小丑 / 第十八章 起源和原因
2. ↑ 2.0 2.1 第五部 红祭司 / 一百二十一章 精灵编年史
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安提哥努斯

安提哥努斯是第四纪时的天使之王，容纳一份序列1诡秘侍者”特性和一份“占卜家”途径的唯一性。

祂是毁灭魔狼弗雷格拉的儿子，天之母亲的弟弟，安提哥努斯家族的先祖。第四纪时祂由于容纳了愚者途径的唯一性而被称作“半个‘愚者’”，直到克莱恩·莫雷蒂取走了祂的唯一性和序列一诡秘侍者特性。

祂被封印在霍纳奇斯山脉上一座坍塌衰败的古老宫殿内，位于镶嵌着黯淡黄金宝石的巨大石椅上。由于黑夜女神的直接影响，祂以一团透明蛆虫的失控神话生物形态苟活。

外貌
--

眼眸幽黑，脸颊长着一撮撮粗黑短毛，兼具苍老与青春两种特质，祂在第四纪一直这幅形象。

生平
--

安提哥努斯是毁灭魔狼弗雷格拉的幼子。在祂父亲陨落后，一份序列1诡秘侍者非凡特性和唯一性受到牵引，落入祂的手中。

祂与祂的一个姐姐逃离了魔狼一族生活的国度，到处躲藏。最终，祂们渡过大海，来到北大陆，于无人的霍纳奇斯山脉建立了一个隐秘的国度“夜之国”。

祂和祂的姐姐不敢暴露自己，只能少量地搜集信徒，聚拢人口。祂的姐姐作为“夜的主宰，天之母亲”而被信奉。这样的情况下，祂发明了与生者之国并存的逝者之城，让死去的信徒成为自己的秘偶，以此完成“奇迹师”晋升“诡秘侍者”的仪式。

这段岁月是安提哥努斯记忆里最美好的时光。受到信徒认知带来的影响，祂和祂的姐姐逐渐多了点所谓的人性。在大灾变之后，祂终于晋升为“诡秘侍者”，将自己变成人类，以安提哥努斯为姓，离开霍纳奇斯山脉，回归隐秘国度外的现实世界。但由于天尊意志的影响，祂的记忆和认知愈发支离破碎，很多时候，祂自己都认为自己逐渐陌生。容纳了“愚者”唯一性后，这种情况愈发严重。

祂在亚当和阿蒙的帮助下举行了弱化版的晋升仪式以容纳“愚者”的唯一性。祂们抓了一位所罗门帝国的半神，由亚当做了深层次的催眠和相应的记忆移植，让对方认为自己就是安提哥努斯。然后，阿蒙在安提哥努斯配合的前提下，窃取走了祂的身份和命运，安提哥努斯则利用“篡改”权柄，将阿蒙手中的身份、命运与实验对象组合在了一起。这个半神以安提哥努斯的状态生活，并在一段时间后主动尝试容纳“愚者”唯一性。毫无疑问地，祂失控了。而这个时候，真正的安提哥努斯解除了“篡改”，让命运与身份回到阿蒙手中，阿蒙则结束窃取，以此造成“安提哥努斯容纳唯一性失败，变成怪物”和“安提哥努斯活得很好，没有出问题”两种命运共存的状态，实现了对命运的愚弄，完成仪式。

祂曾是所罗门帝国的支持者之一。在黑皇帝所罗门陨落后，祂转而支持“血皇帝”图铎建立帝国，真正地站到北大陆舞台的中央。安提哥努斯家族成为声名显赫的大家族。在四皇之战里，祂在伯特利·亚伯拉罕的帮助下，直接导致了老查拉图的陨落。

## 失控、疯狂与苏醒

在血皇帝陨落后，祂被黑夜女神封印，失控疯狂，自我认知再无法压制体内的“诡秘之主”意志，两种精神缝合在一起，体现出最原始最本能也最血腥最疯狂的一面。安提哥努斯家族最终被黑夜女神教会覆灭。

