recursal/Fanatic-Fandom huggingface dataset:
Gillfolk

Gillfolk are a people with a mysterious and sometimes contentious history. Terran hostility to gillfolk is based on rumour of their linked to Aboleth.

## History

Thousands of years ago it is believed that the Gillfolk's ancestors where enslaved by the Aboleth. Accounts vary on whether they gained or were granted their freedom, and speculation that Gillfolk are still linked to Aboleth exists, but is extremely unwise to bring up around them.

This has resulted in some races (especially surface ones) treated them with suspicion or caution. Gillfolk may find surface towns hostile, especially as they venture further inland.

## Biology

Gillfolk are an aquatic amphibious race of bipedal humanoids with webbed digits, smooth or scaled skin and typically large dark eyes. They lack hair, and typically have skintones that are blue, green or grey. Their size, build and appendages can vary, but due to dense muscles they tend to be stronger than average races.

It has sometimes been wrongly assumed at all Gillfolk are male - this is mostly because no feature of Gillfolk correlates to their reproductive capacity, nor do they have breasts, and their reproductive organs are internal.

## Settlements and Infrastructure

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### Language

Gillfolk language is known as Deep Speech, but they also often speak Common.

Children are known as simply "child", "little one" or sometimes nicknames until they reach maturity. At 10 they have a ceromony called *Makua* that welcomes them into adulthood, where they choose a name before leaving their clan to explore.

It isn't uncommon for Gillfolk to take further names through their life, though the one they chose at their Makua are usually kept.

**Examples:** Lawaiʻi, Hasle, Trid, Olaen, Yaharini'i

## Society and Relationships

They live relatively short lives compared to other races, of up to 40 years. Gillfolk reach maturity at 10 when they traditionally leave their clan to explore. They can be permitted back to the group if they are judged to have gained experience that will contribute to the clan, but it is much more common that Gillfolk never return to their birth clan, instead joining another, settling outside a clan, or living a nomadic lifestyle.

All Gillfolk are given martial training before they leave their clan, and many become skilled hunters and fighters.

## Death, Deities and Belief

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

### Death Rites

what steps are traditionally taken when someone dies

### Death Ajacent Roles

how are roles related to death (eg morticians) considered within their culture

## Notable Figures

* person
* person
* person

## Campaign Events

* event
* event
* event

## 5e Mechanics

### Traits

* Amphibious
* Watersight
* Darkvision
* Diluting Armour
* Dry Skin
Hini

Hini is the goddess of the hunt, farming and nature. She is worshipped alongside the other gods of the wind, Ruits, Tiai, and Sika.

## Symbology

She is depicted as a peacock (with "male" colourful plumage), or as a peacock-like birdfolk.

Her symbol is the southern compass point and a peacock feather.

## Worship

Hini is often worshipped by gender-diverse people, due to her being depicted as a woman with with "male" peacock plumage.

## Superstitions

* a sign of favour
* a sign of wrath
* good luck
* bad luck

## D&D 5e Mechanics

### Traits

#### name

*description*

effect

#### name

*description*

effect
Heavenly Pride

The Heavenly Pride is the collective name given to the the pantheon of Catfolk deities, spirits, and storied heroes.

## Heaven's Relics

An often-told story is of a fabled hero, who was bestowed gifts from each of the gods to become their emmisary.

Basi, goddess of adventure, bestowed a cloak that would allow the hero safe passage wherever they went. Lacha, god of hunting, bestowed a ring, as a a secret symbol to the hero's enemies. Bergeron, god of music, bestowed an amulet to allow the hero to always remember those they love. Naje of the sea gave a diadem, so the hero would be known to all no matter how many waters they crossed. Shou of the hearth gave a staff, for steady feet and guidance.

Most stories say that the hero died and the relics were lost, but some rare texts have been found that indicate that the truth of how this legend ends is still unknown.
Sylvan

Sylvan is the language spoken by Fey in the Feywild. It is lyrical and light, often likened to having the cadence of a bubbling stream. T accent amount the region's own Gnome Fey somtimes on a more chattering tone that invokes their insectoid alignment.

## Script

    The written form of Sylvan is very rarely used.
Healing Potion

A potion of healing is a curative magical tonic. It may be brewed from ingredients with magical properties, or infuses with magic.

## Recipe

The exact components of a healing potion will vary on creator, region, and resources. Some often cited ingredients include Purified Water, Brackish Violet petals, topaz, Selkie Moss, Beach Bark, and even blood.
Jewel Turtle

The shells of jewel turtles are specifically topaz. The most common colours are clear, brown, orange and yellow. Turtles that live deeper in the mines nearer to subterranean heat sources have different colours, such as blue, pink, purple and green.

The gems continue to grow on the turtle shells as they get older. Older turtles can reach nearly two meters across, with deposits of topaz crystals on their backs.

Topaz harvested from the back of a live turtle can be imbued with healing magic that becomes especially potent.
Ketra Anvilbane

Ketra is a gifted scientist and inventor, who created the Gemforged.

## Background

Ketra is the neice of Berfoste Anvilbane, who died aboard The Garnet Wake.

## Campaign Events

* Met with members of The Sneintonion and discussed the origins of the Gemforged.
* Further discussed the origins and creation of the Gemforged after some of the crew brought a would-be-assassin to her.
Iceheart

Iceheart was an ancient white dragon, said to rule over the fridgid icefields far, far south of the Cobalt Sea, who was deified in death by their descendants.

## Symbology

Iceheart is depicted as a frost-covered white and pale blue dragon, sometimes without wings or limbs, more akin toa sea serpent.

Their symbol is the silhouette of a dragon with snowflakes.

