recursal/Fanatic-Fandom huggingface dataset:
Annabelle

### Nicknames

Anna, Annie Belle, Momo, Tomoko, Fizzy Mocha, R-tard, Idiot, Sweetie (By her boyfriend)

### Race

White enough to be permanently lost within 2 feet of snow

### Skills

Next to nothing, Scribbling down sketches, putting too much time into writing a game that won't make her so much as a dime

### Likes

Lobotomy Corporation, Kenshi, Pain, Suffering, Hitting things with swords, Characters that hit things with swords, Cool guns

### Debut

I just apparated one day

**Annabelle** is the sole creator of both the Dungeons in Dresalin game and Dungeons in Dresilan Wiki.

The game systems, world, races, abilities, and lore were all solely designed and put together by her. She's the writer of this, and all other pages on this wiki, as well as primary designer of the game as a whole.

She acts as the Dungeon GrandMaster, and DM's all Official Campaigns, as well as deciding what is "Officially" Canon. Most of decisions for balance and canon she makes on a whim in the heat of the moment.
Gwoll

> "GO BENSON"
>
> Mud shortly before throwing his pet Gwoll in a perfect spiral into the throat of Louie VanDern

## Unique Statistics

### Items Dropped

Gwoll Horn (0-1); Raw Bushmeat (0-2); Hillflowers (0-1); Softherbs (0-1)

## Overview

**Gwoll** are small and furry Rodents that can be found in just about every dark and dank place throughout the world of Dresilan. Where there's one, there's almost certainly a colony somewhere. On their own, they should barely register as a threat. They can inflict Poison on their targets, but only for a turn or so.

Their tails and large hind legs allow them to run very fast and be very agile. A gwoll has within the center of their foreskull a large "horn". Contrary to it being referred to as a horn, it's not pointed and is instead rather blunt. These horns are still the main means of the Gwoll's attack strategy as the end of the horn excretes a small amount of a poisonous mucous-like substance. The poison isn't very potent so being hit with even a decent dosage isn't much of a problem.

Gwolls are omnivorous and usually live off of small herbs and plants they can find, though they are also known to eat bugs and the like. Typically they can be found digging through trashcans in residential areas. In the wild. they can usually be found in small groves, under logs, in large thornbushes, or within small underground dwellings.

The horns of a gwoll are a good basis for Potions of poison as well one of the main ingredients of Antidote.

When many gwoll come together as a Swarm, however they become a formidable threat.

There's also a larger and more dangerous subspecies of gwoll which are referred to by biologist Alpha-Gwoll.

## Abilities and Traits

* **Gwoll have a natural -2 to all hitrolls.**

Abilities
Zeltrus Arcana

## Notice about Zeltrus Arcana

Through the pure power of the God of Conquest, Zelatraius, granting his boons, every ability listed on this page takes up the user's Extra Action. Despite these being called, "Arcana" they are, in fact, not Magic-based and do not require one to use mana.

## Required Items

Allows the user to read from the passages of Zelatraius to pass time and cast Zeltrus Abilities.
Owlhawk

> Owlhawks make wonderful companions! Well, they make wonderful companions you can keep them entertained or wearing a hood. These expert hunters hunt all kinds of serpents and rodents. A natural immunity to poisons and a resistance to diseases makes this easy for them. They have perfect vision and can see anything and everything! If you're gonna communicate with it, train a code with it. They're quite intelligent and can assign meanings to clicks and whistles.
>
> Lehbana Sin, The Resilan Compendium of Regional Beasts, page 63

## Owlhawk

A tame Owlhawk, bearing a harness with the crest of the Bolucean Navy

## General Information

### Appearance

A hawk-like raptor with wide owl eyes and a stout beak.

### Region

All over Zeltrus, Western Leyanthe, Northern Bolucea, Southern Galudar, and Northern Kellk.

## Unique Statistics

### Items Dropped

Raw Bushmeat [0-2], Bones (Small) [0-2], Bronze Feathers [0-1],

## Overview

**Owlhawks** are raptors with feathers that accrue a hardened coating similar to the alloy of bronze. Their bronze feathers are quite poisonous if ingested but otherwise harmless. The eyes of an Owlhawk are quite perceptive and allow them to spot prey smaller than one's hand from miles in the sky. The raptors are as swift as they are deadly, their forms allowing for a dive-bombing like hunting strategy.

Though their feathers are similar in material to that of Bronze, they cannot hold their shape like a metal. They make decent collectors items, and it's said by apothecaries, can quickens ones reflexes if not for their poisonous aspects. Adventurers who are hearty of stomach can bear the poison however, find themselves able to move faster while it courses through their veins.

## Abilities and Traits

* **Owlhawks have a natural +0 to all hitrolls.**

Abilities
 Screech
Jhariel

> YYYYYEEEEEEEEAAAAAAAAAARRRRRRGGGGGGHHHHHHHHHHHHHUUUUUAAAAAAAAAA!
>
> - Jhariel, attempting to speak though her anger

### Nicknames

The Aspect of Dexterity, Sharp Lady, the Red Lady, The Fastest Thing on Two Legs

### Skills

Exsanguination, Transfer of experience to Mortals, Combat, Speed

### Features

Long hair, curved horns, dark red skin, Sharp barbs all over her body

### Likes

Blood, Violence, Death, Cute Animals, Denprawn

### Dislikes

Living things, Pacificsts, Things that can't bleed, Leatus

## Description

**Jhariel,** *(Pronounced J-air-ee-uhl)* is a Devil and the Youngest ruler of Hell.

She has the appearance of a feminine humanoid. She has gold-yellow blond hair, bloody-red skin and a large fleshy tail beginning on her lower back. Her eyes have vibrant red irises and blackened sclera, and there seems to sometimes be a black liquid that they secrete, though it is uncertain if these are akin to tears or exist as some form of waste-expulsion. Her legs are digitigrade and extremely muscular. Her body is also covered head to toe in barbed appendages and her claws are said to cut so cleanly and quickly that beings cleaved with them don't fall apart until force is applied to them.

