recursal/Fanatic-Fandom huggingface dataset:
Jormund

A knight of Stanmore, he had gone to investigate a murder in Dimwood that had occurred because of the party w/ his squire Bolda and a guard named Gilsi. Sent as the king's justice, he had Rotex duel his squire Bolda. Bolda barely defeated Rotex and was about to execute him when Ganeus saved the day and sent the party out to retrieve a feast.

Jormund did battle against the fang of Yeenoghu, kept alive by Kismet. After the battle he returned to Stanmore to petition for more help to drive the gnolls out of the Altneyn Forest.
Ella

Druid of the Woods -
Priestess of Malora, long red hair going to the middle of her back, emerald
green eyes that are slightly slitted like a cat, large symbolic tattoo across
her back, crown of wooden antlers. Will do anything to protect the forest (Altneyn Forest) and particularly
the unusual beasts within.
The Titanomachy

Great war between the gods and the primodials. Led to a significant step backwards in the progress of magic, the death of many gods, and their voluntary separation from the material plane.

During this war, the Xenition Power Stones came into existence, wielded by the warrior Xenith who fought against the primordials.
Otin

The largest continent of Niba.

Has led the way in terms of magical control, having built many schools for magic wielders to gain control of their abilities as well as establishing the Knights of Otin who are in place to prevent magic wielders from gaining too much power or from losing control of their power.

Schools:

Snogtorts

The Citadel of Lama
Nia Hovall

> "[-----------------------------------------------Quote------------------------------------------------------]"
>
>

> -- Nia Hovall, [situation when said]
>
>

###

###

[Brief Overview]

## History

### Youth

She was born and lived on Chouk'mir until she joined the Academy.

### Career

She was captain of the Mandrake until the capture of the fuel center, then named fleet admiral.
Episode 7

Having retrieved the
first Xenitian stone, you left the sewers and headed above to An Nadir itself.
Hubert added snaz to his tattoo by changing his lizards eyes to look like
Xenitian stones, farewells were said to Ganeus as he headed back home w/ his
daughter, and shopping was done. You had several pleasant encounters w/ Elben,
who was excited about Hubert's power stone.

He pointed you towards Norrry, a
cowboy dressin' half orc who rented out camels to you on your quest for the
Ushua Oasis. Heading out into the dessert, you found a strange statue that
pointed you towards the oasis through the head of a snake. On your way from the
statue, you encounter some scorpions that knocked Krosh on his ass and could
have ended in bad news if Kismet had not just caught up in time.
Mara Dreadin

Farmer to the north of Dimwood, her husband Lemund was the first killed by gnoll attacks. In fleeing she was captured by the gnolls but saved her child Genher who went to retrieve help.

Was the sacrifice for a gnoll ritual, and although her throat was slit and life force was slipping away, Kismet used her magic to save Mara.
Malburh

The Southern most continent of Niba, Malburh is a fairly magically accepting continent (although it is still very rare).

Cities:

Norsberry, Stanmore, Barakinb Mountains, An Nadir

Villages:

Dimwood

Ports:

Shepshed, Lesgroth, Pilgrim's Port

Ships:

SS Harmonius, The Dark Pearl

Garrisons:

The Stronghold of Fiery Ruins

Landmarks:

Altneyn Forest
Xenith

During The
Titanomachy, a great hero named Xenith had the audacity to approach many of the
gods individually. He proved his worth before each of them and in return was
granted a piece of their power in the form of 6 stones, the Xenitian Power Stones. While each stone
individually has incredible power, when they are in near vicinity of eachother,
it is said Xenith had the power of a god himself.

Xenith fell at the
end of the war, and his followers fought for control over the stones. They
ended up being split from each other as control was divided through civil war.
The gods, having agreed never to interfere in the material world of man too
heavily again, used their small influence to lock the stones away.

Legend became myth,
and nobody has seen a Xenitian power stone since.
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Episode 6

With a plan in mind
to cause a diversion, rescue Ganeus' daughter, and escape before the cultists
knew what hit them; Rotex proceeded to charge head first into combat. The
cultists ended up standing no chance in the surprise attack and Indoril
heroically saved the daughter. Hubert proceeded to interrogate the cultists by
plucking out their eyes and murdering them, already knowing in his heart that
they were sent by his half-brother, Krash.

Proceeding into the
sewers of An-Nadir, you are led through a series of twists and turn to a small
shrine set up to the four good gods. After each god was prayed to, their symbol
lit up slightly. Upon all four receiving their dues, you were pulled into a
tunnel leading to the first of four rooms. A room full of statues of monsters
and men, a beam of light pointing at each statue. Blocking the light of the men
changed the puzzle to a challenge as the evil statues turned to attack the
statues of men. Protecting the men and defeating evil, the party moved to the
next challenge from the gods.

You entered a room
w/ a forge, shields of different elements, and a stone man standing before a
King Arthur-esk stone, except without a sword. Noticing the symbol of Bahamut
on the hilt of the sword, you poured platinum into the hole before the stone
man. As the stone inserted the hilt into the platinum, an incredible sword of
platinum was forged, opening the chamber up to the next challenge.

A room w/ a mirror
and hats, although the mirror did not show yourself but another party member.
The hats changed who you looked like, and you soon figured out how to position
the hats, but not before Krosh disappeared. The images then gained a life on their
own, and once made happy, dissipated. Moving to the final challenge of the
gods.

Entering the fourth
room, two seats were before you. One with the withering corpse of a dwarf, the
other empty. Hubert decided the taken chair looked better, moving the corpse to
the other chair. Sitting in the chair, he was transported to a spiritual dimension,
his body left behind and undergoing and rapid aging process to mirror the
results of the other corpse.

