recursal/Fanatic-Fandom huggingface dataset:
Guild of Passage

> *“We get things where they need to go. It doesn’t matter if it’s a letter, a person, or a hundred tons of steel. Whether we have to cross mountains, rivers, or the galaxy itself, Orien finds a way.”*
>
>

> — Bali d’Orien, veteran courier and guildmaster
>
>

## House Orien

   The House of Passage governs motion, its members can move with uncanny speed and precision. Running, leaping, climbing — their power enhances every form of movement. They can even slip through space, leaping from point to point in the blink of an eye.

The House of Passage manages land transportation. The Lightning Rail is the house’s most dramatic tool, linking major planets with powerful corridors, but Orien runs coaches across the length of planets. The fastest vehicles are those driven by House Orien, but the house also licenses unmarked teamsters. The Courier’s Guild of House Orien delivers mail and packages and has a branch that handles more covert and dangerous deliveries.

Orien has dominated transportation for centuries, but now the house is facing challenges. The expanding role of Lyrandar airships threatens Orien’s business. Long distance teleportation is a service only the strongest in the House can provide. Now Orien, seeking to expand its use of teleportation, is working with Cannith to find ways to make this more commonly available.

## Racial Traits

* **Ability Score Increase:** Your Dexterity score increases by 2 and one other ability score of your choice increases by 1.
* **Courier's Speed:** Your base walking speed increases by 10 ft.
* **Intuitive Motion:** When you make a Strength (Athletics) check or any ability check to operate or maintain a vehicle, you can roll one extra d4, and add the number rolled to the ability check.
* **Orien's Grace:** When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
* **Shared Passage:** As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can’t use it again until you finish a long rest.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding
Vom Regen in die Kirche

**Vom Regen in die Kirche** ist die erste Folge von Sankt Maik.

## Zusammenfassung

Maik Schäfer ist hauptberuflich Betrüger. Als er bei einem Raubzug durch einen ICE plötzlich in der Falle sitzt, zieht er sich in seiner Not die Kutte eines toten Priesters über und flüchtet auf den Bahnsteig von Läuterberg, wo er von der Haushälterin des neues Priesters für den verschiedenen Mann gehalten und in dessen Haus gebracht wird. Er spielt das Spiel mit, denn er kann gerade ohnehin nicht in seine Heimat Berlin zurückkehren. Vorher muss er 50.000 Euro auftreiben, um Schulden bei einem Gangster-Boss zu tilgen. Und es scheint, als könne ausgerechnet die Kirche dieses Problem lösen.

## Cast

### Hauptdarsteller

* Daniel Donskoy - Maik Schäfer
* Bettina Burchard - Eva Hellwarth
* Vincent Krüger - Kevin Schäfer
* Marie Burchard - Ellen Hellwarth
* Susi Banzhaf - Maria Böhme

### Gastrollen

Dorothee Föllmer, Henri Krummel, Jochen Langner
Green Bush Rat Snake (Rhadinophis prasinus)

Non-venomous. Named afte the Latin word prasinus = leek green, which refers to the yellow-green colour of the species. From North Vietnam some turquoise animals are known also, others show white spots between the scales. Like *Rhadinophis frenatum* this species was placed into the genus Gonyosoma, it remains to be seen how long the scale counters stick to this opinion. Unlike the brown and striped eyes of *Rhadinophis frenatum* the iris of this species is completely green.

The species has similar needs as its sister species, but is easier to maintain and bred frequently. In the terrarium, this species is relatively quiet and lives as secretive as possible like in nature. Its small size is particularly pleasing and makes the green bush snake a perfect pet.
Armoured Catfish (Callichthys callichthys)

The armoured catfish will grow in length up to 20 centimeters. The females are larger and more robust, and are a dull olive-green, while the males are brighter in color.

It lives in a variety of water types, from anoxic conditions to slightly turbid, but free-flowing, streams. When its biotype becomes dry, it can move out of the water, due to its ability to swallow air and use its intestines to absorb oxygen from the atmosphere, to find more water.

It feeds at night on fish, insects, and plant matter. These catfish school in shaded ponds in the Bamboo Falls. Small creatures beware.

Assessment: Harmless to larger creatures.

* **Challenge** 1/2 (100 XP)
* **Armor Class** 14 (natural armour)
* **Hit Points** 15 (2d10 + 4)
* **Speed** 5 ft., swim 20 ft.

* **Skills** Perception +4, Stealth +3
* **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
* ***Water Breathing.*** The catfish can breathe only underwater.
* ***Hold Breath.*** While out of water, the catfish can hold its breath for 30 minutes.
* ***Slippery.*** The catfish has advantage on ability checks and saving throws made to escape a grapple.

**Actions**

* ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the catfish can't bite another target.
* ***Swallow.*** The catfish makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the catfish, and it takes 5 (2d4) acid damage at the start of each of the catfish's turns. The catfish can have only one target swallowed at a time. If the catfish dies, a swallowed creature is no longer restrained by it and can escape from the corpse, exiting Prone.
Leafy Moth

This distinctive moth has deep reds and greens running through its leafy wings. It's difficult to classify as purely flora or fauna. It feeds by spreading its chlorophyll-rich wings in a patch of sunlight and flapping gently. When in great quantities, the Leafy Moth can make bare trees appear lush.

