recursal/Fanatic-Fandom huggingface dataset:
Zamana

Zamana is a galaxy comprised of about 360,000 Astral Units of space. It is divided into two greater political factions, the Democratic Stars of Keller (DSK) and the Haladesh. Between and around these groups of planets are the Open Territories, space which is not governed and is considered to be neutral. Zamana exists on the Prime Material Plane and is considered to be the setting of the Campaign.

## 'Geography'

Zamanan space is, so far as is understood, not able to be exited except through other planes.

> "Alright. The big question, the big quandary for cartographers and for many of its high mages and pontificators, if you will, the thought process is that, well, Zamana is this infinite loop, then it must be where all things are, correct? But that doesn’t explain a lot. Obviously, we’re aware that there are other planes of existence out there, where the deities dwell, the transitive planes, such as astral and ethereal, and we have reflections to our own Zamana, the OtherShadow, the OtherFey, but this looping, this cyclical nature of Zamana, it don’t make sense, per say. There are a lot of people who wager there’s gotta be something beyond that, somewhere you can go *from* there." *-Vance*
>
>
>
The Spinning Black

An all-consuming sphere that floats through Haladeshian space; many worlds that revolve around it are uninhabited, because at random times they will be sucked into it and disappear from sight, never to be seen or conntacted from again. The Gith, drawn to pain, live on a series of asteroids and planets that wrap around the massive celestial body.

It is a void, but also the name of the city which surrounds it, home to the Gith. It is one of the locations of the Solvux.

According to DSK legend, the Gith appeared out of nowhere one day, streaming out of the Spinning Black, immediately causing mayhem. They supposedly attacked small villages on various DSK worlds near the Spinning Black without provocation. A small skirmish that began with a DSK team sent to deal with the chaos ended up spinning out into the Thousand Year War.
Kirby

World Breaker Kirby is a member of the House of Representatives,The Council, the Royal Thano Army, and is one of the most Trusted members in Thanostan.

Not much is really known about Kirby, but he has been well known for: being a commander in the war, a Gamers Rights activist, and a supporter of Thanoism.
Let’s Get Wild Cocktail

Used by Sheevah at the Sloe-Down to rather explosive effect in Brokeback Laboratory.

The invention of an old gnomish bartender whose cousin was a wild magic sorcerer, they sought to recapture the pizazz and excitement of their cousin’s casting in a drink. Made of 2 oz dry vermouth, 1 oz elven mead, a sun tiger tooth, and a dash of elvish bitters this drink is then lightly enchanted in a mysterious process known only to gnomes and some bartenders.

As an action you can drink the potion. You then roll once on the Wild Magic Surge table.
Orb of Universal Casting

The Orb of Universal Casting is a wildly sought after magical device. It was last seen 400 years ago by Jacob Willsworth and Zephi Velhiri. Though it's exact properties are not known, it is extremely powerful and is currently believed to amplify the power or the spells cast by the holder.

### Origins

The orb may have its origins on Primus, however, it could stretch back even farther. It has existed for hundred of years.

### Interested Parties

The Three Siblings, including Echton, seem to have had an interest in the orb.

The Voices in Zephi's head, lead by Leopold, were originally an adventuring party serving Vash. They located the orb using Divination magics; it had moved from their plane to Zamana, which they accessed through The Nine Rings & Zephi.

Zephi and Jacob Willsworth set out in search of the orb, and located it on an abandoned Spelljammer. The orb itself was in a box with an arcane lock, set to Power Word Kill. Before the trigger went off, Jacob and Zephi both got to touch the orb. When the spell began to trigger, Jacob quickly locked Zephi away in a Soul Vice for 400 years. Jacob's fate is unknown.

### Appearance and Power

The orb itself is small enough to be held with one hand, and is made of glass. It has been described as "glittering", and holding "all the light of every star twinkling". Deep, deep inside of the orb, is a small depiction of a three-dimensional tree, crystalline and glowing. The image bears a striking resemblance to The World Tree.

The orb is also known to glow and radiate pure, palpable magical energy.

### Absorption Powers & Connection to The Scale

> *…We had one. There was a scale back from where we were. But it was used, it was ended, it was brought to the orb. It was consumed by the orb. There shouldn’t be another one. -The Voices*
>
>

The Orb seems to absorb or consume other powerful objects when brought to them. This is very similar to the function of the unusual arcane core aboard the Karnival Kruise.
Richard Rylance

This is my hot take on what Rylance looks like, emphasis on hot.

Rylance is a four-star general of the DSK, the conductor of the Peace Accords that ended the Thousand Year War, and the contractor of the current party.

## Background

Rylance is a well-known member of the DSK, one who would be recognizable to anyone in the military itself, and possibly even outside of it. (The DC was super low.) He is well respected and may have had something to do with the Misfits. He and Yfrit worked together for an unspecified amount of time, though it is clear they trust each other.

Rylance was born on Azotis, and orphaned at a young age. More about his familial links is entirely unknown. He was a quick learner on Dreshan Station, and jumped around often during the war, moving up the ranks extremely quickly and was made a three-star general just prior to his meeting with the Prime Gith. Rylance is primarily famous for this meeting in which he managed to arrange a peace treaty between the Haladesh and the DSK, ending theThousand Year War. After the war and during Peace Accords, he was honored by being awarded the Medal of Peace, and being promoted to a four-star general.

