recursal/Fanatic-Fandom huggingface dataset:
The River Brid

Emerging from the high lakes and meltwaters of the Arien Range, the Brid swiftly descends through the great highland forests before finally meandering as it reaches the flatter ground of the coastal plain. Its waters have nourished and sheltered Guavira since its founding, but its headwaters are treacherous and their inhabitants have caused the end of many unwary travelers. Mapping its course and environs has been a common effort for cartographers and explorers preparing for larger expeditions into the interior, a task recently undertaken by Squad 13.

## Terrain

The river changes greatly over its course. At its far eastern extent, it widens significantly to form a rich river delta. Much of the seasonal flooding this produces has been controlled and diverted by Bridlane through a series of irrigation channels and reinforcements. Such management is only present at the river's very end, however, and beyond the Walls of Bridlane, the river quickly reverts to nature. The first few dozen miles are relatively gentle, but as the terrain ascends, the flow of the river intensifies, forcing travelers to row vigourously to make progress. Rapids become more common and the detritus of broken and lost vessels is a distressingly frequent sight. As the terrain shifts, so does the forest, which contains more and more conifers. The westernmost reaches of the river are claimed by various groups of wyldfae and Borea's forces, making further travel difficult. The river finally meets the Arien Range a hundred miles from its terminus, where a number of waterfalls choked with ice block further passage.

## Locations

* Fjord on the River Brid - Beyond the Wall, but still close enough to the Pale of Guaviran settlement to be untroubled by other factions, the river which Guavira flanks is passable here. The shores broaden to more than twice their size and a party may wade across safely, so long as there has not been heavy rain.
* Siren's Pool - An area about three days west of Guavira, where a group of sirens and nerieds congregate, seeking to entrance travelers with their haunting songs. These are claimed to be Tatiana's guards, but she appeared to display little control of them. Within their pool, Squad 13 discovered the statue of Rivenna.
* Tatiana's Grove - A large area of restive trees and heavy fog claimed by the dryad Tatiana. Her authority is unclear, but she mediates between the trees and the fey who call the area home. Perhaps the farthest westward extent of the Summer Court.
* Village that Time Forgot - An abandoned elven village nestled among the trees of Tatiana's grove. Much of the structure is intact, the area having been abandoned after the appearance of an entrancing mirror in a nearby meadow. The Mirror served as the prison of a group of doppelgangers who preyed upon those who approached their trap.
* Ship Graveyard - An area where broken and wrecked vessels accumulated into a logjam, caught by the river's currents. The remains of Rivenna's boat were found here.
Vegas Baby!

**"Vegas Baby!"** is the twenty-first episode of the first season of *The Cool Kids* and the show's twenty-first overall. It originally aired on May 3, 2019 on Fox.

## Plot

Hank is excited to give his son the perfect gift at his wedding in Las Vegas...until he finds out Lorraine's new husband, Reggie, is paying for the entire event. Right after the dinner event, Hank accuses Reggie of trying to “steal” Tony Henderson from him, but later on, Hank apologizes & tells his son that he was just afraid that Reggie was replacing him. Tony tells his dad that him & Reggie are “just friends” & that Hank is his dad & he can NEVER be replaced.

Meanwhile, Margaret and Sid's luck at the blackjack table quickly takes a turn, while Charlie hopes his old Vegas connections will come through for him.

## Cast

* **David Alan Grier** as Hank Henderson
* **Martin Mull** as Charlie
* **Leslie Jordan** as Sid Delacroix
* **Vicki Lawrence** as Margaret Flynn
* **Jackée Harry** as Lorraine
* **Tony Rock** as Tony Henderson
* **Rick Fox** as Reggie
* **Michael Naughton** as Manager
* **Trevi Williams** as Ranada Henderson
* **Shaw Jones** as Dealer
* **Sydney Steinberg** as Waitress
* **Robert Catrini** as Tommy Two Tux
* **Michael Javier Villar** as Security Guard
* **Troy Hines II** as Male Stripper
Edipo & the Centaurs

This group of centaurs was first encountered by the Second Sun while travelling to the Bastion of Winter. The centaurs were attempting to find a warmer place to live by heading southward along Mahida. The party learned from a treant family that there may be some Summer remaining in the southeast and passed this information on to the herd. The centaurs were able to make it to the Azracon and have lived there ever since.

## Family Structure

Due to their bloodline, the centaurs have a strong family structure that incorporates both horse and human traditions. The entire herd is nomadic and led by a "dominant" male (though dominance in this case is used to refer to the one who is most wise and respected). Edipo is the dominant male in this group. They travel in accordance with this structure, with the dominant male and his family leading the line, the secondary male and his family following, and on and on. This herd consists of 6 family units and 16 individuals total. The units in order are as follows:

* Edipo, his pregnant partner Alemesa, and their young son, Alexophon
* Danistos and his partner Phaedra
* Ipherus and his sister Ismilla, and her same-sex partner Everine
* Acasio, his partner Hellano, their eldest daughter, Astilea, and their younger daughter, Canehe
* Danilus, his partner Appinca, and their infant son, Ierous
* Adolio, who is a family unit of one
Orentha's Playlist

**Done All Wrong - Black Metal Motorcycle Club**

Orentha's whole early life is regret. Every decision she made seemed to be wrong. I picture this playing as she walks through the fields of Witlaneem away from her army and towards the Order Apothic.

