recursal/Fanatic-Fandom huggingface dataset:
Mephistopheles

Mephistopheles is one of the lords of one of The Nine Hells. Known for his cunning and his love of keen minds, he is widely considered the most powerful of the lords after Asmodeus himself, and is often confused with the Supreme Lord of the Nine Hells, much to his chagrin and the amusement of Asmodeus.

Mephistopheles was an object of worship in Red Deer by a cult of werewolves. Allegedly, he offered them greater power in exchange for human sacrifices.
Silas

Silas is an independent contractor who operates out of Cochrane. It is widely agreed that in general he isn't trustworthy, but if he's being paid he's reliable. Much of Silas's skill lies in Knowing Things and Knowing People, but when that fails him, he typically travels with a lot of magical items and mundane guns, and those work well, too. All of that shit got stolen when he helped Zara try to rescue our heroes at Lac des Arcs, and yes, he is bitter about it. He is not particularly friendly, but he did help resurrect some people, whatever his motives.
An-Ki Merchants' Association

The An-Ki Merchants' Association (AKMA, sometimes called AMA) is an interplanar organization that offers membership to merchants of a certain profile several benefits, including discounts on various goods and services in both Ki and An. The only one of our heroes who knows much about this organization is Vyre, a member who unfortunately lost her card when her husband tried to murder her.
The Stranger

The Stranger is a mysterious figure who appears to operate in opposition to the Blessed Nine.

Fine-featured, tall and slender, the Stranger first appeared out of nowhere in the Mephistopheles dungeon, shortly after it began looking like our heroes might not survive the encounter. He then casually bitch-slapped several people to death, wiped people's memories, and left them for dead.

Though this has not been confirmed, given Sam's relationship to the Stranger — he is Sam's husband — it seems likely that the Stranger played some part in the mysterious resurrection of our heroes.

According to Aleida, the Stranger has been responsible for the senseless slaughter of many of the worshippers of the Nine over the years. He is such a feared enemy that alarms are set up to alert the nearest temples whenever he appears in Ki.

However, he did not seem so terrifying the second time our heroes encountered him. During an encounter with a suicidal ghost, Gulo began wildly waving around a mysterious key given to him by an equally mysterious monk. Shortly after the danger subsided, the Stranger appeared seemingly out of nowhere. He seemed to have been drawn by the key, and was quite perplexed to see who was holding it. Out of all our heroes, only Rorrik remembered the Stranger from the dungeon, and informed the rest of the group who had come to their aid.

The Stranger was evasive regarding why he had been drawn there — he did not seem surprised to learn the key had come from a monk, but he did seem concerned about how Gulo had come into possession of it. Once he established that no one was in immediate danger, he left as mysteriously as he'd arrived.

A moment later, Rorrik used Sending to ask the Stranger if he had any advice re: finding the Ethereal Plane. The Stranger responded that when our heroes were meant to find it, they would.

According to Sam, her husband likes art.
Ki

Ki is the world where our story takes place. One-half of the known Material Plane, Ki has a connection with An that seems to have its roots in long-ago history, though it was seemingly closed off for many centuries prior to the opening of the gates. Formerly known as Earth, this name for the planet has not been used outside of academic circles for at least two hundred years.

## History

Much of Ki's history was lost in the Great Rising. Scholars have pieced together several records, with much more information surviving in old stories and songs, but most people still have very little knowledge of what the world was like before the Great Rising, aside from "dominated by humans and cut off from magic."

In the early 21st century, the Great Rising occurred. As a result, most of humanity was killed or died off in the harsh conditions. However, vampires and werewolves revealed themselves, and slayed the undead who had taken over Ki, offering their friendship and cooperation to humanity. Ever since then, according to the history books taught in schools these days, humanity has lived in harmony with these sibling species.

Sometime not long after the Great Rising, the opening of the gates occurred, bringing magic back to Ki and reopening the gates between it and An. What followed was an era of discovery and prosperity, and growing travel between the two realms.
Races

## Info

Races are a crucial part of Zakkaria, and are a determining factor in battles. Each race has their pros and cons, and are each located in a different part of Zakkaria.

## Races

### Undine

The [Undine] race lives in the Northern part of Zakkaria, along with the [Spriggan] race, and specialize in Water/Ice magic. Their base is located in the [Alpine Ridge] area.

### Salamander

The [Salamander] race lives in the Southern part of Zakkaria, along with the [Dwarf] race, and specialize in Fire magic. Their base is located in the [Endless Dunes] area.

### Imp

The [Imp] race lives in the Western part of Zakkaria, and specialize in Movement magic. Their base is located in the [Lower Deep Forest] area.

### Spriggan

The [Spriggan] race lives in the Northern part of Zakkaria, along with the [Undine] race, and specialize in Dark magic. Their base is located in the [Charged Rune] area.