## Relationship to the Party

Though Rylance is by all means our contractor or boss, the relationship with him has been strained. From the under the table way he hired us to the fact that he sent us on a mission that got Karn killed and STILL refuses to offer us any kind of insurance policy, it's been a little touch and go. Still, he regularly welcomes us into his home, pays us well, and seems to wish the best for us. He has given us a paper so we can slide into his DMs at truly any hour from any location, which is DEFINITELY a poor move on his part but whatever

## The Rylance Home

We know Rylance has a wife, who is very friendly and puts up with all the shit her husband drags in. Vega In the basement of the home, as Rylance believes that is the safest location for him. He is surrounded by a magical shield, where it seems very little, if anything, can pass through, magical or otherwise. Ryalnce assures use this is a-okay with the DSK.
Classifications and Calendar

## World Systems

Planets in Zamana fall under different classifications. They designate size and habitability to average humanoids.

 B
 C
 H

 1-2
 3-4
 5
 6-7
 8-9
 10

### Calendar

The Zamanan calendar consists of 10 months, all with 30 days. They are: Dognan, Ganay, Chomat, Xuntre, Fralas, Lenay, Leville, Jesone, Bloresco, and Wanote. Years are written ZY, for Zamanan Year. Our campaign began on the 8th of Fralas, 11,423 ZY.

 Ganay
 Xuntre
 Lenay
 Leville

### Major Historical Dates

5,567 ZY - Spelljammers invented

7,940 ZY - DSK forms

10,413 ZY - War breaks out

11,413 ZY - Peace Accords are ratified

The war lasted 1000 years. It was commonly referred to as the Neverending War before this, and is now referred to as the Thousand Year War or simply The War, as it was that all-encompassing.
Booshi

Booshi was the former leader of the Honeyside Hot-wires. He was killed in a fight with the party in Hector Gilligan's laboratory in the basement of the defunct war guild. He wore a special device that allowed him to transform into a beast known as a Cane-Monster. By infusing him with Glittercane, he would grow in size and gain the ability to hurl acid.
Court Laws

The DSK has certain laws governing all planets that fall under its reign. Specific laws and practices are decided on a more local basis, but there are Three Rights granted to all citizens;

### **Right of Jurisdiction**

1.     In Metropolitan areas, the Starguard and the Echelon Courts handle all crime convictions. They are presided over in private forums protected from perjury by the clerics of Lem.

2.     For all sub metropolitan regions, law is handled by the state and appointed law master. The law master must hear a case and have it appealed before it can be moved up the courts to the Echelon Courts.

### **Right of Trial**

1.     The member of the public accused of a crime has the right to a trial, in which they face the accuser, or the representation thereof.

### **Right of Punishment**

1.     A lawmaster reserves the right to rule over a case and decide the fitting punishment for a crime.

Ref: Session 21, 24:45
Sybil

Dawnseer Sybil is the leader of the K-Central branch of The Waking. She explained Otia's whole deal and the inner workings of the religion to us.

## Rein-Karn-ation, Attempt 1

During Wandering Stars, Gerome wanted Karn back and wanted him back Now, so he asked around the Temple of Vitality in K-Central and was finally brought to Sybil, who essentially confirmed her religion was the right one for the job.

She and Creon attempted to contact Karn's soul but, when that wasn't working, we know she and Creon attempted to contact someone else, and that the results disturbed her. The rest of the party does not know who he tried to contact. She suggested we should really talk to Creon. Like we haven't tried!!!
Dameral

Dameral is a stout dwarf with bushy black hair and beard that likes getting fucked up at the Flaming Coven. He is a very sore loser, and challenged Yfrit to a rematch after she beat him fair and fucking square. He was decisively pummeled by Yfrit, Sheevah, and Zephi on a night out, though he had friends backing him up. Fuckin loser lol
Little Rosey Wiki

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Illin Prosser

## Illin Prosser, Captain of the Star Guard

So this is the guy who would get played by Benedict Cumberbatch, right

Illin Prosser is the Captain of the Star Guard, Karn's former boss, and the one who allowed us to interrogate Vega. He is very by the book and respects the ranks of both Vigil and Creon. He was not in favor of Karn joining out party for obvious reasons, and while he runs a steady and safe ship of K-Central, he is pulled in many directions, and-- oh my god. Oh my god, you guys, i think we have to tell this guy Karn is dead? Like he quit we THINK but we're not SURE what if he just took a leave of absence! Oh my god oh no--
Karn

Karn illustration from Jude, color by Darcy

Karn is/was a full Orc barbarian NPC and party favorite. He was First Mate aboard the ship. The party met Karn during Assassin's Creed: Vega Edition, after securing Vega and bringing him back to K-Cental's Star Guard Precinct. He is/was a member of the precinct before leaving his job against his boss Illin Prosser's wishes to join the party in our journey through the stars. He was ultimately murdered by Spawn, a total wormy bastard, in a battle in the Ironbane Mine.

## Appearance & Personality

Karn is a full orc and is also friend shaped. He is/was green, wears/wore his hair in a tight bun (very cute, Karn) and is/was over 7 feet tall. Karn is/was very slow with an intelligence of 4; however, he is very lovable! He had an especially strong connection with Gerome and Vigil, both of whom were his bosses in different regards.