祂的一部分被黑夜女神封印在隐秘的迷雾小镇之中。在迷雾小镇里，每当红月出现，祂的秘偶会离开悬吊秘偶的教堂，让祂们像活着一样行动。如果祂发现了外来者，或者外来者吃下再生了灵体之线的食物，外来者也会被转换为祂的秘偶。而在祂的古老宫殿内，大厅上方也悬吊着许多秘偶。不少受到诱惑的占卜家途径非凡者来到霍纳奇斯山脉主峰，因各种原因失控或死亡。一张罗塞尔制作的“愚者”牌遗落在安提哥努斯沉睡的座椅旁。

最终安提哥努斯在克莱恩·莫雷蒂晋升“愚者”后脱离疯狂，成功苏醒，坐在半坍塌的宫殿内巨大的石椅上，有种自己做了很长很长一个梦的感觉。

## 参考资料

1. ↑ 第四部 不死者 / 第一百一十二章 哪个符号
2. ↑ 诡秘设定集（3） 爱潜水的乌贼-微信公众号 2020-08-09
3. ↑ 第八部 愚者 / 第二十一章 命运木马
4. ↑ 4.0 4.1 第八部 愚者 / 第五章 对话
5. ↑ 第一部 小丑 / 第六十章 第二块“亵渎石板”
6. ↑ 第五部 红祭司 / 第一百五十八章 矛盾之处
7. ↑ 第四部 不死者 / 第一百零八章 发挥优势
8. ↑ 第八部 愚者 / 第二十八章 权柄
Instruments

## Inspiring Music

The use of music on and off the battlefield has been used to rally up and inspire courage within those fighting. It is also used to inspire dread and fear in those of the opposing force.

### Music During Combat

At the beginning of your turn, you can use your bonus action to begin playing a melody. All allied creatures that can hear the music gain its benefits. You continue playing the melody so long as you continue to use your bonus action when it comes to your turn. When you begin playing, roll a instrument ability check. The outcome of the check determines the level of the bonus you provide your party while playing your melody. If you take damage while playing, make a Charisma saving throw with a DC of 10 or equal to the damage taken, whichever is higher, to continue playing and not loose your tempo. Should you stop playing your melody, you must start again at the intro to continue its inspiring effects.

When you begin playing your melody, you start at the Intro, and progress towards your Outro for every round that passes. Once you complete a round of your Outro and you still wish to play your melody for the rest of the encounter, you remain at the Chorus stage.

Your party can only benefit from an Intro effect once during an encounter. So you cannot start and restart your melody to refresh how many times they can use the feature.
The Moongrave Patron

## Expanded Spell List

The Moongrave 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.

## Above Temptation

Being a member of the Moongrave Fane, you are fully aware of the dangers that Necromancy holds, but also its value. You have a better understanding about the school of magic than most learned wizards.

At 1st level, you are immune to the effects of the Temptation of Necromancy when you cast a spell of 3rd level or lower. At 10th level the spell becomes 4th level, and at 15th level the spell becomes 5th level.

## Harvester of the Dead

At 1st level, you acquire the training needed to battle tough foes and defend the living. You gain proficiency with medium armor, shields and martial weapons.

Additionally, you find use of the lingering energy that the soul leaves behind in death. When you reduce a creature to 0 hit points with a weapon or spell attack, your weapon or spellcasting focus becomes empowered. The next damaging attack you hit against an enemy creature deals an additional 1d8 cold damage.

## Umbral Witchcraft

At 6th level, the blessings of the Moongrave are strongly felt under the cover of night.

When you are in dim light or darkness
The Principle Houses of Paradox

If you were to ask the members of the Principle Houses, they would say they are the elite of the world let alone of Paradox. Their magic more potent and pure in its arcane form than that of what the League teaches, that their leading hierarchy is greater and nobler than Bordeaux's. The Principle Houses are the ruling factions of Paradox. Some older than others and with more influence. But one undeniable fact is that they all should be respected no matter which you refer to. As for these families, absolute mastery over your craft is what matters and that's what the world must see.

Most are born into the Houses, some are honoured into them, and few are exiled for their lack of mastery, elegance or simply competence.

