recursal/Fanatic-Fandom huggingface dataset:
The Great Houses

## Feudal Society

Every day, lords and ladies from the farthest reaches of the kingdom vie for the right to rule. Dukes, counts, barons, and knights occupy this noble stratum of society. It is by the power vested in them by the royal family that they oversee all within their demesne.

There are eight houses from antiquity that have survived to the present day. These are known as the **Great Houses**.

As these nobles and their bannermen scheme and plot against each other, the common folk go about their daily lives mostly unaware. They care little for the politics of the nobility, having more than enough on their plate simply worrying about how to feed their families and many view it more as sport than the deadly game that it is.

However, for those who desire **power** and **influence** above all, look no further than the Great Houses of the Kingdom of Rilvyen...

### Antediluvian Lords

There are eight houses from antiquity that have survived to the present day. These are known as the Great Houses. Each Great House is ruled by a **duke**, personally ordained by the king of Rilvyen. Within their fiefs are bannermen, noble lines ruled by **counts** that have pledged their loyalty to their banner. These counts have **barons**, who are **landed-knights** that oversee their various holdings within their fiefs. Their chief duties are to their king, then their lord, and the peasants on their land.

Every noble worth their salt presides over their land from a stronghold; whether it be from a reinforced outpost, castle, or city. In times of crisis, they can house anywhere from dozens to thousands of citizens, their personal soldiers, as well as provisions in case of siege.

#### The Great Houses

* *House Pendrygen*
* *House Ebon*
* *House Rhend*
* *House Velucci*
* *House Marrow*
* *House Empyrean*
* *House Kaladrin*
* *House Belisarian*
Downtime (The East Marches)

1. You may use **1** Downtime action in-between sessions when in a town.
2. There are no **Complications** when using Downtime actions.
3. You complete Downtime even while participating in a raid.
4. You are free to buy or sell (at half cost) mundane equipment, items, or material components in town at their listed cost in the *Player’s Handbook*.

#### Time and Benefits

1. The time in between sessions is equivalent to one workweek.
2. All temporary benefits you gain as a result of a Downtime action, granted *DM Inspiration*, or spell effects you cast will not carry over to a new quest.

#### Downtime Table

##### \* Crafting an Item

1. When crafting magical armor of weapons, you must already own the specific armor or weapon you wish to enchant.
2. You do not need an exotic ingredient for the creation of magical items.
3. You can craft most magical items. Check the *Crafting* doc in **#info** for additional information.
4. When you gain proficiency with the *Arcana* skill, you also gain one additional tool proficiency of your choice instead of the standard rules.
5. When crafting a *Robe of Useful Items*, you cannot get gems and are limited to one roll that would provide money or monetary value per robe.

##### \*\* Scribing a Spell Scroll

1. If you are a wizard, instead of scribing a spell scroll, you can choose to craft the recipe of a spell that you don’t know yet and learn it immediately.
2. *“For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have this time and money, you can prepare the spell just like your other spells."* - PHB Wizard *“Your Spellbook”*
3. The price of crafting a spell stacks with a wizard’s Savant ability, as listed in your wizard school.
4. Crafting a spell to learn counts as buying the spell and not a Downtime action, and so can be done in between sessions provided you have the gold.

##### \*\*\* Silver a Weapon

1. *"For every day of Downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5gp, and you must expend raw materials worth half the total market value."* - PHB pg. 187 Because silvering a weapon costs 100 gp, this means that silvering a weapon takes approximately 3 weeks.
Inner Council

The **Inner Council** (**IC**) is an intergovernmental political, economical and military organization between \* member states, against the perceived threat of China and the World Liberation Front.

The Inner Council has been involved in military operations on every continent and coastal.

Several members use the Council Dollar (ICD) whose value is pegged at the American Dollar (USD)

The IC headquarters are located in New York.
Languages of the Kingdom (Campaign)

## Languages and Dialects

Every educated citizen of the kingdom can read, speak, and write Common. Each duchy has its own regional dialect as well. Peasants can usually only speak their home dialect. The people who share languages are commonly related by blood.

### Common Languages

 Elvish
 Tor

### Regional Dialects

 The Old Tongue
 Vozrovian

### Exotic Languages

 Deep Speech
 Draconic
 Jötunn
 Primordial
 Sylvan
 The Language of the Pit
New Hong Kong

**New Hong Kong**, officially the **Special Administrative Region of the United Kingdom of Great Britain and Northern Ireland's Crown Dependency for the Resettlement of Hong Kong**, formerly known as the Isle of Sheppey, is a special administrative region of the United Kingdom. Located on the Isle of Sheppey in South England, it is home to the majority of Hong Kongers in the world.

### History

New Hong Kong was first conceptualized in 1983 by the United Kingdom government, to prevent the majority of Hong Kong's workforce and assets to fall into the hands of the People's Republic of China after the 1997 handover.

The original plan called for multiple possible locations, including Northern Ireland, however in 1987 the Isle of Sheppey was chosen and remade into the New Hong Kong.

Applying the laws of Hong Kong, New Hong Kong quickly became the largest settlement ground for corporations and Hong Kongers who did not wish to become chinese.

By 1997, the year of the handover, Over 30% of Hong Kongers moved to the Special administative zone, totalling over 2 million new United Kingdom citizens.
Adventurer's Guild (Campaign)

## Bulwarks of Civilization

The adventurer's guild employs people with the strength and guile to hunt down the monsters that threaten civilization. They have a guildhall in most major cities in the Kingdom of Rilvyen.