While there, Hubert
saw images of a paladin finding and traveling through an oasis, only to have
his party brought down by snake/man creatures. He was questioned as well
pertaining his intentions and worthiness of the sacred relic contained within
the temple. Hubert appeased the dwarf by speaking of holy vengeance against his
brother, and was revealed the last moments of his father's life as an assassin
slaughtered him in his temporary bedroom.

Meanwhile, the
corpses began to come to life in the dimension of the rest of the party, but
were hastily subdued by Garrick destroying the relic that controlled the spell,
a green gem on the ceiling.

The dwarf and Hubert
returned to their rapidly unaged bodies, and the dwarf handed over the potion
of life, as well as a gemstone of great power. You blinked and suddenly were at
the alter from the beginning again, Hubert still holding the bottle w/ the gem.
High Market

The area is a large market with two intersecting roads. Merchants have stalls lined down each street with small openings for the permanent shops that are on the street. Vendors sell all sorts of food, trinkets, clothes and necessities for life. The stores are higher end merchants for fine clothes, shoes, weapons and armor, with a few taverns strewn about.

## Taverns and Inns

The Thirsty Merchant, The Drunken Concubine (Brothel), The Emerald Bull (Golden Hands)

## Transportation

Wagon(Goods), Rickshaw(Inner City), Carriage(City)

s, Ricks(Inner City)haCarriage(City)ge.

## Shops

Food(All Qualities), Trade Goods(All Qualities), Clothing(All Qualities), Trinkets(Minor Magic), Arms(All Qualities)

## Special Buildings

High End Trade Goods (Black Market, Trigori Family), Digger's Second Hand Shop (Stolen Goods, Golden Hands)

## Factions

Merchant's Guild, Trigori Family, Golden Hands
Merrshaulk

Merrshaulk, Master of the Pit. Merrshaulk is the longslumbering
chief deity of the yuan-ti. As worship of
Merrshaulk waned, he went into slumber. Merrshaulk's
priests are yuan-ti abominations that maintain traditions of
living sacrifice and cause suffering in the god's name. With
enough vile acts, the abominations believe that Merrshaulk
will reawaken and restore the yuan-ti to their rightful place.
Episode 4

After having a jolly
good party the night before, everyone woke up in various states of well-being.
Before long, the door slowly opens as young Genher Dreadin pushes his way in
with all his might. Collapsing in tears, he tells of his farm being attacked by
monsters, his father staying behind to give them time to escape, and his mother
being captured as they ran to town.

The knight stepped
forward to help, telling the party to stay behind. You felt a higher calling
though, as you told him you were going as well and that he can't stop you.
Secceeding the argument, he left while the party argued about whether or not
they would wait ten minutes before following. Deciding not to wait any longer,
you caught up to him at the farm house. Gnolls were there setting up a dark
ritual of some sort using the blood of Lemund Dreadin. Kismet, recognizing it
as a ritual and much to the surprise of the party, charged in out of holy rage.

During the battle a
Fang of Yeenoghu came from the hut with Mara Dreadin in his hands. The knight
charged forth at the Fang to try to save her. The Fang slashed her throat in
front of him, but Kismet refused to allow her to die as he used his magic to seal
her throat again. As the battle commenced the guard died, and Bolda walked the
fine line between life and death. The battle turned though as Kismet continuous
kept the knight just barely on his feet, the party rallying behind the mighty
priest and destroying the Fang from all sides.

Resting after a
harrowing battle, Kismet proceeded to burn everything in sight that pertained
to the ritual, while Hubert began to strip in boodlust excitement. The Druid
came into view though, approached, complimenting your skills, and mentioned
briefly as she left that it was too bad that those in Dimwood did not have your
skills, for then they might have been able to handle a group of gnolls as well.
Fargrim Ungart

Legendary dwarven warrior within the Barakinb mountains, and wielder of DiamondHead, that led many campaigns into the underdark, uncover vast riches. With one last adventure into territory known to be infested by drow, he never returned. Few from his party made it back and told of harsh attacks from a drow front.
Episode 2

Ganeus had been
poisoned, the medic told you, not by the gomer, but through a injection in the
neck. The medic had seen the symptoms before, it was a certain class of poison
that had a comatose effect, but it could be cured through a concoction with an
additive of madeah root. Unable to try to find it himself, he sent the party to
retrieve it.

Concerned for
Ganeus' well being, Kismet and Hubert remained behind to protect him while
Rotex and Krosh ventured out. Along the way they heard the sounds of a wagon
party under attack by bandits. During the attack they learned that the wagon
party had been set up by one of the travelers within the group to take an
unusual path. In the battle that commenced, Krosh decapitated a dude and Rotex
turned the bandit leaders legs into jelly. After the battle Garrick and Indoril
joined with Krosh and Rotex to find the root and save Ganeus, since they both
knew at least of him as well.

As they were
starting to head north again, Hubert caught up to them. He had left Ganeus to
bring news that there were guards in town looking for a few of them that had
violated the Duke's peace. However, he completely forgot to remind them as he
got caught up in the adventure. Heading further north, you came across a small
structure where a druid was staying who was hunting poachers. You convinced the
druid to tell them where to find the Madeah root, which was just to the
northeast close to the forest in a small swamp

Reaching the swamp,
you found it was in fact inhabited by the rare Goran Giant Toads. Knowing the
druid would be angry if you slew them, you sought a way through to get the
madeah root. Trying many time to sneak through and get some root, some (Hubert)
were less successful than others. Indoril eventually did sneak through and get
some root, however he got stuck, made noise, and was brought unconscious via a
very painful frog bite.

