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"Mal" Malenbranche

**Malenbranche** aka **Bel-Loch Zariel** is a character played by Logan in Gaz's World of Araxar.

## "Mal" Malenbranche

* Chapter 5
* Chapter 4

## Appearance

Slim built blood red Tiefling with white- hot eyes. Slicked back Raven Black hair and a little fu-man-chu growing. His horns follow the shape of a Chamois. The tips of his horn are black as the rest of his body has a blood red colour & tail, and black hooves. Tattooed into his body are excerpts from the Pact Primeval, specifically parts pertaining to the blood war. On the back of each shoulder blade is symbols of Bel and Moloch, although these symbols are magically hidden, only when you focus on those areas could you see them, hence Mal is unaware of their presence on his body. Mal wears a dirty brown monks robe, with no noticeable symbols adorn, underneath however is a chain mail shirt, as the smallest symbols of Avernus, Zariel, and the Blood War are along the brim of the shirt.

### Equipment

Mal has a hefty wooden shield. Careful inspection of the wood reveals it to be burnt pieces of destroyed churches, and symbols on the shield are dull and scratched up, no magic flows through them anymore. His Adamantine mace has five symbols of the Blood War on it, one of Zariel. Two of Avernus, Once a peaceful landscape with a river running through its lush valleys, now a bloody decimated landscape. One of a Balor having its heart cut out. Another of a Pit Fiend Crowning a horned figure. The last symbol is The Dark Eight, eight unknown Pit Fiends that Asmodeus had charged with the Armies of Hell.

## History

Mal, or Malebranche is a Zariel Tiefling, hailing from Penura. Mal was one of the younger initiates, weaker than his altruistic brothers & sisters at arms, he conducted his power to his belief in the destruction of the Demons and the end of the Blood War.

After connecting with an Erinyes in Zariels court, Mal and this Devil began their schemes, heading to churches and places of worship, only to bestow a curse upon the church, condemning all those praying to servitude in the Blood War. After a while of doing this, and believing Zariel had wished this for him, Mal was suddenly betrayed. The Devils attacked him and the priests inside of a small hamlet church and had escaped, however Mal heard the name Geryon, and through his worship and knowledge of the Nine Hells, knew that Geyron was The Forgotten Lord, a once powerful Devil, unmatched in his military strength, until he met Zariel, backed by Asmodeus, on the field of battle. Geyron lost all power and was believed to be dead at the hands of the new ruler of Avernus, the first layer of Hell.
Faerie Fire

Source: Player's Handbook

*1st-level evocation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V

**Duration:** Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

***Spell Lists.*** Artificer, Bard, Druid
Tabaxi

*Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.*

# Tabaxi

Ability Score Increase Dex +2; Cha +1

Size Medium

Speed 30 ft., climb 20 ft.

Age. Tabaxi have lifespans equivalent to humans.

Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make a bonus action unarmed strike. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talents. You have proficiency in Perception, Persuasion, and Stealth skills.

Languages. You can speak, read, and write Common and one other language of your choice.
Fire Bolt

Source: Player's Handbook

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

**Duration:** Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

***At Higher Levels.*** This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

***Spell Lists.*** Artificer, Sorcerer, Wizard
Alarm

Source: Player's Handbook

*1st-level abjuration (ritual)*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, M (a tiny bell and a piece of fine silver wire)

**Duration:** 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

***Spell Lists.*** Artificer, Ranger, Wizard
Lesburgo

## Overview

Lesburgo, nestled within the Bay of Beha, stands as an ancient island and the birthplace of human civilization within Sin. Once marred by overpopulation and poverty, it has transformed into a haven of peace, scholarship, and arcane wisdom. This island holds a profound religious and cultural significance among the human population in Sin.

### Geography and Historical Origins

Lesburgo's tranquil and picturesque landscapes, adorned with lush greenery and pristine shores, serve as the cradle of humanity's origins in Sin. Initially suffering from overpopulation and socioeconomic challenges, it bore witness to the tumultuous era of the Great War for Commonwealth, a pivotal point in its history.