**Control - Halsey**

She tries to take control with the Order, tries to learn to push down her demons and regrets. But has she just subjected herself to another form of control, another master to serve? Who is really in control?

**Chandelier - Sia**

Losing her control at the Order. Falling into her bad habits and addiction. Confusing numbing the pain with peace.

**Trouble in Mind - Larkin Poe**

Orentha when we first meet her in the campaign. Trying to do good, but she just can't seem to do it right. Might as well cause a little trouble instead.

**Suburbia - Troye Sivan**

Missing the simpler times of her youth. Missing her sister.

**I Wish You Peace - Eagles**

Jamra. Sirenixia. Agate most of all. Her lost kids.

**Meet Me On the Equinox - Death Cab for Cutie**

Nix. Oh, Nix. Life is too short in this business.

**Heavy - Birdtalker**

Her love for her friends. She wants to ease all of their burdens. Through her love for them, maybe she can learn to put down her load too.

**Could Have Been Me - The Struts**

Finding a new way to live. Wanting a life, wanting new experiences, wanting to make a difference, moving on from her past.
Carl's cave

**Carl's cave**, also called "Caves" in the Map File, is a cave on McTeague. After the destruction of Skora, the three survivors fled here, but eventually left to built Fort Agrasse. After Himan took over the fort and drove Pitor out, Carl returned to the cave, disgusted by the whole affair, and continues to live there. If prompted, he will give the protagonist an entry from Rian's diary.

## Monsters

* Insecterous
* Three Mile Beastie

## Items

* Book
* Crossbow
* Diary Entry - given by Carl
* Healing Herb
* Sixth Staff
Drow of Escardon Tevilies

Ensconced within a hollowed-out stalagmite which arises from the surface of the Darklake, this outpost of **REDACTED** is led by Matron Chosel Cindra, the second daughter of her House's Cindra's Matron Mother.  The structure is a towering set of tunnels and halls carved into the rock and guards an entrance to the surface world that opens within the Knotworks of Rintata.  The path to the surface is not unknown to the people of Rintata.  Stories of people vanishing from the Knotworks are common and **REDACTED.**  In addition to guarding one of the valuable paths in and out of the Underdark, the outpost is also the site of a Fane of Lolth which **REDACTED**.

## Residents

**~~Triel Cindra~~** - younger sister to Chosel Cindra and newly anointed priestess of Lolth. A cruel and vicious mistress, she routinely sought to go on expeditions into the Underdark for the opportunity to enact her will upon her subordinates and any unfortunate souls they were sent to fetch. In an act of protectiveness, which nevertheless implied a lack of faith in her capabilities, her sister gave her a *Locket of the Night* and a set of *Bands of Loyalty*. Despite these precautions, Triel was captured and later killed in an escape attempt by Squad 13.

**Chosel Cindra** - second daughter of House Cindra and blessed priestess of Lolth, Chosel had been born for great things. Or at least she had until her elder sister grew concerned about her meteoric rise and ensured she was assigned to the oh so honorable outpost of Escardon Tevilies. Despite the setback to her own efforts, the departure has been somewhat beneficial. Far from the machinations of her cousins and year-mates, Chosel has successfully carved out her own little kingdom, growing stronger year by year. The custodianship of her youngest sister was an impediment to that growth, yet still her death is a great loss of face. She shall surely seek vengeance for the great dishonor that Squad 13 has brought upon her.
Dr. Thindolian Littlefoot

A gnomish alchemist, (unlicensed) doctor, and member of The Crimson Hydra Society. Three feet of solid squick, Dr. Littlefoot enjoys examining alchemical innovations, improving upon his flesh golem Hurk, painting, and performing vivisections. He has an ongoing feud with fellow busienss owner and magical salesperson Butter, the proprietress of The Bushy Tail. It is not known if this is mutual.

## Items for Sale

* Standard potions
* A variety of alchemical items
* ~~Knock-back Knuckledusters~~
* Cloak of Preparation
* Organelle of Rectitude
* The Nail
Character XP

Fate points and hero points are in the midst of being calculated.

\*not up to date

A: 3fp each for art of Jasper, Agate, Sirenixia, Orentha, Jamra, Milady, Nix, Trindak, Zelaris, 1fp for C1E14. - 12fp for fate tree. -15 for wall of force tree.

J: 1fp each for C1E1-2, E4, E5 (and the secret account), E6-14, and the fanfic. -12fp (fate path), +3 Tideterie map, +3 wilderness map, +3 Jamra's lamp map, +10 Guavira Map, +5 Playlists, +9 banners, +2 Trindak fate trees, +1 Sirenixia fate tree, 11 fp for wiki entries, 7 from GMing -38 fate path, -9fp ritual caster

M: 9fp each for character tokens. -9 for talent tree. +1fp for wiki updates.

N: 1fp each for C1E9, E12, E14. 2fp each for mini design for Agate, Sirenixia, Orentha, Jamra, Milady, Nix, Trindak. -8 for fate tree.

O: 1fp each for C1E8-17, 5fp for wiki entries, 3fp for art of Orentha. -15fp for talent tree.

