recursal/Fanatic-Fandom huggingface dataset:
Boppac

## Political Importance

The planet of Boppac is the last military bastion the **Consortium of Free and Independent Planets (CFIP)** holds within the Bright Star Nebula. They use this planet as an impregnable stronghold to fend off occupation attempts from both the **Industrial Prosperity Union (IPU)** and the **Loyalist Coalition for the Sovereign (LCS).**

Boppac lies on a **hyperlane** that grants access to the rest of the **CFIP** occupied planets. If either the IPU or the LCS gains control of the hyperlane, the tremendous resources that the CFIP occupied planets have will be at the victor's disposal. Essentially, occupation of Boppac will undoubtedly turn the tide in the current hyperspace war.

## Culture

* Initially, the people of Boppac lived happy and safe lives on their planet. Now, they live in a heightened state of distrust when it comes to foreigners. There has been a long history of double agents trying to undermine the current government of Boppac.
* Borrians have become war hardened, and will defend their planet by any means necessary. They do not take kindly to tyranny of any kind.
* Due to the incredible cold, travelers and foreigners either live underground in **"Heat Zones"** or wear heavy climate adapted armor/clothing to survive the cold. On the other hand, Borrians must wear **"Frostbite Armor"** when traversing other planets or visiting **Heat Zones**. Without Frostbite Armor, Borrians would literally die from heatstroke. Thus, these armor sets are highly prized among the Borrian people and are seen as symbolic gateways to travel the Galaxy. Any foreigner in possession of **Frostbite Armor** is subconsiously seen as **murderer or worse**.

## Geography and Climate

Boppac is an extremely rough place to live. This planet is home to many ice mountains, ravines and endless wastes. The climate is one of the most extreme in the entirety of the Bright Star Nebula; countless travelers die each year in the wastes of Boppac due to not being prepared.

The safest areas of Boppac are Heat Zones or Borrian cities. Other than that, death is nearly assured to people trying to adventure in Boppac. occupation from other political entities usually fail due to them trying to establish outposts and having no success.

## Unique Features

Heat Zones are only possible due to the underground volcanoes in the **Icy Depths** of Boppac. Even though Heat Zones are among the safest places on Boppac, an eruption would certainly annihilate all who inhabit the Heat Zone.

Very dangerous animals live in the **Icy Depths** of Boppac. They are also rare and prized for their hide, bones, and teeth for various reasons.
Jayna the Assassin

## Overview of Jayna the Assassin

Three years have passed since her first public tournament at Máthair Talún. She suffered terrible defeats, but she has changed since then. She has secretly allied herself with Ess and he has trained her and augmented her to be a far superior assassin. She has since helped Ess kill many high ranked members of the Sgèile and Mór-Ri empires. She owes a lot to Ess and believes him to be a gracious leader. She wishes to attain the means to open the gate of truth. If she does this, she believes that Ess can finally find the answers he is looking for.

## Special Ability

When parrying, Jayna does not have to hit your AC. She instead just has to beat your roll to successfully hit and land a parry.
Crystal Behemoth

## Overview of the Crystal Behemoth

Found in the crystal mine underneath the Thorpe company's abandoned mines, the Crystal Behemoth was awoken when the Thorpe company dug too deep. They wanted to harvest the mine for Terramax crystals, but were thwarted by this monstrous being.

## Special Ability

The Crystal Behemoth takes 1/2 dmg to everything but weapons blunt weapons.
RoyalKiller470

## RoyalKiller470 (AKA Crusher)

#### **PvP Tournaments**

RoyalKiller470 has almost won every single PvP tournament, just to be stopped by either Psychopavilion, or DarkJedi13.

#### **Community UHCs**

RoyalKiller470 has one the 1st UHC by default, because all other contestants died. In the Ranked Season RoyalKiller470, and TheNebulaEffect were partnered, and narrowly lost the Psychopavilion, and DarkJedi13. In the second season he also narrowly lost to Psychopavilion. During the Ranked Season he and his partner TheNebulaEffect lost to DarkJedi13, and Psychopavilion. Fortunately, during the 3rd season he won with his team consisting of DarkJedi13, and Mistermoneybags1. During the fourth season, he epiC, and Psychopavilion won only because the last team was caught cheating. Unfortunately, he and Mistermoneybags1 lost to Psychopavilion and DarkJedi13 in the fifth season.

#### **Dream Team**

RoyalKiller470, Psychopavilion, and DarkJedi13 were dubbed the Dream Team after a lot of unranked team tournaments. During the unranked team tournaments they were undefeated as a team.

#### **Signature Trait**

RoyalKiller470 is known to be very salty at times.
Reginald Ashcroft

## Overview

Professor Reginald Ashcroft, a native of Brittanica Ultima, is a revered academic at the University of Bingham, known for his extensive work in arcane theory and magical philosophy. Growing up in the intellectually vibrant environment of Brittanica Ultima, Reginald developed a deep passion for understanding the fundamental principles of magic.

In his lectures, Professor Ashcroft delves into the philosophical underpinnings of magical practice, encouraging students to think beyond the mechanics of spellcasting to the broader implications of magic on society and reality itself. His courses on "Arcane Ethics" and "Metaphysics of Magic" are among the most intellectually challenging and popular at the university.

## Anecdote / Known Lore

Ashcroft's groundbreaking theory, the "Ashcroft Paradox," explores the relationship between magical power and moral responsibility, provoking widespread discussion and debate in academic circles. His guiding principle, "In knowledge, we find power; in wisdom, we find purpose," reflects his commitment to cultivating not just skilled mages but thoughtful, responsible practitioners of magic.

