recursal/Fanatic-Fandom huggingface dataset:
Blood of the Cabal

## Game Details

One of your ancestors was a powerful mage; perhaps you come from a long line of sorcerers; or perhaps your mother was subjected to a mysterious ritual. Whatever the source, the power that flows from you has a unique and pure link to the arcane. You are a child of the Art, your destiny woven into the fabric of magic itself. Non-magical folk my fear your unusual nature or at least see you as bit touched. Other spell casters may see you as a curiosity or expect great things from you based solely on your birthright.

### Arcane Protection

The magic in your blood can be drawn forth to protect you from harm in times of stress. Starting at 1st level, as a reaction to any attack that requires an attack roll, you may draw on your magical reserves to gain a +2 bonus to armor class, starting against the triggering attack. This effect lingers for one minute with no concentration required. Once you have called upon this power, you must finish a long rest before you can call upon it again.

### Born of Magic

When you select this sorcerous origin at 1st level, choose one of the sorcerer cantrips that you know to be your "signature cantrip." When casting this cantrip, you never require verbal, somatic, or material components.

### Spell Penetration

When you cast a spell that requires a saving throw, you have the ability to increase the potency of that spell and increase its chances of success. Starting at 6th level, you may spend 2 sorcery points to force one of your targets to make its saving throw roll at disadvantage. If a spell affects multiple targets, you may spend additional sorcery points to grant disadvantage to more than one target at a cost of 2 points per target. If the target would normally have advantage on their saving throw, this ability cancels that advantage but has no additional effect.

### Mind over Magic

Starting at 14th level, whenever you take damage from an arcane spell (those cast by a wizard, warlock, sorcerer, eldritch knight fighter, or arcane trickster rogue) of 1st level or higher, you subtract your Charisma modifier from the damage before reducing your hit point total (to a minimum of zero damage).

### Arcane Renewal

Beginning at 18th level, you gain the ability to use your opponent's magical power against them. Whenever you are the target of an arcane spell (including area-of-effect spells) of 1st level or higher, you may use your reaction to spend a number of sorcery points to replenish one of your own expended spell slots of a level equal to or lower than the spell used against you (maximum of 5th level). The cost in sorcery points is equal to one half (rounded down) the normal cost for converting sorcery points into a spell slot (as shown on page 101 of the *Players Handbook*).

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Graymantle

## Converted Spell: Graymantle

*5th-level necromancy*

* Casting Time: 1 action
* Range: 200 feet
* Components: V, S, M (a human skull)
* Duration: Concentration, up to 1 minute

A skull-shaped cloud of gray energy strikes your target. The gray radiance is transferred to the creature, covering it entirely. For the duration of the spell, a living subject cannot regain hit points or ability score points by any means (undead creatures can still gain hit points), nor will restoration spells and effects work on the target.

Regeneration or other fast-healing abilities possessed by the subject, natural or magical, are suppressed for the duration of the spell. Spells that heal damage do not work on that individual. The subject's current hit points can only be bolstered by increasing its Constitution score or receiving temporary hit points. When the spell ends, automatic healing abilities begin to function again, but no healing is gained from any other effects attempted while under the spell's effects.

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Barbarians of the Broken Tribes

The barbarians are a rugged, tribal people that formerly lived within the frozen lands of Sjornia (now a part of the Kingdom of the Frozen Dead), who migrated north into the southern plains of what is now the lands of Wilder. While primitive by the standards of the rest of humanity, they are a proud people with a rich culture of their own. Once a war-like people who lived by strength alone, they have become more social and cooperative since their ancestral homeland fell almost to the shambling armies of the Lich King.

Their history of regularly raids in the southern regions of Kæri have not been forgotten, making them still a bit unpopular with the Kæri, however that relationship has been improving steadily over the past decades. The chieftess responsible for uniting the broken Sjornian tribes after the continental rising was of half-Kæri descent, which went a long way towards initiating the healing of those old wounds.

Once great seafarers, the barbarians have become more of a plains-based race, gaining great favor in Wilder for their mastery of the wild horses and great elk that began to thrive in the southern lands after the mystical clean-up of the Wilderlands.

Barbarians of the Broken Tribes may never be Cabalists or sorcerers. They generally have light complexions and blonde or red hair. Their eyes tend towards green, gray, or blue, though the line of chiefs often have eyes of amber coloration.

## Game Information

In addition to Human Common Traits, you gain the following features:

* Ability Score Increase. The people of the Broken Tribes have spent most of their history in the move, and their oral traditions have taught them much of the world and, perhaps more importantly, simple common sense. Your Wisdom is increased by 1.
* Beast Masters. The plains barbarians live in an almost symbiotic relationship with their livestock and beasts of burden. You gain proficiency in the Animal Handling skill.
Wilder

The youngest country on Ceilar, Wilder has drawn citizens from all across the continent. As such, its people tend to be welcoming and accepting of change, not a surprise considering that they live in what was until recently the Wilderlands.

The Wilder people do, however, tend to be a bit more liberal than those of surrounding lands, leaning less towards law than the kingdoms to their north and less towards honor and tradition than their barbarian neighbors to the south.

