recursal/Fanatic-Fandom huggingface dataset:
Rotting Toothpaste

Rotting Toothpaste is an evil tube of toothpaste who was created by some evil dude who lives in an evil city that is on an evil planet orbiting an evil sun. he has a YouTube account which is used to brainwash innocent children; however, his show is unpopular because it scared 85 kids already. He tried to get his show on CBeebies, but he failed.

His youtube account got terminated

## Stuff about this monster

this thing is able to create things out of the toothpaste leaking from inside of him. he has created trains, toys, weapons, crud, Teletubbies, and more. he likes to lurk in the trash waiting to slay people who pass by. ARE YOU SCARED YET?
Slop tart

Slop tart is an evil an gross pop tart

Name: Slop tart

Gender: Male

Color: Horrible

Eye color: stupid

AKA: Slop

Likes: Killing

Dislikes: the color red

Known for: jumping up and down

## History

Slop tart was born in 2:00 BC. he was just a regular pop tart with a face and no flies in sight back then. He lived in ancient Topeka, Kansas, but he was chased out by Cavemen. He then moved into a new city and claimed it as HIS Territory!

eventually, the internet was invented, and Slop began to eat all the websites. This became more of a sport than for food, Slop tart usually eats pickles and nachos.

he then started to look disgusting
La buena alimentacion

Como nos de vemos alimentarnos?

El consejo más importante es que hay que comer de todo. Si no nos habituamos a comer **todo tipo de alimentos** tendremos falta de algunas sustancias imprescindibles para el cuerpo. La cantidad de alimentos que debemos tomar de cada tipo viene dada por la pirámide alimenticia. En la base encontramos los alimentos más importantes. Como podemos ver viene gobernada por el agua. En la cima aparecen los alimentos de consumo ocasional y que debemos consumir en cantidades moderadas.
The Duke's Law

Karameikos derives its law from
Thyatian models, dividing crimes
into different classes. The judge
ruling over the case has a choice
of punishments, according to the
class of the law involved. The
classes of crime in Karameikos
are:

Class 1: Unarmed Assault
(including fists or verbal
threats), Theft, Fraud, or Tax
Evasion of 10 gp value or less.

Class 2: Lesser Armed Assault
(use of impromptu weapons,
such as brawling), Theft, Fraud,
or Tax Evasion of 11 to 100 gp
value.

Class 3: Flight (escape from
the authorities), Slander and
False Accusation, Theft, Fraud,
or Tax Evasion of 101 to 1,000 gp
value.

Class 4: Greater Armed Assault
(use of deadly weapons or
magic); Endangerment (exposing
another to danger through words
or action, including inciting a
mob to riot), Accidental Murder,
Theft, Fraud, or Tax Evasion of
1,001 to 10,000 gp value.

Class 5: Spontaneous Attempted
Murder, Theft, Fraud,
or Tax Evasion of 10,001 or
greater gp value.

Class 6: Deliberate Attempted
Murder, Spontaneous
(successful) Murder, Mutiny in
peacetime.

lass 7: Deliberate Murder,
Treason, Mutiny in Wartime.
Other crimes may be fitted
into this framework as circumstance
decrees – this is only a
partial listing. In addition, many
local communities have laws that
apply only within these communities.

Punishments

Punishment for the various
crimes are:

Class 1: Fine of 1d6 gp OR one
day in jail OR both.

Class 2: Fine of 10 × 1d6 gp
OR 1d6 weeks in jail OR both.

Class 3: Fine of 100 × 1d6 gp
OR 1d6 months in jail OR both.

Class 4: Fine of 1,000 × 1d6
gp OR one year in jail OR both.

Class 5: Fine of 5,000 × 1d6
gp OR 1d6 years in jail OR both.

Class 6: Fine of 10,000 × 1d6
gp OR 5 × 1d6 years in jail OR
both OR death.

Class 7: Death.

Running Criminal Law

The above is an outline; use it as
a guide for social repercussions
of player character actions.
Criminal law is generally only
enforced in civilized areas,
where the victims are civilized
beings as well, and where evidence
points toward a particular
individual. Magical evidence is
used only for more important
crimes (Class 4+).

Feel free to alter the severity
of the sentence due to circumstances.
Repeat offenders should
suffer greater punishments.
Sadly, in Karameikos, crimes
against the wealthy are prosecuted
more heavily than those
against the poor.

Jail time pulls a character out
of game play for that length of
game time. Sometimes the court
may commute sentences to
“special service” benefiting the
kingdom and the victims.

Use crime and law as adventure
hooks, but only sparingly,
either as a control on the players
or as the start of an adventure
(the player characters are
wrongly accused of a serious
crime and must clear their good
names). Enforcing the law can
quickly bog the game down in
the mundane. (“So you say you
entered the dragon’s cave, killed
it, and took its gold. That’s
Breaking and Entering, Murder,
and Theft – you’re going to
swing for this!”)
Magicians’ Guild of Specularum

The Magicians’ Guild of
Specularum, an organization that is the center of
magical research in the nation, maintains its
formal offices at the Magician’s Guild Hall in the South End of Specularum. A simply decorated
tower with an attached barn-sized building, the
tower serves as quarters for visiting mages, while
the building acts as a school, research library, and
general laboratory for the Guild. The guild is more
of a quiet gentlemen’s club than a dynamic training
area.