They will hibernate during the winters, and are active only during the warm summer months.

Taste: Tastes slightly of spoiled spinnach. Side-affects may include drowsiness, sometimes used as a sedative.
Java Sparrow (Lonchura oryzivora)

Small, beautiful, and quiet, the adorable Java finch has been popular as a cage and aviary bird for many years. These birds require a "hands-off" approach to bird ownership. This is why they are often hailed as wonderful choices for both very young as well as older bird owners who want a bird that is easy to care for.

The Java finch has very calming vocalizations with a signature chipchipchip song and they are best kept in pairs or with other birds. Their elegant in-cage flight maneuvers help put them among the most interesting small bird to keep and observe.

Java finches are social little birds, but often are far too timid for direct human interaction. Some pet owners have reported success in bonding with their finch, though. Typically, they thrive in pairs or small flocks kept within a flight cage.

If you are thinking of adopting a Java finch, then you may as well prepare yourself to take in at least two or even three. These birds cannot be kept singly and will become very depressed without another finch to keep them company.

Beyond that, these birds are quiet, passive, and non-aggressive. They can be kept with other finches, both large and small, without issue. A pair of Javas can be a nice addition to a diverse aviary. The only time they show aggression is usually between two male Javas, and even that is minimal.
Sweetpuff & Ragepuff

A ball of soft, fluffy feathers, Sweetpuff and Ragepuff are actually of the same species. The females are brown and white in colour, while the males are a dark blue. Their disposition are quite different.

Assessment: Edible, mostly harmless

Taste: Literally like white bread, and with slight wiff of saffron.

These birds take great care of their young, with one doting parent, and one ball of protective fury. They will always let out angry chirps when anyone encroaches on their territory.

They are incapable of true flight, and can only glide for short distances. Their powerful long legs allows them to hop as their main mode of transportation. They spend the majority of their time on the ground.

 Abilities

* **Challenge** 0 (10 XP)
* **Armor Class** 10
* **Hit Points** 4 (2d4)
* **Speed** 20 ft.

* **Senses** Passive Perception 16
* ***Dynamic Duo.***A sweetpuff or ragepuff can chirp to call their counterpart for reinforcement. Whenever a creature damages their partner with an attack or spell, they can take one action against that creature as a bonus action.

### Actions

* **Beak.** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage.
Hammerfest

Hammerfest is a planet of the Galactic Federation, best known for its underwater cities and large-scale metal exports.

## Climate

Hammerfests surface is completely covered in water several kilometers deep. The planet is on the outer fringe of the 'green zone', and therefore permanently covered in ice of varying thickness. Life on the surface for most species is impossible without massive technological aid.

The liquid water underneath the ice, though, with warm and cold currents due to the constant volcanic activities allow for an amazing variety of marine lifeforms.

Natives on Hammerfest live in sub-aquatic bases, swimming or travelling with a large fleet of submarines. It is the homeworld of Merfolk.
Ragesquid

If one ever manages to catch these speedy creatures, they're in for quite the treat. Very few parts of this bright animal are edible raw, but if cooked in a creamy broth its natural toxins can be neutralised.

Assessment: Aggressive but not dangerous. Edible with preparation.

Taste: Has a slightly grimy and gitty texture. Tastes reminiscent of citrus, like squid mixed with lime, no extra lemon juice needed!

## Abilities

* **Challenge** 0 (10 XP)
* **Armor Class** 11
* **Hit Points** 5 (2d4)
* **Speed** 0 ft., swim 25 ft.

* **Senses** Passive Perception 13
* ***Hooked Suction Cups.*** A ragesquid can move on and attach itself to any solid surface. If this surface is a creature, it takes 1 piercing damage for each turn the ragesquid remains attached to them.
* ***Inked Veins.*** Any ability sucking blood from the ragesquid instead sucks ink, taking 7 (2d6) poison damage and becoming Poisoned for 1 minute.

### Actions

* ***Ink Blast (Recharge 6).*** The walking squid ejects almost all the ink it has contained in its body. All creatures within 5 ft. of the squid must make a DC 10 dexterity saving throw or is blinded for 1 minute. The creature can make a DC 10 consitution saving throw at the end of each turn, if it succeeds, the effect ends.
House Nach'Nakara

Nach'Nakara proudly trace their lineage back to the extinct House Tarkanan of Valyria. Following the ideals of their ancestors, they act unrestrained and reject the rules and opinions of anyone they are not beholden to.

## Overview

Easily the most aggressive of the houses, they are also highly flexible. Ever since the fall of Valyria, a Nach'Nakara has been Emperor of the Phoenix Empire. Even though the other major houses sometimes quibble over the fact, their rule is more or less cemented.

The most interesting challenge for them currently is internal. The dispute between the 'old school' scorched earth attitude, and the 'new school' who are more cooperatively minded. To say that these two groups do not get along is an understatement, and most encounters between them trend towards bloodshed.

