recursal/Fanatic-Fandom huggingface dataset:
Terry McDonough

## Series Information

### Show Years

2020

**Terry McDonough** is a director on *Killing Eve*.

## Career

### Director

* *Killing Eve* (2020)
* *Dolly Parton's Heartstrings* (2019)
* *Cold Feet* (2016-2017)
* *Better Call Saul* (2015-2016)
* *The Expanse* (2015-2016)
* *Halt and Catch Fire* (2014)
* *Crossbones* (2014)
* *The Red Road* (2014)
* *An Adventure in Space and Time* (2013)
* *Red Widow* (2013)
* *Suits* (2011-2013)
* *Hell on Wheels* (2012)
* *Homefront* (2012)
* *Clue* (2011)
* *Breaking Bad* (2009-2011)
* *Criminal Minds: Suspect Behavior* (2011)
* *No Ordinary Family* (2010-2011)
* *Tower Prep* (2010)
* *The Gates* (2010)
* *The Street* (2006-2009)
* *Eleventh Hour* (2008-2009)
* *Instinct* (2007)
* *Vincent* (2007)
* *Eleventh Hour (mini-series)* (2006)
* *Wire in the Blood* (2004-2005)
* *The Royal* (2003-2004)
* *Sweet Medicine* (2003)
* *Where the Heart Is* (2002)
* *Peak Practice* (1999-2001)
* *Liverpool 1* (1999)
* *City Central* (1999)

## Credits on *Killing Eve*

### Directed Episodes

 **Credited**
 "Are You From Pinner?":
 *No Credit*

## External Links

* Terry McDonough on Wikipedia
* Terry McDonough at the Internet Movie Database
Gillihan Willheart

## Nome do personagem

Arquimago de Mirtakos, pupilo de Rarc

*Escreva aqui uma citação desse personagem*

# Biografia

### **Legado**

Principais realizações e como influenciou o mundo. Incluir aqui a morte do personagem se houver

### **Personalidade**

Como o personagem interage com as pessoas

# Relações

### **Grupos e organizações**

Grupos, guildas, ordens ou outros tipos de organização que o personagem se relacione ou faça parte
Myrtakos

*Escreva aqui uma frase que simbolize a história desse reino*

*Autor da frase*

# Descrição

Uma breve descrição desse reino, o que o diferencia dos demais

# Governo e política

Uma descrição do sistema de governo adotado por esse reino (Monarquia, República, Teocracia etc...

### **Relações exteriores**

Uma descrição da relação do reino com seus vizinhos e com outros reinos aliados / inimigos

### **Leis**

Uma descrição de como a lei é aplicada no reino

### **Militar**

Como funciona os exércitos e qual seu contingente aproximado

# Geografia

Uma descrição geral sobre a geografia do reino

### **Clima**

Descrição do tipo de clima predominante (tropical, temperado, ártico etc...)

### **Vida selvagem**

Descrição da fauna do reino, dando principal destaque a animais muito caracteríticos ou inexistentes em outros reinos

### **Pontos de interesse**

Acidentes naturais ou construções como castelos, torres, fortalezas etc...

# Economia

### **Produção**

Descrição dos principais produtos cultivados / extraídos / produzidos pelo reino

### **Comércio**

Uma descrição de como funciona o comércio no país. Parceiros comerciais, organizações relevantes

### **Moeda**

Qual a moeda corrente no reino e sua relação de valor. Uma boa forma de fazer isso é determinar o custo de um produto comum (um cavalo custa x moedas) ou os ganhos de uma determinada classe de pessoas (x moedas é o equivalente aos ganhos de um ferreiro em um ano)

# Sociedade

### **Demografia**

Descrição das principais raças e etnias que vivem no reino e sua localização

### **Cultura**

Uma descrição da cultura desse reino tais como costumes, relação com as artes, festivais etc...

### **Religião**

Crenças presentes no reino com o nome dos principais deuses, ordens religiosas e uma breve descrição sobre cada um

### **Magia**

Presença e influência da magia no reino incluindo ordens de magia e locais mágicos

### **Ciência e tecnologia**

Descrição da influencia da ciência no reino
Guirod Horrygg

Dagmar Horrygg (Oldest Child)

Belvar Horrygg (Second Child)

Hringriin Horygg (Third Child)

Esgir Horrygg (Fourth Child)

**Guirod Horrygg** is a master Runesmith and the owner of the shop Marks Of Power. Although originally born into the Smith caste through his renowned work and marriage to his wife Gorinay (who was born into the Warrior caste to begin with) he was moved into the Warrior caste.

## Interactions with the Party

After being taken a on a tour through some of the levels of Dhuldahn by Drout Zekar the party is introduced to Guirod after they mention they are looking for magical items. Drout describes Guirod's work as the best around, while noting how expensive it is. Adding that you certainly get what you pay for. One particular item catches the party's eye, an axe that Guirod calls the "Stormforce Axe." While trying to haggle on a price the group discovers that his lifelong goal is to build a set of Armor of Invulnerability and is willing to haggle if they are able to bring him the hide of a creature with natural magic resistance.
Instrucoes

O presente documento tem como objetivo auxiliá-lo na criação e edição de artigos de forma que tenhamos um repositório de conhecimento sobre nosso mundo organizado e fácil de encontrar informações.

### **Interface da Wiki**

A seguir uma breve explanação sobre os principais recursos da wiki que seráo usados na criação e edição de artigos.

**Categorias:**Aqui ficam categorizados todos os artigos de nossa wiki sendo que cada categoria possui subcategorias numa tentativa de abranger a maior parte dos assuntos.