## Spells

Karameikos is not very advanced when it comes to magical instruction. Keep in mind that many spells, especially higher-level spells, are not commonly known. At a certain point, your wizard character will no longer be able to learn from the common magical instructors of Karameikos; after that point, all new spells must be learned from scrolls and other adventurers met during journeys.

The spells known to the Magicains' Guild of Specularum include:

* First Level: All
* Second Level: All
* Third Level: All
* Eighth Level: None.
* Ninth Level: None.

If your character wants a spell other than those listed above, he'll have to find it outside the Magicians' Guild.
Yawikima Wiki

## Actividad reciente

Hola! Te damos la bienvenida a esta wiki que te ayudará y te servirá para brindarte información de suma importancia, para que puedas aprender sobre una materia muy entretenida, que trata desde la buena alimentación hasta el desarrollo de la naturaleza.

Para poder ser parte de esta wiki tienes que seguir un reglamento, para que puedas ser aceptado por la comunidad de la wiki

1. No subir el mismo contenido
2. No comentarios groseros o que insulten alas personas
3. No subir contenidos para adultos
4. No subir contenido que no tenga relación al tema
5. Subir contenido de buena calidad
6. No mandar spam
7. Ser respetuoso con las personas

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

<createbox>
width=24
break=no
buttonlabel=Crear un nuevo artículo
</createbox>

**¿No estás seguro por dónde comenzar?**

* Revisa **Ayuda:Comenzando este wiki** para conocer algunos consejos
* Si eres un novato respecto a los wikis, revisa **Ayuda:Empezando**

Las imágenes y videos son una gran manera de atraer lectores a tu wiki. Encuentra videos sobre tu tema en la videoteca de Fandom.

Archivo:Placeholder
Tipos de reproduccion

Que es la reproduccion asexual

Es una forma de reproduccion de un ser vivo ya desarrollado en la cual a partir de una celula o grupos celulares se desarrolla mitoticos un individuo completo geneticamente identicamente al primero

Que la reproduccion sexual

Forma de reproduccion obtenida por la union de una celula sexual masculina y femenina o bien el desarrollo de un huevo fecundado
Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

* : Athletics, Survival
* : One type of musical instrument
* **Languages**: One of your choice
* : A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 g

## Origin

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

## Feature: Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Fort Doom

This town, once called Halag, was invaded and conquered by Baron Ludwig von Hendriks, Duke Stefan's power-mad cousin. (He didn't need to conquer it - he'd been granted this area as his baronial lands - but he wanted to conquer something.) It's a dreary, unhappy farming community held in tight repression by the army of Baron von Hendriks.

The Duke's Law is not obeyed; only the Baron's Law is followed. That law is: Obey the Baron or Die. Laws change from day to day, with his whims; it might be legal to commit murder on day, illegal to eat on the next. All crimes are punishable by death unless the Baron chooses to show leniency. This he does when he thinks the person will cause him more amusement if left alive.

The people of Fort Doom (formerly Halag) are mostly Traladaran fishermen. Each fishing family is required to leave a family member hostage with the guards; should a fisherman sail away, the hostage will be killed. The guardsmen are humans and some imported orcs; other nasty humanoids, particularly bugbearas, walk the streets at will and occasionally fight for the Baron. This is a haunted and ugly place, and, except for Baron Ludwig, Bargle the Infamous, and the numerous guards and mercenaries who live high off the sweat of others, everyone would love to flee Fort Doom. Because those who flee are hunted down, often caught, and always killed when caught, few people escape.
Fighter

dgsfgdf

## Background Ideas

City Watch

* [Scout] A 20ish Mixed-Blood Karamekian who has recently finished his tour with the Threshold city guard. Having seen adventurers coming and going during his time, he has decided that this is also the path he wants to take.

Criminal

* [Champion] Half-Orc enforcer for The Iron Ring
* [Cavalier] Highway Robber
* [Battle Master] Hired Killer

Folk Hero

* [Champion] Still others are rural Traladarans who have had to face off against the various monsters which roam the wilderness of the Duchy (see ).
* [Sharpshooter] Half-Elf/Half-Traladaran

Noble/Knight

* [Knight] Some Karamekian Fighters are nobles who have undergone martial training to bolster their status and defend the duchy
* [Arcane Archer]
* [Eldritch Knight]

Sailor/Pirate

* sopm

Soldier

* Karamekios army
* ELvenguard

Many Karamekian Fighters have a background in the Karamekian military or navy (see and ).

* Particularly cruel Thyatian and Half-Orc Fighters may have worked in the Black Eagle Barony as part of the baron's mercenary forces (see Mercenary Veteran),
* as enforcers for (see ),
* or even as the pirates allowed to operate with impunity out of the Bay of Halag (see Pirate).
* Higher level Karamekian Fighters may have belonged to the Order of the Griffin (see Knight of the Order).
* Callarii Elves have the option of having once been a member of the Elvenguard (see Soldier).
Paladin

imntyr

Acolyte

* (Human/Karamekian, Paladin/Devotion, Acolyte/Church of Karameikos) Left on the doorsteps of a Church and raised to defend the Church of Karameikos, they adventure to gain the skill necessary to join the Order of the Griffin.

Outlander

* (Half-Orc/Traladaran, Paladin/Vengeance, Outlander/Exile) They escaped the clutches of the Black Eagle Barony and have developed a religious zeal for vengeance, they adventure to strengthen themselves and gather allies to strike at the Black Eagle Barony.