## Background

Karn is/was a good boy. We don't need to know much more than that. He was a low ranking DSK officer, who Gerome especially took a shine to while Vigil and Creon interrogated Vega. After Gerome asked whether or not he wanted to join his personal employ, Karn attempted to come with us several times but was blocked by his superior, Illin Prosser.

## Death

The party attempted to take a Long Rest after a particularly draining fight in the Ironbane Mine against several reanimated dwarf corpses, worms, and grue, and before we blew a hole in the mine to get through. 7 hours into the 8-hour rest we were awoken by a massive spawn, our spell slots and health not recovered. After Creon, Vigil, and Zephi all getting knocked out, Karn was killed by a particularly brutal hit from the spawn. Sheevah dealt the final blow to the spawn, and Karn's body was left on the ship while we went to go avenge the shit out of him.

## Order of Stone

After meeting the Order of Stone, we asked if they had a way to revive Karn. Though they did not, they offered to cast a low-level sustaining spell on him every 10 days in perpetuity; this means that the spell we need to revive him is only a level 5 spell, either Reincarnate or Raise Dead.

We'll be back for you, pal.
The Nova Nook

Image from our briefings

The Nova Nook is a bookshop in Hitrivill owned and operated by Kara Tao. It has a wide selection of books and magazines across many genres. The exterior has the image of a swirling supernova painted in white. In the center, there is a large telescope, extending about 10 feet, sticking out through the ceiling.

## Books Purchased

* ***On the Pantheon: A Theological Study of Zamana,*** Written by Casakos DeMartine
	+ 1 copy owned by Zephi; 1 copy owned by Sheevah.

* ***Yearning of the Scarlet Sailor,*** Written by Rorissa Quest
	+ 1 copy owned by Zephi
* ***A General Zamanan History Academia,*** Written by Toth Himbledimble
	+ 1 copy owned by Zephi
* ***The Dashing and Dastardly: An Autobiography by Billy Velhiri,*** Written by Billy Velhiri
	+ 1 copy owned by Zephi
* ***Wish! A Collection of the Last 50 Years,*** compiled by Zardu Gumpjuggler
	+ 1 copy owned by Zephi
Ironbane Mines

## Ironbane Mine

Ironbane Mine is owned by the Ironbane family, and is where Journey to the Center of the Mine took place

## First Level

the mine starts in a long passageway, and breaks off in two directions. If one goes take the first right, there is a large cavernous area with three large pillars, and the cavern breaks off in several directions. To the right, is where the party encountered Buddy. If one goes to the upper right, there is a passage that breaks off in two directions, and in one there is mining equipment stored. In the upper left, there is an alter to \_\_\_\_. There is a passage to the direct left which has been blown through by the party after a cave in.
Namfoodle Fizzlewick

One of the brothers of the Fizzlewick Family.

## Appearance

Namfoodle was the tallest in his class at gnome school. He has "that Fizzlewick round head... arms... legs... so there is some resemblance there." He's definitely taller than the rest of his family, fairy beefy, and definitely not a human. He is known to often wear a cowl made of a bear's head.

## Background

Namfoodle was the MVP of his high school basketball team. He is the second youngest of the Fizzlewick Family, a few years older than Gerome Mattersmore Fizzlewick.
Arcane Answers

Arcane Answers sells magically enhanced items, potions, and trick coins. It is owned by George Ullin.

## Jingle

Welcome to Arcane Answers,

Selling to the best freelancers,

Adventure for a livin',

Always got a new villain

Should you fight or cast all day,

Potions that keep you in play,

Arcane Answers bottles health,

Without costing all your wealth

Seeking swords and armor, yes?

Your wooden shield, we’ll buff and bless,

We’ll sharpen steel vorpal thin,

Or sell plate of starshark fin!

Unimpressed by what we’ve got?

Then ask and we’ll be sure it’s brought!

So if you’ve higher standards,

Come down to Arcane Answers!
Mantle Pass

The Mantle Pass is an asteroid field on the edge of DSK space, about two or three days travel outside of Keller.

## History

The asteroids making up the Pass date back about a thousand years. Long before it was a series of asteroids, however, it was a small series of Dwarven mining planetoids in a system that was taken over by Karafel. Throsdreth evacuated as many dwarves as he could, and then detonated the system to destroy it as a key strategic point for Karafel within Zamana. What remains are shattered pieces of the mantles of each planetoid, hence its name.

## Present Day

The DSK currently monitors the clear path through the center of the detonation, as it runs through the border of the DSK and Open Territories. It is also the location of the famed and hidden Whisperword Rock.
Мопио вики

## Добро пожаловать на **Мопио вики**

Мопио[1][2] это игра ио.Цель игры состоит в том что-бы поедать различные виды еды и игроков.

## Помощь участникам

**Фэндом** — это сообщество интернет-энциклопедий на разные темы. Любой пользователь может редактировать страницы на этой вики: просто нажмите кнопку «Править» в верхней части любой страницы. Посетите Вики Сообщества и задайте любой вопрос на форуме.

Вот список некоторых служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
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Drorena

Drorena is a Vedalken who has "given up on being perfect" by their own admission. They are, and I cannot stress this enough, *not friendly*.