## Classes Taught

1. THEORY 120: Philosophical Foundations of Magic
	* Completion Bonus: Gain advantage on Arcana checks related to the history and origins of magic.
	* Mastery of Course Reward: You permanently gain +1 to all Willingness to Learn related rolls
2. THEORY 301: Arcane Ethics and Responsibilities
	* Completion Bonus: For Magic related rolls, you gain proficiency in Persuasion or Insight, reflecting a deeper understanding of the ethical implications of magic.
	* Mastery of Course Reward: You permanently gain +1 to all Willingness to Learn and Magical Literacy related rolls
3. THEORY 401: Metaphysical Aspects of Magic
	* Completion Bonus: You gain access to the **Unlisted Specialization**: Metaphysical Magic. This stat uses 1/2 Cosmic bonus + 1/2 Arcana Bonus.
	* Mastery of Course Reward: You can learn a specialized spell that can temporarily alter metaphysical properties. This is based on a Magical Literacy roll, and can fail. (e.g., phase through an object, levitate.)
4. THEORY 500: The Ashcroft Paradox and Contemporary Discussions
	* Completion Bonus: You permanently gain +1 to all Cosmic-related rolls except Dream and outer-planar-related rolls.
	* Mastery of Course Reward: You can learn a specialized spell that develops an ability to cast a paradoxical spell once per 1d4 sessions, such as creating a temporary time loop or duplicating an object. his is based on a Magical Literacy roll, and can fail.
5. THEORY 700: Transcendental Magic and Philosophical Boundaries
	* Completion Bonus: Gain -60% resistance to psychic damage and advantage on saving throws against mind-affecting spells.
	* Feat: Master a powerful transcendental spell that can bend reality in a significant way, subject to DM's discretion (e.g., alter a fundamental law of magic, glimpse alternative realities). This feat can be used once per campaign.
The Spiral

## Overview of The Spiral (TS-O)

The Spiral has seen the injustice going on in The Bright Star Nebula, and has vowed to stop it. However, the galaxy widely view The Spiral as a terrorist organization. The Galactic Senate does nothing productive, so The Spiral will force change. They have taken it to the extremes in certain cases. One such case was when they annihilated a whole planet occupied by the LCS.

## Perk Tier List

**Tier 1: Joining the Organization/Party**

* You believe in The Spiral's cause and want to help them liberate the Galaxy from tyranny.
	+ **Base Membership:** This organization does not have any benefits for Tier 1.

**Tier 2: Political Delegate**

* You can now represent The Spiral.
	+ **Improved Membership:** You can carry out missions given out by Spiral Senators.
	+ **Black Market:** You are allowed to buy and sell on The Spiral Black Market.
		- **Base Bartering:** At this tier, the Black Market merchants are immune to haggling.
	+ **Friend of the Cause (TIER I):** You will not be extradited for your crimes while residing in Spiral occupied planets.

**Tier 3:** **Senator or Equivalent**

* You are a leading figure in the political organization known as the The Spiral.
	+ **Maximum Membership:** You can give out missions to lesser members of The Spiral. You take direct orders from the Ruler and/or the Galactic Prime Delegate.
		- **Acknowledgement of Power:** You can attempt to join Spiral's ARMs by defeating a current ARM member to prove your worth. If inducted into ARM, you can purchase Grade 11-14 Spiral gear.
	+ **Black Market:** You are allowed to buy and sell on The Spiral Black Market.
		- **Improved Bartering:** At this tier, you can attempt to haggle with Black Market merchants one time. On a successful haggle attempt, you do not have to pay for shipping on one transaction.
	+ **Friend of the Cause (TIER II):** You will not be extradited for your crimes while residing in Spiral occupied planets. The LCS and the IPU will attempt to kill you on sight.
Élise Bellgrave

## Overview of Élise Bellgrave

Élise Bellgrave is an absolute force of nature when it comes to strength. Given time, she could easily reach Blanche Maulnir's level of strength. However, If she wants to breach into platinum tier, she will have to be way faster. That is not really relevant when considering the amount of damage a hit to the head will do. Just like many Bellgraves that came before her, she is loyal, honest, and likes to showboat.

## Special Ability

If Élise Bellgrave hits you with a critical hit, you lose your next turn.
Glacial Avatar

## Overview of The Glacial Avatar

The Glacial Avatar is a creature that lurks outside the city of Mar-Quinlan on Tul-Mondas. The problem with this creature is that it was awakened from the Inner World of Tul-Mondas. Like the Prodigious Ophidian, it is a creature from the deep places of the world. Wherever this creature goes, a mystical blizzard envelopes the surrounding terrain.

## Boss Features

### Resistance

-18

Requirement
1d5 - Primordial Ice Shards
 7

20 LBS

Durability 2d20

 8
 9

Uses 7 Mana per use

 10

You become immune to Mystic Heat, Cold, Poison, Madness, and other Mystic Environmental and Physical Status Effects.

20LBS

## Special Ability

All players automatically take 1d20 Frost Damage per turn.
The Bounty Hunter's Guild

## Overview of the Bounty Hunter's Guild (BHG-C)

People will always need others out of the way... be it murder or capture. If you are interested in capturing or collecting bounties on people's lives. Beware, even if you are a bounty hunter, you may still have a bounty on yourself. In fact, it may make you even more of a target. However, if you are worth your salt, you should be able to protect yourself.

## Perk Tier List

**Tier 1: Basic Business**

* The Bounty Hunter's Guild will allow you to complete and take on Tier 1 difficulty bounties.
	+ **Starter Bounties:** You can accept +50 Reputation Bounty Hunter Jobs (I.E. Tier 1).
	+ **No Priority:** At this tier, you do not get priority and cannot claim a bounty. You can only complete first come, first serve bounties.

