recursal/Fanatic-Fandom huggingface dataset:
Picture You

Picture You is a Jewel Frog song which is not published yet.
Here are the lyrics:
(Tune: Doc Mcstuffins Picture You)

* Lena: When the one that you adore feels so far away,
* Kou: no matter what they are always near,
* RosemaryRebecca: See the night sky you can see the stars,
* Rebecca: Sent your lullaby to wherever they are,
* Andy and Manfred: When the one that you adore feels so far away,
* Nene: No matter what it would be okay,
* Nikki and Jessica: When you feeling sad, I am feeling blue,
* Monika, Yuri, Nikki, Rebecca , Natsuki and Jessica: Close your eyes and dream of you.
Galleon

Galleons are massive, three-masted, multi-decked ships used as armed cargo carriers and gunships. These ships are slower and are usually escorted by brigantines.

## Crew

When used as a spelljamming vessel, the number of crew required to operate the Galleon is significantly lower than the crew required to operate it as a sailing ship. Whereas a seafaring Galleon will usually have a crew of about 130 men, and may even carry as many as 500 men including passengers, a Galleon which carries this number of men into space will quickly foul its air envelope. Most spelljamming Galleons carry a full crew of 30 men, sufficient to handle the ship and its weaponry, while allowing some spare crew to help out as needed.

## Ship Use

*Trader:* Galleons make adequate trading vessels, and are the ships of choice for many larger guilds. The cargo holds of the Galleon are large enough that the ship can carry a significant amount of trade goods to and from foreign worlds. Most Galleons in space remain on well-travelled trade routes within a single sphere, where their chances of running into trouble are relatively low.

*Explorer:* Some groundling nations use a handful of Galleons as exploration vessels. These ships will generally be royally chartered, and are expected to explore and bring back wonders and riches from the cosmos, as well as tales that will enhance the prestige of the royal house. Because each Galleon represents a significant investment, and its safe return is so important, the ship will usually be manned by the best and brightest heroes that the country can gather together. As a result, pirates attacking a royal explorer often find that once they attempt to board the ship, they are badly outclassed by the Galleon's crew.
Spectral Sails

These tattered and gauzy sails are woven from clothing that once belonged to those who died in shipwrecks. As an action, while within 5 feet of the sails, the ship’s captain may beseech the ghosts of these dead for aid. The ship can pass through other ships as if it were incorporeal for one hour. Once this ability has been used, it may not be used again until the next day
The Highlands

The Highlands is a Fantasy Course located as the name would suggest, in the Highlands of Scotland and is featured in Tiger Woods PGA Tour 2003, 14 (as DLC). It could be said that the course is a modern and more fantastical take on the St. Andrews Old Course. Bagpipes and fighter jets can be heard occasionally in the background to add to the atmosphere of the course.

The course alludes to several myths and locations even though their names are sometimes given a twist. These include references to Loch Ness 'Nessie's bunker', William Longshank, Eilean Donan Castle and St. Andrew's Cathedral

## Media

**YouTube video of Complete Fly-by's of The Highlands:**

https://www.youtube.com/watch?v=8f5Xshem9TM&ab\_channel=SilentGaming
Nekhemri

The Ancestral Home of the Verithian Draconids

### Religions:

Majority; The Northern King, The Southern Queen Minority; All other Verithian Gods

### Exports:

Luxury Goods, Valuable Metals, Medicinals

### Major Settlements:

Fennsutt, Desnoset, Amonsher, Homunaptra

The Flag of Nekhemri

The Ancestral Home of the Verithian Draconids. This Desert world holds ancient secrets and dangerous fauna alike.

## ***Government***

The Platinum Sovereign Amun-Soth III rules as Pharaoh and Planetary Governor of the Planet. His chief advisor is the Verithian Ambassador Janali Sandstrider. Amun-Soth and his family are protected by an elite unit known as the Crimson Scale Guard. While Amun-soth must answer to the Verithian Queen he still retains the power of law held by pharaohs of the past, however the day-to-day administration of Nekhemri is handled by the Clan Council. The council enacts Imperial and Nekhemrian law through the employ of guardsmen known as the Madji.

