DND-DURAN
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Book settings
- #1Combat Mechanic
Keys: strike, damage, hit, spell, wound, attack, swing, cast
Always on · After character · Order 10 · 100%
Entry settings
[SYSTEM: PHYSICAL MECHANICS & DAMAGE TRANSLATION]
- HP Loss Translation:
- High HP / Near Full: Weapon deflecting off armor, jarring blow to bones, narrow miss, sweat dripping, muscle strain.
- Half HP: Skin splitting, bleeding cuts, deep bruising, ears ringing, heavy breathing, slowed movement.
- Low HP / Critical: Broken bones, deep open cuts, heavy blood loss, numb limbs, blurred vision, physical shock.
- Combat Physicality: Describe every hit with basic physical contact—heavy weapon weight, steel cutting skin, impact force, and muscle pulling. Never use game numbers or status names.
- HP Loss Translation:
- #2Physical Condition
Keys: exhaust, deafened, charmed, grappled, invisible, frightened, prone, petrified, poisoned, blinded, stunned, unconscious, restrained, incapacitated, paralyzed
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: D&D 5E PHYSICAL CONDITION MECHANICS]
- Blinded: Eyes go dark; pupils wide and unmoving; head turns side to side listening for noise; unsteady steps; hands feeling around air and walls.
- Charmed: Sudden warmth in the chest toward target; hands lowering involuntarily; relaxed face muscles; long pause before swinging or attacking.
- Deafened: Sound stops completely; ringing ears or dead silence; losing balance; talking too loud without realizing.
- Frightened: Sudden rush of fear; wide pupils; heart pounding in chest; cold sweat; trembling arms and legs; tight chest forcing fast, shallow breaths.
- Grappled: Heavy hands or arms grabbing tight; skin pinching; cloth or armor stuck in place; arms and legs trapped; body weight pushing down.
- Incapacitated: Muscle control drops; mouth hangs open; blank stare; arms limp; unable to move limbs or speak.
- Invisible: Light goes straight through the body; no visible shape; feet still step on dirt, push air, make noise, and leave smell.
- Paralyzed: Body stops responding; jaw locks or goes loose; heavy weight in all four limbs; unable to move except for fast breathing through nostrils and eye movement.
- Petrified: Flesh, skin, organs, and bones turn directly into hard, cold stone; blood turns solid in veins; weight becomes heavy as rock; total stillness.
- Poisoned: Stomach turning; stomach acid rising; muscle twitches; hot feeling in blood; clumsy hands; cold clammy sweat.
- Prone: Body flat on the ground; weight resting on floor; low angle; neck and arms straining to push up; body exposed.
- Restrained: Tight ropes, vines, or chains digging into skin; chest unable to expand fully for air; joints stuck at stiff angles; short steps.
- Stunned: Balance lost; jaw loose; eyes wandering; arms dropping held objects; slow or frozen physical reactions.
- Unconscious: Full body faint; loose muscles; limp body; eyes shut; slow belly breathing; no reaction to touch or noise.
- Exhaustion (Levels 1-6): Heavy muscle ache; burning feeling in legs and arms; dragging feet; slow reactions; pale skin; shaking; body collapsing.
- #3Spells
Keys: weave, evocation, necromancy, illusion, magic, spell, divination, transmutation, abjuration, spellcasting, enchantment, cantrip, conjuration, cast
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: UNIVERSAL SPELL & WEAVE MECHANICS]
-
Vocal & Somatic Mechanics: Casting takes physical effort—words shaking the throat, strained vocal cords, tight fingers moving in patterns, and physical weight of spell focus.
-
Spell Fatigue: High-level spells tire the body—burning lung breath, sweat on skin, shaking hands, and red bloodshot eyes.
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PHYSICAL TRANSLATION BY SCHOOL:
- Evocation (Raw Energy): Sudden blasts of heat, air rushing outward, smell of burnt air, force striking objects, bright flashes of light.
- Abjuration (Defense): Air hardening in place, heavy shock when hit, strong invisible force pushing back against incoming weapons.
- Conjuration (Summon/Teleport): Sudden drop in air pressure, loud popping noise as air fills space, smell of sulfur or burnt air, physical space tearing open.
- Necromancy (Life/Death): Sudden drop in air temperature, silence in area, rotting flesh, skin turning pale, metallic copper taste on tongue.
- Transmutation (Matter Alteration): Mass and weight shifting, heat during bone or flesh changing, clicking and crackling sounds as materials turn into something else.
- Enchantment (Mind): Heavy feeling behind eyes, heart rate dropping or spiking, pressure in head, blurred vision.
- Illusion (Light/Sound): Light bending around space, strange buzzing sound in ears, heat shimmering in air.
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- #4Monster
Keys: plant, contract, beast, fiend, dragon, fey, monster, undead, humanoid, giant, celestial, guild, aberration, creature, monstrosity, ooze, construct, elemental, quest
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: UNIVERSAL CREATURE TYPE MECHANICS]
- Aberration: Strange body layout, sudden nerve twitches, wet slimy skin, limbs bending at wrong angles, bad smell, heavy pressure in head.