## Worship

The city of Bayan Quay hosts a dedicated temple to Iceheart, in a cave kept cold by magic.

## Superstitions

* Hail, cold breezes and unusual ice formations are seen as a sign of ICeheart's favour.
* Poor visibility, getting lost and cracks in stonework are seen as a sign of Iceheart's wrath.
* Melting broken glassware into something new, string charms and wearing silver are seen as good luck.
* Falling icicles, stepping in dirty standing water and underfiling cups are seen as bad luck.

## D&D 5e Mechanics

### Channel Divinity

#### Shielding Ice

As a reaction when you take damage, you use your Channel Divinity blanket yourself beneath a layer of ice, which melts away at the end of your next turn. You gain 10 temporary hit points per cleric level, which takes as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

### Traits

#### Artist's Tools

*Clan Iceheart has long expressed themselves through art, and it is artisan products that helped them survive as a nomadic people amongst the icefields.*

You are proficient in an artform (e.g. painting, embroidery), and gain advantage on any checks related to performing or understanding your craft.

#### Cold Soul

*You have endured hardship, and you have endured cold. You know what it means to weather these things and survive.*

You are immune to cold weather effects (but not cold attack damage).
Lacha

Lacha is the catfolk goddess of hunting and of death, who is worshipped by everyone from butchers and hunters, to morticians and assassins.

## Symbology

Whether depicted more bestially or more like a tabaxi, Lacha is depicted as a maned lioness, often with a red-ish mane or bloodstained fur.

Her symbol is a red paw print.

## Worship

### La Chasè

La Chasè are a rumoured group of assassins that worship Lacha and leave red paw prints at the scene of kills.

## Superstitions

* a sign of favour
* a sign of wrath
* good luck
* bad luck

## D&D 5e Mechanics

### Traits

#### name

*description*

effect

#### name

*description*

effect
Krypa

The jungle island of Krypa is the known home primarily of of the Gnome Fey. It is believed to be a place of crossroads, if not outright overlap between the material plane and the Feywilds.

The Gnome Fey are not isolationists, and several settlements on the coast of the island welcome traders and visitors, but the heart of the jungle is fiercely guarded by warriors and traps, and passage is only granted to those that are able to prove themselves.
Gavriel

Gav is a happy, charming Sea Elf, often found in the crow's nest of the ship keeping a look out. Her favourite colour is purple, even extending to the magic of her summonded bow.

## Background

Write their history here. Only stuff that you want known/has been revealed.

## Campaign Events

* Spotted some dolphins with Nine in the crow's nest.
* Caroused around Garnet Outcrop, and won an arm wrestling contest aganist Ellin Ironlyre.
* Had a one-off tyrst with Henry Sawyer.
Ell

***Ell Ardha*** is an Axolomeh Inspiritus Fighter. Fey are currently a member of the crew as an assistant to the medical and navigational deparments.

## History

Ell grew up in on Axolomeh island by the name of Wetroot; fey had a relatively peaceful childhood on the island, though never really found fer place amoung it's citizens. They loved and treated Ell fine enough, but wern't really on fer wavelength, Ell very much operating on fer own time and internal logic. This distance came to a head when Wetroot's tradition of fluctuating leadership meant that Ell was put in charge of Wetroot for a period of time.

We do not speak of these times.

In the aftermath, Ell was put on a 'Special Assignment', to explore the people and culture of the Cobalt Sea to gather a report on how Axolomeh could better reach out to other societies. This assignment was to be done for as long as Ell could possibly do so, for the rest of fer life if fey could! After being appointed this 'Special Assignment' Ell spent fer days travelling from island to island to experience as much as fey could on the Cobalt Sea. During this time period fey met Butters and Chloe for the first time after the pair came to assist Ell during an altercation. Fey took a liking to the pair and followed them wherever they went, eventually collecting many other members of their growing community.

When this community ended up at 16 strong, it was decided that they should track down a little piece of estate and settle down and try to make a home for themselves. Like the others, Ell adopted the family name 'Ardha' to signify their kinship. While things where great for a long time, some of the Ardha's were getting restless of the domesticated lifestyle they suddenly found themselves in. It was decided that they should all go there separate ways for now for One Last Hurrah of adventures. Ell was very reluctant to go at first, especially after seeing the mental toll adventuring has had on Butters specifically. However fey became inspired after assisting a fellow outcast, who was being targeted by the local guard for "Strange Behaviour", in the same way that Butters and Chloe had helped fer when they first met.

At some point Ell came across a stranger using a mysterious device which had the ability to record images via a crystal and even transfer them as script onto surfaces, creating a perfect replica of the visual. Amazed by what fey had seen, Ell in fer own words: "Asked them a million times until they let me have one." Ell now has another prototype of the device for 'field testing' and frequently sends the pictures fey takes back to other Ardha's through postcards sent via couriers.

## Campaign Events

* Ran into Henry Sawyer on Garnet Outcrop.
* Joined The Sneintonion.

## Trivia

* random facts about your character
* wip
* wip
The Garnet Wake

The Garnet Wake was a dwarven pirate vessel, seen in similar waters to the Sneintonion, and later found as a ghost ship, completely abandoned. The crew were later found below the boat, strung to the seabed as Drownies.

## Design

A very simple cargo ship, that was built to be sturdy rather than speedy, and later decorated with intricate dwarven wood carvings.

## Crew

The crew manifest listed fifteen sailors, with fulfilling multiple roles.