The party quickly
charged in, distracted the toad enough to rescue Indoril and recesitated him
from the brink of death, root still in hand. You proceeded back to Dimwood, the
druid hut mysteriously gone, and brought the root back to the medic who used it
in a stew and saved Ganeus. Ganeus had just woken up, still groggy from the
poison.
Niba

Niba is the name of the world.

   It contains five main continents: Malburh, Priyun, Otin, Eyone, and Tretoris.

Once a world of great magic, most was lost after The Titanomachy.

☀930 years ago there
was war in the heavens called The Titanomachy. The primary concept of this war
was gods vs. primordials. However, this did not stop the gods from occasionally
taking advantage of the situation and striking at eachother as well. Many of
the gods died throughout this war, but in the end the primordials were sealed
in the elemental chaos from where they came. The war ended in a truce between
the gods where they would have free reign over their own astral planes and
would be permitted to lend power to beings in other planes to an extent, but
would not be allowed to leave their own planes. One doing so would unleash war
amongst the gods again. In this truce there was also an extreme reduction in
magic, including magical equipment.

It is also worth
knowing that the plane that belongs to the god IS essentially the god. The flesh form that they generate is much weaker than their true power of their plane of
existence, and taking that form is risky, for if it dies - so does the god.
Ganeus

An old gnome with white hair, a bald spot on top. Usually wears a dark green vest over an off white shirt, w/ brown pants that go 1/2 way between his knee and ankle. Thick glasses are over his shrinking eyes.

Once the greatest rogue in the world when part of the The Gnomads. Old age has taken a toll on him though as he settled in as the elder of Dimwood, but still kept his vast array of contacts to influence the world as best he can while taking care of his granddaughter Duli after his own child passed away.

Party relations

* Garrick
	+ Old adventuring friend.
* Hubert
	+ Took him in after he fled from his brother and nurtured him back to health.
* Indoril
	+ No real relation, Indoril was sent to Ganeus through Tyrion.
* Kismet
	+ No relation.
* Krosh
	+ No relation.
* Rotex
	+ Provided him w/ a life for the past couple of years, although not the life Rotex yearned for.

Previous titles
Xenition Power Stones

Each is more
powerful as the others are collected

The stones were
developed by separate gods to imbue a hero with their powers, so that the hero
could do their bidding without the god's risking death on the material realm.
The hero battled against the most powerful demons single handedly and played a
significant role in sealing them into the Abyss.

During The
Titanomachy, a great hero named Xenith had the audacity to approach many of the
gods individually. He proved his worth before each of them and in return was
granted a piece of their power in the form of 6 stones. While each stone
individually has incredible power, when they are in near vicinity of eachother,
it is said Xenith had the power of a god himself.

Xenith fell at the
end of the war, and his followers fought for control over the stones. They
ended up being split from each other as control was divided through civil war.
The gods, having agreed never to interfere in the material world of man too
heavily again, used their small influence to lock the stones away.

Legend became myth,
and nobody has seen a Xenitian power stone since.
Malchoir Redkor

> "[-----------------------------------------------Quote------------------------------------------------------]"
>
>

> -- Malchoir Redkor, [situation when said]
>
>

###

 Race
 Gender
 Age
 Height
 Hair Color
 Born
 Relationships
* Father of Visi Redkor
 Affiliations

###

Malchoir Redkor was a Flight Lieutenant on the Vol-class vessel Hammurabi before his promotion to a Flight Commander, and later to Captain, of the Interceptor class vessel Mandrake.

After loosing his family in the Attack on Hammon by the Rebellion he made it his goal to destroy the Rebellion and kill the people responsible for the lives lost in the attack.

## Biography

### Early Life

Named after planet he was on, Malchoir grew up in an Imperial city and joined the Academy when he turned 19 in hopes of joining the Imperial navy in later days.

While on temporary leave from the Academy from breaking his arm he met Zehvra at age 21. They met near the Twin Temples, dedicated to Branach and Alexion. Malchoir considers himself a follower of Alexion.

Malchoir joined the the Imperial navy after a couple of years piloting civilian trading vessels for multiple years. Becoming a Flight Lieutenant on the Vol class vessel called the Hammurabi.

He would often be away from home while his wife held a shop on Telrus. In later years they had two kids, Visi and Anastasia. He made friends on the Hammurabi, one of his best friends being

### Wrong side of the War

Malchoir got promoted to Flight Commander and ordered to transfer to another vessel by Nia Hovall, the Captain of the Mandrake. After some hesitation he accepted.

In the period between getting transferred to the Mandrake he got invited, with his family, to dinner with Constellate Vishina in his honor. After visiting the city and taking a tour to the temples they got to the building where the event was held. Malchoir lost his wife and children on the Attack on Hammon that followed.

After weeks of counselling with Nia Hovall Malchoir decided to start his work as a second in command to Nia. In that time he and Nia became close friends
Wrong Side of a War Wiki

## Welcome to the Wrong Side of a War Wiki

Wrong Side of a War is a novel-in-progress about spaceship pilot and captain Malchoir Redkor and the government he works for--the galaxy-spanning Constellar Imperium. The Imperium finds itself fighting a rebellion, and it's Captain Redkor's job to go about preserving the Imperium and everything it means to him.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Dimwood

A small village to the west of the Altneyn Forest, east of Stanmore. Original village that the party met in. The village center was vastly destroyed by an unexpected gnoll attack as the party was killing the gnoll leader, a fang of Yeenoghu that had arisen.