The one emotion Jhariel feels is intense rage and fury. She's often incapable to get out a single word over her screams of infinite hatred. In the instances she does talk coherently, it's often of few words and with little more to say than how much she wishes to stab whomever is listening.

Jhariel's mere presence is enough to cause one's judgement to fail and force them to take random violent acts. She is capable of taking the power of mortal souls to increase one's power. She has her minions travel into the world to take the souls of the recently dead, and partially give them to their killers. The reasoning for this is to cause more chaos and strengthen the slaughter, as she revels in the violence. As a result of her mind-affecting talents, she is often attributed to the cause of many violent acts throughout history, but the truth of these claims is often taken under heavy doubt.

She's the Aspect of Dexterity and as such, is capable of moving quicker than anyone's eyes can track. Leatus likes to mess with her by teleporting around and taunting her, though more often then not, she is fast enough to catch up to his near-instantaneous transportation magic. Jhariel, for this reason, despises Leatus and attempts to kill him near-daily.

Sinn sees her anger as problematic and has recently tried to give her some anger-management therapy through a newly arrived denizen of hell, Denprawn. He takes special care to mention not that it was brought there by Leatus. So far, it seems to be working!

## Trivia

* She was the last Ruler of Hell to recieve an official design from Annabelle.
* She's the in-universe reason why players gain experience.
Alpha-Gwoll

> It'll probably smell you at the same time you smell it. Let me tell you, it's not a pleasant smell.
>
> Lehbana Sin, The Dresilan Compendium of Regional Beasts, Page 64

## Overview

**Alpha-Gwoll** are Gwoll that through natural selection have become larger and slightly more powerful than their regular counterparts. While large, they aren't found in nature to be bigger than small dog. In addition to the hallmark Gwoll Horn, Their claws are much more formidable and capable of scraping and slashing at exposed flesh so it is advised to carry Bandages if one chooses to engage with them.

Within the Gwoll colony, Alphas act as pack leaders, sometimes as caretakers, and as lookouts. They are rarely spotted in the wild away from colonies. Alphas are also known to carry diseases within their moldy fur. Adventurers fighting them should be sure to carry Bandages and Antidote if they wish to prevent being afflicted with various diseases.

## Abilities and Traits

* **Alpha Gwolls have a natural +1 to all hitrolls.**

Abilities
Poison (1 Turns)
 Scratch
Bleed (1 Stack)
Rider

> A game of Chess? Certainly better than getting killed...
>
> - Rider, to Mud under threat of gunfire from the latter.

## Description

**Rider** was a minor npc in The Piracy Investigation.

He was known to run a little shop in the town of Sapitto by the name of, "Archaic Bobs and Bits". It was in this shop he housed an antique bottle of 'Type 38' Sanzarum, a unique item that was intended to be given to Red-gill as part of a side-quest.

His shop also sold multiple other trinkets and gadgets, as well as bought anything the players had to sell to him, given that he could appraise the item first.

During the campaign, Mud had held him at gunpoint and threatened to kill him if he wasn't provided with the items he asked for. This broke down into a mild argument which was eventually decided over a Chess match, in which that Rider had lost.

### Physical Appearance

Rider was an average Lokken with a specific appearance. He was strange in appearance due to his antique, slightly rusty design. His faceplate is far different to the typical Lokken's and he has a large mohawk-like fin atop his head.

He wore an abundance of scarves in place of any actual clothing.

## Trivia

* He was the first Lokken that Annabelle had given a unique design.
	+ She was originally unsure of his place in the plot for the campaign so she wrote in a sidequest around him and Redgill to fill the world out more.
Zeltrydessey

### Created With

The Zeltranite's Pride, The Holy Book, The Bastard's Book (By those who oppose Zeltranism

### Method of Creation

Zelatraius, The High Lord

> "It fell, it crumbled, and it bled-- but it did not die."
>
> - Unearthed 2:3

## Overview

**The Zeltrydessey** is the holy book of Zeltranism. It details many escapades of the Phrophet of Zelatraius, as well as anecdotes from the god himself. Many of the tales written inside are corroborated through history, albiet through an incredibly biased and narrow-minded perspective. Those from Zeltrus use this book as an object for prayer, and specific types of Arcana can be accessed by those with magical abilities. The connection between the book as simply a catalyst for already existing magic, or for unique types of magic granted from the passages within the book specifically are under debate.

It is required by law for every member of the Zeltranite Clergy to carry this book on them at all times.

Burning, damaging, or otherwise intentionally harming the book is punishable by execution.
Castle Mheldora

## Origin

*This story is based on the history of Mheldora, one of the last surviving dragons during the final days of the rule of Dragons.*

*This story is part two of Three*.

## Castle Mheldora

**Smoke on the wind** make my nose turn up as I near my quarry. The skin on my face feels raw from the force of the wind whipping it as I crossed the mountains. This was the right direction to Castle Mheldora. To think that this could end up being my name. I begin my descent towards the small blurry grey shape miles below, tossing the name back and forth in my head.

Mheldora. Mheldora. Mhel-dora.