Because they are a mixture of different cultures, Wilder are the most varied of the humans subraces, with nothing that could be called a "most common" skin, eye, or hair color. Because of the nature of the Wilderlands, however, it is not unknown for Wilder to be born with unusual hair and eye colors such as blue and green hair or gold and violet eyes.

## Game Information

In addition to Human Common Traits, you gain the following features:

* Ability Score Increase. Many Wilder-folk are descended from Cabalists and sorcerers -- and often touched by the enduring influence of the outer planes. Your Intelligence is increased by 1.
* Arcane Tutelage. The people of Wilder are surrounded by mysteries and the lingering threat of wild magic, leading them to focus on learning everything they can about the magical world around them. You gain proficiency in the Arcana skill.
Insanity

## Converted Spell: Insanity

*7th-level enchantment*

* Casting Time: 1 action
* Range: 120 feet
* Components: V, S, M (a handful of chicken feathers)
* Duration: Instantaneous

You fill the mind of your target with madness. Your target is permitted a Wisdom saving throw to avoid the effect. If the saving throw fails, the affected creature immediately suffers the effects of the confusion spell. At sunrise of the following day, the victim is allowed another saving throw. If the throw fails, the effect continues, with saving throws every sunrise until one succeeds or until the creature's actions bring about its end. If the night prior to the sunrise was a full moon, the victim has disadvantage on the saving throw.

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The Murmuring Forest

An enigmatic, subtropical woodland covering the
western reaches of Thyrin, the Murmuring Forest is the largest expanse of
forest on the face of Tanicus. Its makeup shifts from sylvan forest at its
fringes to heavy undergrowth then deep rainforest at its center. Home only to
wild beasts and the barbarian Wyrnsidh beneath its canopy, the greatest mystery
of the forest lies in what gives the region its name: the mystifying whispering
of its trees.

Near the edges of the forest, the whispering
of the trees sounds like a simple breeze weaving between leaves and branches.
It more or less goes unnoticed by all but the most astute, at least until the unwary
choose to delve deeper into its expanse. The farther one travels into the forest,
the more defined the murmuring becomes, slightly louder in volume as well,
until it forms a continuous babbling in no known language that has been known
to drive the weak-minded mad. The Wyrnsidh seem to be immune to its effects,
and their druids have even been known to murmur back to the trees as if
conversing with the forest itself.

The
source of the murmuring and its purpose, if such a thing exists, are unknown.
Explorers have returned from the forest missing days of memories, unable to
orient themselves to their location, or, in extreme cases, insanely gibbering
about the voices invading their minds. Whatever the origin of the noise,
travelers intent on passing through the forest are advised to stay near the
shore where the murmuring cannot be clearly heard.

The
whispering of the trees is not the only danger of the Murmuring forest,
however. A wild land with little signs of civilization, the flora and fauna of
the forest have grown into an ecosystem entirely its own that seems to actively
eschew outsiders. A plethora of prey animals in a wide variety of sizes allow
for a good number of predators, from normal beats to carnivorous plants to
strange, rare monstrosities. Many giant-sized creatures also call the forest
home, from spiders and snakes to boars and apes.

Only one
"civilized" people call the Murmuring Forest home, the Wyrnsidh, a
race of Sidh barbarians that shun civilization whenever possible, preferring to
live off of the land and away from those not of their kind. They exist in
tribes such as the Tworivers, Westwind, and Stormhallow, and reside in camps
that are easily moved at the will of the chieftain and tribal elders. Although
primitive and seclusionist, the Wyrnsidh have been known to engage in trade
with other peoples as the tribe requires, most often the River Gnomes that live
near their borders.

Despite their strange, symbiotic
relationship with the forest, some rare individuals among the Wyrnsidh have been
known to wander from the forest to see the greater world, though the find it
difficult to cope with a natural world that is not constantly speaking to them.
Most of these wanderers return to the forest after only a short absence,
finding it too disconcerting to live outside of its canopy. Thos who do not
return often go mad unless they are able to find some other link or sense of
belonging to keep them grounded.
Naichaen

Naichaens hail from the island nation of Naicha on
the eastern side of the continent of Thyrin. They are allies of the Imperial
Dragonborn and Værgar to the north and engaged in a long-term cold war with the
humans of Saeras to the south. They also engage in free trade with the River
Gnomes and Wyrnsidh.

The
people of Naicha consider themselves to be quite civilized. As a people,
Naichaens enjoy debate and discourse above most else. Because of the democratic
nature of their government, they are practically raised for it. Despite that,
they are capable of quick, decisive action when it's called for. They are not
slaves to dialogue, it is just their favorite pastime.

It is
not uncommon for Naichaens who seem to have chosen a path for their lives but
change to another when a new interest presents itself. They are an eclectic
people who love new experiences, and multi-classing is not uncommon among the
more adventurous members of their society. Even those who remain upon a single
path often display skills that defy expectations.

Naichaens tend towards tawny complexions
and medium to dark hair colors, often in curls. They tend to be on the tall
side for humans, lean, straight-backed, well-groomed, and fashionably-dressed
even when adventuring. Their eyes span the natural hues and depth, and they are
invariably practiced in using them to express their emotion or intent.