**Tier 2: Membership**

* The Bounty Hunter's Guild will allow you to complete and take on Tier 2 difficulty bounties.
	+ **Starter Bounties:** You can accept +75 Reputation Bounty Hunter Jobs (I.E. Tier 2).
		- **Tier 2 Bounty Buffs:** +50% Boss HP, DMG; +1 to Pressure Stat; 2 Loot Rolls when Defeated; +20% Extra Resistance.
	+ **Priority Pay:** At this tier, you receive +12.5% boost in Bounty Pay and XP.

**Tier 3: Affiliation**

* The Bounty Hunter's Guild will allow you to complete and take on Tier 3 difficulty bounties.
	+ **Starter Bounties:** You can accept +100 Reputation Bounty Hunter Jobs (I.E. Tier 3).
		- **Tier 3** **Bounty Buffs:** +100% Boss HP, DMG; +2 to Pressure Stat; 3 Loot Rolls when Defeated; +50% Extra Resistance.
	+ **Priority Pay:** At this tier, you receive +25% boost in Bounty Pay and XP.
	+ **Profound Expectations:** You can no longer accept Tier 1 bounties.
Sanshōuo

## Physical Description

The Sanshōuo are a race of large humanoid dragon people who are exceptionally gifted in magic. This species is covered in large, heavy, and bulky scales. They are often seen in pairs due to their unique affliction. However, they are very muscular and are often not seen in bulky armor. They would rather show off their "amazing" physique and mystical abilities.

* **Equip Load:** The starting **Equip Load** stat for Sanshōuoans is 65lbs.
* **Item burden:** The starting I**tem Burden** stat for Sanshōuoans is 115lbs.

## Traits

When extremely stressed out, Sanshōuoans will morph into medium dragonoids. While morphed, they are, generally, uncontrollable hulking monsters that attack everything.

* **Unique Affliction:** When extremely stressed out, roll a fortitude check. If you are not able to roll above half of your action dice, you become a medium dragonoid and all of your stats (except armor related ones) increase by 7 and you go to full health. They may be calmed down by a trusted friend or lover rolling above 75% on a speech action die.

Sanshōuoans are born with a natural affinity for magic while also being muscular creatures at birth.

* **Ability Score Increase**: You gain +1 to your Mysticism and Strength stats.
Panicinpurgatory

#### **TeamDJ's Dungeons and Dragons**

panicinpurgatory is the 3rd newest member of Psychopavilion's Dungeons and Dragons games. She usually plays as a pacifist Kenku who only wants to make all of her enemies her friends.

One of her defining moments in D&D was when Psychopavilion made the whole group fight mirror images of themselves, and panicinpurgatory's mirror image wanted to fight her. She said she wanted to be friends, and the mirror image said no, which was followed by her mirror image getting instantly obliterated by TOMB xRAIDERx because he instantly knew that was a fake because of the prior interaction.

#### **Quotes**

"Yea, that's all facts" "I feel like you should add that I also seduce all NPCs"

#### **Signature Trait**

panicinpurgatory's is known for trying to seduce all bosses, and NPCs in D&D
Mouch

## Physical Description

Mouch are small humanoid rodents which reside in Midian space. Most of the time, they try to look as upper-class as possible. As such, they often look and act very pretentious, especially considering the universe that they reside in; Mouch people look out of place compared to other races. That being said, Mouch culture has a clear hierarchy. Poorer Mouch people are looked down upon and are not able to wear the very best or stylish.

* **Equip Load:** The starting **Equip Load** stat for a Mouch is 25lbs.
* **Item Burden:** The starting **Item Burden** stat for a Mouch is 50lbs.

## Culture

During the second hyperspace war, the Mór-Ri genetic researchers were experimenting with DNA splicing and created Mouch society. However, the Mouch people's values did not align with the Mór-Ri and they rebelled. They accidentally created a very ambitious and intelligent species that was more aligned with the Midian way of life.

However, because they are genetic creatures, they cannot breed naturally and require the help of genetic cloning / growth to reproduce. Knowing this, they were almost completely extinct several times throughout history. Due to their tenacity and pure stubbornness, they are frequently involved in warfare and espionage. They have a lot of enemies and if it wasn't for the IPU protecting them, they may have been permanently eradicated already.

* **Languages:** You can speak and read Common, Albesh, Midlandian, and one other of your choice (cannot be Vala)

## Traits

Mouch are some of the smartest beings in the galaxy due to their genetic enhancements.

* ***Ability Score Increase:*** You gain +2 to your intelligence stat.

Mouch people are small and can hide themselves very well. Additionally, they are well versed in the art of espionage, assassination, and trickery.

* ***Ability Score Increase:*** You gain +1 to your stealth stat.
* ***Ability Score Increase:*** You gain +2 to your trickery stat.
* ***Ability Score Increase:*** You gain +1 to rolls dealing with traps (setting/disabling/detecting).
* ***Ability Score Increase:*** You gain +1.25x flat damage when attacking from stealth.

Mouch people's genetic code is not that stable and their cells degenerate very quickly in compared to other races.

* **Age:** Mouch people mature at the age of 7 and live to about 45.

As mentioned before, most Mouch people are too stubborn to be swayed.

* **Speech Restriction:** Critical Speech rolls do not work on Mouch people. When rolling Speech against a Mouch, your opponent has to roll with a -2 to their modified Speech stat.

Mouch people can be genetically modified for certain purposes, what purpose was your Mouch made?

* **Mouch Genetic Boost:** You gain +3 to a stat of your choice.
Minstrel of Chaos (Class)

## Features

### **Class Unlock:**

At Level 19, you can unlock this class via an Affiliation Quest from the Chaos Cultists.

When this class is unlocked, you gain +1 to all attack rolls made with Chaos items.

