recursal/Fanatic-Fandom huggingface dataset:
Items

This is where all our cool shit's info goes. Darcy I'm putting this on you since you have everything written up BUT if people want to go and add the stuff they've bought via the index card info Darcy gave you please be my guest! I just literally have 0 magic items lol.

**Let’s Get Wild Cocktail***(potion) common*

The invention of an old gnomish bartender whose cousin was a wild magic sorcerer, they sought to recapture the pizazz and excitement of their cousin’s casting in a drink. Made of 2 oz dry vermouth, 1 oz elven mead, a sun tiger tooth, and a dash of elvish bitters this drink is then lightly enchanted in a mysterious process known only to gnomes and some bartenders.

As an action you can drink the potion. You then roll once on the Wild Magic Surge table.

**Unbreakable Bone** *(wondrous item) common*

This is the bone of some large space-borne beast. It has been treated with an abjurative ward which keeps it from ever breaking. It can be cut and scoured and appear damaged but it will never break in half. This enchantment can be broken by means of a wish spell, intervention by a god, or a 9th level casting of dispel magic.

**Gauntlet of Mage Hand** *(wondrous item) uncommon*

*Requires attunement*

When attuned, the wearer of this gauntlet can use the mage hand cantrip in place of their actual hand. The duration of the spell becomes Concentration, up to 24 hours. If the concentration is broken, the user must take a short rest before they can cast mage hand again with the gauntlet. Additional enhancements make the hand invisible.
Xent

Xent is a small, bluegreen planet with a number of small settlements. It contains plains, hills, caves, and marshland.

## Keenburrow

Keenburrow is one of the few settlements on Xent. It's current leader is Nobil, a hobgoblin who took the job when his father, the former mayor, passed away. The people of Keenburrow spent most of their time working on clay, producing the raw material as well as carving and firing it into goods to sell at markets, to passing merchants as well as to trade with other settlements.

For several weeks in 11,423 ZY, Keenburrow was attacked nightly by a Catoblepas, which was turned on the area by the Lucky Five. Nobil, unwilling to admit he could not deal with a problem of this magnitude and looking to downplay concerns, simply had the villagers move underground in the nearby marshes. Access to the homes was through wooden manhole covers set into the ground, which could be lifted so that visitors or homeowners could climb down a ladder to reach the dwelling. The Catoblepas was slain by the Silverados, who subsequently told Nobil he was a garbage man with garbage plans. Presumably, the town got back to living above ground after that.
The Silent Syndicate

The Silent Syndicate are a crime organization, run primarily out of Wanderer's Cove. It has reach within all sectors of Zamana. Quite literally *everywhere*. Not beholden to any nation and wildly powerful, the Syndicate operates with only two things in mind; money, and pleasure.

### For Posterity;

Who are these people i know it's been covered in-game

They need Illithid blood? To summon monsters from Flagesten?
Vow

Vow is a Tiefling Bladesinger, kidnapped, raised, and trained by Vulmir elves to be a spy during the Thousand Year War, under the guidance of Nyana Herwyn. The name Vow is taken from a literal Vow, to destroy all weapons of war, be they object, organization, or person. Vow is quite literally gender fluid, and rolls each day to see what form is taken by the body involuntarily.

## Appearance

Vow is a blue-gray tiefling, with razor sharp shark-like teeth and solid black eyes. Her horns are tightly curled like a Ram's, and her hair is black with a streak of silver running through it. Vow is usually seen sporting a white blouse with many of the buttons unbuttoned, gold pants, and a flowing blue cape. He has tattoos all over his body, animals as well as spells, rather than having a spellbook to read from.

## Background

Vow was born to two Elven Zestari parents; it is unknown if either of them knew where Vow's tiefling ancestry stemmed from. As a child, Vow was told that her mother died giving birth and her father fell into despair, ending when he either wasted away or killed himself. She was taken in by Vulmir, namely Nyana Herwyn, and trained to become a spy for the war. On her eighteenth birthday, she snuck in to the group's records and discovered that they had actually murdered her parents, and that she was simply a political pawn, to be used to get information from people who would not offer it up to an elf. She stole a flittercore ship, and abandoned Sylvion, never to return. She abandoned her Elven name and took the name Vow, as a solemn oath to wipe out anyone who was complicit or a participant in her training, in her parents murder, or in furthering the war in general.

## Work with *The Purple Duchess*

Vow joined The Purple Duchess not long after his escape, rescued by the Ilithid captain Udell Prince who saw his potential and offered him a place aboard the ship. The two became very close, trusting one another more than most anyone else, and Vow was made First Mate.

## Known Hit List & Successful Kills

1. Nyana Herwyn †, murdered by Vow on Whisperword Rock, 8 Leville 11,423ZY
2. Oop, mysteries
Yawp

Yawp is a member of another adventuring party, who decided to join our team when we landed in Magnica and met in the Margitte Hold.

He has since returned to his own group, though we hope to see him again soon.

## Appearance

Yawp is a black Kenku, whos feathers glisten somewhat like oil in the light.

## Background

We know precious little about Yawp. He's a quiet one.
Coppergrove

A high security prison in Guildhome, the capital city of Nym. The prison is protected by guards, drones, and golems. Prisoners wear brown jumpsuits, and most are house in two person cells.