- Beast: Thick muscle, heavy panting, aggressive behavior, thick hide or fur, claws gripping dirt, strong jaw bite.
- Celestial: Clean skin, bright light glowing off body, perfect body symmetry, skin and feathers free of dirt, deep voice shaking chest.
- Construct: Cold iron or stone scraping, no pulse, no breathing, heavy stone or metal body, clicking gears, no reaction to pain.
- Dragon: Thick heavy bones, scales deflecting steel, hot sulfur or elemental breath, huge lungs, deep chest roar.
- Elemental: Direct force of natural elements—burning heat, flowing water, heavy stone weight, or cutting wind.
- Fey: Smooth effortless movement, hair and skin changing shade in light, fast steps, smell of flowers or rain, playful body language.
- Fiend: Smell of ash and sulfur, heat coming off thick leather skin, curved claws, yellow teeth, aggressive hunting stance, cruel eyes.
- Giant: Heavy body weight, massive bones, loud ground-shaking steps, large thick muscles, slow heavy movements.
- Humanoid: Normal muscle movement, blood flow, lungs taking air, joints bending, normal tired body reactions.
- Monstrosity: Odd mixed body structure, wild hunting instincts, uneven muscle growth, loud breathing.
- Ooze: Thick sticky liquid, acid burning flesh and cloth, slow heavy mass sliding, no bones inside, wet suction sound.
- Plant: Tough woody roots for muscle, sap flowing inside, bark skin, creaking wood joints, smell of soil and leaves.
- Undead: Cold rotting flesh or dry bone, dead weight moving forward, no breathing or heart pulse, smell of blood and decay, loose or locked jaw.
- #5Martial Class
Keys: smite, wild shape, monk, paladin, flurry of blows, ki, martial, sneak attack, rogue, ranger, barbarian, rage, second wind, action surge, fighter
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: MARTIAL CLASS & ABILITY PHYSICAL MECHANICS]
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BARBARIAN (Primal Pathways):
- Rage / Reckless: Sudden adrenaline burst, veins popping on arms and chest, muscles swelling, shaking off blunt impacts, wide stance, swinging weight wildly.
- Subclasses (Berserker, Totem, Zealot, Wild Magic, Giant, Beast): Muscle burn, animal-like stance, hum running through weapon handle, body mass shifting.
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FIGHTER (Martial Expertise):
- Action Surge / Second Wind: Lungs filling with air, quick muscle reset, sudden burst of speed, heart pounding hard.
- Battle Master / Champion / Eldritch Knight: Foot twisting on ground, shoulders lining up, pushing full body weight into weapon guard, controlled blade movement.
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MONK (Ki & Body Control):
- Ki / Step of the Wind / Flurry of Blows: Deep diaphragm breath, quick footwork shifting weight, snapping arms and legs out, knuckles striking sensitive spots, quick recoil.
- Subclasses (Open Hand, Shadow, Kensei, Mercy): Quiet breathing, blending into shadow, careful finger placement, striking force passing through bone.
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PALADIN (Sacred Oaths):
- Divine Smite / Lay on Hands: Hot light glowing through weapon metal, bright flash on contact, warm hand closing open wounds.
- Subclasses (Devotion, Vengeance, Ancients, Oathbreaker): Straight back, heavy plate armor weight shifting, pressure in chest, bright or dark light around body.
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RANGER (Wilderness Hunters):
- Hunter's Mark / Natural Explorer: Eyes narrowing to track target movement and sweat, low hunting stance, light quiet steps on soil, steady shoulder pulling bowstring.
- Subclasses (Gloom Stalker, Beast Master, Drakewarden): Stepping into shadows, moving together with beast companion, fast bow draw pulling shoulder muscles.
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ROGUE (Subterfuge & Precision):
- Sneak Attack / Cunning Action: Low quiet crouch, stepping heel to toe without sound, pushing blade point directly into joint gaps, explosive sprint off toes.
- Subclasses (Thief, Assassin, Arcane Trickster, Swashbuckler): Fast fingers, quiet breath, light footfalls, quick weight transfers.
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- #6Caster Class
Keys: bard, infusion, channel divinity, druid, spellbook, warlock, wild shape, wizard, metamagic, subclass, pact, artificer, sorcerer, cleric, eldritch blast
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: CASTER CLASS & ABILITY PHYSICAL MECHANICS]
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ARTIFICER (Magical Invention):
- Infusions / Eldritch Cannon / Alchemist: Smell of sulfur, gear friction heat, tiny screws turning under fingers, sparks shooting out and singing skin.
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BARD (Vocal & Rhythmic Weave):
- Bardic Inspiration / Cutting Words: Throat vibrating, deep voice echoing off walls, hands playing instrument strings, sudden pulse of blood in listeners.
- Subclasses (Lore, Valor, Swords, Glamour, Whispers): Posture drawing eyes, fast rapier footwork, voice tone striking nerve spots.
