recursal/Fanatic-Fandom huggingface dataset:
Fjorisk

Fjorisk is the unofficial language of Skellige, spoken by most of it's native population.

Fjorisk uses a modified Latin alphabet with some additional letters to represent unique sounds in the language. The additional letters are þ (thorn), ð (eth), and ǫ (o with a dot above). The full alphabet is as follows: Aa, Áá, Bb, Cc, Dd, Ðð, Ee, Éé, Ff, Gg, Hh, Ii, Íí, Jj, Kk, Ll, Mm, Nn, Oo, Ǫǫ, Pp, Qq, Rr, Ss, Tt, Uu, Úú, Vv, Ww, Xx, Yy, Ýý, Zz, Þþ.

Pronunciation:
Fjorisk has a complex system of vowel and consonant sounds. Here are some basic rules:

- Vowels:

```
   - A is pronounced as in "father"
   - Á is pronounced as in "cat"
   - E is pronounced as in "bet"
   - É is pronounced as in "hey"
   - I is pronounced as in "bit"
   - Í is pronounced as in "machine"
   - O is pronounced as in "hot"
   - Ǫ is pronounced as in "bored"
   - U is pronounced as in "put"
   - Ú is pronounced as in "boot"
   - Y is pronounced as in "my"
   - Ý is pronounced as in "meet"

```

- Consonants:

```
   - B, D, F, H, K, L, M, N, P, R, S, T, V, and Z are pronounced as in English.
   - C is pronounced as in "cat" before A, O, U, and Ú, and as in "ch" before E, É, I, Í, Y, and Ý.
   - G is pronounced as in "get" before A, O, U, and Ú, and as in "y" before E, É, I, Í, Y, and Ý.
   - J is pronounced as in "y" in English.
   - Ð is pronounced as "th" in "that".
   - Þ is pronounced as "th" in "thick".
   - X is pronounced as in "fox".

```

Grammar: Fjorisk has a subject-verb-object word order, like English. Verbs are conjugated for tense, aspect, and mood, and nouns are declined for case. Here are some basic examples:
- "I am happy" = "Ek er glaðr" (literally, "I am glad")
- "He will eat fish" = "Hann mun eta fisk" (literally, "He will eat fish")
- "The cat sat on the mat" = "Kötturinn sat á mottunni" (literally, "The cat sat on the mat")

Vocabulary: Fjorisk takes inspiration from both Old Celtic and Old Norse, so its vocabulary reflects this. Here are some basic words:
- Hello = Halló
- Goodbye = Bæ
- Yes = Já
- No = Nei
- Mother = Móðir
- Father = Faðir
- House = Hús
- Tree = Tré
- River = Fljót
- Sun = Sól
- Moon = Máni
- Fire = Eldur
- Water = Vatn
- Warrior = Skjaldmeyjar
Magic Daggers

*Conjuration cantrip*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** 1 minute

With a flourish, you summon a number of throwing weapons equal to twice your spellcasting modifier. These weapons can be of any type: daggers, handaxes, sling bullets, darts, etc. For the duration of the spell, the summoned weapons float within easy reach, allowing you to grab and throw them with ease. As an action, you can throw one weapon as a ranged spell attack with a range of 60 feet. On a hit, the weapon deals 1d6 magical piercing, slashing, or bludgeoning damage, as appropriate to the weapon thrown. After one attack, the weapon vanishes.

At higher levels, you can make more attacks with your weapons. At 5th level, you can make two attacks, at 11th level, three attacks, and at 17th level, four attacks.

**Spell Lists:** Bard, Sorcerer, Warlock, Warmage, Wizard
Bone Chill

Bone Chill

*6th level necromancy*

**Casting Time:** 1 action

**Range:** 90 feet

**Components:** V, S

**Duration:** 1 minute

This spell creates a cloud of cold necromantic energy in a 40-foot sphere centered on a point you can see within range. The cloud freezes the bones and blood of all creatures except constructs and undead touched by it. Affected creatures within the dark cloud take 9d6 cold damage each round they start inside or enter the cloud and become incapacitated, negating the incapacitated condition and taking half damage upon a successful Constitution saving throw. As a bonus action, you can move the cloud up to 20 feet in a direction of your choice.

***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, increase the amount of damage dealt by the spell by 1d6 for each slot level above 6th.

**Spell Lists:** Sorcerer, Warlock, Wizard
Benis Challenge

The *Benis Challenge* was created for those that wished for even more of a challenge when participating in one-shots on the server. Instead of level five, you may start at level one with your "rolled" array being 10 in every stat. Milestones through out the Challenge is laid out here:

* If you make it to level 11, without dying even once, you will receive the role: @Big Benis
* If you make it to level 20, you will receive a new title: @Omega Benis
* If you make it to level 30, you will ascend to even greater heights: @S U P R E M E B E N I S
* If you do all this and start as a zombie or skeleton, you will become a truly divine being: @D I V I N E B E N I S
* If you commit to never averaging hp and rolling every single level up, you will have earned the role: @Ballsy Benis
* And Dms that successfully kill a benis character will receive the role: @Benis Destroyer

These ranks are purely cosmetic and give no benefits to the player other than bragging rights from each achievement.

