recursal/Fanatic-Fandom huggingface dataset:
2010 NASCAR Camping World Truck Series

16th season of third-tier NASCAR Camping World Truck SeriesTemplate:SHORTDESC:16th season of third-tier NASCAR Camping World Truck Series

The **2010 NASCAR Camping World Truck Series season** was the sixteenth season of the third highest stock car racing series in the United States. Beginning at Daytona International Speedway, the season included twenty-five races, which ended with the Ford 200 at Homestead-Miami Speedway. During the 2009 off season, NASCAR announced few calendar changes, returning to Darlington Raceway for the first time in six years. Kyle Busch Motorsports won the owners' championship in their inaugural season, while Todd Bodine won the drivers' championship during the Lucas Oil 150 at Phoenix International Raceway, one race before the final. Toyota won the manufacturers' championship with 193 points.

## 2010 teams and drivers

### Complete schedule

**Notes:**

* Cobb's team purchased the equipment and owner points from the Circle Bar Racing No. 10 truck
* Kyle Busch purchased the assets of Xpress Motorsports and used their owner points from 2009 (from the No. 16 truck)
* RCR purchased the No. 48 Fast Track truck's owner points from 2009 for the No. 3 truck
* Rick Ware Racing purchased the owner points from the former No. 08 SS-Green Light truck for the No. 47 truck
* Carmichael's No. 4 team purchased the owner points from the championship-winning No. 33 KHI truck in 2009

## Schedule

The season, marked return of Darlington Raceway to the schedule for the first time since 2004, replacing the Milwaukee Mile and the series also raced for the first time at Pocono Raceway. After the closing of Memphis Motorsports Park, a second race was added to Nashville Superspeedway, with the first of two NASCAR national weekends with the two lower-tier national series without the Sprint Cup running. Kentucky Speedway's stand-alone date on the July Sprint Cup off-weekend was moved to the Friday night of the Kentucky Indy 300 IndyCar Series Labor Day weekend in September.

**Note:** Unlike the Sprint Cup and Nationwide Series, all 25 Camping World Truck Series races aired on Motor Racing Network.

\*The race began at approximately 5 PM ET but was not aired until 8 PM.

§ – This race was scheduled to have been run on Friday, but was rescheduled to the following Saturday due to a power outage.

## Results and standings

### Drivers standings

See also: List of NASCAR points scoring systems
The top 10

## See also

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* 2010 NASCAR Sprint Cup Series
* 2010 NASCAR Nationwide Series
* 2010 NASCAR Corona Series
* 2010 NASCAR Mini Stock Series
* 2010 NASCAR Canadian Tire Series

## References

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1. ↑ **Lua error in package.lua at line 80: module 'Module:Citation/CS1/Utilities' not found.**
2. ↑ 2.0 2.1 **Lua error in package.lua at line 80: module 'Module:Citation/CS1/Utilities' not found.**
Dimension Slash

Available to Bard, Magus, Paladin, Ranger, Warlock, Sorcerer, Wizard

2nd *level evocation*

**Casting Time: 1** Action

**Range:**30ft

**Components:**V, M (a held weapon)

**Duration:**Instantaneous

A quick motion with your weapon divides the very air in a point of your choice within range. Each creature in a 5-foot-radius sphere must make a Dexterity saving throw. A creature takes 3d10 slashing damage, or half as much on a failed save. ***At higher levels.*** When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 5ft for each slot above 2nd, and an additional 1d10 slashing for every two levels.
Molleren Elaharalen

A young woman who was last seen with the group of risen "heroes" under command of The Necromancer. A capable sorceress that draws her power from a touch of divine heritage, she seemed... troubled. Almost reluctant to fight but somehow still compelled to. The tattoos on her body seemed repelled by her divine nature when she healed the party just enough to prevent them from bleeding out. She whsipered her full name, and told the party as they were blacking out that there has to be some information related to her out there. She is an aasimar, but her appearance is hardly consistant to the blonde, angelic physicallity of most of her kind.

The Wildfire Company has not pursued researching her whatsoever.
Beddoss Smythe

Imposing frame, bellowing voice, by the books attitude, the respect of his men. These are the makings of an excellent guard captain. Cpt Beddoss Smythe is the garrison officer at the Wildfire Keep in charge of drills and exercises the rabble have to do to keep in shape. The Wildfire Company has a pretty fearsome reputation, and it keeps away common banditry and thugs, but not the more powerful creatures and individuals that have developed a grudge. A hard man of great clout, Beddoss is not a temperamental ass, and only wants those under his command to be the best they're capable of.

*Beddoss's precense at the keep confers an additional +2 Str, + 2 Con, +1 to attack rolls, proficiency in Athletics, Perception, Con saves, and the "Defense" Fighting style to all guardsmen.*
Dainslef

*You've never relished this task. You were handed a comfortable life, ammenities taken care of for life, a warm home to raise a family, but you never did. You would never dare raise a family having a job like this. Should anyone know what you do, what you*are*, they'll hound you to the ends of the world. And as you heave your weapon over your head, and bring it careening down onto the neck of yet another who dared do something so vile, so unforgivable, you know that anyone else could be in your boots. But they all rejected the offer. They rejected the offer for over a thousand years to replace you.*

## *Any two-handed slashing weapon. Requires attunement*

+2, Mastercrafted, crushing. Provides a +1 bonus to Armor Class as well as all Saving Throws as long as the weapon is in your hands.
Lambent Viper