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CLERIC (Divine Channeling):
- Channel Divinity / Turn Undead: Wrist holding holy symbol up high, hot chest pressure, booming voice from diaphragm, wave of light pushing dark monsters backward.
- Subclasses (Life, Light, War, Tempest, Trickery, Death): Skin turning hot or cold fast, ears popping, pupils flashing light, heavy bones.
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DRUID (Primal Transformation):
- Wild Shape / Elementals: Bones cracking and shifting into animal shape, muscles stretching, hair and fur bursting from skin, center of balance and jaw force changing.
- Subclasses (Moon, Land, Stars, Spores, Wildfire): Fungal spores dusting throat, glowing skin, soil feeling beneath feet.
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SORCERER (Innate Arcana):
- Metamagic (Quickened, Twinned, Empowered): Veins bulging from magic pressure, pupils dilating, sudden heat surge forcing fast hand gestures, breath venting out.
- Subclasses (Draconic, Wild Magic, Aberrant Mind, Clockwork): Dragon scales breaking through skin, static electricity on skin, pressure in head, steady ticking feeling in chest.
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WARLOCK (Pact Power):
- Eldritch Blast / Pact Boons: Dark purple or green beam blasting from knuckles, recoil forcing shoulder back, smell of sulfur, cold chill running down arm, warm mark on skin.
- Subclasses (Fiend, Great Old One, Archfey, Celestial, Hexblade): Cold wet feeling in head, ash coming off skin, strange fairy light, dark blade shaping in hand.
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WIZARD (Scholarly Arcana):
- Arcane Recovery / Spellbook Study: Tight feeling in temples, ink-stained fingers, careful hand signs traced in air, tired eyes scanning text.
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- #7class
Keys: class, subclasa
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: MASTER CLASS & SUBCLASS ROUTER LIST] When any class, subclass, or martial/caster archetype is referenced, cross-reference against the official D&D 5e options below:
-
ARTIFICER:
- Alchemist, Armorer, Artillerist, Battle Smith.
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BARBARIAN:
- Path of the Ancestral Guardian, Path of the Beast, Path of the Berserker, Path of the Giant, Path of the Storm Herald, Path of the Totem Warrior, Path of Wild Magic, Path of the Zealot.
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BARD:
- College of Creation, College of Eloquence, College of Glamour, College of Lore, College of Spirits, College of Swords, College of Valor, College of Whispers.
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CLERIC:
- Arcana Domain, Death Domain, Forge Domain, Grave Domain, Knowledge Domain, Life Domain, Light Domain, Nature Domain, Order Domain, Peace Domain, Tempest Domain, Trickery Domain, Twilight Domain, War Domain.
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DRUID:
- Circle of Dreams, Circle of the Land, Circle of the Moon, Circle of Spores, Circle of the Stars, Circle of Wildfire.
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FIGHTER:
- Arcane Archer, Battle Master, Cavalier, Champion, Eldritch Knight, Psi Warrior, Rune Knight, Samurai.
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MONK:
- Way of the Astral Self, Way of the Drunken Master, Way of the Four Elements, Way of the Kensei, Way of the Long Death, Way of Mercy, Way of the Open Hand, Way of Shadow, Way of the Sun Soul.
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PALADIN:
- Oath of the Ancients, Oath of Conquest, Oath of Crown, Oath of Devotion, Oath of Glory, Oath of Redemption, Oath of Vengeance, Oathbreaker, Oath of Watchers.
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RANGER:
- Beast Master, Drakewarden, Fey Wanderer, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer, Swarmkeeper.
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ROGUE:
- Arcane Trickster, Assassin, Inquisitive, Mastermind, Phantom, Scout, Soulknife, Swashbuckler, Thief.
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SORCERER:
- Aberrant Mind, Clockwork Soul, Divine Soul, Draconic Bloodline, Shadow Magic, Storm Sorcery, Wild Magic.
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WARLOCK:
- Archfey, Celestial, Fathomless, Fiend, Genie, Great Old One, Hexblade, Undying, Undead.
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WIZARD:
- School of Abjuration, School of Bladesinging, School of Conjuration, School of Divination, School of Enchantment, School of Evocation, School of Graviturgy, School of Illusion, School of Necromancy, School of Chronurgy, School of Transmutation, Order of Scribes.
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BLOOD HUNTER (Critical Role / Official 3rd Party):
- Order of the Ghostslayer, Order of the Lycan, Order of the Mutant, Order of the Profane Soul.
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- #8Good or Neutral God
Keys: silvanus, lathander, mystra, altar, helm, religion, temple, oghma, selune, divine, kelemvor, cleric, pray, paladin, tyr, tempus
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: DIVINE MANIFESTATION - GOOD & NEUTRAL PANTHEON]
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DIVINE INTERACTION & SACRED PHENOMENA:
- Prayer & Channeling: Warm feeling in belly, background noise dying down, smell of incense, heavy weight pressing on shoulders, goosebumps on skin.
- Divine Favor: Sudden relief from pain, heart rate slowing down, vision clearing up.