S: 1fp each for C1E5, E7-9, E12, E18-19, E3/19. -9 for specialty talent tree. -3fp for fate tree. 3fp for art of Sirenixia. 5fp for wiki entries. 3 fp for "To Feel".

T: 1fp for C1E9. 1fp for C1E16, 5 fp playlist, 1 fp Jamra snap, 2 fp Sound for Jack, 3 fp Sound for Emily, 6 fp for Misty Mountains complete edition, -16 fp acquisitions, 3 fp Hot Tub Painting, 5 fp Trindak 2 playlist
Shersllia

From Shersllia come the dark arts and incredibly intelligent people. It is a country full of violence but also incredible freedom... for those who can protect themselves.

Shersllia comes from the Draconic word for secret.

## History

**468** A crime underlord from Witlaneem steals a rowboat. He founds and names a city after himself: Kinzan. Around it grows Shersllia.
Hessatal

An old Yuan-ti priest, Hessatal was one of the few Yuan-ti in Rintata who emerged from the jungle, rather than being raised in slavery. Born a malison, Hessatal occupied a high position among the people of Obara'sar and was inducted into the priesthood of Mersshaulk at a young age. **REDACTED** Believing the best way to bring this about was to be present among the humans, Hessatal left the Secret City a decade after ascending to the priesthood and joined his enslaved kin, ministering to their needs and preaching. **REDACTED** As few priests saw fit to minister to the Yuan-ti in bondage, his presence was considered a great honor and for decades he held a high place in the community of serpentfolk. Occasionally, he passed along graven bone trinkets to the faithful, describing them as holy symbols bestowed only upon the worthy. **REDACTED** Sethir, a yuan-ti pureblood who escaped slavery by serving as a deckhand and occasional informant, received his Bone Talisman in this manner, before losing it in a drunk bet to Captain Jarzon years later.

## Encounter with Squad 13

When Squad 13 traveled to Rintata seeking knowledge about the Bone Talisman which Trindak had recovered from Captain Jarzon's corpse, they spoke to Hessatal about its original owner. Hessatal informed them that Sethir had drunk himself to death **REDACTED**. Nevertheless, he agreed to bring the party deeper into the interior, where he promised them they would find answers. After a journey of five days through sweltering jungle and malarial swamp, the party finally found themselves in the ruins of Se'shara, where Hessatal told them the story of his people's conquest and bondage. He led them deep within the city, past the ruins temples, beneath the shadow of the great volcano, until the party came at last to a door which Hessatal told them contained their answers. There he betrayed them, calling upon the dry bones of his ancestors to seize Orentha, Nix, Sirenixia, and Jamra and carried them off down a secret tunnel into Obara'sar. Once inside the city, he called forth Yrina, High Priestess of Bakrimanthys, and pledged to sacrifice three of them to her hunger and imbue the survivor with the Bone Talisman to **REDACTED**. As Orentha's chest was sliced open and the talisman fused to her breastbone, the rest of the party emerged from the Great Obsidian Pyramid, having completed the trials within. There they dueled above the heart of the mountain until Hessatal and Yrina fell, defeated, into the lake of magma below. However, it seems that the completion of a portion of his ritual ensured that this would not be the end of Hessatal. When she slept, Orentha beheld a vision of a great, many-headed serpent dragging itself from the lake of fire, before turning to look at her, buoyed by the cheers of thousands of Yuan-ti.
Indecent Proposal

**"Indecent Proposal"** is the twentieth episode of the first season of *The Cool Kids* and the show's twentieth overall. It originally aired on April 19, 2019 on Fox.

## Plot

In an attempt to date a guy way out of her league--a doctor who graduated from Harvard, Margaret pretends to be someone she's not...a Yale alumnus.

Meanwhile, when Hank doesn't promptly hear back from his doctor about a questionable mole, he's convinced his days are numbered, so Charlie (who's also on a mission to retrieve a pair of sunglasses the same doctor allegedly kept after Charlie left them at the office) agrees to help him get his test results. However, tracking down the doctor on Friday night proves more difficult than either of them expected.

Also, after John claims to have an important question and cooks a romantic dinner for him, Sid jumps to the conclusion that he's going to propose, panics, and hides in Margaret's apartment...where his presence doesn't mingle well with her overly pompous date.

## Cast

* **David Alan Grier** as Hank Henderson
* **Martin Mull** as Charlie
* **Leslie Jordan** as Sid Delacroix
* **Vicki Lawrence** as Margaret Flynn
* **Robert Pine** as Richard
* **Jere Burns** as John
* **Carolyn Hennesy** as Annie
* **Ric Sarabia** as Cleaning Person
Nix

The city of Guavira has a larger changeling population than one might suspect, but almost no outsiders know it exists. Fearful of the suspicion that their presence may cause should it become known, most changelings keep to themselves. They go about their business in their various guises just as ordinary members of society would, and they do their best to avoid drawing attention to their race. Nix was never satisfied with this constant secrecy growing up. They wanted to be who they were, to change shape freely, and they hated being confined to one form. They began experimenting with their abilities at an early age, changing the style of their hair overnight, or the color of their eyes in the middle of a conversation to see what people would or wouldn't notice. They were fascinated by people's reactions, and began becoming bolder in their little transformations.

