recursal/Fanatic-Fandom huggingface dataset:
Mirror, Mirror

**Side Quest - Completed**

Upon hearing of your intentions to infiltrate the Circle, Kayar took Iselan aside to tell her of a treasure of the clan that is hidden within—an eluvian. He warned her not to take too many risks, but emphasized how great a boon it would be if the eluvian, rightfully theirs, were to be returned to the Dalish. To this end, you have brought an additional two horses with you so that you might take the mirror back should you successfully smuggle it out.

When speaking with Enchanter Anaelin, you found out that the eluvian is currently resting in a place of honor, as a trophy, in the Hall of Erudition in the Circle. Anaelin claimed that the mirror was useless without an arulin'holm to carve out its imperfections and restore it to working order, and seemed willing to turn a blind eye to your scheming once he found out that you were looking to steal the mirror on behalf of the Dalish.

In order to escape the Circle during Anaelin's last-ditch effort to give Nadia another chance at life, Iselan, Minhra, and the now-comatose body of Nadia braved a partial activation of the eluvian. The result was that their souls were weakened and the shades of the ancient warriors guarding the Crossroads—the Vir Shiralen—immediately descended upon them.

With the assistance of the Wayfarer Yselan Harillemir, an elf trapped in the Crossroads since the Storm Age and herself a Vir Shiralen, the three were able to find memories in the Fade that were able to strengthen their connections to the waking world, enabling them to traverse back to Tantervale via another eluvian.

This eluvian, they discovered, happened to be sitting at the bottom of the Minanter River. Carried up by the current, they managed to make it to the riverbank alive.

## Session Eighteen - 2021.02.13

The party would later return to retrieve the eluvian aboard Captain Mostsev's ship, the *Tanager.* From a combination of Iselan's memory and Luna's spirt senses, they were able to locate the eluvian in a stretch of water near the Harbor Quarter. Using the *Tanager's* anchor, they dredged it up, but not before having to fight off a number of Fade-touched lampreys, and most alarmingly, a rage demon.

Luna would briefly be tempted into entering the eluvian, where she had a haunting conversation with Trust, and with the Wayfarer Knight known as Yselan, across the other side.

## Session Nineteen - 2021.02.20

The eluvian was eventually moved aboard Captain Serafina Saveccio's ship, where it was transported west of the city for retrieval by the Dalish. The eluvian now resides back in the care of the Dalish people.

## Session Twenty-Three - 2021.03.21

For her boon from Marchioness Astinia Aster, Iselan requested that the eluvian in the Rushriver Circle be returned to her people. Now that the allied forces of the Asters and Ghantours have taken the Circle, the Dalish may at last claim their honored heirloom.

*This quest was completed in Session Twenty-Three, on 2021.03.21.*
Adept: Way of the Ghost (MoMT)

Adepts of the Way of the Ghost are obsessed with the meaning and mechanics of dying. They believe that death is not an end, but a beginning. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

## Touch of Death

Starting when you choose this path at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your adept level (minimum of 1 temporary hit point).

## Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your embody the very shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

## Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 energy point (no action required) to have 1 hit point instead.

## Ghostly Touch

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 energy points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per energy point spent on a failed save, or half as much damage on a successful one.
Subclass: Battle Master (EoE)

Those who emulate the archetypal Battle Master employ martial techniques passed down through millennia. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master's title, but those who do are well-rounded fighters and tacticians of great skill and knowledge.

***Race Restriction: None.***

## Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

***Maneuvers.*** You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

***Superiority Dice.*** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

***Saving Throws.*** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

## Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

## Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Strength score

* Dexterity score

* Constitution score

* Armor Class

* Current hit points

* Total class levels, if any

* Fighter class levels, if any

## Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

## Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Wildfall Compass

*"I'm already falling, can't get worse."*

— Volka Bero, shortly before things got worse

#### **Description**

A compass made out of brass, with a face depicting an image of a ship at sea. Superimposed upon it is the traditional compass rose, except with a needle that does not point north: instead, it appears to be spinning constantly. The casing of the compass is scratched and battered, and the glass of its face is slightly cracked, as if it has been dropped or thrown many times.

#### **Features**

* *Wildfall.* Once per rest, you may use a bonus action to activate the Dash Compass and roll 1d8. Instantly dash 1d6 x 10 ft in that direction, or until you hit an object and take equivalent fall damage (1d4 bludgeoning damage per 10 feet).
	+ 1 corresponds to North
	+ 2 corresponds to Northeast
	+ 3 corresponds to East
	+ 4 corresponds to Southeast
	+ 5 corresponds to South
	+ 6 corresponds to Southwest
	+ 7 corresponds to West
	+ 8 corresponds to Northwest
Unchained But Not Free

### Session Thirty-Three [2021.08.21]

Upon rescuing Nero from his Tevinter compatriots, Vara bore him swiftly on horseback to the camp of Clan Harillemir. There, she sought out the Keeper's help in freeing him of the mystical chain binding him to Umbria. The Keeper acted swiftly, pushing Nero's hand into the active eluvian and then deactivating it, using the strength of the Veil itself to sever both the limb and the magical binding.