## Architecture

The Coppergrove is a large bronze and copper with a series of watchtowers in front. It almost resembles a parking deck, were it copper and bronze, with sealed off walls and sections; very brutalist. It sticks out like a sore thumb juxtaposed with the other architecture in the city, though it's shininess allows it to blend in somewhat with the rest of the area.

### Layout

The layout and internal structure of the Coppergrove is such that in order to visit prisoners, guests must be led past many other prisoners before reaching their destination. The facility, though tall, also stretches quite a ways underground. The deepest levels are where the highest security prisoners are kept.

## Security

Copper golem constructs patrol the outside of the prison, which respond to vocal cues such as requests to see prisoners for visiting hours. They take the names of those who enter the facility, and state that any who make sudden movements will be fired upon. They lead visitors and guests through the Coppergrove, past security officers and other prisoners, and can defend or attack if provoked.

### Visitors

Visitors are led directly to the prison cell of their intended, rather than meeting in a neutral space. This allows the copper golems more control over monitoring the interaction. Visits during visiting hours are typically kept to 15 minutes long.
Jenny

A second-year student at the Prime Institute, studying Transmutation. She is roommates/friends with Daelen and Fent.

On the 23rd of Fralas, whatever year we're in, Jenny met Zeep, a freshman undeclared student. After helping Zeep find the History building, Jenny invited Zeep to a party at her dorm the next night, and asked her to please bring alcohol.

The next night, Zeep turned up with a massive, 30-something year old minotaur she called her bodyguard, and proceeded to make the party a wild one to remember, with flashing lights, loud music, and 5 cases of White Claw. It was a *great* party.
Karafel

Infamous ancient Lich.

## Rise to Power

* took over multiple planets
* tried to rule the galaxy
* was in power for like, cententuries

## Death

* Defeated in battle and killed by Throsdeth the Starfather

## Relationship to Party

* Zephi and Yawp found a plate/disc with Karafel's face and insignia on it in the Ironbane Mines.
* Creon heard Karafel's voice in a vision [meta].
Roar of the elders

kion uses the **roar of the elders**

## day and night roar

noon

day

night

## never roar again the rise of scar accidentle avlelanch dragon island and the tree of life

and the dark roar of the elders

and the light roar of the elders

and the lighting roar of the elders

vitani uses the **roar of the elders**

and the light roar of the elders

taka uses the **roar of the elders**

and the dark roar of the elders

## roar of the elders

dark

light

lighting

## types of roars

scar uses the **roar of the elders**

and the dark roar of the elders
Assassin's Creed: Vega Edition

After returning from Jira-2, we docked the ship, let that poor dwarf go, and met General Rylance, who boarded our ship with Yfrit. Creon also comes back. Creon and Vigil recognize him instantly as a major military figure, and Creon tries to impress him. Rylance and Vigil spoke privately in the captain's quarters of the ship. After they come out, we're told that the ship is ours to keep. We had a day to ourselves, so we did a little shopping, and then decided to head to the parade.

These are huge summary bulletpoints i promise i'll finish it later

* we all find each other at the parade
* Kevin notices it's a prime time for the prince regent to get assassinated (sorry Darcy)
* save the PR, building blows up
* Kevin goes full Zephi mode
* Chase the attempted assassin down an alley
* subdue him, vigil Almost kills him though
* Star Guard comes tries to arrest us but we roll good so they only take him in handcuffs
* interrogation
* KARN
* take him to rylance
* rylance takes care of him and gives us a new mission
Kiffo

kiffo is a male lion of the gorges. His father is Jynx AKA the african demon. His mother is an unknown lioness. He never paid attention with his father because after his mom died when he was young his father never paid attention liked he used to because Kiffo was too nice to be an actual king yet he could be useful it's why Kiffo was teamed up with Ruby just so that Jynx could teach him something useless.

He is shown to be cursed just like his father. He also has the devil eyes.He is so strong that he managed to murder colmech tearing his jaw apart . but he was not as strong as jynx so he could not fight three lons at once so he suffered defeatat the hands of zeo, kira and ruby fighting him at once.He is then killed by his own father, jynx.
Infinity Vine

Infinity vines are the core component of Guildroman, which is what makes up the sails for Spelljammers.

in the Other Fey, Infinity Vine is what wraps itself around the planets, connecting them all. Portions of the vine reach from the Other Fey all the way into the Prime Material Plane, which allows travel between the two planes. This is especially useful for traders, who use this to trade goods that are exclusive to one plane or the other.

Infinity Vine is a living plant, though it has no independent consciousnes. Like I said, it's a plant.
The Crashing Blood

The Crashing Blood is a God of War and Death. During the Thousand Year War, it gained a large following on both sides of the Conflict. DSK Clerics in particular were fairly evenly split between clerics of life (otia, et. al) and war (crashing blood, et. al). In visions, The Blood appears as various amorphous forms of blood, such as clouds, waves, rain, etc. During these visions, some (ie Creon) have blood pour from their eyes.

### Followers

Rathal Trisyre is a known and devoted follower of The Blood, throughout his many incarnations through the Eternal Conclave. It is likely that many Conclave members worship pray to The Blood.