### Dwarf

The [Dwarf] race lives in the Southern part of Zakkaria, along with the [Salamander] race, and specialize in Earth magic. Their base is located in the [Craggy Caverns] area.

### Sylph

The [Sylph] race lives in the Eastern of Zakkaria, and specialize in Wind/Nature magic. Their base is located in the [Upper Deep Forest] area.
The Billion Gold Rebellion

*The Billion Gold Rebellion* is a pulpy adventure novel owned by Moyrkus Smith. The story of two adventurers brought together by grief after the death of a woman — one, her fiancé, the other, her brother — they set off on a quest to solve the mystery of her death, finding far greater mysteries and peril along the way. While reading it, Seth came to the conclusion that the book would have been far better if the author had acknowledged the massive amounts of unresolved sexual tension between the two men, but as her twin would say, heteros gonna hetero.
Niitsitapi

Niitsitapi is an organization with which only Alja is especially familiar, though Rorrik has likely heard of it. Niitsitapi means "the people," and is a name that has been around since long before the Rising, let alone these present times. In the contemporary sense, Niitsitapi generally refers to the confederation that includes most settlements to the south, west, southwest and southeast of Mohkinstsis. In a similar manner to the existence of Roger's Guard to the north, or the Okanagan to the west, Niitsitapi is not a formal province or state so much as a body that provides oversight, support, and communication between its member communities.

Niitsitapi's principles are based on equitable living, responsible relationships with the land, and mutual aid. For the most part, Niitsitapi has no direct hand in any of the day-to-day governance of its communities, but is regarded as a resource that can be called on in times of trouble — for instance, if one member community suffers a blow to its crops, other member communities will contribute some of theirs to ensure no one starves; if one member community is being threatened by bandits or monsters, the others will send fighters to defend it; if one member community has a leader who falls into tyranny, the other member communities will come to remedy the situation.

Niitsitapi's central settlement is Otam, about ten days south of Mohkinstsis.

When the party was murdered — presumably on the orders of Sabina Sweetney — it was a Niitsitapi ranger who came across the disciple of Gibbeth who had found and gathered their bodies, and who put the call out for reinforcements from Pigeon.
Cartoon Beatbox Battles Fan Made Episode 7: Patrick Vs Mario

Verbalase: You Guys Voted And Deadshot Will Be Moving On To The Next Round Today Battle We Have Two Characters With Different Similarity Today We Have Patrick And Mario Okay So Patrick Is Up First In 3..2..1 Go Patrick: Oh Yeah (Beatbox) To The Castle To The Homeless To The Spiteful My Foundation Head Patrick Is In The Place Look At Mario’s Face He Makes Me Want A Puke x4 (Beatbox) He Makes Me Want To Puke 🤢🤮 Verbalase: Mario Is Up Next In 3..2..1 Go Mario: (Beatbox) You Gotta Strength But Your Really Weak Cuz It Isn’t Gotta Save You You Look Like You Lost All Your Clothes Is A Me Mario The One That Gonna Beat Ya (Beatbox) Mario Time (Beatbox) Oh Yeah Verbalase: Who You Guys Think Won This Battle Thank For Watching Cartoon Beatbox Battles Fan Made Episode I Verbalase And I See Ya next Time
+2 Amulet of the Devout

*Wondrous item, rare (requires attunement by a cleric or paladin*)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Delilah

Delilah is a drow female who seems to be some sort of mercenary investigator from An. She was hired by Lavinikova Aldataur to investigate the letter Vyre sent, to confirm that it was not a hoax and that Vyre was, indeed, alive.

Delilah travelled from Baldur's Gate to San Francisco to Seattle, where she tracked down Deckhun Shaleback, who had been the return address for Vyre's letter. Apparently, Deck as well as their companions were about as shocked to run into Delilah as they had been to serve as a return address for the original letter, but it seems they parted on relatively amiable terms, with Delilah describing Deck's companions as "competent."

From there, Delilah travelled to Mohkinstsis, where her path crossed with that of our heroes' when she abducted Alja as she attempted to stake out the home of Fang Halloran. Several hours of panic ensued as the rest of the party assumed Alja was about to die or disappear. Once Delilah was reasonably convinced Alja was not part of a grand conspiracy to impersonate Vyre to extort her grieving sister for money or other gain, she returned to the Ornons' with Alja, where they awaited Alja's friends.

Delilah is confident and competent, and good at overhearing when people are discussing whether or not to try and jump her. However, she was reasonably polite as she interrogated the group about their time with Vyre, enemies she may have had, the exact circumstances of her disappearance, and their interactions with Trennen. When she left, both parties agreed to inform the other if they had any news of what had become of Vyre.
Varsha

Varsha is a nervous young woman, friend to Iris, Idella, Rani and Milka, and the one who's been with the group for the least amount of time. She is compulsively helpful, rambly and generally apologetic about her existence. Originally from Silverymoon, she fell through a portal and found herself unexpectedly in Ki. Specifically, she fell into a lake the other girls happened to be camping by, and would have drowned if Idella hadn't jumped in to save her.
Wheel of Fate

Wheel of Fate is a common game our heroes first encountered at the May Day festival.