Do note: If your Benis character dies or if you attempt to power level your Benis with bought credits using Divinity Shards, they are disqualified from the challenge and are no longer classified as a Benis,- thereby requiring a character slot to be playable in bounties.
Web of Fire

Web of Fire

*4th level evocation*

**Casting Time:** 1 action

**Range:** 60 feet

**Component:** V, S, M (A cat’s cradle of thread or string coated in phosphorus)

**Duration:** Instantaneous

Striking both palms down upon the ground, web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60ft, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make Dexterity Saving Throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful save. Alternatively, all five streaks of fire can instead converge towards a single target, dealing 12d6 fire damage on a failed save or half as much on a successful one. The fire can travel over obstacle up to 5feet high, and ignites flammable objects along its path that aren’t being worn or carried

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 per each spell slot above 4th.

**Spell Lists:** Wizard
Erathis Danule

## Overview

**Name:** Erathis Vrykul Danule

**Race:** Aasimar

**Occupation:** Oathkeeper of Veradon, Management Operating Executive of The Inclusive Method Enclave

**Status:** Single, mother of one

**Build:** 6'4", athletic, slender, white hair, gold eyes, pale skin

## History

Erathis was born 262 years before present day as daughter of Faustus Danule. Her years before adulthood were peaceful but isolated, as she was raised in a demiplane mansion by her mother and sometimes her father. She learned the truth, however, when she matured into adulthood and the hunters began chasing her. She had to become proficient in her escape artistry quickly, and learned of why she was being hunted: she bore golden eyes, the mark of the dark deity Dascanoth. This was a hereditary trait, though that didn't stop the witch hunters, angels or devils.

Something that helped Erathis was her gift, or perhaps curse, of visions of the future. Sometimes the visions would be false, leading Erathis sometimes unable to trust her own mind. The mystical power of her father's blood flowed through her, something that either forced many forms of dark magic through her or gave her a potent resource to call upon. Witchcraft was her practice now, and she took an ally in an imp known as Vaeshorth. For a long time, she moved between circles where blood magic would blend in, and diabolic summons were easy to call with her aasimar's blood. She ran out of circles to shelter in, and came to Veradon. She found family in the other mercenaries there who would become later known as the Oathkeepers, a place that accepted and protected her. In turn, she protected them with disabling curses and a near limitless supply of summons.

The real test came when she joined her fellows in the long string of fights against none other than her father. The trust was strained when she had been revealed as his kin, but the bonds held fast and she grew into what was her new family. In the final battle against her father Faust, Erathis was the one to strike the final blow, a mercy kill instead of what Faust may have suffered.

With newfound freedom, Erathis has sought to bring many planes together in a sense of harmony with The Inclusive Method Enclave, which has opened up many businesses run by and for extraplanar beings and monsters. Sanctuaries with many strict rulesets to keep clients and staff safe and secure, but also allowing all to enjoy mortal pleasures in peace without persecution or hunting.

## Current Day

Erathis is presently occupied with Veradon's extraplanar and mortal-to-cryptid diplomacy, as well as management of her current businesses to keep Veradon economy a little more healthy. Many of her summons are disguised as common guardsmen to avoid panic or tensions, and she allows Vaeshorth to handle coordination with the guard.

Erathis commonly is at work more than play, though she does host an occasional concert with Droshin and Nocturne, inserting a piano piece into the mix of their various talents. Smiles are uncommon for Erathis, but during festivals that include sports she shows a bit more openly competitive side.
Anapat

**Anapat** is a continent on Tioram to the east of Wynllydan, which includes Zerrikania and Haakland.

Anapat is a mostly unknown continent to the inhabitants of Wynllydan.

## Trivia

* The name **Anapat** comes from the armenian *անապատ* "sunny". This is a reference to the name **Africa** coming from the latin *aprica* "sunny".
Phasewalk

Phasewalk

*4th level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** S, M (A coiled wire)

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

Once per turn, one uninterrupted segment of movement counts as magical teleportation for you. Each 5 feet of Phasewalk costs 10 feet of movement. You don't provoke opportunity attacks, you aren't considered to have entered in a spell or effect's area unless you end your movement there, and traps based on location don't go off.

You can enter a creature's space with this movement, and the first time each turn you do so the creature must succeed on a Dexterity saving throw or take 2d6 electric damage. If you make an attack at the end of this movement, it is at advantage as your weapon teleports directly into the creature's space.

You emit an audible hum and bright afterimage lasts throughout the teleported movement, illuminating areas within 10 feet of your path until the start of your next turn.

***At Higher Levels.***  When you cast this spell using a spell slot of 5th level or higher, the damage spell increases by 1d6 for each slot level above 4th.