Knight

* (Human/Thyatian, Paladin/Devotion, Noble/Knight/Church of Karameikos) This noble balances religious and martial instruction in order to live a balanced life in accordance with the tenants of the Church of Karameikos, they adventure as a way of putting their soul to the test.
Soderfjord Jarldoms

Each of these northeastern states is composed of many petty “kingdoms” that are loosely united under one ruler. In Vestland and Ostland the underchiefs are called “kings”; in Soderfjord they are known as “jarls” (pronounced “yarls”).

The people of these kingdoms highly value individualism, physical strength, and prowess in combat. They live mainly by fishing and by occasional raids on nearby coastal villages. Besides being fierce warriors, these people are explorers without equal, ranging far and wide in their wooden longships. Their culture resembles that of the Vikings.
House Hilltopper

[1]Symbol of House Hilltopper

Dorfus Hilltopper ,

gnome-king of Highforge. Dorfus is a typical gnome, though he isn’t too fond of humans; while not impolite, he avoids dealing with them whenever possible.

Dorfus
Hilltopper:
Gnome-King of
Highforge

The only other king in Karameikos, the gnome-king’s
lineage stretches back to before the Thyatian invasion.
Dorfus’s grandfather swore fealty to Stefan in
exchange for maintaining their ancestral land, and
the (human) king’s law ends at the gates of Highforge.
The 23rd of the Hilltopper line, Dorfus took the
throne 20 years ago, when his father was slain by
goblin raiders while accompanying the annual Gnome
Caravan. Since that time, he has ruled quietly (or
mostly quietly) from his vaultlike home-burrow.
Sascia and Yolanda of Luln have staunchly battled the
depredations of the Black Eagle Baron. Sascia (right) has
defended her town from nonhuman invasions, while
Yolanda has used her singing to promote von Hendriks’s
downfall.
84

Personality: Dorfus is reclusive even by gnomish standards, and
he has never passed beyond the gates of his city. He treats humans
with mild distaste, greeting them in a chamber hall with
five-foot ceilings, forcing them to stoop.
Dorfus is ill at ease with humans and finds them unpleasant, almost
monstrous. To gnomes and dwarves he is a kind, helpful
ruler.

What He Says: “I have no time for giants” (a common response
to requests by humans for an audience).

What Others Say: “Humans assume that everyone who does not
barrel along at top speed is strange and reclusive. I understand
Dorfus’s manner and find him a loyal Karameikan” (Bolto Nordenshield,
dwarf ambassador of Rockhome).

Appearance: Dorfus looks typically gnomish to most humans,
short and slender with graying muttonchops and thinning hair.
His robes of state are sumptuous and well made.
Using Dorfus: Dorfus won’t generally be glad to see playercharacter
adventurers, particularly if they’re human. He comes
into their lives only if they journey to Highforge, perhaps as
guards for the Gnome Caravan. One thing to keep in mind is that
laws vary between Karameikos and Highforge, and the justice of
Highforge is slanted heavily toward dwarves and gnomes. Dorfus’s
relations with Stefan are good, such that criminals who seek
asylum from a crime in one kingdom or the other soon find themselves
pursued in both.

Combat: Dorfus is an able fighter and has honed his abilities in the caverns beneath the gnomish settlement.

Dorfus Hilltopper (7th-level fighter)

THAC0 14; #AT 1; Dmg 2d4
(broad sword); AC 10 or 2 (at war: plate mail and shield); hp 45;
MV 12 or 9 (in armor); ML fanatic (17); AL LN.
Str 13, Dex 12, Con 16, Int 13, Wis 15, Cha 14.
Languages: Burrowing mammals, dwarvish (Highforge dialect),
gnomish (Highforge dialect), goblin, kobold, Thyatian, Traladaran.
Proficiencies: Appraising, blind-fighting, endurance, gem-cutting,
survival (underground).
Hashiba

Souji Hashiba, más conocido por su apellido (ハシバ), es uno de los protagonistas de *Ranpo Kitan: Game of Laplace*. Es el mejor amigo de Kobayashi y suele estar con él. Es el delegado de clase y es el hijo de una familia importante.

## Físico

Hashiba tiene el pelo corto marrón con un tono violáceo y gafas, y tiene los ojos verdes. Normalmente lleva un uniforme que consiste en una chaqueta beige, pantalones marrones, zapatos de cuero, una camisa blanca y una corbata azul.

## Personalidad

Se preocupa mucho por Kobayashi aunque también se enfada mucho con él, y pese a que no ha sido dicho oficialmente, se sospecha que esté enamorado de él por la manera en la que actúa a veces. También se ocupa de Akechi, y lo demuestra cuando Akechi piensa salvar a Kobayashi en vez de a Namikoshi, aún siendo su mejor amigo, a lo que Hashiba reacciona de manera muy inquieta y en desacuerdo, incluso si con eso peligra la vida de Kobayashi.

Hashiba es muy ayudador, y ha sido de ayuda a las investigaciones gracias a sus conexiones por su familia, dando grandes pistas en los casos.

## En las obras de Edogawa Rampo

Hashiba forma parte de los Boy Detectives *(Shonen Tanteidan)* junto a Kobayashi.

## Trivia

* Es el sucesor de la adinerada Hashiba Foundation. Esto le da acceso a helicópteros y a otros utensilios de ese tipo.
* Es malo en las apuestas.
* Su primer nombre no ha sido dicho en el anime, pero se deduce debido a que Souji es su nombre en la obra de Edogawa.
Vandevicsny

[1]

A community of farmers and woodcutters, Vandevicsny stands near the forests and wilds of the southern coast. Most of the natives are Traladaran. If trouble ever comes along, the villagers would retreat into the lord’s manor.