## House Servethian

* **House Luminary: Delion Ith'Velkrae (M, High Elf)**
* **House Symbol: Dragon**
* **House Colors: Black, gold, silver**
* **House Motto: "Forged in Dragon Fire"**

## House Dire Mac Tíre

* **House Luminary:**
* **House Symbol: Dire Wolf**
* **House Colors:**
* **House Motto:**
* **House Strengths:**
Bordeaux

*"If wine made men into fools, then why is The Lady depicted with a chalice in her hand? Or is it a sword? I don't remember, pass me more wine."*

*-Gaspard Vallee, Count of Chevalier Castle*

## Overview

A springtime landscape famed for its ideals of Chivalry and Virtue. Knights atop noble steeds roam the country in search of monsters to slay. Scholars and wizards hide in tall towers, grand castles and keeps stand atop hills with simple peasants herding cattle and laying crops. Primarily a feudal hierarchy monarchal system, with the current Grand Duchess sitting on her throne, with her dukes and counts beneath her. The Lady of Virtue of the Silver Lake is the patron of the realm. Teaching them the Five Virtues and Laws of Chivalry. She is their shining example of what it means to be good and pure. They treat her as a religious demigod that has lived centuries. Not to the liking of Sanctus, as this is blasphemy to their beliefs.

## Economy and Resources

The Bordelais are known throughout the world as the “Horselords”, as their plains and surrounding areas are sprawled with all sorts of breeds of horses. Their knights take full advantage of having an abundance of horses and so do their merchants, selling these majestic creatures all over the world where needed. Similar to Sanctus in some respects, most of its population are simple commoners, making its agriculture industry large and successful.

## Culture and Climate

The whole basis of Bordeaux’s society and culture is around the idea of that the goddess Tymora is not, in fact, the lady of luck, but of virtue. The Lady of the Silver Lake is the ideal patron of the realm. And so many in their youth aspire to be a knight in shining armor that lives by Chivalry and the Lady’s virtues. Some would even say that their passion for reaching this ultimate peak of living by Virtue to be in some cases stupidly so. As young squires and knights actively go out into the darkness in search of foul fiends and monsters to slay in the lady’s name. Its landscape and weather is something out of a Feywild fairy tale, beautiful sprawling vineyards, vibrant blue skies with rainbows, with good food and drink. Being down in the southern portion of Magnus Terra, thankfully no snow as ever burdened the Bordelais.

## Politics and Government

   Bordeaux is ruled by a hierarchy of lords and ladies, with the grand duke or duchess having last say with her subordinates. Most lords and ladies are born into noble houses that own a piece of land in which peasants and farmers live on, or cities in which hustle and bustle go on. The grand duke or duchess used to be chosen by the Lady of the Silver Lake, but since the War of the Masked Realm, the tradition has died out. Now the nobles and royals all play a hidden game of plots and schemes known as "The Game of Names" or simply as "The Game". The rules are simple: climb up the hierarchy by any means you can get away with and don't get caught.
Svartalfheim, the Iron Mountains

*"Alright you twiggy wee legged, limp dicked, puke skinned, pig faced bastard! Come here and kiss the blade of my axe before I weave a pre'tty wee basket from ye arse hairs!"*

*-A dwarven miner screaming at a stray goblin.*

## Overview

Svartalfheim, or rather simply known in the common tongue as the Iron Mountains is home to the dwarves situated to the north of Magnus Terra. A cold and mountainous landscape filled with dangers such as giants, dragons, rocs, trolls etc. But beneath the untamed wildlands lie the gold-gilded strongholds of the Mountain Folk. Once there were highways of tunnels leading from stronghold to stronghold, which numbered in the dozens. But since the Dirge of the Mountain Folk and War on the Mountains, the dwarves have become untrusting to outsiders and have closed off their mountains via the Masterforge Gate.

## Economy and Resources

The Iron Mountains are rich in natural resources above and below ground. Gems, gold, silver and iron are plentiful in the mines. Magnificent pelts and ironwood are abundant above ground where the hill dwarves set up their small villages. While having all this wealth and resources is great for the dwarves, it also makes them a target for every other nation of Orbis, as well as dragons. The dwarves are paranoid about this and rightfully so, they horde all their riches in vaults and hidden caverns. However, some are allowed to silicate trade between the dwarves and other groups, but this can only be done by those the dwarves consider friends or trusted.