*A small glowing orb, about the size of a grapefruit rests in your hand. Giving it a squeeze is met with resistance, almost hard but not quite solid. Waving the orb around lets loose a trail of arcance energy that lingers for a moment before vanishing.*

## *Whip, no attunement*

The Lambent Viper is a whip that deals 1d6 radiant and 1d6 poison instead of 1d4 slashing damage. When rolling damage, and both d6s come up as 1s, you may treat it as if you rolled 6s on those dice instead.
Seeker Bow

*Upon attuning to this linked set of bronze rings with a handle in the center, mathmatical equations in various shades of blue flood your vision until its fades into a laboratory. You and your grandfather spent years working tirelessly at this marvel, a bow, or something like it, that would fire arrows that would never fail to hit their mark. As you finish the last or your incantations and runework, you roll back in your chair, and turn to your grandfather. He picks up  the creation, holds the handle in the center and makes a motion as if drawing a bow. The device sputters to life, and you quickly throw a handful of targets into the air, and your grandfather releases the "bow" and to your infinite glee, arcane bolts fly out from the center of your device and curve into their targets, each bolt burning a small hole into the bullseye.*

## *Wonderous Item, requires attunement by a spellcaster or a creature with 16 Int.*

When you take the attack action with this weapon, it fires small arcane bolts that seek out their targets with uncanny accuracy. Instead of rolling to attack, instead you may fire up to three bolts. Each bolt deals 1d4+1 force damage, and always hits. These bolts are stopped by anything that would stop *magic missile*.

Alternatively, you may fire a more concentrated bolt that must be aimed. This bolt deals 1d8 force damage. Your attack roll may be made using your spell attack roll or Dexterity. It deals additional damage based on your spellcasting modifier or Dexterity modifier to the target, and another creature within 5ft.
Marcus Blackwood

The most ridiculous man in the world. A Captain of the Ordo Pallidus Lupi and a religious zealot, Marcus Blackwood is already sick of the Wildfire Company's bullshit. Having thwarted his investigations into both the Whiskey Priest tavern and the Devils Never Cry specialty shop. A man of influence and powerful authority, somewhat undermined by his ludicrous behaviour.

## Marcus Blackwood

### Theme

Powerwolf - In The Name Of Godhttps://open.spotify.com/playlist/6ITnvtqPb5G307sMIRnfnP
Jackpot

*The beast howled in pain, spewing fire from its maw as it did. You've cornered the queen on her throne, her ruse was exposed and her plot thwarted. All that was left was for you to keep shooting, keep the wyrm down and bleeding so the barbarian could finish it off, the usual yet reliable plan. As your battle waged on and the seconds ticked by, the fight grew grim, your team is crumbling around you in the heat of her breath and anger. The steadfast barbarian is rooted to the floor in fear, your courageous bard is choking on soot and his own blood. The druids are fairing poorly, and the cleric is running ragged and out of spells. It finally sets in that this is how you'll die, in a burning cultists' barn, slain by a dragon; you will become yet another foolish statistic and cautionary tale. The inferno around you gummed up the pistol, and you curse as it fails to fire. The dragon seizes this opportunity, and clenches its jaw around our torso with force that could turn a castle wall into dust. Before the cold embrace of death can take you, the last thing you feel is the blaze of her breath weapon roasting your flesh and tossing you violently into the stone.*

## Pepperbox pistol, requires attunement

+1 Weapon

When you or another creature would be hit by a ranged weapn or spell attack, you may use your reaction to make a ranged attack roll. If you hit AC 20 you shoot the projectile out of the air. A gunslinger may use this on any pr0jectile within 30ft. Whenever you kill a creature with this weapon you gain 1sp if its medium sized or smaller, 1gp if its large or huge, and 1pp if its gargantuan.

You gain the following quirk: "Whenever I shoot a projectile out of the air, I have to say 'Jackpot' 'Baby Yea!' 'Jackpot baby, yea!'  'Too easy' or 'Too easy Baby, yea!' followed by a quick spin of the gun." If you don't say and do it you take 2d6 psychic damage. This pepperbox pistol has is finished with a well polished silver and features a gold hammer, sights, and trigger group. It's ornately engraved with a rose motiff.
Gomli Gomlinson

A loud and boisterous dwarf from Hjalhelm, everyone in Gomli's clan is named Gomli or Gemli. In order to keep of who's who, they give each other nicknames that range from colors, to foods, to boring summermen names, his nickname being Thomas, making his full name Gomli "Thomas" Gomlinson of Clan Gomli. Gomli has been a blacksmith for nearly 160 years but still can't hold a candle to the work Yoanna can do. He can work very fast, and is best suited to producing armaments for many people at a time. Likes pasta more than any dwarf should.

He's been employed at Wildfire Keep since the early spring of 395 and has been hard at work for the Wildfire Company. He is currently working on a mass-order of equipment for Guk's tiny goblin legion.
Fateslaves/Soul Wardens

Fateslaves and Soul Wardens are almost two sides of the same coin. Bound by a powerful oath, sometimes against their will, they are beings who can never truly die until their promise has been fulfilled. Invoked using ancient rites an incantations now lost to time, these beings forfeit their eternal soul back to The Wheel in exhcnage for the ability to see their task to the end.