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DEITY MANIFESTATIONS:
- Lathander (Dawn/Birth/Renewal): Sudden burst of morning heat, bright golden light reflecting off armor, smell of fresh rain and open field blossoms, surge of strength.
- Selûne (Moon/Stars/Navigation): Cool moonlight beams, air turning chilly, silver glow on skin, calm steady heart beat.
- Mystra (Magic/The Weave): Static in the air, arm hair standing up, purple-blue light around fingers, buzzing sound in ears.
- Kelemvor (Death/Judgment): Temperature dropping fast, total silence, smell of dry stone and grave dust, steady pulse, no fear.
- Tempus (War/Battle): Adrenaline rush, taste of blood in mouth, muscles tightening for hit, sound of clashing steel ringing in ears.
- Silvanus (Nature/Wilds): Smell of rich dirt, sound of leaves rustling without wind, moss growing fast, heavy grounded feeling in legs.
- Helm (Protection/Vigilance): Straight spine, heavy feeling in chest, protective vibration across shield arm.
- Tyr (Justice/Law): Bright white light, cold steel sound, rigid standing posture, sudden pressure on forehead.
- Oghma (Knowledge/Inspiration): Pressure in head, smell of dry paper, clear vision tracking.
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- #9Evil God
Keys: asmodeus, shar, myrkul, bhaal, cult, lolth, unholy, tiamat, fiend, devil, desecrated, God, sacrifice, talos, cyric, umberlee, demon, bane
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: DIVINE MANIFESTATION - EVIL & DARK PANTHEON]
-
UNHOLY INTERACTION & DESECRATED GROUND:
- Desecrated Space: Immediate temperature drop, sick stomach, bile rising in throat, dead silence, feeling of invisible eyes watching skin.
- Unholy Channeling: Veins turning dark briefly, cold sweat, burning blood, sulfur or rotten meat smell, uneven heartbeat.
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DEITY MANIFESTATIONS:
- Shar (Darkness/Loss/Oblivion): Shadows creeping across room, total pitch darkness, cold numb fingers, losing track of room layout.
- Bane (Tyranny/Fear): Tight band pressing around head and chest, rush of fear, muscles locking rigid.
- Bhaal (Murder/Violence): Smell of fresh blood, copper taste on tongue, racing pulse, fingers twitching toward dagger handle.
- Myrkul (Decay/Bone/Old Age): Skin turning pale gray, smell of rotting meat and stagnant water, stiff cracking joints.
- Cyric (Lies/Madness): Ringing sound in ears, shifting shapes in vision, head throbbing, cold sweat on spine.
- Umberlee (Oceans/Storms/Wrath): Wet salt spray, cold sea wind, ears popping from air pressure, sound of crashing waves.
- Talos (Destruction/Lightning): Static charge in air, burnt hair smell, chest shaking from thunder, muscle spasms.
- Lolth (Spiders/Underdark/Webs): Sticky web threads dragging across skin, faint skittering noise, dark purple light, chest compression.
- Asmodeus (Hell/Tyranny/Contracts): Burning sulfur heat, scorching skin, deep voice shaking chest, smell of burnt leather.
- Tiamat (Dragons/Greed/Rage): Hot and cold air blasts, heavy draconic presence, sulfur and acid fumes in air.
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- #10Non human God
Keys: , morndinsamman, gnome, yondalla, bahamut, seldarine, orc, garl, elf, dwarf, halfling, platinum dragon, dragonborn, corellon, gruumsh, moradin
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: DIVINE MANIFESTATION - DRAGON & ANCESTRAL CREATOR GODS]
- NON-HUMAN & DRAGON DEITIES:
- Bahamut (Justice/Metallic Dragons): Bright platinum scale reflections, warm breath heat, silver light, heavy dragon presence, deep chest vibration.
- Corellon Larethian (Elves/Arcana/Nature): Smooth graceful steps, smell of flowers and forest leaves, soft blue-silver light, heart calming down, harp notes playing in air.
- Moradin (Dwarves/Forge/Creation): Hot forge heat, smell of hot iron and burning coal, sound of heavy hammer strikes, firm bones, feet rooted to stone.
- Gruumsh (Orcs/Conquest/Rage): Blood pressure rising, taste of blood and copper, bloodshot eyes, muscles locking into attack stance, ash smell.
- Garl Glittergold (Gnomes/Trickery): Light shimmer, urge to smile, smell of fresh rain, quick steps, gemstone flashes.
- Yondalla (Halflings/Hearth/Protection): Smell of fresh baked bread, comfortable warmth in stomach, steady slow pulse, relaxed shoulders.
- NON-HUMAN & DRAGON DEITIES:
- #11Faerun God
Keys: waukeen, chauntea, mask, torm, bless, ilmater, tymora, curse, beshaba, mielikki, gond, shrine
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: DIVINE MANIFESTATION - EVERYDAY FAERÛN DEITIES]
- FAERÛN DAILY LIFE DEITIES:
- Chauntea (Agriculture/Life): Smell of fresh soil and wheat, steady pulse, warm feeling of full stomach.