One day, when Nix was 12 years old, they changed the entire shape of their nose right in front of a storekeeper. Unfortunately the man in question was more perceptive than Nix had given him credit for, and noticed the change. He offered Nix a choice: be exposed as a changeling in front of the entire district, or help him out with a little "project". Nix felt they didn't have a choice, and so they agreed. The project, as it turned out, was to impersonate a guard and stand watch while a burglary took place. Nix carried out the task, and made off with the money they had earned from it with the full intention of never participating in an illegal activity again. Unfortunately their parents soon fell on hard times, and in order to help them Nix went back to the man and asked for more work.

So began their full time employment in the criminal underground. Again they found that their shapeshifting abilities were invaluable to their gangbosses, and they found themselves relied on more and more as they proved themselves more and more able. Gradually their scruples about breaking the law faded, though they made it a point never to draw blood unless necessary.
Hurk

A rather lifelike flesh golem in the employ of Dr. Thindolian Littlefoot who serves as the doorman and automated answering system for The Crimson Hydra Society. As the third iteration of his design, Hurk's stitching is quite well hidden and, in dim light, he could almost pass for human if he wasn't seven foot tall, completely hairless, and mute. Of the past Hurk's little is known, save that one exploded and the other was dumped in the river after displaying behavioral imbalances.
Margaret Turns 65

"**Margaret Turns 65**" is the second episode of the first season of *The Cool Kids* and the show's second overall. It originally aired on October 5, 2018 on Fox.

## Plot

Margaret is feeling moody because it's her 65th birthday, and lashes out at the boys. Hank decides to take everyone out to make them feel young again, so he takes them to his former hangout, Ronnie's Swing Time Café.

But when they arrive, they find the café to be long gone, and in its place a new nightclub called TwerkLab.
After sneaking in, Hank, Margaret and Charlie all have insulting interactions that make them feel old.

After reflection, the gang agrees Millennials suck, and celebrate Margaret's birthday by taking shots ... which leads to them all having hangovers the next day.

## Trivia

* Margaret mentions that she released an album in the '70s. Vicki Lawrence, who portrays Margaret, released three albums in the '70s, the first including number one hit *The Night the Lights Went Out in Georgia*.

## Cast

* **David Alan Grier** as Hank Henderson
* **Martin Mull** as Charlie
* **Leslie Jordan** as Sid Delacroix
* **Vicki Lawrence** as Margaret Flynn
* **Megan Ferguson** as Jennifer
* **A.J. Castro** as Lucas
* **Olivia DeLaurentis** as Club Girl
* **Heather Ann Gottlieb** as Goth Girl
* **Holger Moncada Jr.** as Bartender
* **Jay Linzy** as Bouncer
* **Andy Earnest Spencer** as Bathroom Attendant *(credited as "Andy Spencer")*
Captain Jenny Harker

A merchant captain and owner of the *Second Best*, Captain Harker has been sailing the seas for the better part of twenty years. Coming to life at sea after her family on land proved disappointing, Harker first made her bones as a deckhand along the coast of Motageem, when she braved a tempest to make repairs to the exterior of the ship she served on. For a few years she performed duties on half a dozen merchant vessels up and down the coast, before one of Motageem's frequent skirmishes with Carlabie resulted in her impressment. Once in the navy, the structured life it provided suited her well and she rose swiftly through the ranks, eventually coming to serve as a captain of two-deck ship-of-the-line. Although the orderly nature of the military suited her, she disliked the professional distance she was required to keep with her men and hated to lose them in pointless skirmishes that occurred mainly to create pressure in trade negotiations.

After ten years of service, she retired from the Navy with a small pension and, along with her carefully husbanded prize money, fronted it to buy a captain's share in the merchant vessel *The Second Best*. Her proudest day was the first time she set sail with a crew all her own, second only to God on her ship. For the last four years she had been steadily buying larger shares of the ship to enable her to choose her voyages more carefully, until disaster struck. *The Second Best* was beset by pirates off the coast of Bridlane, and while she kept the ship and most of her crew, the vessel was badly damaged and her First Mate, Red Barton, was taken prison along with six of her crew. Desperate for aid and rebuffed by indifferent authorities, Squad 13 was hired in a last-ditch attempt to rescue her crew. The team performed well, saving Red Barton and slaying the pirates, but the rest of the crew were sadly slain in a terrible offering to She Who Dreams Beneath. Currently she has set up an office in the dry docks and is hard at work repairing *The Second Best*.
Office 154

Office 154 is located in Gullsfoot. Newcomer are directed here for asylum approvals and upgrading employment status. This is the office that processed the paperwork allowing Squad 13 to operate as Street Sweepers.

The office is manned by tired, hopeless, and overworked old man, and his assistant, Gin.
Tranquil Guard

The Tranquil Guard are an order of mind mages in services to Queen Aliva based in the city of Guavira. Seperate from the ordinary rank and file, the Tranquil serve as investigators, overseers, and executor's of the Queens and the Inkstained.