Nach'Nakara's line of inheritance depends entirely on who survives to inherit. It's encouraged within their society to murder, bribe, or otherwise remove everyone before your line of inheritance, and anyone who manages to work their way up the ladder with underhanded means is lauded for upholding Nach'Nakara values. Killing those *behind* you preemptively and without provocation is considered to be an act of weakness, killing those behind you who *might* be a threat is seen as a sign of a Naka'Nakara 'settling'.
Wendigo

A lone wendigo is a danger to any traveller. Swift and strong, these towering creatures will drop to all fours and attack anyone who threatens their territory. They are capable of understanding Common, though they do not speak it.

The wendigo's hooves are regarded by some as good luck. A feast to some, the wendigo's psychosis effect makes it unwise to consume for most creatures.

Assessment: Highly aggressive. Avoid.

Taste: Death. Seriously guy, do not attempt to eat a wendigo, it causes psychosis.

## Abilities

* **Challenge** 3 (700 XP)
* **Armor Class** 16 (natural armor)
* **Hit Points** 52 (8d8 + 16)
* **Speed** 40 ft.

* **Damage Vulnerabilities** Fire
* **Damage Resistances** Necrotic
* **Damage Immunities** Cold
* **Condition Immunities** Charmed
* **Senses** darkvision 60 ft., passive Perception 10
* **Languages** Common
* ***Masks of the Wild.*** The wendigo can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
* ***Flesh Consumption.*** The wendigo regains 16 (2d10 + 6) HP when it consumes a medium or larger corpse.
* ***Flesh*** ***Psychosis.*** A creature that bites the wendigo must succeed on a DC 13 Constitution saving throw or become Beserk. A beserk creature must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, it attacks one at random. The condition ends if there are no creatures within 60 ft of it that it can see or hear. Creatures immune to Charmed are also immune to this effect. A *calm emotions* spell, or any other effect which suppresses or removes the charmed condition can also cure the berserk condition in addition to its usual effects.
* ***Pounce.*** If the wendigo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the wendigo can make one bite attack against it as a bonus action.

### Actions

* ***Multiattack.*** The wendigo makes two attacks: one with its bite and one with its claws.
* ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. On a hit, the target must succeed on a DC 13 Constitution saving throw or take an additional 9 (2d8) necrotic damage.
* ***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.
Puddlehopper

Difficult to catch, and more difficult to hold onto, the poison this frog secretes can be used to revive an unconcious creature.

A character can extract the poison of puddlehopper with a successful DC 14 Survival check. On a successful check, the character extracts a single dose worth of the poison. On a failed save, the poison is ruined but the character suffers no ill effects unless they roll a natural 1, in which case they are exposed to the poison while attempting to extract it. A puddlehopper can supply only a single dose of poison per week.

Assessment: Can be collected and repurposed for awakening potions.

* **Challenge** 1/8 (25 XP)
* **Armor Class** 13
* **Hit Points** 2 (1d4)
* **Speed** 20 ft., **swim** 20 ft.

* **Skills** Perception +1
* **Damage Immunities** poison
* **Condition Immunities** Poisoned
* **Senses** Darkvision 30 ft., Passive Perception 11
* ***Amphibious.*** The puddlehopper can breathe air and water.
* ***Standing Leap.*** The puddlehopper uses it's Dexterity (Acrobatics) instead of its Strength (Athletics) checks for climbing or jumping. The puddlehopper's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
* ***Bright Skin.*** The puddlehopper have disadvantage on Dexterity (Stealth) checks. A creature that spots a puddlehopper is entitled to a DC 5 Wisdom check to realize that the puddlehopper is poisonous. Creatures that succeed this check will not attempt to eat a puddlehopper.
* ***Toxic Skin.*** If a creature touches a puddlehoper, it must make a DC15 constitution save, or take 2d4 poison damage and be poisoned for 1 hour. The creature takes half damage on a success and is not poisoned.
Glowing Pocketmouse

Cousins of the Satin Pocketmouse, their baubles emit a soft glow and spontaneously produce embers. Great for starting a campfire, or for burning your house down. The happier it is, the brighter it glows.

If removed from the pocketmouse, these baubles will eventually extinguish, completely fading out in 2 (1d4) days. But this light may be replenished fully by leaving them out in the sun for 4 (1d8) hours.

Taste: A very very distinctive and powerful taste of spicy nuts and coffee. And burns.

* **Challenge** 0 (10 XP)
* **Armor Class** 10
* **Hit Points** 1 (1d4 - 1)
* **Speed** 25 ft.

* **Senses** passive Perception 11
* **Damage Vulnerabilities** Cold, Necrotic
* **Damage Resistances** Radiant
* **Damage Immunities** Fire
* ***Glowing.*** The glowing pocketmouse will always emit bright light for 10 ft. and dim light for another 20 ft. It has disadvantage on Dexterity (Stealth) checks requiring sight.
* ***Solar Charge.*** The Glowing Pocketmouse becomes Exhaused if it goes a day without being exposed to sunlight. Every day the mouse gains another level of Exhaustion. This condition can be recovered by spending 1 hour in the sun.