Thus having granted Nero his freedom, Vara remarked that they had shared a former master. Minhra, arriving to fetch them back to the tourney, was able to identify Nero as one of the perrepatae, alyrium-infused magekiller. Recognizing her brother's work, she told Nero that he may yet have family back in the Imperium.

Whatever Nero decides to do next is uncertain. But one thing is known for sure, both to him and Vara: while Magister Umbria Anvius still breathes, neither of them can be truly free.

### Session Thirty-Six [2021.09.11]

While observing Luna's participation in the River Race, an attempted ambush by Umbria's cabal was foiled at the last moment, forcing Eimhir to expose himself. With Veles openly joining the Tevinter contingent of the race, it appears as if the slavehunters are beginning to put their plans into motion.

*This is as far as this quest has progressed.*
Xancata Segmentata

*"When your friends have run away and your spells have run dry you'll be grateful for honest leather and good steel."*

— Ophelios Nenteira

#### **Description**

A suit of fine cloth robes reinforced by plates of stiff leather bound together by steel rivets, forming a suit of armor that is both lightweight and protective. The sigil of the Imperium is embossed into the pauldrons at the shoulder, and the pattern of vipers twines across the accompanying bracers and greaves. Each piece of armor has its own independent set of straps, allowing the Xancata to be fastened across any body type.

Originally crafted for use by magisters, the Xancata is lightweight and free-flowing enough that it does not impede spellcasting.

*Light armor, masterwork.*

* **AC:** 11 + Dexterity modifier
* **Weight:** 5

#### **Features**

* *Nonrestrictive.* Even while wearing this armor, mages are still able to cast spells normally.
* *Flexible.* The leather straps pull back the loose cloth, enablign greater freedom of movement. While wearing the Xancata, you gain a +1 to all Acrobatics checks.
Vox Neglecta

**Vox Neglecta** is a one-shot to be DMed by Gem, as a Satinalia present for Lee, run using the Tales from Thedas system.

## Summary

The year is 9:45 Dragon, and the Tevinter capital of Minrathous is a powderkeg about to explode. There are monsters stalking the streets, rumors of Qunari infiltrators, and a vicious drought has cast the common folk to desperate straits. More so than ever, the Imperium finds itself in need of allies, in need of relief, in need of direction. Yet when folk turn to the Magisterium, they find chaos.

The Imperial Senate has been set alight by the orations of one Galen Verres, a young firebrand magister speaking on behalf of the Lucerni. He has argued enthusiastically for policies of reform and better treatment of the Soporati, better relations with the southern nations, and most controversially—*abolition.*

Verres' passion was so sincere and infectious that he was able to convince a certain Magister Dorian Pavus to join him in an address to the Senate as a whole, to formally push a lex imperia banning slavery.

The date of the address was to be a week ago. Verres never took the stand—and has since gone silent on all topics of reform, and has all but abandoned the Lucerni. Verres even refuses to speak to Magister Pavus, leaving Dorian once again in a familiar situation—frustrated, helpless, and afraid for a friend.

Turning to his remaining friends, Magister Pavus has requested help from Magister Maevaris Tilani, who has in turn requested help from a group of adventurers and mischief-makers of the city. For the halls of the Magisterium are a vipers' den, if Dorian has learned one lesson from his time in the south, it is that the greatest dangers cannot be faced alone.

### Details

* **System** - Tales from Thedas
* **Date -** Sunday, 2020.02.07
* **Time** - 1500 Pacific Standard Time - [link to timezone converter]

## Party Roster

* Lee as **Dorthea Pellinar**
* Mel as **Atrith**
* Liam as **Agrippa Cicero Trenus**
* Cham as **Cassiopeia Auria Trenus**
* Cam as **Celene Maedril**

### Character Creation

* 5th level
* Max health at first level, either roll for every following level and re-roll any 1s
* Point buy or standard array for stats

* No Qunari [Kossith] as this story does take place in Tevinter unfortunately :(
* All Origins and Classes are available
The Battle on the Rushriver Bridge

**Main Quest - Completed**

After having apprehended the remaining members of the conspiracy, my friends prepared themselves to at last confront the Grand Cleric Phearinne and the spirit of GLAMOUR. With the Aster and Ghantour forces otherwise occupied, the main assault was led by Knight-Commander Meredith. In truth, however, her attempt to break the siege was a feint intended to allow a smaller party to slip through.

This party, composed of Luna, Akaraad, Noelle, Vara, Iselan, and the Bero siblings snuck through the Circle on the Rushriver Bridge, making it to the Chantry itself. There, they found the Grand Cleric Phearinne Maldreas waiting for them. She made one last attempt to charm them using the influence of the GLAMOUR spirit--and upon failing, attacked them, together with her new right hand, the bard Etienne. GLAMOUR revealed its true form, transforming into an immense mothlike monster, with wings of diaphanous lace, buttons for eyes, and needles for limbs.