## ***Prejudices***

All Draconids of Nekhemri, more especially the Dragonborn hold strong beliefs of Strength of deed, Strength of Character, and Strength of Will. As such they tend to judge outsiders on this criteria and often come off as Proud, Loud and Brash as a result. Many non-Draconids face a small modicum of prejudice from the Native Nekhemrians especially Dwarves, Gnomes and Halflings as their stature make them pariahs amongst the Dragonborn.  Kobolds while themselves Draconids and Native to Nekhemri face hardships of their own. While not directly disparaged They are seen as lesser to the  dragonborn of Nekhemri... as a result their lives are often fraught with hardships as everything is earned through great effort.

Many Prouder Dragonborn refuse to even acknowledge that Kobolds are also Children of the Draconic Gods.

## ***Crime***

Nekhemri is home to several Smuggling and Illegal trade Enterprises within Verithspace. Lorded over by wealthy crime syndicates that have either been Forgien agents having found safe harbor on Nekhemri for facets of their enterprises or descendants from the ancient Bandit Kings of Nekhemri’s Past. One such Crime Boss is Mother “Mama Naya” Naytori who leads a sizable syndicate out of Fennsutt; Nekhemri’s Largest Port City.

## ***Climate/Geography***

Nekhemri is a hot desert world. The whole planet is covered in harsh deserts,and covered with sand dunes, mountains, and canyons, which make traversing the planet very difficult. Water can be found in pockets of freshwater Oases. The Draconid share this world with the dangerous beasts that dwell in the desert terrain, and the mysterious race of canid humanoids referred to as the Khenri.
Soul Fire Lantern

An antique iron or brass lantern hangs at the end of this bowsprit. When you light the lantern at night, undead creatures that come with-in 200 feet of the bowsprit seem to burn with spectral fire and give off bright light in a 10-foot radius. When your ship would take bludgeoning, piercing, or slashing damage from a nonmagical weapon, you can use your reaction to grant the ship resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the beginning of your next turn. The ship and all of its crew momentarily seem ghostly and trans-lucent. Using this power extinguishes the ghost-lantern and prevents it from being relit for 24 hours.
Great Lion

STR
 Same
 ***Keen Smell.***
The lion has advantage on Wisdom (Perception) checks that rely on smell.
***Pack Tactics.***
The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
***Pounce.***
If the lion moves at least 10 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed a Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
***Running Leap.***
 ***Multi-Attack:*** The User can make as many attacks as they are allotted by there class.
***Bite.***
*Melee Weapon Attack:* (1d8 + STR) piercing damage.
***Claw.***
*Melee Weapon Attack:* (1d6 + STR) slashing damage.
The Lairë Veil

The **Lairë Veil** (also known as **The Primavera Nebulae**) is a Expansive collection of arcane and planar energy. The nebula is located in a orbit around the planet Belos that as it passes the planet subjects the planet to 3 months of Summer. It is widely accepted that the Lairë Veil is comprised of the energies of the Feywild's summer energy seeping into the material plane. The Planet Vandra is located within this Nebulae and as a result is locked in Eternal Summer.
Bones of Endless Toil

The bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC 12 Wisdom saving throw. On a successful save, it dies as normal. If it fails, it immediately rises as a zombie obedient to the ship's captain. The zombie gains a working knowledge of the ship, allowing it to serve as a member of the crew. A number of creatures equal to the ship's creature capacity can be animated in this manner at any given time.
Gnomes

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Thak

## Lorem Ipsum

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## **City Description**

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## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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## Societal Information

### Afiliation

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## **City Description**

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## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Narisshin

The Abandoned

### Religions:

**Majority:** The Silver Star **Minority:** The Seladrine, The Masked Lady, The Broken God

### Major Settlements:

The Silver Spire

The Flag of the Dominion

Narisshin, the Abandoned World, was a penal/slave world and the unfortunate home of the Belosian Drow and location of the Silver Spire, a massive prison and military outpost.

## ***Government***

While the planet does not necessarily have any contemporary settlements the world is directly governed by the Silver Light Chantry and the Military.

## ***Prejudices***

This Planet is a slave world and Military Stronghold, in doing so hatred for drown and non-elves run deep.

## ***Crime***

There is no place in the Dominion where the authoritarian hand of the Dominion is Visible than on Narrishin.