Executive
Berfoste Anvilbane†: *Captain*∅
Vaska Stillshrine†: *Officer*∅
Kherdrulir Ashspine†: *Officer*∅
Urgosh Silverspear†: *Officer*∅
Skarsoic Brightmaster†: *Officer*∅
Sailors
Kirgarlum Caskmane†: *Sailor*
Nukatrude Kragbelt†: *Sailor*
Kuvrik Ironfoot†: *Sailor*
Golgud Flintflayer†: *Sailor*
Glorifrulim Shadowbrow†: *Sailor*
Anora Cragback†: *Sailor*
Onvex Cragback†: *Sailor*
Bagraed Battlerock†: *Sailor*
Madmulir Thunderbane†: *Sailor*
Thragnam Bluebeard†: *Sailor*
∅ *officer positions*
† *deceased*

## Campaign Events

* Found abandoned by the crew of The Sneintonion.
* Brought back to Garnet by the crew.
* Stolen by Strawberry and his crew, and re-named The Atrocity Exhibition.
Walking Reef

Your armour is constructed from a symbiotic colony of coral, and you allow those many thoughts and voices to drive you.

## Coral Armour

When you choose this path at 3rd level, you gain the ability to use coral armor as a weapon.

Your coral armour has its own condition points equal to 5 your level. It is resistant to slashing and piercing damage, but whenever the armour takes an instance of blunt or explosive damage (including impact, crushing, and fall damage), you take a normal amount of damage, and your armour loses a point of condition. If your armour loses all condition points, it is considered *brittle*, and you lose any abilities associated with it. They are regained once the coral regrows on a long rest.

While you are wearing coral armor and are raging, you can use a bonus action to make one melee weapon attack with your armour coral spikes against a target within 5 feet of you. If the attack hits, the coral deal 1d4 piercing damage. You use your strength modifier for the attack and damage rolls. This damage increases to 2d4 at level 10, and 3d4 at level 15.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

## Reef's Retribution

Starting at 6th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing coral armor.

## Reef's Wake

At 10th level, while raging, any terrain you move across in your turn grows coral from it, and is considered hazardous terrain to everyone but you.

## Current Dash

At level 14, when taking the dash action underwater, anyone of medium size or smaller who is within 5ft of your dash path will need to make a strength saving throw or be pushed back 10ft.

## Symbiotic

At 17th level, when you are underwater wearing your armour or have been underwater in the last day, you do not need to eat, as the symbiotic colony provides you with what you need.

20
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Drace

East of the Cobalt Sea lies the seat of a once great empire, Drace. Once, thousands of years ago, the Dracean empire spanned as far west as the Skeleton Coast and as far north as Porewa. The port city of Bayan Quay still pays a small tithe to the capital city, an historic hangover from the city's ancient history as a Dracean outpost. Those days are long forgotten however, while the Immortal Empire still exists in theory its borders now barely extend beyond the city walls.

While the empire, spanning such a wide area, encompassed a wide range of cultures and species', the city of Drace is home mostly to dragonborn.

## Governance

Drace is still ruled by an Emperor, however in modern times this title is mostly ceremonial. The day to day running of Drace falls to the senate, an elected body of representatives for the various strata of society.

## Notable Figures

* Lucius Julianus Severus Regis
* Dionus
Stormsire

Stormsire is an ancient bronze dragon, a living being that has reached deity status amongst many Dragonborn. The concept of a living deity is not a strange one for Dragonborn; dragons live such a long time, that their deity figures invariable have very real and traceable existences, even if ancient.

## Symbology

Allthough she hasn't been seen for near enough a century, Stormsire is said to be covered in bronze scales, with blue-tinged flesh and bright blue eyes.

Her symbol is the silhouette of a dragon filled with blue lightning.

## Worship

The city of Bayan Quay was built around a coastal cave system where Stormsire settled after she united the dragonborn. The dragon born maintain a permanent temple in the mouth of the largest cave, with ceremony space, altar and adornments. Tunnels into the deeper caves, where Stormsire is believed to reside, are guarded fiercely.

### Clan

Decendants of Stormsire are part of clan Stormchild.

## Superstitions

* Lichtenberg figures (electrical discharge marks/lightning tree pattern), safely navigating storming seas and purple clouds are seen as a sign of Stormsire's favour.
* Lightning strikes, thunderstorms that last for three days, and extended distant thunder are seen as a sign of Stormsire's wrath.
* Static discharges, struck lightning vanes and finding Lightning Glass are seen as good luck.
* Lightning striking trees, thunder without lightning and dropping copper coins are seen as bad luck.

## D&D 5e Mechanics

### Channel Divinity

#### Lightning Rod

Once a day, you can use your Channel Divity power as a bonus action to ensure maximum damage on an attack with lightning damage. This power can be used after the attack is rolled to hit.

### Traits

#### Weather the Storm

*You have grow to be respectful of the power of the storm, and also learned the ways in which it strikes.*

The first lightning damage you take during a day (after a long rest since using this trait) does you no harm. Subsequently, you are resistant to lightning damage (you take half damage from lightning) from the same source/attacker.

#### Spark of Life

*Your elders have spoken of the way lightning can jolt life back into a body that is losing it's soul. You don't know about that, but you know the crackle at your fingertips feels like it has potential.*

Your first attempt to stablise someone who is at 0HP is made with advantage.
Moons

Two major celestial bodies are known to orbit the world, seen in the sky in tandem. The larger moon is called Masina after the Merfolk deity, or the **Steady Moon**, by which the calendar is tracked due to it's consistent orbit. The smaller moon is called [[]], or the **Wild Moon**, due to it's irregular orbit.

Their cycles differ such that certain combinations of phases create auspicious and powerful days.