Is that a name befitting a dragon like me? Orazel's name has a nice ring to it. Prim, refined, and proper. Just saying it, you can imagine his slender red scales shimmering in the sunlight with a smug look on his long snouted face. Durrann's name befits her as well- a tough sounding handle for a tough dragon. Her large horns cover most of her head, almost like one of the mortal's armors and a name like, "Durrann" sounds close to the crash it makes when she rams into something solid with them.

Mheldora. I'm unsure how I feel about it. I would have pictured myself with a fiercer sounding name, but this one sounds like someone who would trick you. I don't try to be dishonest. Perhaps a twisted name is an accurate one for someone with a deformed and twisted horn... Someone who's the last of their brood.

Mother Tyrragor told me not to mourn and instead to fly on for them. Taking Mheldora down would make them see the error of their ways. It's apparently just a small fortress, home to little but miners and farmers. As I approached however, I stop my swoop and stare down at the collection of buildings. I don't dare question my mother's eyes but this... this place is by no means a "small" fortress.

The walls which seemed so pointlessly erected from leagues in the sky now seem imposing, even if I could simply hover above them. There was much more than simply mines and fields here. A small group of walls covered the entrance to a nearby cave, with a pair of towers watching over the front. Within those walls were countless buildings. I'm unsure if one could even count them as actually being part of Mheldora, yet here it is standing apart from the world around it.

I consider retracing my route to see if I ended up in the wrong place, but recounting my path- this had to be the Mheldora I was told of. Is this the level of power Orazel or Durrann are hiding? I always assumed them strong, but to be able to take on this many mortals and raze their cities... And Mother Tyrragor herself to cross the entire continent and wreak that much havoc on the mortals? Perhaps I could just be overestimating the mortals' strength. I decide to swallow my fear and to conclude my descent into Mheldora toward the small cave.
Passive Abilities

## Trivia and References

### Novice Passives

* **Fleshwall** is a reference to a similarly named enemy from the game Terraria.
* **Out of the Murk** is a reference to a line said by the character Pyke from League of Legends.
* **Powder Shock** is an ability whose mechanics are designed after an ability learned by the character Tindra from the game Devil Slayer Raksasi.

### Intermediate Passives

* **No Fear of the Underdog** in both name and ability is based on a song by American bock band Spoon.
* The **Sharpened Blade** ability (along with it's evolved version **Razor Strike**) is in name and mechanics both a reference to a group from the game Library of Ruina.
* The name of the ability **With My Infinite Hatred** is a reference to a quote said by Rudolta from the game Lobotomy Corporation.

### Expert Passives

* **Substitution** is a reference to the common ninja trope of substitution.
* **Frenzy of Aspiration** is a reference to the item The Heart of Aspiration from the game Lobotomy Corporation

### Master Passives

* **Deadeye** is a reference to the Ascendency Class from the game Path of Exile.
Abilities

This is the Master Spellbook for Dungeons in Dresilan. This spellbook contains EVERY ability in the game. They’re sorted by their *Level* and *Type*. The different levels of abilities are listed below, and all abilities are listed under certain types.

Also on this page are the different Status Effects that can be applied through abilities.

As for an idea on what kind of playstyles seek what kind of abilities, you can check the page on Meta-builds, written by a community member with supervision by Annabelle.

## Talents

### Important Note on Talents:

* Your character gets one Talent per 25 levels starting with one at level 0
* You can make use of a Talent at any time it could be applicable, don't be afraid to ask if you can try to use it!

Talents
## Learnable Abilities

### Important Note on Action Economy:

* **Supporting Abilities**, **Zeltrus Arcana,** and **Technical** **Skills** take up a user's ***Extra Action***.
* **ALL OTHER ABILITY TYPES** use up the user's ***Combat Action***.

### Utility:

Supporting AbilitiesPassive AbilitiesMusical Abilities
### Arcana:

Combat ArcanaDefense ArcanaControl ArcanaSummoning Arcana
### Skills:

Melee SkillsRanged SkillsDefensive SkillsTechnical Skills
### Unique Abilities:

Vampiric AbilitiesZeltrus ArcanaWere-beast AbilitiesSpecial Abilities
## Inherent Spells/Abilities

**EVERY CHARACTER HAS ACCESS TO THESE ABILITIES. YOU DO NOT NEED TO WRITE THEM ON YOUR SHEET BUT ARE MORE THAN WELCOME TO IF YOU WOULD PREFER TO.**

## Status Effects

These effects can be inflicted on any character at any time. Note however, that certain characters may have immunities to certain status effects and cannot be afflicted by such.
Sapitto

### Landmarks

Cheapo's, Ingrad Whitesmithing, Whist Estate, Sapitto Regional Bank, Vettle's Exotics, Archaic Bobs and Bits, Leaky Tankard, Slappy Sabre

### Inhabitants

Louie VanDern, (Formerly), Red-gill (Formerly), Friar Grayy (Formerly), Vimmel Grathus (Formerly), Rey Heron, Cearulis, Rider, Virgil Vespa, Cheapo, Listgarm Ingrad, Brisk Leyn, Symunn Vettle, Bud Dget, Jarolt Whist

### Special Information

Setting for The Piracy Investigation

> This place fuckin' sucks
>
> - Fretti

**Sapitto** is a small port town on the very tip of the Bolucean Peninsula. It was at one point a small port town of little note. Pirates and mercenaries ran rampant. It used to be a town owned by Bolucea.

Since the capture and imprisonment of Louie VanDern during The Piracy Investigation, it has since become the capital of the newly formed Cerris Republic.