The dealer has a wheel in alternating colours — usually black and white, though it varies — numbered 1 through 20.

Those wishing to bet have two options: choosing a number, or betting whether the number will be even or odd. Then the dealer spins the wheel, and sees where it stops.

If a player has chosen a specific number and that number is where the wheel stops, they receive twice what they bet. If they guessed even or odd, and were correct, they received 1.5 times what they bet.
The Feywild

The Feywild, also known as the Wilds, is the home of the fae. Little is known about the fae in either Ki or An, and that's exactly how the Fey like it. Closely connected to the Material Plane, the Feywild could loosely be described as "the Material Plane on hallucinogens." Colours are improbably intense; sounds and smells are impossibly enticing; grass can kill you with ease. Our heroes have not spent much time talking about the Feywild, though they have heard from Theodard that time in the Feywild and the Material Plane don't quite sync up, and that their lost time may be an indication that they spent some time there.

Since these initial talks with Theodard, the party has been to the Feywild, thanks to She's devious plot to take Samsok into her gallery of admirers. This was foiled, however, by Sam's assistance after Rorrik reached out, and following that, the party spent the rest of their time in the Feywild under the supervision of both Sam and The Stranger, who ensured they stayed out of trouble.

Contrary to popular understandings of the Feywild, as a reflection of the Material Plane it is every bit as vast, sprawling, and incomprehensibly complicated as its more mundane counterpart, and though there are indeed courts calling themselves Seelie and Unseelie, they are only two among many ruling powers within the Wilds. Thus far, the party has had relatively little interaction with the politics of the Feywild, having only seen a handful of locations.

## Known Locations

### She's Lair

The place where Samsok and his companions were first led to when She charmed him and led him away from the Ethereal Plane, a lush compound formerly filled with many admirers both charmed and otherwise. Sex toys and lush feasts abounded and free will was scarce. What's become of it in the wake of She's murder and the sudden de-charming of her captives is unknown.

### Sam and The Stranger's's Cabin

Presumably some distance away from She's lair given the use of magic to reach it, though this could have been an attempt to mislead the party. A relatively small but well appointed cabin with multiple bedrooms, a den, a small library, and a kitchen, surrounded by lush flowers, set in deep forest. Whether or not Sam and The Stranger actually have any ownership over the cabin or if they simply borrowed it for a while is unknown.

### The Market

A market not far from the cabin, where The Stranger took Seth. Home to many exotic goods and concepts, most of which mortals are better off not looking too closely at.

### The Maeve Cave

A cave in an unknown area of the Feywild, pulsing with strange, sickly light. Seth was teleported here by The Stranger, where she ended her pact with Gibbeth and entered one with Maeve.

### The Floating Market

A huge, loud, baffling market in the sky, where the party was taken to receive magically infused tattoos. No safer for mortals than the first one.

### The Mohkinstsis Caves

Likely not their name to locals, and who knows how many other locations these caves might lead to. Home to a portal that leads to the underground sewer network used by the Famous Five in Mohkinstsis.
Sleep

Sleep is a thing most people do. Even Vyre, though she doesn't *sleep* per se, does Trance. However, certain adventurers no longer sleep, which is a totally Normal and Healthy thing to do, and past the first few sessions you should assume when we say "everyone slept," what we mean is "everyone except Seth slept."
The Mephistopheles Dungeon

The Mephistopheles dungeon was the headquarters of the Red Deer Cult of Mephistopheles. It was first discovered by Seth and Zo on the day they met, but they quickly left once they realized how dangerous it was. Then, a few days later, they got bored and took the whole gang back. And that's the story of how the entire party died eleven sessions in.
Iris

Iris is a young woman who first met the party in Pigeon, hunting down a Night Hag named Della along with her friends, Idella, Rani, Varsha and Milka.

Originally from Waterdeep, she hopped a ship to Seattle, where she met Ella, the young woman who would unite Iris with the rest of their friends before being slowly drained of her light and life by Della. She is serious and solemn, with a honeyed voice that is her primary weapon as a bard. She has fallen into the role of the group's leader after Ella's death, and seems to wear the mantle somewhat uneasily.
Eustachy

It’s hard to be diplomatic about Eustachy’s purview — though viewed as an essential part of the Blessed Nine, there’s no doubt that Eustachy’s worshippers tend to be… intense. Martyrs and maniacs both may kneel at Eustachy’s altar, whether to seek vengeance or to dedicate themselves to lives of abstinence and suffering for the sake of others.