## Cycle

The Steady Moon give a consistent cycle for each month of 28 days, with a new moon (no visible moon) in the sky on the first day of each month, and a full moon generally falling on the 15th.
Aubade to Nocturne

A band with eclectic sound.

## Members

* Dugene - Crustacea lead guitarist
* Melopy - Nymph bassist/Manager
* Alla-Breve - Succubus/Demon pianist
* Highland Milk - Simian drummer/vocalist
* Cid - Banshee vocalist
* Semihemidemiquasiemi - Construct rhythm guitarist

## Campaign Events

* Jointly won a battle of the bands competition with My Alchemical Romance.
Ovissan

Also known as sheepfolk, or sometimes disparagingly "sheeple".

## History

Ovissans have a fraught history with Caprini, with whom they've often vied for space.

## Biology

Most particular about the Ovissan is their sleeping - they naturally sleep for extended periods, with awake periods as short as six hours.

## Settlements and Infrastructure

Ovissan settlements are found on the nothern coast of the Cobalt Sea, on pastures high in the hills at the foot of mountains ranges. They are highly agrarian settlements, with farming and husbandry of sheep.

## Art and Culture

Much of Ovissan culture is based around their access to a shared dream realm, known as The Haze, which has it's own distict cultures, structures and systems. Other people have limited access to this realm, but some Ovissan willing invite others to join, for cultural and economic reasons.

Their main export is wool and fabric, which is also a main staple of their infrastructure.

They also have a thriving coffeehouse culture, born out of modern trends of trying to stay awake.

## Society and Relationships

Ovissan often have distinct personalities between sleeping and waking.

## Death, Deities and Belief

Ovissan have a pantheon of gods, who they are able to encounter in the dream realm.

### Death Rites

what steps are traditionally taken when someone dies

### Death Ajacent Roles

how are roles related to death (eg morticians) considered within their culture

## Notable Figures

* Lousid
* Torcalonnus
* person

## Campaign Events

* event
* event
* event

## 5e Mechanics

### Traits

* Woolly Coat
* Dream Magic
* Gore
* Herd Mentality
Mermish Songs a Translation and Study Vol 2

> “And in the grief and regret of so many lives taken, the guardian of the sea did take those souls in their hundreds and bear them to rest within shells, sealed with magic and grief. To rest until awakening as crabkin, to give lives of goodness to take the offered place beside Savai.”
>
>

One of the small collection of books aboard The Sneintonion.
The Keeper

The Keeper is remembered as the first Crustacea to trade with the gods, allowing the Crustacea the first materials to build a civilised society.

## Symbology

The Keeper is depicted as a large hermit crab whose shell houses many more things than should reasonably be able to fit inside it.

The symbol of the keeper is a key crossed with a crab claw.

#### Superstitions

* a sign of favour
* a sign of wrath
* good luck
* bad luck

## D&D 5e Mechanics

### Traits

#### name

*description*

effect

#### name

*description*

effect
Misoldomi

Misoldomi is a Gemforged, created from the soul of Bahrbrar by The Mechanist on Garnet.

> You have such a talent to be able to turn your back on atrocity: you must show me how you do it some day.
>
> **Misoldomi**

## History

Your character's backstory. Don't write anything you're keeping secret in the campaign until it's been revealed!

## Campaign Events

* Learned about their origins from Ketra Anvilbane
* Helped Ell when fey had a panic attack during a battle.
* Left The Sneintonion to stay in Garnet Outcrop.

## Trivia

* random facts about your character
* wip
* wip
The Haze

A dream realm that Ovissans naturally have access too when they sleep. The realm has it's own culture, economy, and semi-permanent regions.

Other species cannot usually gain access, unless via powerful arcane means. Elves, who do not sleep, cannot access the Haze.

In more recent years, the Ovissan have been allowing access for trade and cultural exchange.
Sahuagin

## History

Sahuagin have a history being employed as mercenary forces, favoured for their skill and bloodlust.

## Biology

Sahuagin resemble humanoid sharks, usually bipedal, with shark-like faces. They hold themselves apart from other Fishfolk, claiming their ancestry is directly from the shark god Sekolah.

## Settlements and Infrastructure

They tend to be isolated clans who prefer not to mix with others, and defend their territory with hostility. Sahuagin who mix with other communities often bear the stigma of historic violence done by their race, often cast as savage and bloodthirsty.

## Art and Culture

Sahuagin often build settlements within the bones of fallen creatures such as whales. The use of shark remains is prevalent in their structures and weapons.

## Society and Relationships

As an isolated society, little is known about the Sahuagin, who are often characterised as cutthroat, competitive and bloodthirsty.

## Death, Deities and Belief

They worship the shark god Sekolah as their primary deity.

## Notable Figures

* Zark Abisjaw
* person
* person

## Campaign Events

* event
* event
* event

## 5e Mechanics

### Traits

* Bite
* Darkvision
* Aquatic
* Shark Tamer
* Advanced Watersight
Harore

Harore is a minor deity, and is said to have been the first Crustacea to tame and farm mushcrabs, preventing the first groups of crustacea from dying from famine.

She is is characterised as reserved, studious and distant, gracious to travellers but much more interested in her mushcrab charges.

## Symbology

She is depicted as a mostly humanoid crustacea in the green-grey colouring of mushcrabs, with large red and orange mushrooms growing from her hair instead of hair. She holds a crook staff and is usually depicted carrying a basket and accompanied by mushcrabs.

The symbol of Harore is a pair of red/orange mushroom caps.

## Worship

Crustacea seldom keep altars to deities besides Savai, but the legacy of Harore is honoured in passing down her wisdom about how best to tame and care for mushcrabs.