**Criar novo artigo:**Esse botão deve ser utilizado sempre que quiser criar uma nova página que não utilize as caixas de criação.

**Caixa de criação:** Essa ferramenta foi desenvolvida para que você possa criar os artigos mais importantes de forma fácil e rápida, já que ela preenche a página com todas as informações, bastando preencher os campos.

**Editar artigo:** Utilizado sempre que você deseje editar um artigo ou continuar adicionando conteúdo a um artigo que você tenha começado.

**Categorizar o artigo:** Lembre-se que mesmo criando um artigo dentro da Categoria desejada, ele não será categorizado automaticamente, exigindo que você utilize esse botão afim de manter nossa wiki organizada.

### **Criado artigos**

Como mencionado antes, exitem duas formas de se criar artigos, através da "caixa de criação" e do"criar novo artigo". Sempre que possivel de preferência a caixa de criação pois ela já irá lhe fornecer a formatação necessária para aquele artigo.

**Caixa de criação:** Presente nas principais características ela serve para criar um modelo de artigo de forma que você só precise preencher os campos. Seu uso é muito simples.

Após acessar uma Categoria que possua uma caixa de criação, selecione o campo em branco e digite o nome do artigo que deseja criar. Nesse exemplo iremos criar a página para o reino de Finless.

Após digitar o nome do artigo, basta clicar no botão Criar.

O artigo já aparecerá com os principais títulos, subtítulos e infobox.

**Criar novo artigo:**Ao utilizar essa opção você irá criar uma página em branco e precisará adicionar os títulos, subtítulos e infoboxes a medida que sentir necessidade. Para isso é muito simples:

Clique no desenho da página no canto superior direito.

Escreva o nome do artigo que deseja criar. Alternativamente você pode selecionar um dos artigos em vermelho que ainda não foram criados.

Pronto, você terá uma página em branco para exercitar sua criatividade.
Emerald Fennell

**Emerald Fennell** was the showrunner and an executive producer for *Killing Eve's* second season. She took over from Phoebe Waller-Bridge and was replaced by Suzanne Heathcote for the third season.

## Biography

Fennell was born in London on October 1, 1985 to jewellery designer Theo Fennell and author Louise MacGregor. She has one sister, Coco Fennell. Emerald want to Marlborough College and went on to study English at Oxford University, where she acted in university plays. Lindy King of United Agents spotted her in one of those plays, marking the start of her acting career.

In 2019, she took over from Phoebe Waller-Bridge as showrunner for the second season of hit drama *Killing Eve*. She started writing for the show before the first season premiered, unaware of the success it would become.

## Career

### Producer

* *Promising Young Woman* (2020)
* *Killing Eve* (2019)

### Writer

* *Promising Young Woman* (2020)
* *Killing Eve* (2019)
* *Careful How You Go (short)* (2018)
* *Drifters* (2016)

**Director**

* *Promising Young Woman* (2020)
* *Careful How You Go (short)* (2018)

## Credits on *Killing Eve*

### Written Episodes

 **Credited**
 "Smell Ya Later":
 *No Credit*

The Hungry Caterpillar and Desperate Times were co-written by Jessica & Henriette Aswhorth and D.C. Moore, respectively.

### Executive Producer

 **Credited**
 "Smell Ya Later":
 **Credited**

## Notes and Trivia

* She is a good friend of Phoebe Waller-Bridge.

## External Links

* Emerald Fennell on Wikipedia
* Emerald Fennell at the Internet Movie Database
* Emerald Fennell on Twitter

## References

1. ↑ bt.com 7 Questions with...Killing Eve's Emerald Fennell
Iberin

*Lema do reino|Escreva aqui uma frase que simbolize a história desse reino*

*Autor da frase|Autor da frase*

# Descrição

Descrição|Uma breve descrição desse reino, o que o diferencia dos demais

# Governo e política

Sistema de governo|Uma descrição do sistema de governo adotado por esse reino (Monarquia, República, Teocracia etc...

### **Leis**

Leis|Uma descrição de como a lei é aplicada no reino

### **Militar**

Militar|Como funciona os exércitos e qual seu contingente aproximado

# Geografia

Geografia|Uma descrição geral sobre a geografia do reino

### **Vida selvagem**

Vida selvagem|Descrição da fauna do reino, dando principal destaque a animais muito caracteríticos ou inexistentes em outros reinos

### **Pontos de interesse**

Pontos de interesse|Acidentes naturais ou construções como castelos, torres, fortalezas etc...

# Economia

### **Produção**

Produção|Descrição dos principais produtos cultivados / extraídos / produzidos pelo reino

### **Comércio**

Comércio|Uma descrição de como funciona o comércio no país. Parceiros comerciais, organizações relevantes

### **Moeda**

Moeda|Qual a moeda corrente no reino e sua relação de valor. Uma boa forma de fazer isso é determinar o custo de um produto comum (um cavalo custa x moedas) ou os ganhos de uma determinada classe de pessoas (x moedas é o equivalente aos ganhos de um ferreiro em um ano)

# Sociedade

### **Demografia**

Demografia|Descrição das principais raças e etnias que vivem no reino e sua localização

### **Idiomas**

Idiomas|Principais idiomas falados nesse reino

### **Cultura**

Cultura|Uma descrição da cultura desse reino tais como costumes, relação com as artes, festivais etc...