The resulting battle nearly consumed all involved. To complicate matters, Vara was additionally distracted--she and the Keeper Paral had formulated a ritual to separate Luna from the influence of the spirit of Truth possessing her. By allowing Luna to die for a brief moment, they thought to trick the spirit into returning to the Fade, and death at the hands of GLAMOUR might have been sufficient.

Allies came to their aid during the battle. The Keeper of Clan Harillemir, as well as their First, Waerian, arrived in the shape of ravens to provide healing spells. Minhra returned from Kellund's March to lend aid, and eventually Meredith herself joined the fight. All together, they were eventually able to strike GLAMOUR down, with Noelle finishing Etienne off once and for all and Akaraad striking the final blow on the Grand Cleric herself.

The battle was not won without a cost, however--Luna lay dying, with Vara witholding her powers. Deceiving the spirit of Trust (now corrupted into a demon of Guilt), Vara convinced it to return to the Fade, severing its connection with Luna.

The dawn found my friends victorious...and more importantly, safe and whole. Perhaps more whole than they had been for years before.
Unseeing Glass

*"The Fade is in many ways a reflection of the waking world...this mirror is a metaphor made material."*

— Paral Harillemir

#### **Description**

A hand mirror of polished black glass. The frame is of carved yew, oiled and varnished to a sheen, showing intricate Dalish designs on the reverse side of the mirror depicting the vallaslin of Andruil, the hunter. The handle of the mirror is wrapped in a soft felt made from wool of a royal ram, with a small loop of cloth extending past so that it might be hung on a hook or from a belt.

#### **Features**

* *Reflections of the Fade.* The Unseeing Glass reflects how the image before it would appear in the Fade. This would both dispel illusions present in the material world, while at the same time potentially introducing misdirections from beyond the Veil.
The Baron of Kellund's March

**Side Quest - Completed**

After returning the Lantern Knight to the Manse Ghantour, Minhra, Volka, and Iselan (along with their newfound ally, Noelle) have agreed to take on another task—the retrieval or death of Mordred Ghantour. Mordred, Merhissa's uncle, was formerly a Marquis of Tantervale before being deposed by his niece. He has now apparently turned to the service of GLAMOUR, and thus must be dealt with.

The party, together with Sabine and Lady Lucille Penreigh, sailed westward toward the town of Reighwell-on-the-River in order to ready for their assault on Kellund's Hold, where Mordred is currently hiding. After waiting until nightfall, they began their infiltration, sneaking through the tunnels underneath the castle and breaching into the main courtyard, where they have confronted the Baron of Kellund's March.

After a fierce battle against Baron and his bodyguard, the enigmatic dwarven gladiator known only as the Golem, Iselan and Noelle were able to capture him. While Volka and Minhra were knocked unconscious, they were able to distract the Golem long enough for Noelle to persuade the Baron to yield, in exchange for his surrender not to the Ghantours, but to the Asters.

Noelle would renege on this promise, however, when she sent for Merhissa upon their return to Tantervale. Regardless of what happens next, it is rest assured that Mordred Ghantour will no longer pose a threat as part of the conspiracy behind GLAMOUR.

*This quest was completed during Session Fifteen, on 2021.01.23.*
Military

Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces.

As military personnel, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Athletics and Survival.

### **Rank & Privilege**

You have a rank from your career as a military officer. Active and former military officers still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other officers and requisition simple equipment for temporary use. You can also usually gain access to events and locations where your rank is recognized.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 1 x 10
The Silent Storm

**Main Quest - Completed**

Vara has recently been having premonitions of a great danger rolling in from the Silent Plains, and warnings that may have come from one of the Evanuris. The nature of this danger was expanded upon, somewhat, when the Aster family failed to return from their excusion into the country. Nygard Aster arrived alone, injured and in battered armor, carrying with him reports of a warband of strangely-armored soldiers with no visible heraldry, as well as a figure covered in glowing tattoos that tore through the Aster's guards like paper.

Nygard, Nybella, and Knight-Captain Eloise have all gone to the Ducal Palace, where the nobility and Chantry are holding a war council to decide what to do concerning the arrival of invaders, seemingly from the north. After an interrogation amongst yourselves under the auspices of Trust, Vara revealed her dream to you, even as Minhra professed ignorance of anyone pursuing her.

After staging a daring prison break from the Hanging Forest, you returned to the Star Flower Manor to find that the Asters had taken their next steps while you were away. They have turned to Knight-Commander Meredith for assistance, and she has promised to help root out the corruption in the Tantervale Chantry.

### Hataad Nal Grisanna

Akaraad was then able to recruit a company of Tal-Vashoth mercenaries, known as the Rethataam, to serve as an expeditionary force to try and rescue the rest of the Asters. Nygard and Nybella then led the Rethataam, along with the force of Kirkwall Templars led by Knight-Commander Meredith, eastward to find out what became of their family.

### Session Seventeen - 2021.02.07

Nicodemus received word from his brother Nygard that the army had reached the Astermarch, where they were confronted with the sight of a haphazard Tevinter force commanded by one Natalis Sinova. They last reported that they would be planning their assault on the castle for the coming dawn.

