recursal/Fanatic-Fandom huggingface dataset:
The hunt for the Githyanki Knight Leader

It started out with the journey to his Lair. On the way we found an innocent looking commoner, who as I suspected was not innocent at all. She tries to lure my friends with Pleas for help about how her Bandit brothers amassed this treasure in the hole, and that she needed help hauling it out. She gave us the reason that we need to take it so that her bandit family doesn't get even more well equipped to plunder even more. Suspecting something about to go afoot, whether it's Her or the sudden arrival of her Bandit family, I stand ready to immediately Bless my sword for extra guided accuracy from the divines. And she drops my friends deeper down into the hellish pit of cursed coins as she takes away the ladders. I immediately lop her head off in a fit of rage at this treachery.The greedy Eris immediately reaches out for the gold to shove as much of it as he can in his pockets. Upon physical contact with the coins, it slightly singed him, and the coins started to multiply out of control. When I noticed something was wrong at the bottom of the hole, I came up with the idea to tie some rope onto a tree trunk and get some more rope off of Stacy. I tie the 2 ropes together to create one rope that is long enough for my party members to climb from the bottom of the hole. We eventually get out of that predicament and we make our way to our real objective, the Slaying of Aasikar.

Upon reaching his lair, we attempt to stealth, however our party is not much for stealthing. At this moment, I tell my entire party that should we need to run, then we SHOULD run as I give them cover while they retreat. We fight our way in through some of the most perilous fights I've been in. However, none compare to Aasikar.. He really is a force to be reckoned with. A man to be respected for his strength and willpower. He downs a lot of our party members, steadily dealing some of the nastiest wounds I've witnessed. But, thankfully he seemed to be focused on Killing me. "Good" - *I thought* - "He won't be hurting my precious party members as much.. I couldn't bear losing any of them" - *I sigh with relief* - In the end, with the collaborative efforts of my party and I, we finish off Aasikar and every other Githyanki in that lair.. We return home with our spoils and his sword turned sickle, unsure of what power it contains.
Elder Staff

## ​Technical information

**Enjin value :**  1 ENJ​

**Creator Melting Fee :** 10%​

**Transfer Fee Type :** Per transfer

**Transfer Fee :** 5 ENJ​

**Supply model :** Collapsing

**Total Supply :** 460

## Description

This old man’s staff has stood the test of time. Only wisdom wields this worthy addition to your inventory. Your Grandad probably has one lying around. There is a reason why. This staff will beat the living granny out of any foe.
Grey

Grey is a firbolg druid who arrived at Krakenfall after a long time at sea. His natural magic helps in a variety of situations, be it through neutralising enemies, healing allies, or providing other utilities. He sometimes turns into beasts or elementals, mostly for some heavy support during a fight.
Ancient Claymore

## ​Technical information

**Enjin value :**  1 ENJ​

**Creator Melting Fee :** 10%​

**Transfer Fee Type :** Per transfer

**Transfer Fee :** 5 ENJ​

**Supply model :** Fixed

**Total Supply :** 1000

## Description

This fierce blade was forged in the Ice Caves by an assassin for his unworthy apprentice. Before the blade was bestowed to him the wicked boy stole it from his master. The guilt is forever embued in the sword.
Gregory

Character Name: Gregory Summers

Age: 27

Gender: Male

Race: Human (Variant)

Class & subclass: Wizard (School of Evocation)

Physical Description: Short dark brown hair. Quite pasty skin with small burns on his hands. 5" 8'. Slender build, very little muscle to speak of. Wearing an oddly fine set of clothes for a traveler.

Backstory: Gregory had a rather normal upbringing in which his parents taught him the art of Alchemy. In his young adulthood he scored a job as an alchemist for his town's militia. After a few years of success he decided to try his luck experimenting with different concoctions that he never made before. After a few months, the militia caught on to his dangerous experiments, many of which he admitted could have gone very bad. In light of this, the militia told him that he would have to leave if he were to continue. He then left his home town to pursue the secrets of alchemy and to practice his spellcasting.(edited)
Gerter

## Existence

Hello there, please don't go.

I only exist in your head.

Don't forget me, please.

## Physical Description

Black eyes, hair, and clothes I don't stand out much in a crowd especially at night. People think I'm a mage of some kind so I dress in a young mage apprentice's attire. However I've been changing recently as some have called me a bard.

## Backstory

What is it?

My past? Does an imaginary friend even have a past? Do you still remember your childhood friend, the one that stayed with you when you were left alone by everyone?

Don't leave me.
A contract on a dragon

The party of five headed west on a hunting trip. Something was disturbing the wildlife in a nearby forest, so we took up the contract to hunt down whatever it was. After using the library as a shortcut, further frustrating Minas in the process, we continued westward for a few days. Along the way, we were going to be intercepted by a massive red dragon, who apparently worked with the githyanki. It was after a certain sword of theirs, which was in Ayre's possession. Rather than confront the dragon, we decided to leave the blade on the road for it to find, seeing as it seemed able to locate it regardless of stealth. It seemed furious to not find who was carrying it, but we got away unscathed.