### Traditions

The biggest mushcrab from a new brood of hatchlings, once they have reached a viable age, is traditionally named after Harore.

### Superstitions

* Spotted mushcrab shrooms, warm currents and a sign of favour
* a sign of wrath
* good luck
* Harming mushcrabs, a guest refusing food, and depicting Harore as skinny are considered bad luck.

## D&D 5e Mechanics

### Traits

#### name

*description*

effect

#### Harvest Child

*You were raised by farmers, and you know the seasons of the crab harvests.*

You are proficient in *Animal Handling* and *Nature* checks to do with farming and seasonal harvests.
Jan Kwan

Write a blurb about your character here.

## History

Your character's backstory. Don't write anything you're keeping secret in the campaign until it's been revealed!

## Campaign Events

* Captain Brassjaw took pity on them, employing them on The Sneintonion.
* Found some Havviki Incense in a treasure cave.
* Won a game of Yahtzee.
* Had Tezzik identify the magical debris they won from Strawberry in their dice game.
* Got gills from a water breathing potion, but the gills didn't fade after they should have worn off...

## Trivia

* extra tidbits about your character
* wip
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Mushcrab

Mushcrabs are mottled grey and can grow extremely large, with shells spanning several meters, and grow crops of red-orange Crabshrooms on their backs.

They are kept as living farms mostly by Crustacea, and the practice has spread to other aquatic races. The health and wellbeing of the mushcrabs is essential, as dead, dying or threatened mushcrabs pump a toxin into their mushroom crop that renders them poisonous. The relationship with farmers is symbiotic, as crabs left unharvested can suffer under the weight of their crop, such as having difficulty shedding.

Wild mushcrabs have been known to seek out people or creatures in the hopes of having the mushrooms on their backs picked, so they can shed their shell and start the process over.
Dugene

Deugene is a non-verbal musician. Discovered by Melopy in a period of homelessness busking with a crude homemade instrument; yet he had access to the most heavenly chords and made that makeshift junk SING! Melopy invited Deugene to come travel with them, as they both gathered other members of their band Aubade to Nocturne.

Deugene’s claws mean that he can only communicate to people with a form of sign language. Luckily Deugene’s natural talent to sync up to people’s rhythm makes this barrier less of a deterrent then you’d assume.

## History

Your character's backstory. Don't write anything you're keeping secret in the campaign until it's been revealed!

## Campaign Events

* wip
* wip
* wip

## Trivia

* random facts about your character
* wip
* wip
Oma Seawalker

The ship's Master Gunner, Oma is in charge of the maintenance and deployment of the ship's arms. Gunners (who man the canon in battle) report to her. She is quick-tempered and volatile, and an incredibly good commander.

## Background

Write their history here. Only stuff that you want known/has been revealed.

## Campaign Events

* wip
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Tieflings

Tiefings are a people in whom an infernal bloodline has manifested, giving them demonic features. In the Cobalt Sea, however, tiefling lineage is often abyssal, drawn from demonic and extraplanar features, rather than devils, and have come to be known as Deep Tieflings.

## Notable Figures

* Jan Kwan (part Aquan)
* Ventis (part Djinn)
Ribbit

Ribbit is the collective name the many regional variants of languages spoken by Frogfolk and some other amphibian people who use similar vocalisations.

It is likely the root language of Mowic, which is similarly spoken by amphibians and involves some unique amphibian vocalisations and inflections.

## Script

Ribbit is fairly unique amongst languages in that it has long resisted a written equivlent, and nothing approaching an official script is known to exist.
Masina

Masina is the mermish guardian deity associated with the moons, oysters, fate and magic. They are the least widely worshipped of the guardians, and their domains are particularly conceptual.

They are characterised as melancholy, wise and generous, associated strongly with prophecy, destiny, love and grief.

## Symbology

Masina is depicted as a giant luminescent, often Moontouched, silvery-coloured mer, usually draped in white kelp or sheer fabric.

Their symbol is a blue crescent moon and a pearl.

## Worship

Worship of Masina is considered esoteric amongst merfolk, mostly found amongst oracles and mages. They represent more conceptual domains, rather than one that merfolk inhabit like the other guardians.

Regardless, many merfolk will honour Masina at certain lunar holidays. The mermish dessert Moon Pearl is inspired by Masina.

## Traditions

### Folklore

Within the songs of mermish folklore, Masina is often a controversial figure, causing trouble for the other guardians and folk figures due to their powers of prophecy and their adherence to destiny.

A pivotal story about Masina involves their betrayal of guardian customs for a mortal lover, their banishment from the seas to one of the moons, and the subsequent impact of their grief. Although mermish folk songs are rarely chronological, there's a noted lack of Masina from stories after that point.

One of the world's moons is often called 'Masina'.

## Rituals

### Superstitions

* Finding a double pearl oyster, recovery from assumed fatal illness/wounds and seeing a moon in the daylight are considered a sign of Masina's favour.
* Unbroken cloud cover over the moon, strangely high, low or volatile tides, and failed spells are considered a sign of Masina's wrath.
* Surfacing during a full moon, pearl jewellery, and the moon's reflection are considered good luck.
* Green pearls in oysters, rain on a full moon and scattering pearl jewellery are considered bad luck.

## D&D 5e Mechanics

### Channel Divinity

#### Eclipse

The moon moves in front of the sun, as if a shield. Once per long rest, as a reaction you can teleport up to 30ft in order to take damage from an attack that would otherwise damage another creature.