### Transformation and Civilization

Despite the adversities of the past, Lesburgo underwent a profound transformation. Over time, it evolved into a sanctuary of peace, fostering a society centered around scholarship, spirituality, and arcane expertise. The island is renowned for its religious institutions, scholars, priests, and experts in the arcane arts.

### Ruler and Leadership

Lesburgo's leadership rests in the hands of Cedric Commonwhey, overseeing the island's tranquil civilization and fostering an environment conducive to scholarly pursuits and spiritual enlightenment.

## Religious and Scholarly Haven

The island's cultural fabric is interwoven with religious practices, academic pursuits, and a reverence for arcane knowledge. Lesburgo is home to esteemed scholars, priests, and arcane experts who engage in the pursuit of wisdom and enlightenment, fostering an atmosphere of learning and spirituality.

### Peaceful Sanctuary and Cultural Significance

Lesburgo's transformation into a peaceful sanctuary has rendered it a beacon of human civilization. Its cultural significance, rooted in a legacy of resilience and renewal, reverberates through its temples, libraries, and scholarly institutions.

### Arcane Expertise and Heritage

The island's inhabitants, adept in the arcane arts, safeguard ancient knowledge and arcane expertise. The pursuit of magical proficiency and scholarly endeavors intertwines with Lesburgo's cultural heritage, enriching its society with arcane wisdom.

## Conclusion

Lesburgo, once plagued by overpopulation and hardship, has blossomed into a tranquil bastion of human civilization. Its religious sanctuaries, scholarly pursuits, and spiritual enlightenment under Cedric Commonwhey's leadership continue to uphold its status as a cradle of human culture within the Bay of Beha.
Grippli

Whether it is a boggy marsh, the leaky deck of a log raft, or a humid jungle teeming with life, the open air calls to grippli; they long for a life unfettered by the bonds and boundaries of civilization.

# Grippli

Ability Score Increase +2 Constitution, +1 Dexterity

Size Small

Speed 30ft., Swimming Speed 30ft.

Ability Score Improvement – Your Constitution score increases by 2 and your Dexterity score increases by 1.

Age – Gripplis reproduce via egg-laying, and a newly hatched Grippli takes less than a year to mature to adult size. Unless they meet a violent end, which considering the dangerous environments they inhabit is very possible, Grippli can live to reach 60 years of age.

Alignment – Most Grippli have a neutral alignment due to them being primarily a species of nature.

Type – Grippli are humanoids.

Size – Grippli are small.

Speed – Grippli have a base walking and swimming speed of 30ft.

Languages - You can speak, read, and write Common and Sylvan.

Prehensile Tongue - You can grasp things with your tongue. It has a reach of 15 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.

Your tongue can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Hops for days - You have proficiency in the Athletics skill and advantage on any check made to jump.

Weapon Familiarity - You are proficient in the use of nets.

Amphibious - You can breathe air and water.

Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.

Languages. You can speak, read, and write Common and Sylvan
Briarwood Kingdom

## Overview

The Briarwood Kingdom, officially known as the Kingdom of the Humans, is a realm nestled within the vast expanse of Kingcardine. Established during the tumultuous times of the Great War for Commonwealth, the kingdom emerged as a beacon of hope and resilience for the human population that had long endured the harsh grip of poverty. Its founder, Colton Briarwood I, spearheaded a revolution against the oppressive Arkmunster Empire, leading to the establishment of what is now known as the Briarwood Kingdom.

## History

The roots of the Briarwood Kingdom trace back to the Great War for Commonwealth, a conflict that saw the rise and fall of empires. Colton Briarwood I, recognizing the suffering of his people, rallied the human population to revolt against the Arkmunster Empire. Through sheer numbers and determination, the Briarwood Kingdom secured the land that would become Kingcardine.

After the demise of the first monarch, Colton Briarwood II, the son of the revolutionary leader, ascended to the throne at the tender age of eighteen. Under his reign, the Briarwood Kingdom has flourished into a peaceful and content nation, fostering alliances with neighboring realms.