## Background

Drorena began working at the DSK lab on Orlin picking up odd jobs when they were around 15, and became a fulltime employee in their mid-20s, before the lab closed down around 10 years ago when the war ended. The lab and its work was essentially their entire life. The Laboratory did not succeed in their

Drorena continued to receive a small stipend for their work during the war during Peace times. They chose to stay at their home in Hitrivill at House 12 as they did not want or need to go anywhere else. House 12 remains slightly more disheveled than those around it, as they pretty much gave up on life.

They had a vested interest in the war starting again, as it would give them a sense of purpose-- they do not regret any of their actions, and believe the justification of war both explains their situation and exonerates them.
Magnica

The entrance to the Ironbane Mines.

Map of Magnica

### Inhabitants

The Ironbane Family, The Order of Stone, Dwarves, Buddy, and for the time being, Karn.

> *A series of asteroids surrounding a bright white star are what the Dwarves call home here in Zamana. Hopping from asteroid to asteroid on their skiffs, they mine these many rocks for gold, mithril, adamant, platinum, and many more metals. The star itself is covered by a dwarven hemisphere which absorbs solar energy.*
>
>

Magnica is the second world we visited in Zamana, during Journey to the Center of the Mine. It is difficult to tell time their because of their proximity to their star.

## Margitte Hold

The main shopping district of Magnica, as well as where the main docks are located. Shops include;

* Ponji's Potions, owned by Ponj Dimatteo. Yawp stole a potion of Hill Giant Strength from here.
* Cavebender Tavern; most Dwarves working in the mines frequent this tavern. A good place for picking up information.

## Ironbane Estate

For more information on the members of the Ironbane Family, please see The Ironbane Family.

The Ironbane Family is a rich and notable family going back several generations at the least. They seem to control the vast majority of the Magnican economy and hoard their wealth accordingly. This is also where Delgar, that guard who we SWORE was a butler, lived.

### Ironbane Mine

For information on the Ironbane Mine as it regards to our fights and quest there, see Ironbane Mine and/or Journey to the Center of the Mine.

The means through which the Ironbane Family has attained their wealth, so far as we are aware. The Mine employs many Dwarves in Magnica, and the mine itself is clearly centuries old. There are some artifacts and a shrine to Karafel, a goliath who turned into a lich and had a hand in the Thousand Year War. In a long forgotten and sealed section of the mine, the Starfather's mortal body was laid to rest in a tomb, with books, artifacts, and sigils on the walls all decorating the surrounding area. This section of the cave was defiled and taken over by Spawn, before being defeated. It is also where a portal, possibly to the Phlogiston, opened, swallowing Gerome's hand.

There is a large hole in one section of the mine where a 'poop shoot' used to be. Oops, did we do that? (We did.)

## Order of Stone

The Order of Stone is a religious group dedicated to the Starfather, and home of the more tolerable of the Ironbane brothers.

The dead body of Karn lies here, to be sustained every 10 days so that it is easier to bring him back to life. They're doing us a Huge solid with that one.

## Department of Research

Yo we never actually went here, did we? huh. The fuck are they researching over there? I don't trust overly vague names.

## Magnican Stock Exchange

Zephi and Gerome are about to light this place *the fuck up* next time we visit.
Ring of Mind Shielding

The Ring of Mind Shielding is a magical item with numerous abilities. It's fucking WILD. It is currently owned, worn, and attuned to by Vigil Greyhide.

## Powers

The ring prevents psychic communication unless the attunded wearer intentionally accepts and allows it.

Should the attuned wearer die while wearing the ring, it stores the user's soul.

The ring can be turned invisible with an action.
Yfrit

### Affiliation

DSK Military (formerly), The Misfits (formerly), The Silverados, General Richard Rylance †, Vigil Greyhide

## Physical description

### Eye color

Orange

Yfrit is a war buddy of Vigil, from The Misfits and a colleague of Rylance. She is a sorcerer and currently level 9.

### Background

Yfrit grew up on K-Central, hopping around from foster home to foster home for a bit, after her parents passed away. Eventually, she met Ghann, and she got swept up into The Misfits. She admits that she was probably a bit young for it. It's unclear if Ghann was ever her legal guardian.

### Personality

Yfrit is fairly quiet, and has become bookish in her late teens. She enjoys dancing and frequents The Flaming Coven, where she hangs out typically alone, joining in on the frequent sparring matches there, which she often wins.

## Character Q&A

*What does your character wear just hanging out around the ship? What do they wear to bed?*

* Soft black jumpsuit

*What’s a pet peeve your character has/an irrational belief or superstition they just wont let go of?*

* losing everyone she’s ever loved. (Real fun Darcy).

*What is something that your character does that everyone else’s character would know is a habit?*

* Keeps a very immaculate hair care routine. Charcoal shampoo.
* Standing behind vigil and mimicking his standing position while he’s giving orders.
* Warms people’s coffees up for them when they aren’t looking.