In order to gain entry into the guild, some basic requirements are needed among them being an entry fee of 5 silver and a literacy test costing an additional 5 copper. In addition, they must complete a test, like slaying some monster with a guild mentor observing to prove your skill, before being accepted into the guild. They are then ranked by skill and jobs are posted with each skill level in mind so that no adventurer gets too in over their head.

Those at the bottom of the guild are the dregs of the profession or just starting to climb its ranks. At the opposite end, the few adventurers that have reached its zenith are heroes with great recognition and power. They are respected in their home city, as well as those that neighbor it, for their great deeds and possess exclusive access to riches, weapons, armor, equipment, and items. As a result, most adventurers aspire to reach this summit.

The naming of an adventurer's rank follows various metals from common to ultra-rare.

### Guild Ranks

**Copper - Iron - Silver - Gold - Platinum - Mithril - Orichalcum - Adamantite**

These materials are used in the adventurer's licensed plate as a small, thin piece of metal the width and length of a thumb that are given to all who register at an adventurer's guild. They are worn around the neck on a string of leather outside of any armor or clothing for easy recognition. Their purpose is to provide identification internally and for burial detail, though there are many who use their plates to show off their prestige to the world as well.

All new adventurers are given the lowest rank of copper upon being approved to join the guild. When an adventurer's rank increases, so does the metal of their plate. This allows them to accept more missions with higher difficulty and pay. However, if an adventurer achieves a major feat considered impossible for one of their rank, it is possible to increase his or her rank several steps at a time. To check the legitimacy of any such heroic claims, the guild has a cleric on retainer that can cast the *Zone of Truth* spell.
The widenet

The widenet is a connection of multiple webs (Planetary Area Network, also called PANs) spread across the solar system. These networks are largely identical, howevet communication protocols differ when transmitting data between different webs due to light delay and significant data loss.

A list of webs, ordered by number of interweb communications per hour
House Velucci

## Pelagic Merchants of the Tangled Shore

Upon the **Violet Promontory**, in the fortress city of **Briarhearth**, House Velucci vigilantly govern **The Tangled Shore**. Their great navy holds dominion over the **Summanus Ocean** and the hundreds of archipelagoes bordering their territory.

As one of the two great breadbaskets of Rilvyen, their trade routes span the continent, providing food and their signature wines to many duchies in the kingdom.

Their assassins and spies are everywhere, whispering secrets to their Tangled lords. They command the feared **Maak Ha'kesh**, professional assassins and saboteurs. It's a common saying that *"Offending a Velucci noble is making an enemy for life for however long... or short that may be."*

**Thorn** is their house weapon, a rapier that can slip through the cracks of any armor.

### Info

 **Bannermen** | Arbor, Hornwood, Ophidian, and Silverthorn

### Bannermen

The bannermen of the Great Houses serve at the behest of their duke as counts of the realm.

#### House Arbor

 **Features** | A peaceful, hedonistic house known for growing the greatest variety and quantity of plants in the kingdom. Arbormen tend to love freely, live lavishly, and eat very well.

#### House Hornwood

 **Features** | Export Hornwood lumber, one of the hardest and most durable types of wood in the kingdom. More treacherous sections of their forests are so dense, they are known to block out even the brightest sunlight.

#### House Ophidian

 **Features** | Export mildly hallucinogenic wine.

#### House Silverthorn

 **Features** | The dwarven people of Thornwyck are furtive followers of the more radical aspects Foss. Great vined jungle ziggurats dot their hold. Sole growers of the Kelpie flower, a rare plant that produces a powerful sedative or a deadly poison, depending on the dosage. Those that displease them tend to find themselves dosed and on their way to a watery grave.
Adventurer's Guild (The East Marches)

## Bulwarks of Civilization

The adventurer's guild employs people with the strength and guile to hunt down the monsters that threaten civilization. They have a guildhall in most major cities in the *Kingdom of Rilvyen*.

In order to gain ranks in the guild, complete quests, discover new locations, scout dangerous areas, and uncover long lost secrets. Those that excel in these categories will quickly climb the ranks to take on greater, more deadly quests that provide far greater rewards of gold, treasure, and fame. Taking all of this into account, you are ranked by skill. Jobs are posted with each skill level in mind so that no adventurer gets in over their head.

Those at the bottom of the guild ranking are just starting to climb its ranks or the dregs of the profession. At the highest ranks, the few adventurers that have reached its zenith are heroes of great recognition and power.

### Guild Ranks

The naming of an adventurer's rank follows various metals from common to very rare. Simply speaking, an adventurer’s rank follows the rarity of the items the individual can craft and utilize, starting from Common and ending at Legendary.

 **Iron** | 4-8
 **Silver** | 9-12
 **Gold** | 13-18
 **Platinum** | 19+

High-ranked adventurers are respected the kingdom over for their great deeds. They possess exclusive access to riches, weapons, armor, equipment, and items. As a result, most adventurers aspire to reach this summit.

Every adventurer is given an adventurer's licensed plate. A small, thin piece of the rank’s metal the width and length of a thumb. They are worn around the neck on a string of leather outside of any armor or clothing for easy recognition. Their purpose is to provide identification internally and for burial detail, though there are many who use their plates to show off their prestige to the world as well.