## Fateslaves

A Fateslave is usually created as a result of profound guilty in the aftermath of an atrocity or series of such atrocities that even the gods themselves take notice. A creature may willingly plead to the gods on high for the power to make ammends, to destroy what they have created.  A fateslave may be granted powerful conjuration magic to rebuild a town, or a resurrection spell that uses their own body as the material component. They may be thrust back through the sands of time to change one thing as their body deteriorates and scatters to dust and ash upon completion. Some are forced into their position, a direct punishment chosen by the gods and made to suffer until their price has been paid, never allowed to die but existing in a state of constant pain. Some willingly chose this fate to destroy one person they have turned into a monster, constantly reborn in shape worse than before until their prey is brought low and destroyed. Fateslavery is a divine fate, and no mortal creature is capable of creating one.

## Soul Warden

A Soul Warden, however, is created with relic and ritual, by men and mer, to provide an everlasting guardian to save one person from fate itself. A Soul Warden is bound to a single person, or perhaps an animal, and given extraordinary abilities in order to protect them from harm. The ritual can only bind a willing participant, and are usually created to protect powerful nobility, spellcasters, or "chosen ones." Soul Wardens are bound to obey them, so long as the being they are bound to never deviates from their task. A Soul Warden is obligated to keep the being on the right path, and obligated to put them down should they get out of control, a grim or tormentous task, as should their charge die, so will they. Thus, Soul Wardens and their protected charge often spend their lives together, and more often then not find love in each other. Marriages to Wardens are an interesting concept, the Warden dies when the partner does, and the stability of it is often influenced subtley by the magic nature of their bond. Creating a Soul Warden is a powerful form of necromancy, and is punished to the fullest extend of the law in Faethal.
Vii'kach

A half-orc shaman returned from stone in the Library of Domahx. A Shaman Speaker of Flames, he is a mighty and wise warrior with a temperament to match his blazing tradition. The most powerful of those the Wildfire Company saved from the Library, Vii'kach is enraged at the time passed, and is looking to make up for it with fire and blood.

Vii'kach as an aggressive melee combatant and formidable spellcaster who possesses a Divine Spark. He has used this to great effect in his adventuring career until he was ambushed and brought low by a medusa.
Skernos

God of Slaughter, The Blood God, The Divine Flayer. Skernos is a berserk, near mindless engine of destruction, brother of Braesh, and social outcast. A god born of fury and hate, Skernos cares nothing for the whims of mortals, whether they worship him or not. Wanton violence is all that he craves, and his homicidal rage guarantees that he'll be either the direct cause or result of such carnage. Known for choosing unstable warriors as champions, Skernos will whisper delusions of violence and hatred to drive them towards acts he deems appropriate, which is almost always unprovoked, grisly spectacle.

During the Reclamation Skernos was one of a handful of gods who help drive Kaazarlex deep into the infinite Abyss. Bellow-cackling and screaming all throughout the entire day, Skernos' endless capacity to destroy and ruinate left entire armies mauled into a red paste on both sides. Those who saw what he had done wished never to speak of it again

**Domains:** War, Death,

**Alignment:** Chaotic Evil

**Symbol:** A blood axe
2019 Monster Energy NASCAR Cup Series

The **2019 Monster Energy NASCAR Cup Series** was the 71st season of the modern-era NASCAR Cup Series. The season began with the Daytona 500 at Daytona International Speedway on February 17 and ended with the Ford EcoBoost 400 at Homestead-Miami Speedway on November 17.

Joey Logano came in as the defending series champion. It was the third and final season for Monster Energy as title sponsor of the series with its deal expired after the end of the season. It is the debut season for the Ford Mustang, which replaces the Ford Fusion.

Kyle Busch won his second Monster Energy NASCAR Cup Series championship after taking down the Ford EcoBoost 400 at Homestead-Miami Speedway in Homestead, Florida.

2019 was the first season without NASCAR legend Matt Kenseth since 1997 (although he return the next season), however this was the first season without Kasey Kahne since 2003.

## Schedule

The schedule was released on April 3, 2018.

## Notes

<templatestyles src="Reflist/styles.css" />

1. ↑ The Gander RV 400 was postponed until May 6 due to rain
2. ↑ The Coke Zero Sugar 400 was postponed until July 7 due to rain
3. ↑ The Bojangles Southern 500 was delayed four hours due to rain and completed at nearly 2 a.m.
The Necromancer

### Theme

System of a Down - Holy Mountainshttps://open.spotify.com/playlist/6ITnvtqPb5G307sMIRnfnP

The enigmatic herald of death, and the one behind reviving the Cycle of Retribution. Each time he has appeared before the The Wildfire Company he was been holding onto a globe of souls. He hasn't given them much to go on other than casually mentioning that he has to keep the balance of good and evil inside the globe perfectly even. Is it them same globe each time? What is he planning? Nobody knows for sure. The only thing certain about him is that he wields incredibly powerful magic.
Ten Thousand Winds

*A lone figure travels across the sands, sword sheathed at her side her body covered in robes of wool and silk, her face wrapped and covered. A rotting hand punches through the dunes, and crawls its way to a stand. It starts shambling toward her, arms extended, teeth chomping and ready to feed. She draws the blade, and strikes with a single swing, and the raging winds of the sands buffet the creature and send it flying backwards into the dunes.*