*3 songs that convey the story of your character: 1) Where they were 2) where they are 3) Where they’re going.*

1. London Calling by The Clash
2. The Phoenix by Pyramid, Willy Wesly
3. Run Away with Me by Carly Rae Jepsen
Lead Warding

2nd level abjuration

**Casting Time** *1 action*

**Range** *30 feet*

**Components** *V S M (a lead shot)*

**Duration** *Concentration, up to 10 minutes*

**Classes** *Cleric, Paladin, Ranger*

This spell enchants the flesh of the target against the impact of bullets. You choose a willing creature within range. Until the spell ends, the target has resistance to nonmagical bludgeoning or piercing damage from weapons possessing the *firearm* property.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Sabrina

Sabrina is the other main employee of the Sloe-Down, after Sellis. She bartends if Sellis is otherwise occupied, but primarily serves as a singer to maintain the Sloe-Down's chill (heh. cause it's made of ice?) and elegant atmosphere. She mainly does operatic and classical music, but showed in a duet with Zephi that she has an expansive range. Her singing voice is DRAMATICALLY different than her speaking voice. She's definitely into girls. Or at least Zephi. But hey, who isn't.
Full Zephi Mode

When in a situation that Zephi Velhiri would have found herself at home with 400 years ago, roll a d20. On a roll of 11-20, Zephi enters Full Zephi Mode, and the voices in her head retreat; she becomes clear-headed and her old socialite self again. On a roll of 1-10, Zephi short circuits, and does not enter Full Zephi Mode. This can result in confusion, paranoia, and sometimes lashing out.

On a nat1, Zephi blacks out and possibly attempts to lash out at those around her. On a nat20, Zephi may become overwhelmed and have difficulty dealing with her situation. On either of these rolls, Zephi may have trouble remembering or caring about those around her.

Full Zephi Mode rolls are not added to. A point of inspiration can be used to force or repress going into it.
Gerome Mattersmore Fizzlewick

Gerome reference

**> 'The greater good'? I've never heard of it. -Gerome
>
>**
> Gerome is a freelancer, drug dealer, artificer, and all-around entrepreneur. He is a member of the current party and serves as the Engineer of the ship.
>
>

## Appearance

Gerome is a gnome artificer, though he notably lacks facial hair. He is about 3'6, and is often seen with a turret in toe or carrying a small pumpkin. He is right handless after Journey to the Center of the Mine, and in its place now has a permanent Mage Hand, which, not gonna lie, is fucking fantastic.

## Background

¯\\_(ツ)\_/¯ Who Is To Say. We know Gerome is a drug dealer, but he also makes and sells trinkets in markets. He has an in-depth knowledge of artificing, and of complicated technology, but it is not clear where from. He is very young for a gnome, which makes this more impressive.

## Relationships

### Creon

Gerome definitely laughs when Creon gets dunked on, this much i know

### Vigil Greyhide

They are definitely cool with each other and I want them to have to team up just because of how wild a story it would make

### Sheevah

Does not take his shit, but that's because she's Smart.

### Zephi Velhiri

Gerome decided to capitalize on Zephi's lute playing abilities and placed her under his employ via a brand temporarily burned into the side of her lute. They both have their eye on the monetary prize, which works well.

### Jumvat Judwall

Judwall is one of Gerome's former contacts in the glittercane industry, but that relationship was spoiled by the many times Gerome has whomped his ass since leaving the Hot-wires.

### Karn

Gerome was the first party member to see potential in Karn. He asked Karn if he would be willing to work for him, which began the series of dominos that led to Karn leaving his job and joining the party and the ship as first mate. In Journey to the Center of the Mine, Karn frequently protected and stood up for Gerome, who praised him often. When Gerome was knocked out and nearly killed by Spawn, Karn lept to his rescue but was taken down by surprise.

It is assumed that when Karn resurrected, he will go back to being under Gerome's payroll.

## Powers and Abilities

Gerome is a gnome artificer, and currently level 4. He has some bonkers tools. I'm not even gonna try his shit is too wild

## Character Q&A

*3 songs that convey the story of your character: 1) Where they were 2) where they are 3) Where they’re going.*

1. Danger Zone
2. Danger Zone
3. Danger Zone
Madeline Fornet

Madeline Fornet is a Dawnseer with the Citadel at Thaphus.

### Personality & Appearance

Madeline is an Aasimar/Human. She has dark brown skin, bright eyes, and a halo around her head, as do many members of The Waking. She wears the same white robes as all members of the faith do, and presumably has similar floating blue sigils on her skin. She is often nervous, and has a stutter, and is *incredibly* sweet. She is 19.

### Background

Madeline was recruited by the Dawnseers of the Citadel when she was 14. The Dawnseers travelled to her nearby home planet, Xent, where they saw and were subsequently very impressed by her aptitude for healing magics. With the blessing of her family, who had never left Xent, she went with the Dawnseers for a new life near Thaphus. Currently age 19, she is one of the youngest Dawnseers on record.

Madeline and her parents write to each other often, and care about each other very much. When her parents mentioned some attacks on their home village, Madeline recruited the help of the conveniently visiting Silverados to help, and in exchange, she undid a curse laid on Gerome.
Mythterial

*The Mythterial* is a small, flittercore vessel piloted by Creon. The walls are made of vines, and the ship is alive in some way. Fey spirits led Creon to the ship during [INSERT EPISODE LAURA HELP]. Creon found a locket inside the ship containing a picture of his mother and himself as a small child, and realized that the *Mythterial* once belonged to his father, Siveril Eiljor.

## Stats

Huge vehicle (15 ft. by 5ft.)