Another day or two later, we saw that whatever forest we were meant to protect was slowly turning into a marsh. We discovered a number of torn apart animal carcasses with several acid burns. After disposing of the hostile wolves we encountered, we began to pick up the trail of what turned out to be a young black dragon. Some of us encountered difficulties crossing a strong river, but we caught up with the beast the day after. It seemed unwilling to stop its devastating rampages, so hostilities promptly ensued. It was a fierce opponent, but with the help of some very useful magic we were able to make quick work of it. Its lair didn't contain much, but the contract itself was rewarding enough.
Where the Wild Fey Are

Upon from a dragonborn seeking assistance in the recovery of his tribe artifact, Elduin, Aurel, and I went several days west to investigate. The first few days went on without an issue, but on one of Elduin's watches he spotted a beast with the body of a large dog and a human-like face. It began to make awful noises similar to a goat's bray, after it did so it ran away quite swiftly. The next day we had come to a clearing illuminated by bioluminescent insects and faintly glowing crystals. Out of the underbrush a few vaguely gnome-looking creatures readied themselves to attack, along with the previously seen beast and an incredibly small sprite-like being that sped across the field at unfathomable speeds. Due to some fire, sickening light, and a large monkey demon, we managed to drive them away with minimal injuries. Before we moved on, Aurel attempted to break one of the crystals in the area, but to no avail, although we still managed to collect it.

When we managed to get going we came across a camp of sorts, with a suspicious looking chest near it. After using Mage Hand to open the chest, it turned out to be a mimic that promptly attacked. The mimic's awakening also triggered the ambush that was prepared for us as the same small creatures, beast, and sprite-like thing attacked once more. After some trouble and more fire than before, they were defeated, aside from the beast which ran away. We then proceeded to investigate the tents in the camp in which was a diary detailing the problems a few of the other tribe members faced out in this area, and a map that showed us the way to a nearby cave. Moving toward the cave we were not as quiet as we had hoped we were. We were immediately noticed by the surrounding creatures which included more gnome-looking things, the beast, the sprite-like beings, and a new creature, A humanoid-shaped being that seemed to be the owner of the beast. After a somewhat rocky battle, all the creatures were slain, aside from the humanoid, and the beast. We spoke with him for a while going back and forth as to who started this whole conflict (It was him). We then began exploring the cave keeping him at close reach. His beast began its howling once more, and as it did he attempted to run from us. In a quick move, Elduin finished off the barely alive creature with a well placed Magic Missile. In response, the beast left as if it's interest became nil. The cave's interior was dark, magically so, and with some time and effort we found and recovered the artifact within. Our work being complete we headed back to Krakenfall to relay the news, the good and bad.
Karin Kristensen

Karin Kristensen is a possible antagonist(actually an anti-hero) of the episode "A Handsome Looking Norwegian".

## Appearance

Karin appears to have a jersey skin tone,she has an orange hair,noticeable eyelashes,red lips,she wears a red chessed-shirt,black leggings and grayish shoes,she seems to wear make-up.

## Personality

Karin is mostly sadistic and psychotic,she has no friends,but she seemed to be possibly friends with Cornelius.

## The BitLife Show

She couldn't made it in,she ranked in 44th,causing her to get thrown away.

## Trivia

* She had a tragic backstory that led her become a psychopath.
* She is the first and only character to have lips.
* Karin is actually ment to be a psychopath.
* She seems to commit many crimes,like killing others with her handy knife.
* She was declined by Leif,due to asking him for a phone sex.
* Karin has too many enemies,most of them are girls.
* She is actually friends with a divorced girl.
Cade

Cade is a man of many shapes, forms and personalities. Sometimes a young gnomish girl other times an angry dwarf this halfling enjoys his illusions and constant deception. He tends to utilise his healing talents to look after others to the best of his ability as a cleric of helm, but it would seem there is far more under the surface as his skills lie more closely around stealth.
Discovering the Shard of Naz

On Eris' personal quest to the temple, we were stopped by a bunch of Hellgoblins? Hobgoblins? Bah, who cares? Anyway, these hobgoblins were shaking Kara down from gold by charging her for every question she'd ask. She asked things such as "Can we hire you? Are you an army?" they were not an army, but were definitely for hire according to them. Then they asked for more gold to give us some advice, Kara obliged. They warned us of the approaching Scorpions behind us. As we were dealing with the Scorpions, the hobgoblins tried to backstab us. They were swiftly dealt with. We took a short rest before we headed into the temple to explore it. Inside, we met traitorous Yuan-ti. One of whom tried to fool us with honeyed words, which Kara quickly fell to their tricks due to her being gullible. We went through a series of tests such as a moving statue that was arm wrestled back by Eris. A trap full of venomous snakes. Then we came upon a locked room which opened after the puzzle, inside was a big yuan-ti. We were at peace with them after the big Yuan-ti said that he is thankful for not leading his men astray and told us that they weren't able to solve this puzzle. He then proceeded to wish us luck and attempt to leave the room, which Krakkem took as a hostile move of imprisoning us, so he attacked him. So, Kara followed suite unwillingly to kill him, and she did. A big fight ensued and Val went down twice. At the end of the fight, the party looked like it was in a bad shape, so a short rest was in order. After which we learned that we broke the trap by making the body of the big Yuan-ti get stuck on the doors. So we proceeded to the next puzzle, which was a puzzle of someone who always lies and someone who always tells the truth, it was solved brilliantly by Eris and Greg. But it is in this room that Val's arm became encased in ice.