## Leadership and Governance

The current ruler, King Colton Briarwood II, guides the Briarwood Kingdom with wisdom and a commitment to the well-being of his people. Despite the kingdom's tumultuous origins, it has evolved into a stable and benevolent government. King Colton II continues to uphold the principles of his forefathers, ensuring prosperity and harmony within the realm.

## Present Day

In the contemporary era, the Briarwood Kingdom stands as a testament to the resilience of humanity. The once-struggling populace has found solace and security within the kingdom's borders. The Briarwood Kingdom actively extends its hand in friendship to its allied neighbors, contributing to the overall peace and prosperity of Kingcardine.

As the Briarwood Kingdom looks towards the future, it remains a symbol of unity, strength, and the enduring spirit of the human race.
Faerie Dust

A very fine, iridescent powder, which is kept in a wax, sealed bottle, it is consumed by unsealing the bottle and very gently wafting the contents towards the nose with a DC 10 dexterity check, with failure resulting in an overdose. When correctly dosed, instills a gentle euphoria as senses sharpen and surroundings appear more vibrant, providing advantage on investigation and perception checks for one minute. When overdosed, the user experiences sensory overload, becoming confused for one minute. Faerie Dust, despite the generic name, is actually the collected breath of a faerie dragon. They find it hilarious that mortals can get high off their breath, and will happily provide the breath attack itself with only gentle coaxing. Some faerie dragons make their home in drug dens, exchanging their breath for a luxurious lifestyle and the opportunity to ply their pranks upon the many citizens of a mortal city. Some particularly daring patrons will pay handsomely for a high 'straight from the source', taking the breath attack of the faerie dragonhead on and inhaling deeply. The high provided is incredibly intense, and as a result such services are usually only offered with the recipient strapped down on a specially constructed bench.
Changeling

*Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.*

Ability Score Increase +1 Dex, +2 Int, Cha or Wis

Size Medium

Speed Your base walking speed is 30 feet.

Age – A changeling is born between the machinations of a hag and a mortal man. Changelings are always female and are constantly hounded by the call of their hag mothers their entire lives. Changelings reach maturity at the age of 15 and live to about 110 years old.

Alignment – Most changelings are neutral. They prefer to keep their presence a secret and often do not take passionate stances that would draw attention to them. However, changelings can be any alignment, and often readily adapt to the culture they are raised in.

Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.

Size – Changelings are on average the same size as humans. Your size is Medium.

Duplicity – You gain proficiency with the Deception skill.

Adaptive Physiology – You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained.

Shapechanger – You can use an action to shapeshift into any humanoid of your size that you have seen, or back into your true form. Your equipment does not change with you. You do not gain any racial traits or abilities of your form, only cosmetic changes. If you die, you revert to your true form.

Languages. You can speak, read and write Common as well as two other languages of your choice.
Triton

*Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above.*

# Triton Features

Source: Volo's Guide to Monsters

* Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.

* Age. Tritons reach maturity around age 15 and can live up to 200 years.

* Alignment. Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.

* Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

* Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

* Amphibious. You can breathe air and water.

* Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

* Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

* Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

* Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.

* Languages. You can speak, read, and write Common, Primordial, and Aquan.
Thunderwave

Source: Player's Handbook

*1st-level evocation*

Casting Time: 1 action

Range: Self (15-foot cube)

Components: V, S

Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

*Spell Lists.* Bard, Druid, Sorcerer, Wizard
Half-Orc

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human communities, sometimes form alliances. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.

## Half-Orc Traits

Your half-orc character has certain traits deriving from your orc ancestry.

#### Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

#### Age

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

#### Size

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

#### Darkvision

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#### Menacing

You gain proficiency in the Intimidation skill.

#### Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

#### Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

#### Languages

You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Animal Friendship

Source: Player's Handbook

*1st-level enchantment*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a morsel of food)

Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

*Spell Lists.* Bard, Druid, Ranger
Magic Stone

Source: Xanathar's Guide to Everything/Elemental Evil Player's Companion

*Transmutation cantrip*

**Casting Time:** 1 bonus action

**Range:** Touch

**Components:** V, S

**Duration:** 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

***Spell Lists.*** Druid, Warlock, Artificer
Healing Word

Source: Player's Handbook

*1st-level evocation*

Casting Time: 1 bonus action

Range: 60 feet

Components: V

Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

*Spell Lists.* Bard, Cleric, Druid
Lightning Lure

Source: Tasha's Cauldron of Everything

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** Self (15-foot radius)

**Components:** V

**Duration:** Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

***At Higher Levels.*** This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

***Spell Lists.*** Artificer, Sorcerer, Warlock, Wizard
Charm Person

Source: Player's Handbook

*1st-level enchantment*

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

*At Higher Levels.* When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

*Spell Lists.* Bard, Druid, Sorcerer, Warlock, Wizard
Sacred Flame

Source: Player's Handbook

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

***At Higher Levels.*** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

***Spell Lists.*** Cleric
Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

## Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

#### Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 1.

#### Age

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

#### Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

#### Draconic Ancestry

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

#### Breath Weapon

You can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

#### Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

#### Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Zeizad Balod

Zeizad is a character played by Ben in Gaz's World of Araxar.

* Chapter 5
* Chapter 4

## Appearance

Zeizad is a mostly plain looking human, standing at 5 feet, 9 inches. His short blond hair, speckled with the occasional white strand, rests at the approximately same length around his head, forming a bowl cut many wish they could have. His nose and jaw work to form round but pointed facial structure, obscured by rough looking circle beard. His blue eyes support a bushy pair of blond eyebrows, naturally angled to a grouchy slant.

His stout legs support a well-built upper-half, well used to swinging heavy equipment around and hauling its share of both travel and clerical supplies. He spends most of his active time clad in his scale armor, covered by long, plain black cloak with a long hood.
Catapult

Source: Xanathar's Guide to Everything

*1st-level transmutation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** S

**Duration:** Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

***Spell Lists.*** Sorcerer, Wizard, Artificer
Blade Ward

Source: Player's Handbook

*Abjuration cantrip*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

**Duration:** 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Aarakocra

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.

They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

#### Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

#### Age

Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

#### Alignment

Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

#### Size

Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

#### Flight

You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

#### Talons

Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Eagle Eyes**

Proficiency in perception skill and advantage when airborne.

#### Languages

You can speak, read, and write Common, Aarakocra, and Auran.
Booming Blade

Source: Tasha's Cauldron of Everything

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** Self (5-foot radius)

**Components:** S, M (a melee weapon worth at least 1 sp)

**Duration:** 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

***At Higher Levels.*** At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

***Spell Lists.*** Artificer, Sorcerer, Warlock, Wizard
Encode Thoughts

Source: Guildmaster's Guide to Ravnica

*Enchantment cantrip*

**Casting Time:** 1 action

**Range:** Self

**Components:** S

**Duration:** 8 hours

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)

***Spell Lists.*** Wizard
Minor Illusion

Source: Player's Handbook

*Illusion cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** S, M (a bit of fleece)

**Duration:** 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard
Light

Source: Player's Handbook

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, M (a firefly or phosphorescent moss)

**Duration:** 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

***Spell Lists.*** Artificer, Bard, Cleric, Sorcerer, Wizard
Cursed River's Surge

### ***Storyline:***

Cursed river's surge is perhaps the most mysterious place on Vintas ever, it is the starting point of Cursed river's flow which is the only life bringer on the continent. After a short while when elves landed on Vintas and raised the city of Hullbeck (later known as village Hullbeck), the river's surge got poisoned threatening every single living creature on Vintas.

That is until Athillien used his magics to locate the orb that was used to poison the river as well as the surge itself, with combined magics of King Folduin and Athillien they were able to reverse the orb responsible for the river poisoning. Later on the river's surge got protected by lizardmen who stationed themselves nearby to watch over it in case something happens.