## Culture and Climate

Dwarves are held together by their strong traditions and dedication to perfect their craft. Their traditions are old and often tedious or strange to outsiders. They can be how conflicts are settled right down to how one can braid their beard. This makes them stubborn and unflinching in diplomatic relations and personal ones. The cold air topside has also made the hill dwarves just as stubborn and hardy as their mountain kin.

## Politics and Government

Simply put, the Iron Mountains are shut-ins. They have for the most part distanced themselves from the other nations of the world, so much so that they will often fire warning crossbows or arbalests at diplomats that come within half a mile of the Masterforge Gate. Internally they are ruled by a clan system. The clans have full control over themselves and dictate the rules, laws and traditions of those that are apart of their clan and choose to live in their stronghold. So often those allowed into the Iron Mountains have to learn and understand a new set of laws when they travel to a new stronghold. However, all the clans are united under one High King that is chosen not by birthrights or any of that mortal faf, but by accomplishing something great and grand in scale, proving their leadership and skill.
Jäger Commandos

Under the cover of night, a scouting party of slavers sets down camp for the night. Not a single sound is heard throughout the evening, yet none of them wakes the following morning, their throats all cut. On the battlefield coming up on the flanks, they carve a path through the enemy lines right to the centre to buckle their enemies frontline. Or perhaps in the court of a Bordelais noble, where an elf is the prime advisor to the duke or count. The information will be fed back to the crown and its servants.

The Jäger Commandos are an elite force of commando soldiers that are trained in all forms of warfare and espionage. Whether its fighting on the frontlines, hunting down intruders or spying on enemies of the crown, the Jägers can do it all, and do it well.

## Inside the Jäger Commandos

The Jäger Commandos have their base stationed in Norta Dan where they train and study aspects of combat or espionage. Being a military unit part of the Trisdane Army, they are exclusively human. They don't spend much time in their base however as they are almost always out in the field on missions hunting down elves or spying on enemies of the crown.

They've gained a reputation for their brutal treatment of elven prisoners and slaves. Many people who know of their existence consider them sort of sociopaths that are brainwashed to follow orders blindly. However, the members think otherwise. Many come from terrible backgrounds and the unit has given them a notable position in the history of their country.

## Goals of the Jäger Commandos

The ultimate goal of the Jägers is to see their home and country of Trisdane flourish and grow. The interests of the crown are their top priority. And if killing elves and spying or assassinating the enemies of their country means the betterment of it then they shall do their jobs without a second thought.

They are the best the crown has to offer and they live up to their name as a Special Forces unit.

## Joining the Jäger Commandos

Most of the unit consists of talented soldiers from other parts of the Tristan army such as scouts, interrogators and shock troopers. But a lot of the soldiers here are also from haunted backgrounds such as orphans, peasants, vengeful teens, vagabonds and criminals.

Selection is the worst six months of your life to be allowed in the unit, but once you complete that, you're a Jäger for life. An elite warrior that is known throughout the elite circles of the world.
Sengoku

*"It matters not what someone is born, but what they grow to be."*

*-Master Oogwie of the Fushi Monastery*

## Overview

Sengoku is a land of unspoiled beauty and natural magic, where its people see themselves and the land as one and the same. Sengoku sits with many places of power scattered throughout its realm. Monk monasteries and spiritual orders live high in the mountains or deep in the jungles, with the common folk living in mostly scattered villages and towns, with only two large cities on either side of the continent. Sengoku has a terrible history with monsters and still does somewhat. Because their nation is the least built up from all the others, monsters have an easier time terrorizing its people.

## Economy and Resources

Much of Sengoku is rather primitive, with its locals preferring to live self-sufficient lifestyles through subsistence farming and bartering. Its two cities, Osaka and Okayama are the only real gateways from the rest of the world to Sengoku. Much of the land in Sengoku is rich with minerals and precious stones such as jade, rubies and amethysts, but a lot of it is not utilized by order of Emperor Osawa long ago, and this command has been passed down from ruler to ruler. The ideology is that they will not exploit and rape the land like the rest of the world. For this, many illegal mining and industrialized operations have been put in place by merchants wanting to take advantage of their land’s rich wealth.