**Creature Capacity** 1 crew, 1 passenger

**Cargo Capacity**: 300

**Travel Pace:** 15 astral units per hour (360 astral units per day)

**Damage Immunities** poison, psychic

**Damage Vulnerabilities** fire

**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated,, paralyzed, petrified, poisoned, prone, stunned, unconscious

### Hull

Armor Class 14

Hit Points 80 (damage threshold 5)

### Control: Rudder

Armor Class 12

Hit Points 20

As a movement action the helmsman can move the spelljammer the speed of the sails, with one 90 degree turn. If the rudder is destroyed, the spelljammer can’t turn.

### Movement: Sail

Armor Class 10

Hit Points 20; -5ft. speed per 10 damage taken

Locomotion (wildspace) sails, speed 120ft.; 60 ft. while sailing into solar winds; 180 ft. while sailing with solar winds. Movement with sails is not variable. Movement taken must be the full speed described above unless modified by the Flitter Core. Unfurling and furling the sails must be performed from the top of the sail as an action. A ship whose sails have been furled or taken to 0 HP cannot move.

### Movement: Flitter Core

Armor Class 16

Hit Points 60

STR 11 DEX 22(+6) CON 10 INT 0 WIS 0 CHA 0

Locomotion (wildspace) fey energy, speed variable bonus

With the movement action, the engineer can apply a bonus to speed in variables of 5 in the range of -30ft. to +30 ft. by engaging the arcane core while moving. After using this feature, attacks against the sails have advantage until the ships next turn. If the Flitter Core drops to 0 HP, the ship functions such as gravity and air turn off.

### Weapon: Radiant Shot Gimbal (2)

Armor Class 14

Hit Points 35

Ranged Weapon Attack: +6 to hit, range 120/200 ft., one target. Hit: 14 (4D6) radiant damage.
Adlaema

Adlaema is a mystery to us all, honestly. We know that she is The Oracle, as told to us by Rylance.

We know that as of Starwhale Pub she had given a silver bracelet with a white comet to Zephi and Vigil; Creon, Yfrit, and Rylance all wear them as well. During Wandering Stars, she appeared on the deck of the ship and gave both Gerome and Sheevah bracelets as well. These bracelets can be used to summon her once every 300 days, or one Zamanan Year, should we need her.

Rylance refers to her as rather odd, but says she means well; it is not clear when or how they met. We are unsure of Adlaema's class, age, or affiliations, though it is safe to assume she is a force of good, or at least tries to be.
Sending Stone

Sending Stones are a magical item, possibly originating with the DSK Military. They are able to send 20-word messages to a connected sending stone, so long as they exist on the same plane. Stones can only ever connect to the stone they were intended for, though they can do so multiple times a day. If one stone in a set is destroyed, the other is presumably rendered useless. The messages are heard aloud and can be heard by anyone within range.
Vance

Vance is a red dragonborn Warlock, cartographer, and ne'er-do-well. His patron is the Dragon God Aether.

## Background

Vance was born on Argar, and was a member of the Desher clan. It is unknown what family he may have had before leaving, but he does not seem to mind the fact that they no longer speak.

He was previously incarcerated at the Coppergrove on Nym for 1 or 2 years, following an attempt to "reappropriate" half of a map from the Mercantile Guild in Guildhome.

### Mission for Aether

Vance is or was a member of the Desher clan of Argar. He had a number of brothers and sisters, most of whom were more proficient with the dracojax than he was, leading him to be or feel less valued than they. He was interested in cartography, and dreamed of mapping all of Zamana.

At the age of 19, feeling hopeless without a real way off Argar, he attempted suicide by jumping off of a cliff "to see, hey, maybe dragonborns can fly." As he was falling, he was suddenly caught in the claws of Aether. She brought him to steady ground, where they talked, he told her of his dreams, and she made an offer to enter a pact with him, to retrieve Aether's scale, and restore power to her. In exchange, Vance seeks the power to see further into the universe and know its workings, in part to provide safe trade routes and an easier path of communication for those throughout Zamana. In his own words;

> Alright. The big question, the big quandary for cartographers and for many of its high mages and pontificators, if you will, the thought process is that, well, Zamana is this infinite loop, then it must be where all things are, correct? But that doesn’t explain a lot. [...] this looping, this cyclical nature of Zamana, it don’t make sense, per say. There are a lot of people who wager there’s gotta be something beyond that, somewhere you can go *from* there. So, I’m on a personal quest to find a tool that might allow me to see a little further. To know a little more. […] I gotta tell you, my pursuit of this question don’t come from personal gain alone. See, I reckon [...]I can create maps, and diagrams, and instructions, understandings of our galaxy, that will allow people to communicate better. To stay safer, to perceive the futures of things. If I could perceive and understand the position of every planet and rotating moon was, I could create safe trade routes, things that avoided natural hazards. I could protect the *cosmos* from *itself*. -Vance, Session 29
>
>

In the four years he has been on this quest, he has gotten himself in trouble numerous times. Notably, getting arrested for a year on Nym, as well as being kidnapped by Udell Prince and The Purple Duchess.

## Powers & Abilities

Vance carries two scimitars that he can summon at-will. They glow crystalline when in use due to his connection and blessings from Aether.
Horn of Secrets

Our personal Horn of Secrets, not to be confused with the DSK's Horn of Detection.

## Use

Once per day (retconned from three times per day), the horn may be used to search for secrets. On a roll of a Nat 20, the Horn points towards the secret.