It’s said that Eustachy lost his wife and children to the undead before the Great Rising, and that he ascended to divinity after being cut down by a mage who had helped the dead rise — his need for revenge was stronger than his ties to mortality, and Feofila recognized in him a champion to ensure the wicked and needlessly cruel would be punished. The price he paid to ascend? As a god, he will never be able to join his wife and children in the afterlife.
Big Earl

Big Earl is a travelling companion of Deck, Seth's twin. Very little is known about her beyond her name and her possession of a high enough level of magic to cast Sending. She generally seems easy-going, but she was notably unsettled when Lavinikova Aldataur sent a letter for Vyre to their location in Seattle. Whether this was because Lavinikova seemed very comfortable threatening to kill anyone who was misleading her or something more remains to be seen.
Ebele

Ebele is a vampire and apparently the companion of Seán. Unlike Seán, Ebele is quiet and seems relatively sane. Though she was not with him when our heroes encountered him in Red Deer, Ebele was travelling by his side as he journeyed south to Mohkinstsis, and they seem to have a long history — at least as far back as the turning of Sabina Sweetney, as they mentored her when she was a young vampire. Ebele appears to have some magical healing, given her restoration of Samsok when he was drunk.
The Ornons

The Ornons are a married couple and a pair of retired adventurers who live in Lakeside in Mohkinstsis. Our heroes don't know much about their tale, but they have heard that the Ornons are decidedly unusual in that they are paladins to gods other than the Blessed Nine. As open worship of deities outside of the Nine is nearly unheard of in urban centres, their ability to do so seemingly without punishment is... unusual, to say the least.

Dakaryn Ornon, a gold dragonborn, is a very old woman. On average, dragonborn live to about 80, and she looks to be at least that old. It is obvious she is nearing the end of her life, as she has difficulty moving around and tends to nap more often than not, but she still has her mind, and is a friendly and welcoming presence.

Refarin, her husband, is a high elf. His age is unknown, but if nothing else it seems highly likely he will outlive his wife. What will happen after that is anyone's guess, as Ref is far less friendly than Dak is, seeming to view every interaction he has with people other than her as an imposition on his patience.

They seem to have done well for themselves, with a spacious two-storey home in Lakeside, well furnished. It also seems clear, given their number of guest bedrooms, that they — or, more likely, Dak — enjoy company. What brought them to Mohkinstsis is unknown.
Deck

Deckhun is the twin sibling of Seth. Their pronouns are they/them.

Prior to Seth's journey east to Red Deer, Deck and Seth had never been apart for a prolonged period of time. How they're coping with this separation is unknown, though they've checked in occasionally via means of Sending from their travelling companion, Earl.

Seth suffered vivid hallucinations of Deck as a result of the worship of her patron. How accurate Deck's behaviour was during this hallucination is unknown, though if it's any indication, it's a safe bet that Deckhun loves sarcasm.
The Ethereal Plane

The Ethereal Plane has become a focus for our heroes, following the revelation that the vines they're transporting hailed from that plane, and must be returned to it.

So far as our heroes know, the Ethereal Plane is divided into two parts: the Border Ethereal, which overlaps with the Material Plane, and the Deep Ethereal, which is a world of its own. They know that the Ethereal Plane is a realm of ghosts, and that the Deep Ethereal is more a realm of thought than flesh — travel there takes less time than it does on the Material Plane, and hunger and thirst are lessened.

Short of high-level magic, the only way our heroes have been told of reaching the Ethereal Plane is to find a portal there, which takes a considerable amount of luck and patience, as there are no known stable portals to that plane near where they are.
Jahzara

Jahzara is one of Alja's oldest friends, an accomplished herbalist and resident of Pigeon. The party first met her when they were resurrected after the ambush at Lac des Arcs, learning that Zara, along with her and Alja's acquaintance Silas, had attempted to save the party but were also overwhelmed by the forces that took them down. Unlike Alja, Zara's parents still live in Pigeon, and were not thrilled about the state in which she came home.
Alja

Alja is a human ranger who joined our heroes after helping them escape the massive crowds of undead at Pickphrey Manor. Having travelled around the area over the years, she's followed them down to Mohkinstsis, content to stick with them for the time being. She has a snarky horse named Greg and a snarky vampire named Tshering.
Buhle

Buhle is a handsome man and resident of Mohkinstsis who rescued Samsok from his own conspicuous nature following his unfortunate interaction with The Hot Ones. He seems to be friends with — or at least respects — Fernando Fernandes, the owner of The Rising Sun and The Setting Sun, and according to Buhle, he can often be found in The Rising Sun's bar nursing one of their signature cocktails. He can also, he says, be found if you ask at Shelf Life Books in The Core.
Scorpion Armour

*Heavy armour, rare (requires attunement)*

This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:

* The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated.
* The armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
* The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide).
Ini Topaztwister

Ini Topaztwister is a svirfneblin woman and bard. A member of the Knights of the Armored Pig, our heroes first met her in the dining room of the Ornons, as she and her companions had been visiting with Seán and Ebele. In this first encounter, she told a story about another deep gnome who ventured out of his community to trade and see the stars.