## Game Information

In
addition to the traits common to all humans, Naichaens gain the following
abilities:

* Ability Score Increase. Naichaen society is based around debate, discord, and the democratic process. They spend much of their time learning to thrive in such situations. Your Charisma is increased by 1.

* Natural Demagogue. Naichaens shine during debates and in discourse. They train all of their lives to convince others to see things their ways. You gain proficiency in the Persuasion skill.
Shifting Paths

## Converted Spell: Shifting Paths

*8th-level illusion (ritual)*

* Casting Time: 1 action
* Range: 250 feet
* Components: V, S
* Duration: 24 hours

This spell simultaneously hides a path or road specified by you, while simultaneously creating an illusory path. The illusory path starts at a point chosen by you within the range of the spell and continues in the direction you indicate. The illusion can be spread across an area of up to a 10 mile radius and is completely convincing to the all five senses.

The illusory path avoids obstacles and provides no bridges, stairs, ladders, ramps, or other methods of traversing such obstacles. There is no way to force the illusory path to lead over a cliff or across a river more than 4 feet deep. Observers are only permitted Wisdom saving throws if they have reason to believe that something is wrong with the path, such as previous experience with the road, a detailed map, etc.

Those who are not allowed saves or fail their Wisdom saving throws struggle along the illusory path. If vegetation or rough terrain slows their progress, they believe the path is sloping enough to justify the reduced speed. Those who succeed on their Wisdom saving throws see both paths, but the illusory path is shadowy and obviously unreal.

**At Higher Levels.** If cast using a 9th level spell slot, the illusory path can cross dangerous obstacles like cliffs and rivers. Travelers in danger of injury or death due to dangerous terrain features is allowed a Wisdom save to avoid the effect.

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State Aircraft Works SAW-9

Main Operator(s)
 Number Built
 First Flight
 Service Entry
 Status
 Unit Cost

The SAW-9 was the first Ebelinian jet to attain supersonic speed in level flight. It was used in the hundreds in the 1950s and '60s. A handful survived to see combat on both sides in the Ebelinian Revolution. After the revolution, however, the SAW-9 has been confined to museum exhibits.

## Specifications (SAW-9C)

**Crew:** One

**Length:** 12.54 m (41 ft)

**Wingspan:** 9.0 m (29 ft 6 in)

**Height:** 3.9 m (12 ft 10 in)

**Wing area:** 25.0 m² (270 ft²)

**Empty weight:** 5,447 kg (11,983 lb)

**Max. takeoff weight:** 7,560 kg (16,632 lb)

**Maximum speed:** 1,455 km/h (909 mph)

**Range:** 1,390 km (860 mi) 2,200 km with external tanks

**Service ceiling:** 17,500 m (57,400 ft)

**Rate of climb:** 180 m/s (35,425 ft/min)

**Wing loading:** 302.4 kg/m² (61.6 lb/ft²)

**Thrust/weight:** 0.86

**Armament:**
**Guns:** 3x 30 mm cannons (75 rounds per gun for wing guns, 55 rounds for the fuselage gun)

**Hardpoints:** 4 underwing pylons, with a maximum load of 1000 kg and provisions to carry combinations of:

**Rockets:** unguided rockets

**Missiles:** 4 AAMs

**Bombs:** Up to 4× 250 kg (550 lb) bombs
The Broken Tribes

The former citizens of Sjornia are doing their best to integrate with the "northern tribes," but it's going to be a long road with some. They no longer have a capital, but the rest of the surviving populace have settled in the cold-temperate plains south of Wilder.

## Regional Information

* Proper Name: The Broken Tribes of the Sjorn
* Ruler: Chieftess of Chieftains Karinka Brightmoon
* Government: Tribal
* Capital: White Lake
* Major Towns: White Lake, Big Water, Blue River, Cold Spring
* Provinces: Four Chieftains
* Resources: Livestock, furs, leatherwork, crafts
* Coinage: Barter, Coinage of the "North Tribes"
* Population: Human (Barbarian) 96%, 2% Dwarf (Ædar), Human (Other) >1%, Other <1%
* Languages: Sjorn, Searian, Khazid (Dwarven)
* Alignments: LN\*, N, NG, LG, CG, CN
* Religions: Myrddin, Dyanae, Bile, Emanyn
* Allies: Wilder, Seawn, Kaeryn (tenuous), The Faerie Isles, Barak-Allorak
* Enemies: Korvis, Ancellyon

Other Locations
Characters

Tanicus would not be what it is if not for the colorful characters that inhabit its shores. Below is a (very non-exhaustive) list of the characters, both PC and NPC, that have appeared in the world throughout its long history.