**Actions**

* ***Shining*** ***Embers.** Ranged Magic Attack.* +2 to hit, range 30 ft., one target. Hit : 4 (1d8) radiant damage. Radiant flame descends on a creature that the pocketmouse can see within range. The target gains no benefit from cover for this saving throw. This attack can only be used under direct sunlight.
* ***Firestarter.** Melee Magic Attack.* +2 to hit, range 5 ft., all targets. Hit: 2 (1d4) fire damage. The Glowing Pocketmouse may start a fire around itself until the beginning of its next turn. Any creature within 5 ft. takes 2 (1d4) fire damage on hit. A creature must also make a DC 10 Dexterity saving throw when it moves into the 5 ft. range or ends its turn there, taking the damage on a failed save.
Arachnid Wyrm

## Physicality

The Arachnid Wyrm's face resembles that of a spider, having what looks like pincers on the sides of its mouth and eight round, pure black eyes. It has many spikes on its head. It has a thin, millipede type body that is a dusty gold color with eight legs and long claws on its feet. It has a pair of long, brown wings.

## Behaviour

With much attention spent to what rules the skies, the land beneath mortal feet holds many mysteries. This is where the arachnid wyrms thrive. Consuming prey and power in caverns with infinite time, the arachnid wyrms were undisturbed for centuries. But now, their hunger grows, drawing them towards the surface.​

More legs to outrun prey. More eyes to see where they're hiding.

### Actions

Enfeeble

Northern Lights (light)

Sacrifice
Woodland Turkey

### Cry

Fairly reclusive, this fowl has a ghastly form that gobbles from beyond the grave. Strange and unnatural.

Assessment: Edible, high calorie count. Tastes like turkey with extra substance.

## Abilities

* **Challenge** 1/2 (100 XP)
* **Armor Class** 12 (Natural Armor)
* **Hit Points** 19 (3d10+ 3)
* **Speed** 20 ft., fly 5 ft.

 13 (+1)

* **Skills** Perception +3
* **Senses** passive Perception 13
* ***Keen Sight and Hearing.*** A turkey has advantage on Wisdom (Perception) checks that rely on sight or hearing.
* ***Clumsy Flyer.*** A turkey cannot sustain flight for more than one turn.
* ***Aversion to Water.*** A turkey will cease its attack and flee the area if sprayed with water.
* ***Poultrygeist*** The woodland turkey will create a ghostly form with full HP upon death. The original body will have died. The spirit has the same HP of its previous form, and has the same stats and memories. It gains the following traits.
	+ ***Incorporeal Movement****:* The turkey can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
	+ ***Undead Nature.*** The turkey does not require air, food, drink, or sleep.

### Actions

* ***Beak***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
* ***Talons***. *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
Crimson Emperor

The immature young of the Crimson Emperor do not have wings, looking simply like tiny deer. Although small, they have a large ego. Often grumpy, these creatures are in constant danger of being trampled by larger animals.

Despite its appearance, the Crimson Emperor is not a malignant creature. Its striking coloration is used to ward off predators and attract potential mates. The females have a much duller colouring than the male, helping them camoflage rather than attract attention. Some consider it a harbinger of misfortune, but most dismiss such omens as old-wives tales.

Assessment: Harmless.

Taste: The crimson emperor's meat is highly chewy. Remove the wings, as they're powdery. Its flavor is best described as sweet potatos covered with garlic.

## Abilities

* **Challenge** 1/8 (25 XP)
* **Armor Class** 12 (Natural Armour)
* **Hit Points** 10 (3d6)
* **Speed** 20 ft., fly 40 ft. (hover)

* **Senses** passive Perception 13

**Actions**

* ***Horns***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit: 5* (2d4) piercing damage.
Tigerblood Foo

Their naturally curious and good-natured disposition leads them to be commonly used as mounts, and often bestowed with ornamental clothes. Known to sit as still as a statue when they lay in wait, these sentries are capable of leaping into sudden and violent motion.

Assessment: Friendly unless hunting. Approach with caution.

Taste: It's considered very bad luck to eat a tigerblood foo.

* **Challenge** 2 (450 XP)
* **Armour Class** 15
* **Hit Points** 42 (5d10+15)
* **Speed** 40 ft.

* **Skills** Perception +3, Stealth +6
* **Senses** Darkvision 60 Ft., passive Perception 13

* ***Keen Smell.*** The foo has advantage on Wisdom (Perception) checks that rely on smell.
* ***Pounce***. If the foo moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the foo can make one bite attack against it as a bonus action.

**Actions**

* ***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*17 (2d10 + 6) piercing damage.
* ***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*15 (2d8 + 6) slashing damage.
Chicken Alfredo Bake

## Ingredients

* ½ pound Fettucinne (or Linguine), boiled and drained
* 6 tablespoons Butter
* 3 tablespoons Flour
* 1 can (14.5 ounces) Chicken Broth
* ½ cup Cream
* ½ cup Parmesan Cheese (shredded)
* 2 breasts Chicken Breasts, chopped
* 2 pieces Bacon

## Instructions

1. Preheat oven to 350
2. Cook pasta, drain and toss with oil to prevent from sticking. Set aside
3. Cook bacon, break into small pieces and set aside.
4. In a saucepan, melt butter over medium heat
5. Gradually stir in flour, once all flour is added gradually stir in broth
6. Heat to boiling, stirring constantly to prevent scorching.
7. Once boiling, stir in cream and parmesan cheese.
8. Continue stirring until boil resumes and cheese is melted.
9. Combine pasta, sauce, bacon, and chicken in baking pan and toss together
10. Sprinkle with parmesan cheese
11. Bake for 30 minutes, or until center is hot.
House Cor'swane

## Overview

Highly educated and flawlessly mannered, House Cor'swane is the most diverse of the Houses, ranging from colourful merchant princes to pious sages. They are the least obviously aggressive and prefer sly wit over blunt violence. They have a penchant for long-term plotting, and for crafting intricate and insidious plans.