## ***Climate/Geography***

A forgotten rock stranded in space, most elves agree it is the only unsightly celestial body that graces Belos' skies. A barren wasteland of rocky spires and unforgiving climates. The Drow of Narisshin live a cruel harsh life carving out a miserable existence beneath the planet's surface under the heel of Dominion Authority, or be consigned to life of servitude seen as a lesser creature in the eyes of the Belosians.
The Kamba Joka

## People of the shell

Though those who live in the shell have one name, they are hardly one people. The shell, either through it’s magic or it’s insulation, has managed to support an odd variety of climates within itself. As such, the people within sport an equal variety. The Kamba are primarily human, though tabaxi and kobolds also make their home in the shell. From sprawling kingdoms, to wandering cattle herders, to bustling city states, the shell hosts a diverse group of nations and peoples, each with their own culture and way of life.

One thing that the residents of the dragon turtle share is a connection to the draconic. The skeleton thrums with the magic left behind by the great beast, and dragons themselves inhabit the land in no small numbers. As such, the Kamba Joka are made to interact with them and their influence regularly, and it is no rare sight to see one who carries it in their bloodline. Often this results in tribute, trade and political deals. The most powerful and famous of these deals were made by three families, who, by no coincidence, are some of the most powerful factions in the shell. They are The Zawadi, The Abioye, and The Kumbala.
Storm Drake Pirates

The **Storm Drake Pirates** are a crew led by Ashok.

## Jolly Roger

The crew's Jolly Roger is the head of a dragon wearing jewelry similar to its captain's jewelry, with two Scimitars behind it like the traditional crossbones, beneath it is a lamp with a trailing wisp of blue smoke.

## Crew Members

The crew is led by Ashok, and currently he is the sole member. Though he makes it a habit of talking at nauseum about find and recruiting a crew that he say will be the strongest sailor to ever venture forth.

## Notoriety

Little is known about the crew's notoriety as Ashok is its sole member

## Ship

The Storm Drake Pirates' dose not currently have a ship, but its Captain plans on one day sailing a Spelljamming Galleon that will be called the Horizon Chaser
Ellhothalas

## Lorem Ipsum

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## **City Description**

"At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat."

## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Yal'Rena

The Capital World of the Verithian Empire

### Densities:

50% Human, 20% Dwarven, 3% Halfborn, 6% Beastkin, 10% Warforged, 5% Goblinoids, 6% Firbolg

### Religions:

Majority; The Amber Mother, The Lord Tempest, The Judge, The Matron Arcanum, The Great Guard Minority; The Grinning Saint, the Weeping God

### Imports:

Raw Materials, Heavy Metals, Arcane Goods

### Exports:

Luxury Goods, Ships, Refined Materials, Gold and Mithral

### Major Settlements:

Albion, Syracuse, Port Primrose, Tall Castle, Hound’s Peak

The Flag of Yal'rena

Yal’rena is the crown jewel of the Verithian Empire, And Home to the Imperial City of Albion, a name the city still bears from the times of the First King.  It is the cultural heart of human civilization in Verithspace, and as the Empire’s capital, Yal’rena is a nexus of politics, business, and education within the sphere.

## ***Government***

Yal’rena is the Homeworld and Seat of the Sovereign of the Verithian Monarchy, the Empire’s highest governing body. Her will and decree is tempered and passed through her planetary Governors and various noble lords. These Governors are often the former rulers of their home planets and retain much of the statues and duties that they have held with the only caveat being they are answerable to the Verithian Crown. On the planet itself The Queen holds the highest power in the Land, which in turn grants her final say in all manner of Politics

## ***Prejudices***

With the Advent of Spelljamming many of Verith’s races have reconnected with Racial Roots and while this has lessened prejudices from the draconian levels of the past, some scars remain and not all prejudices have been expunged from the “Modern Empire”.

## ***Crime***

Yal’rena while the throne of imperial power are home is not immune to corruption and crime Yal’rena is home to all manner of unsavory enterprises, such as the Five Ring’s Syndicate headquarters, an organization that can trace its lineage to the ancient days of King Penndragon. The Five Ring has dealing with terrestrial gangs, smugglers and pirates alike. With operations spread out amongst Verith and her colonies some petty criminals, smugglers and pirates look up to the Five Rings, committing ambitious crimes in hopes of gaining the Attention of the Ring Leaders. It has been a long sought after goal of the Empire to smoke out and put an end to not just the Rings, but also the increasing pirate activity spurred on by the death of Pirate King, Jareth Blacksun.

## ***Climate/Geography***

Yal’rena is a Temperate World, Its surface had vast bodies of water and was covered in snow-capped mountains, deep-cragged shale valleys, with patches of rolling green grassy hills. Famous natural landmarks of Yal’rena included the Mother’s Tear Falls and the Willowglade Redwood Forest.