## Trivia

* The town's name was decided, like most things in Official canon, on a whim by Annabelle.
Cheapo

### Nicknames

Weirdo, Weird Fish, Dumpster Diver (by Vitsmuth), Honey-pie (by Bud Dget), Nice lady (by Kreshh),

### Location

Sapitto, Bolucea (Formerly)Sapitto, Cerris Republic

### Skills

Organization, Making a sale, Sifting through junk, Making friends, Appearing stupid

### Features

Average size for Toofa-nul. Split dorsal fin. Bioluminescent lure on forehead. Permanent toothy grin. Vacant eyes. Stocky and stubby body.

### Likes

Money,Getting along with others,Her husband, Bud Dget, Shiny things

### Debut

The Piracy Investigation

> Cheapo not sure she can part with keys...
>
> - Cheapo

## Description

**Cheapo** was a minor character and saleman in The Piracy Investigation. She served as mild comedic relief and helped the group find Louie VanDern by giving them a clue as to someone who might know something (That someone being Rey Heron).

The party treated her with mild distance and like a dawdling child, save for Kreshh. In contrast to this, Cheapo understands entirely how people see her and she uses it to her advantage, pretending to not understand the prices of things or value of them, often cutting people great deals while also tricking them with her faux stupidity into buying trash that she dug up from dumpsters around Sapitto, walking away with the profits.

While her methods may be deceptive and dishonest, her motives are pure. She simply wants to make as much money as she can to help support her husband, Bud Dget.

### Physical Appearance

She's generally short and stocky for a Toofa-nul. She has an appearance similar to an Angler fish and wears a blazer, a basic dress shirt and pants, with an untied tie around her neck. Her dress-shirt and blazer are left open to reveal her Husband, Bud Dget hanging vestigially from her stomach.

## Trivia

* Cheapo was the first member of the Toofa-nul race to appear in canon, before they were added as a playable race.
* She and her husband are based off of the Football Fish.
* Cheapo's name was chosen on a whim by Annabelle.
* Annabelle considers her the current best shopkeep she's ever written.
Welkan Curse

> The Welkan Curse prevents things from dying but not the same way as necromancy... It's a lot creepier.
>
> Risthen Veldrow during The Durrann Wedding

## Description

**The Welkan Curse** stems from, as the name would imply, Welka. It was the second part of what made The Welkan Event important, the primary thing being the state Welka was left in and it's effect on the world. The effect emanated from the center of Welka at the moment the event happened and affected everything within a certain radius of the countries capital, including part of Zeltrus and a few islands on the southern part of Jinn-Ran's borders.

### Details about the Curse

The curse can be spread through binding it to a person's soul by drawing certain runes either directly onto them or on objects touching their still-living bodies. One knows the runes have been drawn correctly if near-black smoky hands begin to sprout from the very markings on the surface. They wrap around next living thing the runes touch. The entity cursed will have the pigments in their skin turn olive-black in color and the pigments in any hair they have be bleached to a shimmering white. Their appearance will also slowly take on an emaciated form over the course of around a week. Depending on what the entity endures or how long they stay in one piece their flesh might also become rotten. They also may have their body corrupted to slightly strange or unnatural forms.

The curse prevents the soul from leaving the body, eternally binding it to the physical vessel in which it inhabits. The soul remains even if the body is broken or dismembered. Beings cut up into even the smallest pieces still doesn't cause the soul to leave the body.

There is, at current, no known way to dispell the curse, as it was originally cast by the God-Lord Gast, ruler of The Netherworld. It was casted by the Deity in response to Milatan Caugus's wife sacrificing Welka to generate enough magical energy bring him back from The Netherworld and avoiding the punishment he was sentenced to. As a result, Gast made it so that they, their people. and their land could in no capacity, meet Death. Gast also took every other member of the Caugus Lineage to the Netherworld so that Milatan and his wife could live forever in disgrace, alone.

A certain cult has started up around the Curse, known as The Nihilo. They are intent on spreading the Welkan Curse and turning the entire world of Dresilan into a state similar to Welka. They spread a delusion that they will make the world eternal and undying, and that they will free all who live from the struggles of life. They do this by angering the God-Lord who originally casted the spell the curse originates from. They start by freeing those from the Caugus Lineage from the Deities' grasp by using the souls of several hundreds of once-living beings as a catalyst. Their leader, Eltatph Nihilo was infected from the first day the curse started, originally being a simple orchard farmer in Welka. After his initial infection his body naturally, and unnaturally, degraded over the 140+ years and corrupted itself into it's current state.
The Piracy Investigation

The Piracy Investigation was one of the Official Campaigns run and DM'd by Annabelle.

The campaign took place in Summer of 146 AA.

## Premise

Your characters make their way one way or another to the small port town of Bolucea, and heard of a wanted man, dead or alive. His crimes are more numerous than there are teeth in his mouth (Read: like 5 or 6?). His name? "Louie VanDern". He's a rough and tough (if usually unsuccessful) gunpowder smuggler, robber, murderer, and general menace to the people of Sapitto. Your group arrives here by whatever means they choose and land in the waiting room of the local sheriff's house. The Sheriff's secretary hand selects your characters out of the rest of those in the lobby and bring them into the Sheriff's office. You're brought into a tiny room and sat down. You're all told that the sheriff will be in here in a few minutes to see you and give you the details on the situation...