At the Arena of Champions, Ini held her own, though she was unconscious for her party's final victory against the abominable yeti. Following the Arena of Champions, she left a note at the Ornons' asking Seth out for drinks. Seth has replied to this note, but *who knows* what she wrote? Something mean, probably.
Guide Book

*"Why are you reading this? You're on the wiki, you have better info here! Then again, why'd I add this myself?" -Geo*

Guide Books are obtained by buying them in dungeon shops, though you start with one when you reach the Crafting Table in the Tutorial. They have a 100% chance to generate in dungeon shops, always replacing one item, and costs 1 Coin. It provides quicker access to crafting materials, but with less information due to the page limit.
Trennen

Trennen is Vyre's ex-husband. As she told the story to Francisca Crawford, Trennen killed Vyre — or thought he had — and absconded with a family heirloom that allows safe passage through an established portal between San Francisco and Baldur's Gate.

Vyre has rarely spoken about Trennen to our heroes, though by the description she gave Elfrieda when first searching for him in Red Deer, he is a handsome elven man with dark hair.
Tallio Owill

## Bio

"Owel" **Tallio Owill** is an Purple haired halfling with a pension for over-analyzation, played by Ben. Tallio is an experienced merchant and tinkerer, but a rather mediocre wizard. He was awarded the title of Owel for excellence in merchantry. He owns a magic item shop in Loxam where he and his girlfriend work. He has a house in the "suburbs" of south Tash. Tallio left for an adventure leaving his girlfriend in charge, about halfway through the journey he came upon The Goldfist Tavern and met Lados Nebrack and Aouras Avinariquary.

## Appearance

Tallio is a halfling. He has long hair and a moustache, both of which are "naturally" purple.

# Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

# Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

# Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

# Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

# Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

## Stats

 Dexterity
 Constitution
 Intelligence
 Wisdom
 Charisma

 Speed

## Items

### Arcane Instruments Found

* The Tambourine of Tyeson
* The Castinets of Carsollne

### Equipment

* Tool Case Bracelet
* White Eye Issued Pack
* Popsicles
* Magic Ring

## Trivia

* Tallio has been in a relationship with Kiri Fiebrack for two years
Piotr

Piotr is an ally of Sam and the Stranger who masqueraded as a high priest of Eustachy to intervene in Aleida's interrogation of Rorrik.

Whether or not Piotr's name is really Piotr, or if he follows any god, is unknown. He does seem to be a powerful magic user, and he also seems to be of the opinion that our heroes are big dum-dums. He speaks in a thick Russian accent that sometimes sounds Jamaican, but as neither Russia nor Jamaica exist under those names anymore, our heroes wouldn't even know to point it out.
The Sapphire Guard

The Sapphire Guard is an adventuring group from Austin who competed in the 2351 Arena of Champions at the Stampede.

## Members

### Nesmura Jasum

A female human ranger and seasoned professional fighter who favours a whip.

### Jenras Surjanto

A female half-elf monk and former archaeologist who prefers hand-to-hand combat.

### Birch Silverclaw

A male ranger who seems to be of the same species as Gulo, rarely seen without his panther companion Minka.

### Shyama Mort

A nonbinary human rogue, happiest when fighting from a distance.

### Yaikten Aleaneplith

A male half-elf monk who can shoot sun from his fingertips.

### Lil Bimpi

A female gnome ranger, happiest with a summoned bestial spirit bear at her side.
Gods Bless This Red Deer Wiki

**Welcome to the Gods Bless This Red Deer Wiki!**
The current date in **Ki** is: **Sunday, September 2, 2351**

The current date in **An** is: **Eleint 2, 1268**

The current date in **the Feywild** is: wouldn't you like to know, weatherboy.

## DM KILL COUNT

It has been **0 days** since the DM last killed Samsok.

It has been **8 days** since the DM last killed a major friendly NPC.

It has been **38 days** since the DM last killed Alja.

It has been **38 days** since the DM last killed Rorrik.

It has been **38 days** since the DM last killed Seth.

It has been **38 days** since the last TPK.

It has been **70 days** since the DM last killed Vyre.

It has been **129 days** since the DM last killed Gulo.

It has been **129 days** since the DM last killed Zohal.

The DM has **not yet** killed Fiona.

A wiki for the extremely cursed D&D 5e campaign that started in Red Deer and will forever be haunted by the memory of Red Deer.

We're a collaborative community website about Gods Bless This Red Deer 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

AljaRorrikSamsokSethZohalGuloFionaMohkinstsisRed DeerThe Story So FarSam HawkinsThe StrangerMoyrkus Smith

**Categories**
* Arcana
* Books
* Culture
* Deities
* History
* Honoured Guests
* Locations
* Logistics
* Miscellaneous Entities
* Mythology
* NPCs
* Not Quite Deities
* Organizations
* Our Heroes
* Plot Summaries
* Roger's Guard
* Species
* Stuff That Might Kill You
* Stuff You Should Know
* The Planes

*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.
Abram

Shockingly enough, the god of sun and agriculture is especially popular among farmers, though their temples also tend to fill with folx from all walks of life when winter enters the air too early in the year and threatens the harvest.