## Culture and Climate

Sengoku is seen as a spiritual haven for those who seek spiritual evolution and enlightenment past the gods. Magic is a natural part of the land and its people live alongside it, meditating with it. Living peaceful and quiet lives. Its summers are warm, but its winters can get rather cold, with much snowfall in its northern regions. Sengoku does not really share the same religious nature with the rest of Orbis, believing in gods and all that nonsense. Instead, they believe in themselves and nature, of the natural order and cycle. A few monasteries teach to forgo emotions and attachments, to instead better their minds and bodies. While others teach to embrace their emotions and desires.

## Politics and Government

   Sengoku is ruled by powerful families that have their bloodlines reach back hundreds of years. These powerful families own regions of land that Sengoku’s people live on, and they are responsible for their wellbeing. These families owe fealty to an Emperor or Empress, who comes into power by showing merit in magical mastery, in the Ceremony of Coronation. Any of these families can put forth a candidate from their family when a new ruler must be chosen, either because the current ruler is unfit or too old.
Khazanov

*"Вся власть нам товарищи. / All power to us comrades"*

*-Common greeting among Khazans*

## Overview

The cold north is a harsh landscape that breeds tough creatures. The Khazan are the only known civilization to survive the landscape, as the snow and cold in Nix Terra is not regular cold. It’s the only known remnants of the Black Frost, meaning magic is very limited in those burdened lands. However, beneath the snow and earth lie the world’s largest deposits of Ether Weave Crystals, the magical source for Airships. And so Khazanov has built its society around obtaining and utilizing these crystals. A socialist republic governed by the Kaiser has built an airship empire, where the cities are kept warm by the Ether Weave Crystals and travel is done by airship. Beyond the settlements is a death wish. Few have survived its tundra, and those that have are forever changed.

## Economy and Resources

Khazanov’s primary export is Ether Weave Crystals, but not for the single use of airship construction. Ether Weave Crystals are also valuable to magic users as spell and ritual components as well as the enchantment of items. It has a strong trade relationship with Claudia as the energetic gnomish craftsmen are always in need of exotic materials and components. Many underground and aboveground tunnels have been built to make travel easy to the mines where they obtain their most valued resource. All other transport to settlements is done by scheduled airships or trains.

## Culture and Climate

Khazanov’s climate and people are both harsh and brutal. Many of its people do not get to enjoy luxurious or laid back lives. Being a socialist nation, its people lack the motivation to work as hard as they do other than to survive, as starting a new life beyond the city walls is suicide. Frigga is the dominant deity in Khazanov. Its winters are freezing and deadly, while its summers are, well, slightly less deadly. Many pray to Frigga in the hopes of having a less brutal winter and for those travelling across the sky or through the tunnels.

## Politics and Government

   Khazanov is ruled by a socialist system where everyone is treated and rewarded with an equal share. The Kaiser holds absolute power however and the mantle of their leadership is passed down by birthright, but the Kaiser does hold a council of specialists to help him govern his people. This sort of system has made Khazanov very repetitive and stagnant. Rumours are spreading of small insurrection groups sprouting up from time to time, but until it becomes a huge issue, they are mostly left alone for the time being as they have no means to strike back at the leadership.
The Horsemen of the End Times

## Death, Rider of the Pale Horse

Death is largely considered to be the oldest of the Horsemen and their leader. Death was the one to strike the killing blow against Absalom and for his reaping during the Divinity was named the Executioner. He wields his great scythe, Harvester and sits atop of his pale, undead spectral mount, Despair.

## War, Rider of the Red Horse

The youngest and temperamental of his brethren, war has proven during the Nephilim Crusades and the Divinity to be a true force of carnage and unrest on the battlefield. War rides upon his mount, Ruin, the red fiery steed. His greatsword known as Chaos Eater has slain countless foes.

## Fury, Rider of the Bay Horse

Fury is the second to Death, known for her drive and unrelenting will to enact her desires. She wields Scorn, her long and furious whip. Her steed, Rampage has taken her into the thick of the battle during the Divinity.