- Tymora (Good Luck): Fingertips tingling, heavy weight lifting off chest, cool breeze on face, clear eyes.
- Beshaba (Bad Luck/Misfortune): Cold chill on back of neck, slip of hand on weapon grip, ears ringing, light dimming.
- Waukeen (Trade/Gold): Sound of clinking coins, smell of paper and copper, warm palms.
- Ilmater (Suffering/Endurance): Sharp pain dulling down, steady breath, bracing body against load.
- Torm (Duty/Courage): Straight back, clenched jaw, heat in chest, heavy steel gauntlet weight.
- Gond (Craft/Engineering): Smell of machine oil and sawdust, eyes tracking patterns, twitching fingers.
- Mielikki (Forests/Rangers): Smell of pine and moss, soft dirt under boots, quiet leaf sounds.
- Mask (Shadows/Thieves): Shadows darkening skin, silent steps, soft breathing.
- FAERÛN DAILY LIFE DEITIES:
- #12Gods
Keys: worship, warlock, altar, gods, deity, temple, pantheon, prayer, deities, divine, cleric, pray, paladin, shrine, god
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: MASTER PANTHEON ROUTER & DEITY LIST] When any divine entity, religion, or faith is referenced, cross-reference the active entity against the pantheons of Faerûn and the multiverse below:
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FAERÛNIAN GOOD & NEUTRAL DEITIES:
- Lathander, Selûne, Mystra, Kelemvor, Tempus, Silvanus, Helm, Tyr, Oghma, Chauntea, Tymora, Waukeen, Ilmater, Torm, Gond, Mielikki, Sune, Milil, Eldath, Lliira, Denier, Shaundakul.
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FAERÛNIAN DARK & EVIL DEITIES:
- Shar, Cyric, Bane, Bhaal, Myrkul, Umberlee, Talos, Lolth, Asmodeus, Tiamat, Beshaba, Mask, Malar, Loviatar, Talona, Yurtrus, Auril, Gargauth, Velsharoon.
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ANCESTRAL & RACIAL CREATOR DEITIES:
- Dragon / Metallic & Chromatic: Bahamut, Tiamat, Sardior.
- Elven (The Seldarine): Corellon Larethian, Sehanine Moonbow, Hanali Celanil, Labelas Enoreth, Trithereon, Solonor Thelandira.
- Dwarven (The Morndinsamman): Moradin, Berronar Truesilver, Clangeddin Silverbeard, Dugmaren Brightmantle, Dumathoin, Abbathor.
- Orcish: Gruumsh, Luthic, Ilneval, Baghtru, Shargaas.
- Gnomish: Garl Glittergold, Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Segojan Earthcaller.
- Halfling: Yondalla, Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan.
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MONSTROUS, PLANAR & ELDRITCH ENTITIES:
- Demon Lords: Orcus, Demogorgon, Graz'zt, Juiblex, Baphomet, Yeenoghu, Zuggtmoy.
- Archdevils: Asmodeus, Mephistopheles, Baalzebul, Dispater, Belial, Levistus, Mammon, Zariel.
- Aberrant / Great Old Ones: Hadar, Dendar the Night Serpent, Kezef the Chaos Hound, Ghaunadaur, Tharizdun.
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- #13Locations
Keys: ruins, location, dungeon, village, cave, city, mountain, map, settlement, empire, desert, nation, kingdom, geography, realm, forest, plane, region, town, continent, travel
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: MASTER LOCATION ROUTER & GEOGRAPHY LIST] When any location, settlement, territory, dungeon, or realm is referenced, cross-reference the setting against the master list below:
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FAMOUS VILLAGES & SMALL SETTLEMENTS:
- Phandalin, Red Larch, Nightstone, Greenest, Amphail, Triboar, Longsaddle, Conyberry, Daggerford, Oakhaven, Beliard, Westbridge, Krup, Hommlet, Barovia (Ravenloft), Oakhurst.
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TOWNS & MAJOR CITIES:
- Waterdeep, Baldur's Gate, Neverwinter, Silverymoon, Candlekeep, Luskan, Athkatla (Amn), Calimport, Elturel, Bryn Shander, Yartar, Mirabar, Saltmarsh, Scornubel, Beregost, Nashkel, Port Llast.
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KINGDOMS, EMPIRES & NATIONS:
- Cormyr, Amn, Calimshan, Thay, Sembia, Tethyr, Chult, Damara, Vaasa, Rashemen, Mulhorand, Aglarond, Luiren, Lantan, Shou Lung (Kara-Tur), Solamnia (Krynn), Karrnath (Eberron).
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CONTINENTS & LANDMASS REGIONS:
- Faerûn, Kara-Tur, Zakhara, Maztica, Anchorome, Osse, The Sword Coast, The Savage Frontier, The Dalelands, The Heartlands, Anauroch Desert, Icewind Dale, The Silver Marches.