**Spell Lists:** Ranger, Wizard
Meteor Drop

*3rd level evocation*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V

**Duration:** Instantaneous

You leap up into the air and slam down in an unoccupied location within range. You don't provoke opportunity attacks with this movement, and you can't use this spell if there isn't at least 10 feet of open space directly above you. Creatures within 10 feet of the target location must make a Dexterity saving throw. A target takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature you are grappling with when you cast this spell travels with you, making the saving throw at disadvantage.

If you cast this spell while airborne, the radius of the area of effect increases by 5 feet for each 10 feet you are above your target location, up to a maximum of 30 feet. You still take fall damage.

***At Higher Levels.***  When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each slot level above the third. At 5th level creatures who fail the saving throw are also knocked prone.

**Spell Lists:** Sorcerer, Warlock, Wizard
Fade Assault

*1st level illusion*

**Casting Time:** 1 action

**Range:** Self

**Components:** S

**Duration:** Special

As part of the action used to cast the spell you can take the Hide action. Your presence slowly fades from existence as a mirage forms around your body. Creatures have disadvantage on Wisdom (perception) checks to detect you until the start of your next turn. Additionally, you are invisible for the duration of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person.

**Spell Lists:** Bard, Sorcerer, Warlock, Wizard
Witchblade

*Conjuration cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V, S

**Duration:** 1 round

You summon a shard of vile energy and plunge it into a nearby foe. You teleport to an unoccupied location in range and make a melee spell attack at a creature within reach, dealing 1d8 poison damage on a hit. After your attack you immediately teleport back to your original location.

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

**Spell Lists:** Bard, Druid, Wizard
Danule’s Rune Ward

Danule’s Rune Ward

*5th level abjuration*

**Casting Time.** 1 bonus action

**Range.** 30 feet

**Components.** V, S

**Duration.** 1 minute

You conjure a barrier of translucent violet energy around a creature of your choice within range. That creature gains temporary hit points equal to 4d6 + your spellcasting ability modifier. While it has these temporary hit points, the creature has resistance to force, necrotic and radiant damage, and is immune to all effects of your choice that are not damage.

**Spell Lists:** Sorcerer, Warlock, Wizard
Ether Vault

*2nd level transmutation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V

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

Ethereal light emanates from limbs as your movement becomes as light and swift as a breeze. For the duration, opportunity attacks you provoke are made at disadvantage, and you have advantage on Dexterity (Acrobatics) checks.

Once before the spell ends, you can choose to gain a flying speed of 30 feet (no action required). While flying in this way, you do not provoke opportunity attacks, and you have advantage on any attacks you make.

At the end of this movement, the spell ends, and if you are in the air you land safely back on the ground in an unoccupied space of your choice within 15 feet of the location directly beneath you.

**Spell Lists:** Bard, Ranger
Agonizing Whip

Agonizing Whip

*5th level evocation*

**Casting Time:** 1 action

**Range:** 20 feet

**Components:** V, S

**Duration:** 1 minute

You materialize a whip out of pure coalesced pain that hums with the faint screams of horrors inflicted past. When you cast this spell, you make 3 melee spell attacks at targets within range. You can lash out at one target or several. On a hit, the target takes 3d8 psychic damage.

If at least two of your attacks hit the same creature, the creature must make a Constitution saving throw or be incapacitated for the duration. If three hit, the creature is stunned for the same duration. At the end of each of its turns, it can make another Wisdom save. On a success, the spell ends.

***At Higher Levels.***  When you cast this spell using a spell slot of 6th level or higher, you make an additional attack for each slot level above 5th.

**Spell Lists:** Ranger, Sorcerer, Warlock, Wizard
DM Resources

**One-shot listing template**:

**Title**

Difficulty ★★☆☆☆ may also indicate Easy, Medium, etc (Also, please indicate whether the bounty is Deadly or not)

Hook - "Hey! I am a bounty! Please join, I am desperate for players!"

**Rewards** - Rank gold + whatever else found or given during

Date | Time + Timezone / / / Estimated Length

0/? Players | Player 1 | Player 2 | Player 3

**YOU DO NOT GET AN EXTRA CREDIT FOR IT BEING A DEADLY BOUNTY**

**Ranks and rewards:**

* Copper/Ensign Rank level 5-7 1 credit per level - 800 Gold per person Up to 1 item per player not to exceed uncommon rarity or 1k in cost per item
* Silver/Hoplite Rank 8-10 2 credits per level - 1.5K Gold per person Up to 1 item per player not to exceed rare rarity or 2k in cost per item
* Gold/Warden Rank 11-13 3 credits per level- 2.5K Gold per person Up to 1 item per player not to exceed rare rarity or 4.5k cost per item
* Platinum/Legionnaire Rank 14-16 4 credits per levels - 4K Gold per person Up to 1 item per player not to exceed very rare rarity or 8k cost per item
* Adamantine/Centurion Rank 17-18 5 credits per level - 8K Gold per person Up to 1 item per player not to exceed very rare rarity or 12k cost per item
* Mithril/Champion Rank 19-20 6 credits per level - 12K gold per person Up to 1 item per player, 1 may be legendary value no more than 40k others are not to exceed very rare rarity or 20k in value per item
* Diamond/General rank 21-24 3 credits per level - shares rewards with Orichalcum
* Orichalcum/Warlord rank 25-30 3 credits per level - 16k gold per person Up to 1 item per player, 1 may be of legendary value (no gold cap). Others may not exceed 40k, regardless of rarity.