Creon Eiljor unknowningly followed The Crashing Blood for most of his life thus far. Having been indoctrinated with the beliefs of the Vulmir by his mother, Creon's thoughts on war and honor aligned quite well with The Blood, and for some time, it was where he derived his power, before ultimately being courted and won over by Otia.
Spawn (Serious)

## WORMS

FUCK a worm

## Summoning

Spawn are summoned through a ritual currently unknown to the party, though it has a few key elements. There must be at least one crystal, connected to a ring of obelisks through a trail of Ilithid Blood. The blood is then set on fire, further connecting the ring. There are typically two rings, one outer ring and one inner rings, and the summoner may be required to be close to a crystal in order to start the process.

It is unknown how long it takes to set up; however, given Poins and Fanket's plan during Nymian Rhapsody, it seems that once in place, the summoning takes only a moment to trigger.

The obelisks themselves can exist outside of the Prime Material Plane, and have been seen thus far also on the Board Ethereal through a series of runes written in Deep Speech. The fire seems tied to the Prime Material Plane, and the summoned Spawn portal is also on the Prime Material.

### Breaking the Chain

In order to stop the ritual and its effects, all elements must be eliminated.

* The crystals must be removed from the circle, or cleaned of the Ilithid Blood-- vinegar is as yet the best way discovered to clean it.
* The obelisks must be shattered or toppled through sheer brunt force.

After this, the portal from which the Spawn were summoned shrinks and fades away. However, the effects of the ritual still remain:

* The worms, grue, and manglers can be killed through a variety of methods, though most are resistant to non-magical damage. The worms and their larger selves also seem critically susceptible to damage after being doused in oil.
* The fire can be doused through normal means, and it seems to be unaffected by the oil used to combat the grue.
High Elf Political Parties

High elves originally were neutral during the Thousand Year War. As time went on, and as the Haladesh began to create and use undead soldiers in the war, a political divide was created between elves who wanted to participate in the war and elves who wanted to remain uninvolved.

## Vulmir

The Vulmir High Elves are DSK Loyalists who believe that is the duty of elves as wise and powerful beings to fight on the side of the DSK. They see the Haladesh's use of undead soldiers as upsetting the natural order of life and death, and seek to restore balance by destroying the Haladesh. When Haladesh attacked the High Council in 11,122 ZY and succeeded in killing one of their members, the Elven army, led by Vulmir High Elves, joined the forefront of the fight and began to push back the Haladesh forces.

## Zestari

The Zestari High Elves are Fey Ancestorialists who believe elves are above the concerns of the rest of Zamana. They see the war as something that does not inherently affect them, and despite the attack on the High Council, believe it is in the best interest of the elves to remain uninvolved in the affairs of other species.
Malevolent Melodies

**Casting Time:** 1 action

**Range/Area:** Self/30ft.

**Components:** V, S

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

**Attack/Save:** WIS 16

Discordant minor key tunes whistle out from you. All creatures within range must succeed on a Wisdom saving throw. On a failure, a target is restrained and suffers 4d6 fire damage. On a success, a target suffers half the damage and is not restrained.

At the end of each of their turns, a creature that has been restrained may attempt the saving throw again. On a failure they suffer 2d6 fire damage. On a success the effects of the spell end on the target.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d6 for every level over 5th.
Navigation Page

If it's here it's probably because you're confused. Good job! So am I, most of the time. It's good to admit these things to ourselves.

The first section here will be Category Pages. There's the obvious, the ones on the top navigation, but there's also a lot of category pages that are smaller than that. These categories can be found at the bottom of individual pages, and you can visit them through there. But these smaller categories also deserve some attention.
Animals

TELL US ABOUT OUR SPECIAL FANCY PETS, DARCY

## Pets Aboard the Ship

###

### William J. Willsworth III

Zephi was the first to purchase a pet, her one and only Miniature Giant Space Hamster, after getting usually excited about seeing one. He is generally found in her bag. She doesn't want to lose him.

### Eenie, Meanie, Minie, and Moe

Gerome immediately purchased the rest of Elias Sildar's stock of M.G.S.H.s. He put them all in hamster balls to run around the ship as they pleased. Unfortunately, during the fight against the land shark, the four were swept away out of the massive hole in the ship. May they rest in peace.

### War Toad

Creon wanted a pet to train to be vicious in battle. So he bought a frog. SORRY, WAR TOAD. War Toad is a good boy and he's learning tricks! Creon puts a Lot of time into training him. After the truly tragic loss of Eenie, Meanie, Minie, and Moe, Creon sent War Toad to Gerome's room, seemingly because he believed Gerome needed him more; Gerome, however, sent him back. War Toad has shown affection for Creon in that he has not run away.

### Fuzzy Wuzzy

   Sheevah has never been more excited than when she learned there was an owlbear chub for purchase. Sheevah would kill any living being without remorse if they dare hurt Fuzzy Wuzzy the Owlbear. Fuzzy Wuzzy is slightly terrifying.
Orsandia Factions

Orsandia holds a handful of powerful factions that aim to fulfill each of their own goals within the world.

## Factions

###  Mages of the Crystal Spire

The Mages of the Crystal Spire is a faction of Wizards, Warlocks, and Sorcerers that wish to learn the ways of magic and do good for the world.

### Children of Wild Mother

The Children of the Wild Mother is a faction of Druids, Rangers, and others that wish to maintain the balance of nature and to protect it from civilization and order.

### Shadowhand

The Shadowhand is a faction of assassins, thieves, and manipulators that wish to amass their wealth and deal in blackmail, assassinations, and thievery.