### **Song of Annihilation:**

**Tier I:** You may add 5d20 Chaos DMG to any roll for the price of +30 MP; cannot be used if you have more than 0 MP.

**Tier II:** You may add 8d20 Chaos DMG to any roll for the price of +30 MP; cannot be used if you have more than 0 MP. (Can now be added to other party members' rolls.

### **Chaos Degradation:**

**Tier I:** You have naturally unlocked 1d5 on Chaos scaling items that have 1d4 bonuses (I.E. Chaos Books). You may unnaturally roll up to 6 on that unlockable chart. You now take 10% recoil damage to HP permanently if rolling 5 or above and an extra 10% temporary DMG.

**Tier II:** You have naturally unlocked 1d6 on Chaos scaling items that have 1d4 bonuses (I.E. Chaos Books). You may unnaturally roll up to 7 on that unlockable chart. You now take 15% recoil damage to HP permanently if rolling 6 or above and an extra 10% temporary DMG.

**Tier III:** You have naturally unlocked 1d7 on Chaos scaling items that have 1d4 bonuses (I.E. Chaos Books). You may unnaturally roll up to 8 on that unlockable chart. You now take 15% recoil damage to HP permanently if rolling 6 or above and an extra 15% temporary DMG.

**Tier IV:** You have naturally unlocked 1d8 on Chaos scaling items that have 1d4 bonuses (I.E. Chaos Books). You may unnaturally roll up to 9 on that unlockable chart. You now take 25% recoil damage to HP permanently if rolling 6 or above and an extra 20% temporary DMG.

### **Olleonic Proficiency:**

**Tier I:** You gain +1 accessory slot for Chaos Accessories.

**Tier II:** You gain another +1 accessory slots for Chaos Accessories. Your accessories now weigh 90% of the usual amount.

**Tier III:** You gain another +1 accessory slots for Chaos Accessories. Your accessories now weigh 85% of the usual amount.

**Tier IV:** You gain another +1 accessory slots for Chaos Accessories. our accessories now weigh 75% of the usual amount.
Zephyr Malachite

## Overview

At the University of Bingham, few names stir as much whispered intrigue and veiled fear as Professor Zephyr Malachite, often referred to by students and faculty alike as "The Epitome of Menace." His towering presence is marked by an aura of formidable power, and his eyes, a piercing, unnatural shade of red, seem to delve into the very depths of one’s soul, leaving an indelible mark on all who meet his gaze. Rumors abound that his gaze can unravel a person’s innermost fears and secrets.

Hailing from the obscure and often infamous Dreadlands of Zarnia, Professor Malachite's early life is shrouded in mystery and dark rumors. His ascendancy in the world of magical academia was as rapid as it was alarming. Malachite is a master of Dark Magic, specializing in the most perilous and forbidden aspects of the arcane—areas of study that many would dare not tread.

His expertise lies in the manipulation of fear, shadows, and the darker aspects of the human psyche. Malachite's research often borders on the taboo, delving into areas such as psychic manipulation, shadow walking, and the invocation of entities from the darker realms.

When he rarely has classes, Professor Malachite's classes are a blend of intense intellectual challenge and unsettling practical demonstrations. Students who dare enroll in his courses speak of the transformative, albeit harrowing experiences they undergo. His teaching methods are unconventional, often pushing students to confront their deepest fears and darkest aspects of their soul.

## Anecdote / Known Lore

His demeanor is calm and collected, yet there's an underlying intensity that suggests a volcanic force of magic and emotion just beneath the surface. His voice, deep and resonant, commands attention and exudes an air of authority that few can challenge.

Professor Malachite is both respected and feared. His contributions to the understanding of dark magic are unparalleled, yet many in the magical community view his practices with suspicion and trepidation. Students who have trained under him have gone on to become influential mages, although not without a hint of the darkness that seems to accompany all who are touched by Malachite’s teachings.

In academic circles, he is a figure of both awe and dread—a testament to the profound power and peril that magic holds. His moniker, "The Epitome of Menace," is a fitting tribute to his mastery over the darker aspects of magic and the indelible impact he has on those who dare to delve into the shadows alongside him.
ANDOR Combat-Hulk

## Overview of the ANDOR Combat-Hulk

After the IPU got ahold of ANDOR trade secrets, the ANDOR company was blackmailed to join the board of directors and contribute to the IPU's weapon creation and development team. The Giga-Hulk was an ineffective use of material and was scaled down and subsequently upgraded into the Combat-Hulk seen today. These will now be used to siege worlds for the IPU's interests.

## Special Ability

The ANDOR Combat-Hulk can call IPU Grunts as reinforcements.
Madra

## Political Importance

While not the capital of the **Interstellar Collective Commonwealth (ICC),** Madra is the home world of the Mór-Ri. The Mór-Ri exclusively swear their allegiance to the **Grand Scoth** of Madra, and her hive has always been on Madra since the beginning of their race.

If an opposing faction gains control of this planet, the Mór-Ri would be an invaluable asset to any empire. Although, the Mór-Ri are a very proud and loyal people to the **Grand Scoth,** so governments tread carefully when engaging politically or militarily with Mór-Ri people.

## Culture

* Madra is one of the most advanced planets in the known galaxy. Due to their unending ambition in regards to strengthening the **Grand Scoth,** they have built a civilization rivaling a planet found in the **Technocracy for the Future (T2F2)**. The hive must be smart or perish in the hyperspace war.
* This is one of three planets in the Bright Star Nebula where natural Technomancer's are found. Through genetic testing, every generation of the hive is more advanced and ready to serve the **Grand Scoth.**

## Geography and Climate

A majority of Madra's surface is covered with lush forests and beautiful bogs/wetlands. As such, most native creatures have not been hunted to extinction and makes for a dangerous environment for non Mór-Ri people. Almost no settlements, except docks and vehicle ports exist on the surface of Madra.