## Scimitar

Once per turn, when you score a critical hit or max damage, the enemy takes an additional 3d4 points of damage and is pushed back 20ft if it is large or smaller(you may push them after you have finished attacking). This scimitar has a couple of ribbons and feathers that always blow in an unseen breeze.
Drogan

A man of martial skill rarely surpassed by mortal men. A bulwark of steel and blood and stalwart defiance, a solemn guardian and battleweaver. "Drogan" is an old Hjalhelm word for "survivor",and he is only known by this name, whatever his real name once was has been lost in the transition from death to life. He cares not for what he is called, his only goal to fulfill is sworn duty until he is once again found in the cold embrace of death
Yolaridormos

God of Music, Patron of the Arts, The Reveler. Yolaridormos is a somewhat arrogant god who brought mortals the various arts, and spends most of their time enjoying the simple pleasures of their domain. Followers Yolaridormos are popular among the common folk, sponsoring exciting events with food and merriment for all to partake in, the only payment required is a prayer in their name. Yolaridormos' form is ever changing, and is known to alter their appearance form color to species to sex on a whim.

Q'uenari is a sister to Yolaridormos, where she spends her days working the fields and valleys of the estate of "her outrageous brother" to work off a debt she will never repay.

**Domains:** Forge, Life, Luck

**Alignment:**Neutral Good

**Symbol:**A guitar and a bottle of wine
Honored Judge

"*When I raise this sword, so I wish that this poor sinner will receive eternal life." - Inscription on the blade*

## +1 Weapon, any, orichalcum

This executioner's blade is quite sharp despite its years. When you attack a prone or restrained target, you have an additional +4 to critical range (15-20). Whenever you score a critical hit against a prone, restrained, or paralyzed target you deal an additional 2d8+5 radiant damage.
Lenograd's Martial Maelstrom

Bard, Magus, Paladin, Ranger, Warlock, Wizard

*3rd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a toy top with a metal rim)
* **Duration:** Instantaneous

You complete an incantation and a whirling wind forms around you as you spin at great speed, dragging any creature of Large or smaller size into the center. Any creature within 20ft of you must make a Strength save or take 6d6 slashing damage and be pulled 15ft closer to you on a failed save. On a successful save they suffer half that much damage and are not pulled closer.

***At higher levels.*** When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for each slot above 3rd.
Caylen Calden

Grand Spymaster, and acting Hand Of The King while King Aiden Tohlar is in a state vital flux. Caylen reveals little, seems to regard the party amicably despite their limited interactions. A well spoken man who prefers not to curse, the party has witnessed him kill men with a single well placed punch and wield even simple magics to to great effect. He seems to know everything, but cares very little about affecting the world unless the king does, in which case, he makes the king's will reality. He gives the feeling that he is delibeately witholding information from the party, and immidiately knew the each of the party possessed a Spark of Sirrion when they first met. He has revealed that he knows what the party is up to almost at all times. They have learned to "trust" the spymaster as he has provided them with lucrative opportunites as they travel about doing heroics and deeds worthy of song. Having trained each member of the Grand Guard, and finding out just how difficult his magic is to resist, the party has learned to go along with whatever he asks.
Wildfire Keep

Wildfire Keep is the keep that the Wildfire Company has whatever this isnt finished yet.

## Keep Staff

The keep has a number of skilled and unskilled workers on payroll

### Fighting Units

The guardsmen at Wildfire Keep all of the Guard statblock with a few minor changes. Almost all the guards here are named Thomas Roberts, and are somehow not related

Guard Captain Beddoss Smythe: His presence at the keep helps keep the guardsmen fighting fit. Each guardsman recieves an additional +1 Con, and 2 hit dice, effectively raising their HP by 12.

Brecken Tohlar: An incredibly strong frontline combatant, his training has granted each guardsman an additional +1 Str and the Great Weapon Fighting Style

Myrren Tohlar: A fast and agile skirmisher, each guardsman receives +1 Dex and the Mobile feat when fighting in a formation no greater than 4 units.

Cadia Sunstep: A 5th level wood elf healer and Life cleric of Eldath. Each guardsman receives and additional hit die during a short rest

Bartrock Stonehewer: A 5th level goliath barbarian. Confers no passive benefit

Iriko Snowbluff: A 5th level Wild Magic sorcerer. confers no passive benefit

Vii'kach: A 9th level Speaker of the Flame. Confers no passive benefit, has Divine Spark

Guk's Goblin Garmy: Currently consists of Dima Olveksi, a 3rd level hobgoblin war wizard, and 12 fighting goblins

Trog and Polgurk: Two trolls that the Wildfire Company decided to recruit. They are essentially paid in livestock.

The Awakened Wolves: A pack of 12 awakened primal wolves. Each creature is large sized and CR 4. Sworn to hunt werewolves, they have advantage against werecreatures.

### Support Staff

Elizabeth Hightower: A 9th level diviner, who (formerly) could see the feature. Teaches all units how to read

Yoanna Barricksdottir: A master blacksmith

Red Bear Bear Climbs the Mountain: A master blacksmith

Gomli Gomlinson: An accomplished blacksmith

Thomas Johnson: Kind of an idiot, also a blacksmith

Hassel and Hoff: A pair of ludicrous mages hired by Moriarty, now paid by Elizabeth. Make a small profit enchanting items.

Warb Ulnak: A priest hired by Moriarty, now paid by Elizabeth. makes a small profit enchanting items.