Places:

* Town hall
* Flopping Donkey
* Village Market
* Medic hut

People:

* Ganeus
* Faisa
* Ogifr
* Walkas
* Genher Dreadin
* Lemund Dreadin
* Mara Dreadin
Krosh

Class
 Level
 Diety
 From

Important figures

* Krethgar

Desires

* Set dragonborn free from society rules
* Anti-pelor
* Kill cultists

Fears

* Paladins of Pelor
* Pelor

Backstory

Krosh started life
as a paladin in the name Pelor.  He
strove to be a paragon of just and purity in the world, even though the legion
he was in had few dragonborn, save his broth Krethgar.  Then, one fateful night, Krosh and a small
group of trusted brothers in arms were ambushed by cultists.  Many a human Krosh grew up with was butchered
before his eyes.  Seeing his cherished
friends die without guidance from his God threw Krosh into an uncontrollable
fit of rage.  He rushed the leader of the
cultists, skewered the foul man  through
the chest with his greatsword, and then proceed to claw and tear the man’s
limbs apart.

 Such an act on unbridled ferocity caused the
cultists to flee with terror.  Krosh’s
actions saved many a knight, but all of his brothers could do was look upon
Krosh with horror.  When the battalion
returned from the ambush Krosh was cast out, as there was no way Pelor could
bless one who would commit such atrocity, even to the enemy.

 Krosh, angry, distraught, fled into the
forest, and slowly slipped into a feral-like state, letting his rage consume
him. Fueled by his hatred to the God that abandoned him, he began to hunt the
remaining cultist. For even if Pelor was gone, evil could not go
unpunished.  Krosh began to lose his mind
to the anger and the wild, until one day Krosh stumbled upon a druid being
attacked by feral wolves.  Krosh rushed
to his aid, and afterwards the druid took Krosh under his wing, showing him one
could find balance with the environment and thus, find balance in himself.  Krosh learned the ways of the wild, and how
one could find power within the world around him.  Sanity restored, Krosh reclaimed his
greatsword and vowed that never again would he put faith in a petty God.  He would show the world that his strength was
greater than faith.   After years in
exile, Krosh returned to the world of men to find his estranged brother, and to
show the world there is more than one way to skin a cultist.

Prologue update:

It’s been two days
now. You have been following their trail for two days and you haven’t even seen
them. Cultists usually aren’t this fast. You picked up on them in the outskirts
of the Felbourne Mountains. You had slayed a few scouts beforehand. These were
faster. They went through the Altneyn Forest and didn’t stop. You wouldn’t
either. You were getting closer. There were two of them on foot. They wouldn’t
be able to go much further though. You were gaining on them undoubtedly.

Suddenly a clearing.
You are out of the forest in a meadow. Tall grass with some wildflowers mixed
in for a few hundred yards. You can see smoke ahead. A village. THERE! You can
see two figures in cloaks running, approaching the village. At last, you’ve got
them. You sprint forward. You see them enter the tavern of the village. The
Flopping Donkey. Sounds like your kind of place…
Nikyrion

God of fates, it is given to Nikyrion to watch the universe and maintain the continuance of intended events--to ensure the tapestry of fate remains unchanged.

## The First Seer

(an excerpt from the *Book of Divinity,* sometimes called *The Tales of What Once Was and Yet Is*)

First, there was nothing. The Primordial Mother was in that nothing; she was that nothing. She willed a separation into existence; dimensions. Empty, they were, devoid of matter and life. The only dimension with life was the Godsplane--the place where her power centered, where her soul resided. She spoke into being the Ten Divines--Jakar, the Infinite, Nikyrion, Branach, Alexion, Zoroash, Cathinos, Caron, Halla, and Tyrion--and began the process of dividing the universe between them.

Jakar created the physical universe; the planets began to rotate, although all of them were dead and lifeless. Stars burned and galaxies spun, but nowhere was there life.

The Lady, the One who is Oft Forgotten, wandered through this empty universe. She had been given great power by the Primordial Mother, unfathomable power. Some say she is a shard of the Mother herself. She began to dream as she wandered; of birds and fish, she dreamed. Of the insects that crawl, she dreamed. Of mortals who would one day travel between the planets, she dreamed. As she dreamed, these things came to be. In motion, they were, but simple-minded--they had no concept of what had been, or what would be.

Nikyrion was the third to approach the Great Mother. To him, she said, "Watch. Observe that which will be, understand that which will one day have been. All of time, I give to you to care for. Weave a tapestry of fate, that mortalkind may know what a future is."

To the others were given their respective aspects, but none of it was of great concern to Nikyrion. Into the future, he looked, and the looking scarred his eyes. No longer were they the bright gold of the gods; his would forever be silver.
Episode

Having defeated The
Fang, you found out that Dimwood had been attacked by gnolls as well.  Jormund and his squire departed to Stanmore
to get reinforcements to drive out the gnolls once and for all while you went
to see what happened in Dimwood. On the way back, you bumped into Krosh
carrying a chest of treasures that nobody thought about keeping or asking for
or mentioning to Ganius - but somehow ended up with the contents anyway.

Krosh had been sent
to check on Ganeus' daughter and to gather the chest from a secret compartment
under the floorboards. The daughter was nowhere to be found and the secret
compartment had already been opened, as well as the chest. Although the bulk of
the treasure was left alone, Ganeus later revealed that there was a map in the
chest that was missing and that the Cult of Gyliam was behind this.

Coming upon the
village, the great hall was covered in thick flames and several bodies were
strewn about, although Ganeus was safely hiding in the medic hut. Ganeus then
insists on heading to Bilail's Harbor to the south in order to sail to the holy
city An Nadir.