### **Religião**

Religião|Crenças presentes no reino com o nome dos principais deuses, ordens religiosas e uma breve descrição sobre cada um

### **Magia**

Magia|Presença e influência da magia no reino incluindo ordens de magia e locais mágicos

### **Ciência e tecnologia**

Ciência e Tecnologia|Descrição da influencia da ciência no reino
The Divine Charger (Talisman)

The Divine Charger is one of the Talismans of the Frozen Heroes. At the start of every day the talisman regains 1d4+1 charges. A talisman can hold up to 10 charges maximum. It was found by Syrabane inside a puzzlebox on a ransacked cart outside of Pinedale.

## Abilities

### **Passive : Blessing of Might**

You now have proficiency for strength checks, if you are already proficient in them you double your proficiency bonus for strength.

### **1st Ability - Summon Sir Leeroy the Silver : 2 Charges**

Summon Sir Leeroy the Silver as an action, you are able to use this feature twice per day.

### **2nd Ability -Divine Shield : 3 Charges**

As an action you activate a divine bubble around yourself that guards you from harm. Until the start of your next turn you are immune to all damage except for Psychic.

### **3rd Ability - Hammer of Wrath: 3 Charges**

Your talisman glows with golden radiant power. A golden hammer flies from you towards an enemy. As an action you make a ranged spell attack against a creature within 60 feet of you. On a hit the creature takes 3d10 radiant damage. If the attack hits you can immediately make a melee weapon attack again a creature within range.

### **4th Ability - Eye for an Eye : 4 Charges**

When you take damage from an enemy due to an attack or spell you can use your reaction to spend 4 charges of your talisman to use this ability. When you do the creature that damaged you must make a constitution saving throw, on a failed save the creature takes the amount of damage it dealt to you but in radiant damage. On a successful save the creature takes half of the amount.
Solen'Zara Tanor'Thali

**Solen'Zara Tanor'Thali** is the current head of House Tanor'Thali after she allied with the Voidseekers to defeat her mother, Elpnarni Tanor'Thali.

## Description

### Appearance

Once of the Solen'Zara's most notable features is her shaved head and tattoo on the right side of her head. The black tattoo is the outline of a spider with a small skull on its abdomen.

### Personality

Solen'Zara is at first scared by the party, this is primarily due to her being woken up by Kalu charging into her room and attacking her. She seems timid and greatly afraid of her mother, however she is willing to work with the group to defeat her.
Reginald (Horse)

Reginald is a Western Centallin Mountain horse and ally of the party in Enter the Void.

## Relationships

### Tsul

Reginald has a complicated but good relationship with Tsul. They first met while Tsul was in horse form due to her wild shape and they hit it off pretty well. Tsul quickly tried to convert Reginald into being one of her first followers and granted him the title of Herald of the church of Tsul. Reginald doesn't fully know how to accept this title, mostly because horses don't typically have a strong understanding of organized religion. Regardless Reginald is wandering the western empire spreading the word of the purple horse he met.
Qendarian

O reino flutuante

*Escreva aqui uma frase que simbolize a história desse reino*

*Autor da frase*

# Descrição

Uma breve descrição desse reino, o que o diferencia dos demais

# Governo e política

Uma descrição do sistema de governo adotado por esse reino (Monarquia, República, Teocracia etc...

### **Relações exteriores**

Uma descrição da relação do reino com seus vizinhos e com outros reinos aliados / inimigos

### **Leis**

Uma descrição de como a lei é aplicada no reino

### **Militar**

Como funciona os exércitos e qual seu contingente aproximado

# Geografia

Uma descrição geral sobre a geografia do reino

### **Clima**

Descrição do tipo de clima predominante (tropical, temperado, ártico etc...)

### **Vida selvagem**

Descrição da fauna do reino, dando principal destaque a animais muito caracteríticos ou inexistentes em outros reinos

# Economia

### **Produção**

Descrição dos principais produtos cultivados / extraídos / produzidos pelo reino

### **Comércio**

Uma descrição de como funciona o comércio no país. Parceiros comerciais, organizações relevantes

### **Moeda**

Qual a moeda corrente no reino e sua relação de valor. Uma boa forma de fazer isso é determinar o custo de um produto comum (um cavalo custa x moedas) ou os ganhos de uma determinada classe de pessoas (x moedas é o equivalente aos ganhos de um ferreiro em um ano)

# Sociedade

### **Demografia**

Descrição das principais raças e etnias que vivem no reino e sua localização

### **Cultura**

Uma descrição da cultura desse reino tais como costumes, relação com as artes, festivais etc...

### **Religião**

Crenças presentes no reino com o nome dos principais deuses, ordens religiosas e uma breve descrição sobre cada um

### **Magia**

Presença e influência da magia no reino incluindo ordens de magia e locais mágicos

### **Ciência e tecnologia**

Descrição da influencia da ciência no reino
House Kringe

**House Kringe** is a noble Tiefling family of the Fradenkalde kingdom. The family is one of the oldest recognized families in Fradendkalde and when Elisek Forkbeard formed the new nation she asked them to be the Jarls of Hafnaross.

## Culture

### Traits

Members of House Kringe are immediately for their pale blue skin, this trait is seemingly unique to members of the house. It is theorized that the original humans of house Kringe made their infernal pact with Mephistopheles and inherited his icy traits. Despite this most members of the house are known for their outgoing and warm personalities.
Al Azhir

## Exemplo

*Escreva aqui uma frase que simbolize a história desse reino*

*Autor da frase*

# Descrição

Uma breve descrição desse reino, o que o diferencia dos demais

# Governo e política

Uma descrição do sistema de governo adotado por esse reino (Monarquia, República, Teocracia etc...