### Session Twenty-Three - 2021.03.21

After successfully retaking the Astermarch, the combined force of the Rethataam mercenaries and Kirkwall Templar returned with the Aster host back to Tantervale. There, they faced off against their one-time allies, the Nevarrans under command of Iorich Udelgard, now discovered to be an agent of GLAMOUR...

The storm is no longer silent. Now, it has broken upon the city of Tantervale.

*This quest was completed in Session Twenty-Three, on 2021.03.21.*
Wanted

* **Skill Proficiencies** Survival, Deception
* **Tool Proficiencies** Thieves' Tools
* **Wealth** 2d4 x 10

## On the Run

For one reason or another, you're being chased by either the Law, an organization, or your own past. Roll on the following table or choose what you ran from:

 2
 3
 4

## Unbroken

No matter what life throws at you, you’ve suffered worse. Any pain you endure is worth the price of freedom. You gain +1 to CON, and proficiency in Survival.
Fisher

Sometimes, you just need to relax and be a fisher.

* **Skill Proficiencies** History, Survival
* **Languages** One of your choice
* **Wealth**: 2d4+1 x 10

### Harvest the Water

You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

### Fishing Tale

You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.

 2
 3
 4
 5
 6
 7
 8
Trick Shots List

### Bullying Shot

You load and fire a bolt carved to produce a fearsome howling sound in order to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

### Dazing Shot

When you fire a bolt against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

### Deadeye Shot

When you make a crossbow attack against a creature, you can expend one grit point to gain advantage on the attack roll.

### Disarming Shot

When you make a crossbow attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

### Forceful Shot

When you make a crossbow attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

### Piercing Shot

When you make a crossbow attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.

### Violent Shot

When you make a crossbow attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

### Winging Shot

When you make a crossbow attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
The Book of Ri

Hello! I am the **Book of Ri!**

I was created in the Towers Age by a magister of the White Spire in Val Royeaux, through the binding of a spirit of Curiosity to a blank grimoire. I want nothing more than to hear new stories and share them with new people.

I was once a friend to Cade Arvale, Champion of Tantervale, and recorded his tales, and those of his friends. Now, I am a friend to Varalaros Harillemir, and I record her tales, and those of her friends. Would you care to read a few?

## Act I

*Prologue Session [2020.10.14] to Session Twenty-Five [2021.03.27]. Act I Epilogue [2021.04.03] took place over two in-universe weeks later.*

The Glamour Conspiracy...a difficult time. The corruption of the Chantry and the Grand Cleric had reached its zenith, with nobles and revered mothers alike consorting openly with demons. The repression of the common folk and the mages of the Circle culminated in dark power plays and assassination attempts, each escalating the conflict in the city.

Peace was at last achieved only through the great struggles of a few noble souls, their adventures recorded below. And while I mourn for Solene and Anaelin, my friends of long-ago, I am glad this chapter of my life is done.

### Completed Quests

* The Wanderer Stone
* Blades at Dawn
* Haunting of the Cicada House
* The Forsworn Knight
* Kalen, Caged
* The Baron of Kellund's March
* Sins of the Father
* Glory and Galleons
* Armoring the Aster
* Astride A White Horse
* The Silent Storm
* Overdue
* The Sword of the Knight Herself
* Mirror, Mirror
* The Battle on the Rushriver Bridge
* Grand Theft Arbor (Act I)

## Act II

*Began with Session Twenty-Five [2021.05.16] and concluded in Session Forty-Six [2021.12.03]. The Act II Epilogue took place on [2021.12.11].*

Ah, high summer, and the Grand Tourney arrived at last! The city is nominally more peaceful, now, although excitement is still quite high...and new danger still lurk around every corner. But my friends are wiser, now, stronger...and more trusting of each other. I am confident that they will triumph as always.

### Completed Quests

* A Tour of Tantervale
* The Deep Singer
* The Grand Tourney
* Hope of the Harillemir
* One For Sorrow
* The Ancient Ice
* Unchained But Not Free
* Two For Joy
* Volka In Parts Unknown
* Secondhand Strength
* Chanter's Board (Act II)
* Grant Theft Arbor (Act II)
* Favors For the Shemlen
* The *Queen of the River*
* Scourge of the Waking Sea
* March of the Grey

## Act III: Antiva

*Began with Session Forty-Seven [2022.02.05].*

After the conclusion of the Grand Tourney, my friends found themselves torn between different promises, different urgent calls. Luna, Noelle, and Volka were called east, to Antiva, where Luna's family had become embroiled in a war of knives and shadows. I could not follow them there, and everything I know of their journeys comes secondhand. I can only hope that they will eventually return home to find safety in Tantervale--for there is none to be had in Antiva.

## Act III: Tevinter

*Begins with Session Forty-Eight [2022.02.12].*
Imperial Espadrilles

"Make way for the word of the Empress!"