Perhaps the House most involved with the slave trade alongside House Nach'Nakara, House Cor'swane is arguably the richest of the Royal Houses. So far, they have remained demure and seek cooperation with the other houses, with the notable exception of House Sia'Dar. With Cor'swane's history of misogynism, they look down on Sia'Dar's matriarchal lineage, and believe them to be second-class, barbarian nobles.

With a derisive attitude toward women, Cor'swane men always hold a higher rank than his wife, even if he married up. Most other Houses besides Cor'swane and Ai'Tarr do not consider gender in their inheritance laws, but for House Cor'swane, every son inherits before any daughter, regardless of age or any other attribute.

Some parts of House Cor'swane still grumble about their lost chance at becoming the ruling House.
Chipskink

No nut or insect resembling a nut is safe. They are arboral and spend most of their lives in trees. Their urge to cling and climb is so strong that people may end up with a chipskink affixed to their clothing when wandering through dense brush.

Their fur is patterned with bioluminescence, and these colourful creatures will glow in the dark.

Taste: Chipskinks don't taste very good. Their meat can be compared to bitter cheese.

## Abilities

* **Challenge** 1/8 (25 XP)
* **Armor Class** 13 (Natural Armour)
* **Hit Points** 4 (1d6)
* **Speed** 30 ft., climb 30ft.

* **Senses** passive Perception 13
* ***Illumination*.** The chipskink sheds dim light in a 20-foot radius.
* ***Bravado*.** The chipskink has advantage on all saves against fear and fear effects.
* ***Keen Hearing and Smell.*** The chipskink has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Actions**

* ***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
* ***Attach*.** A chipskink that succeeds on a Bite attack can choose to sink in its teeth, automantically landing a bite on that creature each round that the chipskink stays attached. They can disattach as a bonus action, and can be removed with a successful pin with a grapple attack, or by killing the chipskink.
Malevolent Spirit

The very last thing you want to encounter on a dark night. A lumbering mass of bones, this shambling horror is draped in rotting clothe and surrounded by a shroud of thick mist.

Assessment: Extreme threat - Avoid in all circumstances

* **Challenge** 10 (5,900 XP)
* **Armor Class** 16 (Simple Armor)
* **Hit Points** 94 (8d10 +50)
* **Speed** 20 ft., fly 40 ft.

* **Saving Throws** Int +5, Con +3
* **Skills** Arcana +6, Stealth +6, Insight +5
* **Damage Resistance** Fire, Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
* **Damage Immunities** Necrotic, Poison
* **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
* **Senses** Darkvision 120 ft., passive Perception 12
* **Languages** Common, Abyssal, Infernal
* ***Dark Shroud.*** The malevolent spirit is surrounded by a 10 ft sphere of darkness. Darkvision can see through it as though it were dim light, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 1nd level or lower, the spell creating the light is dispelled, otherwise the spell creates dim light. Creatures without abilities such as darkvision, truesight, blindsight or a magical source of light have disadvantage on attack rolls against the malevolent spirit.
* ***Magic Resistance.*** The malevolent spirit has advantage on saving throws against spells and other magical effects.
* ***Spellcasting**.* The malevolent spirit is an 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The spirit has the following wizard spells prepared
	+ Cantrips (at will): fire bolt, chill touch, mage hand, ray of frost
	+ 1st Level (4 slots): magic missile, detect magic, mage armor
	+ 2nd Level (3 slots): hold person, mirror image, suggestion
	+ 3rd level (3 slots): counterspell, fireball, dispell magic
	+ 4th level (3 slots): dimension door, blight
	+ 5th level (1 slot): cone of cold

**Actions**

* ***Claw***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
House T’Garun

## Overview

House T'Garun, in general, strives to be visibly passionate and dramatic, as they believe that only deep-felt, intense emotions and convictions will inspire others to follow them and accept them as leaders. A House with a quick temper, easy to anger and easy to amuse, they have a history of being goaded into foolish actions. As such, they have a reputation for incredible perseverance but little common sense.

Since coming to power, T'Garun seems surprisingly content, concentrating their energies on developing their internal structure and future goals. They are on friendly terms with House Nach'Nakara and House Sia'Dar, but their relations are understandably rocky with House Ai'Tarr and House Cor'swane as their temperaments couldn't be more different.

Unlike most Houses where marriages are arranged, no one would begrudge a T'Garun for marrying for love. However, in a purely political marriage, it's not frowned upon nor is it punishable for either side of the arrangement to sleep with other people, as cheating is not a concept for them. Adultery is not a crime amongst the T'Garun, as they feel like passion can never be criminal.
Lux Spectre

With glowing bodies and a hazy outline, these impish spectres appear at the edges of ones vision when the nights are darkest, leading many to believe they are figments of their mind. While they appear non-threatening, the experienced take care not to let this spectral creature pass through them.

Although unable to be contained physically, magical spells can bind the lux spectre to objects, forcing it to remain within 120 ft of it.