When an adventurer's rank increases, so does the metal of their plate. This allows them to accept more missions with higher difficulty and pay. However, it is tempting for many adventures to makes false claims about their exploits. To check the legitimacy of any such heroic assertions, the guild has a number of clerics on retainer that can cast the *Zone of Truth* spell.
Whispers

## It Is a Time of Civil War.

In the year of our lord 395 Ad Iudicem, in the Whisper barrow land along the transitory mountains of three Great Houses, an artifact of antediluvian import was found by Marrow archaeologists.

The **Riven Crown**.

This artifact possesses arcane secrets of the **Corruption Era** and the **Riven King**. It confers to whomever owns it, their indisputable claim over the ancestral **Barony of Riven** on the **Isle of Whispers**... all of which is currently occupied by these rival houses.

Generation-long tensions finally snapped as the Great Houses of **Marrow**, **Rhend**, and **Ebon** declared war upon each other for the right to rule this newly begotten barony. Lines are drawn, banners are called, and alliances formed by any means possible.

All watch with bated breath to see who will win this conflict and rise anew as a lord on the Isle of Whispers...

### Where You'll Be Playing

The **Isle of Whispers** is a large island far off the coast of the **Raifen**, the swampy domain of one of the Great Houses, **House Marrow**. The isle has a temperate climate with beautiful black sand beaches, treacherous craggy pot-marked cliffs, verdant rolling plains, and steep forested foothills rising up to meet the scorched slopes of the mighty **Lesion**, the massive semi-active volcano from which the island was birthed.

There are four regions on the island, each with their own unique environments, peoples, locations, and mysteries.

### A Simple Job

You start as hired guards, escorting a merchant band through the **Aster Forest**. Who knows what adventure the road holds?

#### Classic Heroic Fantasy

 **Tactics** | Medium

This is classic Dungeons & Dragons, with you and your party playing as folk heroes, which in time will become legends. You can expect to save the local town from evil creatures hellbent on its destruction, quest for magical items, go on personal side-quests to discover your characters, delve into the regional politics, and eventually claim a stronghold as your base of operations on the island.

This style of play is the most like a sandbox adventure. There's an overarching story, but you can let me know if there are any places on the island you wish to visit, enemies you wish to defeat, people you want to interact with, or character backstories you want to flesh out. This is the type of campaign which will allow you to visit every place on the island, should you choose.

##### Player Buy-In

You'll have to buy into the code of *"We will honor our friends and save the innocent, come hell or high water."* This is standard heroic fantasy stuff. You don't have to be 'good', but you do have to care about saving people and putting your life on the line for your friends.

### Where To Get Started

* *Making Characters*
* *Downtime*
* *Lifestyle*
Gather Your Party (The East Marches)

## From Small Beginnings

You are a **3rd-level adventurer**. You have made your way to *Norummar* through one way or another and have joined the **Adventurer’s Guild**.

#### Gather Your Party

1. It is the job of the players to gather a party and pursue quests.
2. Ask other players in **#gather-your-party** if they would like to team up.
3. Your party size can be between 3-5 characters.
4. When you have gathered a party together for a quest, mention the DM who posted the quest in **#gather-your-party** or private message them.
5. You will be placed on a reserve list for the quest if the party is already full.
6. If a player can’t make it or doesn’t show up for the session, players will be pulled from that list starting at the top.

#### Quests

Quests are posted by Dungeon Masters on the **#quest-board**.

1. Each quest has a challenge range, calling for adventurers of that level to participate.
2. You can join the quest if your character is the posted level. In special circumstances, you can join with a character one level outside of the level range but remember that these bounds are there to guide expectations, difficulty, and rewards.
3. If no quests are available to you, you can gather a party of adventurers at a similar level to you who also need a quest to go on and then *@Dungeon Masters* and *@Apprentice Dungeon Masters* in **#requests** with your request. It may not be possible to have a quest run by a Dungeon Master soon, so please be patient with them.

#### Dungeon Mastering

Dungeon Masters also get **XP**, **gold**, and an **extra character slot** for running quests! These rewards can be applied to a character you have active. If you want to DM, please message *@Dungeon Masters* for additional information.
House Rhend

## Mantleborn of the Spindle

At the center of the **Jötnar Mountains**, in the stone city of **Wolfrend**, House Rhend leads the dwarves of **The Spindle**. Their people proudly boast the greatest armorsmiths and enchanters in the kingdom.

Their religion is the oldest and strangest. It is ordained by the **Masons of the Deep**, however it is begrudgingly permitted, as they control the **The Web**, an interconnected mesh of gates for the powerful that allows for instantaneous travel throughout the kingdom.

Their house weapon is **Howl**, a maul can smite the heavens, bringing down the wrath of storms.

### Info

 **Bannermen** | Iridian, Malach, Osmid, and Sunder

### Bannermen

The bannermen of the Great Houses serve at the behest of their duke as counts of the realm.

#### House Iridian

 **Features** | Iridian Fleet, notoriously feared fleet. Upon their god's name-day, they are given a ship to captain.
House Empyrean

## Wordbearers of the Steppes

The greatest armies of the kingdom are often commanded by the lords and ladies House Empyrean as they require four years of military service from every man and woman entering adulthood, many eventually making it their careers. They are renowned for their unflinching discipline and loyalty. Many great generals and admirals come from Empyrean blood.