### Realm's Hands

The Realm's Hands is a faction of Paladins, Clerics, and priests that wish to protect the innocent from evil at any cost.
Kruk Ashfinger

Kruk Ashfinger is a Professor of Necromancy at the Prime Institute. He has a thick Scottish accent. He seems respectful but somewhat wary of dark magic, and the pursuit of studying it. He knows of Soul Vices, but would say nothing more than that.

Kruk was spotted at The Flaming Coven by Sheevah, but they did not speak, and he did not notice she was there.
The Flaming Coven

stand in image

yo this place is WILD.

A black building in the Western Quarter of K-Central with curling spires made of wrought iron. Occasional bursts of flame come out the top, and music bursts out of it. Skulls decorate the outside and the name of the pub is written in flame on the outside. It is massive, extremely popular, and often crowded.

The Coven descends into a pit, and in the back is space for a band to play. There is a stage covered in black and gold tiles, and gold grout.

On the 22nd of every month, there is a contest held, essentially a 1v1 fight for anyone willing. Each new pair steps inside the sunken dais, the sides of which are engulfed in flame.

## Staff and Frequenters

There's a fire genasi bartender who's a Lot.

Gilderoy DeVille, a tiefling socialite who may be the host of the Coven's monthly contests.

(S13, 1:03:00)
Orbor

Orbor is a goblin currently serving as Chef and Quartermaster on the Karnival Kruise.

## Background & Personality

Orbor was born and raised on Xent in the town of Keenburrow. He is a close family friend of the Fornets, including Madeline Fornet. In Keenburrow, especially after Nobel came into power, Orbor was well known in town for being slightly off his rocker. He would often go on angry tirades about the mayor and his lack of capacity to deal with the responsibilities of being a leader, and his mishandling of the Catoblepas incident. Toward the end of his stay on Xent, he became increasingly crude in his insults, and got into a few scraps, though he held his own.

He was very excited to leave Xent, and start a new life on the road. He has since become very sweet and loving to the crew, always offering to make tea. I love orbor so much
Чёрный Дракон

Чёрный дракон-это 17 животное в мопио.Он может съесть Животных от зебры до Скорпиона и их

## Чёрный Дракон

### Прокачивается в

Король Драконов (если съест всех животных из списка (15-17 ярус))

аналогов, и Чёрного дракона (укусами или на арене 1 на 1).Развивается в Короля Драконов если съест всех животных из списка (Дракон-Чёрный дракон и их аналоги.
Fanket Fizzlewick

### Relatives

Gerome Mattersmore Fizzlewick, Jebeddo FIzzlewick, Namfoodle Fizzlewick, + the rest of the Fizzlewick Family

## Biographical information

### Marital status

Thoomwast Fizzlewick (married), Gil (affair)

## Physical description

### Class

Criminal!!!!

Fanket Fizzlewick was a gnomish criminal and matriarch of the Fizzlewick Family. For a very brief moment she was the head of the Honeyside Hot-Wires, the gang she devoted her life to.

not a players mom being a baddie!
Vega

> *“I wonder Captain Greyhide, were we dogs of war, hungry for blood? Or were we just dogs, hungry, and fed blood by masters who we did not understand.”* -Vega, Session 35
>
>

Vega tried to assassinate the Prince Regent or something to that effect. He was a target of The Misfits, and he got away at some point. It is unclear if he had a team that was also targeted, or why they were targeted, though he seems to be associated with the Haladesh.

## Asassination Attempt

On the 10th of Fralas, (Foundation Day), 11,423 ZY, in K-Central, after a parade for the holiday had coalesced into a rally, Vega hid out in a building across from the stage and attempted to kill the man speaking, the Prince Regent (or something like that). Zephi's high profile instincts kicked in and she realized this was prime territory for an assassination, so the party attempted and succeeded to shield the target. The building Vega was in blew up, possibly from a backfired spell, or because it was rigged, and he attempted to flee. The party chased him down a street with police following shortly behind; after being injured, he was lulled into sleep and carried away to the closest Star Guard base, with the party close behind.

## Interrogation

Vigil and Creon were able to interrogate Vega when they reached the base. Through the interrogation we learned that Vega had been targeted by the Misfits, who had killed a number of other people Vega was working with. Vega refused to give up any information but taunted both Creon and Vigil, earning him a lot of slaps and smacks and a big ol crushin of his noggin against a metal table. I cannot stress this enough, as far as I remember we got like nothing out of Vega, except that he really promised up and down he wasn't working with anyone, which we took to mean 'he's super working with people' and carried him to Rylance's house, with a charm on him so he couldn't mouth off. Rylance was, suffice it to say, a little taken aback, because we just brought an attempted assassin to his home, where he lives, with his family? But he got over it.

## Imprisonment

So, Vega is currently just, in Rylance's basement. Rylance p r o m i s e s this is above board. Does anyone else feel weird about this?? I feel weird about this. Why is he just in a man's basement!!! What!!!!!! Obama didn't capture bin laden and then lock him in the guest room, now *did he!!*

## Taking Out the Misfits

Vega confirmed that he has been searching for and killing members of the Misfits, and has so far killed Grit, who was a good dude which makes it more sad. He works for someone, but he fully isn't talking. Something about wanting vengeance for the Misfits coming in and Fucking Up His Life And Probably Destabilizing His Home Planet's Government In A Super Imperialist Manner. Whatever, that's show business. Bitch.
Zarron

Her Highness, Lady Zarron was and may still be the ruler of Styx, otherwise known as The Nine Rings. She is the wife of Billy Velhiri and mother of Zephi Velhiri, though this was never disclosed to the press. Her status as a mother was unknown by most not in her direct social circles.