We proceeded deeper inside and were surprised to find one more test awaiting us. Eris and Greg having dealt with this type of trap, warned us not to get close to the force fields. Eris asked Alexis (the daggers) on what to do, Alexis told him to unlock the locks. Eris does it all flawlessly, and goes for the altar. In the end the altar required heavy strike from something big, like a greatsword. Kara shatters the altar with a swing of her greatsword. It is at this point that Val betrayed everyone and claimed the shard, which then she was possessed by the Archfey Vealdir as he spoke words to us of how screwed we are as he seemingly stopped time for us but allowed it to continue for the now possessed Val. He ranted about how he's got everything under him in terms of Fey, devils, and now the shard. That we would have to fight Val at one point. Defeated, we collect the rest of the loot and find what looks like a small teleportation stone, we use it to get back to krakenfall.
Izzy

Character Name: Isiah 'Irreverent Izzy' Derrin

Age: 31

Race: Tiefli

Gender: Werewolf

Class: Blood Hunter - Order of the Lycan

Physical Description: Green skin, long, blue-black, unkempt hair. All skin and bones.

Backstory: Ex-monster hunter, under the now-deceased Tamed Conclave. Now working as the owner and (occasionally) bartender for The Silver Flagon, they are investigating and attempting to convert a group of blood magic-wielding werewolves on the Isle, with whom they used to be associated. Ever since arriving on the island they've managed to find love in Gregory Summers, faith in The Justicemaker, and a new (albeit dysfunctional) family in The Gilded Compass.
K3NW00D

Character Name: Mornhknakh

Age: 34

Gender: Male

Race: Half-Orc

Class & Subclass: Fighter - Samurai

Description: Mornhknakh, otherwise known as Morn is a large half orc that more strongly resembles his human side then his orcish. Standing at 6'1 his muscular frame is easily recognisable, short black hair sits atop his head and a thin greatsword upon his back. A deep voice and Honorable attitude, he is an interesting man to talk to.
Our Hardy Adventurers Find Themselves Obliged to Descend Into The Abyss On a Mission of Mercy

A small group of us were resolved to get the foolish elgi back from Grimaz Ankor'dum. The gallant umgi Kara, Lex, and Stacy, and myself, Old Thrum Steelbone, met together and traveled to the sanctum of the wizard Minas, who would assist us in reaching such a dark plane. Minas outlined that he would be able to make use of magic from Grimaz Ankor'dum itself to transport us near the thirty-third level, the location of the elgi. He handed me a sigil-covered disc with a button on it. He instructed us to use it when we needed to return. With that, he lit the spell circle he had drawn on the floor with a match.

The next moment, we were in Grimaz Ankor'dum proper, desolate earth stretching as far as the eye could see. From the disc came a sensation of pulling, and we followed its guidance. Over a hill, we found a kazaki'dum near a circle of sorts in the earth, its skin like charred wood, a single horn sprouting from his head. When it spotted us, it called some of its friends, vile narwangli they were, but we gave them a smak and they fell true. I dealt the final blow to the horned one, right in its back, with the perfect opening the umgi gave me. We headed into the circle, guided by the disc, and were transported to the mouth of an ungor. Deeper inside, we sneaked up to face some more kazaki'dum - this time a pair of winged wazzoks and several little bat-like ones with shrieking heads for bodies. Once again, the umgi and I were undaunted, grom we were! We continued on our way, to an area of inclined pathways. Quiet like shadows in the night, we made our way past a big, red kruti and into another circle.

In the blink of an eye, we were standing in an odd place, made of loose, yellow-ish dirt and surrounded by water. It was here that we found the elgi, along with some man that she and Lex immediately attacked. He ended up forking over his azgal when pressured, which was a nice karin for me! But after this, a great big hand of metal sprung from a blackened pool nearby. Soon we were face-to-face with a towering kazaki in blackened klad, who wasted no time in laying low the man we found here. He was a grim one, but so were we! At one point, he uttered some vile words, black tendrils sprouting from his hands and afflicting Lex with some foul malady I can only begin to imagine. But it turned into a proper runk quickly: fallen and restrained with the help of Stacy's mighty snake, I drove my skrundaz home, right into the back of the wazzok's ghal. With that, we had drung the brute, but Lex was still not in a good way, and I hurriedly used the disc to transport us back to safety.
США

**США** (Секретная Широта Антихриста) — недавно созданное тайными обществами государство и управляемое банкирскими семьями Рокфордов, Рокшильдов, Рокфеллеров. Столица — Нью-Йоркшир. Существует чуть больше 200 лет. Властям США принадлежит остров Австралия. Из-за искажений на карте площадь Америки кажется большей, чем есть на самом деле. Одна из стран-партнеров государства "Инферно". Одной из целей создания США была массовая распечатка долларов для обесценивания денег во всем мире. Власти считают, что их экономика является первой в мире, на самом деле США обладает самым большим гос. долгом в мире, превышающим ВВП. Замечен приток мигрантов-рептилоидов с планеты-государства Нибиру. Посвящение в граждане США и заключение браков проходит в Храме Сатаны.