A variety of exotic Apples trees grow on Yal’rena, which notably allowed to produce Belanche Apple Jack and Golden Cider. The local fauna included the Yal’renian Steed Hound and a species of Winged Felines known as Tressyms
Charnel Hull

Oozing Necromantic energies, this Hull grants a ship an aura of dread and despair. As an action, the ship can create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14 Wisdom saving throw. On a failed save, a creature is frightened of the ship for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used, it can't be used again until 1d4 hours have passed.
Crescendo La Grande

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## Description

### Appearance

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### Personality

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## Biography

### Background

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### "Session where NPC was present"

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Mizzentown

Stoneholm’s Market District and home to The Iron Lich Auction House.

## Magic Shops

Gulgrin’s Nook

The Prismatic Wayfarer

The Crow’s Hoard

Serpent’s Teeth

## Publick Houses/Inns

The Honeycutt Inn

The Velvet Flower

## Temples

The Artisan’s Alley

The Hall of Tyr

## Landmarks

Amber Row

The Old Falsy Clocktower

The Iron Lich Auction House

The Granite Guardian of Mizzen Town

Gulgin’s Eatery
Dvorets

The largest drydock and shipwright in the sphere, Dvorets is an orbital castle that has been more repurposed for civilian and domestic use at the cost of its defensive abilities. A beacon of commerce and urbanization, the castle draws in many workers from the planet and Halo itself who are looking for work. The quality of their works are a great source of pride for those from Dvorets, even if the work is hard and long. Due to its resource requirements, Dvorets imports massive quantities of raw material, and supports a number of asteroid mining towns and villages in its sphere of influence. To avoid any one Orbital Hussar gaining too much power, Dvorets is a neutral city that works generally on commission, though it has a distinct Duke in command.
The War of Roses

## The Illithid and the War of Roses

While the Spheres of the Coiled Junction enjoy an age of relative peace… There was a time where the Realms within were locked in a heated war for survival with an invading race of psionic aberrations known at the time to the denizens of the Junction as the Illithid.

These strange and cunning creatures begin their invasion slowly, seeming to many as bogeymen and sailor stories. But as time passed the threat grew beneath the noses of the junction’s varied rulers. When the Illithid finally launched their assault formally, the worlds they conquered were caught completely unawares.

The war was long and bloody with naval battles spanning across the spheres. 25 years into the grueling conflict the Dwarven King, Dumas Hammerhand; of the free port of Stoneholm had by luck and blood discovered the location of the beating heart of the Illithid Invader’s. He met in secret with the various rulers of the Known Spheres… The Tsar of Polyshar, High Queen Celestine of Yal’rena, The Void Jarl of Midgard, Elven King Thailaas of the Crescent Dominion, and even The Ali'i nui of Honua he nui.

They would forge the foundation of the First Council and in doing so, unified with the sole purpose of driving back the Illithid tide. Within the coming year the combined forces of these rulers mounted a final assault against the Soveriegn Elder Brain Yish’lshal’benh’noff on the Illithid hive world of Sha’lmar. The Gargantuan invading naval force spearheaded by Stoneholm; itself a colossal vessel served as a mobile fortress, and flagship for what was to be known as the Reckoning.

The war ended on Sha’lmar with the planet itself torn asunder and the fractured and leaderless Illithid scattering to the winds. In the years that followed the various navies of the council leaders have hunted the illithid to supposed extinction within the Coiled Junction. Stoneholm, heavily damaged from her role in the final battle, was towed into anchorage into the heart of the debris field of Sha’lmar.

There it continues to serve as a freeport and Neutral meeting place of the council of crowns.
Navy Branch 07

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The Wounded Titan

The moon that is believed to have been shattered to create the Halo, the Titan is a fractured mess of a planetary body. It still hangs in orbit around Prakhmir, and its shattered form is visible every night as a reminder of its pained existence. Incredibly magically charged, it has been established as an exclusion zone, that none are allowed anywhere near the moon. As such, there is very little information about what caused it to shatter, both due to time and lack of investigation beyond what one can see on the surface. The moon itself is cracked almost to its core, with several large chunks missing, though a fair portion of it is held together, albeit barely. It is also avoided for the superstition that it might break further if interacted with in any way.
Colquehuanca