## Unique Features

Almost the entirety of Mór-Ri society exists underground. A vast supercity lies underneath the surface of Madra. All Mór-Ri people reside within the supercity, except outcast/exiled Mór-Ri. The gravity of Madra is not what it used be since plenty of the planet's vast underground resources have be used for various technological purposes.
Alvera Appleseed

## Overview of Alvera Appleseed

Alvera isn't much for battle. As far as Álainn go, Alvera is just participating to ease some stress. The Appleseed family house, and their domain, is responsible for creating crops that are beneficial for the LCS. In Álainn space, she is renowned as a genius in the arts of agriculture and horticulture.

## Boss Features

### Resistance

-8

Requirement
1d50 - Bone Meal
 8

6 LBS
 9

Medicine: -15 HP
Booster: -8 Overall DMG
 10

Medicine: Heals AC Stat
Booster: +1d4 AC for 1d4 Turns
Toxin: +8 Resistance to Bosses (Cannot Exceed 0)
Enchanter (Class)

* Hit Points at Higher Levels: 1d6 (or 4) + your Intelligence modifier per Enchanter level after 1st

### Enchanter's Craftsmanship: Subclass

* **Proficiencies:** Magical Smithing, Intelligence, Alchemy, Soul Binding
* **Feature: Signature Enchantment -** Starting at level 1, whenever you enchant an item, you can leave your unique arcane mark on it, allowing you to recognize it and granting you advantage on checks to identify or understand its properties.
* **Starter Spell: Bind Essence -** For 6 MP, you can bind a small portion of magical energy to an object, making it faintly magical for 1 hour. This energy can be used as an arcane weapon that deals an extra 1d4+2 force damage.
* **Starter Item: Rune Stone -** A small stone covered in intricate runes. Used in the enchanting process, it aids in stabilizing and enhancing enchantments.

### Disruptor: Subclass

* **Proficiencies:** Disorder, Wisdom, Alchemy, Soul Binding
* **Feature: Disruptive Aura -** At level 1, for 1d4 MP per turn, you emit an aura that weakens nearby magical effects. Spells cast within 10 feet of you have their MP cost increased by 1d4 (to a minimum of 1). This does not affect your own spells.
* **Starter Spell: Drain Arcana -** For 50% Max MP, target a creature within 30 feet. They must make a Wisdom saving throw or their spell gets cancelled. The MP cost of the cancelled spell must not exceed 30% of your Max MP.
* **Starter Item: Nullifying Crystal -** Holding this crystal grants the user advantage on saving throws against magical effects.
Charlotte Dayne

## Overview of Charlotte Dayne

Charlotte Dayne, also known as the Upland Fowler, is an avid hunter of Owls, Harpies, and Falcons. Although, she is a little concerned and distressed about the the events of the Queen's Tournament. The fact that the Queen would let Owls exist on Máthair Talún is beyond her. She will keep a watchful eye on them, and slay them if need be.

## Special Ability

Charlotte Dayne deals 1.5x DMG to any Aviculturist Affiliated
Industrial Prosperity Union

## Overview of the Industrial Prosperity Union

The Industrial Prosperity Union is a galactic entity which focuses on the production of high quality materials at all costs. The sales of their high quality materials not only fund their war effort against the rest of the galaxy, but it fuels further production for technological development. All that matters is gaining the upper hand in the hyperspace wars. The IPU has even been known to install terrorist organizations in other systems to destabilize their galactic rivals.

This is the type of society where workers are literally worked to death. Inefficient workers are discarded and effective workers are milked for all they are worth. If a galactic race is seen as "perfect laborers" they will instantly be targeted for "employment." Employed races are essentially enslaved for the top executives at the Industrial Prosperity Union to use as they see fit.

## Perk Tier List

**Tier 1: Joining the Organization/Party**

* The executives at the Industrial Prosperity Union see you as a profitable asset to hold on to and will be controlling of your actions.
	+ **Base Membership:** You gain a 2% discount on all purchases within IPU space.
	+ **Tax Exception:** You no longer have to pay a foreigners tax on all purchases within IPU space.

**Tier 2: Political Delegate**

* The Industrial Prosperity Union will now try and own you via contract. If you sign the contract, you gain the following benefits.
	+ **Improved Membership:** You gain a 5% discount on all purchases within IPU space.
	+ **Retainer of the IPU:** You gain a galactic business license that you may use in any galactic domain.
		- **Merchant Tax:** While using a galactic business license, you must pay the IPU 30% of all profits.

**Tier 3:** **Senator or Equivalent**

* The Industrial Prosperity Union owns your soul. They know your capacity for making money and will do whatever it takes to ensure you keep making money.
	+ **Merchant Tax Discount:** While using a galactic business license, you must pay the IPU 15% of all profits.
		- **Employed by the Employer:** The IPU will fund 30% of your employees salaries.
	+ **Improved Membership:** You gain a 10% discount on all purchases within IPU space.
Mammoth Ice Worm

## Overview of The Mammoth Ice Worm

The Mammoth Ice Worm is a creature that lives in the Ice Fields of Tul-Mondas. The problem with this creature is that it was awakened from the Inner World of Tul-Mondas. Like the Prodigious Ophidian, it is a creature from the deep places of the world. This particular creature has been a terror to travelers of this planet. If left unchecked, the trade paths of Tul-Mondas will never be safe.

## Boss Features

### Resistance

-15

Requirement
1d5 - Worm Teeth
 7

35 LBS

 8
 9

33 LBS
Durability 2d20

Holding this weapon deals the character 1d6 Frost Damage per turn.

 10

8 LBS
Durability 2d20

## Special Ability

The Mammoth Ice Worm deals 1d6 stackable Frost Damage per attack.