Abram is said to have once been an ancient vampire who was unjustly put to death by his peers when he stood up in defence of humanity — he was left to burn in the sun, an agonizing and slow death for an older vampire. When he died, he ascended, and his worship is now especially popular among some vampires, especially newer vampires. There are rumours that some of the especially devout among his undead worshippers have had their mortality restored.
Ivaylo

Though not every werewolf worships Ivaylo, those who do claim to have a deeper connection with their wolf form, and less trouble transitioning to their wolf form outside of a full moon. How much of this is true and how much of it is pure conviction is hard to say, but clashes between packs that worship Ivaylo and those who don’t are common.

Worship of Ivaylo, and of other members of the Blessed Nine, tends to be more common in younger packs, and those with a higher ratio of bitten rather than born wolves, a carryover from their closer connection to humanity. For older packs — especially those with members who were alive during or born not long after the Great Rising — worship of Ivaylo is much rarer, and some packs have been eliminated entirely for blaspheming too openly against them. Ivaylo is said to be the descendent of the first wolf, and the last of their line, brought down by a rival wolf who was jealous of Ivaylo’s control during the full moon and beautiful wolf form.
Sabina Sweetney

## Home

### First Floor

   The party has seen most of the first floor of Sabina's home, thanks to her many walls-that-are-basically-windows. The house is build in an upside-down-u shape, curling around a central courtyard with a fountain. To the southwest corner of the house is what appears to be a large dining room, though less than half of the space within is taken up with tables. North of that is what appears to be a lounge area. To the east of that is a ballroom that appears to be the point of entry for the house, including a red spiral staircase leading up to the next floor and a grand piano. To the east of that is a swimming pool and lounge area. To the south of that, partially obscured as the characters haven't had a chance to walk around that side of the house yet, is what appears to be an art gallery and a kitchen.

### Second Floor

Though the characters don't have as good an idea of the second floor of the house due to the elevation, there are still several large windows, so they have a loose idea of some of the rooms.

Above the first floor dining room, there appears to be a library. Above the first floor lounge appears to be a smaller dining room and a game room. There is a bathroom above the ballroom, as well as what looks to be some sort of lounge. Above the swimming pool there appears to be some sort of hallway with paintings.

### Third Floor

Given the elevation, it's even more difficult to see what's on the third floor, especially since the side of the house the characters have walked around appears to have far fewer windows overall, with closed curtains over the windows there are.

Above the second-floor bathroom is another bathroom. Next to it, above the second-floor lounge, is some sort of room, though no distinguishing features can be seen from the ground. There appears to be a bedroom with in-suite bathroom on the northeast corner of the third floor, and another one on the southeast corner. Facing the courtyard from the third floor are two long hallways lined with paintings.
Moyrkus Smith

## Biography

Moyrkus Smith, also known as The Protagonist, is the true hero of this story, the rest of us just players in the background of his epic tale. A member of Roger's Guard and apparent friend and ally of Sam's, Moyrkus may seem at first glance to be a meek, shy sort, but we all know he's got a secret stash of erotica you gotta be built to carry. Is he a god in disguise? Almost certainly. Do we deserve him? Not at all.
Zohal

One of our heroes, Zohal is a half-elf druid and Roger's Guard member who found herself unexpectedly in Ki after falling through a portal. For a long time, Zo thought she was the last living member of her family, but between being given a resurrection vision of her sister and being told by Samsok that she was going to meet her sister, she's not so sure these days.
Feofila

Though worship of any one member of the Blessed Nine involves deference to all of them, Feofila is widely regarded as their *de facto* leader. Worshippers of Feofila prize knowledge above all else, and view the acquisition of knowledge as key to attaining power. Some of the most beautiful libraries still standing have become temples dedicated to Feofila. Feofila is said to be the one to discover the spell that raised mortals to divinity. A curious and uncommonly bright human woman, she sought out and attained a long-lost spell scroll shortly after magic was let back into Ki. (This is a point of some contention, as it's also widely claimed that Feofila and the Nine were the ones to open the gates in the first place.) Sensing its power and how dangerous it might be in the wrong hands, Feofila guarded the scroll, generally with the help of one or more members of the Blessed Nine, depending on the tradition in any given area.