### **Relações exteriores**

Uma descrição da relação do reino com seus vizinhos e com outros reinos aliados / inimigos

### **Leis**

Uma descrição de como a lei é aplicada no reino

### **Militar**

Como funciona os exércitos e qual seu contingente aproximado

# Geografia

Uma descrição geral sobre a geografia do reino

### **Clima**

Descrição do tipo de clima predominante (tropical, temperado, ártico etc...)

### **Vida selvagem**

Descrição da fauna do reino, dando principal destaque a animais muito caracteríticos ou inexistentes em outros reinos

# Economia

### **Produção**

Descrição dos principais produtos cultivados / extraídos / produzidos pelo reino

### **Comércio**

Uma descrição de como funciona o comércio no país. Parceiros comerciais, organizações relevantes

### **Moeda**

Qual a moeda corrente no reino e sua relação de valor. Uma boa forma de fazer isso é determinar o custo de um produto comum (um cavalo custa x moedas) ou os ganhos de uma determinada classe de pessoas (x moedas é o equivalente aos ganhos de um ferreiro em um ano)

# Sociedade

### **Demografia**

Descrição das principais raças e etnias que vivem no reino e sua localização

### **Cultura**

Uma descrição da cultura desse reino tais como costumes, relação com as artes, festivais etc...

### **Religião**

Crenças presentes no reino com o nome dos principais deuses, ordens religiosas e uma breve descrição sobre cada um

### **Magia**

Presença e influência da magia no reino incluindo ordens de magia e locais mágicos

### **Ciência e tecnologia**

Descrição da influencia da ciência no reino
Aunthara Beltorza

Jhalue Beltorza (Younger Sibling)

Brudan Beltorza (Younger Sibling)

Tadia Beltorza (Younger Sibling)

**Aunthara Beltorza**, also known as the Princess of Thorns, is a Drow prietess of lolth and the oldest daughter of Web Queen Ulvirmur Beltorza.

## Enter the Void

When Tsul is first exploring the Grand Temple of Lolth in Thoz'Undekkenia she overhears a few Drow mention the name Aunthara.

Later when talking to Solovir the group learns that some of the villagers from Stonewood were taken specifically by Aunthara, though no one currently knows why.
Caligula Tallshield

Caligula Tallshield, also known as The Shield of Dhuldahn and Caligula the Eagula, is a Dwarven Barbarian and member of the party in Enter the Void.

 Description

## Biography

Caligula was a member of the warrior cast of dwarves and his clan was sworn to Krelok Grauflaug. As a barbarian he is a natural fit to be a member of the battleragers, though he doesn't follow their specific path as he has a natural affinity towards ice magic.

## Enter the Void

Caligula first appears in Chapter 10 of Enter the Void while the party is in Dhuldahn. He was on sentry duty on the mountain when he sees a large streak of light heading towards Dhuldahn. He rushes down with the rest of the Voidseekers to see the streak of light coming from the night sky to discover that it was Seoress'ronaan se Nar'ahnvae coming from an astral portal in the sky.

## Relationships

Kalu

Aglig

Seoress'ronaan se Nar'ahnvae

Tsul

Gin Tatsumaki
Dartaria

## Exemplo

*Escreva aqui uma frase que simbolize a história desse reino*

*Autor da frase*

# Descrição

Uma breve descrição desse reino, o que o diferencia dos demais

# Governo e política

Uma descrição do sistema de governo adotado por esse reino (Monarquia, República, Teocracia etc...

### **Relações exteriores**

Uma descrição da relação do reino com seus vizinhos e com outros reinos aliados / inimigos

### **Leis**

Uma descrição de como a lei é aplicada no reino

### **Militar**

Como funciona os exércitos e qual seu contingente aproximado

# Geografia

Uma descrição geral sobre a geografia do reino

### **Clima**

Descrição do tipo de clima predominante (tropical, temperado, ártico etc...)

### **Vida selvagem**

Descrição da fauna do reino, dando principal destaque a animais muito caracteríticos ou inexistentes em outros reinos

# Economia

### **Produção**

Descrição dos principais produtos cultivados / extraídos / produzidos pelo reino

### **Comércio**

Uma descrição de como funciona o comércio no país. Parceiros comerciais, organizações relevantes

### **Moeda**

Qual a moeda corrente no reino e sua relação de valor. Uma boa forma de fazer isso é determinar o custo de um produto comum (um cavalo custa x moedas) ou os ganhos de uma determinada classe de pessoas (x moedas é o equivalente aos ganhos de um ferreiro em um ano)

# Sociedade

### **Demografia**

Descrição das principais raças e etnias que vivem no reino e sua localização

### **Cultura**

Uma descrição da cultura desse reino tais como costumes, relação com as artes, festivais etc...

### **Religião**

Crenças presentes no reino com o nome dos principais deuses, ordens religiosas e uma breve descrição sobre cada um

### **Magia**

Presença e influência da magia no reino incluindo ordens de magia e locais mágicos

### **Ciência e tecnologia**

Descrição da influencia da ciência no reino
The Elemental Spirit (Talisman)

The Elemental Spirit is one of the Talismans of the Frozen Heroes. At the start of every day the talisman regains 1d4+1 charges. A talisman can hold up to 10 charges maximum. It was found in the Temple of Scared Storms.

## Abilities

Passive benefit - Elemental Resistance

At the beginning of everyday the talisman grants you resistance to one damage type. Roll a d4 to determine the type of damage that you resist.

1. Cold
2. Fire
3. Lightning
4. Acid

Passive benefit - Ancestral spirit

The wearer of this talisman gains proficiency with martial weapons.

### **1st Ability - Totemic Call**

As a bonus action you spend 1 charge of your talisman and summon a random totem ally.