House Empyrean constructed the capital of the kingdom, **Praedyth**, in a joint-venture with House Kaladrin and Pendrygen hundreds of years ago, establishing a firm relationship between their peoples for generations to come.

Their capital is **Starfall Sanctum**, the seat of House Empyrean's might, as well as the main headquarters for the kingdom's armies. Upon a noble Empyrean youth's 13th birthday, they are required to choose a weapon from the **Orichal Garden** as the instrument of war they shall wield for the rest of their lives.

Their house weapon is **Edict**, a longsword that emboldens allies and immolates the unholy.

### Info

 **Bannermen** | Hukar, Meridius, and Veraste

### Bannermen

The bannermen of the Great Houses serve at the behest of their duke as counts of the realm.
Fossloria Wiki

**Welcome to the Fossloria Wiki!**
**Fossloria** is a hard-boiled fantasy homebrew world in Dungeons & Dragons, a fantasy tabletop role-playing game. Fossloria was created by Seth Godspeed in 2014 inspired by ancient world history and mythology.

### The Pitch

All of my games, in one way or another, hinge on player ambition. I run D&D for players who want something. These people make the world go 'round. Taking over the thieves' guild, running your own tavern, becoming a kingdom-renowned armor smith, building a stronghold, these people have long-term motivations which drive the game forward. If you don't, that’s fine, but I feel like we could be playing a board game instead.

What does **your** character want?

### The World At Large

The campaigns take place in the world of Fossloria in the **Kingdom of Rilvyen**. Rilvyen is a bastion of mankind and the feudalistic way of life, though other races are welcomed to lend their strength to this great nation.

There is some 'politic-ing' in the world, mainly by the **Great Houses** and their noble factions, but you can choose to ignore most of it if you're not too interested. However, if you are intrigued by feudal politics, I can promise you an incredible time. In order for the high politics to take a prominent role in the story though, **all** **of you** must buy-in.

#### Magic (Campaign Only)

Beyond the few metropolises and cities, most people fear magic. It is the stuff of fairy tales. Mothers tell stories to their children to prevent them from getting into trouble.

Think of Gandalf when he stayed in the Shire. The children loved his magic, but the parents were anxious and distrustful of him because of it.

### Games

Below is a list of the official games that have been run in the world of Fossloria.

#### Campaigns

* *Against the Cult of the Reptile God* - 2014
* *Whisper of the Pit* - 2018
* *Whispers* - 2021, on hiatus
* *Aurora* - 2022, ongoing

#### West Marches

* *The North Marches* - 2018
* *The East Marches* - 2021, ongoing

#### One-shots

* *Crimson Citadel* - 2016
* *Temple of the Cerulean Crypt* - 2018
* *Tower of Mögthrasir* - 2022
* *Frost Doom* - 2022

## Important articles

The East MarchesWhispersAuroraThe Six DivinesThe Great Houses

**Campaigns**
* *Whispers*
* *Aurora*

**West Marches**

* *The East Marches*

Follow the links above for info on how to get started in currently active games. Also feel free to ask questions on our Discord!
Caloris Basin

> *You know what they say about flying too close to the sun? That's just a myth.*
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> *I've concluded this because here we are on sweltering hot Mercury, yet our figurative wings have yet to melt. Isn't science great?*
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> *Now that we've proven that fun fact, it's time to really get our hands dirty (again, figuratively). For too long Mercury has been neglected, yet it is potentially the key top understanding the majority of rocky planets found outside our solar system.*
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> *If we can unlock its secrets, we can unlock the universe as we know it.*
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> *The excitement in the non-air is exciting -- even electrifying!*
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> *Let's get experimenting!*
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>

## Challenges

Do note this will not include the challenges that are common to every scenario, e.g. construct Command Center.

 Build & Activate 1x Heating Plant
 Build & Activate 1x Cooling Plant
 Obtain 45 Population
Magical Metals (Campaign)

## Imbued Metal

Mundane metals exist, but magical metals have attunements to specific schools of magic and unique enchantments that make them superior for crafting all manner of armor, equipment, and weapons. Only an **Ancient** **Lunaran Pickaxe** can mine these metals.

There are two types of magical metals: **Elemental** and **Sorcerous**.

### Elemental Metals

Elemental metals are imbued with the elemental chaos' of fire, lighting, frost, and earth. They can be found in the mouth of volcanoes, the highest storm-sundered mountains, the coldest reaches of the tundra, and the depths of the earth.

Ignian steel
Element: Fire
Fulguran steel
Element: Lightning
Glacian steel
Element: Frost
Terran steel
Element: Earth

### Sorcerous Metals

Sorcerous metals are significantly rarer and summon forth aspects of sheer magic itself. They can only be found in the most exotic of places. Lunaran steel is so rare that there are only two places where it can be found in the entire realm: The mines of House Rhend and Starfall Sanctum, the seat of House Empyrean.

Umbrian steel
Element: Shadow
Lunaran steel
Element: Nature
Orichal steel
Element: Divine
Voragan steel
Element: Abyssal
House Ebon

## Ashen Knights of Ebonmere

Ash and brimstone cover the land surrounding **Svarog**, the largest volcano in the Kingdom of Rilvyen. At its base lies the black city of **Vaegon's Grasp**, where House Ebon commands **The** **Ebonmere** with an iron fist.