Vandevicsny has a curious custom, the origin of which is lost in history: Every household must keep a garland of garlic bulbs over the door and a holy symbol over each bed.

### Population

100 in the village, and 800 in the surrounding forests and coastlands.
Halfling

Halflings (they call themselves the hin) are a small race about 3 feet in height. They have ruddy complexions, sandy to dark-brown hair, and blue or hazel eyes. Their faces are small and childlike, and as such people often mistake them for human children. One telling trait of almost all halflings is their fur-topped feet.

The hin of Mystara are Lightfoot Halflings. They are completely incapable of using arcane magic, and therefore cannot be Arcane Archers, Eldritch Knights, Arcane Tricksters, or Wizards. Halflings do practice druidic magic, however, and some become Rangers or Druids (Druids being referred to as 'Masters', their old term for the Wood Elves from whom they learned druidic magic).

## Attitudes

Most halflings in Karameikos emigrated from the neighboring Five Shires, drawn by the heavy trade in Karameikos. Many halfling traders, craftsmen, and innkeepers live in Specularum, Kelvin, and smaller communities. While there are no large hin clans in Karameikos, the halflings have their own “subculture,” frequently taverns and other facilities that cater exclusively to them.When halflings do exhibit a preference, they side with Traladarans, whom they consider to be life-loving, romantic, expressive people, as opposed to Thyatians, whom they find cold and unsympathetic.

## Dress

The hin prefer the flashy styles of traditional Traladaran dress, usually supplementing it with a billowing cape or hooded robe. Halflings go barefoot in all seasons, as the thick pads of their feet remain unaffected by normal cold and rough surfaces.

## Names

Halfling names are just like common English given names. Family names have several syllables and frequently describe family characteristics or professions. Examples include Bill Trenchermann (from a family of big eaters), Anna Hillfort (from a family with a well-defended hilltop home) or Joshuan Gallidox (interesting last name).

## Other Mystaran Hin

   For more information on the hin, see *GAZ 8: The Five Shires*. No significant populations of hin are found outside of Karamekios and the Five Shires.

1. ↑ Player's Handbook, Page 28
Pell

**Pell** is a Chimera Ant.

## Relationships

* Chimera Ant Queen (mother)
* many siblings

## Powers and Abilities

### Powers

**Insect physiology:** Pell has a beetle-like appearance. His exoskeleton is thicker and harder than any armor, enough to dissuade a physically strong, skilled Nen user like Shalnark from trying to pierce it with his antenna at the first glance. His arms are very sharp and their length allows him to strike while preventing the enemy from getting too close to him. Due to their number, he can strike more times and from more angles than humans.

* ***Enhanced durability***
Known World

### Emirate of Ylaruam

Ylaruam is built in the midst of the largest oasis in the Alasiyan desert. It is the center of caravan routes crossing from north to south and from east to west, and is controlled by the Emir of Ylaruam and his royal family.

### Empire of Thyatis

The empire of Thyatis is an autocracy. The emperor holds absolute power, but his decisions must allow for the desires of powerful nobles and for  the threat of mob riots over unfavorable laws. The city of Thyatis is built beside a large canal that separates the southern peninsula from the mainland, making the city a major trade center.

### Ethengar Khanate

The Ethengar are nomadic herdersof horses, cattle, andgoats. They are divided into small family clans. The clans usually raid and quarrel with each other, but a powerful leader (khan) occasionally emerges to unite the entire Ethengar people into a strong “nation.” However, when a khan dies, there is rarely an heir strong enough to hold the Ethengar together. Their nation then breaks apart, and the family clans begin warring with each other once more.

### Kingdom of Ierendi

This kingdom sports a magnificent royal palace carved from pure white coral. The king and queen of the land are usually popular adventurer heroes; however, they are without true power and serve only as figureheads. Actual rule is held by certain aristocratic families (making Ierendi an oligarchy).

### Minrothad Guilds

The Minrothad island cluster is a syndicracy: the government is run by the heads of the various trading guilds. Minrothad is closely allied with Thyatis.
Thyatian

The Thyatians arrived in Karameikos in a series of invasions, and while outnumbered by the native Traladarans, are the nation’s upper classes. Most of the nobles in Karameikos are of Thyatian descent, and a sizable proportion of the commoner population is of Thyatian descent.

Thyatians tend to be physically larger than Traladarans, men averaging around 5’11" and women about 5’5". The Thyatians have had centuries to interbreed with other nations, and so there is no one Thyatian look; hair ranges from dark blonde to dark brown, with occasional redheads (including the Duke); eye color ranges from blues to browns and blacks. The Thyatians tan more easily in the sun than the paler Traldarans, who tend to sunburn easily.

The Empire of Thyatis is a large, flourishing empire with powerful armies, strong trade relations with the great nations of the world, lavish arts and entertainments, and a cultural standard equaled in few places in the world. So it’s natural that many of Thyatian descent tend to feel superior to the native Traladarans. Among many of the Thyatians, there is a sentiment that Traladarns are superstitious and ignorant, and many feel that Thyatian spoken with a Traladaran accent denotes lack of mental ability.

### Clothing

Thyatian dress is elegant and stylish, made of comfortable fabrics that are often imported.

### Names

Characters of Thyatian origin tend to have given names which are reminiscent of ancient and classical Roman and Byzantine names: Varis (Varia), Alexander (Alexandra), Valerius (Valeria), Titius (Titia), Claudius (Claudia), Anastasius (Anastasia), etc.