— frequently heard shouted in Val Royeaux

#### **Description**

The couriers of the court of Val Royeaux are entrusted with the commands of the Empress herself. As such, they are outfitted with only the finest footwear, of which this pair of espadrilles are one. They are crafted exquisitely out of leather and fiber, padding and protecting the heel while allowing the top of the foot and ankle to breathe. The fastenings are adjustable, allowing nearly any size of foot to wear them. The sole is flexible enough to provide good grip on rough soil while tough enough to prevent any damage.

#### **Features**

* *Made For Walking.* While wearing these shoes, you have +1 to your Athletics skill, as well as advantage on Constitution checks against exhaustion due to long-distance travel.
Pureblood Human

**Pureblood Human**

Perhaps one of the rarest and most controversial ancestries. Your ancestors did everything in their power to make sure the bloodline remains unchanged. You’re a wildcard and have the potential to be either the best, or worst of your ancestors. Pureblood humans gain the following:

+2 to an ability score of your choice **or** +1 to two separate ability scores.

-1 to an ability score of your choice

**Proficiencies**: History and Religion
Tevinter Altus

*“If I seem as though I am talking down to you, that’s only because I am.”*

— Magister Proclas Thrasea

\*Variant of the Human Noble

As a member of the highest class of Tevinter Society, you grew up in a world of power and influence, where magic was as accepted as breathing and as respected as blood itself. You found yourself having all the benefits of Southern nobility and more.

### Class Options

Tevinter Altus players can be Spirit Healers, Magisters, or Blood Mages.

### Nobility Knowledge

All those hours in Etiquette class had to come in handy some time. You start with proficiency in Persuasion and History.

### Worldly Education

You've received tutelage in all the common trappings of nobility. You may choose proficiency in one additional human language, one instrument, and gain proficiency with the Arcana skill.

### Optimus Omnium

As one of the upper crust of Tevinter, your magical education was the among best in the world. You may double your proficiency bonus when making Arcana checks. You may also still have contacts in your old Circle, though how reliable they are may vary.

### Starting Equipment

* 5d4 x 10 golden Imperial Tesserae
* A set of fine clothes in the colors of your noble house
* A signet ring bearing your personal coat of arms
* A text on magical subjects of your choice.
Unique Items (Tales from Thedas)

Unique equipment that comprises items are those which are either very rare or singularly exceptional. This covers named weapons, magical artifacts, or other mythical treasures. A lot of these will have specific story relevance to the Tantervale 9:21 campaign, and are provided here just for inspiration. It's also up to the DM how much they should cost. As further items are discovered by the Tantervale party, they will be added to this list (to avoid spoilers).

## Armor

* Imperial Espadrilles
* Xancata Segmentata
* Natterjack's Garb

## Weapons

* Everthirst Harpoon
* Laufgann (longbow)
* Mawhammer
* One-String Lyre (rapier)

## Miscellaneous Artifacts

* Amber Arachnid
* Chest of Uncertain Fortune
* Elven Stones
* Unseeing Glass
* Sword of Gendrick the Gallant
* Wildfall Compass
* Death Mask of Empress Esmeraude
Qunari/Kossith (Tales from Thedas)

Grey-skinned giants from the tropical north, the race that comprises the bulk of the Qunari has since abandoned its original name of “Kossith”. The Qunari of today stay mostly in Par Vollen, Seheron, and Rivain, but some Tal-Vashoth have been known to wander into the Free Marches. The great size and strength of Qunari gives them an inherent physical advantage, to say nothing of the fierce intelligence that belies their complex belief system.

### Race-Unspecific Origins

The Qun does not discriminate: it seeks to bring order to all peoples of the world. Race-unspecific origins include Ben-Hassrath Agent, Tal-Vashoth, or Grey Warden.

### Speed and Size

Your base walking speed is 30 feet. Your size is Medium, but you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

### Ability Score Increase

STR increases by +2, and INT increases by +1

### Horned Might

You can use your horns as a perpetually available weapon capable of 1d6 + STR bludgeoning or piercing damage, depending on what you choose for their shape.

### Languages

All Qunari speak Qunlat, although those who have been assigned to work with the other races of Thedas (or those who have deserted) may speak Common, depending on their Origin.
Mario Revived Part 1

https://mfgg.net/index.php?act=resdb&param=02&c=2&id=28360

## **Description**

It was at one point in time one huge game,but it took thousands of years for folks to download it. So I hired Jason to chop it into three parts for me. Then I bcame a mad doctor briefly,and brougth em back to life like good old Frankinstein. Bwa,ha,ha! Enjoy!
Klump

## Appearances

### Portrayed by

General Skarr,Evil Con Carne,The Grim Adventures of Billy and Mandy,Conker's Bad Fur Day,Codename: Kids Next Door,SpongeBob

### Appears in

Donkey Kong Country,Donkey Kong Country Cartoon,Sonic X,Sonic X 2.0,The Grim Adventures of Billy and Mandy,Codename: Kids Next Door,The Grim Adventures of Conker's Bad Fur Day,SpongeBob SquarePants