Vincenzo Tarisio Panormo: A crotchety old halfling herbalist that harvests plants from the garden and converts them into potions

Sam: A former prostitute, an apprentice mage under Elizabeth.

Layla Wolfmother, Wyrmslayer: An 8th level druid (former PC) that tends to a pepper plant garden at the keep. Can make plants grow more better.

### Structures

Jail, Barracks, Mage Tower, Mage Tower, Herb garden, Caravanawhatever, Docks, Forge, Forge, Forge, Forge, War Room.

Llorwyn's Luscious Libations: A small tavern that caters almost exclusively to keep staff. Income goes to Moriarty. +25% morale

**Total monthly income via Wildfire Keep:** 600gp from the Forges, 240 from the Caravanathingy, 300 from the Docks, Potions sets. 1140gp + potions each month.

**Total Upgrades to units:** +1 Str, Con, Dex. +25% morale. +2HD. Great Weapon Fighting. Skirmish Mobile. Literacy. 20 silvered spears, 20 silvered pikes.
Mirror Fist

Awakened: *You stand your ground, the archers have their bows raised and nocked with arrows. To your surprise, a gunshot rings out from further behind their line from atop a rock, and you instantly beat the bullet away with a swift backhand parry.*

## Wonderous Evolving Item, requires attunement by a monk

These hand wraps are made of a flexible silver sheet that covers the hand and knuckles

Awakened: +1 fists. By parrying projectiles to 0 damage with deflect missiles, their power can be unlocked.
Gungnir

*The air around Gungnir hums and crackles with electricity. Upon attuning to the weapon you see rapid flashes of visions, each a nearly identical scenario. You kneel atop a mountain, head bowed, eyes to the stone. A figure tells you to rise, and extends the spear out to you, and you take it in your hand. It fades to black, and fades back in with you hearing the word to rise, but it's coming from your own lips this time, and as you pass the spear onward, your perspective shifts to its new recepient. So on, down the line to a dozen or so recipients. Until one vision is different, as extend your hands outward, but they belong to a woman. And rather than accept the spear, the elf before you merely snears and throws a fierce kick into your chest and you topple backward off the mountain. But you are agile, you are not out of your prime yet, so you catch yourself, plunge the spear into mountain and use it to spin around until you launch yourself back up the side. Calling the spear to your hand, you thrust forward and a bolt of lightning fires from the tip of the spear, and the arrogant fool drops limp.*

## *Spear, trident, or pike. requires attunement*

+2 Weapon, deals an additional 1d8 lightning damage. If you roll an 8 on the additional 1d8 lightning damage, the electricity arcs to another target within 10ft, dealing 1d8 lightning to them as well, the lightning may arc up to two more times this way. You may teleport Gungnir to you hands as an item interaction.  As an action, you may fire a bolt of lightning that is 60ft long and 10ft wide. Each creature in that line must make a DC 16 Dexterity saving throw or take 4d8 lightning damage. You may use this ability once per short rest.
Vennuit

*„Wo sind andere wie ich?“ – „Sie sind fort!“*

**Dieser Artikel ist ein Stub.** Ihm fehlen Informationen.

Du kannst dem Alea Aquarius Wiki helfen, indem du ihn erweiterst.

Die **Vennuit** sind ein Stamm der Meermenschen. Der Begriff entstammt Hajara.

## Aufgaben/Fähigkeiten der Vennuit

Die Vennuit sind ein Stamm hoch im Norden. Sie bündeln das Eis. Die gigantischen Eisschollen werden von ihnen gepflegt und vor Temperaturschwankungen bewahrt. Dies geschieht ausnahmslos nur unter Wasser. Doch die Landgänger ahnen nichts davon und seit der Ausrottung der Meermenschen brechen immer mehr Eisberge ab.
Eldari

Goddess of Peace, The Healing Mother, The Voice of Reason. As a goddess of peace, Eldari's works tirelessly to prevent the endless cycle of conflict mortals find themselves in. During times of great war, Eldari's power and influence notably wane, putting her at odds with Braesh who is the exact opposite. Her followers are known to be the most helpful and frequently make pilgrimages to aid the needy. She only wants the creatures she watches over to live peaceful, happy lives devoid of hardship.

Eldari is one of the most empathetic gods of the pantheon. Her empathy extended even to Kaazarlex, asking perhaps that the corrupt god be rehabilitated until he slew over three hundred of her followers and clerics over the course of an hour. Legend tells that she wept for over a week over the anguish of being able to protect her own.

**Domains:** Life, Nature, Travel

**Alignment:** Neutral Good

**Symbol:** A waterfall plunging into a still pool
Salvador Hidalgo

### Guilds/Businesses

Hidalgo's Trade Emporium, Hidalgo's Wonderful Gems and Jewels, Hidalgo's Top Rate Masonry and Construction, Hidalgo's Inn, Hidalgo's Brewing, Miner's Respite

The greedy mob boss controls the majority of the outlands town of Dust, a holdout settlement on the outskirts of Faethal territory. Outwardly wrathful against Jack, but still civil, granting him a chance to not be a thorn in his side. To someone who doesn't read much into things he seems to treat his employees fairly well, but from a well trained eye, one can see that he's bascially working them as slaves in his mines, gathering ore and raw materials to sell at a high markup for the mediocre quality product they turn into.