A fiery, ill-tempered people with long-lasting memories, they worship **Artifice**, the god of the forge and war.

Their holy city, **The Foundry**, is ordained by House Obsidian, a bannerman of House Ebon. Their forgemasters work mundane and exotic metals into weapons of war. In fact, most of the weapons across the kingdom are crafted by an Ebon smith.

House Ebon is part of the **Vozrovian Dominion** along with House Belesarian, an ancient alliance with their ancestral kin.

Their house weapon is **Ash**, a greatsword that melts flesh, leaving only smoking corpses in its wake.

### Info

 **Bannermen** | Ember, Kilnborn, Pyre, and Obsidian

## Era of Corruption

### The Forest of Blight

In 581 OC, soldiers of House Ebon were sent to investigate the ancient Vozrovian tomb of Vohz'raditia, where a mysterious blight had permeated the tomb's walls. The corruption was spreading outward from the tomb as the Forbiddance began to show initial signs of failure. Leading the regiment, Captain Aleksei was slain in battle outside of the tomb with his soul consumed by the Corpsesweepers patrolling the descent.
Expanded Lingering Injuries (Campaign)

## The Price of Doing Business

In your character's dangerous line of work, getting hurt from time to time is to be expected. But in more extreme circumstances, they may lose more than just a bit of blood and end up with more serious injuries.

### Maim

When a creature scores a critical hit by attacking a paralyzed or unconscious creature within 5 feet of it, they can choose the lingering injury which effects the creature as a result of the critical hit instead of rolling on the *Expanded Lingering Injuries* table.

### Recovery

For the injuries that require you to lay up for days, you can use the *Relaxation* *Downtime* action to reduce the time by an extra week. For more serious injuries that require certain high-level spells to fully recover, you can purchase them from a highly skilled individual, either a cleric at a church in a major city or a druid in their domain.

#### Standard Prices

* *Heal*: 2000 gp
* *Regenerate*: 3000 gp

### Sources

This table is from *Xanathar's Lost Notes to Everything Else*, available on the *DM's Guild*! I highly recommend that you purchase it. This but a small snippet of the many things available in the book.
Downtime (Campaign)

1. You may use **1** Downtime action in-between sessions when in a town.
2. There are no **Complications** when using Downtime actions.

##### \* Crafting an Item

1. When crafting magical armor of weapons, you must already own the specific armor or weapon you wish to enchant.
2. You do not need an exotic ingredient for the creation of magical items.
3. You can craft most magical items. Check the *Crafting* doc in **#info** for additional information.
4. When you gain proficiency with the *Arcana* skill, you also gain one additional tool proficiency of your choice instead of the standard rules.
5. When crafting a *Robe of Useful Items*, you cannot get gems and are limited to one roll that would provide money or monetary value per robe.

##### \*\* Scribing a Spell Scroll

1. If you are a wizard, instead of scribing a spell scroll, you can choose to craft the recipe of a spell that you don’t know yet and learn it immediately.
2. *“For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have this time and money, you can prepare the spell just like your other spells."* - PHB Wizard *“Your Spellbook”*
3. The price of crafting a spell stacks with a wizard’s Savant ability, as listed in your wizard school.
4. Crafting a spell to learn counts as buying the spell and not a Downtime action, and so can be done in between sessions provided you have the gold.

##### \*\*\* Silver a Weapon

1. *"For every day of Downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5gp, and you must expend raw materials worth half the total market value."* - PHB pg. 187 Because silvering a weapon costs 100 gp, this means that silvering a weapon takes approximately 3 weeks.
Lifestyle (The East Marches)

3. Roll on the *Lifestyle Event Table* using the d20 modifier from your chosen lifestyle.
4. You have lifestyle even when participating in a raid.
5. Resolve your roll.

#### Lifestyle Expenses

Choose how your character is living in-between sessions.

#### In Town

When rolling for an encounter, your DM may ask you to roleplay the result in town.

Feel free to expound on your actions! You can easily dovetail your lifestyle into the life of another character in your party or about something personal to your character.

Good and bad things can happen in any lifestyle, but worse things tend to happen while living below the standard living conditions.

#### Lifestyle Events

Roll on the table below to determine what event happens in-between sessions.
Nuclear Reactor

> *A Nuclear Reactor consumes Enriched Uranium to produce an enormous amount of Power for the settlement.*
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## Supply

### Storage

+2000 Power storage, +2 Enriched Uranium storage

### Effects

Provides Power to facilities within 6 connections

## Construction & Maintenance

### Consumption

-60 Oxygen/min
300 Water dirtied/min
-600 Water consumed/min
-1 Enriched Uranium/45 minutes

### Cost

90 Steels
9 Copper Wires
24 BioPolymers
2 Electronics
15,000 Credits
**Construction Time**: 4 Hours

**Nuclear Reactor Research**
Name
 Laser Centrifuge Techniques
200% Enriched Uranium duration from Nuclear Reactor
Visitor Center

> *The ideal first stop on every space tourist's destination, the Visitor's Center offers education on the science and history of the world, settlement, and more.*
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## Construction & Maintenance

### Consumption

-50 oxygen/min
-120 power/min

### Cost

90 steels
9 copper wires
24 BioPolymers
2 electronics
15,000 credits
**Construction Time**: 1 hour

## Introduction

Build this facility to get tourists to come to your city, and unlock the hotel.