Until the very end once the elements reached the surge itself, river's surge got untouched. It is only when they left Vintas that the mysterious dark figure used this opportunity to create the new orb and poison the river's surge again.
Sundrop

A bright yellow/orange liquid, naturally incandescent, as if it was a liquefied ray of sunshine (henceforth the name). Originally used as a magically synthesized antidepressant, Sundrop when consumed tricks the user into believing that they are happy, as it quite literally gives them ‘warm feelings’. Over usage may leave the user feeling withered between uses, as their dependency has rendered them unable to produce dopamine and serotonin. Over time users also commonly begin to build tolerances to Sundrop, requiring greater quantities to be consumed to maintain the effect. Overdosing on Sundrop causes feverish conditions, as the drug radiates through the users veins, ultimately burning them alive from the inside out.
Memory Stone

*Magic Item, Very Rare.*

Originally created and produced by Rulebeth Blackpunch. These gems are a play on the modify memory spell. These stones can take and clone anyone's memories by using simple gestures. Memories that are stored in the stones can be viewed by any person who comes into contact with it. Memories can also be returned to the owner. Those who are not the owner of the memories can only view the memories, taken memories cannot be given to someone who does not own them.
NPC'S

Check NPC or Race Category at the bottom of the page for a expanded list.

#### Foodah

"Best Chef in the West"/Employed at the Undesirable Estate. Old Merrytymes Ship Cook.

#### Ulf

Quiet MF/Guard for the Undesirable Estate. Previous Merrytymes Ship Hand.

#### Captain Haggard†

Belligerent Drunk/Loyal Captain of the Merrytymes.

#### Diggory Rutland

Undesirable Estate Bookkeeper/Barry's Pervious Employer

### Chapter II "Welcome to the Underdark"

#### Tharivol Horineth

Cymbiir Tattoo Artist and Friend of the Undesirables.

#### Adanno Kreel

Aasimar friend of Teanral. Keeper of Keys to the Undesirable Estate.

#### Tontamon Raggedfuzz

Traveller and Journalist of all things in Araxar.

#### Clut Bouchard†

Completed Hikonaga's Labyrinth/Certified Asshole/Immortal Belt.

### Chapter III "The Keep"

#### Maaxan Baziros

Kaas Thieves' Guild Member/Dragonborn Reclaimer.

#### Keks

Kaas Thieves' Guild Certified Goofball/Chad.

#### Marrin Silentlade

Magical Artifact Collector/Appraiser, ties with Kaas Thieves' Guild.

### Chapter IV "Agony in a Forgotten Realm"

#### Garlic

Talion's Brother/Also Mute/Trying to Cure Mother

#### Tyrone Bark†

Bark Family Member/Once Possible Heir to the Bark Throne.

#### Gerin Krivmorn

Professor at Vaneer School for Business/Magical Beast Collector.

### Chapter V "Sleeping Sickness"

#### Elyon Zinlana

War for Commonwealth "Artist"/Interesting Noble.

#### Morro Flathithra

Kaas Thieves' Guild Informant/Illusion Master.

## Notable NPC's From Waves of Calamity

#### Mr. Derdinol Quake

Shiphand and Loyal Compainon of Captain Gexi
Crystal Gems

### Intro:

These gems are one of the most powerful weapons found in the world of God's Remnants. The only possible place where these gems can be mined is the Crystal mine located on Vintas. These gems provide strength to anyone who possesses them, making them considerable foe. It has not been discovered how these gems can be activated and put to good use until the arrival of elements to Vintas.

### Storyline:

At first they were discovered by Tsarra who tried for years to activate 4 crystals in order to make a good use of them but she failed every time in doing so. Later the dwarven expedition began sending multiple dwarves to the location of the mine on Vintas. Their leader Maggron Oreheart had disputed with the elves in general and she took Tsarra prisoner. By doing this he sealed his fate when elements reached the mine and fought him for the freedom of Tsarra.