## Structure of the Order

The total number of Tranquil is not large. **REDACTED**

After achieving Tranquility, members receive mineral names **REDACTED** in emergencies Tranquil may be called to serve in a variety of roles at short notice, acting as a force multiplier for the Guardsmen or Legionnaires they command. **REDACTED**

**REDACTED** The farther novices advance, the more will drop out, uncomfortable with the increasing strain of the devotions they are required to undergo. **REDACTED**

## Rite of Tranquility

The act which initiates novices into full membership is shrouded in mystery. The few things which are known are shrouded in rumor and legend. Nevertheless, it is widely said that this is the point at which novices set aside their birth names and genders, taking up a name based on a mineral chosen to represent their new function within the order. Any relationship with their family or life prior to Tranquility is severed, never to be restored. It has been widely observed that after this occurs, the Tranquil seem to take on a calm, emotionless demeanor, rarely reacting strongly or raising their voices. It is said by some that all the humanity is drained out of them by dark magics, until all that's left is a soulless husk; they do not weep or shout because there is nothing left in there to cry. **REDACTED**

## Known Members

* Tranquil Malachite
* **REDACTED**
* **REDACTED**

## Notes from Players

Certain members of the Tranquil Guard, dubbed simply "Tranquil," have the ability to Dominate or otherwise charm those around them into not fighting, laying down their weapons, and otherwise not presenting any problem to other guards in apprehending them.

Squad 13 encountered a Tranquil in C1E19.
Guavira (city)

## Introduction Text

Guavira is the capital city of the nascent country known as Bridlane. One hundred and sixty-five years ago, three sisters, Aliva, Beatar, and Toredin Brid, set forth from the Eastern continent of Jameel and landed in the Bay of Lobot. In the centuries since, they have grown Guavira from a small hamlet into a bustling center. Depending on whom you talk to, you may hear that the sorceress queens lead with a wise and loving hand, others that they are tyrants.

Regardless, under the Brids’ rule, Guavira has flourished. Now that Bridlane is established, adventurers and historians use it as a resting place between Jameel and the ancient civilizations of Mahida, the western continent. While Mahida is slowly being repopulated, it seems as if the land is reluctant to make itself hospitable again. Nomads and air sailors report that only Bridlane is thriving, while other areas of Mahida are rocky deserts or frozen tundras, or have beautiful purple grasses that enchant and kill. Only the bravest venture out, or the most foolhardy.

You might be one of the queens’ many clerks, a thief in the shadows, or a member of one of the artistic and financial guilds. You may be an air sailor, curious to find out why Mahida prevents ships from sailing over it. You may be a historian, eager to find details of the old civilizations. Or you may be an adventurer, ready to sharpen your skills before heading out.

Guavira awaits. What will you do?
Spheres of Influence

The following areas are under the purview of the assigned GM. If someone wishes to add something to one of these areas, they should inquire with the assigned GM. New GMs should feel free to add their own spheres, keeping them somewhat specific, as they expand the material they are working on. Until this list becomes unwieldy, please also list any NPCs or plot hooks you feel you have primary control over as well.

 Michael
 Ryan

**Note from Maria:** I'll do my best to send everyone the current thoughts I have on their different areas. For now double check with me if you need to or are unsure.
Hank Henderson

**Hank Henderson** is one of the best friends of Sid Delacroix, Charlie and Margaret Flynn and one of the four main characters in the Fox series *The Cool Kids*. He is portrayed by David Alan Grier.

Hank used to be married to Lorraine until he caught her having an affair. He used to work as a meter reader. He has a son named Tony and probably has at least one other child, being that he speaks of his "kids" in "Margaret Ups Her Game".
C1E1 — Troglodytes and Taxes

In which the party arrives in Guavira, assembles and encounters their new coworkers, completes some necessary paperwork, and is nearly killed in their first day on the job.

## Jamra's Account

I count myself a well traveled man. How could I not, when I have seen all the wonders of the City of Brass, the greatest metropolis in all the cosmos? Nevertheless, I have never felt something quite

as comfortable as the sand on the beaches of Guavira, free to rest after my long bondage. Nor have I felt something quite as irritating as the stick poking me in the eye as I was called to wake.

When I stirred, comporting myself with utmost dignity I assure you, I found myself surrounded by a curious group. My eyes were first drawn to the huge dragonborn woman whose skin bore an odd discoloration, but I soon observed a small tiefling girl by her side. With compassion that belied any improper inference drawn from her fearsome mien, the dragonborn woman merely laid a hand on my shoulder and my vigor was restored. We spoke on the beach for some time before concluding that the siroccos of fate had hurled us together and we had best take advantage of that. We headed back to the city and discovered a lovely little nest of bureaucrats, pushing papers hither and thither. There was a small tax applied on entry and I received asylum due to my status. Such a limited station cannot last for long however. I need to move quickly, demonstrate what use I can be and secure myself. I know from cruel experience that the embers that already lie in place seek to burn up any new fuel for themselves first. I need security and station. Only then can I work safely.

After the purchase of some rather useful maps of the area and our acquisition of a rather surly woman from a blacksmith shop, we headed off on a mission for the government. Apparently a group of troglodytes had broken into a granary (Through some sort of tunnel? Must investigate those further!) and the city's food stores were in peril. I charged into danger whirling my brother's scimitar. I confess I felt quite the hero in that moment, my old name and old fears left behind. I was the flame at dusk, the sunrise flashing in their eyes! But all to soon I was reminded what I am. The troglodytes dealt with me handily and left me, bleeding out on the floor. I could only watch as one by one, my new friends fared the same. They were struck down and I could do nothing. When my eyes closed I thought it would be for the last time. Yet I was saved, for what reason I do not know, and awoke to the dragonborn woman, Syrenixia, looming above me. When we walked out of that building I left my dream of flame behind. Jamra emerged and trudged off, a handful of gold for his trouble.