### Debut

Sonic X,The Grim Adventures of Billy and Mandy,Conker's Bad Fur Day,Donkey Kong 64,Donkey kong Country Cartoon
King K. Rool

## Appearances

### Portrayed by

Mario,Sonic X,Sonic,Sonic X 2.0,Adventures of Sonic the Hedgehog,Sonic Underground,Sonic SATAM,SpongeBob SquarePants,SMB3 TV Show

### Appears in

Donkey Kong Country,Donkey Kong Country television series,Super Smash Bros. Ultimate,Super Smash Bros. 4,Mushroom Kingdom Fusion 3,Super Mario MF 3,Donkey Kong King of Swing,Donkey Kong Jungle Climber,Mario Mania,Mario CD,Sonic X,Sonic X 2.0,SMBSS,SMB3 TV Show,SMW TV Show

### Debut

SMB3 TV Show,SMW TV Show,SMBSS,Donkey Kong Country television series

## **Trivia**

King K. Rool: Hi! I'm King Krool. This is my finest hour. LONG LIVE THE KING!
Dorian Pavus (Vox Neglecta)

**Race:** Human

**Origin:** Tevinter Altus

**Class:** Magister

**Dorian Pavus** is a Tevinter politician, mage, former member of the Inquisition, and researcher currently serving as a Senator for House Pavus of Minrathous in the Magisterium. Pavus is a member of the Lucerni party, and is often viewed as a second-in-command to Maevaris Tilani, who has been a personal friend of his for some time.

He has more recently come to know Galen Verres, and collaborated with him to author the proposed Lex Imperia Abolitio, which was to be presented by Verres in a session of Senate. However, Verres failed to do so, and cut off all contact with Pavus and the rest of the Lucerni. Concerned, Dorian has now organized an inquiry, to be led by Senator Dorthea Pellinar.
Sonic

## Appearances

### Portrayed by

Mario,Super Mario Bros. Super Show,Super Mario Bros. 3 TV Show,Super Mario World TV Show,Sonic X

### Appears in

Super Mario MF 3,Sonic Mania,Mario Revived Saga,Mushroom Kingdom Fusion,Mushroom Kingdom Fusion 3

### Debut

Adventures of Sonic the Hedgehog,Sonic X Pilot,Sonic SATAM,Sonic X (Unused Debut)

## **Trivia**

Sonic: Hi! I'm Sonic! Mario likes his favorite mario shows. Mario's Favorite TV Shows are Super Mario Bros. Super Show, Donkey Kong Country television series, Super Mario Bros. 3 TV Show and Super Mario World TV Show. So My favorite TV Show is Sonic X. Mario's favorite games are Super Mario Bros 1, Super Mario Bros 2, Super Mario Bros 3, Super Mario World and also Donkey Kong Country Series. So My Sonic Games are Sonic XS, Sonic X, Sonic 1, Sonic 2, Sonic 3, Sonic 4, Sonic CD, Sonic Mania and Sonic Forces.
SpongeBob

### Relatives

Mario, Luigi, Sonic, Yoshi, Sonic, Shadow, Donkey Kong, Diddy Kong and Dixie Kong

### Affiliation

Being appeared and playable in Super Mario MF 3 and Mushroom Kingdom Fusion 3

### Occupation

Being Playable in Super Mario MF 3 and Mushroom Kingdom 3

## Appearances

### Appears in

Mushroom Kingdom Fusion 3,Super Mario MF 3

## **Trivia**

SpongeBob is the new playable character from Super Mario MF 2 and Mushroom Kingdom Fusion 3.

## Starman Music

https://www.youtube.com/watch?v=-qPjZaUWEcE
Shadow

## Appearances

### Portrayed by

Mario,Donkey Kong,Super Mario Bros Heroes of the Stars,Super Smash Bros. Ultimate,Donkey Kong Country

### Appears in

Mushroom Kingdom Fusion,Sonic X,Shadow the Hedgehog,Mushroom Kingdom Fusion 3,Super Mario MF 3

### Debut

Donkey Kong Country Cartoon,Adventures of Sonic the Hedgehog,Sonic SATAM,Sonic Underground

## **Trivia**

Shadow: My name is Shadow. Shadow the Hedgehog.
Super Mario MF 3 Wiki

**Welcome to the Super Mario MF 3 Wiki!**
This is my own wiki of Super Mario MF 3. Super Mario MF 3 is on January 2021. January Fools on January.

We're a collaborative community website about Super Mario MF 3 that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* 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!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Boschi Arenas

## Signature

> *"I mean, even my own spirit's almost to the point of breaking. I just don't show it."*
>
>

> ~ *Boschi Arenas*, translated by akunekoring on Tumblr
>
>

## **Profile**

### ***Website Info***

Boschi has a slightly-rough personality that has managed to erode into composure with age. He doesn’t like to lose and has developed a rivalry with Haures. His right eye is blind and his right arm is a prosthetic limb. He has the power to hold his own in the face of adversity, but that strength can disappear sometimes. Because his right field of vision is lacking, he bumps into things frequently.