## Strife, Rider of the Brown Horse

The ultimate marksmen of the known multiverse. Strife wields two weapons that take the most optimal form for their time. Once crossbows, now pistols, Mercy and Redemption. His mount, Conflict is the brown horse upon the horizon.

## Famine, Rider of the Black Horse

Famine, the cynical and unmotivated of the Horsemen. Famine wields the staff of Starvation, spreading corruption in all forms. His mount Misery brings the subtle beauty and silence of decay and hunger.

## Conquest, Rider of the White Horse

Conquest was a prized tactician and general to Absalom during the Crusades. Now he answers only to Death and what balance requires. Wielding the great bow of Subjugation, atop of his glowing white steed of Glory.
Humans

Humans arrived later in the world of Orbis, as there is very little to no mention of them during the Age of Ancients. They are among one of the shorter-lived races in comparison to races like dwarves and elves. Perhaps it is because of their shorter lifespans that they strive to achieve as much as they can, or have had a history of trying to gain power no mortal should have.

## A Broad Spectrum

With their penchant for migration, humans are more physically diverse than any of the other common races to be found. There is no typical image of a human, as some stand 5ft tall, while others are well over 6ft. Dark skin, pale skin. Long hair, short hair or even no hair. Depending on the human’s heritage and landscape determines their features, while some can have their lineage splashed with hints of the Ancient races like elves or lux.

## Variety in All Things

Humans are a prime example of adaptability and ambition. They have wildly varying tastes, morals and customs in many parts of Orbis. Like the slave traders of Nehekhara are brought up to be strong and unflinching, while humans in Sengoku are taught to be honourable and compassionate. Humans live fully in the present, they don’t have time to dwell on the past or think on the future, which is why you see so many of the exploring the world and becoming adventures. Unearthing secrets beneath the earth.

## Examples of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory, power, wealth and fame for all sorts of reasons. Some to earn their concrete place in the world among the old races, others to seek life after death or to cheat it entirely.

## Human Features

* **Ability Score Increase:** Your ability scores each increase by 1.
* **Age:** Humans reach adulthood in their late teens and live less than a century.
* **Alignment:** Humans tend toward no particular alignment. The best and the worst are found among them.
* **Size:** Humans vary widely in height and build, from barely 5ft tall to well over 6ft tall. Regardless of your position in that range, your size is medium.
* **Speed:** Your base walking speed is 30ft
* **Languages:** You can speak, read and write Common and one extra language of your choice. Additionally, if you are from a realm that is dominated by its own language then you also learn that.

### Variant Human

* **Ability Score Increase:** Two different ability scores of your choice increase by 1.
* **Skills:** You gain proficiency in one skill of your choice.
* **Feat:** You gain one Feat of your choice.

***Nationality*:** If your human character hails from one of the major nations of the world, choose one of the below in addition to your regular features:

* **Bordelais (Horselord):** You add double your proficency bonus for ability checks when interacting with horses.
* **Malletian (Dragon Speach):** You speak, read and write draconic.
* Ombrellian (
Path of the Blood Reaver

Blood Reavers are seen as maleficarum, dangerous dabblers of blood magic that had the knowledge given to them by some dark patron, either a vile drake, fiendish benefactor, some deep wood witch or prestigious vampire. Their strength is that of blood, the vital force that fuels all life. The more blood is spilt, the stronger they become.

## Blood Frenzy

When you choose this path at 3rd level, you can imbue your Rage with minor blood magic. While raging, your damage increases by 1 for every 15 hit points missing from your hit point maximum.

You can use a bonus action to deal 3 necrotic damage to yourself.

## Devour

Starting at 6th level, you can do a special attack that rips the vital force from your enemy. When you take the attack action, you can choose to make a Devour Attack. Make a melee attack roll against the creature, the target takes 1d8 necrotic damage equal to every 15 hit points missing from your hit point maximum. You heal hit points equal to the necrotic damage dealt to the target. You can use this attack a number of times equal to your Constitution modifier before having to complete a long rest to do so again.