Even cinders can build though. That I must believe. We have our starting point in this city and a way forward. For the moment, as registered adventurers of "Squad 13" we are capped at earning 10 gold a week, a paltry sum. But before long we shall have a reputation and then that shall grow into respect and from there to recognition. It must.
Lady Chione

Lady Chione, the First Snowfall, is the daughter of Lady Borea and a member of the Winter Court - though she has not been to the First World in many, many years. She currently resides at the Bastion and visits the Azracon and Second Sun daily as their ambassador.

## Relationships

Chione was created from Lady Borea, though seems to have a strained relationship with her. Her prolonged exposure to her mother's enchanting presence over her lifetime has caused her much conflict, as she can never be sure if her actions are due to her own desire's or her mother's. She seems to disagree with her mother's methods and cruelties, though is powerless to exert her own will against Borea. Chione revealed to Nix that she had been born when her mother decided to rip away part of herself that she believed was holding her back; a part that was characterized by her epithet "The First Snowfall".

Chione was very young when Belmorn came to the Bastion, and though he despised Lady Borea he took pity on the young girl. When they were not with Borea, Belmorn would often play with her - she favored strategy games - or speak to her of his home. He was kind to her, though he was in a place of great personal despair. After Belmorn lost himself in Borea's control, Borea would use the man to exact punishments on Chione when she disobeyed or displeased her mother. Though her recent experiences with Belmorn have been painful, she knows that he is truly a good man and remembers when he was her friend.

Chione has implied, though never confirmed, that in some of her own futures she has seen herself and Jamra in a romantic relationship. The two speak often even when they are apart through a Mirror of Sending. She seems to be quite taken with him.

## Abilities

Chione's fey specialty is Divination, and her abilities seem to be more of a complication than an asset to her. She can see into the infinite possibilities of her own future. She can see how the choices of others affect the branches of her timeline, but she is powerless to choose future with her own will - as she has none. Chione's own knowledge of the future makes her biased, and giving out this information to others - which necessarily impacts what their choices will be - creates a paradox. She does not know what will happen if she creates a paradox and does not intend to find out.
Jasper

Agate's Familiar

Jasper was purchased as a taxidermy chipmunk by Agate. He was then enchanted to have shimmering blue eyes. Upon reaching level 3, Agate's patron turned him into her familiar, though he is neither alive nor dead. Stats are adapted from a squirrel. The taxidermist also enchanted his cheeks to function as a fickle bag of holding.

### Chipmunk Information

Your chipmunk familiar can hold up to 8 cubic feet in its cheek pouches, to a total weight of 100 lbs. Roll 1d4 for its health. It can regurgitate what you need at will, but may sometimes be confused in tense situations and release the wrong thing. If it has sharp things in its cheeks, roll 1d6. On a 6, the cheek punctures and the chipmunk suffers 1 damage. The sharp item is released immediately.
Motageem

Because of their claim on Turtle Island, Motageem has been well placed over the years to explore Mahida's eastern peninsula. It is from the Motageemian scholars that Jameelans have most of their knowledge of Mahida.

Motageem is also home to the town of Af'del, where the Conservatorium of the Order Apothic is located. Orentha is a Navar of this monastic order.

## Relationships with Other Countries

Motageem restricts Carlabie's trade to some degree and has strong air patrols.

Motageem and Bridlane have strong trade agreements.
C1E? — Dangers in the Snow

s with the giants near Argentax, a giants sense of honor does not
always align with a dragonborn. Combine that with the generally perceived
unimportance of us “small folk,” and it is only too easy to imagine accidently
provoking some sort of incident.

Lilac left us to speak further with her mother as we were
taken to our room. Nix volunteered to keep watch outside the Jamra’s Lampsion
while the rest of us dined inside. After some minor conflict surrounding Jamra’s
seating arrangement, the meal was delivered to us by his servants. It was certainly
one of, if not the most, extravagant meals I have eaten. I did notice the place
Jamra had set for Nix was at the far end of the table away from us, and We reminisced
over the dinner about the time that we’ve spend together. It really is amazing
how we’ve all grown. I only wish I felt more confident that my growth would not
lead to the deaths of more innocents.

But it was a pleasant evening, and once the meal was cleared
we settled back, and at a request for music, I volunteered myself. I am not
used to playing for others, but it felt appropriate, and it was quite relaxing
to let my guard down like that among friends. I found myself playing The Sorrows
of Korrashk. That song hold a special place in my heart, that song of my
history. When I feel myself slipping, it helps remind me why I strive against
the voice in my head, and what may be at stake should I embrace my fury.

Before settling down for the evening, I decided to speak
with Jamra. I had been noticing some tension between him and Nix over the last few
days, and his disrespect with Nix’s place setting was the last motivation I
needed to confront him about it. I told Jamra of my worries. If there was some conflict
between them, they needed to resolve it. You don’t want to go into battle at
odds with your companions. It is a recipe for disaster. He in turn told me that
his dislike of Nix arose from his treatment of Agate. And while I appreciated
his concern, he needed to resolve it.