Assessment: Unaggressive unless provoked. Natural light source.

## Abilities

* **Challenge** 1/2 (100 XP)
* **Armor Class** 12
* **Hit Points** 16 (3d8+3)
* **Speed** 0 ft., fly 40 ft. (hover)

* **Skills** Stealth +4
* **Damage Resistance** Radiant; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
* **Damage Immunities** Necrotic, Poison
* **Condition Immunities** Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
* **Senses** Darkvision 60 ft., passive Perception 10
* ***Ephemeral***. The lux spectre can’t wear or carry anything.
* ***Illumination.*** The lux spectre sheds bright light in a 10-foot radius and dim light for an additional 10 ft radius.
* ***Spectral Movement.*** The lux spectre can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The lux spectre can target the creature it moved through and use *Strength Drain* as a bonus action.

### Actions

* ***Invisibility***. The lux spectre and its light magically become invisible until it attacks or uses its Strength Drain, or until its concentration ends (as if concentrating on a spell).
* ***Strength Drain.*** *Melee Spell Attack:* +4 to hit, reach 5 ft, one creature. Hit: 7 (2d6) lightning damage. The target's strength score is reduced by 1d4 The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Small Cabbage White (Pieris rapae)

The *P. rapae* larva is voracious. Once it hatches from the egg, it eats its own eggshell and then moves to eat the leaves of the host plant. It bores into the interior of the cabbage, feeding on the new sprouts. The mustard oil from the host plant makes the larva distasteful to birds.

Adult *P. rapae* use both vision and olfactory cues to identify flowers in their foraging flight. The cabbage butterfly prefers purple, blue and yellow flowers over other floral colors. Bird predators include the House Sparrow (Passer domesticus).

The gritty texture of the butterfly can leave a bad taste in the mouth.
Beef Barbacoa Bowls

* Cilantro Lime Quinoa - https://www.veggiessavetheday.com/cilantro-lime-quinoa/
* Beans: 1-2 cans Black Beans
* Optional: Avocado

## RECIPE:

* Dice onion set aside
* If using fresh garlic, dice and set aside
* Juice 1 lime and set aside
* Add 2 tablespoons of oil to Instant Pot and brown meat with the “Saute” setting.
* Once your meat is browned turn off instant pot or switch to keep warm, then add:
	+ beef broth
	+ rice vinegar
	+ tomatoes
	+ onion
	+ garlic
	+ chipotle peppers
	+ cumin
	+ smoked paprika
	+ chili powder
	+ juice of 1 lime
* Mix ingredients and put lid on
* Turn instant pot to manual setting for 44 minutes
* While meat is cooking, prepare quinoa, beans, avocado and corn
* Once the barbocoa is done cookingdo a quick release (takes about 6 minutes), then turn on the “Saute” setting. Let your sauce cook down to about ½ of what it is currently (around 8 minutes)
* Once your barbocoa sauce is cooked down (about 5 ish minutes), put into another bowl to shred.
* Put shredded beef back in instant pot and let it warm through
* Mix beef, quinoa, corn, beans and avocado in bowls and enjoy.

## Notes

This recipe originally came from here:

https://www.youtube.com/watch?time\_continue=4&v=JqPfXRm-1-0

I made very few alterations - subbing in smoked paprika, doing a full can of peppers etc. It's a very good recipe and makes about 6 servings, great for lunch prep.
Guild of Death

> *"Look not to the skies, nor the depths below, nor even the distant past or future. Seek the divine within, for the blood is the life, and in its call can be heard the promise of eternal life. One has but to listen." -* Lady Vol d'Tarkanan
>
>
>

## House Tarkanan

Though scholars have debated as to the actual power wielded by a member of House Tarkanan, the scope of its capability was, without a doubt, terrible.

Necromancy was banned after Valyria established dominance. Considered forbidden practice, anyone caught learning or doing necromancy can be sentenced to slavery or execution.

House Tarkanan strongly resisted this change, but was ultimately defeated in battle and disbanded.

The twelve dragonlord bloodlines are reliable and predictable, and their powers are constructive. They create; they heal; they protect. But for house Tarkanan, their power is unpredictable and dangerous to both the bearer and the people around them. The power of this line can kill with a touch, or control minds with a glance.

House Tarkanan at its prime saw undeath as a tool. Undead such as skeletons and zombies are useful and a way to thumb your nose at the universe: *You may have killed me, but you’ll have to grind my bones to dust before I stop helping my people.* They believe that their souls are destroyed after death, so there is nothing magical about the body; why not use it in a way that will help those who still live?

## Feat: Tarkanan Heritage

* Increase your Constitution score by 1, to a maximum of 20.

* You learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.

* You can increase the power of your aberrant spells at the risk of your own vitality. When you cast a spell, you can use one of your hit dice to increase the spell's level by 1. Immediately after you cast the spell, roll the hit die. You take damage equal to the number rolled.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding
Kraig's Recipe Database Wiki

## Welcome to Kraig's Recipe Database

I'm Kraig, and this is my recipe database. I've found over the years that I'm terrible about keeping track of recipes, and keeping track of changes I make to recipes - which ultimately has lead to some poor meals. I've created this mainly for personal use, but also as a way to share recipes I've had success with in hopes that I don't forget what I've done right.