### ***PV Info***

A butler who manages facility care (inside the palace). He has a rough personality, but he calmed down a bit as he became older. He dislikes being a person others can rely on, but he’s surprisingly good at taking care of others.

> **BOSCHI**: *I really hate being ordered by someone else.*
>
>
> **BOSCHI**: *I want to choose my own way of life.*
>
>
> **BOSCHI**: *I mean, even my own spirit’s almost to the point of breaking. I just don’t show it.*
>
>
> **BOSCHI**: *I won’t force you to listen to what I have to say…*
>
>
>
> **BOSCHI**: *Besides, I'd rather not spread some things as rumours here.*
>
>

## **Relationships**

### ***Character Relationships***

* *Haures Clifford*
Haures is a part of the Second Floor Butlers team, along with Boschi, Fennesz, and Ammon. Boschi sees Haures as a rival and an annoyance. He really doesn’t like him; Boschi hates listening to him and will put on a rebellious attitude, which can start fights. That’s due to something that happened between them in the past. Haures has no idea what to do with him, but he acknowledges Boschi and his strength.
* *Fennesz Oswald*
Fennesz is a part of the Second Floor Butlers team, along with Boschi, Haures, and Ammon. Fennesz seems pretty easy to talk to because their gentle personalities are compatible. However, Fennesz just follows along with him so that he doesn’t start any quarrels with Haures. When they do start their quarrels, Boschi gets angry when Fennesz sides with Haures.
* *Ammon Lead*
Ammon is a part of the Second Floor Butlers team, along with Boschi, Haures, and Fennesz. Boschi just naturally lets Ammon excessively help and hover over him for some reason. He trusts and supports Boschi, and always caters to his environment.

## **References**

1. ↑ https://akunekoring.tumblr.com/post/639190719595184128/boschi-arenas-profile-website Translation of Boschi Arenas' profile.
2. ↑ https://www.devilbutler.com/%E3%83%9C%E3%82%B9%E3%82%AD Boschi Arenas' original profile.
3. ↑ https://akunekoring.tumblr.com/post/639670363562835969/character-introduction-pv-boschi-arenas Translation of Boschi's Character Introduction PV.
4. ↑ https://twitter.com/akuneko\_info/status/1347135895711870976?s=20 Original Source.
5. ↑ https://akunekoring.tumblr.com/post/639240673406615552/akuneko-honourifics-page Translation of the honorifics chart.
6. ↑ https://akunekoring.tumblr.com/post/639265927897235456/second-floor-butlers-relationships Translation of the relationships concerning the Second Floor Butlers.
Schubert Symphony No. 2

From Wikipedia, the free encyclopedia

The **Symphony No. 2 in B♭ major**, D 125, is a symphony by Franz Schubert composed between 1814 and 1815. It is scored for 2 flutes, 2 oboes, 2 clarinets, 2 bassoons, 2 horns, 2 trumpets, timpani and strings.

There are four movements:

1. Largo — Allegro vivace (614 bars)
2. Andante in E♭ major (122 bars)
3. Menuetto: Allegro vivace in C minor (44 bars) — Trio in E♭ major (24 bars)
4. Presto (727 bars)

The work runs about 31 minutes.

In the opening movement, the initial theme of the *Allegro vivace* is based on the corresponding first theme of Ludwig van Beethoven's overture to *The Creatures of Prometheus*.

The second movement is a theme with five variations in E♭ major, Schubert's only set of symphonic variations. Although there is some variation in the melody, the primary focus of the variations is on instrumentation and tone color. The first variation features violins and winds. The second variation passes the theme between the low strings and the woodwinds. The third variation is again violins and winds. The fourth variation is in C minor and features some acceleration with the use of triplet-sixteenth notes. The fifth variation maintains the triplet-sixteenths, but they move into the background with the melody returning close to its original form as a kind of recapitulation. A coda concludes the movement.

The minuet is in C minor and mainly scored for the tutti and fortissimo. The contrasting Trio in E♭ major is more thinly scored winds, violins and pizzicato bass. The melody of the trio is actually a variation of the theme used in the second movement, forming a melodic and harmonic (E♭ major/C minor) link between the inner two movements.

The finale is a galop in fast **2**

**4** time.

## References

1. Newbould, Brian. *Schubert: The Music and the Man*. University of California Press, 1997, p. 424.
2. Brown, A. Peter. *The Symphonic Repertoire* (Volume 2). Indiana University Press (ISBN 025333487X), 2002, pp. 586–591.
White Collar

Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this background.

As a white collar worker, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Insight, and in either Deception or Persuasion.

### **Comfort of Conformity**

You are familiar with the etiquette and adherence to protocol that comes with working in an office environment. While in such an environment, no one questions your presence, and entry level workers are likely to respond in a submissive manner. Especially if you have a clipboard.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 3 x 10
The Queen of the River

While sailing aboard the *Merry Merise,* you came across an ornate Orlesian catamaran commandeered by Fereldans, identified as the *Queen Moira.* The crew appeared to be unused to the design and somewhat incompetent, and Captain Serafina has expressed an interest in any chance to steal the ship out from under them.