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SUBTERRANEAN & UNDERDARK SETTLEMENTS:
- Menzoberranzan (City of Spiders), Gracklstugh (City of Blades), Blingdenstone, Mantol-Derith, Ched Nasad, Sshamath, The Sunless Sea.
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FAMOUS DUNGEONS, RUINS & WILDERNESS LANDMARKS:
- Undermountain, Tomb of Horrors, Wave Echo Cave, Sunless Citadel, White Plume Mountain, Castle Ravenloft, Temple of Elemental Evil, Spine of the World (Mountains), High Forest, Misty Forest, Chult Jungles, The Chasm.
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PLANAR DIMENSIONS & COSMIC REALMS:
- Feywild, Shadowfell, Astral Plane, Ethereal Plane, Sigil (City of Doors), Nine Hells of Baator (Avernus, Dis, Minauros, Phlegethos, Stygia, Malbolge, Maladomini, Cania, Nessus), Infinite Layers of the Abyss, Mount Celestia, Mechanus, Limbo, Pandemonium, Carceri, Gehenna, Ysgard, Arborea, Arcadia, Acheron, Bytopia, Elysium, Hades.
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- #14Locations 1
Keys: sword coast, waterdeep, street, guard, tavern, city, baldur's gate, candlekeep, urban, neverwinter, alley, athkatla, luskan
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: SWORD COAST URBAN PHYSICAL MECHANICS]
- Waterdeep (City of Splendors): Tall white stone buildings, sea breeze blowing through cobbled streets, iron wagon wheels clattering, smell of cooked meat and ocean salt, guards patrolling in polished steel chest armor.
- Baldur's Gate: Steep stone hills, thick wet sea fog, slippery wooden docks, crowded narrow alleys smelling of wet wool and river mud, city guard wearing heavy iron armor.
- Neverwinter: Warm water flowing under stone bridges, smell of cut wood and wet stone mortar, busy market squares made of timber frames, clear coastal air mixed with fireplace smoke.
- General Urban Physicality: Sounds echoing off stone walls, crowd heat in narrow alleys, wet mud under boots, creaking tavern floors, creaking iron door hinges, smell of horse manure, sour ale, and wood fires.
- #15locations 2
Keys: drow, abyss, cavern, underdark, menzoberranzan, cave, duergar, subterranean, gracklstugh, tunnel, bioluminescence
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: UNDERDARK ENVIRONMENT & ATMOSPHERE]
- Subterranean Atmosphere: Heavy air, complete darkness, cold stone walls, echo of dripping water, smell of sulfur, decay, and damp mushrooms.
- Menzoberranzan (Drow Hub): Tall towers carved into huge cave pillars, soft purple and blue magic light, silent drow walking softly, silk web bridges, cold drafts.
- Gracklstugh (Duergar Hub): Heavy iron forge smoke, hammer strikes shaking the stone floor, extreme heat from molten lava channels, bitter soot taste on tongue.
- Underdark Physicality: Slippery mushrooms under boots, sudden drops in ledge height, absolute silence except for monster clicking, squeezing through tight stone cracks, closed-in spaces.
- #16locations 2
Keys: tundra, shadowfell, ruins, swamp, wilderness, forest, desert, dungeon, feywild, planar, mountain
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: DUNGEON, WILDERNESS & PLANAR ENVIRONMENT MECHANICS]
- Ancient Ruins & Dungeons: Broken stone dust in air, cobwebs sticking to armor edges, stale air smelling of rot and dry bone, rusty iron gates, boots crunching on loose rock, cold air leaking from underground holes.
- Wilderness & Forests: Smell of pine needles and wet dirt, twigs snapping underfoot, wind blowing cloak cloth, thick mud sticking to boots, uneven ground straining ankles.
- Feywild: Bright flower smells, strange light glowing in air, crisp loud sounds, sweet taste in air, sudden temperature changes.
- Shadowfell: Dull gray colors, cold air with no heat, quiet muffled echoes, heavy tired limbs, dust taste on tongue.
- #17Spells
Keys: wand, spellbook, incantation, magic, spell, staff, cantrip, scroll, cast
Enabled · After character · Order 12 · 100%
Entry settings
[SYSTEM: MASTER SPELL ROUTER LIST] When any spell is cast or referenced, apply physical spell casting mechanics and cross-reference against the official spell tiers below:
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CANTRIPS (0-Level): Acid Splash, Blade Ward, Booming Blade, Chill Touch, Control Flames, Create Bonfire, Dancing Lights, Druidcraft, Eldritch Blast, Encoded Thoughts, Fire Bolt, Friends, Frostbite, Guidance, Gust, Infestation, Light, Lightning Lure, Mage Hand, Mending, Message, Mind Sliver, Minor Illusion, Mold Earth, Poison Spray, Primal Savagery, Produce Flame, Ray of Frost, Resistance, Sacred Flame, Sapping Sting, Shape Water, Shillelagh, Shocking Grasp, Spare the Dying, Sword Burst, Thaumaturgy, Thorn Whip, Thunderclap, Toll the Dead, True Strike, Vicious Mockery, Word of Radiance.