Their surnames tend to be strong, majestic-sounding monikers: Karameikos, Penhaligon, Korrigan, for example.
Kingdom of the Thieves

The Kingdom of the Thieves, based in Specularum and
led by the enigmatic King of Thieves, consists of a
close-knit society of burglars who specialize in intricate
robberies of well-protected homes. This guild is
responsible for only a fraction of the crime in Specularum,
but its robberies are usually so well executed that
they occupy a greater proportion of the city’s gossip
than they warrant.

If a PC wants to belong to a thieves’ guild, this is
the best choice. It functions much like Robin Hood’s
Merry Men – its targets are not only wealthy, but
also elitist about it. The Kingdom designs robberies
both to wound these snobs financially and to take
them down a few pegs.

The Kingdom of Thieves provides a reliable fence to sell any stolen goods. The Kingdom also provides works for its members at crucial times; whenever the Thief-King has planned a mission, he chooses members of the Kingdom most appropriate to carry it out, and this means the character will occasionally help execute high-paying jobs.

The Kingdom prefers
members with alignments
not excessively lawful or
chaotic in nature. The
guild accepts mostly
rogues, but other individuals
of extraordinary
talent are sometimes also
admitted.
House Penhaligon

House Penhaligon rules the town that bears their name.

Arteris is the daughter of the town’s late founder, Arturus Penhaligon, an adventuring companion of King Stefan before he came to Karameikos. She grew up in the roadside town and knows both the town and the area around it intimately.

**Personality**: Arteris Penhaligon is a dedicated, no-nonsense warrior who thinks of the safety of her town first, the caravans that pass through it second, her loyalty to the crown third, and the lives of individual adventurers not at all. She is passionate in protecting those she knows well, but unconcerned about risking the lives of those she knows casually. As a result, if there’s a gnoll lair to be raided or goblins to be combated, she prefers to hire mercenary adventurers for the job, paying a percentage of any treasure recovered in the process.

**What She Says**: “Though the cost may be high, one life or a hundred, the town shall live” (attributed and used as a quote in Emilio the Great’s production of The Grand Duke’s Road).

**What Others Say**: “Cold as a glacier. After I turn her into a bloody hero, she threatens to break my knees!” (Emilio the Great after Arteris saw The Grand Duke’s Road).

**Appearance**: Arteris is a tall, middle-aged warrior with brown eyes and brown hair worn in the Thyatian style. She seems to have a permanent scowl and is said to smile only in the midst of battle.

**Using Arteris**: Arteris’s penchant for hiring strangers for missions on behalf of the town makes her a likely employer for the traveling sell-sword and the wandering mage. Low-level adventurers may be employed as scouts and spies in the mountains surrounding Penhaligon. Interestingly, once player characters get to know Arteris, she will not give them additional work, for she does not like the idea of risking friends. She will, however, send letters of recommendation on their behalf.

**Combat**: Arteris Penhaligon is an accomplished swordswoman. She wears a set of *bracers of defense*, which were a gift from her father.

Arteris Penhaligon (9thlevel
fighter): THAC0 11;
#AT 1 or 2; Dmg 2d4+1
(broad sword +1, flamentongue)
or 1d6 (short bow
& arrows); AC 2 (bracers
of defense AC 2); hp 53;
MV 12; ML fearless (19);
AL LN.
Str 14, Dex 14, Con 15,
Int 13, Wis 13, Cha 17.
Languages : Dwarvi sh
(Hi ghf o r g e diale c t ) ,
Thyatian, Traladaran.
Prof iciencies : Animal
lore, blind-fighting, hunting,
tracking.
Barbarian

intro

## Pregenerated Characters

intro

Acolyte

* (Human/Traladaran, Barbarian/Zealot, Acolyte/Cult of Havlev) They were indoctrinated into the martial Cult of Havlev and have thrown their whole being into the endeavor, they adventure to become the living embodiment of Havlevian ideals.

Foreigner

* (Human/Ostlander, Barbarian/Berzerker, Foreigner/Kingdom of Ostland) A drunken brute from the far northern reaches, they adventure simply to carouse until they once again run out of coin.
Noble Houses

Duchess Olivia Karameikos

 Lady Adrianna Karameikos

 Lord Justin Karameikos

 Lord Valen Karameikos

### House Vorloi

Considered by the other faction s to be an upstart ,the Vorloi family has refuse d to fit the political mold.The faction is openly controlled by Baron Vorloi. Drawing on his
resource s as a successful merchant prince ,Baron Vorloi maintains a fleetof merchan t
ships in defiance of the Radu family. He resists all their attempts to control his busines (or the businesseof those who side with
him).The Torenesc u are no more please d
wit sidehwit theh Vorloi them simpl ,sinc yebecaus the Baro e thne refuse Torenesc s tuo
represen t nobility .
Vorloi prefer s that he and thos e who side
with him be left alone.He has been able to
maintai n privacy throug hhisinfluenc e in the
military circlesaround theDuke.Hehope sto
gain more power and wring importan t trade
concession s from the Duke.To reach thi s
goal ,he tries to prevent open strif e and
silence any bad news that might reach the
Duke.Preventin g any problems keeps othe r
families from gaining favor from the Duke.
includ Othe e th r member e Baron' s osf daughte the the Vorlo r Marianna i faction,
Mikel (th e Commande r of the Guar d Phor -
sis),and Admiral Hyraskos .He also has a
son,Grygori .Unfortunately ,the boy is simple-mindeand foolish ,much to his father' s
disgus.