**How to create a storyline by ActuallyGod**: [1]

**AG and Bardly's guide to encounters**: [2]

**Server pantheon:** [3]

**DM Location Tracker (Outdated):** [4]

**Immortal tracking sheet (Outdated)**: [5]

**Item shop list**: [6]

**Catalogued maps**: [7]

**Orlanthea map file**:[8]

**Jibra'il map file**: [9]

**Adventure guides and resources: [10]** [11]
Aleph

## Politics

### Gov't type

Aristocratic Monarchy, peculiar in that nobility can be granted and removed according to merit rather than simply being birthright

### Allegiances

Providences of Jibra'il

**Aleph** is the capital of the Providence of Jibra'il.

## Geography

The lands under the city are fertile and rich in nutrients, while the city itself flies 10,000 feet in the air

### Climate

The flying city’s climate changes according to the will of the emperor and the sky-mages. In general however the city is cool and temperate, never in one temperature extreme or the other. It rains often up in the clouds the city lives among.

## Wealth

Aleph is the center of the Empire’s wealth and is thus the single wealthiest city in the empire, if not the world entire. The only place that matches the riches the city brings in quarterly is Veradon.

## Culture

As the home to the aristocracy, Aleph’s culture is one of expected merit and excellence. Children are drilled extensively in whatever topic their parents preferred; be it magical, martial, or academic. People are expected to raise their family’s place in the world with each generation through whatever it takes. The result is a proud and cutthroat culture in all stratas of society, the scheming between rival merchants often as vicious as the games nobles play against one another.

## History

The history of the Empire’s capital is shrouded in legend and mythology, but it is known that it was founded by the Great Noble Houses. The city state prospered as its strategic location made intercontinental trade nearly always pass through it or its waters. Eventually, a civil war left a previously weak and unknown house, House Constance, ascendant.

The third son of House Constance declared himself emperor and began the conquest that would make Jibra’il what it is today.
The ancient history of Jibra’il is known by nearly no one, even the Emperor barely has the details. Thousands of years ago the first sons and daughters of Amaranthinos ruled the earth, calling themselves the Immortals. They waged catastrophic wars against the first dragons, the Everlasting Dragons, for centuries. Eventually a faction within the Everlasting Dragons decided to leave the continent of Orlanthea and create a new land away from their enemies. They pulled land from the seafloor and created Jibra’il. While none of them know it, the Great Houses of Jibra’il began simply as the most honored slaves of the long gone dragons.

## Military

Aleph is intensely fortified by golems and elite soldiers alike, as it is the seat of the empire’s government. The most loyal and skilled warriors and mages from other countries and areas are recruited to serve in Aleph. It's a smaller force, however it is the most elite in the empire.
Exsanguinate

Exsanguinate

*5th level necromancy*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** S

**Duration:** Instantaneous

Choose a creature within range that has blood. They must make a Constitution saving throw. On a failure, half of their blood falls through their skin to the ground in a puddle of difficult terrain in a 10-foot-radius around them, they take 15d4 necrotic damage, and they become incapacitated until the end of their next turn.

**Spell Lists:** Cleric, Sorcerer, Warlock, Wizard
Ray of Binding

Ray of Binding

*4th level abjuration*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

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

A beam of silver light shoots from your hand, splintering off into shards and crippling a creature’s ability to move through space. Make a ranged spell attack against a creature within range. On a hit, the creature becomes bound and unable to teleport or use planar travel of any form until the spell ends. At the end of each of the creature’s turns, it can make a Charisma saving throw. On a success, the spell ends.

**Spell Lists:** Artificer, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
Doom Stare

Doom Stare

*8th level enchantment*

**Casting Time.** 1 action

**Range.** 80 feet

**Components.** V, S

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

You focus into the soul of a creature within range and tear some of its fate from your own. The creature must make a Charisma saving throw. On a failure, it subtracts 1d8 from all attack rolls, ability checks and the saving throws for the duration, and you add a 1d8 bonus to your attack rolls, ability checks, and saving throws for the duration.

**Spell Lists:** Bard, Sorcerer, Warlock
Absolute Finale

Absolute Finale

*3rd level mythic transmutation*

**Casting Time:** 1 action

**Range:** 150 feet

**Components:** V, S

**Duration:** 1 hour

You throw a condensed calamity at a creature within range, making a ranged spell attack. If the creature is below 200 hit points when this attack hits, its body is completely annihilated, leaving not a trace of a body behind except its equipment, which is completely clean of any trace of the creature. If the creature has more than 200 hit points, it takes 4d10 of each damage type. Whether or not a creature is destroyed, a *sphere of annihilation* appears in its space, which lasts for the duration.