Ganeus had already
booked passage and everybody left immediately, setting sail on the SS
Harmonius. After several hours of sailing a fog rolled in, containing The Dark
Pearl captained by slaver Captain Blackbeard. After a long fight that involved
Krosh nobly jumped off the ship to keep the pirates from sinking it and almost
dying on the pirate ship (twice), the pirate captain was killed and The Dark
Pearl sunk.

Arriving at An
Nadir, Hubert could think of nothing other than getting a large lizard tattoo
across his entire back. Ganeus, a bit concerned about his daughter and not
wanting to spend two days waiting for Hubert's tattoo, gave a motivational
speech about how he doesn't need the tattoo, his spirit animal is always in his
heart. Hubert understood him completely and waited a few hours to a get a
lizard tattoo on his heart instead.

Soon after, the
party set off towards the sewers of An Nadir to find Ganeus' daughter. You came
across an encampment at night of a fire, one tent, and three sleeping pads with
three cultists arguing and deciding they would go into the sewers at first light.
Planning to save Ganeus' daughter, Indoril began sneaking around to the tent
while Kismet pull the first fuzzy ball out of the tan bag and threw a bear at
the cultists on guard duty.
Olsen

## Brasão / Bandeira

### Cidades Conhecidas:

Alesund, Cidade de Prata, Giovik, Kexholm, Marvik, Maumadall, Vila Barriguda

## Mapa

### Duques:

Ducado de Nattfod, Ducado de Skogens, Ducado de Svartberg, Ducado de Ursvamp

## Ducados

* Ducado de Nattfod
* Ducado de Skogens
* Ducado de Svartberg
* Ducado de Ursvamp

## Cidades

* Alesund
* Cidade de Prata
* Giovik
* Kexholm
* Marvik
* Maumadall
* Vila Barriguda
Shroud

The Shroud are a mysterious bunch of thieves and smugglers who are working in secret to gain power. The upper organisation is a strict chain of command but the lower tiers are nearly separate other than the handlers they deal with.

 Boss

* Shroud Mind Flayers
* Johning Omnious (Mind Controled)

## District Influences

* Main Docks
* Temple District
* Middle Residents
* Mage's Tower
* Crafter's Alley
* Low Side Docks
* Southern Market
* Southern Slums

## Goals

The Shroud are actually controlled by a group of Mind Flayers. Using mind control they have influenced over the top tier of The Shroud. They use the Shroud as a cover up, and mask the humanoid trafficking they do to supplement their food needs and grow more spawns.
Common Year

The term 'Common Year' is used to describe the period of time between the fall of the first human dynasties, and the beginning of the Imperium in CY 5437. The fall of the Nikian rebels in 5437 marked the start of the Constellar Imperium, and the beginning of a new counting: the Imperial year, or IY. Some planets mark their own time, as well as noting the IY--a year as it is on Hammon.

Sometimes, the Imperial Year is referred to as a 'standard year', usually when speaking generally about the length of time something takes. Similarly, 'standard month', 'standard day', and 'standard hour' are equal to the length of time each is on Hammon. Starships use the Standard timekeeping system, thanks to a system that remains consistent with the master clock on Hammon.
The Frowning Dolphin

## Outside

The building is in disrepair with a tattered roof and the front door is nearly off it's hinges. The smell of stale rotten beer and wine waft out to the street and the sounds of yelling patrons echo towards you.

## Inside

### Entry

The reek of stale beer is even stronger, but is also mixed with the musk of cigars. The bar to the left is in better shape than expected with several patrons drinking and laughing. The human barman nods to you as you enter.

On the right there is several tables with patrons drinking and gambling, some are loud and yelling at each other over the outcome of the game.

in the back there is a few tables which are all empty except for one with a man smoking and drinking. Behind the tables are a set of double door which lead to the kitchen and stairs that led up to the rooms.

### Upstairs

The floor is rickety and well used, and the doors to the rooms are all intact with locks on the handles. The rooms seem to consist of a single bed, a small deck and a chamber pot.

## Prices

 Pint
 Wine (Poor)
 Glass
 Mead (Poor)
 Spirits
 Inn Stay (Poor)
 Meal (Poor)

## Characters

* Ronald Bun (Barman/Inn Keeper)
* 2 Wenches
* Jarid Teadon (Targori Family Handler)
* 5 Thugs
* 6 Patrons
Shadows of the Fox

Shadows of the Fox are a new vigilante group of thieves who target the rich and give to the poor Their influence has slowly grown as they wiped out an old thieves guild in the slums. All the thieves are scouted by the leader, The Fox, an unknown patron who gives out the missions and supports his Shadows.

The rules of the Fox are basically to only steal from people who have more money than they know what to do with. The poor are to be helped and left alone.

They also keep an eye out for the citizens of the slums on the east side of the city. Slowly they are making the streets of the slums a safer place.

## Deep Shadows

* Grant Bryan
* Terry Drake
* Janice Lee

## Shadows

* Blake Marsh
* Verna Boyd
* Tricia Cain

## Shadow Recruiters

* Elwood McGee
* Lucian Leach

## District Influences

* Southern Market
* Southern Slums
* Eastern Slums
* River South Outlands

## Goal

The Fox's goals are not known much but as far as he has explained he wants to make the slums a safer and better place to live. Overall "Equality" to all seems to be his main goal.
Kexholm

### Pessoas Notáveis:

Antigo Conde Apollyon Caromarc, Juíza Embereth, Doutor Montaigne Ragnarson, Condestável Ambrósio Mataurso

### População:

200 habitantes (150 urbanos, 50 ribeirinhos) - 62% humano, 23% meio-elfo, 8% halfling, 7% outros

### Força Militar:

Permanente: Irrisória (20 milicianos, 5 guerreiros); Forte precárioTemporária: N/A.