Once defeated the elements took the crystals with them on their journey while Tsarra took one that they activated and gave it to her king as a sign of good hope that still remains on Vintas. The rest of the crystals have not yet been activated but they are all in possession of dwarven expedition who were now heading back to Ademre.
Ray of Frost

Source: Player's Handbook

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

***At Higher Levels.*** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

***Spell Lists.*** Artificer, Sorcerer, Wizard
Cornelius Bark

* Chapter 5
* Chapter 3
* Chapter 2

Lucius Bark (Older Brother)

Shark Bark (Older Sister)

Tracy Bark (Older Sister)

Panther Bark (Older Sister)

Gregory Bark (Older Brother)

Onion Bark (Older Brother)

Desmond Bark (Older Brother)

Cecilia Bark (Younger Sister)

Jerome Bark (Younger Sister)

Sheamus Bark (Younger Brother)

Katrina Bark (Younger Sister)

Lisa Bark (Younger Sister)

Tyrone Bark (Younger Brother)

**Cornelius** is a character played by Eggy in Gaz's World of Araxar. He is the latest member of The Undesirables, and has overcome great challenges. Cornelius is a royal member of the Bark family located in Sin. Though lawfully a royal being, his family would beg to differ.
Antigeo

## Background

Antigeo is a desert island that lies within the Torchal Isles in Southern Araxar. Most of Antigeo's landmass is owned and governed by the Moonhood faction. Antigeo remains the warmest country in all of Araxar with their sun days getting up to as hot as 65 degrees celsius (149 farenheit) and their frost days rarely dipping below 30 degrees celsius (86 farenheit).

## History

In the days of old, Antigeo was a barren landscape that was home to a few small tribes of Loxodon and Ratfolk. Legend says that these tribes followed a God known as Helyine of the Eclipse. They begged Desolata (the moon) to let their fallen family live in peace in the afterlife, and they asked Cala (the sun) to give them strength so they can keep their land safe. After some time, most of the population of Antigeo was converted to Eclipsism, and they named themselves the Moonhood's. This new found religion sought to bring prosperity to Antigeo. The Moonhood's expanded their armies and built large beautiful cities to bring travellers from all over the world. Thousands upon thousands of travellers from across Araxar adored Eclipsism and begged the Moonhood's to convert them. They dubbed this misson as "The New Believer Movement".
Detect Magic

Source: Player's Handbook

*1st-level divination (ritual)*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

**Duration:** Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

***Spell Lists.*** Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Feather Fall

Source: Player's Handbook

*1st-level transmutation*

**Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls

**Range:** 60 feet

**Components:** V, M (a small feather or piece of down)

**Duration:** 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

***Spell Lists.*** Artificer, Bard, Sorcerer, Wizard
Identify

Source: Player's Handbook

*1st-level divination (ritual)*

**Casting Time:** 1 minute

**Range:** Touch

**Components:** V, S, M (a pearl worth at least 100 gp and an owl feather)

**Duration:** Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

***Spell Lists.*** Artificer, Bard, Wizard
Shillelagh

Source: Player's Handbook

*Transmutation cantrip*

**Casting Time:** 1 bonus action

**Range:** Touch

**Components:** V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)

**Duration:** 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

***Spell Lists.*** Druid
Orc

*Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, they will be called home.*

# Orc Features

* Ability Score Increase. Your Strength score increases by 3 and your Constitution score increases by 1 and Intelligence decreases by 2.

* Age. Orcs reach adulthood at age 16 and live up to 80 years.

* Alignment. Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually of chaotic neutral/evil nature but there are many instances where this can differ.

* Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

* Speed. Your base walking speed is 30 feet.

* Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

* Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
* Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
* Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
* Menacing. You gain proficiency in the Intimidation skill.

* Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

* Languages. You can speak, read, and write Common and Orc.
Sapping Sting

Source: Explorer's Guide to Wildemount

*Necromancy cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S

**Duration:** Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

***At Higher Levels.*** This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

***Spell Lists.*** Wizard (Dunamancy)