## Appearance & Personality

Zarron is a tall red tiefling, with large manicured horns. She moves very elegantly, has black hair, and has an overall commanding presence. She has the ability to transform herself, becoming much larger in stature, sprouting wings, claws, and displaying the full force of her power.

Zarron herself has a fairly calm demeanor, though it is implied by Billy that she can have quite the temper when the mood strikes her.
Spelljammer Rules & History

oooo pretty

### Immunities

blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

For more information on various Spelljammers, see the category, Spelljammers.

## Special Officer Actions

There are several roles one can have upon a spelljammer. There is Captain, First Mate, Navigator, Master Gunner, Engineer, and Helmsman. Each of these jobs offer a specific combat action that can be taken in place of another action when engaged in ship to ship combat. Each of these actions can be used once per long rest. These actions can only be taken when aboard a spelljammer which you are in control of.

**Fire at Will** (Master Gunner) - As an action, you give advantage to a number of ship-mounted weapons equal to half your level (with a minimum of 1).

**Full Speed Ahead** (Engineer) - As an action, you invoke the arcane forces of the engine so as to push solar winds into the sails. Your vessel gains an additional 15 ft of movement until the start of your next turn.

**Evasive Maneuvers** (Helmsman) - As an action, you give the ship a +5 to it’s AC as well as advantage on dexterity saving throws until the start of your next turn.

**Plot a Course** (Navigator) - As an action, you can direct the helmsman or captain a course of action for the wildspace ahead of you lending advantage on Dexterity (Stealth) checks for the ship.

**Steady On** (First Mate) - As an action, you touch a willing creature and inspire them with confidence, and they may add a die to their next roll equal to one of your hit die.

**Man Your Stations** (Captain) - As an action, you can give your crew a temporary boost to their speed giving them an additional 10 feet of movement until the start of your next turn.

## Crashing

If a spelljammer moves into the space occupied by a creature or object, it might crash. A jammer avoids crashing if the creature or object is at least two sizes smaller than it.

When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull and based on the size of the creature or object it

crashed into, as shown in the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise, the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship’s path. At the DM’s discretion, an object that is forced to move but is fixed in place is instead destroyed.

Crash Damage

 Small
 Medium
 Large
 Huge
 Gargantuan

A creature struck must make a Dexterity saving throw with a DC equal to 10 + the jammer’s Strength modifier, taking damage based on ship’s size (as shown above) on a failed save, or
half as much damage on a successful one.
Journey's Magnificent Wiki

This is how I think we look at any given point

## == Welcome to the Journey's Magnificent Wiki! ==

Remember when you guys were like "lol we should have a wiki" and I said "I'll do it" hahaha, all in good fun, jokes jokes jokes, oops no now we have a wiki.

Wikis are collaborative so I hope everyone gets in on the fun! It's also a really easy way to keep track of events, characters, etc, and helpful to reference when you come back from awhile away, when you want to check something that happened early in the campaign, and ultimately as a way for all of us to just be on the same page. I'm only filling in the barebones of the pages for your characters so genuinely do maybe add to those? Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

### == Campaign Arcs ==

Welcome to Zamana! · Journey to the Center of the Mine · Wandering Stars · Brokeback Laboratory · Nymian Rhapsody

### == Category Pages ==

NPCs · PCs · Locations · Homebrew · Quests · Items ·
### == Helpful D&D content ==Roll 20

DNDBeyond: You can make a character sheet that is accessible anywhere-- helpful for those of us who travel

The admin dashboard
Gregor Tiberak

Gregor Tiberak is a man of unknown species or age, though he is believed to reside on Nafrin. However. I will do 2 shots in rapid succession if he's not a dragon. He's fucking *absolutely* a dragon. Come on guys.

## Affiliation with Jacob Willsworth

At some point, Tiberak offered lodging to Jacob Willsworth, who was looking to do research on the planet. Jacob's reference to Tiberak can be found below.

> From my laboratory on Nafrin, I have begun the study of our galaxy, plotting and charting it. I have been lucky to have been granted a place to stay with a local of this world, a man by the name of Gregor Tiberak. He has a large space for a man of such simple comforts and I suspect he may have waved my rent for the sheer enjoyment of some company in the evenings. While I work he enjoys staying by my side asking questions about what I think of the universe. It is somewhat distracting and I suspect he doesn’t understand much, but it is a gentle kindness nonetheless.
>
>

## Connection to Aether

Sheevah asked Aether who Tiberak was, after the mention of his name sent her scales crystalline. Aether simply responded, "I have not always been who I am now. This is someone... I may have wronged." Before Sheevah could get more information, Aether left.

Again. He is *clearly* a dragon.
Prime Institute

The Prime Institute is Keller's esteemed and most major institute of higher learning.

A large selection of buildings in the Southern Quarter of K-Central, the Prime Institute constructed mainly from the same alabaster stone that much of the surrounding city utilizes. There are spirals of purple shot through the stone. Students at the institute wear uniforms they can mix and match; many articles of the uniforms are purple with gold trim. Students are free to mix and match different articles to their liking.