### Locais Importantes:

Forte ‘Torre Vermelha’, Taverna ‘Dente rachado’, Templo de Sobek, Armazém ‘Peixe Fresco’, Universidade de Nattur, Grimório azul.

### Clero:

Marduk, Corellon, Urgathoa, Sobek (90%), Outros (10%)

## Economia

* Pesca fluvial (26%)
* Extração de ervas (14%)
* Extração de fibras e artesanato (14%)
* Pele e Couro (16%)
* Marcenaria (10%)
* Itens mágicos (8%)
* Caça (6%)
* Outros (6%).

Grande parte da alimentação dos habitantes é composta de peixes, aves e animais do pântano. Em especial, a barriguda, dourado, andorinha, capivara compõe a pesca e caça para alimentação local e para exportação. O caráter de santuário natural da região que é zona que jacarés e cobras fazem os ninhos (em épocas distintas) permite a caça e exploração do couro desses animais, para exportação especialmente para a capital.

Os druidas patrulham a região nessas épocas, afundando embarcações que capturam fêmeas ou ovos desses animais.  A exploração de fibras vegetais, especialmente do caniço, permite a manufatura de jangadas, chapéus, cestas, sandálias e papel. A produção lenta e incipiente de papel abastece a demanda da universidade. A dificuldade em se obter equipamentos de ferro e aço e as técnicas élficas trazidas pelos imigrantes potencializou a marcenaria da vila, que conta com vários artesãos meio-elfos. Produzem principalmente material para construção, barcos, arcos, lanças cajados e varas, suprindo a demanda interna. A universidade produz um pequeno volume de artigos mágicos, vendidos à preços exorbitantes para os lordes da região ou exportados. O comércio é tímido e praticamente todo valor exportado é convertido em produtos básicos, como ferramentas de ferro e comida. Há também a exploração de ervas e plantas do pântano para alimentação e fins curativos, especialmente para abastecimento interno.
High Side Docks

The High Side Docks are mostly a set of smaller dock and fishmongers that supply the rest of the markets with their wares. The seagulls are rampant and rats and cats roam freely through the area. The smell of fish was prominent but it's not rotten, just fishy.

The main set of docks are well kept up, but are lower on the water for smaller boats and fishing ships. Unlike the other dock districts this area has few warehouses and is more residential. The houses are small, but well maintained.

Fishermen and carts roam the streets which are smaller and more crowded than an area like this would normally have. Alley ways are tight and dark making it a dangerous place at night.

 Taverns/Inns

The Peddler Inn

## Transportation

Rent: Small Ship (Out of City), Wagon (Goods)
Ship Hiest

## Map

1. Sailor, CR 1/2

2. Deck Swab, CR 1/4, Moving back and forth up the decks swabbing the deck.

3. First Mate, CR 1, Sleeping

4. Captain, CR 3, Sleeping. 50gp on table, 2 gems (25gp) in lock box (locked DC 15)

4b. Kitchen. Food.

5. 10 Sailors, CR 1/2, Sleeping

6. Storage Hold, Trade goods, 5 potions of healing (investigate DC 15)

7. 2 Thugs, CR 1, Sleeping, Storage, Treasure Chest (locked DC 15)

8. Cleric of Shraal, CR 1, Sleeping Medic, lock box (locked DC15, 4 potions of healing, 1 potion of water breathing)

9. Storage room. mops

10. Storage room. Food.

## Special

If the player open the chest, Razel Trigori and Jerid Teadon will be disappointed in the in them for not following orders and attack them. \*Give players a chance to escape.
The Roaring Eel

### Outside

The simple building is in decent shape, the exterior is well kept up despite the condition of the surrounding buildings. The area smells of Fish and Ale but isn't overly strong. The tavern over looks the bay, and has a terrace with a few patrons drinking and smoking quietly.

#### Inside

Inside is a plain room with a bar at the back with the dark skinned human barman cleaning glasses as he waits for drink orders.The room smells of beer and pot roast which is available for their customers.

Most of the tables in the room are unoccupied and the older wench looks bored as she keeps an eye for the outside patrons to want a drink.

#### Upstairs Rooms

The rooms are plain and sparse but well kept up. Most rooms only have a single bed, a desk with a chair and a chamber pot.

#### Prices

 Pint
 Wine (Poor)
 Glass
 Mead (Poor)
 Spirits
 Inn Stay (Modest)
 Meal (Modest)

#### Characters

* Umolin Perith (Barman/Inn Keeper)
* Delia Perith (Wench/Cook)
* 3 Shroud Thugs
* 10 Patrons
Trigori Family

The Trigori Family are an organisation centered on the Trigori Crime Family. Not much is known outside the Family itself but speculations are they control many facet of the criminal underbelly in parts of the city.

The organisation is a pyramid with the head of the Trigori Family on top.

Unknown to any one except the Boss and Under Bosses, the \*Elders are still around as Vampires that advise and help the younger generations. Turning to a Vampire is a gift to the Elders who succeed.