## Elven Estates

### Vyalia

If you are a member of a Noble House, you should probably select the Noble background or Knight variant background, depending on your martial inclination.
Cleric

Karameikos has three native faiths, and there are usually visiting clerics from other nations who have their own beliefs.

The churches in Karameikos have differing philosophies. They are all dedicated to the strengthening of the human spirit through meditation and observation of moral lessons.

The majority of Clerics should select the Acolyte background and pick which church they belong to. Player Characters belonging to the order should select the Knight of the Order background (selecting Religion as their bonus skill).

* Mixed Karamekians
 Church of Traladara | Life, Knowledge
 Cult of Havlev | Light, War

## Other Philosophies

Naturally, not all people belong to one of the formal religions of Karameikos. Adventurers, especially, tend to develop their own ideas about the nature of the world and about the relationship of religion to real-life, and so some refuse to align themselves with one church of the other.

The number of persons in Karameikos who do not belong to either the Church of Karameikos or the Church of Traladara constitutes about 5% of the population.

### Acolyte

* (Human/Thyatian, Cleric/Life, Acolyte/Church of Traladara) Novice member of Threshold's Church of Karameikos, the Patriarch has decided to send them out adventuring to get some life experience.
* (Human/Thyatian, Cleric/Light, Acolyte/Church of Traladara) A wandering priest of Northern Karameikos operating under the sanction of the Church of Karameikos, they adventure to cleanse the world of the undead and other abominations.
* (Human/Traladaran, Cleric/Knowledge, Acolyte/Church of Traladara) One of the priests tending to their own small shrines in Threshold, they adventure to advance the cause of the Traladaran people and help usher in the new golden age.
* (Human/Traladaran, Cleric/War, Acolyte/Cult of Havlev) They dream of raising an entire division of soldiers they can pledge to the Duchy, they adventure to gain the power to make their dream a reality.
Cult of Havlev

The Cult is dedicated t o the idea that Stefan Karamikos will make Traladara into a mighty nation once more, will arm it and send its numberless legions out to conquer the world for the glory of Traladara. However, the first goal of the Cult is to persuade everyone (including Duke Stefan) of their cause, and this hasn't been easy to do. This tends to frustrate them, but they're determined. Despite the fact that most people consider the Halavists insane, it's a fact that their clerics do work magic. This means they must be receiving some aid and inspiration from some Immortal. So, though most common folk think they're crazy, clerics tend to very interest in the doings of the Cult.

Only a fraction of the people in Karameikos belong to the cult.

## Domains

Clerics of the Cult of Havlev have access to the Light and War domain.
Noble

You understand wealth, power, and privilege. You carry a noble title,
 and your family owns, collects taxes, and wields significant political
influence. You might be a pampered aristocrat unfamiliar with work or
discomfort, a former merchant just elevated to the nobility, or a
disinherited scoundrel with a disproportionate sense of entitlement. Or
you could be an honest, hard-working landowner who cares deeply about
the people who live and work on your land, keenly aware of your
responsibility to them. Work with your DM to come up with an appropriate
 title and determine how much authority that title carries.

A noble title doesn’t stand on its own—it’s connected to an
entire family, and whatever title you hold, you will pass it down to
your own children. Not only do you need to determine your noble title,
but you should also work with the DM to describe your family and their
influence on you.

Is your family old and established, or was your title only
recently bestowed? How much influence do they wield, and over what area?
 What kind of reputation does your family have among the other
aristocrats of the region? How do the common people regard them? What’s
your position in the family? Are you the heir to the head of the family?
 Have you already inherited the title? How do you feel about that
responsibility? Or are you so far down the line of inheritance that no
one cares what you do, as long as you don’t embarrass the family? How
does the head of your family feel about your adventuring career? Are you
 in your family’s good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a
signet ring? Particular colors you wear all the time? An animal you
regard as a symbol of your line or even a spiritual member of the
family? These details help establish your family and your title as
features of the world of the campaign.

* **Skill Proficiencies**: History, Persuasion
* **Tool Proficiencies**: One type of gaming set
* **Languages**: One of your choice
* **Equipment**: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

## Feature: Position of Privilege

Thanks to your noble birth, people are inclined to think the best of
you. You are welcome in high society, and people assume you have the
right to be wherever you are. The common folk and merchants make every
effort to accommodate you and avoid your displeasure, and other people
of high birth treat you as a member of the same social sphere. You can
secure an audience with a local noble if you need to.
Black Eagle Barony

Ludwig von Hendriks always had
a flare for the dramatic, driven
by a relentless need for power
and a feeling of paranoia bordering
on the insane. He was
awarded the westernmost town
of Halag as a base for his barony
by his cousin, then-Grand Duke
Stefan, soon after their arrival in
Karameikos.

Halag was the largest village
on the gulf of the same name.
Von Hendriks took an armed
force and seized the village by
the sword. Once it was conquered,
von Hendriks celebrated
by announcing to the population
his appointment as its new
baron. He renamed the village
Fort Doom to suit his sense of
the theatrical, dubbing his new
lands the Black Eagle Barony after
his ancestral coat of arms.

Von Hendriks began constructing
a castle suited to his
tastes, pressing many of Halag’s
residents into service. He
stripped Traladaran landowners
of their properties and installed
his own followers in their place.
He placed guards on the roads
out of the region and forbade his
subjects to leave the barony. He
was openly contemptuous of
“those ignorant, foul-smelling
Traladaran swine” and took
every opportunity to oppress
them.