Every 200 DMG taken, the Mammoth Ice Worm can go underground for an attack.
TeamDJ Wiki

## Welcome to the TeamDJ Wiki

"We play games, we make games" - Jae Astral

## Our Mission

We are a medium size gaming clan, and group of friends, which is mostly based in Minecraft. Currently, our group is in development of two different games, one of which is a card game, and the other is an actual video game. A future plan of ours is to make a business called Juanton Soup\*.

## Current Events

Chapter 2 of *Divinity* is now in the works! MiketheIke is adding on to the developing cyberpunk story of a dystopia with a secret past.

\*\*ATTENTION\*\* WE ARE IN DESPERATE NEED FOR NEW CONCEPT ARTISTS AND POTENTIAL WRITERS FOR *DIVINITY*!!! If you are a member or looking to apply to be a member and wanting to contribute to adding artwork or literature to *Divinity*, please reach out to either MiketheIke or Psychopavilion for more information.

The new TeamDJ vanilla SMP season is out! Although we will dearly miss the days of modded SMP, we have moved on to vanilla Minecraft. We have had more active members on this server than in the past year!

## Community Events and Info

> Podcasts
>
>

> UHCs
>
>

> Dungeons and Dragons
>
>

> Fantasy Football
>
>

> Minecraft Server
>
>

> Applications
>
>

> Timelines
>
>

> Staff
>
>

## Members

Psychopavilion

Jae Astral

RoyalKiller470

Mistermoneybags1

TOMB xRAIDERx

MiketheIke

Takeale

WIPF777

epiC

TheNebulaEffect

MrCountryBoy

Cardnal88

FlameFortune

FuneralHymm

MightyBethany

Lady\_Pastel

atak672

MildlyUpsetSNR

ShadowArcher77

Waymyck

SherlockChomes

Batman\_in\_the\_60s

panicinpurgatory

Bucky

2js

angrymidget

DavidtheDJ

tyelrvause

Takeale

Zevuhh

Hellsfire

A Brown Bear

SuperNickel7473

Capution554

Purpose

NinjaEnderman38

## Astrix

* \*Juanton Soup is a joke, it is not a real business
Mistermoneybags1

#### **Contributions to the TeamDJ Card Game**

Mistermoneybags1 was one of the initial partners with the project. He still helps creates many of th

e cards, and has made over 50+ cards with Season 1 + 2 combined. Mainly both Psychopavilion and Mistermoneybags1 both collaborate on card creation. Mistermoneybags1's main archetype, and what he is known for is his "Money" cards.

#### **Mod Council**

Mistermoneybags1 is one of the four members on the TeamDJ Modded Server's Mod Council. He is in charge for picking 1/4th of the mods for every season.

#### **PvP Tournaments**

Mistermoneybags1 has consistently done well in all TeamDJ PvP tournaments. He routinely gets into the top 3, by beating the likes of DarkJedi13, epiC, and Psychopavilion

#### **TeamDJ's Dungeons and Dragons**

Mistermoneybags1 along with TOMB xRAIDERx, MildlyUpsetSNR, panicinpurgatory, and ShadowArcher77 all play in Psychopavilion's Dungeons and Dragons game. He is the newest member of the D&D group, but has already made an impact on the story, an example is destroying MildlyUpsetSNR's fleet.

#### **Community UHCs**

The first UHC that Mistermoneybags1 participated in he won in season 3, with his team of DarkJedi13, and RoyalKiller470. He also played in season five, which he lost to Psychopavilion, and DarkJedi13.

#### **Signature Trait**

Mistermoneybags1's signature trait is being the wannabe Devin of the group.
Lucius Grieg

## Overview

Professor Lucius Grieg, often shrouded in whispers and wary glances, holds the controversial chair of Necromancy and Dark Arts at the University of Bingham. Born under a blood moon in the foreboding lands of Ozland, Grieg's fascination with the darker aspects of magic was evident from a young age. His exploration into the realms of necromancy and forbidden spells has placed him on the fringes of the magical community.

In his dimly lit classroom, filled with ancient tomes and eerie artifacts, Grieg teaches the ethical and controlled use of necromancy. He advocates for understanding and mastering the darker aspects of magic, not to wield them for malevolence, but to gain a comprehensive understanding of magical power. Despite his noble intentions, his subject matter inevitably casts him in a sinister light.

## Anecdote / Known Lore

His notorious work, "The Darkmoor Codex," delves into the mysteries of life, death, and the ethereal boundaries between.

## Classes Taught

1. NECRO 200: Introduction to Necromancy
	* Completion Bonus: Gain +1 to spell attack rolls when casting Necromancy spells.
	* Mastery of Course Reward: Gain Spell - Zombie Familiar (MP - 3): reanimate a small creature (like a rat or bird) to serve as a familiar. This does not count towards your tamable beings.
2. DARK 310: Ethical Considerations in Dark Arts
	* Completion Bonus: Gain advantage on saving throws against your soul being bound or cursed.
	* Feat Gained (Mastery of Course Reward): When using Imbuing Undeath, you can imbue undead creations with minor intelligence, allowing them to perform simple tasks.
3. NECRO 420: Advanced Necromantic Techniques
	* Completion Bonus: Gain +1 to all Necromancy and Soul Binding related rolls.
	* Mastery of Course Reward: Gain +1 to all Necromancy and Soul Binding related rolls.
4. DARK 500: The Darkmoor Codex Seminar
	* Completion Bonus: Once per game, you can understand and communicate with spirits or entities from the afterlife without an MP cost.
	* Feat (Necromancy): Learn a rare necromantic spell from the Darkmoor Codex, subject to DM's discretion.
5. NECRO 670: Necromantic Theory and Afterlife Manipulation
	* Feat (Soul Binding): Master a complex ritual that allows you to breach the boundary between life and afterlife. You now can create a Phylactery using Necromancy and Soul Binding.
Possessed Spirit Conifer

## Overview of the Possessed Spirit Conifer

The Possessed Spirit Conifer has killed many and their loot has been absorbed into its body. This being and other possessed plants live within the Bastion of Somberness. They haunt this Bastion to preserve the lost lives taken by the Midian scourge which enslaved and forced people in this Castle to mine for Windlighting Ore.