## Boss

* Zelin Trigori (\*First Elder)
* Taovia Trigori (\*Second Elder)
* Kaain Trigori (\*Third Elder)
* Olan Trigori (\*Current Boss)

## Under Bosses

* Razel Trigori (Acquisition)
* Zelin Trigori 3rd (Assassin)
* Swain Trigori (Transport)
* Joana Trigori (Muscle)

## Soldiers

#### Muscle Soldiers

* Jason Manson
* Gany Herild (Deseased)

## District Influences

* North Side Residents
* North Market
* High Court
* Slum Docks
* High Side Docks
* Main Docks
* Temple District
* Guild's Alley
* Middle Residents
* Graveyards
* Low Side Docks

## Buildings and Locations

* Trigori Estate (High Court)
* Drunken Goat (Slum Docks)
* 2 Warehouses (Slum Docks)
* Broker (Slum Docks)
* The Frowning Dolphin (Main Docks)
* 1 Warehouse (Main Docks)

## Goals

The original goal of the Trigori Family was just to survive, but has since evolved to take over the city. Olan Trigori knows that he could never take the place of King but he is set to get one of his sons as King.

Currently they are bolstering their power and influence among the Noble families. They are slowly picking away at the top five families to take their place.
Royal Family

The Royal family, Secundinus, of White Lake have been in control of the country for over 6 generations. They are fair rules who took over after the last ruling family who were a tyrant were killed in a revolution. Many of the opportunities that are available now in the city and country are because of their influences.

## Family Members

### First Family

* Maximus Secundinus (King)
* Celina Secundinus (Queen)
* Lucilla Secundinus (Princess)
* Marcus Secundinus (Prince)
* Tiberius Secundinus (Prince)

### Second Family

* Surgius Secundinus (Duke, ex-Prince, King's Brother)
* Paulus Secundinus (Duchess, Panos Family)
* Lukios Secundinus

### Third Family

* Mariana Emilio (Duchess, ex-Princess, King's Sister)
* Vincent Emilio (Duke)
* Fiona Emilio
* Carmela Emilio
Information Brokers

Information brokers deal in secrets and important information for a price. Some are better at the job, and all have different levels and areas of expertise.

## Brokers

### Eva

The Pretty Sage, Human, Wench/Whore (4-5 gp) - (Galdrik +1)

* Local Patrons (High)
* High Court (High)
* Nobles (Med)

### Gong Dolve

Adventurers Guild, Half Orc, Mercenary - (Galdrik +1)

* Mercenary (High)
* Local Adventurers (High)
* Under Guilds (Low)
* Iron Hammer Guild, Cutter's Guild, Straight Arrow Guild (Med)
* Noble Families (Rumors only)

### Hawaususi

Mage's Guild, Human, Wizard - (Charva)

* Mage's Guild (Med)
* Cutter's Guild, Binder's Guild (Med)

### Jerid Teadon

Trigori Family, Human, Thief - (Kali)

* Under Guilds (Med)
* Guilds (Low)
* Nobles (Low)

### Locke Toni

Docks Guild, Human, Dock Foreman - (Vince +1)

* Docks Guild, Cartman's Guild, Messenger's Guild, Butcher's Guild (High)
* Other Guilds (Med)
* Under Guilds (Low)
* Nobles (Rumors only)

### Rasana The Naga

Chaotic Evil Spirit Naga

* Rituals (High)
* Outsiders (Med)
* Evil (Med)
* Magic (Med)
* Ancient City Lore (Med)

### Rockwell

Merchants Guild, Human, Guild Official - (Gabriel)

* Guilds (High)
* Under Guilds (Med)
* Nobles (Low)
* Mage's Guild (Rumors only)
Districts

## Districts of White Lake

1. Upper Side Slums
2. Upper Guilds
3. Eastern Residents
4. Northern Residents
5. River North Slums
6. River South Outlands
7. North Market
8. Royal Castle
9. Upper Town
10. Slum Docks
11. High Side Docks
12. High Court
13. High Market
14. Guild's Alley
15. Main Docks
16. Temple District
17. Middle Residents
18. Low Side Docks
19. Graveyards
20. Crafter's Alley
21. Mage's Tower
22. Eastern Slums
23. Southern Market
24. Southern Slums
Faction List

## Factions of White Lake

### Government Factions

* Royal Family
* Royal Guard
* Royal Mages
* Royal Court
* City Watch
* Mage's Guild

### Temples

* Bahamut
* Corellon
* Raven Queen
* Moradin
* Pelor
* Tharizdun
* Vecna

### Noble Families

1. Emilio Family
2. Panos Family
3. Erfan Family
4. Lew Family
5. Cosimo Family
6. Isbrand Family
7. Anastazy Family
8. Trigori Family
9. Spiro Family
10. Titus Family

### Guilds

* Stone Hammer Guild (Masons)
* Iron Hammer Guild (Smiths)
* Cutter's Guild (Jewlers)
* Baker's Guild
* Carpenter's Guild
* Glass Work's Guild
* Farmer's Guild
* Keger (Brewers)
* Tailor and Tanners Guild
* Ship Wrights Guild
* Binder's Guild
* Smoker's Guild (Cigars)
* Straight Arrow Guild (Bowers/Fletchers)
* Butcher's Guild
* Merchant's Guild
* Coin and Purse Guild (Money Lenders)
* Iron Lute Guild (Musicians)
* Artist's Guild
* Cartman's Guild
* Docks Guild
* Sword and Shield (Adventurers)
* Landowners Guild
* Messenger's Guild
* Street Sweeps Guild

### Under Guilds

* Trigori Family (Thieves, Smugglers and Assassins)
* Jadefall Theives
* Golden Hands (Theives)
* Shadows of the Fox (Theives)
* Shroud (Theives, Smugglers)
* Water Talons (Smugglers)
* Shatter Lust (Smugglers)
* Rumbleblades (Assassins)
* Nocturnal Sacrament (Assassins, Vecna Cult)
Slum Docks

The Slums stink of burning oil and rotten fish that are cooking in the heat of the sun. The roads are dirt and poorly laid out with shacks and rundown houses along side. Most of the place is in disrepair and the residents seem not to care. The docks themselves are in poor shape with many broken boards and posts, seagulls litter the area scrounging for food and pester the local fishermen. There are a few larger guarded warehouses by the main set of docks which are in a bit better shape than the rest of them.