When Nix woke me to take up guard, I spoke with him of the
problem too. He agreed to speak with Jamra when the opportunity arose.

The following day, our party began our journey back to the
forest where Maya could pick us up and speed our journey back to Guavira. This
time we were very warry for the rumbling that would signify the coming of a remorahz.
Unfortunately, we were surprised by a different rumbling as an avalanche tried
to sweep us over a cliff. Luckily, Agate summoned a wall of force the stopped
the worst of slide, and we were able to push through.

A short while before we arrived back at the trees, we became
aware of pack of winter wolves closing in. Fireballs from Jamra and I made
quick work of most of them, and Trindak finished off the rest of them.
Carlabie

Carlabie is the birthplace of the airship, by way of the wizard Habla.

### King Ra'ulbin

In 993, Ra'ulbin was dubbed The Far-Reaching for his role in the expansion of the Carlabie Kingdom into the Sunrise Mountains.

## Demographics

A mostly human and elvish domain. Up in the north, near the Sunrise Mountains, there are large Dwarven populations. Eladiu Lake and its surrounding areas are said to be home to aquatic humanoids known as tritons.

Sirmium, the capital, is much more metropolitan, as it draws a great number of students looking to follow in Habla's footsteps. One is likely to see any race here.
Loot and Gold Rules

## Division

* Unless otherwise agreed, all present party members receive an equal share of any fungible treasure.

* Party members may request to take an item recovered as salvage in lieu of a portion of their share equal to the sale value of the item.

* Present party members may freely agree to modify the above provisions at any time.

* All party members are assumed to have consent to use a deceased party members money for the purposes of securing a raise dead spell.

## Ongoing Revenue

* Jambis Dartheur provides 28 gp each to every member of Squad 13 for their services as his household guard, less 7 gp each for the costs of a comfortable lifestyle.

## Guidelines for Some-Shots

* When planning sessions, rewards should generally be calculated based on Expected Wealth By Level Guidelines, which lay out the value of rewards from combat that the game assumes players will have upon **reaching** that level.
* The rewards look at average sale value, rather than straight purchase value.
The Three Queens

The Three Queens of Guavira are allegedly three sisters: Aliva, Beatar, and Toredin. They are secretive queens. Since they founded Guavira a hundred and sixty-five years ago, they have become more and more secluded.

When Squad 13 met with them during the investigation into the treasonous Tranquil, they saw that the Three Queens were almost identical in every way, except for the color of their hair. Facing the thrones from the entrance, the queen on the right-hand throne had flame red hair, the middle queen had raven hair, and the queen on the left had hair of white.

When Sirenixia used her divine sense, she sensed a tiny bit of the celestial in each of them. They were seen to be capable of casting powerful 9th level spells such as Gate.

It was the red queen which gave Sirenixia a vision of a lone peak on the plane of fire.

The black queen showed an interest in the relic of Bakrimanthis inside Orentha and offered to remove it.

## Aliva

The eldest. Head of the Tranquil Guards and commander of the Legion.

## Beatar

The middle sister. Has a strong head for commerce and is head of the Gilded Pockets, Guavira's system of bankers.

## Toredin

The youngest. Head of the Inkstained, Guavira's clerks, and the Tranquil.
Hero Points

This is everything we have received for hero points to date.

## Prior to Episode 19

Agate: 3

Jamra: 3

Milady: 1

Nix: 0

Orentha: 2

Sirenixia: 1

Trindak: 1

Zelaerys: 0

## Episode 19 \*J

Agate: (-1 for a reroll). +2 for raising emotional conversation and her true-to-self contributions in battle.

Jamra: +1 for his conversation with Captain Jenny.

Milady: +1 for her foresight in climbing up on the roof to rescue the prisoners.

Nix: +1 for asking for favors.

Orentha: +1 for jaegering Trindak and her kicking down of the door.

Sirenixia: +1 due to compellation by DM.

Trindak: 0

Zelaerys: 0
Start here

Welcome to Guavira!

* You start with starting equipment.
* Official Wizards of the Coast sourcebooks only, please. If you find something you need in your life, let me know and we’ll see if we can work it out. If you need access to a sourcebook, let me know.
* Multiclassing is allowed — max 2 classes.
* Your character has no plans to go back to the Eastern continent of Jameel.
* Use point buy, 27 points. You can use this tool to buy your ability scores.

### Logistics

* Sign up for Roll20 and join our campaign (link in the group chat)
* Create a character page for your character, using the tag "Characters"
	+ You can use the "infobox character" Infobox by going to Insert > Infobox and selecting "infobox character"
	+ This makes Maria happy because it makes us look official and wiki-like.
	+ The required information is what is on that infobox, except for birthplace. More makes me happy.
* Link to your character's page from the main page as follows
	+ Character name, played by Player Name.
	+ Make sure to only link the Character name, not the whole thing.
* Please give me the following information about your character:
	+ Their name
	+ What they have been doing to this point
	+ Why they are in the city
	+ Any important characters from their past
	+ **A secret that they have about themselves**
	+ **A secret that they have about another member of the party**
	+ A goal that they have
	+ **(In bold are those you will have to discuss with other members).**

## Player Responsibilities

* Make your character.
* Keep wiki updated. Most important is your character page and write-ups of sessions. Much loved is keeping wiki information up-to-date in other ways, such as when you meet a new character, or learn more information about a place. Don't worry about messing up; it just will make things more interesting for you down the line.
* Have fun!
* May add more based on our conversations.
* Currently, writers of write-ups will receive 10% of XP needed to attain the current level of the highest-leveled character.
The Bushy Tail

The Bushy Tail is a strange little taxidermy store in Gullsfoot run by a strange little giant squirrel named Butter. Butter imbues the taxidermy rodents with magic similar that found in potions.