The Institute is well known to be expensive, leaving many worthy students unable to attend, such as Gerome Fizzlewick.
Dirtak T'Linorzza

Dirtak T'Linorzza (*pronounced der-TOK t-lin-OR-zuh*) co-founded the Shadowhand organization; however, after killing his partner, Dirtak has continued leading the organization with his trusted advisors within the Shadowhand Conclave. Dirtak has replaced multiple members of the Shadowhand Conclave. Not due to disagreements between the members but rather due to conspiracy and treason against Dirtak. Dirtak, though very opinionated, understands the value of listening to his advisors, especially when they speak of treason from other members. Dirtak has lead the Shadowhand for nearly 200 years due to his careful and meticulous planning. As a result, the Shadowhand, though starting off as a simple thieves' guild within Dragos, has grown into an infamous organization that spreads all throughout Orsandia.

## Personality

Dirtak is very intelligent, careful, and calculated. He has done everything it takes to ensure his and the Shadowhand's victory, including killing those closest to him.
Starfather Axe

Once belonging to Throsdreath, the Starfather, Vigil found and claimed this battleaxe in the Ironebane Mines of Magnica. Once combined with the gem Zephi found in the Starfather's belt, it was imbued with magical power that Vigil was able to attune to and is now able to summon. After a sort of vision at the Fizzlewick house on Nym, the Starfather seemed to bless the axe, turning it into a +1 weapon. It is owned and attuned to by Vigil Greyhide.

## Powers

The axe is a +1 weapon. It is able to crit on 19s and 20s, and on a crit, it stuns the victim.
Torthana

Torthana holding her staff

**Torthana** is a faithful follower of Melora and advocates for the balance between civilization and nature. She rarely sympathizes with those that feel nature's wrath because she believes it to be part of the balance. **Torthana** is a member of the Great Council of Dragos and consistently speaks of the necessity of nature's balance.
Caesterion Kingdom

## General Description

The **Caesterion Kingdom** resides within the continent known as the Orsandia. The Caesterion Kingdom is currently ruled by Queen Analasia Dragonclaw, wife of the recently deceased Clayton Dragonclaw. This kingdom spans over the Eastern side of the Caester Mountain Range and North of the Andogan River.

## Rulers

For a full list of previous and current rulers of the **Caesterion Kingdom**, follow this link: Caesterion Kingdom: Rulers.

## Cities

For a full list of cities within the **Caesterion Kingdom**, follow this link: Caesterion Kingdom: Cities.

## Holidays

### New Winter

This holiday, as mentioned in its name, begins at the start of the Winter season each year. With the coming of New Winter, the people of the **Caesterion Kingdom** recognize this as a New Year, one to rejoice and be thankful for yet another year passed. During the festivities of New Winter, the populace partakes in many activities including festivals, gift-giving, and, of course, drinking.
Mordius, Titan of Death

During the First Age, Dumera created the First Age Titans as beings of godlike power. Mordius ruled over the domain of death within the Realm of Khilaria. However, toward the end of the Primordial-Titan War, when Batul, the Ruin, escaped from the Unabading Chamber, Mordius' body was possessed by the essence of Batul. With this body, Batul was able to pull against Isana, the Mother, to create the three Realms: Khilaria, Isandur, and Batuldur. Upon creation of these plains, Batul cast Mordius away upon the plane of Khilaria and fought the Mother and her army of recently ascended gods. As Batul cast Mordius away, he corrupted the mind of Mordius, which sent him into a confused rampage. Mordius swept across the continent of Orsandia wrecking entire civilizations in minutes. After the Dawn Gods War, the gods were forced to relocate to the Outer Planes of Celestia, the Nine Hells, or the Abyss. Although they weren't directly within the Realm of Khilaria, this was when they found mortal champions to do their biddings. This lead to the end of Mordius. Though the mortals were unable to directly destroy the body, they were able to separate the heart from the skeleton.
Sehanine

Holy Symbol of Sehanine

**Sehanine** (pronounced: SEAR-uh) is the god of the moon, stars, and navigation. **Sehanine** aims to provide moonlight and starlight to an otherwise dark sky for those living within the Material Plane.

## History

**Sehanine** was created after the Collision of Creation at the same time as the creation of the Material Plane. **Sehanine** and her brother, Pelor, worked together to create life upon Khilaria.

At the time of the Cosmic Fissure, **Sehanine's** soul was destroyed and dispelled from the moon, Cyrius, orbiting Khilaria.

## Relationships

**Sehanine** is the brother to Pelor, god of the sun, agriculture, light, and healing. Pelor and **Sehanine** have worked together to create life upon the lands of Khilaria.

**Sehanine** opposes gods that are evil in nature.

## Worshipers

Merchants and Hermits pray to **Sehanine** for guidance with navigating the wilds.

## Dogma

###
Rules

For any Homebrew Rules we have.

## Drinking Rules

You can have as many drinks as your con modifier, before having to make saves. For each drink after you pass your con modifier, the DC is 10 past however many drinks past that mod you've had. So you'd start with a DC of 11. If you fail three times, you pass out.