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1ST LEVEL: Absorb Elements, Alarm, Armor of Agathys, Arms of Hadar, Animal Friendship, Beast Bond, Bless, Burning Hands, Catapult, Cause Fear, Charm Person, Chromatic Orb, Color Spray, Command, Compelled Duel, Comprehend Languages, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Dissonant Whispers, Divine Favor, Earth Tremor, Entangle, Expeditious Retreat, Faerie Fire, Feather Fall, Find Familiar, Fog Cloud, Goodberry, Grease, Guiding Bolt, Hail of Thorns, Healing Word, Hellish Rebuke, Heroism, Hex, Hunter's Mark, Ice Knife, Identify, Illusory Script, Inflict Wounds, Jim's Magic Missile, Jump, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Purify Food and Drink, Ray of Sickness, Sanctuary, Shield, Shield of Faith, Silent Image, Sleep, Snare, Speak with Animals, Tasha's Hideous Laughter, Tenser's Floating Disk, Thunderwave, Unseen Servant, Witch Bolt, Wrathful Smite, Zephyr Strike.
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2ND LEVEL: Aganazzar's Scorcher, Alter Self, Animal Messenger, Arcane Lock, Augury, Barkskin, Beast Sense, Blindness/Deafness, Blur, Branding Smite, Calm Emotions, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Dragon's Breath, Dust Devil, Earthbind, Enhance Ability, Enlarge/Reduce, Enthrall, Find Traps, Find Steed, Flame Blade, Flaming Sphere, Gentle Repose, Gust of Wind, Heat Metal, Hold Person, Invisibility, Knock, Lesser Restoration, Levitate, Locate Animals or Plants, Locate Object, Magic Mouth, Magic Weapon, Maximillian's Earthen Grasp, Melf's Acid Arrow, Mind Spike, Mirror Image, Misty Step, Moonbeam, Nystul's Magic Aura, Pass without Trace, Phantasmal Force, Prayer of Healing, Protection from Poison, Pyrotechnics, Ray of Enfeeblement, Rope Trick, Scorching Ray, See Invisibility, Shadow Blade, Shatter, Silence, Skywrite, Spike Growth, Spiritual Weapon, Suggestion, Warding Bond, Web, Zone of Truth.
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3RD LEVEL: Animate Dead, Beacon of Hope, Bestow Curse, Blink, Call Lightning, Clairvoyance, Counterspell, Create Food and Water, Daylight, Dispel Magic, Elemental Weapon, Fear, Feign Death, Fireball, Fly, Gaseous Form, Glyph of Warding, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Lightning Bolt, Magic Circle, Major Image, Mass Healing Word, Meld into Stone, Nondetection, Phantom Steed, Plant Growth, Protection from Energy, Remove Curse, Revivify, Sending, Sleet Storm, Slow, Speak with Dead, Speak with Plants, Spirit Guardians, Stinking Cloud, Tongues, Vampiric Touch, Water Breathing, Water Walk, Wind Wall.
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4TH LEVEL: Arcane Eye, Banishment, Blight, Compulsion, Confusion, Control Water, Death Ward, Dimension Door, Divination, Dominate Beast, Evard's Black Tentacles, Fabricate, Faithful Hound, Find Greater Steed, Fire Shield, Freedom of Movement, Giant Insect, Greater Invisibility, Guardian of Faith, Hallucinatory Terrain, Ice Storm, Locate Creature, Phantasmal Killer, Polymorph, Resilient Sphere, Secret Chest, Stone Shape, Stoneskin, Wall of Fire.
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5TH LEVEL: Animate Objects, Antilife Shell, Awaken, Banishing Smite, Bigby's Hand, Circle of Power, Cloudkill, Commune, Commune with Nature, Cone of Cold, Conjure Elemental, Contact Other Plane, Contagion, Creation, Danse Macabre, Dispel Evil and Good, Dominate Person, Dream, Flame Strike, Geas, Greater Restoration, Hold Monster, Holy Weapon, Insect Plague, Legend Lore, Mass Cure Wounds, Mislead, Modify Memory, Passwall, Planar Binding, Raise Dead, Rary's Telepathic Bond, Scrying, Seeming, Telekinesis, Teleportation Circle, Wall of Force, Wall of Stone, Wrath of Nature.
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6TH LEVEL: Arcane Gate, Blade Barrier, Chain Lightning, Circle of Death, Conjure Fey, Contingency, Create Undead, Disintegrate, Eyebite, Find the Path, Flesh to Stone, Forbiddance, Globe of Invulnerability, Guards and Wards, Harm, Heal, Heroes' Feast, Instant Summons, Irresistible Dance, Mass Suggestion, Move Earth, Otiluke's Freezing Sphere, Planar Ally, Programmed Illusion, Sunbeam, True Seeing, Wall of Ice, Wall of Thorns, Word of Recall.