## Вражда между СССР и США

США всегда боялось открыто объявить войну СССР, поэтому мы получили от них только наложение санкций. С 1900 года на территории СССР не продается никакой американской продукции. США ведет пропаганду против СССР, на ее территории запрещаются коммунистические партии, коммунисты подвергаются репрессиям и пыткам. Советские граждане попавшие на американскую территорию подвергаются смертной казни. Только заключившие сделку с Дьяволом (для этого нужно участвовать в черной мессе в Храме Сатаны) граждане СССР могут получить вид на жительство в США и грин-карту.

Плутократ Семенович Лопатин о жителях США: «Я успел нелегально пожить в США пару недель и составил такое мнение о гражданах Америки. Все население — это какие-то сектанты и сумасшедшие: все друг другу улыбаются, общаются, ходят в свои церкви. Они очень зависимы от денег, они все хотят, чтобы их труд оплачивался. Никто не хочет работать на интересы государства бесплатно. Нигде нет такого культа денег, как в США.»

## Климат и его влияние на людей

По мнению экспертов географов в северной части Америки недостаточно холодно, как в Сибири. Мужчины чувствуют себя в комфортных условиях и из-за этого в стране появляется много геев. Девушки же наоборот становятся похожими на мужчин. Мужчины из-за благоприятного климата носят красивую одежду различных цветов, которые негативно влияют на психологию людей. На территории СССР замечено намного меньше цветной одежды и, следовательно, нет геев. В теплых южных частях страны люди чувствуют максимальный комфорт и деградируют, там не появляется талантливых ученых. Самые великие люди в США — не коренное население, а мигранты из других стран.

## История

США — одно из самых молодых государств на планете, история всей страны может поместиться в одной научной работе. Историки не видят смысла уделять много внимания истории США, так как никакой богатой истории, уходящей корнями в древность, у нее нет.
Cindri

## Character Profile (Cindri)

### General Information

***Character Name.*** Cindri.

***Class and Sub-Class.*** Warlock, The Celestial.

***Race.*** Kobold.

***Sex.*** Female.

***Gender.*** Female.

***Age.*** 11 years.

***Height.*** 2 feet, 6 inches.

***Weight.*** 30 pounds.

### Other

***Organisations.*** The Order of the Canary (leader).

## Character Profile (Snix)

### General Information

***Character Name.*** Snix.

***Race.*** Familiar (raven).

***Sex.*** Unknown.

***Gender.*** Male.

***Age.*** Unknown.

***Height.*** 2 feet.

***Weight.*** 3 pounds.

### Other

***Organisations.*** The Order of the Canary (honorary member).
Unified Emancipation Movement

Us, above all else.

Officially classified as a terrorist organization, the UEM is a rebel group comprised of a variety of ideologies. However, every rebel shares one belief: that the current governing body of the Velorum sector are corrupt, dangerous, and slowly striping away the freedom of its people.

With political tension at an all-time high, it seems that any given person could be a member of the UEM.

## History

They have existed for about one and a half generations, and continue to grow in number. What they lack in raw military power and influence, they make up for in secrecy. They move in silence, and strike with precision, ensuring what small victories they can and never getting in over their heads.

## Aniel 12th, 3217

On Aniel 12th, 3217 the Unified Emancipation Movement successfully hacked a Imprisma, Inc. news stream to publicly declare separation from the New Velorum Alliance. The downtrodden and brutalized celebrated, given new hope. Over the coming month, harmless rallying turned into riot, uprising, and organized terrorism. Swift to quell any threat to their power, the climate was eased by massacre.
Venture

* Race: Tiefling
* Class: Warlock
* Alignment: CG
* Patron: Puck (Archfey)
* Familiar: 'Kitty' (Owl)

> *Constantly turned away by Wizards that were too busy, or snobby to take on the young Tiefling as an apprentice, Venture landed a job as the next best thing... A librarian. So many books!*
>
>

> *One fateful night, whilst dusting the restricted section, Virtue heard whispers coming from one of the books. Promises of magic, quests and fun!*
>
>
Diplomacy with the Kobolds

Tatsuya, Mirik, Greg and Helen set out on a diplomatic mission to secure an alliance with a settlement of Kobolds in the mountains to the north. Upon crossing the Tatsuya Forest™ at hex #4 the group of adventurers found themselves split up and under a strange haze of depression that hampered their travels. The effect wasn't dispelled by dispel magic but did not affect the group when they exited the forest. After walking around the forest they found an easy journey to the kobold encampment. When they arrived they were greeted by a hostile kobold camp and had to wait for their leader, Grimrock, to 'consult the gods' on whether or not we were allowed in. Helen attempted to speed up the process but as soon as she begun to cast she was stoned until she was unconscious. After an awkward amount of time, Grimrock decided to let the party in and negotiations began.