Roll a d4

1. Healing Totem - at the end of each of your turns all allies within the totem's 15 foot aura regains hit points equal to your wisdom modifier
2. Searing Totem - at the end of each of your turns the totem will attack one creature within it's aura and will deal fire damage equal to your wisdom modifier
3. Wrath of Air Totem - All allies within a 10 foot aura of the totem gains a bonus to their damage equal to your wisdom modifier
4. Stoneclaw Totem - Choose either yourself or an ally within 30 feet of you, the totem uses it reaction to intercept attacks and defends the target

Overload 1 - Choose which totem you wish to summon or summon 2 random totems.

### **2nd ability - Overload**

Your talisman can tap into the primal energies of the elements letting you use this energy to your own aid, at the cost of not being able to regain a certain amount of charges the next day. Alternatively when you cast a spell you can expend a talisman charge to cast the spell at level higher per charge spent.

### **3rd ability - Feral Spirits : 3 Charges**

Your talisman glows dark blue and lets out an icy howl. As an action you can spend 3 charges of your talisman and use this power to conjure two spirits in a space adjacent to you. These two spirits take on the form of winter wolves. They will use their reactions to interrupt creatures that use melee attacks against you, protecting their summoner, as well as attacking any creatures within melee range of them.

### **4th - Elemental Shock : 1 Charge**

As an action you can spend 1 charge of your talisman to target a creature with an elemental attack. Roll a [[d4]] to determine which attack and make a ranged spell attack, after the initial roll to determine which attack you can use your overload feature to cast a more powerful version of the attack.

1 - Frost Shock - 2d10 Cold Damage

Overload 2 - *Sleet Storm*

2 - Lava Shock - 2d10 Fire Damage

Overload 2 - *Lava Blast*

3 - Lightning Strike - 2d10 Lightning

Overload 2 -  *Call Lightning*

4 - Earth Shock - 2d10 Bludgeoning

Overload 2 -  *Erupting Earth*

### Summon Elemental

Roll a d4

1 - Water Elemental

2 - Fire Elemental

3 - Air Elemental

4 - Earth Elemental
The Iron Circle

The Iron Circle is an organization of cultists and mercenaries that primarily worship Asmodeus and wish to conquer the various regions of Alceon.

## Organization Structure

### The Circles

The Iron Circle is lead by nine "Circles" who each symbolically represent each of the Nine Hells. It is gathered that the person who holds the title of the 9th Circle is the leader of the Iron Circle as a whole. During the party's fights it has been shown that a Circle can directly channel aspects of that level's ruler giving them a true devil form and enhanced abilities.

####

## Locations

The lair of the 1st Circle, Traneiros, was hidden the temple of Bahamut in Sparrow.

Ulfang the Black had a base of operations in Stormfast.

## Known Interactions

It is believed the Iron Circle was involved with the kidnapping, memory wiping of Kimbre, Torg, Bjorn Forkbeard, and Vectivus.
The Blue Archmage (Talisman)

The Blue Archmage is one of the Talismans of the Frozen Heroes. At the start of every day the talisman regains 1d4+1 charges. A talisman can hold up to 10 charges maximum. It was found in the Intellect Puzzle room in Archon's Knot.

## Abilities

### **Passive Ability : Arcane Intellect**

You have advantage on arcana checks in regards to magical knowledge.

### **1st Ability - Firebolts : 2 charges**

As an action you can spend 2 charges of your talisman and cast two level appropriate firebolts.

### **2nd Ability - Frostbolt - 3 charges**

As an action you can spend 3 charges of your Talisman and hurl out a blast of frost that damages your foes, and is able to impede their movement. Make a ranged spell attack roll against a creature within 60 feet, if you hit deal 3d10 cold damage and the target must make a constitution saving throw. If they fail they are frozen until the start of your next turn. (Frozen is a combination of paralyzed and petrified of sorts, if they take fire damage the condition ends)

### **3rd Ability -  Ice Barrier : 2 charges**

As a reaction you spend 2 charges of your Talisman and create a shield of ice that forms around you. You gain a +10 to your armor class until the end of your next turn.

### **4th Ability - Frost Nova : 4 charges**

As an action you can spend 4 charges of your talisman and let out a burst of icy magic. All creatures within 30 feet of you must make a Constitution saving throw against your spell DC. If they fail they are frozen until the start of your next turn. (Frozen is a combination of paralyzed and petrified of sorts, if they take fire damage the condition ends)

### 5th Ability - Summon Flamewaker

As an action you can expend 5 charges and summon a Flamewaker.
Plane Shift

***Plane Shift*** is a conjuration spell that transports the caster and a few others to a different plane of existence.

## Effects

By means of this spell, the caster and up to eight other beings could be transported to a chosen plane or alternate dimension, including specific layers of multilayer planes. Willing subjects had to form a circle with the caster, holding hands or otherwise maintaining physical contact while the spell was being cast. The caster could also choose to send a single subject to a random location on another plane, but if the subject was unwilling, the caster had to successfully touch the target and the victim had a chance to resist the magic of this spell.

## Components

In addition to verbal and somatic components, the key to casting this spell was a forked metal rod of a certain size and composition that attuned it to the desired destination plane.In some schools of thought, the size and metal type of the rod were crucial to guarantee the correct destination was reached,but there may have been other ways to attune a given rod to a specific plane.

### Planar Forks

The following table details the forks known to access most planes. Material is the substance out of which the fork was made, usually metal. For example, in general, gold led to upper planes, while iron led to lower planes. Pure metals were used for inner planes, while alloys of those metals led to the respective paraelemental planes.