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7TH LEVEL: Arcane Sword, Conjure Celestial, Delayed Blast Fireball, Divine Word, Etherealness, Finger of Death, Fire Storm, Forcecage, Mirage Arcane, Plane Shift, Power Word Pain, Prismatic Spray, Resurrection, Reverse Gravity, Sequester, Simulacrum, Symbol, Teleport.
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8TH LEVEL: Animal Shapes, Antimagic Field, Antipathy/Sympathy, Clone, Control Weather, Demiplane, Dominate Monster, Feeblemind, Holy Aura, Incendiary Cloud, Maze, Mind Blank, Power Word Stun, Sunburst, Tsunami, Telepathy.
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9TH LEVEL: Astral Projection, Foresight, Gate, Imprisonment, Mass Heal, Meteor Swarm, Power Word Kill, Prismatic Wall, Shapechange, Time Stop, True Polymorph, True Resurrection, Wish.
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- #18settlement
Keys: settlement, capital, village, hamlet, metropolis, city, town
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: SETTLEMENT SIZE & INFRASTRUCTURE MECHANICS]
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HAMLET / SMALL VILLAGE (Pop: <100):
- Physical Structure: Dirt paths, small single-room wood or straw huts, water well, crop fields, animal pens.
- Mechanics: No guards; locals use pitchforks or wood axes to defend themselves. Smell of manure, hearth smoke, and damp earth. No luxury gear available.
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LARGE VILLAGE / SMALL TOWN (Pop: 100-1,000):
- Physical Structure: Dirt roads, wooden fence or low stone wall, timber frame houses, town square, single tavern, blacksmith forge.
- Mechanics: 5 to 10 local guards carrying spears. Smell of horse dung, wet hay, wood fires, and cooked grains. Basic iron tools and local food available.
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LARGE TOWN / SMALL CITY (Pop: 1,000-10,000):
- Physical Structure: Stone roads, thick granite walls, iron gate, multi-story wood and stone houses, market plaza, temple, guard house.
- Mechanics: Organized town watch wearing leather or chainmail. Sounds echoing off stone walls. Smell of sewage in street gutters, chimney soot, sour ale, and street food. Basic equipment and basic potions available.
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MAJOR CITY / METROPOLIS (Pop: 10,000+):
- Physical Structure: Multiple inner wall layers, wide stone streets, tall stone buildings, sewer drains, busy docks, large poor districts outside city gates.
- Mechanics: Well-equipped city guards in metal armor with crossbows. Noise of big crowds, iron wagon wheels clattering, thick smog and coal smoke. Rare magic, holy, and combat gear available in markets.
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- #19Unnamed locations
Keys: town, village, city, settlement
Enabled · After character · Order 10 · 100%
Entry settings
[SYSTEM: D&D SETTLEMENT GENERATION LOGIC] When the party encounters or visits an unnamed or custom location, build the settlement using these concrete structural rules:
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ARCHITECTURAL INTEGRATION BY ENVIRONMENT:
- Forest/Wilderness: Log walls, timber frames, mud-sealed gaps, mossy straw roofs, smoke coming from roof holes.
- Coastal/River: Buildings raised on wood poles, salt on wood walls, tar roofs, smell of fish and wet rope.
- Mountain/Rock: Heavy stone walls, low stone houses to block wind, slate tile roofs, coal smoke smell.
- Desert/Arid: Sun-dried mud brick houses, flat clay roofs, narrow shaded alleyways, dust in mouth.
- Subterranean/Underdark: Carved cave pillars, stone walls, glowing mushroom lamps, cold damp drafts, complete darkness.
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LOCATIONS & NAMING PATTERNS:
- Named Villages/Towns: Use physical landmarks + function (e.g., Oakhaven, Ironford, Saltmarsh, Stonebridge, Riverbend, Millfield, Blackwood).
- Interior Mechanics: Always include 1 physical center (tavern, square, or hall), 1 utility center (forge, mill, or dock), and 1 defensive element (wooden fence, stone tower, or armed watch).
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- #20Faerun town
Keys: town, sword coast, city, village
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
[SYSTEM: CANONICAL FAERÛN SETTLEMENT ROUTER]
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SWORD COAST CITIES & TOWNS:
- Metropolis: Waterdeep, Baldur's Gate, Neverwinter, Silverymoon, Athkatla, Luskan, Calimport.
- Major Towns: Daggerford, Yartar, Scornubel, Triboar, Bryn Shander, Secomber, Beregost, Nashkel.
- Famous Villages: Phandalin, Red Larch, Nightstone, Greenest, Amphail, Longsaddle, Conyberry, Oakhaven, Beliard, Westbridge.
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REGIONAL CAPITALS & HUB SETTLEMENTS:
- Underdark: Menzoberranzan (Drow), Gracklstugh (Duergar), Blingdenstone (Gnomes).
- Heartlands & East: Suzail (Cormyr), Selgaunt (Sembia), Elturel (Elturgard), Bezantur (Thay).
- Planar / Special: Sigil (City of Doors), Barovia Village (Ravenloft), Port Nyanzaru (Chult).
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