In some of the stories, it was Domagoj at her side — even after death, he remained as a specter to guard her and the scroll. In others, the battle in which Barica slays Grga is a battle for the scroll. Sources also vary on whether Feofila was the first or the last to ascend, but the consensus is that Feofila chose each of the other eight members of the Blessed Nine to aid her in helping protect humanity in the new age after the Great Rising. Once all of the Blessed Nine had ascended, Feofila destroyed the scroll for good, to protect mortals from their own desire for power and immortality. Still, rumours abound that the scroll survived, and many quests have taken place over the years to find it.
Domagoj

Followers of Domagoj know better than most that every rose has its thorn, and their temples are filled both by those who prize aesthetic pleasure above all else, and those seeking to understand—or at least guard—life beyond mortality. Said by some to be the lover of Feofila, and said by others to be their sibling, Domagoj fills a wide portfolio, and the tenor of their temples is often dictated by which of their two foci takes precedence for any given priest.

Domagoj’s temples tend to favour beauty in its worshippers as well as its philosophy; their temples are generally in beautiful buildings, with beautiful decor, filled with beautiful people. It’s said that in life Domagoj was so lovely to behold that to gaze upon them was painful — it was a spurned lover who killed Domagoj, though according to some traditions Domagoj lingered as a specter before they were raised to divinity.

Some traditions say Domagoj was a human, while others suggest they were an elf, or even an aasimar. Domagoj is the one who guides souls to the afterlife, and their priests are generally considered the authorities on the rites of death if you want your loved one to enjoy a peaceful afterlife.
The Hot Ones

"The Hot Ones" are a trio of, well, hot people who apparently tried to mug Samsok in Mohkinstsis. Their names are Eleanor, Allan, and Sally. Samsok is not sure what their motivations were, but after he saw Sally try to slip something into his drink, he confronted her, and the situation quickly escalated. Ultimately, the hot ones fledd by magical means.
Material Plane

The Material Plane is one of several known planes within existence. It is, generally speaking, the land where mortal life takes place, encompassing both Ki and An. It is closely connected to three other planes: the Feywild (land of the fae), the Shadowfell (the dark mirror of the Material Plane), and the Ethereal Plane (a transitional plane comprised of the Border Ethereal and Deep Ethereal).

Travel between the Material Plane and other planes is possible, but can be perilous. While some consistent, established portals between the Material Plane and other planes exists, they are rare, and little-known. Most travel between planes involves either high-level magic or happenstance.
Werewolf

Werewolves, along with vampires, were the most common humanoids in Ki prior to the opening of the gates and ensuing flood of other species from An. Like vampires, they offered their friendship to humanity following the Great Rising; like vampires, their friendship seems to come at a cost. Most human communities find themselves with a local werewolf pack to help protect their home in exchange for goods and services — those who don't often find themselves wishing they did.

Though not as long-lived as vampires, who may or may not be immortal, werewolves tend to live longer than humans, with born wolves living longer than bitten wolves. The lifespan of a born wolf is roughly equivalent to that of a dwarf.
Aleida de Gris

A high priestess of Feofila based in Mohkinstsis, Aleida came to Red Deer following the events in the Mephistopheles Dungeon. Though initially she and her compatriot Edmund Serpentwind claimed to be investigating the cult activity, they confided to Rorrik and Vyre that they had come to investigate the presence of the Stranger, who is something akin to a devil in their eyes.

Rarely seen without her pet rabbit, Aleida has powerful magic and a keen ear for falsehoods. She bewitched both Sam and Rorrik to get information from them, which led to the revelation of Sam's connections to the Stranger. Though she was called back to Mohkinstsis by reports of the Stranger being seen near that city, she has sent messages to Rorrik a few times, seemingly to check whether or not he is still charmed by her.
Halyna

As with the followers of Celestyn, followers of Halyna almost always at least pay tribute to their preferred god’s paramour. Though naturally a favourite among sailors and those bound for travel by boat, Halyna is also popular among those who live in areas where any storms prevail, from blizzards to hurricanes. Even in areas fraught by other forms of natural disaster, such as earthquakes, prayers to Halyna are viewed as a worthwhile precaution.

It’s said that Halyna was once a beautiful human woman, and that when she met Celestyn, one of the first elves to cross over from An, they fell deeply in love. The union was forbidden by both Celestyn and Halyna’s families, and the pair were cruelly tested — Celestyn was boiled in oil, while Halyna was forced to walk through a pitch-black labyrinth with floors made of broken glass. Miraculously, they both survived their trials, and would not repent their love for one another. As punishment, Celestyn was torn apart by wolves, and Halyna was drowned at sea.

However, their bond extended beyond death, and they ascended together — while Halyna has the power to bring destruction down on the unworthy through the forces of nature, Celestyn uses the moon to punish mortals, whether bestowing the curse of lycanthropy to those deserving punishment, or guiding packs of wolves to those who truly deserve death. Given the nature of the trials they were put through, bloodletting and extended periods underwater are both common forms of worship for both gods.
Samsok

Samsok is a fantastical technicolour bugbear who has the best drugs this side of the Feywild. He met our heroes during their search for the Ethereal Plane, and offered various Truths about them — such as Gulo's status as a secret, and Zohal's imminent meeting with her sister.