**Visitor Center Research**
Name
Tier
Mining Shuttle Pad

> *Mining Shuttles are the workhorses of our local infrastructure, but they are still delicate and expensive machines. If we want to expand our fleet, we're going to need to support them with designated landing spaces, refueling equipment, etc.*
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## Construction & Maintenance

### Consumption

-60 oxygen/min
-180 power/min

### Cost

30 steels
3 copper wires
5,000 credits
15 minutes
Happiness

> *Happiness is influenced by many things, from random events to facility placement to gear overflowing its storagemaximums, and can impact production time, research time, turism rates, and more.*
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## Brief Summary

Happiness is a resource that effects the city's production speed. Without out any happiness facilities or tourists, the city will be at 50% happiness and 100% production/research speed. Production/Research speed becomes 130% at 100% happiness, and 70% at 0% happiness

How the city happiness (

H

{\displaystyle H}

) is calculated is taking the sum of all positive happiness effects (

S

p

{\displaystyle S\_{p}}

) in the city, and then divide by the sum of all happiness effects present (

S
a

{\displaystyle S\_a}

). (Multiply by 100 to result in percentage)

The production/research rate (

R

b

{\displaystyle R\_{b}}

) can be calculated by taking the happiness score subtract by 0.5, them multiply by 0.6, and finally add 1.

# H

S

p

÷

S

a

{\displaystyle H=S\_{p}\div S\_{a}}

#### Production/Research rate

R

b

=
1
0.6
(
H
−
0.5
)

{\displaystyle R\_{b}=1+0.6(H-0.5)}

### Too Much Gear & Not Enough Habitations

These will show up as [gear] overflow or overcrowding. It will incur -1 happiness for each number over the limit.

### Tourism

As of version 2.8 rework, it shows that tourists are occupying habitation spaces, which is a known bug. It is not making sense that tourists take habitation spaces while having their own hotel rooms to live. And as visitors, not residents, owning one is pointless. This will fix in the next (few) updates.
Storage Yard

## Supply

### Storage

60 crops
90 biopolymers
30 repair kits
30 electronics
3 rovers
3 mining shuttles

## Construction & Maintenance

### Cost

30 steel, 3 copper wires, 5000 credits, 30 minutes

> *A Storage Yard increases our storage capacity for all kinds of gear.*
>
>

**Storage Yard Research**
 Space Forklift
 Efficient Storage

\*The effects are based off the base stats of the facility
Tourism

Tourism is a late game way of making credits for your colony.

Upon constructing a Visitor Center a tourism icon will appear to the right of the habitation icon on the bottom of the screen.

Before starting tourism make sure your facilities can handle the increased resource consumption brought on by tourists and the decrease in happiness they bring. Like the settlers each tourist consumes 6 power, 21 oxygen, 12 food, dirties 12 water, per minute. Thus having a full hotel worth would have 1200 power, 4200 oxygen, 2400 food, 2400 water dirtied, per minute.

The tourism Resource Ring will show the total amount of tourists in your colony, how many credits per min you are making from tourism, and the amount of Free hotel rooms. When you go to a tourism building while the icon is selected it shows the credits per min that's made from that building. The credits per min is determined by x credits/min per tourist. So with just the visitor center and hotel, the colony would be making 12 credits/min per tourist, which can be increased further by adding more hotels, visitor centers, or museums.

The more tourist buildings you have the more credits the colony makes per tourist
The East Marches

## The City of Storms

You begin in **Norummar**. Carved from solid rock, the city of Norummar stands defiant on the easternmost shore of **the Spindle**. There it endures a continuous onslaught of raging storms from the **Mistral Ocean**.

The city was founded by **House Sunder** millennia ago. **Count Vazoran Sunder** and his stalwart dwarven people rule over the city, engaging in mining, quarrying, and defending The Spindle for their lord.

Due to its remote location and limited guard, the lands are treacherous; filled with thieves and cutthroats, beasts and monsters, creatures divine and eldritch in origin...

But what better haven for an adventurer?

### The East Marches

This game is based on the **West Marches** style of Dungeon & Dragons. If you’re looking to slay monsters, complete quests, obtain magic items, and level up while exploring a massive, open map with tons of your friends, look no further! This is the game you’re looking for!

For an overview of the game style and further information, watch this *video* by Matthew Colville.

#### Code of Conduct

As your characters travel to *Norummar* from the furthest reaches of **Fossloria**, please consider the following. As long as we stick to these rules, we’ll lay the groundwork for all of us to have a great time gaming together!

1. This is a game we all love, so the goal is for everyone to have fun! And the way we do that is by being kind and considerate of our fellow players.
2. Timeout: If you are uncomfortable with anything that happens in-game, just say *“timeout”*.
3. By default, PvP is not allowed. Non-consensual PvP will be barred no matter what. This includes touching or taking other people’s possessions.
4. If you don’t know something, just ask a *@Dungeon Master* or *@Moderator*!

### Where To Get Started

* *Making Characters*
* *Gather Your Party*
* *Travel*
* *Downtime*
* *Lifestyle*
Marineris Valley

> Not to be confused with Marineris, United States
>
>

Marineris valley, (also called Valles Marineris or Mariner valley,) is one of the 8 Watermasses of Mars, subdivisions of the continent of Panares. It is a system of ocean-filled canyons, where human habitation is ideal. The Mariner valley is home to the majority of humans on Mars. The valley is typically further subdivided into 5 regions.