## Special Ability

The Possessed Spirit Conifer can only be killed by fire.
Psychopavilion

#### **Founder**

Psychopavilion founded TeamDJ in 2012, with the original members consisting of: Horrorscope, MightyBethany, CookieRaider12, DavidtheDJ, Tyelrvause, billrazor, DrYoung101, and MrYoung, Incandecy, Fat\_Cat\_Blue, PiePig, jarczyk, MineSweeper2012, LUCASU127, Davis203, Lady\_Pastel, TheDralienMC, DragonKilzer, and reaperasu101

#### **Contributions to the TeamDJ Card Game**

Psychopavilion is the founder of the TeamDJ Card Game, and has been working on it for a little over a year and a half. He has created a currently 20+ pg rule book for the card game. He and his main card creating partner Mistermoneybags1 have created more than 200+ cards.

#### **Community Run Events**

Psychopavilion hosts all the TeamDJ Podcasts, and uploads them to his YouTube channel. He is usually joined with TOMB xRAIDERx, and MiketheIke, sometimes they have TeamDJ members join as guests.

#### **Mod Council**

Psychopavilion is one of the four members on the TeamDJ Modded Server's Mod Council. He is in charge for picking 1/4th of the mods for every season.

#### **TeamDJ's Dungeons and Dragons**

Psychopavilion hosts a Dungeons and Dragons game consisting of TOMB xRAIDERx, Mistermoneybags1, ShadowArcher77, panicinpurgatory, Waymyck and MidlyUpsetSNR.

#### **PvP Tournaments**

Psychopavilion has done exceedingly well in all the tournaments. He has won all but one of the tournaments he has been in, including the team tournament, in which he won with his partner ShadowArcher77. The one tournament he lost in was against TOMB xRAIDERx.

#### **Community UHCs**

Psychopavilion has participated in all TeamDJ UHCs, being as he is in charge of hosting them. During the first season he lost to RoyalKiller470, after Psychopavilion and DarkJedi13 killed eachother. The second season was a close battle between RoyalKiller470, in which Psychopavilion narrowly won. During the Ranked Season his partner DarkJedi13 had been killed by TheNebulaEffect, and left TheNebulaEffect damaged. Psychopavilion was then able to 2v1 a damaged TheNebulaEffect and RoyalKiller470 barely. He lost the third season of UHC to DarkJedi13, Mistermoneybags1, and RoyalKiller470, with Psychopavilion being teamed up with Road\_Runner and RLY. During the fourth season the scores were invalidated because some of the opposing team were cheating, the winning team by default were Psychopavilion, epiC, and RoyalKiller470. The fifth seacon he won with his partner of DarkJedi13 against RoyalKiller470, and Mistermoneybags1. During the Forgotten Season he lost to TheNebulaEffect, by getting a lava bucket dropped on him.

#### **Dev**

Psychopavilion is on the Development team for the first TeamDJ game titled Divinity.

#### **Dream Team**

Psychopavilion, RoyalKiller470, and DarkJedi13 were dubbed the Dream Team after a lot of unranked team tournaments. During the unranked team tournaments they were undefeated as a team.
Red Loras

## Overview of Red Loras

Even though Red isn't her real first name, she enjoys and at the same time is disappointed in the moniker as she believes she has thoroughly earned it. She obtained her title from her time serving under House Malphasia. Red was at the siege of Malcaer and defeated thousands of Sgèile and Midian forces. Even though she killed all those enemies, the Queen of House Malphasia was still assassinated. The ensuing chaos across that region forced all four aggressors in the Third Hyperspace War to sign an armistice.

## Special Ability

Red Loras deals 1d10+8 bleeding damage per strike, and stacks infinitely.
Depth Demon

## Overview of the Depth Demon

The Depth Demon lies within a place outside the bounds of causality. This place is anchored to a magical palace, and if it is destroyed, so will the magical zone known as Serill.

## Boss Features

### Action Economy

Once Every Two Players

Requirement
 8
 9

Durability 12+1d12
 10
Durability 5+1d4
6LBS

## Special Ability

If an organic person is hit by the boss, they take 5 damage automatically every time they go.
Creator (Class)

* Hit Points at Higher Levels: 1d8 (or 5) + your Fortitude modifier per Artificer level after 1st

### Golem Master: Subclass

* **Proficiencies:** Golemancy, Fortitude
* **Feature: Golem Bond -** Starting at level 1, you can establish a magical bond with a golem or construct, allowing you to communicate telepathically and give it commands. Your bonded golem follows your commands to the best of its abilities. Only one golem at a time can be bonded with you.
* **Starter Spell: Iron Fist -** Once per game, you can empower your bonded golem, causing its next melee attack to deal additional force damage equal to your Intelligence and Golemancy modifier. This spell is a bonus action and uses 6 MP.
* **Starter Item: Bonded Golem -** You gain a custom golem or construct (decide with DM) enchanted with an element of your choice.

### Wondrous Inventor: Subclass

* **Proficiencies:** Magic Smithing, Intelligence
* **Feature: Mystical Insight -** Your studies grant you the ability to recognize and understand some magical properties of items. You can cast the Identify spell without using any MP.
* **Starter Spell: Slight Infusion -** For 8MP per turn, you can infuse a non-magical item with a burst of arcane energy. For the next 1d4 turns, the item emits light as a torch and grants a +1 bonus to attack rolls.
* **Starter Item: Personal Creation -** You gain a custom offensive or defensive item (decide with DM) enchanted with an element of your choice.
Máthair Talún

## Political Importance

This is the capital planet of the **Loyalist Coalition for the Sovereign (LCS).** This is the single most guarded planet in the universe. Only the Álainn, LCS Lesser Races, and their slave races inhabit this planet, but this is the home world of the **Banríon**, the Queen of the Álainn and the LCS.