**Note**: This page is perpetually "in-progress".

## Ancient History

### The Five Founders

* Prince Ioffren Oakheart
* Sir Ezekial Mordholt
* Sercha Wayminder, Bard
* Aidran Skywarden, Cleric of Dyanae
* Tomas Tamewater, Abjurer

### The Coming of the Wild

* Caralos, Conjurer
* Mauric, Transmuter

### The War of Love

* Tannen Windsword
* Wysdderal man Lodhaeryel

### Kronus Rising

* Kronus I
* Kel I
* Kinder I
* Killian I

### The Coming of the Corsair

* The Pirate King
* Captain Donovan Trask
* Captain Kreed, Firbolg Privateer

### The Re-Emergence

* Devin Vistani
* Amera Thorne
* Shane Nevenfell

## Heroes and Legends

### The Second Incursion of Chaos

* Mallorian mac Dworddyan, Lwnasidh Conjurer
* Devin Vistani, Abjurer
* Tellys mac Arddwyn, Lwnasidh bard
* Teryss mac Lloddaryen, Lwnasidh apprentice bard
* Annyoch, Demon Prince

### The Warders of the Gate

* Gavin Vistani
* Allura Thunderwood
* Quincy Vanguard, Paladin of Arwin
* Lady Jhezra Steelheart
* Myrddin Voldt, Knight of the Chalice

### Seekers of the Sun

* Jade Graymoon (a.k.a Amber Sunstone)
* Karn Temerik, "Stonefist"
* Nicodemus Marisel
* Daelen Proudmoore

### Fellowship of the Forge

* Urdith of Karnholdt
* Lady Kenna Temerik (a.k.a. Kenna Greenleaf)
* Madelynn Vistani
* Wren Bloodhand

### The Walkers in Summer Snow

* Pierce Valin
* Wrynn Faraday and Willow
* Baedic Alehorn
* Kaden Salazar

### The Company of the Blue Lady

* Karik Dragonhall
* Aneirin MacDeniol
* Jak Storm
* Merwyddina man Seannyris
* Kylie Westholme

### The Company of the Coronet

* Kendrick Dragonhall, Diviner
* Julius Hollister, Bard
* Durgen Hammerstone, AEdar fighter
* Erika Tryggsdotter
* Kaira Dawnspire

### The Blackbriar Fellowship

* Alester Myrbound
* Brom
* Ora of the Low Ward
* Thalia man Reilonwyn
* Llarna McKinley

### Heroes of the Third Incursion of Kaos

* Falinrae man Mallana
* Skeever Eberson
* Taliesynn man Isanna
* Aeana man Aelynn
* Cadavell Stonespeaker (deceased)
* Varis Stormglass
* Ksena Rainsong
* Cullis Greentopple
Semingsworth Meteor

Main Operator(s)
 Number Built
 First Flight
 Service Entry
 Status
 Unit Cost

The Semingsworth Meteor was the first Airedalandian jet fighter. It served from 1945 to 1955.

## Development

The Meteor was the end result of the Royal Air Force of Airedalandia's Project Kite which aimed to develop a jet-propelled fighter aircraft utilizing the technology Sir Arthur Sewingsworth originally demonstrated in 1936.

## Operational Service

From 1945 to 1949, the Meteor was the RAFA's primary day interceptor, before being replaced by the Sabre. Then, the Meteor was re-rolled as a night fighter, a role in which it served from 1949 to 1955.

Following their withdrawal from front line duty, 25 Meteors FA IIIs were converted into weapons trainers, a role in which they served from 1955 until 1971.

## Variants

*Semingsworth Kite:*

5 prototypes built for flight testing, the first of which flew on Decmber 3rd, 1943. One aircraft was lost in a crash on June 10th, 1944 that was unfortunately fatal. Three aircraft were scrapped, and one was retained by Semingsworth to display at their corporate headquarters.

*FI I:*

Intial production variant for the RAFA, 50 built. These saw service as day fighters from 1945 to 1950. Aside from 16 retained for aerobatic display duties that were later preserved in museums, all FI Is were scavenged for parts and eventually scrapped.

*FA II:*

 Improved fighter-bomber version of the FI I, 63 built. Original order of 96 aircraft was cut short to make way for the FA III.

*FA III:*

 Greatly improved single-seat version with reduced span and more powerful engines. 72 built, entering service in 1950. After their retirement from fighter usage in 1955, 30 of the aircraft were converted into target drones and a further 10 were used as chase planes for test aircraft.

*FT IV:*

 Two-seat training version of the FA II, 48 built.

*F(N)I V:*

 Two-seat, radar-equipped night fighter version based of the FT IV. Was the backbone of Airedalandian all-weather air defences in the early to mid 1950s. 108 were built, to equip 11 squadrons. After they were replaced in the night fighter role by 1956, 26 were converted into radar trainers, 24 into target tugs and 12 into photographic chase planes.

The last converted examples were retired in 1971, barring 3 of the target tugs which were subsequently turned over to Semingsworth-Stevenson for use as ejector seat testbeds.

*FR VI:*

 Photo recon version of the FA III, 19 built.

## Specifications (FA III):

Crew: 1

Length: 44 ft 7 in (13.59 m)

Wingspan: 37 ft 2 in (11.32 m)

Height: 13 ft 0 in (3.96 m)

Weights:

Empty: 10,684 lb (4,846 kg)

Loaded: 15,700 lb (7,121 kg)

Top Speed: 600 mph (522 knots, 965 km/h, Mach 0.82) at 10,000 ft (3,050 m)

Service Ceiling: 43,000 ft (13,100 m)

Range: 600 mi (965 km)

Combat Radius: 200 miles

Rate of Climb: 7,000 feet/minute

Thrust to Weight Ratio (TWR): 0.45

Armament:

4x 20mm autocannons,

16x60lb 3'' rockets

2x1000 lb (454 kg) bombs
Fortunate Fate

## New Spell: Fortunate Fate

*7th-level divination*

* Casting Time: 1 bonus action
* Range: 30 feet
* Components: V, S
* Duration: Concentration, up to 1 hour

You surround the subject with an aura that immediately heals the creature if it is subjected to an effect that would reduce it to 0 hit points or kill it outright. The target may attempt a Wisdom saving throw to avoid the effects if it so desires.