## Effects on the world

* Zeltrus and Bolucea now force Toofa-doh to have proper background checks and licenses in order to enter their borders thanks to Kreshh attempting to summon Gargallon. Toofa-doh are now treated with mild hostility in these regions.
* Kreshh now has a bounty of 1,000,000 Drena in Jinn-ran, Zeltrus, and Bolucea.
* The Righteous Riders are now a large faction within Bolucea, after being inspired by Mud and his actions while in Sapitto
* Orog had a brief bounty of 20,000 Drena for public indecency but this bounty has now been revoked on the loss of his penis.
* Mud now has a bounty of 200,000 Drena for domestic terrorism.
* Bolucea has entered a civil war and the nation of the Cerris Republic is established.
Impairments, Diseases and Curses

This Page Catalogues all Impairments, Curses and Long-term Diseases that can be inflicted on characters within the world of Dresilan.

## Notice on Impairments, Diseases and Curses

Impairments are often permanents disabilities inflicted through intense trauma or severe attack at a moment of weakness. They're always some kind of perspective or game-plan changing effect. Very few are neither bad nor good, but most are a vast handicap. Often they cannot be remedied except by expensive or rare instances and even when remedied, one cannot return to their original strength.

*Impairments are rated in intensity based on the level of effect it has on the player character as well as to what effect it can be circumvented after infliction.* For example: A character losing one eye isn't great and has no remedy, but won't impact one's abilities in combat too poorly save for ranged attacks. A character losing their entire arm is a much greater issue and will impact ones abilities in combat greatly.

Diseases are regular maladies that can affect characters either until cured or up until death. They almost always exclusively detriment the character they are applied to in some way. Some can be cured by a simple healing spell or curative powder, but some go deeper into ones body and require intense medicinal help.

*Diseases are rated in intensity based on the level of medicine or effort you would need to rid yourself of them, as well is their virulence (whether or not they get worse)*. For example: The Cold only lasts a day or two and can be fought off with a simple herbal tea. Worms, on the other hand, are going to require something heavier or more specific like a Parasiticide or letting oneself become malnourished to the point of near-death.

Curses, on the other hand are permanent until exorcised, and can't be fought off for good by medicine or time. Often times, curses stay with an individual's soul even after death. Reprieve from a curse can be abated by a powerful enough ward or charm, but this is only temporary, and the effects of the curse will return, often stronger than they were before. Magical designations on one's soul don't tend to like being pushed away from that to which it is attached.

*Curses are rated in intensity based on the level of resistance needed to avoid them and their effect multiplier upon returning after being warded.* For example: Unlucky requires Weak curse resistance and has no additional strength multiplier. Rhabdophobia is an intense curse that requires High curse resistance and multiplies in strength 3-fold upon returning, capable of making characters go fully insane upon seeing a basic fire-ball.
Cearulis

> That reminds me-
>
> - Cearulis, trying her best to ignore Orog

## Description

**Cearulis** was a minor character in The Piracy Investigation.

She acted as an Astrologian and fortune teller in Sapitto.

She had very little interaction with the group, simply having a singular conversation with them. The group encountered her sitting on a pile of scrap. Fretti asked her about Louie VanDern, and she informed them that she couldn't locate them, suggesting maybe this name wasn't his real name. She also informed the party of a Ze Pull-Ka crossing in northern Sapitto while trying to ignore Orog, who was flashing her at the time.

As they leave, she curses Orog.

### Physical Appearance

She's covered in thick, heavy robes. Her frizzy long hair hangs out from underneath her hood. Her eyes appear to be starry voids when looked into. Her face is pale and slightly wrinkly.
The Heroes Seminary

**Burning pain shocks** the temple of my head, awakening me from a static slumber that I must have drifted into what feels like hundreds of years ago. Liquids find their ways into my eyes and mouth as the thud of my skull colliding with the ground echoes through my body. The reflection of a face, contorted in a frustrated agony is hiding between the ripples of the puddle of water in which my head currently lay sideways. Blood and mucous both pour from the nose of my puddle-bound double, trailing upward to meet my own in a dance within the gathering broth of bodyfluid.

The roar of the crowd drowns my flooding thoughts and aches. I struggle up to my feet to look my opponent square in the jaw, where I planned to plant my fist. Much to my dismay, no jaw was found-- instead only the cheek of an unconcerned head filling it's place. The chin I had so readily targeted pointed toward the teacher and judge of our match who no doubt witnessed the spectacle of my failing. I look where Treska had pointed their gaze, to a set of flags which blighted my vision.

The decisive blow had given me the blurred sight I now possess, however I still know what a red flag means when it's on my side of the field. "Treska, match point." Stinging words hitting my chest harder than anything I received just prior. A shower of simultaneously supportive yet disapproving looks shot through me.

"Looks like we know which one of us is going to be Arch-Bishop now. No hard feelings, eh Aurum?" an ugly grin loomed and lauded in my ear. I slaked my urge to spit the pus oozing from my face at it. Disgust and fury erupted from the now beet-red anguished twist of a personage covered in blood and mucous belonging to another. In the fraction of a second it took the puff of saliva and ichor to make its way onto Treska's snide veneer, I had the strong arms of prefects around my elbows lifting me up and distancing me from them. "How DARE you?!" was all Treska was able to mouth out in the short moment that they had to form words before I had been rushed out of the room, broken smile and busted lips all.

I swear I could hear the snobby shrill screeching of that Cayator's rampage all the way down the hall as the prefects placed me on the bed.
Technical Skills

## Master Technical Skills

Master Technical Skills
 Hustle
 Secret Technique: Rain of Ink

## References and Trivia

### Novice Technical Skills

* **Command Grab** is a skill whose name is based off of a common concept in fighting games.
* **Give 'em The Chair!** is a reference to a specific line said by Rainbow Mika from Street Fighter 5.