All command of LCS forces comes from Máthair Talún. If this planet was occupied by another faction, the cost to the LCS would be immeasurable. Not only would plans be leaked, but their ability to co-operate would also be stunted.

## Culture

* This planet has a strict hierarchy and breaking it can result in severe retribution. No one is above the Álainn, and that especially goes for foreign diplomat. Foreign diplomats are barely treated civilly in Máthair Talún. They are one step above slave races.
	+ LCS Military Generals are the exception to the rule. They, and certain other people, are given the title of Honorary Álainn.
* Despite the reputation of the LCS, this is one of the most peaceful planets in the Bright Star Nebula. The only crimes are the ones committed by heretics and slaves.
* This is not a hyper industrialized planet, the only places where technology exists are the super-cities. Other than that, the beauty of nature is respected and upheld.

## Geography and Climate

The geography of this world was terraformed to adopt the climate of their original world. This is a world with four seasons just like earth. Where there is a ground surface, it is covered with lush foliage.

## Unique Features

This is an artificial planet with an artificial core. Each of the supercities holds a Mega-Reactor that powers it's artificial core. In the event that all five of these Mega-Reactors were destroyed, the planet would collapse in on itself... perceivably ending the **LCS**.
Warder (Class)

* Hit Points at Higher Levels: 1d10 (or 6) + your Fortitude modifier per Warder level after 1st

### Sanctum Keeper: Subclass

* **Proficiencies:** Magical Construction (Specifically when used Defensively), Religion, Trap Magic
* **Feature: Safe Haven -** At level 1, you can consecrate a small area, making it safe from external threats. Once per long rest, you can designate a 10-foot-radius area as a sanctuary. Within this space, allies gain a +1 bonus to saving throws and are immune to being frightened. This effect lasts for 1 minute. This uses 4 MP to activate and is considered Trap Magic.
* **Starter Spell: Warding Sigil -** For 2 MP, you can draw a sigil on a surface or object. Any creature with malevolent intent that comes within 5 feet of the sigil must succeed on a Wisdom saving throw or be repelled, unable to come closer for 1 turn. This is considered Trap Magic.
* **Starter Item: Keeper's Chalk -** This mystical chalk never diminishes and is used to draw potent runes and wards. If this is destroyed, you can no longer cast Trap Magic if you do not gain another Trap Magic focus.

### Barrier Forger: Subclass

* **Proficiencies:** Any Barrier Magic, Fortitude
* **Feature: Alger's Defense -** At level 1, you gain a keen sense of when to raise your barriers. When an ally within 10 feet of you is targeted by an attack, you can use your reaction to impose disadvantage on that attack roll. You can use this feature once per game.
* **Starter Spell: Aegis Shield -** For 4 MP per turn active, you conjure a shimmering shield in front of a creature within range, granting them a 1d4+1 bonus to AC for the next turn.
* **Starter Item: Dobbin's Cube -** You have a cube that has 20HP total and can be deployed as a barrier as a reaction. This cube does not regenerate HP, but can be imbued with MP to regain the HP within it. (Can be upgraded)
Ancala Hellfyre

## Overview of Ancala Hellfyre

Ancala Hellfyre believes that she should be the rightful Banríon. A House Hellfyre princess was next in line to adopt the Sovereigne name, and Ancala was supposed to be that princess. To protest, she joins The Banríon's Mid-Year celebration every year and defeats everyone from the bottom. She renounces her spot in the tier-list and starts at unranked every single year just to make fools out of every, even slightly, prominent Álainn.
One Winged Angel Corporation

## Overview of the One Winged Angel Corporation (OWA-C)

The OWA-C is the galaxy's leading mercenary recruitment and enforcement agency. They have been known to have operatives who complete jobs such as assassination, security, bodyguard, and general mayhem. If you want to make it in the galaxy as a mercenary, your best bet would be to join the OWA-C and make a name for yourself.

## Perk Tier List

**Tier 1: Basic Business**

* One Winged Angel will allow you to do starter jobs for their company as a test run.
	+ **Grunt Work:** You can accept +50 Reputation Mercenary Jobs.
	+ **Basic Bartering:** At this tier, you can attempt to haggle with an OWA-C merchant one time. On a successful haggle attempt, they will give you fuel for that specific your journey (amount of fuel given is determined by OWA-C merchant.

**Tier 2: Membership**

* One Winged Angel has noticed your efforts and now sees you as being able to do more difficult jobs.
	+ **Special Operative:** You can now accept +100 Reputation Mercenary Jobs.
	+ **Improved Bartering:** At this tier, you can attempt to haggle with an OWA-C merchant one time. On a successful haggle attempt, they will give you fuel for that specific your journey (amount of fuel given is determined by OWA-C merchant}. They will also pay you a 12.5% bonus for the job.

**Tier 3: Affiliation**

* To One Winged Angel, you are a powerhouse that is not capable of leading a mini-squad on personal missions.
	+ **Super Soldier:** You can now accept +150 Reputation Mercenary Jobs.
	+ **Commander:** You can now hire your own Mercenaries from OWA-C
		- You gain a personal assistant from OWA-C
	+ **Excellent Bartering:** At this tier, you can attempt to haggle with an OWA-C merchant twice. On a successful haggle attempt, they will give you fuel for that specific your journey (amount of fuel given is determined by OWA-C merchant). They will also pay you a 25% bonus for the job.