**Spell Lists:** Bard, Sorcerer, Warlock, Wizard
Dwimneur

**Dwimneur** is a country in the center of Caledric with the Lorcath Sea to the west of its borders.

## Geography

Dwimneur has an odd balance of fierce rocky mountains to the north, wild, overgrown forests to the southeast and calm plains and foothills between the both of them.

## Climate

Temperate, being dead center of the continent has its perks so Dwimneur rarely if ever gets extreme weather.

## Population

Dwimneur is an almost fully human country that is currently overrun by an increasing population of Goblins and Orcs.

## Culture

Generic. This country is the embodiment of the starter area of any rpg ever.

## Military

Dwimneur has a subpar army. Before the Goblins and Orcs they were rather peaceful and are now scrambling to create their army in order to fight the infestation.
Rimeshard

*Conjuration cantrip*

**Casting Time:** 1 bonus action

**Range:** 10 feet

**Components:** V, S

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

You use your magic to crystalize a pristine glass-like weapon out of thin air. The weapon can take on the form of any melee weapon, which sublimates into nothingness at the end of your turn unless you are wielding it.

An attack with the weapon does cold damage instead of its normal type, and if you score a critical hit with it, it shatters and deals an additional 1d12 cold damage. When you cast this spell, you can conjure two weapons, one in each hand, as long as both weapons are light weapons.

The spell's damage on a critical hit increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

**Spell Lists:** Bard, Sorcerer, Wizard
Lesser Bloodsight

*1st level divination*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** S

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

Your eyes take on a crimson hue. For the duration, you can see the life force of nearby creatures within the spell’s range. When a creature is at full health, they appear perfectly normal, but as they become more wounded a red aura begins to surround them.

You can notice when a creature’s current hit points are below their hit point maximum and half their hit point maximum. When a creature falls below their maximum, they glow red, and can be seen behind materials of 3 inches thick or less. Once a creature is below half of their maximum, you can see them even through walls.

**Spell Lists:** Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
Umbral Assault

Umbral Assault

*4th level necromancy*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, M (any weapon)

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

When you cast this spell, you separate your shadow from your body. Until the spell ends, you can control your shadow and cause it to move by expending your own movement. On your turn, you can also cause it to make up to three melee spell attacks (no action required). These attacks target one creature within 5 feet of the shadow, dealing 3d6 necrotic damage on a hit. If your shadow reduces a creature to 0 hit points their body is shrouded in magical darkness until dispelled.

Your shadow does not provoke opportunity attacks and can pass through small holes, narrow openings, and even mere cracks, though it must remain within 5 feet of a solid surface at any time. Your shadow is silent, and invisible in darkness.

The spell ends once your shadow makes its 3 attacks or takes any damage. While you are concentrating on this spell you are blinded and you see through your shadow, which has darkvision for 120 feet and can also see through magical darkness.

***At Higher Levels.***  When you cast this spell using a spell slot of 5th level or higher, the shadow makes an additional attack for each slot level above 4th.

**Spell Lists:** Ranger, Warlock
Last Rites

*1st level abjuation (ritual)*

**Casting Time:** 10 minutes

**Range:** Touch

**Components:** V, S, M (powdered lead worth 10 gp or more, which the spell consumes)

**Duration:** Instantaneous

You perform a special rite to protect the sanctity of a deceased creature and usher its spirit into the next world. When you cast this spell, choose one of the following which must be with 10 feet of you throughout the casting:

**Cleanse Corpse.** You touch a diseased or poisoned corpse and that corpse can no longer transmit disease or poison.

**Determine Cause.** You touch a corpse who died of unknown circumstances and learn the general nature of the death (starvation, poisoning, disease, etc.).

**Peaceful Passing.** You touch a willing creature who then dies painlessly and immediately. It cannot be returned to life unless it wishes to by any means short of a wish.

**Marked Grave.** You touch a corpse of unknown identity and learn the name of the creature, if it had one.

**Sanctify Body.** You touch a corpse during a funeral ceremony and it cannot become undead by any means short of a wish spell for the next 7 days.

**Spell Lists:** Cleric, Paladin, Warlock
Accursed Act

*1st level enchantment*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (incense and a black candle)

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

Lighting a candle, you speak dark curses in a lost tongue, directed at one creature you can see within range. That creature must make a Charisma saving throw or be cursed for the duration. While cursed, whenever that creature makes an attack or casts a spell (one of your choice), it takes psychic damage equal to 1d8 + your spellcasting modifier. The creature can repeat their saving throw at the end of their turn, ending the effect on a success. A remove curse spell ends this curse early.

***At Higher Levels.***  When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d8 psychic damage for each slot level above 1st.

**Spell Lists:** Bard, Warlock
Soroz

**Soroz** is a jungle providence in Jibra'il that is south of Chin'Renla and west of Paelia.

## Geography

Hilly, mostly covered in thick tropical jungle.