Because of its construction, rather than pointing towards something such as a small trap door, it points toward general secrets; for example, "This general area of space is holding a secret". -Darcy

## Construction

First, we found the Wand of Secrets in the Ironbane Mines during Journey to the Center of the Mine. We kept this with us for safekeeping; the wand is useful for discovering secret doors, traps, and similar hidden things.

Next, a long horn-shaped piece of brass was found by Gerome in the Prime Institute's metalworking shop during Wandering Stars.

Later, when inquiring at the Post Office about how they are able to locate Nym for the purposes of delivering mail, the party was shown a Horn of Detection; this is an object made by the DSK Military for the express purposes of locating Nym when needed, during the war. The blueprints for it are well-guarded, but its actual construction is fairly simple.

Back on the ship, we fastened the horn to the wand, and it began to rotate like a typical Horn of Detection.
Hector Gilligan

Ya boy trying to crack the secret of the sweet, sweet Dimple powder

Hector Gilligan is an alchemist and friend of Richard Rylance. His freedom was the object of the Karnitas' second official mission for Rylance.

## Breaking Bad, but like, with Gnomes

Gilligan got his weird ass kidnapped by the Honeyside Hot-wires in their constant, vain attempts to recreate Gerome Fizlewick's white-hot brand of Glittercane, Dimple. The Hotwires held Gilligan in the basement of the run-down corpse of Nym's War Guild in Tinkertown, compelling him to bubble up that good sauce.

## Mail Order Messiah

Trapped in the Hotwires' basement and forced to brew that dank dank, Gilligan had only one hope for escape: snail mail. Using the spell Sending, he dictated to his old drinking buddy a series of clues for anyone who found themselves traversing the defunct War Guild in hopes of rescuing him. Said drinking buddy then passed the clues off as a mail-order course of mantras from the great sage Rectho la Gig Nil (an anagram for "Hector Gilligan").

Jebeddo Fizzlewick, the most introspective Fizzlewick brother, took these mantras to heart and decided that he was the chosen recipient of la Gig Nil's wisdom. Turns out, he was just at the pub next to the War Guild often enough that Gilligan's drinking buddy figured he'd be a good person to impart the instructions to--for a modest monthly fee, of course.

* **Love is for believers.** The first trap in the War Guild on the way to Gilligan was a set of three doors. The middle door triggered an illusion that showed a different image to each member of the Karnitas. Long story short, the image showed the person or people that the viewer loved or desired the most, Mirror of Erised style. The mantra encouraged the Karnitas to trust the door with images of their loved ones, so they preceeded along that path.
* **Yesterday is tomorrow, if you know what you're doing.**This clue was for a puzzle with two spinning disks with a series of numbers and letters written on them. Real talk? No idea what it meant bc Namfoodle Fizzlewick just up and solved the puzzle accidentally. Some Scooby-Doo shit.
* **To live is to knowingly die.**A clue for a room full of deadly healing potions, and a lone, seemingly expired potion. Always a fan of dumb shit, Creon horked the bad potion, dropped dead, excreted acid that ate through the floor to Gilligan's lab, and then popped back up again. Then Vigil told him to drink one of the safe-looking but deadly potions, and he took 8 damage. Classic shit.
* **All journeys must end one way or another.**Spoken aloud to the Karnitas as they entered Gilligan's lab.
* T**rust new faces, trust old faces, but above all, trust bold faces.** The latest wisdom from la Gig Nil and frankly, Horrible advice for Jebeddo. It got him on the wrong side of the Hot-wires, involved with his brother Gerome's shady-ass friends, and shattered his illusions of his "sage's" learning. Sucks to suck.
Mysteries of Tomorrow

Mysteries of Tomorrow is a Diviners Shop, located in K-Central, about 20 blocks away from the house of the Rylances. It is run by the diviner Memlay.

## Appearance

Mysteries of Tomorrow is located in a small shopfront, with a residential space on the second floor. The front door has a sign above it that bears the shop's name in blue and purple lettering. The building is built from a deep mahogany.

Inside, ornate rugs and tapestries line the walls; there's no clear shape to the room, as it seems to flow and shape with the wind while the tapestries move.

The upstairs, residential portion of the building has two bedrooms, including one child's bedroom where a young Adlaema lives. The room is small and pretty, with many paintings of comets on the walls.

## Services

Memlay offers a number of services, including tracing the source of a sending spell, and scrying, as Zephi and Vigil experienced. Her services typically cost 10g per spell performed.
Rimmer & Lister

They're so minor but they're reoccurring and always together and we love them?? They get a combined page cause they're a package deal.

## Private Aud Rimmer

Rimmer is a by-the-book private, and a surveyor of ships looking to exit DSK space and enter the Open Territories. He is very eager to please, and wants to prove himself. It's likely he joined the DSK Military at the tail end or after the Peace Accords that ended the Thousand Year War were signed, which means rising in the ranks is unlikely and slow going. However, he takes his position incredibly seriously. So, so seriously.

## Private Lister

Lister is a little bit more of a pessimist and takes his job far less seriously. His room is a bit of a mess and he's perpetually exhausted by ow much Rimmer cares about his job-- it's probably difficult to watch someone that eager to prove themselves when you know their career path is basically at a standstill.
Gauntlet of Mage Hand

Owned, worn, and invented by Gerome M. Fizzlewick

When attuned, the wearer of this gauntlet can use the mage hand cantrip in place of their actual hand. The duration of the spell becomes Concentration, up to 24 hours. If the concentration is broken, the user must take a short rest before they can cast mage hand again with the gauntlet. Additional enhancements make the hand invisible.
Fent

A gnomish student at the Prime Institute. A roommate and friend of Jenny and Daelan. May want to become a bard; has a guitar!