### Intermediate Technical Skills

* **TEE-WUN ALPHA** is a skill whose name is a reference to variety gaming streamer, Tyler1

### Expert Technical Skills

* **Colossus Buster** is a skill whose name is a reference to the Guilty Gear character Potemkin's signature move, the Potemkin Buster.
* **Missing Fire** in both name and mechanics is a reference to Luigi's side-special in the platform fighter Super Smash Bros.

### Master Technical Skills

* **Hustle**, in both name and mechanics are a reference to the game, "Your Only Move Is Hustle."
Supporting Abilities

## Overview

**Supporting Abilities** are abilities that mostly act as a way to improve the effects of other abilities or otherwise make them more efficient or easy to use.

***SUPPORTING ABILITIES USE A CHARACTER'S "EXTRA" ACTION, NOT THEIR COMBAT OR MOVEMENT ACTIONS***

## Expert Supporting Abilities

Expert Supporting Abilities
 Bestowal

## Master Supporting Abilities

Master Supporting Abilities
 Exhaust Mode
 Target Acquisition
 Inner Dominion
Arcade - West

## Ogólne informacje

Arcade to typ bar z automatami. Znajduję się ona na Molo Del Perro dzielnicy Vespucci Canals.

## Menu

* Sex on the beach --- $
* Corn Dog --- $
* Pina Colada --- $
* Punch --- $
* Mojito --- $
* Kebab --- $

## Szefostwo

**Diana Rose-May**
Szef

**Kylie Harris**
Szef

## Menazderowie

**Eizo Tanaka**
Menager

## Pracownicy

### Starszy Barman

**XXX**
Starszy Barman
### Barman

**XXX**
Barman

### Młodszy Barman

**XXX**
 Młodszy barman
### Praktykanci

**XXX**
Praktykant
Were-beast Abilities

## Required Abilities

Novice Passive Ability
* This character will transform into a bestial form if certain conditions are met, altering their abilities and stats while transformed. The abilities change based on their Bestial Clan.
* This characters resource is changed from Tension or Mana to **Bestial Fury.** The costs for abilities requiring Mana or Tension are converted to Bestial Fury.
* This character is unaffected by Cannibalism.
* This character, while in their normal form, gains +5 to their Max HP, +1 to all of their modifiers, as well as resistance to Strong Curses.
* This character will heal upon consuming a deceased target. The amount is flat and is based on the amount of maximum health (around 20%) the target had while alive. They are unable to eat necromanced corpses or otherwise cursed flesh.
* Most characters will dislike or fear this character upon learning of their Were-Beasthood.
* Weapons made of silver will deal True Damage to this character.
* This character will regularly be hunted by MageHunters.
 True Beasthood
*Were-beast* becomes this ability upon the user consuming the Heart of a True-beast.
* This character can transform into their bestial form at will (2 Turn Cooldown).
* This characters gains double the amount of **Bestial Fury** they normally would per turn.
* This character heals double the amount from consuming corpses.
* This character in their normal form gains +10 to their Max HP, and +3 to all of their modifiers, as well as full resistance to all curses.
* All characters besides those in this characters party will fear them.
* This character will be regularly hunted by elite MageHunters
* Weapons made of silver will deal True Damage and always behave as if they were a critical hit.
 Primal Beast

## Bestial Clans

Each of these clans follow a strict upgrade path. Abilities learned from your human form **do not** carry over to your bestial form. Your were-best form is essentially a second character.

Lupine AbilitiesFeline AbilitiesVulpine Abilities
Enchantments

This page catalogues all enchantments included in the base game of Dungeons in Dresilan. All enchantments require a gemstone and enchanting powder to be used in order to enchant a weapon, armor, or accessory. Some enchantments are exclusive to a specific type of item. All items can only have 1 Enchantment placed on them at a time. An exception to this rule are umbrasteel items, which can have up to 2. Enchantments can sometimes have their effects slightly altered or changed during the enchanting process. These alterations, called "Fluctuations" cannot be intentionally triggered and rely on a roll of the dice.

## Minimal Enchantments

### Minimal Weapon Enchants

 Hardened
 Consistency
 Accurate
 Cleaving/Erupting
 Soulbound

### Minimal Armor Enchants

 Hardened
 Defense
 Autonomous
 Soulbound

## Low Enchantments

### Low Weapon Enchants

 Toxic
 Lacerating
 Razor
 Voltaic
 Energized

### Low Armor Enchants

 Mudblood
 Stoneskin
 Ironblood
 Rubberskin
 Goldblood

### Low Accessory Enchants

 Fangthorn
 Taint
 Hemorrhage
 Sparking

## Very High Enchantments

### Very High Weapon Enchants

 Singing
 Lifeleech
 Disposition
 Siphoning

### Very High Armor Enchants

 Vengeful
 Lifeleech
 Haven
 Mending

### Very High Accessory Enchants

 Harrowed
 Lifeleech

## Fluctuations

**Fluctuations** are further modifiers to enchantments, though not necessarily positive. Fluctuations occasionally happen when enchanting and have a higher chance of happening if one is attempting to do so without the necessary skills. Fluctuations ALSO have a higher chance at appearing at higher levels of enchantment. Unlike Enchantments, an item can have multiple fluctuations added as a prefix. Amber enchantments are guaranteed to have atleast 1 fluctuation.
Vampiric Abilities