### Climate

Soroz has a Mediterranian climate, meaning that it’s always warm and has a heavy rainy season.

## Population

20% Shifters, 14% Lizardfolk, 12% Tabaxi,10% Loxodon, 10% Kobold, 8% Aarakocra, 5% Changeling, 5% Kor, 5% Kenku, 3% Satyr and 3% Leonin

## Wealth

Despite most of the country being a jungle, Soroz is quite wealthy. They sell what the land gives them, have a thriving trade system with all of the other countries and are very close to the empire. They also just have a lot of exotic goods. Soroz is also the main gambling hub and they run/own a lot of the black market.

## Culture

Heavily asian inspired culture with bits and pieces of other island cultures. They have a deep respect for all types of lizards/dragons of all kinds, From actual dragons to simply geckos, they are highly regarded and respected. The most respected is a legendary sea beast that protects Gamez itself.

## Military

Probably less of a formal one, but there’s a military. I imagine Soroz is mostly ruled over by parts of the mafia and gangs, Silk and Elisabeta being the heads of the largest, most powerful one yet, especially since they’ve been given the technical official blessing the rule over this part of Jibra’il.

## Appendix

* Soroz are ruled by two lesbian queens, a Tabaxi and a Vampire respectively

* The capital is probably the most up-to-date place in all of Soroz. Very steam-punky, the rest are still catching up to it. The more you stray from the capital, the less technology you get

* Gamez is built in the center of Rosegami Lake on top of large rocks meaning the only way to the capital is to travel by air or boat as teleportation magic is prohibited to all except of those of the imperial family.

* Queen Elisabeta Illvamond is the one who is close to the empire's royal family. She is one of their cousins.

* Druids are sacred to Soroz and are treated with high amounts of respect.
Frightful Presence

Frightful Presence

*8th level enchantment*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V

**Duration:** 10 minutes

You unleash a terrifying sound or utter words in a dead language, spreading fear into the hearts of everyone nearby. Each creature of your choice that can see you within range must make a Wisdom saving throw or become frightened for the duration. Once you are no longer within line of sight to it, a creature affected can repeat the saving throw on each of its turns, ending the effects on a success.

**Spell Lists:** Bard, Druid, Sorcerer, Warlock
Storming Blade

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 5 feet

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

**Duration:** 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals lightning damage instead of its normal type. Additionally, you can cause your lightning to jump to a creature within 5 feet of your target, dealing lightning damage equal to your spellcasting modifier.

At 5th level, the melee attack and secondary damage each deal an additional 1d8 lightning damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8), and 17th level (3d8).

**Spell Lists:** Sorcerer, Warlock, Warmage, Warlock
Eviscerate

Eviscerate

*5th level necromancy*

**Casting Time:** 1 action

**Range:** 15 feet

**Components:** S, M (an empty sheath)

**Duration:** Instantaneous

You draw out a black spectral blade and make several wide slashes converging on a creature within range. Roll 8d10. If your target has more hit points than your roll, make a melee spell attack against the target, dealing your roll in necrotic damage on a hit. If your target has fewer hit points, your attack automatically hits.

Other creatures within 5 feet of you or your target must succeed on a Dexterity saving throw or take half your roll in damage.

If this damage reduces a creature to 0 hit points, the creature and everything it is wearing and carrying, except magic items, are destroyed and torn to shreds.

***At Higher Levels.***  When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d10 for each slot level above 5th.

**Spell Lists:** Wizard
Velavia’s Challenge

Velavia’s Challenge

*6th level enchantment*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, M (a piece of cloth from a defeated opponent’s regalia)

**Duration:** 1 minute

You issue a challenge to one opponent within range, weaving magic into your words. For the duration, the target cannot move further away from you (but can otherwise move), has disadvantage on attacks made against targets other than you, and when affected by such disadvantage, they take the lowest of three dice, not the lowest of two, which can be mitigated by no means. On its turn, the target can use an action to make a wisdom saving throw against the spell, ending it on a success.

**Spell Lists:** Cleric, Paladin
Vexatious Blade

Vexatious Blade

**Casting Time:** 1 action

**Range:** 5 feet

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

**Duration:** 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and their mind is shrouded in dark intent until the start of your next turn. If the target doesn't target you with an attack or spell before then, they take 1d8 psychic damage.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target takes for not targeting you increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

**Spell Lists:** Wizard
Unspoken Agreement

Unspoken Agreement

*4th level enchantment*

**Casting Time:**  1 bonus action

**Range:** 30 feet

**Components:** S

**Duration:** Instantaneous

You make a simple gesture, indicating to an allied creature within range that they should perform an action and sending a telepathic message of 25 words or fewer. The target chooses one of the Dash, Disengage, Dodge, Attack (one attack only), or Cast a Spell (a cantrip with a casting time of 1 action) actions. The target uses their reaction to perform that action. You also take the same action as a part of casting the spell.