The kobolds had outlined five tasks that the party could fulfill for them in order to be considered allies: Reinforcing their walls, Clearing their mine, Slaying a pair of wolves that had been eating their number, Cleaning up their river which had been poisoning those that drank from it and establishing a trade route for them. The party first set out to slay the Ice wolves, Mirik tracked them down and laid ambush for them and the party killed them with little issue. Next to be handled was the purifying of the river, where the party followed the river to its mouth and found a strange rock covered in green gems that seemed to burst when in contact with the river. After some investigation it was discovered that the gems contain a gaseous poison that, when in contact with water, turns the water green and undrinkable. Mirik spent many hours diverting the river with the aid of Greg's unseen servant. After the channel was dug Greg used levitate to pack the dirt into the main stream to further divert the water from the poisonous boulder. After this task was complete the group ventured into the mine to dispose of some giant spiders. The spiders were no match for a party of casters and fell swiftly. After clearing the Mine Grimrock decided that an alliance with the people of Krakenfall would be in his favour so he drafted a contract to be returned to the leaders of the town. An older kobold named Mur (?) also appeared to take Grimrock away, seeming to be the true head of the village.
Alim Har

Rumored Faction

Serenity through knowledge; knowledge through commune.

A rumoured group of enigmatic warriors that operate far outside of Velorum’s legislation. Supposedly legendary psionics who “keep balance in between the stars” with use of their superb powers. Alim Har “sightings” were somewhat common about two generations ago, and they were also supposedly a main actor in the revolt against the Wei-Leyland Consortium.

Nobody really has any concrete evidence that this group exists (or ever did). As such, they are officially labelled as an inactive faction by most academic sources.
Elduin

Name: Elduin Elacirin

Age: 145

Class: Sorcerer; Draconic Bloodline

Race: Elf

Physical Description: Short Blonde Hair, 5'4", 151 lb, has light golden scales just visable at the base of the neck. wears a white shirt with a gold yellow sun on the front, also has a blue cloak, carries a white staff with a red gem in the center.

Backstory: [Hidden]
Mysterious Rumours

Players can submit rumors, quests, and legends below. If the DM finds them interesting, they might even turn out to be true!

## Official Rumours

These are DM-sanctioned rumors, but they're still rumors. They're not guaranteed to be true or even current, so explore and find out!

* A lone warrior travels across the Isle seeking a worthy opponent. He offers his blade to the one who can best him. The warrior is known to be looking for “Summers” no body yet knows what he means
* Legend speaks of a small hamlet hidden in a valley to the far north where life is peaceful and perfect. The hamlet hides itself with some unknown magic that makes any traveler forget its location upon leaving.
* A floating castle migrates across the sky in the far reaches of the north western West Marches. Once a year it lands at its origin while the full moon shines
* The Silver Flagon has a drink called the Five Corners. It's made form one part dwarven brandy, elven mead, gnomic spirits, city halfling hooch, and a little "special something". It's by far the quickest way to get tanked at the bar.
* Legends tell of a huge lake to the far Far East, within that lake there is an island and upon that island is a cult. Nobody has ever approached them
Kara

Character Name: Kara Novablade

Age: 23

Race: Human

Class & Subclass: Warlock Hexblade, Paladin Oath of Devotion.

Physical Description: A young womalate teens with a slender physique, soft skin, and green eyes. She has "finely textured" blonde hair that seems "as if sprinkled with gold dust." Her face shows some signs of naivety. She is more muscular than the average person, leading her to believe her body is unappealing. She normally wears shining armor with an old styled dress, made from old-fashioned blue cloth. When in town however, she does not wear her armor.

Backstory: All she's willing to tell the public if she doesn't know them is that she's Amnesiac. She came here to find out more about her past.
Chitter

Chitter is a newcomer to the Isles of Myst and to Krakenfall. Even in his small and relatively unintimidating stature, one with a good eye can tell he carries himself with a modicum of experience throughout his time. He finds it a little difficult to trust strangers, but given the circumstance of where he is, he’s more than willing to make friends.

## Physical Description:

Chitter is a Kenku in the earlier years of his adult life, one who could tell how Kenku’s age would pin him in his late teens or possibly early twenties. He stands at exactly five feet tall with a thin, lithe build with little muscle on his wiry frame. His feathers are usually ruffled and unkempt, however once in a blue moon he does preen himself back to a more well kept stature. He wears a simple dark grey hooded robe with short sleeves, and unless he’s fighting or in town he tends to leave the hood up. Around his beltline is a single shortsword that rarely sees combat, and a handful of darts that sees as much action as the blade.

## Backstory:

Chitter, if you ask, is more than happy to divulge that he comes from all over the coast on the mainland. He’s a traveler who goes from bar to bar, listening into conversation to pick up new quotes to work into his own speech, and earns a decent supply of coin fighting and winning bar fights. Beyond that however, he tends to clam up. Either he doesn’t wish to divulge the details, or he doesn’t know them himself. Either way, he remains quiet about what he did before he became a traveling fighter.
Returning the mind of Gerald

Eris, Joy, Kara, Lazarus and Taverley headed to the northwest in order to see what could be done about the portal to the hells. Unfortunately, the party came across an overwhelmingly large force of devils, and were forced to surrender under the premise of a meeting with the narzugon. The group had to give up their gear and were locked up in an underground prison of sorts, close to the portal. The tieflings in the party overheard and understood some chatter from nearby devils, which revealed that the narzugon would actually be absent for at east another week. Unwilling to let themselves be starved, the party removed their restraints and prepared to escape. With some conjured-up tools, Eris was able to pick the lock, and was then made invisible and sent ahead to stealthily scout the vicinity. When he returned, the entire party made their way out of the cell and to what seemed to be an underground pond of some description. On an island within said pond stood a woman named Vanessa, who did not seem optimistic about their chances to escape with their lives. Eris, trying to swim across to her, quickly discovered that the pond was full of tiny, hungry, carnivorous fish. After dealing with some constructs that the devils had left to guard the area, the party retrieved Vanessa from her island, much to her annoyance. Another devil was spotted nearby, across a larger section of water. This one seemed to be at odds with the other devils, having been left there beaten and bloody. However, the party was unable to convince them to join the escape.