The royal dynasty of Colquehuanca has ruled with a divine right for countless years. The sector they themselves preside over is a mountainous region of countless peaks and valleys. Their capital, and by extension the Imperial capital, is situated on a wide plateau high above the ground. While still displaying the opulence and luxury their people are known for, the Colquehuanca are not known for flamboyance. They are the soberest and most austere of all the Noble families, placing high value on duty, responsibility, and practicality. They are also The most religiously devoted of the families, as their sector is the center of worship for the feathered serpent, head of the pantheon and patron god of the Amaru. This goes in hand with their belief in the values of tradition, piety, and diligence. The Colquehuanca are known for their investment and skill with infrastructure, for example, their meticulous and precise record-keeping and censuses, investment in education, and the building and maintenance of an impressive planet-wide road system.
Port Hazelthorne

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Navarone Navel Yards

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Elf

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

> ***Important Character Creation Notes:***
>
>

* > ***High Elves and Wood Elves are a common sight in most Towns and cities. Drow however are more rare to the common folk of the Junction. Pallid Elves are not open for play at this time***
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* > ***Eladrin are a rarity in a vein similar to Plane-touched and require DM approval, a link to a 5for3 must be submitted to the office for approval before character Creation.***
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Fennsutt

## Lorem Ipsum

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## **City Description**

The Largest Port and capital city of Nekhemri, Fennsutt is located in and around the massive Hetant Oasis, and is the largest, and most prosperous city on the planet of Nekhmeri. The majority of the bustling city is built around the Onyx Pyramid of Amenhotep, the ancient former Palace of the blasphemous Amenhotep the Black who was slain in battle by The demigod Fennmus along with his companions. In the act of doing so Fennmus became known as The Repentant Prince, The city was named in his honor. Having stood for almost a millennium the Nekhemrian metropolis has served as the capital before the decades of Verithian Rule

## **Downtime Locations**

### *Gambling Houses*

* H’yas’ Horde
* The Gilded Grinn
* The Talisman

### *Publick Houses/Inns*

* H’yas’ Horde
* The Talisman
* The Gilded Grinn
* The Harlot’s Rest
* The Ivory Den

### *Fighting Pits*

* H’yas’ Horde
* The Platinum Bastion
* The Challenger’s Grounds

### *Places of Research/Learning*

* The Grand Archive of Anett-hal
* The Scroll Tender’s Ward

### *Temples*

* H’yas’ Horde
* The Uvrenesh Crescent
* Sanctum Of Keresk’ett

## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Tenjo-kai

The 2nd planet with the vast majority of civilization on this mostly water planet. The 5 branching continents make a squashed spiral off of a central island which contains the capital.

## Climate

Primarily temperate 5 island chains branching off a center continent which each island larger than the last to finally a large continent islands at the end of each chain for a total of 6 continents.

## Government

The day to day decisions are made by the council of the 5 factions while the Emperor and Empress lead the military and overrule the council when matters come to the security of the sphere. Each local province is ruled by a governor who enforces the will of the council for their domain.

## Crime

Organized crime exists in every major city by a overarching group known as the Triad. While each local chapter does as they please, there are three main branches: the Hydra, the Yakuza, and the Hand.

## Major Settlements

Tengoku (Capital)

Hikone

Kumano

Aoguichi

Oshima
Warforged

Her Majesty’s Iron Lions… created to fight in the War of Roses. The first warforged were mindless automatons, but the Lyceum Medeis of the Royal Academy of Arcane Sciences devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion.

Built as weapons, they must now find a purpose beyond a war that has long since ended. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning. While a great number of Warforged still reside within the Verithian Empire, many have spread out amongst the spheres and can be found peppered throughout the varied worlds within the coiled junction and their appearance often reflects the role they were created for and the environment in which they call home.
Vessel Stripping

Not all ships are floating fortress built to withstand a biblical pummeling from aggressors, some have been modified for speed at the cost of the ships durability in a broadside firefight.

Stripping is a method of modification by which crews would remove armor plating, raw material from the ships hull in effort to increase their vessel speed and maneuverability. When correctly this yield a faster vessel the while now more vulnerable to damage can easily outrun most threats.

Stripping a ship usually cost 50gp pieces per ship tonnage and takes 1d4 weeks to complete, once finished the ships movement rating increases by +2. while the hull's Armor class by -2. The Ship is still considered at it's same base tonnage. A ship can have it’s hull Stripped only once.
Dwarf

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Janken Hermit

**Janken Hermit** (ジャンケン仙人, *Janken Sennin*?) is Janken Mama’s master and Aiko’s grandfather. He exists as Janken Village’s fount of knowledge. He is a supporting character of the series.