When this event occurs, the spell intervenes by immediately reversing time in respect to -- and only in respect to -- the recipient's body, immediately eliminating all effects of the attack that would have potentially killed it (including poisoning, disease, etc.). Once the target is saved by the fortunate fate spell, the magic is discharged and the spell must be recast to continue the effect.

Back to Expanded Spell Lists
Darkness Domain

The Darkness domain is a domain unique to Tanicus. It is the antithesis of the Light domain. It is available to clerics of Cymber, Bile, and Qord. Gods of darkness, night, and shadow inspire fear, trade in deceit, and take full advantage of the shadows. Some see beauty in the darkness, while others focus on the horror that lurk in the shadows. Clerics of gods of darkness are often reclusive, living in the very shadows created by the stuff of their deity.

## Darkness Domain

### Cleric Level and Domain Spells

* 1st
	+ arms of hadar
	+ fog cloud
* 3rd
	+ darkness
	+ darkvision
* 5th
	+ fear
	+ nondetection
* 7th
	+ confusion
	+ evard's black tentacles
* 9th
	+ dominate person
	+ mislead

### Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with the Deception (Cha) skill.

### Enshrouding Darkness

Also at 1st level, you can wrap yourself in the stuff of shadows, making it harder for your enemies to focus on you. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing shadows to obscure your precise location. An attacker that does not possess a sense of sight is not affected by this ability.

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: Curse of Shadows

Starting at 2nd level, you can use your Channel Divinity to inflict your enemies with the paranoia and dread of a being shrouded alone against the darkest night.

As an action, you present your holy symbol and invoke the name of your deity. Each creature that you can see within 30 feet of you must make a Wisdom saving throw. If a creature fails its saving throw, it is frightened for 1 minute. The source of the condition is not you, but a supernatural paranoia, ensuring that the source of the dread remains "in line of sight" for purposes of adjudicating the condition.

### One with the Darkness

Starting at 6th level, you gain the blindsight ability out to 60 feet. If you already possess this ability, the range is doubled.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Heart of Midnight

Starting at 17th level, you can use your action to surround yourself with an aura of pure darkness that lasts for 1 minute or until you dismiss it using another action. The darkness surrounds you in a 60 foot radius otherwise mimicking the effects of the darkness spell, however it cannot be dispelled by any magic weaker than the sunbeam spell (such as sunbeam, sunburst, and the Light Domain's Corona of Light ability). For the duration, all enemies within the area of darkness have disadvantage on saving throws against any effect that inflicts necrotic damage.
The Forest of Bone

Sprawled beyond the northernmost edge of the Northreach Mountains is the Sideling Forest, better known as the Forest of Bone. Before the Godswar, a mystic portal to AEden existed beyond the clouds high above the tallest peak in the northern Northreach Mountains just north of the city of Midway in Seawn, Oakheart Mountain. It was through that portal that the good dragons, finally released from Qord's prison, entered the kingdom of the gods to engage their evil cousins. And at the climax of that final battle, it was through that portal that the slain mass of the great wyrm Vermilion, largest and oldest of his breed, fell, accompanied by dozens of his smaller kin. The corpses crashed into the forest, scattered over miles, and their ancient flesh melted away, leaving acres and acres of forest littered with enormous bones. Those bones, ancient and dry, magically fossilized as the portal to Æden was forever sealed by the gods, leaving spires of petrified dragon bone amongst the trees... where they can still be seen to this day. The Forest of Bone covers an area of roughly 900 square miles in the southern half of the forest.
The Stonefang Mountains

A volcanic range that guards the northeastern and
northern shores of Thyrin, the Stonefang Mountains are hot and dry in the
summer and autumn months, hot and wet in the winter and spring. A strange
mixture of volcanoes, folded mountains, broken domes, and tower steppes worn
down over time, the Stonefang were once the seat of power during the time of
giants, before the gods overthrew Kaos and remade the world to their own
desires.

Aside
from a few hidden strongholds still maintained by giantkind, mainly stone and
fire giants, the primary legacy of that ancient time are the Goliaths, a race
of tall, heavily-muscled humanoid nomads that roam the Stonefangs and claim the
mountains as their own. Divided into four main groups -- the Skullhammer,
Bloodcrag, Firefall, and Orcbreaker clans -- the Goliaths compete for territory
with feats of strength, contests of athletic prowess, and ocassional war
between the tribes.

And
while the Goliaths tend to respect strength above all else, they do not do so
in the manner of orcs or ogres. They rarely engage in pintless battle with those
that they consider physically inferior, preferring a fair fight over
meaningless brutality. On the contrary, they have been known to engage in trade
and to some extent diplomacy with physically weaker races, seeming to have an
almost "big brother" kind of protectiveness for their humans and
dwarf allies.