**Spell Lists:** Bard, Paladin, Ranger, Sorcerer, Wizard
Fool Me Once

Fool Me Once

*4th level illusion*

**Casting Time:** 1 reaction, after succeeding a saving throw

**Range:** Self

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

As you succeed a saving throw, you become invisible and an illusory duplicate of you appears to fail the saving throw and undergo the effects. The double suffers a horrific fate of your own devising, the result of which leaves it dead or incapacitated. The illusion may include minor environmental changes as a result of the duplicate presumed actions, such as a broken window the duplicate appears to have fallen through.  The illusion lasts for the duration and you remain invisible for the duration or until you attack or cast a spell.

**Spell Lists:** Bard, Sorcerer, Warlock, Wizard
Alssariq-Thoth

**Alssariq-Thoth** is an desert providence in Jibra'il that borders Aleph to the west and Paelia to the south.

## Geography

### Climate

Arid, but typically quite cool, especially at night.

## Population

Aarakocra, beastfolk, The Forsaken.

* The Forsaken are beings partially warped from their original state one way or another, transmuted by the desert's strange magic. Most do not rely on food or water, but almost all elect to cover their faces and bodies.

## Wealth

Varies, but overall poverty is not rampant.

## Culture

Al-Thoth is a widespread country of exiles, criminals, and those in hiding. Power is law here, but the rule is that "as one does to you, so you may do to them". Kindness for kindness, evil for evil. Bartering is the primary method of trade, and deals come in all forms. You keep to yourself and your own, and that is your place. You live for yourself and your chosen family, but all others are beneath you in this world.

## Military

The Ajin are an assortment of demi-human figures who wear hoods and cloaks at all times. They often use shadow magic to either stay hidden or move from place to place. The law is left up to their judgement, but only if they are able to personally discipline an individual by themselves. The Ajin answer to the Queen or King of Glass, as well as their appointed officers.

## Appendix

* To the southwest there is the Kynodontes, otherwise called the Fangs. They are a gigantic series of sprawling canyons that provide shade from the scorching sun, and are home to numerous underground networks and the majority of Al-Thoth's population.
* Most of the people reside in caves or canyons, hidden away from the sun. Each city has a large pool of water constantly being purified by divine energy, which sustains a person for a week's worth of food when drunk.
* Other locations are called Ley Pillars, in which divine energy collects above the surface and provides umbrellas of comfort against the desert's curse
Nakala Ellanher

**Who is Nakala Ellanher?**

Nakala Ellanher was one of the 12 chosen guardians of Ialliaque. The survivor of three great catastrophes, she's been given the responsibility to keep her traditions and her kingdom alive. Though, she travels the world of Orlanthea, as an omen of danger, a grim reminder of how the great can fall. Rumors says she's the only one keeping her god alive and in return has been granted immortality. She can be found either in Veradon taking care of her family, or venturing around the world, consuming the blood of any creature her god desires.

Nakala Ellanher is currently married to Nocturne Ellanher and has two children with him, Raja and Astra. Before him however, She adopted a Hobgoblin named Koldrak, a Yuan-ti pureblood named Viasyna, an Archfey named Aluna, a Changeling (disguised as a Genasi) named Spirit of the Flame, a Shapeshifter named Silverfang and an Aarakocra named Swiftwind whose she's raised throughout her immortal years.
Dire Winter

*1st mythic abjuration*

**Casting Time:** 1 action

**Range:** 150ft

**Components:** V, S

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

A howling storm of frigid air and sleet fills a 20-foot-radius sphere centered on the point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is considered heavily obscured. When the area appears, each creature in it must succeed on a Constitution saving throw. A creature takes 15d8 cold damage on a failed save and gains a level of exhaustion, or half as much damage on a successful one and not gains a level of exhaustion. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or begins its turn there.

**Spell Lists:** Cleric, Druid, Sorcerer
Cognus's Starlight Chains

Cognus’s Starlight Chains

*7th level enchantment*

**Casting Time:** 1 bonus action

**Range:** 60 feet

**Components:** V, S, M (a chain link forged from meteoric iron)

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

Your arms are wreathed in spectral chains, and a halo formed from them appears over your head. When you cast the spell, and as a bonus action on every turn the spell is active after, you can lash a spectral chain to the target. For each chain, the target can take one less attack with its Multiattack/Attack action to a minimum of 1, and if the target has three or more chains lashed to it, when the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. As an action on its turn, the creature can make a strength save, breaking one chain on a success and one additional chain for every 2 points it beats the DC by.

**Spell Lists:** Cleric, Warlock, Wizard
Death Resist

*1st level mythic necromancy*

**Casting Time.**  1 action

**Range.** 60 feet

**Components.** V

**Duration.** 1 round

You cast a potent ward against death on a creature you can see within range. Until the start of your next turn, it cannot be reduced below 1 hit point and is immune to instant death effects.