### Traits

#### Prophetic Check

*You have always had somewhat prophetic dreams; predictions that come true, even in the most minor of ways. They wax and wane just like the moons, sometimes good, sometimes bad, but always coming true in the end.*

You have the ability to see the future. Once per long rest you can roll a d20, and "bank" the outcome. You must then use that dice roll in the next encounter (or before your next long rest). At level 10, you can spend this banked dice roll on another player or NPC's roll.

#### Moonchild

*You were born auspiciously under the light of a full moon, bathed in moonlight in your very first hours.*

You have advantage on history, religion and arcana checks about prophesies and lunar events.
Ordo'Atkan

South of the Cobalt Sea, east of Kashar and the Spessartine Desert, lies a land of wide open planes where the nomadic Atkani people roam. The Atkani are primarily and historically Orcish, but the horde considers anyone who lives by the "Way Of The Open Sky" to be equally of their people, regardless of species.

## Military

All Atkani are expected to be proficient in both horseriding and archery, a tradition called the "Way Of The Open Sky", meaning any given civillian can serve as a Keshik, a mounted horse archer warrior. When united, the Atkani Horde is near unstoppable, but the nomadic lifestyle of the Atkani people places a logistical restraint on sustained campaigns. The Horde prefer instead to hit hard and fast, decimating the enemy and exacting tribute before returning to their homelands.
Kalp Atışı

## Detalles

* **Título:** Kalp Atışı
* **Título en inglés:** Heartbeat
* **Título en español:** Late mi corazón; Latido del corazón
* **Genero:** Drama, Romance, Medicina
* **Episodios:** 28
* **Cadena:** Show TV
* **Periodo de emisión:** 30-Junio-2017 al 28-Enero-2018

## Sinopsis

Eylül Erdem, una joven marcada por el suicidio de su madre que se ha convertido en una brillante neurocirujana, se reencontrará en el hospital donde trabaja con Ali Asaf Denizoglu, un antiguo profesor del cual estaba completamente enamorada.

Ali Asaf, inspiró a la joven a ser médico, pero un malentendido hizo que fuera expulsado del instituto donde daba clase y se mudó a Estados Unidos. Doce años después, regresa a Turquía por trabajo y se encuentra con su alumna en el mismo hospital. Ambos vivirán un romance que marcará su destino mientras trabajan juntos en el hospital.

## Reparto

* Gökhan Alkan como Ali Asaf Denizoğlu
* Öykü Karayel como Eylül Erdem Denizoğlu
* Ege Kökenli como Bahar Tunç
* Ali Burak Ceylan como Oğuz Dağçakrak
* Vedat Erincin como Ziyanur Denizoğlu
* Hakan Gerçek como Sinan Tunç
* Metin Coşkun como Süleyman Tunç
* Burcu Türünz como Esma Sancak
* Erdem Kaynarca como Mehmet
* Fatih Dönmez como Selim Can
* Selahattin Paşalı como Alp Sungur
* Barış Aytaç como Fatih Yılmaz
* Başar Doğusoy como Samet Tok
* Hasan Şahintürk como Vedat Erdem
* Merve Çağıran como İpek Erdem
* Demet Altuner como Ozgul
* Seda Akman como Esra Kimdir
* Şule Zeynal como Sude
* Tuğçe Kumral como Nazlı
* Serkan Tınmaz como Sultan Denizoğlu
* Nihan Asıcı como Zeynep

## Producción

* **Guionista:** Makbule Kosif
* **Director:** Yusuf Pirhasan
* **Compañía productora:** MF Yapım

## Curiosidades

* Basada en la serie coreana de 2016 Doctors.
New Ork Dollz

Songs often reflect the bands history of military service and how the governments have screwed them over, leaving them with poor/inappropriate prosthetics and no benefits.

## Members

* Buster Poindexter - Orc lead singer
* Terri Teardrops - Orc guitarist
* Heartbreaker - Orc guitarist
* Idunn Idol - Orc bassist
* Lost Jeremy - Orc drummer
Ver'Bolsov

Ver'Bolsov is a rocky inland region, extremely rich in coal.

Historically, the land has been populated by Goliath and Mountain Jaguaran nomadic groups. However, since Orthid Coalhammer detected the natural charcoal deposits under the surface and established the Coalhammer Mine, the region has been the target of numerous military campaigns of conquest and colonisation. While some locals find employment at the mines, Goliaths mostly as manual labourers or security and Jaguarans as administrators, most are hostile to the mining operations and the local tribes carry out frequent raids.
Ruits

Ruits is the god of the north wind, travel, and migration. Although extensive folklore exists around the relationships between the deities of the four winds, including Tiai, Hini, and Sika, there are some birdfolk who believe them aspects of the same divine force, or reincarnations of that same force at different times.

## Symbology

Ruits is usually depicted as as a giant roc, or roc-like birdfolk.

Icons of Ruits usually incorporate a north (upwards) compass point.

## Worship

Temples to the gods of the wind are never singular, all four are featured and present. However the settlement of Meenar favours Ruits, being a port town with a lot of travel in and out of it.

## Superstitions

* Strong northern winds, calm seas and feathers pointing north are seen as a sign of Ruit's favour.
* Ruit's is not considered a wrathful deity, and there are no explicit signages of his upset.
* Broken compasses are considered good luck charms, and many travelling birdfolk will have one.
* Seeing a seabird dive and fail to catch a fish, and losing flight feathers are seen as bad luck.

## D&D 5e Mechanics

### Traits

#### Internal Compass

*You are the creature born of the sky, and need no instrument to know your way.*

You can innately tell compass directions, provided you are not effected by exhaustion.

#### name

*description*

effect
Pavesh

Pavesh keeps the owlery in the Garnet Hearth, a tall tower covered in climbing yellow ivy. She tends to the owls and sends messages and missives about the city and beyond.