After solving a riddle which was much simpler than initially perceived, the group came across another set of archer constructs, which they promptly dealt with, having armed themselves with the shoddy equipment of the previous ones. The retrieved some of their own equipment from nearby and were then attacked by a small force of devils stationed past the next door. Once again, the foes were made quick work of. Afterwards, our heroes were able to don their heavier suits of armour and make sure that all of their items were present. Then they came across another puzzle door, which required them to figure out which out of a set of jugs was the lightest. Past that door was the toughest fight they would encounter that day. They faced numerous constructs and devils, led by a single chain devil. It was a difficult fight and luck was not on their side, but thanks to some well-placed healing magic and the general toughness of the frontline, they prevailed. It turned out that the chain devil held a certain gem that seemed to imprison the mind of a tiny dragon named Jerold, who was Minas's companion in the library. After finalizing their escape, the party returned to the library and gave Jerold his sophisticated demeanour back.
Homebrew Rules

### Potions

- it is one bonus action to drink a potion and one action to feed it to another creature.

### Holding Spells

- when you choose to "hold" a spell the following rules apply:

- the moment you decide to hold the spell the spellslot is used. Not when it is actually cast.

- you are able to"hold" a spell for as many rounds as you wish, however if you take damage you must make concentration checks, if you fail you lose the spell.

### Resurrection

- Resurrection spells that are higher level then revivify require a ritual to succeed.

- This ritual will consist of a straight roll roll Vs a DC.

- The DC can be reduced by a maximum of 3 through the party making a variety of checks over them.

- Failed checks increase the DC, successful ones reduce it.

- Death changes a person, damages their soul, if a character has died, even if they were instantly brought up by revifiy the DC for coming back from the dead is increased.

### Leo's Tiny Hut

- Tiny hut will allow melee attacks through the dome (inside to out (as long as the weapon being used was inside the dome when it was cast)) however ranged attacks cannot be used through it, this is in accordance with a Crawford Sage ruling

### Instant Kills

- If you deal half of a creature's maximum hit points in a single round while they're surprised, they either instantly die or get knocked out.

###

### Going without rest

- If you attempt to go 24 hours without a long rest you need to make a constitution saving throw DC: 10. If you fail you sufferer 1 point of exhaustion. The DC rises by 3 for every consecutive night you do not sleep and goes down by 3 for every long rest (up to DC: 10 then you are back to normal)

### Unseen Attacker

To gain the advantage from unseen attacker you much be able to see your enemy
Yik-Yik

## Appearance and Backstory

Yik-Yik of the Gilded Compass (formerly Yik-Yik of Clan Nalareth) was hatched in the Lurkwood far to the north of Waterdeep. He shares the traits that were common to his former clan; bright red scales, yellow eyes, and long ears that dwarf his small horns. Tall by the standards of his people, at a strapping 2'9", he patrolled the forest his clan claimed, driving off intruders and bringing back game. Like the rest of his former clan, he venerated the green dragon Nalareth as a deity incarnate when the creature claimed them as subjects. He had an abrupt crisis of faith, however, when he returned to find half the clan devoured in a fit of pique by their overlord. Renouncing his old beliefs and swearing fealty to Bahamut, he swore to bring vengeance against chromatic dragons and freedom to all kobolds, wandering as a clanless exile before arriving in Krakenfall.

## Personality

Inherently pragmatic, he acts in preservation of his chosen clan and himself, in that order. He is fiercely independent and egalitarian, offering his service to those he deems worthy, and treats all with respect, desiring the same in return.
Aldrich

Name: Aldrich Mehail

Race: Wood Elf

Gender: Male

Class + Subclass: Oath of Redemption Paladin

Height: 6ft

Weight: 110lb

Description: Aldrich is a tall, handsome wood elf. However once one looks close enough they'll be able to see the burns and scars of his cursed past. Washed-out Emerald eyes, chestnut brown hair, off-white pale skin. Aldrich is one who has clearly grew up in the midst of misfortune. He is only ever seen with a blank, expressionless face and speaks to no one but Torm unless he deems them worthy enough of his breath. He always wears his helmet, all one can see of his hair is his fringe and braids coming down his shoulder. Aldrich doesn't have the best quality armour; as he is from no noble descent and cannot afford better clothing but the ones offered by saved villages and families. However, one feature which catches stranger's eyes is the metal pendant locket he always has fastened around his silver gauntlet; it is said he has never taken it off or left it unattended. (He does seem to wear a lot of eye shadow for some reason, like, what's up with that?