Initially, Samsok thought our heroes had come to sell or trade Theodard so he could eat the halfling, and though he was disappointed to realize that wasn't the case, he seemed happy enough for some new friends. After fighting some angry trees with our heroes, he agreed to meet up with them in Mohkinstsis for the Stampede, to deliver their treated yeti furs and get to know them all a little better.

Our heroes have since met up with Samsok in Mohkinstsis, and so far no one has gotten arrested for killing any handsome dark-haired male elves. Good job, team!
Under Pressure

Under Pressure is the first episode of Cracké.

## Characters

* Ed (Debut)
* Ed's Eggs (Debut)

## Synopsis

Ed's nest is near a rock and when he collects a leaf for his nest the rock falls slowly and he makes himself flattened by the big rock to save his eggs.

## Plot

Ed pick some leafs near a rock and build it for his nest, the rock started to roll and Ed quickly save his eggs but he left one egg, the last egg was nearly getting crashed, Ed save it and his leg got stuck, the rock flattened his body squeezing some of his bones out pushing the eggs, Ed tries to stop by using his head but it squashed out his eyes and a longer tongue, Ed's eyes and his eggs rolled to a safe spot, Ed's and his eggs are now safe.

## Trivia

* This is first episode of Cracké.
* This is the first appearances of Ed and his eggs.
Classes

## Info

Classes are a crucial part of Zakkaria. They provide various stat boosts and skills, and there are various sub-classes.

## Classes

### Swordsman

The [Swordsman] class focuses mainly on dealing Damage with their swords, and their damage scales on the STR stat. They're arguably the easiest class to use, and have good Damage and Defense. They are very versatile, and can act as a Tank or as a Damage Dealer.

### Archer

The [Archer] class focuses mainly on dealing Damage from afar with their Bows. They can deal fast and good Damage from afar.

### Mage

The [Mage] class focuses mainly on dealing Damage with their Catalysts. They have the highest damage out of all the Classes, but have the lowest Defense.

### Lancer

The [Lancer] class focuses mainly on dealing Damage with their Spears. They have high Damage and decent Defense, but are very hard to use.
Weapons

## Info

**Weapons** in Zakkaria are equipment that assists the player during their quests by helping them deal damage to the enemies.

There are currently five different types of weapons in Zakkaria. Go to each weapon type's page (Bows, Spears, Claymores, Catalyst, or Swords) for a list of all weapons of that type. They can either be taken from Treasure Chests, or from the drops of Monsters, or Forged.

## Weapons

### Swords

Sword attacks are the middle ground of melee weapons, the damage of their hits and speed of their attacks are somewhere in between the slow attacks of Claymores and the rapid attacks of Spears.

### Bows

Bows boast long-ranged attacks in the game, with charged attacks that are capable of hitting monsters as far as the eye can see with the proper aim.

### Spears

Spears have the fastest attacks of all the weapons and good forward reach.

### Catalyst

Due to their magical nature, all Normal and Charged attacks performed with a Catalyst are considered mana Damage. The element of the Damage depends on the wielder's natural element.
Dull Blade

the Icon of Dull Blade.

## Awakening

The Icon of Dull Blade after it's Awakening.

## Info

The Dull Blade weapon is a Sword type Weapon, and is part of the Beginner Weapon series. It requires level 0 to equip, and has 1 Skill.

## Skills

### Heavy Strike

When used, the user will raise this sword, wait for a second, and strike down. Requires 10 Mana to be used.

## Description

*Youthful dreams and the thrill of adventure. If this isn't enough, then make it up with valiance.*
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Jess

## Caractère

Jess est une joueuse de jeu de plateaux. Elle est présentée comme une experte des jeux de société mais débutante complète en jeu de rôle. Elle est intelligente, posée et calculatrice.

## Relations

Jess est une amie d'Alex avec qui elle joue à des jeux de société. C'est à son invitation qu'elle rejoint la partie de Matrix. C'est la seule dont on voit la première partie de jdr. Elle n'a jamais joué avant mais, habituée aux jeux de société, elle sait analyser les règles pour en tirer le meilleur. C'est pour cette raison qu'Alex la contacte et l'invite à jouer à Matrix étant donné la complexité du jeu.
The Nine Hells

The Nine Hells are the domain of devils. Unlike the afterlives depicted in various religious traditions over the years, the Nine Hells are a documented place and can get you no matter what your religious standpoint, most notably through the making of contracts. Each of the Nine Hells is ruled over by a different devil lord, with all of them constantly vying against the rest for power.
Tolvis Fawndancer

Tolvis Fawndancer is an elven druid who usually lives north of Red Deer. During the events of the illness, Tolvis was badly infected and had to be rescued by the party, having nearly reached death from exhaustion and dehydration. Once the party had solved the mystery, he offered them his Cloak of Elvenkind as thanks.