Pitch is the single note to which an individual fork was tuned. If a plane had layers, this note always led to the first layer of that plane. Quasi-elemental planes could be reached by using a fork tuned sharp for positive planes and flat for negative planes. Chord, in the table, indicates that multiple forks were required to ring in harmony. Major chords usually took one to the second layer of a plane, while minor chords took one to the third layer. More complicated harmonies were rumored to be able to reach other layers.
Edward Bluemel

**Edward Bluemel** portrayed Hugo Turner on *Killing Eve*.

## Biography

He attended Taunton School until 2011. He is an alumnus of the Royal Welsh College of Music & Drama with a Bachelor in Acting.

## Career

### Filmography

* *How to Build a Girl* (2019)
* *House Finch (short)* (2018)
* *The Commuter* (2018)
* *Access All Areas* (2017)

### Television

* *Killing Eve* (2019, 2022)
* *Trying* (2020)
* *Traitors* (2019)
* *Sex Education* (2019)
* *A Discovery of Witches* (2018)
* *The Halcyon* (2017)
* *Holby City* (2016)

## Credits on *Killing Eve*

### Starring

 *Absent*
 "Smell Ya Later":
 **Appears**

 **Appears**
 "Don't Get Attached":
 *Absent*

## External Links

* Edward Bluemel on Wikipedia
* Edward Bluemel at the Internet Movie Database
* Edward Bluemel on Twitter
* Edward Bluemel on Instagram
Goldborne

Dwarf 15%

Elf 11%

Half-Elf 5%

Gnome 3%

Tiefling 3%

Dragonborn 2%

Others 1%

**Goldborne** is the largest city in the Centallin Empire as well as its capital. It is located on the southeastern coast of the Empire and is on the shore of the Long Sea.

## City Description

Goldborne gets it name from the rich gold and silver deposits founds underneath and around the city. The wealth of Goldborne is what helped propel the Centallin Empire into economic and political dominance on Alceon.

## Notable People

Emperor Gideous Gabranth

Empress Velia Gabranth

Asajan

Kumana

Gulmi

Bhanara

Garbhyana
Grigoriy

**Grigoriy** was the stepfather of Villanelle.

### Death

He was killed when Villanelle blew up the house while most of the family was asleep inside.

## Relationships

### Familial

He had a son, Fyodor, with an unknown woman. He later had another son, Bor'ka, with Tatiana. Except for Villanelle, the entire family, including Tatiana's son Pyotr and Fyodor's girlfriend Yula, lived together. They were very close.

## Appearances

 *Absent*
 "Are You From Pinner?":
 **Appears**
Sehanine

Lady of Dreams

Sehanine is the goddess of the moon, autumn, illusions, and love.

## Description

Fitting for the goddess of trickery, Sehanine cloaked herself secrets and illusions and rarely spoke her mind directly, preferring to communicate through dreams, visions, and other mystical experiences.

The goddess of Moonlight was an ephemeral being who evaded any attempt to define her and whose serenity surrounded her like a mantle of moondust.

## Realm

Sehanine resides in the Crescent Grove in Arborea along with Corellon. She influences the autumnal seasons of the plane as well as its nights.

## Relationships

Sehanine is on terms with Corellon and Melora.

## Worshippers

The weapons and gear used by her followers, such as silver arrowheads, knife blades, and wooden shields, are often decorated with a stylized image of Sehanine’s eye with rays coming out of it- a warning to the elves’ enemies that Sehanine’s gaze has fallen upon them.

## Temples

Temples to Sehanine are almost always aligned with the heavens to enable the priests to track the motion and phases of the moon. The sleeping quarters of the priests are positioned such that a shaft of light from the full moon falls on them while they are sleeping, and this silver light of Sehanine can influence their dreams and impart messages to them.

## Rites

Offerings to Sehanine are mostly made from silver, often shaped in a way that is reminiscent of the full moon. Cups, bowls, cloak pins, and plates of silver are found at her shrines.
Galarin

Galarin was a previous member of the party in Enter the Void. He was last seen in Stormfast.

## Description

### Personality

Galarin tended to always have his sketchbook at hand and whenever he encountered something new he would take time to sketch it out. This oftentimes annoyed Aglig.

## Biography

Galarin was born in the Feywild and spent most of his life there. However he became trapped in the material plane after most of the portals to the Feywild closed in 1428 CE. Galarin eventually wandered to Sparrow and was taken in by the Mistwalkers, an elf family.

## Notable Items

Bracers of Defense

F1DG3T
Helm of Telepathy

The Helm of Telepathy is a magical helmet. It was found in the pyramid in the Void of the Mind.

## Description

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply - using a bonus action to do so - while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.
Zudanaichi

Zudanaichi is a sentient magic longsword. It was first encountered in Archon's Knot. It showed the party visions of a group of legendary heroes fighting the Lich Ultimas.

## Description

Zudanaichi is a powerful longsword forged when the spirit of a legendary rogue merged with her own blade.

You gain a +2 bonus to Attack and Damage rolls made with this magic weapon and deal an additional 2d8 lightning damage on a hit.

**Lightning Crescent** : You can use an action to swing Zudanaichi and send out a crescent of lightning energy at an enemy. Make a ranged weapon at a creature within 60 feet of you, on a hit they take 2d8 lightning damage.

**Beguiling** : As long are you attuned to Zudanaichi you have a charming aura about you, everyone finds you objectively attractive. As an action you can cast Charm Person or Suggestion. You use your charisma modifier for the spell save DC. Any humanoid you target with either of these spells had disadvantage on their save. You can use this feature three times per day.

**Sentience** : Zudanaichi is a sentient weapon of chaotic neutral alignment, with an Intelligence of 15, a Wisdom of 11, and a Charisma of 18. It has hearing and Darkvision out to a range of 60 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Elven.