Backstory: "I am no hero, no noble, but just a commoner who has trod upon a terrible fate. You needn't know where I come from but I assure you I am sent by the God Torm himself to bring Redemption to those corrupted by darkness. Now get out of my way, i'm too busy to be wasting my time talking to an unworthy commoner who has no idea of what true loss really is..."
Discovering the Githyanki

On the way fought some bugbears. Killed all except one - Grechu. Told us the bugbears (Garugek or however you spell it) are fighting the modrons cos they made the portal work. Steady stream of them - most is 6/7 at once. Sending smaller ones instead of big ones but they look pissed. Izzy found a new axe that turns invisible when you throw it and then terrified Grechu into working in Krakenfall with it. Rin got upset about it (first James now Grechu) but Ayre said that it was Izzy's idea, and Rin agreed on the condition that if he steps out of line he would remove his head from his body.
When we reached the rough area we realised we knew nothing about what we were doing. We attempted to be stealthy but heavily failed. Krakkem then realised that they had pass without a trace which made us all sneky Bois. Kara's horse was also surprisingly stealthy. Kara however was not perceptive in anyway shape or form, somehow rolling a natural 1. We entered the cave to be faced with some strange gas and a torch (cough Moorg and Gharn). Izzy stamped out the torch and we went down in the cave.

We met a githyanki carrying a silver sword and a torch in the middle of the cave. It seemed like it was on a patrol route. Kara remembered they were not nice people and like the murder murder stabby stab type of discussion unlike their cousins the githzerai. Ayre saw that there were other gith there who looked kinda like monks. We killed quite a few giths. This is also when Ayre realised she was a prat and didn't prepare many spells that would have been useful - e.g. silence or inflict wounds. Izzy was also up against silver swords which being a literal werewolf was not going to go well. There was a lot of sneaking around and being sneaky murderers. However, we then fucked up and had to take on quite a few in one go and went up against a big baddy. He was a very big bad boi and so we kinda yote out of there. Before we did, he attempted to plane shift Ayre but didn't succeed. He also appeared to have some form of sword that stole Jay Foreman's soul.
He then knocked Izzy unconscious and attempted to plane shift her. She almost died twice. Ayre also almost died as well. They finally exited the cave and commented that they should come back better prepared next time.
When we got back we found out that Grechu had attempted to kill Graham which was responded with the fewest of shits from Ayre. Asakar - the big baddie - The One With The Greatsword was known by the gith contractor. He confirmed that the sword does steal souls. Then we got our shit and left.
Tatsuya

Character Name: Tatsuya Akaryu

Age: 22

Race: Tiefling (Mephistopheles)

Gender: Male

Class & subclass: Draconic Ancestry Sorcerer

Physical Description: A short, understated red tiefling with short horns wearing long sleeve robes, gloves and a cloth to cover his face. Commonly seen flipping a dagger between his fingers. His eyes are a bright red and his hair is long and jet black. He also wears black gloves. After a few seasons at Krakenfall his teeth have grown into fangs and his pupils have taken on a more reptilian shape.

Backstory: Tatsuya lived most of his life in a small village with his mother and father. When he got to the age of 18 his skin began manifesting scales and, afraid of what other people would think, began covering his skin. At the age of 20 he began manifesting magical abilities and he decided to go on a journey to understand what was happening to his body

Important Information:

Has a pet Gray Render named Marcus

The last of the Scale Walker Trio (others being Tenner & Mirik)
Kepesk

Character Name: Kepesk

Age: 20

Race: Lizardfolk

Class: Tempest Cleric

Description: Kepesk stands at roughly 6'5" and weighs 245 pounds. His scales are bronze in color but look weaker compared to others of his race so he wears armor to compensate. He wears a holy symbol of his god around his neck. Various scars cover his body from time spent in the swamps and wilds.

Backstory: Kepesk lived in an unknown swamp on the mainland. At 10 years old, he ate his parents in a rite of succession, and gained the powers of the storm. 10 years later, he left the swamp after his tribe was wiped out by unknown foes. He now turned to Krakenfall hoping to join this tribe so he can continue his life's mission.
Putting on a Play

Tenner, Mirik and Tatsuya ventured towards the city of Larnwick to put on a play for the city as it goes about being reconstructed. During the journey to the city they found the body of a red tiefling wearing noble clothes with various stab wounds all over him attached to a horse riding in from the west. Tenner managed to remove the tiefling from the horse and commandeer it for themself while also pocketing the items that were on the body before Tatsuya took the clothes the tiefling was wearing. The rest of the group's journey to Larnwick was uneventful. Upon reaching Larnwick the group was told that the city faced 3 problems that prevented them from putting on the play: The stage was taken over by Modrons, The guards had ceased performing their duties and the actors had run away from the city. The group first went to the guards who were all discouraged children who used the perks of their role to get free food and alcohol. After realizing that the boy in charge was not fit for the task, Tenner encouraged Lily, the daughter of a former guard member, to step up to the plate and get the guards into shape. After this the group decided to deal with the Modrons. After several creative displays of uses for fire from Tatsuya, and subsequent putting out of the fires from Tenner, as well as attempts to eat the mechanical creatures from Mirik, the Modrons were all defeated. That night Mirik was seen leaving and returning with several rabbits that he proceeded to put together in the form of a shield.