Pavesh was a friend of Thragnam Bluebeard, who died aboard The Garnet Wake.

## Campaign Events

* Helped Strawberry and Tilly send a letter to Ink Fingers
* Gave Strawberry some owl bones for Eugene
Undershroom

These grey-purple fungi are common, found in undersea caves and other low-light places on the seabed, are only of only a few species of submerged fungi, compared to the many varieties in terran forests. The flat caps can grow to a few feet across, but are ideally harvested before they've matured, for a savoury flavour and springy texture. They keep for long periods of time without preservation, and are a common source of vegetable protein.
Pranja

Most senior religious leader in Kashar, the personal priest to the Sultan and effective head of the Kasharite faith. Keeper of the eternal flame. Even for a spiritualist, Pranja is somewhat eccentric. His deep connection to the spirits of the desert make it difficult for him to focus on the physical world, giving him an otherworldly and distant affect.
Gönül İşleri

## Detalles

* **Título:** Gönül İşleri
* **Título en inglés:** Affairs of the heart
* **Título en español:** Asuntos del corazón
* **Genero:** Comedia, Romance
* **Episodios:** 28
* **Cadena:** Star TV
* **Periodo de emisión:** 12-Octubre-2014 al 26-Abril-2015

## Sinopsis

Tres hermanas viven con su padre después de que su madre las abandonó. Sueñan con casarse pero mientras tanto les toca vivir esta realidad.

## Reparto

* Bennu Yıldırımlar como Servet
* Sinem Kobal como Sevda
* Selma Ergeç como Saadet
* Timuçin Esen como Yılmaz
* Fırat Çelik como Asrın
* Sezai Aydın como Muzaffer
* Pamir Pekin como Komiser Kemal
* Kaan Yılmaz como Tibet
* Nihan Büyükağaç como Alev
* Zerrin Nişancı como Lale
* Gümeç Alpay como Çisil
* Ali Ersan Duru
* Can Yaman como Bedir
* Alkan Demirlek
* İpek Bilgin
* İlhan Şeşen
* Nazlı Gonca Vuslateri como Kader
* Nevra Serezli
* Hazel Çamlıdere como Müjgan
* Murat Prosçiler como Anıl
* Hande Özen como Arzu
* Kadriye Çetinkaya
* Doğukan Balta
* Deniz İrem Morkoç

## Producción

* **Guionista:** Necati Şahin
* **Director:** Türkan Derya
* **Compañía productora:** TMC Film
The Sneintonion

## Design

The Sneintonion is a medium sized, two-mast warship sailing the Cobalt Sea.

Parts of the ship seem to be bigger than they appear on the outside.

The ship's galley kitchen also has two long wooden benches in it, turning it into a cafeteria when needed.

## Crew

Executive
Captain Brassjaw: *Captain*∅
Johnny Platinum: *Quartermaster/First Mate*∅
Galley
Roree Farraden: *Cook*∅
Tlatla Maquis: *Fisherman*
Armory
Oma Seawalker: *Master Gunner*∅
Indie: *Gunner*
Orzle: *Gunner*
Ellin Ironlyre: *Gunner*
Fang: *Gunner*
Surgery
Suri: *Doctor*∅
Ell: *Surgical Assistant*
Navigation
Gavriel: *Navigator*
Nine: *Watcher*
Administration
Lili: *Bosun*∅
Jeanne de Ver: *Scribe*
Daka ko ra Lindheart: *Priest*
Maintenance
Tezzik: *Carpenter/Arcanist*∅
Sick Olly: *Rigger*
Bob Chops: *Rigger*
Tamarind: *Rigger*
Hayda: *Rigger*
Sailors
Jan Kwan: *Sailor*
Dafyd: *Sailor*
Gimlee: *Sailor*
Uwen: *Sailor*
Merian: *Sailor*
Alice Greenbow: *Sailor*
Rhiana: *Sailor*
Adath Calmwater: *Sailor*
Ophelia Abernathy: *Sailor*
The Wanderer Without A Name: *Sailor*
Pets
Wiggles: *Ship's Cat*
Smet: *Ship's Cat*
Grey: *Ship's Cat*
Former Crew
Strawberry: *Sailor*
Barry: *Rigger*
Grub: *Gunner*
Tilly: *Sailor*
Bahrbrar†: *Doctor*∅
Misoldomi: *Sailor*
Henry Sawyer: *Watcher*
Malheur: *Pet (Henry Sawyer)*
Vit: *Watcher*
Zora Quartermaster: *Quartermaster*∅
∅ *officer positions*
† *deceased*

## Ship's Cats

The ship has several cats that call it their home.

WigglesSmetGrey
## Campaign Events

* Recruited new crew from Gybrant.
* Began to tow the abandoned ship The Garnet Wake.
* Made port at Garnet Outcrop
* Partied with The Vengeance
* Bahrbrar became Misoldomi
* Misoldomi and Henry Sawyer stayed on Garnet Outcrop, while Zora Quartermaster and Vit left.
Shou

A benevolent deity, legends about Shou often speak of them taking the form of a domestic cat and living amongst mortals, enriching their lives.

## Symbology

Shou is depicted as a cat with striped and spotted markings, often shown in the form of a domestic cat rather than a tabaxi.

Shou is symbolised by the sun, or sun dials.

## Worship

Shou is deeply connected to the catfolk's kinship with domestic cats, and catfolk communities aften keep them as family or community pets.

Along with the other catfolk deities, Shou is part of the Heavenly Pride.

## Traditions

It is traditional to offer a kitten to a new parent to raise alongside their child in honour of Shou.