Reports of his activities did
reach the duke, but Stefan was
dealing with similar reports from
all over the duchy; most were so
exaggerated that the accurate descriptions
emerging from Ludwig’s territory did not draw a
second glance from him. Stefan
had difficulty believing that his
cousin was truly evil. Whenever
Stefan visited the realm, Ludwig
put on the mask of a loyal, devoted,
and often overworked
courtier striving to maintain order
over a rebellious barony on
the frontier of the nation. Satisfied
with the baron’s fealty,
Stefan directed his attention
elsewhere, and Ludwig returned
to his plots.

The Black Eagle Baron recruited nonhuman tribes of orcs,
goblins, and gnolls into his service,
allowing them to raid
neighboring towns (those he did
not control), including the town
of Luln, and range into the
halfling nation of the Five
Shires.

The villainous Iron Ring, a
criminal organization of slavers
and assassins, found a welcome
home under Ludwig’s protection,
as did Bargle the Infamous, an
evil wizard.

## Personalities

test

Baron Ludwig von Hendriks

text

Bargle the Infamous

tyertx
Nasty Nuggets

Nasty Nuggets is a stupid box of chicken nuggets. His evil face has an evil hat with an N on it that stands for nightmare. He works at a restaurant called Nast E. nugget's, like Chuck E. Cheese's. He may look like an innocent box of nuggets (with slime) who sells pizza and makes games, but when the kids eats the pizza, he uses his claw thingy to take the pizza.

He's creepy, he's orange, and his nuggets are brown. he was born in 1994, but in 2012, he got plastic surgery because he didn't look good. his new look is even worse.

## Stuff about this monster

1. He hates his job, his look, and himself.
2. While none of the kids are waiting in line for pizza, he wrights I hate my job a bunch of times with a black marker on a sketch pad he stole from the store.
3. He was sent to jail for 393823 days because he stole the sketch pad.
4. He stole the sketch pad after he got plastic surgery.
Iron Ring

The Iron Ring, a slaving organization based out of the Black Eagle Barony, has cells in all the villages of Karameikos. It operates not as a family affair like the Veiled Society, but as a collective of independent criminals working together for mutual profit. The main business has been slavery; the cells of the Iron Ring capture innocent citizens (especially strong, hard-working, or good looking men and women), transport them by various means to the Black Eagle Barony, then ship them from Fort Doom to various nations with legalized slavery. Risks are high, but profits are very high. With the fall of Fort Doom, the Iron Ring has been forced to seek out new power bases and businesses, such as assassination and extortion. They have to date avoided traditional Radu strongholds.

The Iron Ring remains the most cruel and evil of the three thieves’ guilds. Its members include thieves, fighters, and wizards of any nongood alignment. Members may not operate on a free-lance basis – their only duty involves serving the Ring. They act as spies, slavers, thieves, and assassins furthering the ends of the Iron Ring, and their only goals are to gain power for the guild.

A party of adventurers does not normally encounter Iron Ring members except as enemies. If a PC is a member of the Ring in a party of adventurers who are not members, that character has been sent by the Ring to spy on the party members, steal something from them, or otherwise work against their efforts on a secret basis. Eventually, the guild will order the party member to betray the group.

The Iron Ring is also vitally interested in magical means of acquiring power. Members accumulate new spells as often as they can and send out enforcers to investigate new monsters and sightings of strange or magical phenomena.
Step-by-Step Character Creation

1. Select a background

## Determine Race

Either select your race and ethnicity, or use the following charts to randomly determine them.

### **Racial Group**

To determine whether you are human or demihuman, roll a d8 or choose from the options in the table below.

 8

If you are a human, roll on the Human Subgroup table next. If you are a demihuman, see the class tables in the Demihuman  background.

### **Human Subgroup**

To determine which human subgroup you belong to, roll a d8 or choose from the options in the table below.

 5 - 6
 7
 8

Once you have deremined your human subgroup, proceed to the appropriate table in the next section. If you rolled or selected to be a human foreign to Karameikos, see the class tables in the Foreigner background.

## Determine Class

Either select your class, specialization, and background or use the following charts to randomly determine them.

### **Traladaran**

As the poorer of the two human ethnicities of Karameikos, Traladarans are overepresented in in the criminal population as reflected by the additional rogue entries on this table.

### **Thaytian**

Thyatians tend to be a bit more religious than Traladarans, as is reflected in the cleric and paladin results.

### Elf

Elf results are comprised completely of spellcasting classes and magical specializations for non-magical classes.

### Dwarf

Dwarves are a mundane people, so no arcane classes or specializations are found on this table.

### **Gnome**

While few gnomes master magic, many are dabblers.

### **Halfling**

Much like dwarves, halflings are incapable of wielding arcane magic. However, in ages past, they learned the traditions of the druids from the elves.

Create a concept

determine alignment, race, gender, etc.,

Select a class

determine attributes

select a feat if human
Argosyl

The ruler is Argos, a 14-HD
green dragon. Argosyl occupies the
Dymrak Forest in Karameikos, on both
sides of the Rugalov River. Argos lair lies
48 miles north of Rugalov Village, in a cave
under a small hill on the east side of the
river. The dragon must immerse himself
completely in the Lake of Lost Dreams in
order to reach the entrance. The forest is
guarded by several tribes of wolf-riding
goblins that have submitted to his rule.