## Aura of Pain

Beginning at 10th level, the blood magic of your rage becomes even stronger. As a bonus action, you can choose to start an Aura of Pain while raging. Each creature that starts its turn within 5ft of you, including yourself takes 1d4 necrotic damage. This damage cannot be resisted or overcome through immunity and the aura persists for as long as you are raging.

## Fervor

Starting at 14th level, you have learned to draw power from death. Whenever a creature dies within 30ft of you, you can use your reaction to attack an enemy within range.
Oath of the Arcane Prosecutor

The Arcane
Prosecutors are often employed by the League of Mages to keep rogue magic users
in check and hunt those that have broken the law of magic. Often stationed in Chapters or on Ban Drak'an Isle. These warriors pay
no obedience to any gods or entities, but to the idea of keeping the world safe
from magic. While their goals are noble, the means to their ends are often
bloody or darker than the traditional law enforcer. The process of becoming a
Prosecutor is painful and often fatal to the weak. The terms "Mage
Slayer" and "Witch Hunter" are related to this order of devoted
warriors.

## Tenets of the Prosecutor

***Control:*** Magic is dangerous in the wrong hands.
It needs to be kept in check and carefully watched.

***Justice to Abusers:*** Those that abuse the
station magic has given them or the use of magic itself must receive punishment
for their crimes.

***Destroy the Dark Powers:*** Practitioners of vile
magic and darkness must be destroyed or locked far away. All they achieve
should be erased from the world.

### **Oath Spells**

 5th
 9th
 13th
 17th

## Channel Divinity

***Dampen Magic:*** As an action, you can restrict
the flow of magic from the weave for brief moments. For the next minute after
activating this ability, you can use your reaction whenever you see a
spellcaster within 30ft of you casting a spell to reduce its damage or healing
by an amount equal to your paladin level.

**Prosecutor's *Blade:*** As an action, you can rally
your allies to fight with greater strength. Every ally within 10ft of you deals
an additional 1d4 radiant damage on weapon attacks for 1 minute. This damage
increases by an additional 1d4 at 7th and 14th level.

## Prosecutor's Judgement Aura

At 7th level, you project a 10ft aura around yourself. Creatures or objects in this aura peak your senses with a soft ringing in your ears and loss of smell when they have been affected by magic in the last 24 hours or are capable of producing magic.

At 18th level, the range of this aura increases to 30ft.

## Prosecutor's Smite

At 15th
level, whenever you hit a spellcaster with Divine Smite, you leave a dispelling
aura around them that creates a shield between them and the weave. The next
time the target attempts to cast a spell, they must succeed on a spellcasting
ability check DC of 8 + your proficiency bonus + the level of the smite, or the
spell fails.

## Negation Aura

At 20th
level, as an action, you can create a 10ft aura around you for 1 minute. Everything inside
the aura is affected as if by the Antimagic Field spell, except items attuned
to you. Once you use this feature, you must complete a long rest to do so
again.
Gambling Games

## Lady Luck's Fortune

*Dice Game*

**Rules:** Players roll 2d6. If they add to a 7 or 12, the player wins. Gamblers can double the bet to add 1d6 to the total.

## Gambit of the Draw

*Card Game*

**Rules:** Each player rolls 1d8, keeping the die hidden. Each player has the chance to raise the bet, they call the bet (meet it), or fold. It continues when all bets are equal.

Then each player rolls a 1d6, keeping it secret as well. A final chance to raise, call or fold. Each remaining player rolls 1d4. They all reveal the 1d8, 1d6, and 1d4, adding them all together.

## Dice Poker

*Dice Game*

Dice Poker was made popular by sailors that originally came from Korinthia. It has since become a popular gambling game all over Orbis. Rules: Players first place their bets. They then roll 5d6. Players can choose to raise bets or not. They then choose a number of their dice to reroll. The player with the highest-ranking hand wins.

* **Pair** -two dice showing the same value.
* **Two pairs** -two pairs of dice, each showing the same value.
* **Three of a kind** -three dice showing the same value.
* **Five high straight** -dice showing values from 1 through 5, inclusive.
* **Six high straight** -dice showing values from 2 through 6, inclusive.
* **Full house** -pair of one value and Three of a kind.
* **Four of a kind** -four dice showing the same value
* **Five of a kind** -all five dice showing the same value