## West Marineris

West Marineris is the oldest region of the valley. It is mainly centrist, and economically dependent on the other regions to support it's industries.

Conventionally the following regions are considered Western Mariner.

* Tithony, Lincoln, Soulite, Louis, Columbia and Silica

## Central Marineris

Central Marineris is a collection of states which lie on and around the Candor Chasma. The states are mostly right-wing, and are the industrial central of the region, with exporting valuables towards the other regions and Earth.

Conventionally the following regions are considered Western Mariner.

* Jefferson, Everglades, Roosevelt, Cascadia, Reagan, Kheyawita and Douglas

## North Marineris

North Marineris is defined by it's frequent storms, and liberal politics. It is the cultural centre of the valley.

Conventionally the following regions are considered Northern Mariner.

* Marineris, North Marineris, Margaritifer and Colossus

## South Marineris

South Marineris is culturally right-leaning, with most of it's industry centred on ocean-mining. The region mainly exports its goods to Earth instead of the valley.

Conventionally the following regions are considered Southern Mariner.

* Wright, Sinai, Malcolm, Magnolia, MacKenzie and Rockefeller.
Mateo: The god of Stamina

Mateo is one of the most powerful beings in the known universe. He is the second most powerful God. When he is not teaching Spanish to highschool students, he is kicking ass in the arena. He is known to always wear a suit and tie with a fedora where ever he goes. Some theorize that his fedora is his source of power, but no one really knows.

Wins: 2, this is because the sponsors accidentally sent him out as the 20th entry, unspeakable things happened that dark day. Now they refuse to send him out any earlier than 15th because they know if they do it, it'll be a slaughter. There is always a chance they will slip up and when they do Mateo will be ready.

Allies: Pepsiman is his friend.

Rivals: The only being powerful enough to challenge him is The Predator.

Strengths: Unwavering endurance, incredible strength, incredibly fast, and knows Spanish fluently.

Weaknesses: Being a good father.
Snomba

**This article is currently a snombi.**
You can help Snombapediba Wiki by expanding it to make a big snomba.

Snomba is an all powerful pokebaba from the darkest depths of Scenic Pond. Its fusions are BABA and SNOM.

Bbd No. #1

## Base stats

* HP - 75
* ATK - 80
* DEF - 90
* S.AT - 85
* S.DF - 60
* SPD - 80
* Type: ICE/NORMAL

## Ability

Frosted Spikes: When this Pokebaba takes damage from an Ice-, Water-, or Normal-type attack, drain 25% of max HP from the opposing Pokebaba.
Vehicle Factory

> *Importing Rovers and Mining Shuttles is costly in multiple ways. By producing our own onsite in a Vehicle Factory, we will not only save money, but time and energy.*
>
>

## Vehicle Factory

### Size

None (Listed)
Medium (Actually)

## Supply

### Effects

Facility used to craft Rovers and Mining Shuttles.
Produces 1 rover for 15 steel 12 copper wires, and 1 electronic every hour.
 Produces 1 mining shuttle for 15 steel, 12 copper wires, and 1 electronic every hour.

## Construction & Maintenance

### Consumption

-50 oxygen/min
-120 power/min

### Cost

50 steel
10 copper wires
20,000 credits
1 hour

**Vehicle Factory Rsearch**
Name
Tier
Big Baby

Big Baby is a Gladiator and a former winner of the Meme Rumbles. He appeared at the Meme Rumble offices in a basket the size of a Mini Cooper. There was a note attached that said: “His name is Big Baby, please take care of him and teach him to be the best fighter in the world”. Alongside him came a giant artificial womb that he sleeps in. He also had an endless supply of adult diapers and a rattle. His womb that he lives in recently disappeared and no one has any idea where it went. Big Baby is looking for revenge against the perpetrator.

Wins: 5, his womb gives him unbelievable strength and endurance.

Allies: He plays basketball with Shaq. He sees Mr. Poolos as a father figure. He likes flying around with The Flying Dutchman

Rivals: Big Daddy has been his rival since day one. Only one character can be the biggest. He does not like Dr. Mann after he tried to get him to wear regular clothes because, in his words, “it violated dress code”.

Strengths: He is super strong and hard to grab on too. He’s also a child so he can threaten to press charges.

Weaknesses: He is weaker without his portable womb. He also needs constant naps and diaper changes.
Greenhouse

> *More effective than an Algae Farm, a Greenhouse produces a large number of Crops for the settlement*
>
>

## Construction & Maintenance

### Consumption

-180 power/min
-600 water dirtied/min
-300 water consumed/min

### Cost

90 steels
9 copper wires
24 BioPolymers
2 electronics
15,000credits
**Construction Time**: 4 hours

**Greenhouse Research**
Name
Tier
 Locally-Produced Fertilzers
Electronics Plant

> *An Electronics Plant produces Repair Kits from Copper Wire and Biopolymers and Electronic Processors from Copper Wire and Steel.*
>
>

## Supply

### Effects

Produces 1 repair kit costing 2 copper wires and 2 biopolymers every 3 minute
Produces 1 electronic at the base rate/cost of 12 copper wires 24 biopolymers every hour