## Trivia

* Episode 27 and an OVA reveals that the Janken Hermit uses the special move that summons lightning. It can be used to strengthen up Jankenman.
Caravel

The Caravel is one of the most common craft. However most Star Sailors using a Caravel will upgrade to a more suitable spelljammer as soon as they can; assuming that they survive long enough.

## Crew

Most Caravels carry a full crew of 10 men, although for shorter voyages double this number is frequently carried. The intent is that the extra crew will be able to help fend off any attackers.

## Ship Use

*Trader:* Most Caravels are used as trading vessels.
Ambergold

## Lorem Ipsum

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## **City Description**

**Ambergold** is located on the western coast of Loch Belmont, a vast inland freshwater sea, and is the largest settlement on Meloris. It serves as a major trade hub for the planet, and through its ports enter goods from all over Verith and beyond, and exports depart from the scores of small agrarian communities that dot Meloris' surface. Ambergold is also home to prodigious Lumber companies, through the bulk of the ram materials for the Verithian Naval fleets are Harvest from the Planet expansive primordial forests.

## **Downtime Locations**

* **Gambling House**s
	+ The Gilded Grainery
	+ The Orchid Casino
	+ The Hyacinth
* **Publick Houses/Inns**
	+ The Hypnotic Huntress Inn
	+ The Electric Pony Inn
* **Fighting Pits**
	+ The Dockyards
	+ Billiam's Brawl House
	+ The Proving Grounds
* **Temples**
	+ The Veld Chapel of the Father Pine
	+ The Hearth of Mother Genavieve

## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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Valmerian Trading Company

### Goals

- Extend the olive branch of Progress and Prosperity to Foreign Ports- Bolster the coffers of the Empire with the fruits of Trade and Exploration.

## Relationships

### Rivals

The Waterwheel Merchant's Conclave

“Wealth, Service, Progress.”

Also known as the **Honourable Valmerian Company (HVC**),The **Old Albion Trading Company (OATC)**, the **Verithian Valmiran Company** or the **Imperial  Valmirian Company**, and informally known as **Gillyworth Company**, **Company Albion**, or simply **The Company.** It was a Verithian Company formed to trade amongst the Colonial Powers and Planet of the Verithian Empire, and with contact established with the various realms in the Coiled Junction has rose to control many trading settlement and colonies and working with authority of the crown to fund expeditions to explore and colonize in addition to establishing first contact with other spelljamming spheres as it has been proven time and again “The promise of trade and prosperity is received far greater than a display of Strength.”
32-pound Cannon

This massive cannon is found only on the battlements of fortresses and massive warships and are too large to fit on even most galleons. The weapon use Thuud powder to fire 32-pound balls of iron, and needs to be loaded and aimed before it can be fired. It takes one action to load the weapon, one action to aim, and one action to fire it. Eight pounds of gunpowder are required to fire this weapon.

***Cannonball*** ***(32-pound)***. Ranged Weapon Attack: +6 to hit, range 700/2800 ft., one target. Hit: 55 (10d10) bludgeoning damage.
Verithian Royal Navy

### Goals

Enact Justice Upon all Law BreakersDefend the Crown from all Threats Domestic or Abroad

## Relationships

### Rivals

The Silver Light Chantry

“We Brave the Storm, and wield the Thunder...et justitiam tuam duriorem frontibus"

The Sword and Shield of the Empire, The Royal Navy is a bastion against the threats to Verithspace and her Citizens. Boasting a Vast and Diverse Naval fleet, And manned by Marines and Soldiers both disciplined in a regimented modern military doctrine and ancient chivalric codes. By following these tenants the Navy has been a stalwart force ready to mobilize against any aggressor at any moment. The Naval Command Hierarchy is divided among several ranks ranging from Captains to Commodores, culminating in the Vice Admirals and the Fleet Admiral, a Military Leader who is only answerable to the Queen Herself..
Sh'ket Hecite

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## Description

### Appearance

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### Personality

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## Biography

### Background

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### "Session where NPC was present"

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The Silmahenine

The Symbol of the Silmahenine

### Goals

- Enforce the Laws of the Chantry- Eliminate any dissenters and revolutionist idealists that would counter the Chantry's Interests
- Gather information and Assets that aid in the machinations of the Great Plan