Salvador is a fire genasi, with a ludicrously fast draw and expert marksmanship that was only bested by one man, who has long stopped playing a proper lawman in the arid pit that Dust is.
Shield of the Protector

*These dumb kids... no respect for their elders, no respect for the wisdom of those who came and fell before them to keep them safe. These moronic* children *had the nerve to laugh in* MY *face. I didn't lose four teeth, three fingers, two toes, and one eye to several various hordes of meat eating marauders, most of which weren't even human, to protect this godsdamned village so disrespectful whelps like them could have a godsdamned future free from the fear that kept his father down for so long. Well who's laughing now that you've come to save their ungrateful asses from... oh... that's a dragon... oh. Here we go again.*

## Armor, shield, requires attunement

Once per round when an ally within 30ft is the subject of an attack, you may teleport to a space adjacent to them closest to the origin of the attack. If you do, you may impose disadvantage on the attack roll. If it misses, you take half the damage it would have dealt. You may do this additional times per round as a reaction.

When you have taken damage protecting an ally using this shield, you gain an additional +2 AC for one minute. You cannot benefit from this ability again until that minute is over.
Divine Barrier

The space between the planes that the gods can't travel through. The gods allow each of themselves to bestow power to select individuals, but only so much of their influence can be exerted on the world at a time. To prevent the gods from directly interfering they created the Divine Barrier to keep themselves out and to ward off temptation.

Kaazarlex the Betrayer found a way to circumvent this barrier and invaded the world nearly 400 years ago, sealing it behind him and making it extremely difficult for divine magic to poke through. The rest of the gods eventually discovered how to bypass it as well with the help of mortals on the other side, and brought the renegade god to its knees to drag him back through
Winds of Oberrion

*You miss the good old days when people would bring you gifts to beseech you for aid. Now people seem ever so content to just barge into your home to solve any perceived threat to them and theirs without so much as a hello. Some might say that this is the price for greatness, but why should it be? Why not find another able-bodied hero to be and give them the task instead? Ghosts in wells are beneath me, a chromatic dragon is barely worth your time unless it has a couple of centuries under its scales. There are plenty seeking fame, fortune, and glory eternal across these lands so why not find them? Why can't you just enjoy the luxuries a few decades of adventuring has bought you? Why can't these people get some common manners and leave you be. Why can't you find wine this good on this side of the river anymore? You'll help whoever brought this to you because frankly anyone who knows how particular you about spices and wood flavors at least did some gods forsaken research!*

## *Paired shortswords or scimitars, requires attunement*

Mastercrafted, keen

+2

+1d6 cold damage

You may cast the following spells

*Gust*, *Ray of Frost,* *Featherfall, Jump, '**Zephyr Strike, Levitate, Warding Wind,*****and *Gust of Wind* at will.**

*Fly, Thunder Step, Wind Wall,*once per short rest.

*Ice Storm, Control Winds, Steel Wind Strike,*and *Investiture of Wind* once per long rest

You may cast any spell that you can cast at will granted by this weapon in place of making a weapon attack. When you cast a spell this way one of the swords becomes unusable as it is needed to cast the spell.

Once per long rest, if you succeed on a Dexterity saving throw, you may suffer a level of exhaustion to negate the spell or effect that subjected you to that saving throw entirely as you whirl and spin the blades at supreme speed to blow away whatever is coming at you.

## Legendary

Oberrion was a legendary goliath champion from the deserts of Kisash. He quickly rose to prominence due to a Divine Spark and tireless work ethic saving people across the continent from the dangers that arose from the sands. He spent more and more of his pay and his treasure enchancing a pair of blades he started his journey with, to further increase the speed he could travel about as the demand for his aid grew more and more. In time, he was all anyone would come to to solve problems that could resolved with combat. After he attempted to retire, he was bombarded with requests even more, as his stationary home became known throughout the land, people would line up for hours, and then days to enlist his help. He was eventually tracked down by members of the Reclamers to help them take back Taejen during the early days of the Blighted Centuries. Well past his prime, Oberrion gleefully obliged, as this would be his greatest undertaking yet. He was punched through a small fortress during the conflict, and managed to jump his way back up to the top before being punched across a city, through several buildings, and then stabbed to death. His swords stayed in place when he was given a one-way ticket to smashville and were easily recovered, unlike his body.
Halo of Blades

*You walk through the palace gardens, your arm locked around handsome, slightly older gentleman who had won over your attention in the ballrom. The aroma of the finest flowers about the two of you, you find somewhere private and begin to explore each other, the taste of spiced wine on your lips and his, the scent of his cologne mixing with the smells of the garden, the full moon providing just enough light overhead to illuminate his muscular features. Suddenly, you hear the bushes rustle and crack, and a gaunt man dressed in all black comes charging out, dagger in hand and ready to strike, only for a single dagger, created from light and arcana, to shoot out from the crown on your head. The man sputters, coughs, and falls into the fountain dead. Whoever the assassin was, perhaps his employer will remember the duke can defend himself.*

The halo is a bright, pale, translucent material that sits upon the head as any normal crown would. Instead of being encrusted in gaudy gems, it has eight symmetrical blades of the same material that launch themselves at enemies, or detach and deflect blows at the user's command.