## Required Abilities

Novice Passive Abilities
* This character gains +20 to their Max HP, gain +1 to all of their Modifiers, as well as resistance to Moderate Curses and +5 to Movespeed.
* Gain the ability to use Vampire-exclusive abilities.
* *Burn*, and *Arcane Burn* damage inflicted upon Vampire characters is both doubled and now turn into *Caustic Burns*.
* Damaging a target gives them 2 Stacks of *Bleed*.
* Being in direct sunlight will reduces Max HP by half and Movespeed to 5.
* This character cannot be healed through Arcana or Potions.
 Vampire Lordship/Ladyship
* This character gains +30 to their Max HP, +3 to all of their Modifiers, +5 to Movespeed and full Curse resistance.
* Gain the ability to use Vampire-exclusive abilities.
* *Burn*, and *Arcane Burn* damage inflicted upon Vampire characters is both doubled and now turn into *Caustic Burns*.
* Damaging a target gives them 4 Stacks of *Bleed*.
* Being in direct sunlight will reduces Max HP by half and Movespeed to 5..
* This character cannot be healed through Arcana or Potions.
 Primordial Vampire

## Master Vampiric Abilities

Master Vampiric Abilities
 Red Torrent
Ghost

> Poor souls who refuse to travel over to The Spirit Realm where they belong. The reasons they can't make the jump differs from case to case, but regardless it's just sad to think about. Luckily for me, I'm immortal and I can go between the realms as I please! I sometimes wonder how dying feels though...
>
> Lehbana Sin, The Dresilan Compendium of Regional Beasts, Margins of Page 30

## Unique Statistics

### Status Effects Inflicted

Bleed, Shock, Poison, Rupture, Caustic Burning, Blind, Shaken, Madden

### Possible Boss Typing

Elite 1 (Damage/HP x 1.5)Elite 2 (Damage/HP x2)

## Overview

**Ghosts** are kind of a catch-all term for every kind of spirit, but there is specific variations to individual instances that make them unique. Ghosts haunt the region in which they died, forever vengefully marching forward, sometimes unaware that they even passed on. These entities are often dangerous for the living, but sometimes can sometimes be beneficial.

The material they're made of puzzles many scholars and arcanists as while it has a physical presence, it seems up to the discretion of the entity itself whether or not it can be interacted with. Dangerous ghosts, nicknamed Demons, have often been found to be able to physically attack those it preys on. Other ghosts are capable of physically lifting objects or pushing things as big as entire houses to the ground.

A factor of the ghost that is often overlooked is that their form can be disrupted through the use of Arcana. For reasons beyond current understanding, the energy from magic causes the material ghosts are made of to implode on itself. Attacking ghosts with conventional weaponry is futile as physical attacks will simply pass right through the ghosts ethereal body as if it were thin air. As all ghosts are unique however, and this isn't true in some specific cases, mostly relying on the ghost having bound it's soul to an item of some sort.

## Abilities and Traits

* **Ghosts have a natural +1 to all hitrolls.**
* **Ghosts are Fortified and immune to Sunder and Decay**

Abilities
 Screech
Short Stories

This is an index of short stories written by Annabelle or other players/fans of Dresilan.

All stories here should be taken at face value and are not necessarily canon unless stated otherwise.

Stories that are verified canon are marked with a \*

## Stories from Dresilan's Past

* The Runes of the King\*
* The Heroes Seminary\*

### Reign of Fire

* Reign of Fire
* Castle Mheldora
* Rest
Craftable Consumables

A tool used to take samples from plants or other biological things. Usually needed to acquire materials for potions and charms and such.
 Carving Knife
Cannot be used in combat. Used in a vast array of recipes and as an all-round useful utensil. Never leave home without it.
(Created by combining a Whetstone with a rock and a Cord).
 Cauldron
 Mortar and Pestle

### Containers:

**Containers**

 Gourdbottle
(Full)

(Created by combining a Carving Knife with a Big Gourd and a Cord)

### Crafted Items:

**Crafted Items**
 Bomb

### Minerals:

**Minerals**
 Peter's Salt
Sinn

> I know as my master knows.
>
> The Fox of Archetype about Sinn.

### Nicknames

The Aspect of Intelligence, Old guy, The Devil, Arch-Devil Sinn, The Father of Arcana

### Features

Combed hair, Slick horns, Red Skin, Goat-ish features

### Likes

Quiet places, Arcana, Long books, Dusty books, Informational guidebooks, All of the Rulers of hell except Leatus

### Dislikes

Zelatraius, Loud People, Nosy People, Rude People, Leatus, Humans

## Description

**Sinn** is a Devil and the Oldest Ruler of Hell.

He takes the appearance of a goat-like humanoid with reddish skin and once ink-black hair, though it has begun to run white with age. He has sharp teeth and long nails. His reddish skin terminates into a darker maroon around his hands. His lower half is that of a goats, giving him an appearance similar to a Red Satyr. Oddly, his ears are notable small and human-like, often obscured by his sideburns.

His personality is one of reservation and methodical thought. He's usually not very talkative and in the instance he is, it's usually to be on the giving end of a lecture. Being the Aspect of Intelligence, he enjoys teaching others. [1]

He is closely tied with Arcana and it's usage. Sinn is thought to be the one who gave Arcana to the Humans and the Haoss millenniums ago.

His teaching-attitude and Arcanic knowledge has lent him to letting him be summoned to the Grand School of Arcana in place of a tribute of full sections of their archives.

## Trivia

* Despite him being Canonically the oldest Ruler of Hell, he is the second one Annabelle came up with. The first was Leatus.
	+ Sinn's name was originally going to be Leatus' name but she thought that it would fit a more demonic-looking creature instead
Dungeons in Dresilan Wiki

**Welcome to the Dungeons in Dresilan Wiki!**
A tabletop game created by Tomokes/Annabelle Doubek

This Wiki catalogues all information about Dungeons in Dresilan there is to know. This includes rulesets for different editions, and future editions. Any creatures, important NPCs, lore, worldbuilding, etc. are all explained in this Wiki in full.