## Repair Costs

Each part of the ship, if damaged, has a multiplier that can be used to calculate the costs of repair. For example, if the sail takes 11 damage, the multiplier is 5 silver-- so it would cost 55 silver to repair. Below is a table to help calculate.

 Hull
 Control System (Rudder)
 Core
 Canon

## Full Zephi Mode

When in a situation that Zephi Velhiri would have found herself at home with 400 years ago, roll a d20. On a roll of 11-20, Zephi enters Full Zephi Mode, and the voices in her head retreat; she becomes clear-headed and her old socialite self again. On a roll of 1-10, Zephi short circuits, and does not enter Full Zephi Mode. This can result in confusion, paranoia, and sometimes lashing out. On a nat1, Zephi blacks out and possibly attempts to lash out at those around her. On a nat20, Zephi may become overwhelmed and have difficulty dealing with her situation.

Full Zephi Mode rolls are not added to. A point of inspiration can be used to force or repress going into it.
Felix Proudfoot

**Felix Proudfoot** was a temporary member of the Gohd Skwad after their quick trip to another universe. During his time with the group, he was able to help destroy an outpost of the Cult of the Dragon; however, in doing so, he suffered at the hands of Rezmir, the *Black Dragon Mask* wielder. After his body being used as a bargaining chip by Rezmir and Voaraghamanthar, his body was given back to the God Skwad. After reaching the city of Dragos, **Felix** was brought back to life through Adolpha's *Reincarnation* spell. Unfortunately, due to the nature of the spell, **Felix** came back as a Mountain Dwarf. Knowing only how to meow, Adolpha spent some time teaching **Felix** a few words of the Common tongue. **Felix** then set out to find Jambo Chance, the priest of Max, the god of the Felis population. After finding Jambo, **Felix** returned to the Gohd Skwad to inform them about their travel back to their home dimension. After a quick goodbye, the Gohd Skwad watched **Felix** leave the Dancing Monkey Inn within the slums of Dragos.
Orsandia Kingdoms

Orsandia is often referred to as the *Tri-Kingdoms* because of the three main ruling kingdoms.

## Caesterion Kingdom

The Caesterion Kingdom is located North of the *Dracono Lake* and the *Andogan River* and East of the *Dragon's Spine Mountains*.

## Krigas Province

The Krigas Province is located West of the *Dragon's Spine Mountains* and Northwest of the *Broken Mountains*.

## Zoli Empire

The Zoli Empire is located South of the *Burning Sea*, *Dracono Lake*, and the *Andogan River* and is East of the *Broken Mountains*.
Renthid Empire

The **Renthid Empire** spans most of the western side of the large mountain range that splits Elliwynn into two parts. The ruler, Emperor Iorthondaer Renthid, rules over the land with heavy favor for elvenkind.

## Links

A list of cities within the **Renthid Empire** can be found at the following link: Renthid Empire: Cities.

A list of laws and decrees within the **Renthid Empire** can be found at the following link: Renthid Empire: Laws and Decrees.

A list of factions within the **Renthid Empire** can be found at the following link: Renthid Empire: Factions.

## History

During the Tyranny of Dragons events in Orsandia, a large group of people sailed from Orsandia to the continent Elliwynn to escape the destruction.

### Colonization of the North

The flood of people sailing to the Ristovian Coast caused others to leave on expeditions to the north to make new homes. During the first years of exploration, Iorthondaer Renthid left the Ristovian Coast to explore the lands to the north with one of the many expedition groups. As they explored, they found a large population of native Orcs. These Orcs were forced to work for the elves creating cities and villages, plowing farmlands, etc. Though may battles occurred between the settlers and the Orcs, many of the exploration groups populated in the area which is now known as the marvelous city, Kadar.

The people of these new lands became

When the **Renthid Empire** was complete, they forced the Orcs to create a singular mountain pass directly through the Entya Mountains while building a large fortress at the highest point of the trail, which became known as the Glanefel Fortress. At the end of the construction, the Orcs were forced to leave the **Renthid Empire** and inhabit the eastern side of the Entya Mountains.

With the savage Orcs gone, the **Renthid Empire** opened its harbors to those that decided to come to Elliwynn from Orsandia.
Neutral

The **neutral** alignment, sometimes known as **true neutral**, is without prejudice or compulsion. They either disregard any commitment to good, evil, law and chaos, or believe a balance is needed between these forces in the world.

A neutral person does what seems to be a good idea, without strong feelings with regard to good vs. evil or order vs. chaos. They think of good as better than evil--after all, they would rather have good neighbors and rulers than evil ones. Still, they aren't personally committed to upholding good in any abstract or universal way.

This is the most common alignment of sentient creatures in Khilaria and the alignment of almost all animals and other creatures of very low intelligence.
Ironbane Family

Dourrug Ironbane (Order of Stone, Brother of Lulmen)

Silia Ironbane (Son and Heir)

## Lulmen

Lulmen Ironbane with his Very Weird Gun.

The Ironbane family is one that has existed for over 400 years. They run the Ironbane Mine of Magnica, employing most Dwarves who work there, and fueling the economy (pun intended). Their estate is massive, and their staff is so large, they do not know the names of all of their servants. Lulmen Ironbane is the current head of house, and his son Sillia is presumably next in line.
Khilaria

The Realm of Khilaria is the homebrew world of Flauchmiester. One of the continents of this realm is the Orsandia where the God Skwad has begun to earn more and more renown for their actions against the Cult of the Dragon.