**Personality** : Zudanaichi’s purpose is to help her wielder achieve fame as a great adventurer.
Sigil

**Sigil,** also known as the City of Gates and the City of Doors, is a city-state and the suppoed center of the multiverse which includes the prime material plane and all other known planes according to some forms of the Great Wheel Cosmology.

People coming to Sigil from the Prime Material Plane are often treated as clueless inferiors by the planar elitists who dwell there. They are thus widely referred to as "the Clueless", or more charitably, as "Primes". It is highly recommended that planewalkers new to Sigil employ a guide, known locally as a "tout," lest they be taken advantage of or mugged. Such guides can be little better themselves, though, either serving to persuade a traveler to the side of their faction or simply robbing their "customer" once their back is turned.

## Government

The ruler of Sigil is a mysterious entity known simply as **The Outsider**. The Outsider is sometimes seen in Sigil as a floating plain-looking young human man with short brown hair and black eyes, wearing a brown coat, faded gray pants and black boots.
Arborea (Alceon)

Arborea is an outer plane in the Great Wheel Cosmology, it is the home of Corellon and Sehanine. Additionally a great number of elves have made their homes on Arborea.

## Description

It is covered in lush forests, massive mountains, perfectly clear streams, placid lakes, and an ocean called the Sparkling Sea. Arborea is a vast, infinite expanse of pristine wilderness stretching from the boundless mass of the Sparkling Sea to a range of snow-capped mountains.

## Seasons

Due to the influence of the god of spring and the goddes of autumn, Arborea is in a constant state of shifting seasons moving from spring to autumn. Each season lasts around two months on the plane before a slow shift begins to move throw and the season begins to change/

## Notable Locations

### Aerie

The Aeerie it is a glittering palace of clouds floating high on the otherwise crystal-clear skies above the forests and mountains of Arborea. Celestial eagles and rocs make their home here, along with cloud giants.

### Crescent Grove

The center of Arborea is the great palace Crescent Grove, the home of Corellon  and Sehanine. The Crescent Grove is a flawless union of nature and artistry, uniting white marble pillars and walkways with towering white-barked trees. At the center stands a tall tower called the Overlook, which offers a breathtaking view of the entire plane. Many petitioners of Arborea spend their time here, reflecting in quiet contemplation and enjoying some undisturbed solitude.

### Elavandor

This palace built of coral gold and veined marble is located at the bottom of a chasm in the Sparkling Sea. It is home to celestial dolphins and whales, great schools of fish and tritons swim along side the sea elf petitioners of the plane.
Belloq

Belloq is a member of the party in Dawn of the Heroes. He is originally from Noslocke.

## Spirit Gem Items

### Bear

When using the Bear gem with his crystal dagger Belloq forms the **Mantle of Winter.**

While you have this item equipped you have resistance to cold damage. Additionally you know the Ray of Frost cantrip. As an action you can spend charges and cast a spell based off of the amount of charges you expended.

***Two Charges*** : Ice Knife,

***Four Charges*** : Snilloc’s Snowball Swarm,

***Six Charges*** : Sleet Storm,

***Eight Charges*** : Ice Storm ,

***Ten Charges*** : Cone of Cold, Conjure Ice Elemental,

***Fourteen Charges*** : Investiture of Ice, Otto’s Freezing Sphere, Wall of Ice

### Spider

When using the Spider gem with his crystal dagger Belloq forms the **Witchweb wand.**

This wand acts a +1 implement. While wielding this wand you have resistance to poison damage, you also have darkvision up to 60 feet.  Additionally you can spend charges to cast the following spells :

***Two Charges*** : Detect Poison and Disease

***Four Charges*** : Protection from Poison, Web

***Six Charges*** : Conjure Giant Spiders

### Lion

When using the Lion gem with his crystal dagger Belloq forms the **Burst Boomerang**.

This item is a +1 boomerang that deals an additional 1d6 fire damage on a hit.

As an action you can expend a charge to make the boomerang burst with flame. Make  a Ranged attack and regardless of whether or not the boomerang hits its intended target a fiery burst explodes out. Any creatures in a 10 foot sphere of the impact site must make a dexterity saving throw. On a failed save they take 3d6 fire damage and half as much on a successful one. Afterwards the boomerang returns to your hand.
The Chosen

The **Chosen** are mortal individuals imbued with divine power by a deity, which grants them various abilities and boons, such as slowing the process of aging. Typically a Chosen has a tattoo like mark somewhere on their body that is a symbol closely associated with the god that has chosen them.

## Divine Champions

Though Chosen are frequently clerics or paladins there are some Chosen who are not, such as Seoress'ronaan se Nar'ahnvae. Many deities will often have multiple chosen at once to enact their will, working either directly together or indirectly.

## Mark of the Chosen

Each Chosen usually has a mark of their god somewhere on their body. Typically a few days after the mark manifests itself the Chosen will have a vision from their god that gives them a vague sense of their new ability. A mark can be activated once per day, and when it used the mark itself will appear to magically burst, leaving behind faded remnants of the original image before it returns to the full image the next day.

The abilities themselves vary widely among individual chosen. Some speculate that the abilities themselves are handpicked directly by the god, whereas others believe that the mark is simply infused with divine energy and the Chosen's personality and natural talents give the manifestation of the mark direction.

## Known Chosen

* Solovir Jusztael
* Seoress'ronaan se Nar'ahnvae
* Tygrin Fyremir
Asajan

Bhanara

Garbhyana

Asajan is a male Deva Cleric of Erathis. Aglig and Tsul meet him and the other Devas of the Dragon Rose Tower in Chapter 8.