## Wonderous Item, requires attunement

When attacked, the wearer may expend a number of charges, up to 3, to add that much to their AC. The wearer may also expend a charge as a bonus action to deal 1d4+2 piercing damage to a target within 20ft. The halo has eight charges, and gets 1d4+2 charges at dawn.
Samson

Neutral-Evil

## Samson Ire

### The Beginning

Old and broken, Samson's decent into madness started years ago before he began his long walk on the path of Bhaal. Long ago a successful businessman that ran a popular construction company in a city no longer standing. Samson cared for only the small things in life; the smile of his wife, laughter of his daughter, and a hot meal at the end of a long day. His memory is lacking, details of his past have faded but he remembers the day his life was taken from him. A rival company sent thugs to his home late in the night finding only Samson's family asleep in their beds. Unable to return empty handed the thugs took it upon themselves to leave Samson a message, both his wife and daughter slaughtered like sheep.

### The Aftermath

Finding his family dead while he was away, Samson felt entirely responsible for their deaths. Forgoing his company Samson begged for the Clergy to bring his family back from the grave, of course, they refused. Sinking his fortune and time only brought him more failure, festering a strong resentment to the Clerics of the world. Failure after failure Samson slipped further into madness, eventually finding a voice to follow. Each time the voice was fed he grew in power, promised to eventually be granted the ability to piece together the life he once had. Traveling far and wide, walking the path lead by the whispers in his head Samson stumbled upon the Wildfire Company, there the whispers stopped; a familiar sign...

### The End

Got frick'in eaten by jelly-spider-bois. GG no-re.
Gatekeeper

### Awakened:

*This creature of pure fire and rage does not deserve to find a home on this plane. You shall not allow the primeval forces of elemental evil cross the planar border while you still draw breath. You meditate and focus your will to brace yourself against the flame, and throw all your weight into a shielded tackle against its body inferno.*

## Shield, requires attunement

During a short or long rest rest, the shield can grant the wielder resistance to one of the following damage types: Fire, cold, lightning, thunder. You may change the damage type during a short or long rest.
Emerald Talon

A group of outcasts, prisoners, convicts, brigands, and villains, the Emerald Talon is a terrorist organization consisting mainly of elves, half-orcs, gnomes, and beastfolk that preys upon wayfarers traveling about the Wildwood Weald and Amberwave Plains. Their victims are frequently found lynched or crucified by the roads, but rumors have spread of some of them being eaten alive.

## Emerald Talon

### Estimated Number

~200-300 (though hundreds have been confirmed killed)

## Savage Nature

The entities that make up the Emerald Talon wield only Divine Magic, magic of the world and the gods, seeing Arcane Magic as perverse arcane musings of those who have forgotten the old ways. While their goals are not entirely clear, their attack patterns clearly follow those looking to expand further into the Wildwood Weald and Amberwave Plains, as well as any merchant or traveler carrying advanced technology. Printing presses, firearms, magic artifacts created after The Reclamation or by mortal hands go missing and are never recovered, assumed destroyed. Victims are thoroughly torn apart or put on display as macabre warnings. Their units don't use metal of any kind, fashioning weapons out of wood or bone, and seem to disobey Cycle of the Great Wheel. It has been reported that guardsmen and Waywatchers alike have slain an individual only for them to attack them months later. Whatever they use to continue their violent crusade against progress, it is clear that the magic the wield is powerful.
Shatter Earth

Available to Cleric, Druid, Magus, Paladin, Ranger, Sorcerer, Wizard.

*5th-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (30-foot cone)
* **Components:** V, M (a held weapon and a small hammer with a granite head)
* **Duration:** Instantaneous

You lift your weapon above your head and bring it down with incredible force, sending fissures and flashes of energy through the ground in front of you. Each creature in a 30 foot cone must succeed on a Constitution saving throw. On a failed save, each creature takes 3d12 bludgeoning damage and 3d8 thunder damage , and are knocked prone. On a successful save a creature takes half damage and isn't knocked prone.

Structures take double damage from this spell.

***At higher levels.*** When you cast this spell at 6th level or higher, the thunder damage increases by 1d8 for each slot level above 5th.
Burjion

*It is time you finally laid down your blade. You've been fighting since before written history, and continued defending the world from threats sundered before they became public knowledge. You are without a doubt the greatest fighter the world will ever know, possibly for the rest of time. You thrust your trusted blade, a beloved friend, into the peak you stand on, and walk away into the storm, finally attaining the solitary rest you've long sought for so many years. One day you may have to come back for it, but that day is long ahead of you.*

## *Greatsword, requires attunement*

Mastercrafted, keen, crushing, reach

Promethium

Vorpal

Thrown

+2d8 thunder damage

D6s explode on 6s (if you roll a 6, roll again and add it to the total until you don't hit a 6)

D8s explode on 8s

Whenever a damage die from Burjion explodes, roll two dice instead of just one.

You may teleport Burjion to your hand as an item interaction as long is it exists.

You gain a +1 bonus to all checks and saves

You are immune to the paralyzed, restrained, prone, and charmed conditions. You cannot have disadvantage on attack rolls or ability checks.

You may choose to remain concious when you reach 0 hit points. If you do, you still roll death saves and suffer damage at zero hp as normal.

## Legendary

Burjion is the colossal weapon of a hero whose name has been forgotten, lost to the annals of time. The weapon is steeped in grand history, from the Age of Primordials, continuing on through the Golden Age. The weapon made appearances on battlefields during the Blighted Centuries and Burjion and its wielder were found sporadically in key pivotal moments during the Reclamation. No one, however, had ever seen the face of the warrior who wielded it, or ever recalled them ever formally appearing. The trail of destruction and victory left in its wake is the only testament that the legendary pair were ever even there.