## The Wiki's Purpose

The purpose here is mainly so I can store my recipes somewhere that I can easily modify and share them. For that reason, many pages will be protected since those will be pages that I've crafted a recipe for that I don't want altered. I'd love comments and would take suggestions on those recipes, but I don't want to lose what I've already done.
Guild of Hospitality

> *“Welcome, welcome! So good to see you again. Let me get your drink — blackroot tal with honey, yes? And then you have to listen to this story I’ve heard about the strange things going on in the Fourteen Fires. ”*
>
>

> — Alara d’Ghallanda, guildmaster
>
>

## House Ghallanda

They may not always have gold drachmas, but a member of the Guild of Hospitality is sure to be rich in friends. The magic of their blood allows their House to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others, setting troubled minds at ease — a powerful tool, though it can cause anger if abused.

The majority of inns, taverns, and restaurants in the Valyrian Empire are either directly owned by House Ghallanda or licensed by its Hosteler’s Guild. Most people give little thought to House Ghallanda; when compared to the soldiers of House Deneith and the factories of House Cannith, a house of innkeepers seems harmless and inconsequential. But Ghallanda’s strength lies in charm and connections. A Ghallanda member hears many things — if you want to know what’s really going on in a community, talk to the bartender. The leaders of House Ghallanda don’t sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron every truly need something, they likely have a favour they can call in.

Ghallanda has a number of “bound businesses” — franchises run directly by the house. The Gold Dragon Inn is such a business, and Gold Dragon Inns can be found on every major planet, each serving a familiar menu and providing similar services. But many Ghallanda heirs take pride in creating their own unique businesses. There are also many independent restaurants, inns, and taverns that are licensed by Ghallanda. The blink dog seal is an assurance that a locale meets Ghallanda standards of health and quality — but not every inn is run by a member of this Guild.

## Racial Traits

The powerful dragon magic overwrites racial features with its own:

* **Ability Score Increase:** Your Charisma score increases by 2 and your Dexterity score increases by 1.
* **Ghallanda's** **Charms:** You know the cantrips *friends* and *prestidigitation*. Charisma is your spellcasting ability for them.
* **Ever Hospitable:** When you make a Charisma (Persuasion) check or an ability check involving Brewer's Supplies or Cook's Utensils, you can roll one an extra 1d4 and add the number rolled to the ability check.
* **Lucky:** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
* **Everybody's Friend:** You have Advantage on saving throws against being frightened.
* **Languages:** You can speak, read, and write Common and Draconic.

## Other Guilds

 Guild of Death Guild of Detection Guild of Finding Guild of Handling Guild of Healing Guild of Hospitality Guild of Making Guild of Passage Guild of Scribing Guild of Sentinel Guild of Shadow Guild of Storm Guild of Warding
Pygmy Possum Wrasse (Wetmorella tanakai)

This cautious rock dweller boasts a stunning sunset reddish-orange body accented with four thin white bands, plus two false eyespots above and below the tail. Feeding on small benthic invertebrates, the possum wrasse is a shy creature, spending most of its time hiding out in rock caves. They are slow moving, and swim in a hovering almost spaceship like manner.

Catching one can make for a quick snack.

* **Challenge** 0 (10 XP)
* **Armour Class** 10

* **Hit Points** 1 (1d4-1)
* **Speed** 0 ft., swim 20 ft.

* **Senses** passive Perception 15
* ***Water Breathing.*** The wrasse can breathe only underwater.
* ***Elusive.*** The wrasse can make a hide or disengage action as a bonus action. It can attempt to hide even when only lightly obscured by rocks, seaweed, or other similar structures.

**Actions**

* ***Flail***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 1 (1d1) bludgeoning damage.
Kadan

### Composition

41.8% iron, 21.7% oxygen, 16.8% silicon, 16.2% aluminum, 3.6% other metals, trace other elements

## Climate

### Atmousphere Composition

82.1% nitrogen, 17.9% argon, trace other gases

### Temperature

* Min Temp 273 K (0 °C)
* Avg Temp 286 K (13 °C)
* Max Temp 311 K (38 °C)

## Civilization

### Inhabited By

* Harpy

Kadan is a planet of the Gittish Empire, best known for its population of demons, half-demons and harpies and interdimensional portals.

## Star System

Kadan is the third planet in orbit around its star, called Nura by locals. It has an orbital radius of 1.47 x 108 km (0.98 AU) and an orbital period of 8.42 x 103 hours (0.96 earth years).

 **Luminosity** | 3.52 x 1026 W   (0.92 x sol)

The first planet in the solar system is a rocky planet.

The second planet is known as Mot, and is a military space port for Kadan. Originally uninhabited, it now boasts a modest population of workers. It has no water on its surface, but it's the largest planet in its solar system, and has habitable climate and rich mineral deposits.

The forth planet is yet another rocky world, but there has been no large scale operations done here.
Monstranz

Eine **Monstranz** ist ein kostbares, mit Gold und oft auch mit Edelsteinen gestaltetes liturgisches Schaugerät mit einem Fensterbereich, in dem eine konsekrierte Hostie zur Verehrung und Anbetung feierlich gezeigt wird.

Die katholische Kirche benutzt die Monstranz bei Sakramentsprozessionen, vor allem an Fronleichnam, bei der eucharistischen Anbetung und zur Segensandacht.