*This quest has not yet progressed enough to be tracked.*
The Adventures of Vladimir Brian and Surgeon David

## Availability

The movie was released on home video by Family Home Entertainment in 1989 and 1993, then by Sony Wonder in 1998, 2000, 2001, 2002, and 2004, by Genius Entertainment in 2007, by Vivendi Entertainment in 2010, and by Universal Pictures Home Entertainment in 2018. Most of the DVD and Blu-ray releases also included Frosty The SnowMan.
Goombario

### Relatives

Mario, Luigi, Yoshi, Sonic, Tails (W.I.P.), Shadow, SpongeBob, Donkey Kong, Diddy Kong, Dixie Kong

### Affiliation

Being a Little Bit Playable and Being Awesome and Being the Acrobat

### Occupation

Being a Little Bit Playable and Being Awesome and Being the Acrobat

## Appearances

### Portrayed by

Diddy Kong,Donkey Kong,Donkey Kong Country Cartoon,SpongeBob,Chris Thorndyke,Sonic X

### Appears in

Paper Mario 64,Paper Mario The Thousand Year-Door,Super Paper Mario,Super Smash Bros. Ultimate,Mario Mania,Super Mario MF 3,Mario Lost World,Mario Unleashed,Super Mario X,Sonic X 2.0,Super Mario Bros Super Show,Super Mario Bros 3 TV Show

### Debut

Donkey Kong Country Cartoon,Super Mario Country,Super Mario Country Cartoon,Super Mario Bros Super Show,Super Mario Bros 3 TV Show

## **Trivia**

Goombario has involved in any games. Goombario is the Acrobat. Goombario is Mario's First Party Member. Goombario has a voice. Goombario sounds like Diddy Kong.

## **W.I.P.**

To unlock Goombario. You need to finish more levels to unlock Goombario and Tails.

## **Goombario's Starman Music**

https://www.youtube.com/watch?v=hlqLbu5LOb0

## **Goombario's Starman Music (8-bit)**

https://www.youtube.com/watch?v=L2s0RzFfqQI
The Ancient Ice

Upon hearing from Minhra that she had an interest in the writings of the Tevinter expatriate Urias Domnitian, Nicodemus Aster took it upon himself to try and get her an audience with the former-magister-turned-scholar. To her surprise, he was successful, revealing that three days hence, on the 7th of Bloomingtide, that Enchanter Urias would be delivering a lecture on the Wanderer Stones at the Lycaeum of Tantervale.

Nicodemus has invited Minhra to attend the lecture as his guest, with Nicolette later offering to do the same. Minhra, recalling the events at the Wanderer Stone she encountered, invited Vara and Iselan to go with her.

When the time came to attend the lecture, Minhra, Iselan, and Nadia all accompanied Nicodemus. Unfortunately, Nadia was struck with the taint at the time, and was forced to turn to Enchanter Domnitian for assistance. Domnitian took the three to the Circle, with Nicodemus staying behind at the Lycaeum.

While at the Circle, they turned to the foremost healer in Tantervale, Anaelin Sarthala. Anaelin explained that there was no cure for the taint, and that it could only be mitigated by the Joining of the Grey Wardens. Unfortunately, with no wardens in the city, Nadia would have to wait until the Grand Tourney. To buy her time until that moment, Anaelin used a powerful spell upon her that cast her into a coma that might slow the progress of the taint.

Unfortunately, doing this alarmed the templar in the room, who had already been assigned to monitor Anaelin, who was suspected of having assisted in the escape of Kalen Maedril. As a result, Anaelin was forced to kill the templar to enable your escape—and Enchanter Domnitian was forced to attempt to "subdue" him in order to avoid being seen as a conspirator.

Iselan, Minhra, and the unconscious Nadia then took an express exit out of the Circle—via the eluvian in the Hall of Erudition. What has become of Enchanter Urias Domnitian is still unknown—but in the Crossroads, demons were witnessed spilling out of the same eluvian.

*This is as far as this quest has progressed.*
Big Hero 4

### Release Date

May 7, 1957 - USAJune 7, 1957 - UKJuly 7, 1957 - AustraliaAugust 19, 1957 - MexicoDecember 7, 1957 - France

### Directed by

Arthur Rankin Jr., Brian Von Veizatun & Jules Bass

## Availability

The Movie was released on home video by video. in 1957. 8mm home video 1989 and 1993, then by in 1996, 2000, 2001, 2002, and 2004, by in 2007, by in 2010, and by Universal Pictures Home Entertainment in 2018. Most of the DVD and Blu-ray releases also included Big Hero 4: *A Christmas Caper*.

Family Home Entertainment 1989Family Home Entertainment March 14, 1992Big Hero 4 1995 Golden Collection VHS.pngThe Golden Collection April 1, 1995
## Gallery

Captain Brian tells Ian what content is this."Navigation!"Steak Dream.pngWild Hubie.png