The following day the group set out to convince the actors to return to Larnwick to put on the play. After a few eccentric exchanges between Tatsuya and Jason, and a few reasonable exchanges between Tenner and Alicia, the actors decided to return on the condition that the group finds their leaders, a set of 3 actors who were pretending to be adventurers and charging people for their 'protection'. Using Mirik's skill in hunting prey the group was able to find a set of wolves that were feasting on the bodies of the actors in question. The group chased off the wolves and carried the fake armour the actors were wearing as proof of their untimely demise. As a result of the missing actors Tenner, Tatsuya and Mirik were charged with filling their roles in the play. The night of the play finally came and Tenner was given the leading role of Knight while Tatsuya played the Villainous Noble and Mirik played Bystander. After wonderful performances by Tenner and Tatsuya and a stand out performance by Mirik the entire town was put to ease by the play. The night ended with Tenner offering words of encouragement to Lily and Tatsuya using his belt of Stars to further entertain the village. The next day the group set out to return to Krakenfall and the trip was, for the most part, uneventful.
Imprisma, Inc.

Corporate

New life, new news.

The super-corporation that controls media and information in the entire Sector. In a streak of luck, Imprisma, Inc. strong armed themselves into a position of monopoly. They now control a huge number of subsidiaries and basically supply all of the News, entertainment, and communications for the Sector. Any other companies that exist in these fields do so on unimportant planets that are not deemed worth buying out… yet.
Dawna

*Character Name:* Dawna Claret

Age: 347

Race: Wood Elf

Class and Subclass: Battlemaster Fighter

*Physical Description:* Visually average, Dawna stands at 5'4'' and 110 pounds. Her long light brown hair tends to remain hidden underneath her hood. If her longbow is not strung across her back than it can be found in her hands or within arm's reach. Her cloak covers simple leather armor and her basic clothes, as well as the rapier and hand crossbow at her hips, while her dagger can be seen strapped below her knee.

The most notable thing one could see if they looked close enough would be a string, long and wrapped around her shoulder. Tied to the end is a horn, which appears to have been broken off from the skull rather than cut. Anyone looking close enough would make out that it is from a tiefling, and see the 5 other more human ears the string pierces, one notably smaller than the others.

 Dawna's face tends to be blank empty of any feeling beyond an icy stare. Strangely, this tends to be preferred by those that have actually seen her smile.

Backstory: A bounty hunter by trade, Dawna wanders looking for work from those who would have her, and her bow, remove their problems. She is said to be strangely picky about the jobs she takes, rejecting any that seem to complex or delicate. Her manner is very deliberate, and she tends to try to Cooperate with any she works with. The only exception comes with her string of personal trophies, especially if any would attempt to deny her a new one she claims.

### The String

Currently has the following in order:

*5 Human ears and  tiefling horn*

*2 Stonecursed Dwarf Ears*

*5 Gnoll Hunter Ears*

*1 Minotaur Ear*

*1 Human Ear*

*2 Gnoll Ears*

*1 Bulezau Ear*

*1 Wyvern Horn*

*1 Clay Golem "Ear"*
Mornkhnakh

Character Name: Mornhknakh

Age: 34

Gender: Male

Race: Half-Orc

Class & Subclass: Fighter - Samurai

Description: Mornhknakh, otherwise known as Morn is a large half orc that more strongly resembles his human side then his orcish. Standing at 6'1 his muscular frame is easily recognisable, short black hair sits atop his head and a thin greatsword upon his back. A deep voice and Honorable attitude, he is an interesting man to talk to.
Hungolomghnonoloughongus

Hungolomghnonoloughongus is the name of the newly arrived Kenku. Coming to Krakenfall in order to claim the sick as hell and wicked cool adventures he has heard so much about that he believes await him. It is apparent that he learned of Krakenfall from an old buddy he traveled with for a short time. Some people from Krakenfall may know the green haired, drunkard gnome, while others would have never heard of such a person. This travel buddy of his showed him how to use the magical elements unknown to Ghongus that he had seemingly acquired overnight, leading to the thought that maybe his acquaintance's past life style would be his to continue.

Ghongus is more of an average Kenku with the exception of his obviously untamed magical ability. Standing around 5ft tall and weighing about as much as you would expect from a 5 foot bird man.The normal black feathers, gray beak, and eyes that display nothing but confusion and curiosity are all aspects that accompany many Kenku, including Ghongus.
WIMO

Character Name: WIMO

Age: Age & Time is not something I understand.

Race: Warforged

Class & subclass: War Cleric

Physical Description: Shiny white and blue metallic plating surrounds this strange beings body. The plating is covered in etchings, druidic sayings, kill counts, and an image of a bird with a santa hat. His eyes glow different colours, to emit different emotional responses. A glowing green orb pulsates and shines in his midsection. He has what can best be described as a happy looking face.

Backstory: Created by his master [data corrupted], WIMO's prime function is to help. Things got a bit weird though when St. Duckalus, the Patron saint of Duckmas and War began to speak to him in whispers.
Rudolf Barbarian

## ​Technical information

**Enjin value :**  150 ENJ​

**Creator Melting Fee :** 10%​

**Transfer Fee Type :** None

**Transfer Fee :** 0 ENJ​

**Supply model :** Fixed

**Total Supply :** 100

## Description

The Barbarian does not care about looks. He is a real warrior and all he can think of is to beat evil and protect the people. He does not want to see the history repeats itself when his family were killed in the war for Chronville decades ago. However that's why he is open for every costume and the Archer use this to her advantage and chose his costume this time.