## Important articles

"Dungeons in Dresilan: First Edition" RulesetCharacter SheetRacesClassesHomelandsEquipmentAbilitiesEnchantmentsDiseases and CursesConsumables and ItemsUniverse

*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.
Ghost Menpo

> I've gotta admit... Even with all of the ghosts I've encountered, interacted with, and catalogued; these ones make me the saddest. They keep fighting a fight that they lost without ever realizing they lost it... Until their mask is broken they can't move on...
>
> - Lehbana Sin's personal notes. Appendix, page 2 of The Dresilan Compendium of Regional Beasts.

## Ghost Menpo

Ghosts of warriors who haven't given up their fight, not realizing their bodies have long since given out...

## General Information

### Appearance

A floating mask with glowing eyes. The appearance changes depending on the culture of the region it comes from.

## Overview

**Ghost Menpo** are the Ghosts of warriors that died in combat.

The ghosts are those of warriors who were valued for their skills in combat, but perhaps did not have the level of abilities they were praised for. These ghosts now roam the battlefields or tombs, possessing the masks which they wore in combat. Sometimes, if the spirit is strong enough it also possesses the armor of it's wearer, despite the fact it has no physical body.

Due to it being essentially a cursed item, the spirit is exorcized upon the mask being destroyed.

## Abilities and Traits

* **Ghost Menpo have a natural +0 to all hitrolls.**
* **Ghost Menpo are immune to Bleed, Shock, Burn, Arcane Burn, and Caustic Burn**

Abilities
Brisk Leyn

> What can I get fer y'all?
>
> - Brisk Leyn, greeting the party entering the bar she works at

## Description

**Brisk Leyn** was a very minor NPC in The Piracy Investigation.

She was in a bar, working as a bar-maid in Southern Sapitto. She gave the party a bit of info about the fact that Rey Heron might know something about Louie VanDern's whereabouts.

The party visited her once and didn't stay very long.

### Physical Appearance

Brisk Leyn is an Alize, a female-coded one. She has bright yellow petals surrounding her neck like a mane. Her physique is somewhat curvier then that of a typical Alize, presumably due to her job as a barmaid. She has small, wide leaf-ears.

She wears the outfit of a typical barmaid. She has a white undershirt with puffy short sleeves. She wears a brown corset over her white shirt. She also has a pair of black spats, over which she wears shorter greenish-blue skirt.

## Trivia

* Annabelle originally intended for them to be slightly more important, but not much more.
Listgarm Ingrad

> I feel kind of bad about being rude to that guy. I'll purchase some Aura Arrows. ... With prices like this I don't feel bad about being rude to him anymore.
>
> - Orog

## Description

Listgarm Ingrad was a minor character and Intermediate level Whitesmith and salesman during The Piracy Investigation. His shop, Ingrad Whitesmithing, was in the central area of the town of Sapitto. He helped the party by gifting Orog a small slip of paper with his purchase in a sign of good faith, said paper being a one-time-use Scroll. He did this with the goal of making the party a new crop of returning customers.

The party upon arriving in Sapitto visited his store and after seeing his prices, began to humiliate him in his own store. They called him a myriad of names and said rude things about his establishment. In an act of slight guilt, Orog offered to purchase a few of his enchanted arrows at their full price. Ingrad, pleased with himself, gave Orog a, "sample" of his products, that being a small envelope. The envelope, when opened revealed itself to be a Scroll.

This gift turned out to be invaluable during the parties fight with the Ze Pull-Ka, due to it's incredibly highly resistant shell and weakness to the arcane.

After The Peninsula War began, he fled Sapitto and went back to his hometown in Leyanthe

### Physical Appearance

Listgarm is an Eipis, with the typical features of his race. He's slightly smaller than your average Eipis, but he's also a bit wider. His body is a pale blue, with dark blue dots running down his back. His eyes are a soft yellow-y color. The crystals at the end of his antennae are a bright yellow.

## Trivia

* Annabelle had a fun time writing this character and designing his store. She was saddened by the party's lack of interest in his goods and services and had originally planned for more interaction with him.
	+ Due to this there's a high chance he may become a recurring character.
* He's Annabelle's current 3rd favorite Eipis design.
Billy Pegany/Sezon 3

## Ogólne informacje

### Pseudonimy

* "Peganiarz"
* "Młotek"
* "Billiam" (używane przez Clara Ruiz)
* "P\*\*no Wąsik" (używane przez Mirosława z DOJ-u)

## Powiązania

### Rodzina

* Raven Pegany Przybrana Matka
* Vii Pegany Przybrany Ojciec
* Aria Pegany Przybrana Siostra

### Osoby powiązane

* David Camill Idol
* Liam Andreti Przyjaciel
* Mia Wilson Przyjaciółka
* Timotey Rivera Przyjaciel
* Jessy Sins Przyjaciółka
* Georgio Aberacci Przyjaciel
* Rebekah Koneffka Przyjaciółka

### Wrogowie

* Grey Fox
* Billy Pegany

## Informacje o pracy

### Miejsce pracy

* Weazel News Menedżer
* Vanilla Unicorn Szef
* Kancelaria C&D Aplikant

### Poprzednia praca

* LSPD
* Candy Club

## Informacje o graczu

### Inne postacie

Mike Hammer

 ***Billy Pegany jest postacią odgrywaną przez K4SZT4N***

## Cytaty

*- Się możesz mi wiesz*

*- Co złego może pójść nie tak*