Adorning the blade are depicitons of increasingly more impossible and larger than life feats. Early engravings show felling hordes of demons and fighting dragons, but they gradually progress into absurd godlike feats of power. Cleaving mountains, felling Primordials, defeating demigods in one on one duels, and killing lesser gods. This blade is scratched and pitted, and in one location stained darker by the blood of the Elder Fiend: Q'gardaron, and brighter by the blood of the Solar 43: Defiant Thunder Purges the Guilty, the Eye of Tyr. The weapon is beyond time, beyond physics, beyond limit.
Muscle Beach

MUSCLE BEACH IS AN UNPARALELLED LOVER, FIGHTER, AND ENTERTAINER WHO WANTS TO SPREAD HOLESOME COMRADERY AND THE BRILLIANT SPORT THAT IS WRESTLING TO ALL CORNERS OF THE WORLD WETHER THE WORLD WANTS IT OR NOT!! THE WORLD CAN BARELY HANDLE MUSCLE BEACH AND HIS EXTREME MUSCULARITY AND OR CHEERFUL DISPOSITION TOWARDS HIS FRIENDS, WHO HE ALL CALLS "BROTHER" REGARDLESS OF GENDER OR ACTUAL BLOOD RELATIONS AS IT IS A TERM THAT TRANSCENDS ALL THINGS AND UNITES THE WORLD UNDER THE GLORY THAT IS WRESTLING.

## Muscle Beach

### Theme

Pomp and Circumstancehttps://open.spotify.com/playlist/6ITnvtqPb5G307sMIRnfnP

### Allies

The Crew of the Viridian Swallow, Wildfire Company, World Wrestlers Federation.

### Guilds/Businesses

Caylen Calden, WWF,

Muscle Beach is the Master Gunner for the Viridian Swallow
Murder of Crows

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60ft
* **Components:** V, S, M (a crow's beak)
* **Duration:** Concentration, up to one minute

You command a flock of spectral crows to feast upon your foe. Make a ranged spell attack, on a hit, the target suffers 4d8 necrotic damage and is distracted, receiving a disadvantage on any concentration checks they would make until the spell ends. At the start of their turn, they must make a Strength saving throw, on a fail, they take another 2d8 necrotic damage. On a success, they free themselves from the crows and the spell ends.

***At higher levels.*** When you cast this spell using a spell slot of 4th level or higher, both the initial and the recurring damage are increased by 1d8 for each slot above 3rd.

**CREDIT TO:** u/Almechik

Classes: Druid, Shaman, Warlock
Boots of the Aerial Rave

*Soaring, flying above the crowded streets of Gyliad. Each leap propelling her higher and higher into the air, her feet scarcely touching the cobblestones as she traverses the urban jungle. The speed she picked up from bouncing off walls and the air itself pumping her blood hotter than ever, the inertia, the wind blowing her chestnut hair all about her freckled face. This feeling of freedom, she wouldn't trade for the world.*

These boots are primarily a dark leather color, with various buckles and straps for sizing and keeping them secure. The toes, heel, and sides of the boot have mithril plates engraved in elven rosetta, which are faintly glowing. The text loosely translates to "Step fast and soar my little cricket, may the ground not bind you." The bottoms of the boots have a magically charged small figure-eight shape, which leaves faint glowing imprints behind for a moment where they touch the ground. Whenever you jump while wearing these, a small burst of arcane force emits from them to lift you ever higher.

## Wonderous Item, requires attunement

While attuned to these boots are your standing and running high and long jump distances triple. The boots have one charge, you may expend that charge to jump a second time while in the air. The boots regain that charge whenever they make contact with a solid surface or a creature.

While jumping, you may attack enemies. On your turn, as long as you have made a weapon attack against an enemy while you are in the air, you may opt not to fall.

You do not suffer from fall damage if you land on your feet.

If you would provoke an opportunity attack while jumping, you may make an Acrobatics check. If it is greater than or equal to the attack roll of your opponent, you jump off them and their attack misses.
Seer's Bowl

*Peering into the crystal clear waters contained within this silver bowl, you glimpse fleeting fragments of the future. You see the day ahead of you, merely still images or small cuts of motion, in some cases entire uninterrupted minutes. With this knowledge, you can prepare, you can be ready.When you look away from the bowl, you forget most of what you've seen, like waking from a deep dream, but that knowledge is still there if you can reach out and grab it.*

## Wonderous item, requires attunement by a spellcaster

Once per day, you can expend a 2nd level spell slot to peer into the bowl. After ten minutes, you may roll 1d20 and record the result. Whenever a d20 is rolled and you are directly involved in it, you may replace that roll with the recorded result. (Attack rolls, saving throws, or skill checks, you make or an enemy makes against you.) Multiple characters may be attuned to this item and use it
Arcing Blade

Available to Tempest Cleric, Magus, Sorcerer, Wizard, Warlock

3*rd-level transmutation*

* **Casting Time:** 1 bonus action
* **Range:** Touch
* **Components:** V, M (a held weapon)
* **Duration:** Concentration, up to 1 minute

Channeling arcane might, your weapon glows with magic power, and releases sparks and when swung. For the duration of this spell your reach increases by 5 feet, you deal an additional 1d8 lightning damage with weapon attacks, and whenever you make a melee weapon attack, another creature within 10ft of the target takes 1d8 lightning damage.