Because
of their opposition to Pyrefang throughout her reign, they are firm allies of
both the metallic Dragonborn and the Værgar. They consider the atrocities that
she and her servants committed in the north to be the acts of bullies lording
their strength over those who could not defend themselves. For the Goliaths,
barbarians though they may be, such acts are unforgiveable, reminding them too
much of their fire giant cousins in the north.

The
giants and Goliaths are not the only inhabitants of the Stonefang Mountains,
however. Beasts grow quite large in the mountains, and a number of
monstrosities such as chimera, manticores, and behir call the Stonefang home,
as do wyverns and some of their more dangerous draconic cousins. The Goliaths,
however, take the presence of such creatures as a challenge to be overcome and
wouldn't have it any other way. Here they see a true test of their strength and
mettle, a chance to perform acts that their skalds will tell of for
generations.

Some of the most dangerous creatures,
however, live beyond the reach of the Goliaths in the magma tunnels below the
mountains that snake around the range's volcanos. The hot dry air and molten
rock have weakened the dimensional walls between Tanicus and the elemental
planes of fire and earth. Many denizens of those planes -- magmin, mephits,
xorn, salamanders, and even a few of their dao and efreet masters -- make a
home of the boiling depths and battle for supremacy in those dark places.
Myrddin

Deity Alignment
 Sacred Color
 Sacred Beast
 Domain(s)
 Favored Weapon

Myrddin was once widely venerated
as the chief deity of Seawn, however, after the rise and fall of Az, the Grand
Duchess declared an end to the concept of an official state religion declaring
that such a narrow view of faith was instrumental in the rise of the fallen
angel's cult in Seawn. Despite this, Myrddin remains widely venerated across
that nation and by all people seeking redemption.

Among the intermediate gods,
he was the first to agree to Riva's recommendation that they limit their direct
involvement with the mortal world and delegate much of their power to the
eidolons, as such hand-offs of responsibility are a natural part of ancestral
history. His holy symbol is an arch-shaped door which can be found in family crypts
and cemeteries across Tanicus, often represented by literal stone arches.
Myrddin's servants often work with Lethik's followers to protect the dead, and
the two divine beings are very close in ideologies, though Lethik is a bit more
morally detached in his judgments.

Myrddin's favored weapon is the spear.

Myrddin's elite are called "Spears of Myrddin," annotated based on their class. His paladins are "Shining Spears," and his priests are "Annoited Spears." Unbeknownst to most are his "Hidden Spears," a cadre of rogues who serve Myrddin’s priesthood from the shadows.
Knights of the Chalice

The Knights of the Chalice serve as the elite guard and military command force for the Grand Duchy of Seawn. Select members of the knighthood serve as the personal bodyguard for the grand duchess and each of her dukes, consisting of both human and non-human personnel. One of the most famous Knights of the Chalice, Sir Oorlathliuul, was a locathah charged with command of coastal defense for the capital city of Highspire.

## Notable Members

* Sir Darrius Thunderlance, Lord Captain, Defender of Highspire
* Sir Marten Steelhand, Knight Commander, Midway
* Sir Ioffrey Skywarden, Knight Commander of the Grand Duchess' Guard
* Sir Oorlathliull, Knight Commander of Coastal Defense, Highspire (deceased)
Rules

The following rules apply to D&D 5th Edition games played in the Bardsong universe.

## House Rules

The following rules variations apply to games in Tanicus. Some of these are rules options taken from the Dungeon Master's Guide, others are adjustments that I've made based on my own interpretations of or expansion to the rules.

### Attunement

In contrast to the rules described in the Dungeon Master's Guide, which allow a single character to attune to only three items at any time, a single character in Tanicus may have a number of attuned magic items equal to its proficiency modifier.

### Charging

When you make a Dash action to enter combat, you may choose to make one melee attack as a bonus action. The attack is made with a +2 on the attack roll, but leaves you off balance, reducing your AC by 2 until the start of your next turn. Bonuses from the "Charger" feat stack with this rule.

### Critical Hits

Critical hits score maximum base damage (dice plus bonuses) plus an additional roll of the weapon/spells damage dice. Bonus damage, like Sneak Attack, Skirmish, elemental dice, etc. are not doubled. Magical modifiers to the base damage (e.g. +1) are doubled, unless the player declares *before* rolling that the ability is being deployed, expending any use of the ability regardless of whether or not it hits.

### Spell House Rules

The following spells from the Player's Handbook have been modified from their original design.

* *Healing spirit* from "Xanathar's Guide to Everything" does not exist in Tanicus.
* *Chaos Bolt* from "Xanathar's Guide to Everything" has been modified in Tanicus, because of the damage-to-element problem inherent with the original spell as printed. The updated version is available in the "Bardsong Grimoiure."