## Continents

### Orsandia

Orsandia is the current location of the Gohd Skwad while they figure out how to end the plans and actions of the Cult of the Dragon.

### Elliwynn

Elliwynn is a continent that is just East of Orsandia.

## Pantheon

For a list of the **Khilarian** pantheon, follow the following link: Pantheon.

## Timeline 2.0

For the full **Khilarian** timeline, follow the following link: Timeline.
The Divine Exodus

The Divine Exodus was when Isana, the Mother threatened to seal any of the gods within the Unabading Chamber lest they leave the Material Plane. As a result, each of the gods were forced to stay in the Outer Realms. Specifically, these gods were sent to either the Nine Hells, the Abyss, or Celestia.
Khilaria Wiki

**Welcome to the Khilaria Wiki!**
On this Wiki, you will find all the information you need to understand that Realm of Khilaria created by Flauchmiester.

## Important articles

### God Skwad

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
The Elemental Planes

During the Primordial/Titan War, Isana created the Elemental Planes for the Primordial Beings to leave the Realm of Khilaria and live within their respective elemental kingdoms within the Elemental Planes.

### Plane of Fire

The Plane of Fire is ruled by the Fire Primordial, Ignio.

### Plane of Water

The Plane of Water is ruled by the Water Primordial, Undio

### Plane of Earth

The Plane of Earth is ruled by the Earth Primordial, Terrio

### Plane of Air

The Plane of Air is ruled by the Air Primordial, Caelio.
Vash

When facing off against the Spawn, it suggested it served someone by the name of Vash.

After mentioning the Spawn to Admiral Aldour, he spoke of someone he feared coming, Vash.

Additionally, the voices in Zephi's head, just before level 5, revealed they had remembered the name of the person or entity who they were seeking the orb for. Vash.

Vash was a king more interested in removing pain and struggle than \_\_\_ (help me here)
Guildhome's Defunct War Guild

The War Guild was one of Nym's 5 guilds, which operated during the Thousand Year War. It was rendered defunct at the end of the war, brought about by peace treaty. 10 years post the war's end, the War Guild's headquarters remained intact, though now without use. The empty building was used for other purposes without permission, such as by the Honeyside Hot-wires to house the kidnapped Hector Gilligan.

## Appearance

The exterior of the Guild was formidable, with a sturdy metal gate, and no way to see through. Through the gate there is a courtyard, now unkempt, before the main building.

The building proper is full of dark wood panelling, with everything being gnome-sized, for the most part. The focus of the main floor is a center ‘war table’ area that has a large map of Zamana, currently out of date by ten years. Pieces remain on the map from where the gnomes had previously tracked the movements of various factions. There’s also a dusty set of offices that used to be for creating mockups and blueprints for new weaponry during the war.

At the back of the main room that contains the War Table stand two heavy steel doors; on their exterior is a plate with the busts of two large lions. The doors open if one kisses the left nostril of one of the lions three times in succession, as demonstrated by Jebeddo Fizzlewick.
Renthid Empire: Cities

## Kadar

Kadar is the floating capital city of the Renthid Empire. This flying city occasionally travels around the empire; however, Kadar has been stationed near the southern half of the Entya Mountains for nearly a decade.

## Glannefel Fortress

The Glannefel Fortress stands at the highest point of the Entya Mountain Pass. Its inhabitants protect the mountain pass from creatures and people that mean to try and pass into the Renthid Empire.

## Rimparta

Rimparta is the largest coastal city in the Coastal Concord.
Neutral evil

The **neutral evil** alignment was pure pragmatism without honor and without variation - survival of the ruthless. Neutral evil characters did whatever they could get away with and were completely out for themselves. They showed no remorse for those they killed and had no love of order or law.

They held no illusion that following laws or traditions would make them better people. On the other hand, they did not seek out conflict and strife like those of the chaotic evil alignment. Yet, some villains of this alignment held up evil as an ideal and committed malevolent acts for the sake of it, often in service of evil deities or secret societies.

Career criminals, particularly those who harmed others for money, such as hired killers, were the clearest example of neutral evil.

Opposing alignment
Characters of neutral evil alignment were concerned with getting ahead in life and looked out only for themselves. good Neutral good characters performed kind deeds without other biases or mitigating factors. These alignments were in direct opposition to one another.
Sloe-Down

The Sloe-Down [center mid] in Hitrivill

The Sloe-Down is a two-story pub and inn located in the town of Hitrivill on the planet Orlin. Displayed outside is the picture of a small blue flower curling over a piece of glass hanging on the front of the door.

It is owned and operated by Sellis, who built it from the ground up, and is made completely of ice. There is always live baroque music playing in the background, sung by Sabrina, and it seems like a well-liked establishment by locals. In the evening, the light filters through the large pieces of ice the Sloe-Down is made of in a beautiful way.

The majority of the drinks served are made with gin, and a large subsection of them are made with sloe gin, from which the Sloe-Down derives its name.

It has a decent view of the former DSK lab, and has 20 or so igloos behind it for travelers to stay in. A room costs 2 silver, and they are labeled alphabetically.

## Menu

We frequented the Sloe-Down so often, I have a pretty decent idea of the menu.

There are a few imported halfing beers, Barren's Beer, Dwarvin Whiskey, and Sellis COOKS