Argos is 148 years old. Very quiet, he
always prefers stealth and trickery to
violence. Argos sphere of influence has
spread steadily to the north, seeking to
rally further humanoid tribes. Argos
worst enemy is Attura (see later), with
whom he once attempted to mate. He was
almost bound to her as a result but narrowly
escaped. Argos fears Attura and has
been seeking an alliance with Marudi in
case of all-out aggression. Argoss flaw lies
in his inability to make quick decisions. He
hesitates and worries far too long for his
own good. Other dragons taunt Argos by
calling him Argos the Worrier.
Hobgoblin, Eastern

**Hobgoblins (pop. 4,750)**

Hobgoblins of Karameikos belong to the eastern hobgoblin stock (*Goblinus grandis*) and came to this region together with other humanoid hordes after the Battle of Sardal Pass (BC492). Hobgoblin-only tribes are quite rare, and their hordes tend to gather together with other humanoids to lead them and to form larger tribes. Hobgoblins are most numerous in the Altan Tepes range, where their most fearsome tribe, the Steelwarriors (which also includes a number of bugbears), is found. Other mixed tribes of the Altan Tepes who include large numbers of hobgoblins are the Chaos Horde, the Bloody Head, and the Jagged Rocks. A hobgoblin-only tribe, the Killer Sands, lives on the side of the Altan Tepes which looks upon Ylaruam. Hobgoblin minorities are also found within some mixed tribes of eastern Karameikos or within some Dymrak goblin tribes (like the Dread Horde). Hobgoblins are not numerous in western Karameikos; a hobgoblin-only tribe, the Roaring Fiends, is found between Luln and the Black Eagle Barony, while a mixed bugbear-hobgoblin tribe, the Bloodbears, threatens the Westron Road from the southern woods.
Blight Swamp

A region of low lying Swamps bordering the River Achelos along the western border of Karameikos and the eastern border of the Five Shires.
The remains of earlier structures can be found within the swamps and they are known to be home to several species of lizard folk, from the shy, diminutive Cay-Men to the savage Gator-Men. Other residents include the black dragon Falorax.
The Blight Swamp is rumoured to be the last stronghold of Trinkla the Black Seer. The Thyatian General Rosentos and his men disappeared in here around AC 905.
House Vandevic

House Vandevic rules the village of Vandevicsny**.**

## Personalities

### Lord Gustav Vandevic

*Ruler of Vandevicsny*

The Vandevics won their land 100 years ago, during
the Thyatian invasion. Gustav’s great-grandfather
Jan Vandevic led a band of mercenaries in the service
of the Thyatians, and he was rewarded with a fief.
Vandevicsny is a small, out-of-the-way land, and the
family is not very important. Many people forget that
Vandevicsny is even part of the realm.
Personality: Gustav is an aging scholar and a man
of letters who has retreated from the society of the
Karameikan nobility. The circumstances of his family’s
rise to power have isolated him from the other
Traladaran nobles, and the Thyatians view the Vandevics
as insignificant.

Gustav spends most of his time adding to his library
or engaged in scholarly work. As a young man and a
student he traveled throughout Karameikos, but for
the last 30 years he’s stayed at home. Gustav is kindhearted
but a little timid around strangers.

What He Says: “Oh you’re from Mirros? They have
an excellent academy there. I’ve been meaning to
visit their library.”

What Others Say: “Vandevicsny? Where’s that?”

Appearance: Gustav is a tall, spare man in his late
50s, with gray hair and a kind face. He makes a point
of dressing formally no matter what the occasion. He
has an absentminded manner.

Using Vandevic: Vandevicsny is a good place to stop
for the night when going somewhere more interesting,
although there’s not much to do. However, Gustav’s
library could be a crucial resource for heroes
who need information.

Combat: In his studies Gustav has learned a little of
the magical arts. If he’s involved in a serious confrontation,
he tries to use reason or even surrender
rather than engage in violence.

Lord Gustav Vandevic (4th-level mage): THAC0 19;
#AT 1; Dmg 1d4+1 (dagger +1 ); AC 10 or 6 (armor
spell); hp 9; MV 12; ML average (8); AL LG.
Str 8, Dex 13, Con 7, Int 17, Wis 13, Cha 11.
Languages: Elvish (Callarii dialect), dwarvish
(Highforge dialect), Alphatian, Traladaran, Thyatian.
Proficiencies: Engineering, healing, herbalism, navigation,
reading/writing, riding (land-based).
Equipment: Dagger +1 .
Stinky cheese

Stinky cheese is a hideous cheese wedge. he is covered in mold

## History

he literally used to be a mold growing in some idiot's bathroom. he then formed into a cheese wedge. when that one idiot had to go to the bathroom, stinky would always hide in the toilet. He never got flushed until that one day. he didn't escape that day. He got flushed down and went into the sewer. That's why he's covered in mold. He then thought he should join the Grossery gang. He was a member until September 22, 2017. He died.
Ranger

ntro

## Pregenerated Characters

intro

Hermit

* (Human/Ostlander, Barbarian/Berzerker, Foreigner/Kingdom of Ostland) A drunken brute from the far northern reaches, they adventure simply to pay for their next bender.

Outlander

* (Human/Traladaran, Barbarian/Zealot, Acolyte/Cult of Havlev)

 They were indoctrinated into the martial Cult of Havlev and have thrown
 their whole being into the endeavor, they adventure to become the
living embodiment of Havlevian ideals.