Zeep, who turned up to a party in his room and made it awesome, offered to let him take over the music, after hearing Fent tell Daelan he wanted to give it a shot, with Daelan replying he didn't think Fent was "there yet". With a lil inspiration, Fent picked it up and carried the room.
Soul Vice

### Effects

Stores a soul for a set amount of time, either for purposes of retrieval or to absorb for healing.

### Cost to sell

I cannot articulate how fucked up it would be to sell one of these

A powerful arcane gems, cut, crafted, and enchanted by dark mages or master alchemists that, upon the death of a person, absorbs and contains their soul. It prevents the soul from entering Lem's jurisdiction, and passing on to the next plane. Billy Velhiri gave one to Jacob to keep Zephi safe on their journeys.

## Powers and Abilities

Soul Vices can store the soul (or mind, or essence) of creatures near or just before death. Those souls can then;

* Be stored for a number of years, stated by the user when the soul is captured
* Used as a source of power/healing if you really want to up and drink soul juice out of this bitch. That's on you.
* To store a "backup" version of a person. As Zephi put it, it's like saving a draft.

All of this is according to Billy and Hector Gilligan, who as we know, are both Drama Bitches of the Highest Order, Esq.

Communication with a creature in a soul vice is possible, but they would have to be in close proximity to accomplish it.

### Styles

There are several styles of Soul Vices, according to Hector Gilligan.

* Quartz Vices, not very powerful, capable of containing a single soul.
* Sapphire Vices, that can hold up to 5 souls.
* Emerald Vices can hold 10 souls.
* Diamond Vices can hold 100 souls.

No word on Ruby soul vices, which is the type embedded in the Plate of Karafel. Any vice could theoretically hold a second soul after the first has departed it.

### Retrieval

Souls that are not absorbed for healing purposes are retrieved through several means.

* Resurrection rituals (simple resurrection spells will not work).
* A Soul can depart willingly, if it is near something it can inhabit, a corporeal form. It can not return to its original body unless that body is preserved nearby.

## Known Soul Vices

### Billy's Gift

Billy gave one to Jacob before Jacob and Zephi set out on their journey. Billy said that the Soul Vice could keep Zephi "safe" for a certain number of years if Zephi was ever in mortal danger. Might be why Zephi's shit is fucked? TBA.

### Plate of Karafel

The Plate of Karafel was found in the Ironbane Mines and gosh golly is it a problem child.
Haladesh

Run by the race of the Gith, the Haladesh is seen as one of the most domineering and violent civilizations to ever stretch across the stars of Zamana. Some say the viciousness of this empire is dictated by its environment. It surrounds a supermassive black hole and is far sparser in habitable systems than its opposition, the DSK. Some say this collection of gith, undead, yuan-ti, gnolls, and more are born into their villainy, unable to escape their lot in life by choice of the gods and devils who decide our fates. Others question what makes them our enemy in the first place.

There is not much knowledge of the Haladesh or those occupying its space before The War. They seem so have, "popped up on the scene" and then the war began shortly after, according to Kara Tao.
Salfando Lentini

Salfando Lentini is the current Guildmaster of Nym. Previously, he was the head of the Mercantile guild, like his father before him. He is eccentric, and enjoys collecting artifacts and displaying them around his office.

## Appearance

Salfando sports a rather grizzled looking beard, and is rather stout, even for a gnome. He has a roundish face, very reminiscent of his father's. He is very friendly.
Orlin

Hitrivill, the town by the mountains

Orlin is a small white ice-covered planet, with a few glimmering specks of light from a distance, but looks largely unconsequential.

For quite some time, Orlin was covered in storm clouds consistently, that could and often did reach out for oncoming ships, pull them to the surface, and crash them. The storm was referred to by locals as "Raumo Nurrua" meaning "The Mumbling Wind" in Sylvan. The clouds dissipated after the death of Ulla.

## Hitrivill

Hitrivill is one of the only towns on Orlin, and one of the largest.

### Inhabitants

Hitrivill is a primarily Vedalken settlement, though there are other races inhabiting the town as well, notably humans. There are some half-elves as well.

Vedalken themselves are a recently evolved race, that come from a small world out in the cluster south of the DSK. Their world is largely coved by the expansive poles, while center is ocean; the landmasses are small and not linked to the planet's core. Vedalken have an intense pursuit of perfection and point out flaws as a way to help others achieve that perfection. They are incredibly emotive but largely unemotional, not wishing to hide behind pretenses. Vedalken make very strong artificers.

The Vedalken here wear leather but colored in blues, yellows, and whites, and it is looser and thinner, as the cold doesn't bother them anyway. Humans wear more typical leather in order to keep warm.

### Architectural Features

Most of the buildings are made of a wood-like material, though it's white, kind of like birch. The architecture is full of sloping, sweeping lines, similar to elven architecture, though with notable differences, such as some harsh angles and spikes.

### Notable Buildings

Sloe-Down, owned and operated by Sellis

The Frostworker, owned and operated by Barren Yank

The Nova Nook, operated by Kara Tao

Orlin's Defunct DSK Laboratory