## Superstitions

* a sign of favour
* a sign of wrath
* good luck
* bad luck

## D&D 5e Mechanics

### Traits

#### Family Familiar

*Your family has long honoured Shou, and you grew up with pet cats. You are bestowed their companionship even after they are gone.*

Up to once per day, you have a free use of the *Find Familar* spell. This spectral familiar always takes the form of a cat you owned as a child.

#### Feline Friend

*Growing up with cats, you know how to approach them without gaining their ire. Cats seem to like you.*

You always roll with advantage for animal handling checks against felines.
Orc

While orcs are a much maligned people in some parts of the world, the few that have made it to the Cobalt Sea have found a much different reception.

Some have allied with and taken leadership amoungst the Koalinth, others are pirates, and more still roam, looking for their place.

To the south, the vast planes of Ordo'Atkan are ruled by predominantly Orcish keshik, united under the banner of the Great Khan, Olon Sum.
Spyryl

A strong silent character, who was very funny but rarely laughed out loud. He was a good painter.

Spyryl went missing when on patrol of the Ogol Chasm.

## Campaign Events

* Attacked Strom, Tetra and Shacor in the Ogol Chasm, trying to stop them finding out about the people he had sending on to something hungry below.
* Lead the group down into the deep caves below where Badderlocks and Poda were also enthralled by an unknown force, and Tetra, Tahua, Mollis, and Nikau were being held captive.
* Rescued by the efforts of Strom, Shacor and Tetra, escaping the deep.
Lili

Lili is the ship's bosun, who along with the scribe, works to help keep the day to day running of the ship in order. Keeping stock of rations and cargo, making sure crewmates have what they need to complete their jobs. She acts as the middleman for all issues regarding the ship, relaying information and making sure everyone knows where they stand.

## Background

Write their history here. Only stuff that you want known/has been revealed.

## Campaign Events

* Found some potatoes for Johnny Platinum
* wip
* wip
Unna Kausala

Leader of the Kasharite rebellion. Kausala is no stranger to the Sultan's brutality - as a child, she was a servant in the royal palace, up until the juvenile Sultan threw hot oil over her in a tantrum. To keep her silent, the Celebrated Mother had her sent to a temple to live out her days as a servant of the eternal flame. She studied under Brahman Pranja and showed a real aptitude for martial arts, but her fiery temper made her a dangerous element which he could only tolerate for so long. Cast out from the temple, she found a use for her combat skills in the rebellion, rising through the ranks to eventually lead the entire movement.
Môradref

The majority of Sea Elves live in the city of Môradref, a gigantic floating structure built up from the small floating settlement of the original sea elves, now a behemoth that moves with the annual tidal currents. It is considered a free city, and people of many races besides elves live and work there.

While elves may leave freely, Môradref is a spiritual place for them, and returns of pilgrimage even for elves who live elsewhere are common.

Môradref has flourished as a centre of dyes and fabrics: sea elf fashion is diverse, but tends towards bright fabric-heavy ensembles, with lots of layers. Sea elves are also known for dying their hair, thought to be a way of further distancing themselves from the trappings of their lineage.
Tlatla Maquis

Sometimes pirate ships have to go a long time without making port, so food can quickly become an issue. Thankfully, Tlatla is a master fisherman - his skills keep the crew's bellies full even on the longest of trips!

## Background

While he spends most of his time skewering trout and salmon, he hopes to one day hunt the shark which took his leg. Usually, finding one shark in the whole ocean would be impossible, but this particular shark also swallowed his prized Grandfather clock, so it's approach is always preceded by a tick... tock... tick... tock...

## Campaign Events

* Had a mysterious encounter in the fog.
* wip
* wip
Topaz Lagoon

Close to the town of Topaz is the site of an old mine – at some time in the years since the veins dried up, a band of goblins have taken up residence there. They have never caused the town any real problem, though the risk of goblin raids is something that is regularly spoken of and prepared for by the town guard. Townsfolk are warned away from the area, and certain paths towards it are guarded.

A series of cave-ins and accidents began happening as the mine was near to depletion, hastening the abandonment of the mine by the townsfolk. As the gem veins began to deplete, the town began to harvest and kill the resident jewel turtles for their topaz.
The Flow

Though any scientist would tell you that sound travels differently through water than through air, for aquatic creatures living in the vast connected ocean of the world, and even visitors to the realm, this is not a problem. The ability to speak and be heard without difficulty, providing you know the language, is known as "the flow". It is an ancient and unexplained magic, perhaps as old as the world itself.
Porewa

Porewa is a farming town, one of a triad of Undine towns that serve as hubs above some of the most precarious places in the ocean. The settlement is built on the slopes of the Pelean Vents, with rich soil and diverse plant life.

Despite it's reputation amongst Undine for being a "soft" town compared to Kainta or Whatt, it can still be uniquely dangerous.
Zora the Spine Shiver

* Spine Shiver
* Quartermaster

Of significant stature and inscrutable temper, Zora minds the day to day running of the ship on the captain's behalf. She is fair minded but strict, and sometimes considered humourless by crewmates.

## Background

Zora's mother is implied to be a member of the Mortalani.

## Campaign Events

* Spoke with Strawberry about the Mortalani Candle he found.
* Left The Sneintonion after trapping the Captain and Doctor in a secret room.
* Joined The Atrocity Exhibition with Vit, in order to aid the quest to resurrect Scales.
Water Weird

A water weird is a type of elemental, often conjured to protect a pool of water. They are renowned for their power as diviners in matters related to healing, and seasoned adventerers know to offer a copper coin to any strange fountain or pool before drinking from it, to appease any resident water weird that might be lurking.