## Description

Asajan has elegant patterns of pale gray and dark gray on his skin, and pale gray hair and green eyes. He wears chainmail armor and wields a spear and light shield that has a symbol of Erathis embedded into it. Asajan is gentle and pious.
Goliath Civil Conflict

The Goliath Civil Conflict is an event that began in CE 1448 among the Goliath tribes in the Godspines mountains. The issue was primarily caused by a political and religious wedge formed among the members of the various tribes. The primary opposing parties were the Independence movement, and the Harmony movement. The conflict has caused major strife amongst the various tribes and clans in the Godspines. Although there had been great tensions among the various members, the conflict itself officially started in 1448 when violence broke out in Clan Vurakigorou.

## The Independence movement

The Independence movement of Goliaths believed in keeping to the traditional mountain nomad lifestyle. They wished the preserve the rituals of offerings to the mountain and forest spirits, as well as occasional offerings to Melora and Kord. Members of the movement often wished for the Goliaths to stay far removed for the politics and conflicts of the realm, believing that their way of isolationism lead to safety and enlightenment for the tribes.

## The Harmony Movement

The Harmony movement believed that goliaths should do more to integrate with other mountain communities, especially those of the dwarves such as Dhuldahn, High Hold, and Houlgarom. Others among the movement also believed that the nomadic paths of the goliaths should spread beyond just the mountain ranges and into the rest of the world. Many among the Harmony movement also shifted away from the rituals worship of nature spirits and focused more and worshiping other major deities like Kord and Moradin.
Spirit of Poison

The Spirit of Poison, also known as the Spider Spirit, is one of the Guardian Spirits and is the Guardian spirit of Kradan. Although they weren't aware of it, the Spirit of Poison was the first spirit gem acquired by the group when Sereana stole the gem from Solenzara Cormryth when she was escaping from Ust'Chethamyte.

## Spirit Gem of Poison

### **Passive : *Skilled Climber***

You have advantage on athletics and acrobatics checks in relation to climbing.
Mark of Mind

The Mark of Mind is one of Dea'Koh's marks. It was first encountered in the Void of Mind as the group was sneaking through Thoz'Undekennia. It was gained by defeating the champion of Thia'Vulen that harbored one of the aspects of Dea'Koh. It is currently wielded by Aglig.

## Abilities

###

### **Mind Power - Synchronize**

You can activate your mark to synchronize your senses of perception with those of another creature. As an action you can target a creature within 120 feet of you, you can see through the creature’s eyes and hears what it hears for one minute, or until you end the effect. Additionally you  gain the benefits of any special senses that the creature has has. During this time, you are deaf and blind with regard to your own senses. When your sense return to you make a sanity saving throw. You must take a short rest before you can use this feature again.

### **Mind Power - Deprive Senses**

As an action you can activate your mark to temporarily disable another creatures senses. Target one creature within 30 feet of you, the creature must make an Intelligence saving throw, on a failed save the creature is blinded and deafened for a minute. After using the ability make a sanity saving throw. You must take a short rest before you can use this feature again.
The Twelve

**The Twelve**, also known as **Dozen Incorporated**, is an organisation that uses assassins to commit murders. Villanelle was unaware that she was a part of it.

## Known Members

**Founders**

Carolyn Martens (Janice)

Konstantin

Lars

### Unknown Rank

* Hélène†
* Paul Bradwell†
* Carolyn Martens (high rank, probably the head, the only known surviving member)

### Keepers

* Villanelle†
* Pam (unknown if she continues active)

### Handlers

* Konstantin Vasiliev†
* Anton†
* Raymond Algaron†

### Associates

* Nadia Kadomtseya†
* Diego†
* Rhian†
* Gunn (unknown if she continues active after being blinded)

## Notes and trivia

* In "Nice and Neat", Villanelle calls for an extraction, using the code name "Cher Horowitz" and stating that she failed her driving test.
* The Ghost was initially thought to be an assassin for **the Twelve**, however, she was hired by Alister Peel's son, Aaron Peel, who is selling a weapon the Twelve are interested in buying.
Bobert Tarabatheon

**Bobert Tarabatheon** is a human butcher, pilgrim, and member of the party in Wastelands and Wyverns.

## Description

### Appearance

Standing at 5'7" and at 195 lbs. at the start of Wastelands and Wyverns, Bobert is a middle aged human man that is mostly out of shape. He has green eyes and sports a bushy reddish-brown beard. When leaving the citadel he was wearing a purple shirt, light brown pants, plain brown leather boots, as well as his signature mustard yellow bandana scarf around his neck and a red bandana with white circles on his head. After acquiring it from the bag of presents from Kringe's father and due to the colder weather he has begun to wear his Winter Coon Cap.

## Notable Items

Winter Coon Cap

Bobert's Cleaver Mark 2
Dagger of Venom

## Description

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Alceon

**Alceon** is the name of the continent in which campaigns of the Alceon Campaign Setting take place.

## Religion

Alceon holds two major pantheons, the "Holy" and the "Hollow."

## Nations

### Centallin Empire

The largest economic and military force on the continent. At one point the empire had conquered the entire northern half of the continent

### Fradenkalde Kingdom

Ruled by the Centallin empire for six hundred some years, a little over 50 years ago a revolution started and a civil war broke out. The people of Fradenkalde regained their independence from the Empire.

### The Gray Lands

###
Spear of Tongues

The Spear of Tongues is a magical spear.

## Description

While attuned to this spear, once per day you can cast the *Tongues* spell.

### ***Tongues***

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.