Squad 13 has had a somewhat profitable relationship with Butter, selling the bodies and eggs of spiders they have killed for a small profit.
Emory

Emory is the dryad protector of the Evertree. He has been the guardian of the tree for longer than anyone can remember. His primary function is to care for the tree and ensure the protection of the gate to the First World among its roots.

## Relationships

Emory has been in a long-term relationship with Lord Auron, the most recent representative of Summer at the Azracon. He functions as an advisor to all fey Lords and Ladies that make the tree their home, and has weathered the transition between Summer and Winter too many times to count. He cares deeply for those people that live in his roots and the plant life that depends on his care. He regards himself as a protector above all else: an eternal guardian of the Evertree, its rulers, and its people.

## Abilities

As a dryad, Emory is unable to leave the radius of his home tree for any substantial length of time. He commands considerable magical power while within the Evertree, but this power decreases dramatically as he travels further and further from his tree. Distance from his home leaves himself and the tree incredibly vulnerable, and no dryad can survive permanent separation.
Titanfall Island

Titanfall is an island 50 miles west of Guavira. The island is around a half mile long and a quarter mile wide, resembling above the body of a fallen primordial Titan. It is surrounded by reefs, making it difficult to travel to by water. The mountains are too eroded to determine whether it is truly a body, but many people have heard legends about the floating Titan in the sea.

Descriptions and carvings inside the Titan reveal that the being was once the weapon of a powerful lich named "The Bloodless" or "The Corpse King", and that it was somehow imbued with the power to raise the dead. The Titan was defeated in a battle in the sea at the end of the lich's reign, and its body was too large to move or destroy completely. After its defeat, Primordial beings put into place safeguards and traps to keep people out of the Titan, but this ancient magic has grown weaker over time.

The island seems to have some latent necrotic magic that can animate corpses and create evil spirits, though it is not nearly as powerful as it was once rumored to be. There is a symbol carved into the interior of the Titan's skull that was not able to be identified, and the area is a strong source of necrotic energy surrounded by some sort of abjuration magic. The circle in the symbol is hollow and roughly the size of a finger. There are grooves along the bottom of the hole, indicating that there is some sort of mechanical lock on the wall in addition to warding magic.

The party was sent to this island in C1E12 by Johann the bread maker to collect magical mushrooms that he used to enchant his bread. The mushrooms appeared to be corrupted by the necrotic atmosphere of the island.
Zelaerys

Zelaerys is a 21 year old half-elf druid, born and raised in Eslin, a small, poor neighborhood surrounded by untamed forests in Virasie. She was born to Ceshel, her human mother who worked as a weaver, and Elidyr, her elf father who worked as a lutenist, performing on street corners and in local taverns for coin. Her parents would often allow Zelaerys to accompany them to work, and she became a very familiar face in her town. She was surrounded by friends and friendly neighbors, and she quickly became known as the happy, playful little girl who followed her parents everywhere.

Zelaerys was a very active child who both injured herself and became sick pretty often, so she spent a lot of time in the clinic of an old dwarf named Alberich, a druid who was Eslin’s sole healer for generations. He would tend to her wounds and illnesses and give her a meal, and she would rummage around his cabinets and shelves, slowly memorizing all of the herbal remedies and medicines Alberich had in stock.

While recuperating from a particularly rough sickness, Zelaerys spent months in Alberich’s care. To pass the time, she read his books on spells, herbs, medicines, and detailed anatomy of every known race. By the time she was healed, she had read through his entire library.

Alberich saw her enthusiasm and immediately took her on as an apprentice, dividing her training between time spent in the surrounding forests learning how to harness the power of nature through spells, and time spent in his lab, learning how to harness the power of nature through medicine. Zelaerys learned through him that nature is a powerful, merciless, uncaring force- but one that can be used to help others if controlled correctly.

At 21, Zelaerys is now Alberich’s assistant in his clinic. They’ve healed many people over the years and have continually developed new and improved cures for every disease they’ve come across- until now. A new sickness has unleashed its wrath on the town, and Zelaerys and Alberich have no idea what it is. Most of the people who have contracted the disease have died, and those who survived have been left with vicious scars and severe weakness. None of their literature mentions it, none of their medicines have worked, and collaboration with other Virasian scholars has proven futile. Unfortunately, Zelaerys’ father has recently died of this disease, and his passing has left the rest of the family distraught.

Alberich has decided to send her on a mission to Guavira. Her job is two-fold: to travel to an extensive library in the heart of Guavira to find literature that may help, and to meet with a circle of druids who may know something about this affliction that they do not. Zelaerys has bid farewell to her mother and is traveling to Guavira with a few items and her father’s lute; she’s not particularly good at playing it, but it reminds her of home and the happy memories she made with her parents and mentor. She may not be able to return back home, but she will do whatever it takes to help her town before it’s too late.