**Spell List:** Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Blood Barrier

*2nd level necromancy*

**Casting Time:** 1 bonus action

**Range:** Self (15 foot cube)

**Components:** V, S

**Duration:** Up to 1 minute

You sacrifice some of your life essence and evoke a shimmering sanguine shield. Roll 3d6; your maximum hit points and current hit points are reduced by up to this number (you choose). You gain a barrier that has hit points equal to this number. Whenever you take damage, the barrier takes the damage instead. The barrier counts as a separate creature for the purpose of maintaining concentration.

If this damage reduces the barrier to 0 hit points, you take any remaining damage. Additionally, a tide of crimson blood streaks outwards, transfixing creatures in your proximity. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take 3d6 necrotic damage.

***At Higher Levels.***  When you cast this spell using a spell slot of 3rd level or higher, you roll an additional 1d6 for the barrier and damage of the spell for each slot level above second.

**Spell Lists:** Warlock
Chromatic Blast

Chromatic Blast

*5th level evocation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Concentration, up to one hour

You gather up elemental energy in one of your hands and prepare to expel it into an enemy. Choose acid, cold, fire, lightning, poison, or thunder for the type of energy. You can use your spellcasting modifier for attack and damage rolls for unarmed strikes. The first time each turn you hit a creature with an unarmed strike, you deal 3d10 damage of the type you chose.

Additionally, you can choose to use your bonus action to transfer the enchantment onto the target, ending the spell. If the target is a Huge or smaller creature or object, it is pushed up to 30 feet away from you in a straight line (you choose). A glowing rune is left in the crater of your attack.

At the end of your turn, each creature within 20 feet of the target's location must make a Dexterity saving throw or take 6d10 damage of the type you chose. The target has disadvantage on the saving throw.

**Spell Lists:** Bard, Sorcerer, Wizard
Igvard’s Ethereal Instrument

*3rd level conjuration*

**Casting Time:**  1 action

**Range:** 10 feet

**Components:** V S

**Duration:** Instantaneous

You conjure an instrument within your hands, composed of magical force, which you promptly break upon the head of a hapless victim. Make a melee spell attack against a creature within range. On a hit, the creature takes 9d4 force damage and must make a Constitution saving throw or be incapacitated until the end of your next turn.

***At Higher Levels.*** When you cast this spell at higher levels, it deals 2d4 additional force damage for every level above 3rd.

**Spell List:** Bard
Flame of the Spirit (Spirit Ellanher)

**Who is Flame of the Spirit?**

Flame of the Spirit is one of the many oathkeepers that can be found in Veradon. Though she isn't cunning or very smart (in fact she's one of the dumbest people there), she is known for her insane physical prowess, being able to move mountains without blinking an eye. Aside from her physical strength she's also known for being rather fun-loving and loves a good battle. She can often be found in the coliseum or the Journey's rest.

Additionally, she is married to Droshin Ellanher and has two children, Vhae and Talice Ellanher. Her mother, who adopted her, is Nakala Ellanher.
Force Dart

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

You fling a dart of magical force at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

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

**Spell Lists:** Sorcerer, Warmage, Warlock, Wizard
Crashing Tide

Crashing Tide

*4th level conjuration*

**Casting Time:** 1 action

**Range:** Self (30-foot cone)

**Components:** V S

**Duration:** Instantaneous

You release a wave of water out to a 30-foot cone in front of you. Each creature within the area must make a Strength saving throw or take 9d6 bludgeoning damage and fall prone. Creatures take half damage and are not knocked prone on a success.

***At Higher Levels.*** When you cast this spell at higher levels, the wave deals an additional 1d6 bludgeoning damage and spreads 5 feet further for every level above 3rd.

**Spell Lists:** Druid, Sorcerer
Evasive Aura

Evasive Aura

*5th level transmutation*

**Casting Time.** 1 action

**Range.** Self (20-foot radius)

**Components.** V, S

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

You create a zone of empowering winds that increase the dodging ability of allies to superhuman levels. The AC of allies in the area becomes 20 if it was lower, and their Armor Class cannot be reduced below 20. Additionally, allies within the aura have advantage on Dexterity saving throws.

**Spell Lists:** Druid, Ranger, Paladin
Bursting Shot

*Evocation cantrip*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (a firearm)

**Duration:** Instantaneous

As part of the action used to cast this spell, you must make an attack with a firearm, otherwise the spell fails. On a hit, the shot bursts, dealing thunder damage equal to your spellcasting ability modifier to the target and 1d6 to each other creature within 5 feet of it.

The spell’s damage to creatures other than the target increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

**Spell Lists:** All
Ghostly Dirk

*3rd level illusion*

**Casting Time:** 1 action

**Range:** 120 feet

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

**Duration:** Instantaneous

Choose one creature that can see you within range. You teleport to an unoccupied location within 5 feet of the target or else the spell fails. Make a melee spell attack, dealing 3d10 psychic damage on a hit. Regardless of a hit or miss, the target must succeed on a Wisdom saving throw or be frightened until the end of your next turn.

***At Higher Levels.***  When you cast this spell using a spell slot of 4th level or higher, the range of the spell doubles for each slot level above 3rd.

**Spell Lists:** Bard, Warlock, Ranger