### Tumbling

A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Wisdom (Perception) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

### Optional Rules from the *Dungeon Masters Guide* Included in Bardsong Campaigns

* Climbing onto a Bigger Creature
* Disarm
* Massive Damage (System Shock table)
* Overrun
* Shove Aside

## Other Rules Categories

* Classes
* Bardsong Grimoire
* New Feats

## Legalese

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Monks

Monks are an uncommon sight on Tanicus, generally living cloistered lives away from society. The class is forbidden to Quicklings and Gnomes, whose racial psychologies don't really align with a life of seclusion and quiet studies. It is also not available to G'kota or the Barbarians of the Broken Tribes, whose barbaric and nomadic societies do not lend themselves to the monastic lifestyle. Otherwise, they are unchanged from the core rules, save for the addition of two new subclasses, the Way of the Warding Soul and the Way of the Winter Wolf.
Duergar

The Duergar, called "the gray folk" by the Ædar, began their history as a clan of Ædar exiled for treachery against the Karak-Lairds. For a short time, they plagued the lands outlying the Ædar karaks before being driven deep beneath the mountains. Centuries ago, after forming an allegiance with devils summoned near the magma pits that infested the region they chose as a home, the Duergar returned to again make a nuisance of themselves, but were overcome and -- if Ædar history is to be believed -- exterminated.

If the Duergar still existed on Tanicus, they would be exactly as those found in the Monster Manual on page 122, but their continued existence is highly unlikely according to Ædar historians and scholars.
Kaos

Kaos is the primal force of universe and father of the gods of AEden. The first deities are Seane, the eldest brother and high god, Dyanae, Bile, Roan, Emanyn, Fergus, and Annwn. The gods of Æden, led by Seane, overthrew and destroyed their father Kaos, leaving only his hand. Dyanæ locked away the Hand of Kaos in a magical box called the Cask of Sear. Fergus forged a mechanism to secure the cask with eleven locks and eleven keys, each of which must be turned simultaneously to unleash Kaos. The keys were given one to each of the gods, and the cask was placed in the temple of Seane. With Kaos bound, the gods granted form to Tanicus.

Centuries later, a priestess named Cymber began to hear whispers of Kaos and fell in love with the ancient god. She schemed to release him from the cask and nearly succeeded, gaining sufficient power to become a goddess in her own right. The cask was resealed, seven more locks forged, and the keys and cask were scattered across Tanicus. Throughout history, Cymber has continued in her quest to find the cask and keys and unlock her love. Every time she comes close, the entire world suffers the consequences.
Rudderkin

Rudderkin are a race of vile, toxic rat-men. No one is certain from where they originate, though they were first encounter on the Visiting Isle. From there, they staged an invasion of the Faerie Isles, which lasted for several years before they were finally routed. Sidh Knights of the Elder Wood receive special training in the extermination of rudderkin.

## Game Information

The following is the *Monster Manual* entry for a basic warrior of the Rudderkin race.

### Rudderkin

*Medium humanoid (ratkin), neutral evil*

**Armor Class** 14 (natural armor)

**Hit Points** 11 (2d8 + 2)

**Speed** 30 ft., burrow 20 ft.

#### Ability Scores

* Str 10 (+0)
* Dex 16 (+3)
* Con 13 (+1)
* Int 10 (+0)
* Wis 12 (+1)
* Cha 8 (-1)

#### Basic Characteristics

**Saving Throws** Con +3

**Skills** Athletics +2, Perception +3, Stealth +5

**Damage Resistances** poison

**Condition Immunities** poisoned

**Senses** darkvision 60 ft., passive Perception 13

**Languages** Chittik, some Common or Khazid

**Challenge** 1 (200)

#### Features

* **Dirty Fighting.** When wielding a light or finesse weapon, a rudderkin can add an extra 1d6 sneak attack damage with any successful melee attack roll on which it has advantage.
* **Rat Empathy.** Rudderkin can communicate with rats and giant rats and add double their proficiency bonus on Charisma-related ability checks against rats and dire rats. Additionally, rat swarms will not attack rudderkin that are in a space they occupy.
* **Stench.** Any creature other than a rudderkin that starts its turn within 5 feet of the rudderkin must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all rudderkin for 1 hour.

#### Actions

* **Bite:** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage. The target must make a DC 11 Constitution saving throw. If the saving throw fails, the target 2 (1d4) points from its Constitution score and gains one level of exhaustion from "filth fever" until completing a long rest or magically cured of the toxins.
* **Shortsword.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.

Back to Monsters
Screen

## Converted Spell: Screen

*8th-level Illusion (ritual)*

* Casting Time: 1 action
* Range: 60 feet
* Components: V, S
* Duration: 24 hours

This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell's area. The illusion created must be stated in general terms.

Thus, you could specify the illusion of yourself and another character playing dragonchess for the duration of the spell, but you could not have the illusory chess players take a break, make dinner, and then resume their game. You could have a crossroads appear quiet and empty even while an army is actually passing through the area. You could specify that no one be seen (including passing strangers), that your troops be undetected, or even that every fifth person or unit should be visible.

Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image you defined with no saving throw allowed. Sight, sound, and smells are appropriate to the illusion created. A band of people standing in a meadow could be concealed as an empty meadow with birds chirping, for instance. Once you initiate the illusion, it will behave as a seemingly normal area of the type or action specified for the duration, taking on a life of its own within the limitations you define... even going so far as to be able to have a meaningless conversation with a passerby if someone initiates the behavior.