Als Maik bei seiner Ankunft in Läuterberg von der wertvollen Monstranz erfährt, setzt er alles daran, sie zu stehlen, um sie anschließend zu Geld zu machen.
Suggestion

**Suggestion** is the name given to the psychological process by which one person may guide the thoughts, feelings or behaviour of another.

For nineteenth century writers on psychology such as William James the words suggest and suggestion were used in senses very close to those which they have in common speech; one idea was said to suggest another when it recalled that other to mind or (in the modern phrase) reproduced it.

Early scientific studies of hypnosis by psychologists such as Clark Leonard Hull led to the reclaimation of these words by psychologists in a special and technical sense. The hypnotists of the Nancy school rediscovered and gave general currency to the doctrine that the most essential feature of the hypnotic state is the unquestioning obedience and docility with which the hypnotized subject accepts, believes, and acts in accordance with every command or proposition of the hypnotizer. Commands or propositions made to the subject (they - may be merely implied by a gesture, a glance, or a chance remark to a third person - now regarded as "non-verbal suggestion") and accepted with this peculiarly uncritical and intense belief were called suggestions ; and the subject that accepted them in this fashion was said to be suggestible. As long ago as the beginning of the nineteenth century suggestion and hysteria were linked by Pierre Janet. There has been a recent resurgence of interest in ideas such as these.

Modern scientific study of hypnosis separates two essential factors: trance and suggestion. The state of mind induced by trance is said to come about via the process of a hypnotic induction; essentially instructions and suggestions that an individual will enter a hypnotic state. Once entered into a hypnotic state of mind, suggestions are given which can produce intended effects. Commonly used suggestions on measures of suggestibility (and measures of hypnotic susceptibility) include suggestions that one's arm is getting lighter and floating up in the air, or the suggestion that a fly is buzzing around your head. A 'classic' response to a suggestion is that the subject perceives the intended effect as happening involuntarily.

Suggestions, however, can also have an effect in the absence of a hypnotic 'state'. These so-called 'waking suggestions' are given in precisely the same way and can produce strong changes in perceptual experience. Professor Irving Kirsch has conducted a lot of research investigating such non-hypnotic-suggestibility and found a strong correlation between people's responses to suggestion both in- and outside hypnosis. There are other forms of suggestibility, though not all are considered interrelated, these include: primary and secondary suggestibility, hypnotic suggestibility, which is response to suggestion measured within hypnosis, and also interrogative suggestibility. (Gudjonsson)

### See Also

* Contextual associations
* Countersuggestion
* Posthypnotic suggestions
* Priming
* Set (psychology)
Vor der Prozession ist nach der Prozession

**Vor der Prozession ist nach der Prozession** ist die fünfte Folge von Sankt Maik.

## Zusammenfassung

Maik muss den jungen Fußballer Freddy schützen, als wütende Fans ihn attackieren. Sie glauben, dass er mit Absicht schlecht gegen Frankenthal gespielt hat, Freddy behauptet dagegen, sich nicht wohl zu fühlen. Maik plant bei der bevorstehenden Prozession endlich die Monstranz an sich zu nehmen.

## Cast

### Hauptdarsteller

* Daniel Donskoy - Maik Schäfer
* Bettina Burchard - Eva Hellwarth
* Vincent Krüger - Kevin Schäfer
* Marie Burchard - Ellen Hellwarth
* Susi Banzhaf - Maria Böhme

### Gastrollen

Frederik Bott, Jürgen Rißmann, Stefko Hanushevsky, Julia Beerhold, Michael Raphael Klein
Berthold Erdmann

**Berthold Erdmann** arbeitet in der Bank von Läuterberg.

## Biografie

### Staffel 1

Als Maik die Monstranz aus der Bank stehlen will, fällt ihm auf, dass Berthold dort in seinem Büro wohnt. Seine Frauen hat ihn für seinen besten Freund verlassen und er ist todunglücklich. Maik bietet ihm Hilfe an, zunächst weil er ihn aus seinem Büro kriegen will, später aber, weil Berthold ihm tatsächlich ans Herz wächst. Nach einigen Bemühungen stellt sich heraus, dass es für die Ehe tatsächlich keine Rettung mehr gibt und Berthold tröstet sich mit einer hübschen Kellnerin, die ihm sein Selbstbewusstsein zurückgibt. Er kündigt daraufhin seinen Job in der Bank und das Sicherheitssystem wird, sehr zu Maiks Ärger, ausgetauscht.
Sec. 12. Official Forms

video Talaksan:Placeholder
All official records shall, as much as pracicable follow specific patter and proforma prescribed and provided in the foregoing Ordinance.

Bangay Citizen's Charter Ordinance of 2018

## Reference Outline

**TITLE I.** THE ORDINANCE

**CHAPTER I.** General Provisions

**CHAPTER II.** Fundamental Principles and Policy

Sec. 7. Objective

Sec. 8. Medium

Sec. 9. Posting and Publication Standard

Sec. 10. Certifying Proofreaders

Sec. 11. General Specifications

**Sec. 12.** Official Forms

Sec.13. Fees

Ferdinand A. Oreas (talk) 16:10, Marso 13, 2018 (UTC)