## Construction & Maintenance

### Consumption

-50 oxygen/min
-180 power/min

### Cost

60 steels
6 copper wires
12 biopolymers
10,000 credits
4 hours

**Electronics Plant Research**
Name
Tier
 Automated Machinery
- 2 copper ore required for copper wire
 Smaller Wires
 Automated Firmware Development
-6 copper wire required for electronic
150% electronic production speed
Algae Farm

> *An Algae Farm produces and stores Crops, essential for feeding our settlers and for productions of Biopolymers.*
>
>

## Supply

### Storage

+5 crops
50 foods

### Effects

Provides Food to facilities within 6 connections

## Construction & Maintenance

### Consumption

-60 power/min
-20 oxygen/min
-180 dirted water/min

### Cost

30 steels
3 copper wires
5,000 credits
**Construction Time**:

**Algae Farm Research**
Name
Hab Unit

> *A Hab Unit provides housing for our hard-working settlers to live in cramped but serviceable conditions.*
>
>
>
>
> Hab Unit
> --------
>
>
>
>
>
>
> ### Size
>
>
> Small
>
>
> ### Doors
>
>
> 1
>
>
> Supply
> ------
>
>
>
> ### Habitations
>
>
> +25
>
>
>
> Construction & Maintenance
> --------------------------
>
>
>
> ### Consumption
>
>
> -30 power/min
>
>
> ### Cost
>
>
> 15 steel
> 5,000 credits
> **Construction Time**: 4 minutes
>
>
>
>
>
>
>

## Introduction

A Hab Unit is a facility that gives a small number of habitations and has no additional doors. However, it is extremely small and fits into many places that other installations cannot.

## Random Improvements

Hab Units can gain buffs from "Facility Improvement" random event. A list of buffs and effects are noted below.

 Posh-Living Space
Lifestyle (Campaign)

3. Roll on the *Lifestyle Event Table* using the d20 modifier from your chosen lifestyle.
4. Resolve your roll.

#### Lifestyle Expenses

Choose how your character is living in town.

#### In Town

When rolling for an encounter, we will roleplay the result in town.

Feel free to expound on your actions! You can easily dovetail your lifestyle into the life of another character in your party or about something personal to your character.

Good and bad things can happen in any lifestyle, but worse things tend to happen while living below the standard living conditions.

#### Lifestyle Events

Roll on the table below to determine what event happens in town.
Snomiz

**This article is currently a snombi.**
You can help Snombapediba Wiki by expanding it to make a big snomba.

Snomiz came from the depths of the Forest Of Fall. It appears to be a Snomba version of Iz, the mutant, bug-like creature.

## Base stats

* HP - 35
* ATK - 50
* DEF - 50
* S.AT - 70
* S.DF - 95
* SPD - 100
* Type: ELECTRIC/BUG
Cooling Plant

> *A must-have on a hellishly hot world, Cooling Plants keep nearby facilites -- and their occupants -- from overheating.*
>
>

## Supply

### Effects

Cools facilities within 5 connections of this facility, protecting settlers within from the devastating effects of hot environments

## Construction & Maintenance

### Consumption

-30 oxygen/min
-120 power/min

### Cost

30 steel, 3 copper wires, 5000 credits, 10 minutes

**Cooling Plant Research**
Name
Tier
 Cooling Plant Efficiency
Increases range of the Cooling Plant's cooling effect by 1 connection.
Biodome

> *A Biodome produces Oxygen through the process of photosynthesis. Requires sunlight to function*
>
>

## Supply

### Effects

Provides oxygen to facilities within 6 connections
**Requires Sunlight**

## Construction & Maintenance

### Consumption

-180 power/min
300 water dirtied/min
300 water consumed/min

### Cost

90 steel
9 copper wires
24 biopolymers
2 electronics
15,000 credits
**Construction Time**: 4 hours

**Biodome Research**
Name
Tier
 Artificial Ecosystems
Laboratory

*A Laboratory will allow scientists to research new technologies; unlocking new facilities, improving existing ones, or even selling the fruits of our labor to Earth for credits.*

## Construction & Maintenance

### Consumption

-480 power/min
-90 oxygen/min
60 water dirtied/min

### Cost

120 Steel
21 Copper Wires
24 BioPolymers
2 Electronics
265,000 credits
2 hours 5 minutes
Oxygenator

> *An Oxygenator produces all-important Oxygen necessary for the survival of any extraterrestrial settlement.*
>
>

## Supply

### Effects

Provides Oxygen to facilities within 6 connections

## Construction & Maintenance

### Cost

30 steelz
3 copper wires
5,000 credits
**Construction Time**: 4 minutes

**Oxygenator Research**
Name
 Algae Farm Venting System

\*The effects are based off the base stats of the facility
Heating Plant

> *A must have on a frigid cold world, Heating Plants keep nearby facilities -- and their occupants -- from freezing.*
>
>

## Supply

### Effects

Heats facilities within 5 connections of this facility, protecting settlers within from the freezing effects of cold environments

## Construction & Maintenance

### Consumption

-30 oxygen/min
-120 power/min

### Cost

30 steels
3 copper wires
5,000 credits
**Construction Time**: 10 minutes

**Heating Plant Research**
 Heating Plant Efficiency
Increases range of the Heating Plant's cooling effect by 1 connection.