Direct observation may allow a Wisdom saving throw, if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if a marching army disappeared at one point to reappear at another. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Back to Expanded Spell Lists
Brotherhood of the Iron Raven

The Brotherhood of the Iron Raven is to Korvis what The Golden Griffons are to Kaeryn. The most elite of the High King's warriors, the brotherhood is a knighthood dedicated to the god Caradoc . The most powerful of the brotherhood are often gifted with perytons as mounts, and the Lord Captain of the brotherhood, Sir Kevitch Bludtboren, rides such a creature, a beast named Render.

## Notable Members

* Sir Kevitch Bludtboren, Lord Captain
	+ Render
* Sir Kedrick Vole, Knight Commander, Kantrev Kronus
Sidhborne

After the events of the Godswar and a bargain struck between Siyri and Tulani, a transformation took place among the Sidh. For the first time, the fair folk found themselves capable of interbreeding with humans. The resulting children became known as Sidhborne, or, in the vulgar, "half-elves."

No Sidhborne are known to exist of Grynsidh or Bahnsidh heritage. And despite the possibility of such interracial children, progeny of humans and Sidh are still not very common, and the Sidhborne remain an unusual sight on Tanicus. Children born to Sidhborne parents, or to one Sidhborne parent and either a Sidh or Human, are always Sidhborne. In the case of two Sidhborne or a Sidh-Borne/Sidh pairing, the subracial predisposition of the Sidh-Born child follows the lineage of the mother.

Sidhborne possess the range of eye and hair colors of both their parents. Their skin tones range among their parents, though Qua-sidhborne tend to have a bluish sheen to their skin. Sidhborne with a Sidh mother often have a few spots or stripes reflecting their Sidh heritage. No matter their parentage, Sidhborne are considered adults at 25, old at 200, and have an average lifespan of around 200 years.

## Game Information

* Ability Score Increase. As per the *Players Handbook*
* Age. As per the *Players Handbook*
* Alignment. Sidhborne are more stable than their Sidh parents, tending towards neutral-centered alignments, though Sidhborne have been known of the full range from good to evil, lawful to chaotic.
* Size. As per the *Players Handbook*
* Speed. As per the *Players Handbook*
* Darkvision: As per the *Players Handbook*
* Fey Ancestry. As per the *Players Handbook*
* Skill Versatility. As per the *Players Handbook*
* Languages. Sidhborne usually speak Searian and the Eldarin tongue of their elven parents. You may choose one additional language as well.
The Crimson Talon

An order of berserkers dedicated to the god Caradoc, the warriors of the Crimson Talon are one of the most feared forces in Korvis. They serve as an elite fighting force for the kings of the Kantrevs, but have often been used as assassins for the nobility when the king or lord wants to make a point and doesn't mind their involvement being publicly known. "Poison may kill," the saying goes, "but the Crimson Talon destroys utterly!"
The Pit

Also known as the "Abyss" or "Pandemonium," the Pit is an endless spiral of demiplanes of evil where the souls of irredeemable tainted with the sins of Avarice or Deceit are cast to have all semblance of their living life torn, burned, or eaten away.

Those unencumbered by any vestige of their past lives become the demons that infest the infinite depths of this pure, malevolent chaos. The terrain and climate is ever-changing, impossible to describe in simple words. It is home to a number of powerful demon princes, each constantly scheming and maneuvering to gain power over the others hoping to one day claim the entire infinite realm for their own.

No god rules here, though several eidolons call the Pit home, specifically Lolth, Raask, and Phaedra, though there are undoubtedly other secret or hidden eidolons haunting the endless spiral of evil.
Halfling Common Traits

Most halflings are simple folk who enjoy quiet times and the finer things in life. A blazing fire, a generous meal with good drink, and civil conversations. Quicklings are the more adventurous of the halflings, but even they would rather have a good drink in the tavern rather than delve into a dank, dusty dungeon.

Most halflings are simple folk who enjoy quiet times and the finer things in life. A blazing fire, a generous meal with good drink, and civil conversations. For some, though, the urge to seek adventure and the wanderlust of youth hangs on well into their older years. For these halflings, life on the road and the thrill of discovering and exploring new places drives them to a life of danger and excitement.

Even these adventurous few, however, tend to be very practical. They survive by seeming weak and harmless while using their speed and cunning to get the upper hand on their enemies. Stoutheart and Brundle halflings live entirely within human society. The Starwise live in their own communities and monasteries in the mountains of eastern Naicha.

The halfling subraces have several racial traits things in common. These traits are detailed below.

## Game Information

* Ability Score Increase. As per the *Players Handbook*
* Alignment. As per the *Players Handbook*
* Size. The halfling subraces average about 3 feet tall. Your size is Small.
* Speed. As per the *Players Handbook*
* Lucky. When you roll a 1 on an ability check or saving throw, you can reroll the die and must use the new roll.
* Brave. As per the *Players Handbook*
* Halfling Nimbleness. You can move through the space of any creature that is of Large or greater size without any penalty to your speed.

## Halfling Subraces

* Stouthearts
* Brundle
* Starwise