 Taverns/Inns

Drunken Goat (Gambling Den, \*Trigori Family), The Frowning Fish (Raucous Dive)

## Shops

Simple (Cheap >2gp), Trade Goods (Cheap >5sp)

## Special Buildings

7 Large Warehouses (\*2 Trigori Family), 1 Mason's Workshop, 3 Smiths (poor), 2 Baker's shop, 2 Tailors (poor), 2 Messengers, 3 Butcher/Fishmonger, 1 Gailot (\*Trigori Family).

## Factions

Dock Worker's Guild, \*Trigori Family, \*Water Talons
White Lake D&D Wiki

## Welcome to the White Lake D&D Wiki

This Wiki is to help me with my D&D game, White Lake

## Districts

Districts

Special Locations

## Faction List

Governing Factions

Nobles

Guilds

Temples

Under Guilds

## Shop List

Inns/Taverns

Shops

## Rumors

Rumors

Information Brokers

## Links

Listo Character Generator

RPG Tinker

Players Handbook

Dungeon Masters Guide

Monster Manual

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Jerid Teadon

He is young human man in his late 20s dressed in dark clothes and hide armor. He is smoking a large cigar and has tattoos on his arm and face that look similar to Orcish tribal marks. His hair is slicked back with grease and his eyes look wild. He is tall and lanky but looks like he could hold his own in a fight. He speaks with a heavy Italian accent.

## History

Jerid works for the Trigori Family as a recruiter and low priority handler. He's friends with his Under Boss Razel Traigori but was unable to do what was necessary to get higher up in the organisation. He doesn't like his superior Moko Boradin much but does as he is told out of respect for the family.

## Jobs

* Trigori Family Handler
* Trigori Family Thief
* Information Broker

## Stats

**Armor Class:**14 (Hide)

**Hit Points:**18 (4d8 +0)

**Speed:**30ft (9m / 6 sqr)

**Proficiency:**+2

 Dex
 Con
 Int
 Wis
 Cha

**Skills:** Stealth +4, Investigation +3

**Challenge:** 1/2 (100 XP)

#### Racial Features

**Ability Modifiers**: +1 to all

**Languages**: speaks Common and Elvish.

#### Special Abilities

**Sneak Attack:**Once per turn, the scoundrel can deal 7 (2d6) extra damage to one creature he hits with an attack if the scoundrel has advantage on the attack roll. He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he doesn't have disadvantage on the attack roll.

**Cunning Action:**Due to it high agility and cunning he can use a bonus action to take the Dash, Disengage or Hide action.

**Tool Proficiency:**The scoundrel is proficient with the Thieves' Tools.

#### Actions

**Multiattack.** The Scoundrel makes one weapon melee attack or one ranged attack.

**Dagger.**  +4 to hit, range 20/60, one target. Hit: 4 (1d4 +2 ) piercing damage.

Properties: Thrown: range 20/60, Finesse, Light,

**Light Crossbow.**  +4 to hit, range 80/320, one target. Hit: 6 (1d8 +2 ) piercing damage.

Properties: Ammunition: range 80/320, Loading, Two-handed.

## Location

Jarid can usually be found at the The Frowning Dolphin or at his home in the Main Docks district. Occasionally he is with Razel Trigori.
Laws

The laws in White Lake are in forced by the Royal Guard, the City Watch and Citizen Watch. Judges are appointed by the King, and are considered part of the Royal Guard.

## Minor Laws

* Wearing Royal Blue - Stripped and put in stocks for a day.
* Theft under 1gp - Fined and either put in stocks or jailed for 3-30 days
* Brawling in public (nonlethal) - Fined and put in stocks for 1-3 days
* Slavery - Restricted to Indentured Servants

## Major Laws

* Theft over 1gp - Fined and Jailed for 1-3 months
* Brawling in public (lethal accidental) - Fined and jailed for 6 months to 1 year
* Murder (premeditated) - Jailed for 5 years or Death
* Assassination - Death
* Drugs - Jailed for 1 to 5 years or Death

## Magic Laws

### Arcane

These laws are enforced by the Mage's Guild

* Cantrips and Level 1 spells - No license
* Level 2+ spells - License required
* Spells that can Kill (non lethal) - Magic is bound for 6 months
* Spell that Kill (lethal) - Death

### Clerical

These laws are enforced by the Royal Guard

* Spells that can Kill (non lethal) - Magic is bound for 6 months
* Spell that Kill (lethal) - Death
Golden Hands

This guild prides itself on large scale theft, plotting long term, high stakes cons. This goal means their primary targets are richer nobles who flaunt their money.

## Lieutenants

* Tarrond

* Sudeiman Stormwind

## District Influences

* Upper Side Slums
* Upper Guilds
* Eastern Residents
* River North Slums
* High Court
* Upper Town
* High Market
* Temple District
* Guilds Alley
* Mages Tower
* Middle Residents
* Crafter's Alley

## Goals

Lethan hasn't explained to any one other than Tarrond but he has made a pack with a devil for power and wealth, eventually they are gathering resources to summon the Devil and his Cohort.