## Membership

### Class(es)

Bladesinger Wizards, Fighters, Rouges, Paladins

## Relationships

### Allegiances

Five Rings SyndicateThe Silver Light Chantry

### Rivals

Verithian Royal Navy

***"By His Brilliance"***

The Silmahenine is the secretive and elite Inquisitorial force of The Crescent Dominion who work to capture, interrogate, and imprison political dissidents. The organization is a faction under the umbrella of the Silver Chantry that operates under the oath of "Protecting the cultural heritage of Correllon’s Chosen Children", effectively protecting the Dominion against subversive individuals and groups.

The Silmahenine are highly skilled masters of Elvish Martial Doctrine, and some among their upper ranks are trained in the Elven Art of Bladesinging, whose talents even secured some of their number positions as the High Chancellor’s Imperial Guard. Trained exclusively by the Chantry, they were taught in the art of stealth and precision.

The Silmahenine wear armor of the finest elvish make, so light it is rumored to make them faster. Additionally higher ranking Silmahenine operatives also wear boots and cloaks that greatly enhance their stealth and tactical prowess.
Cog

The Cog is a small and unassuming vessel. Cogs usually have a protected fore and aft castle intended to serve as sharpshooter platforms, but some will dispense with the forecastle entirely, and have an unprotected aft castle. Cogs are poorly armored, and are lightly armed. Most Star Sailors using a Cog will upgrade to a more suitable spelljammer as soon as they can; assuming that they survive long enough.

## Crew

When used as a spelljammer, a Cog will typically carry a crew of about a six men.

## Ship Uses

*Trader:* Most Cogs are used as trading vessels.
Swivel Guns

A swivel gun (or patarero) is breech loaded with 1-pound balls of cast metal. It can be turned to attack nearly any target, but it is not recommended to fire across

your own deck. Swivel guns are positioned on the top deck of a ship and can be moved around the deck with minimal effort. It takes one action to load the weapon and one action to aim and fire it. A quarter pound of Thuud Powder is required to fire this weapon.

## Statistics

***Cannonball (1-pound)***. Ranged Weapon Attack: +6 to hit, range 150/300 ft., one target. Hit: 7 (2d6) bludgeoning damage
Shallowstone Limited

Shallowstone's Logo

“Rock and Stone"

If The Breakers Guild is the backbone, Shallowstone is the beating industrial heart of Stoneholm. Having its roots in the fledgling days of House Heelund, Shallowstone is a mining guild that oversees the harvesting of Resources from the remnants of the planet Sha’lmar. The task of mining the valuable minerals from the world is a lucrative yet potentially risky endeavor as there is always work for those willing to plunge into the caves and caverns of the dead illithid world. Work can be found as a miner yes, but also in the protection of cargo from the occasional band of pirates as well as safeguarding mining crews from the dangerous native fauna that still reside in larger sections of Sha’lmars debris.
Wasp

The Wasp is a variant on the theme of the Dragonfly

## Crew

The wasp normally has a single captain and a helmsman responsible for the spelljamming helm. Beyond that, tasks are shared without official positions. The weapons teams usually consist of those crewmen closest to the weapons at the time of a battle. In battle the captain is usually stationed either on the foredeck, where he can lead by example, while the helm and charts are kept below the foredeck. While there are official "crew quarters" aboard the ship, these are usually reserved for the captain and shaman; the rest of the crew generally bunks down in any available space.

## Ship Use

*Piracy:* The chief use of the Wasp is as a pirate vessel, preying on un-armed or lightly-armed ships. It lacks a ram, but the forward deck makes an excellent boarding platform. The Wasp's size even allows it to land on larger ships.

*Free Adventuring:* Many adventurers use the Wasp. Despite its size, the Wasp is an impressive-looking ship when it comes to awing untraveled locals.
Great Mother

**Great Mother** is an ancient, brilliant star in very center of Verithspace. Eight planets orbit around it, but only the closest four was inhabited, other settlements and outposts dwell in various locations around Great Mother.

## Religious Significance

The peoples of the Empire believe that the sun was an symbol of the The Amber Mother, the goddess of Life. The Amber Mother's worshipers believe that she became the Sun goddess after the Death of her husband Solarion, the Sun God of Proto-Verith.
Gallon's Stead

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## **City Description**

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## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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