recursal/Fanatic-Fandom huggingface dataset:
The General Wiki

**Welcome to the The General Wiki!**
A fandom for the movie "The General" and the TV show "The General: Winds of Destruction"

The movie "The General" was created by a pair of young brothers. The movie went into development heck for about a year until it was finally completed. The sequel, a TV show called "The General: Winds of Destruction" is currently in production.

Where do you find it? Uh... You kinda don't. Sorry, the Movie and Show are exclusive to the household the two brothers live in. And if you're with them, you already know.

THIS IS A WORK IN PROGRESS. THE WIKI WILL BE UPDATED AS TIME GOES ON. SOME PAGES ARE STUBS.

## Important articles

**Protagonists**

The Burning General

Fire Lord

Athena

Grand Smith

Vapor

**Villains**

Black Flame

Snipestrike

Iruni

Keetamongu

**Sigma 3**

Martha Dash

Alexander Greyshot

Jonathan Prowl

Brendan Frosted

Gerald Slasher
John Bautista (Comic Series)

## Death

* Carl Jones *(Alive)*

After John threatens to kill Dakota, Carl, having followed Shawn and realised that he was in danger, shoots John in the neck, causing him to bleed out. Rather than putting him down, Shawn leaves John to reanimate .

* Rick Jones *(Zombified)*

After learning that people will turn regardless the matter of their death, Rick travels back to the prison and shoots a zombified John in the head, putting him down.
Brutus

## Description

*The copper dragonborn has a well-built stature and is very muscular a clear indication of his martial experience. He had two emerald eyes, however during the events of the mines, an ashen white scar now runs down the left-side of his face over his left eye. He is garbed in half-plate that seems to be very plain and unremarkable in its design. Strapped across his hip are two blades, a crooked scimitar and a silver shortsword which seem to be his favoured weapons, however he has also been seen to be proficient with a hand crossbow that he keeps strapped to his back.*

## Summary

The party first encountered Brutus on the 13th of Hisimer, when Reyna was exploring the town of Vendermunde in the hopes of keeping an eye out for potential cultists. In so doing she found herself curious about a performing dragonborn. After his performance, she approached him and he reciprocated with a calm and friendly demeanour, offering to lead him to his mentor. Reyna accepted and was led out of the town into the slums. It was here that he showed his true colours, revealing himself to be an abrasive and arrogant individual who had led her to a trap. Although Reyna managed to escape, he had clearly proven how dangerous he was as she still possesses a few scars from this encounter.

 Following this, the party next encountered Brutus in the depths of Voralsdum where he had seemingly succumbed to the madness that permeated that place having slaughtered all of his kobold allies. It was here that they also met Flavius, who was attempting to calm him down. A fight erupted, during which Brutus lunged at the party, attacking indiscriminately before Flavius managed to teleport the pair out of Voralsdum.
Centaurs

## Background

Centaurs are a group of beings with the upper half of a humanoid and the lower half of a horse, considered as a type of Fey spirit, centaurs are usually born from mortals exposed to the weird magics of the Fey. Due to their fey heritage, they hold a deeper connection with nature, and many tend to lead lives of seclusion deep within the forests.

Centaurs tend to be the targets of discrimination due to their resemblance to the Bull Centaurs that travel alongside roving bands of Beastmen in service to the demon lords of the Abyss. Because of this, they are rarely seen in urban environments, and on the rare occasion that one does appear, it is not uncommon for them to be chased off by townsfolk.

## Properties

* **Average Lifespan.** 100 to 120 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Strength score increases by 2, and your Wisdom score increases by 1.
* **Speed.** Your base walking speed is 40 feet.
* **Charge.** If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
* **Hooves.** You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 2d4 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
* **Equine Build.** You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
* **Natural Affinity.** Your fey ancestry grants you an increased affinity with nature. This gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
Season 1 (Tales)

## Deaths

* Glenda *(Alive, Off-Screen)*
* Jasper Caldwell *(Alive)*
* Matt Sandler *(Alive, Off-Screen)*
* John D. Newton *(Alive and Zombified)*
* Art Costner *(Alive, Off-Screen; Zombified)*
* Mr. Cruz *(Alive and Zombified)*
* Mrs. Cruz *(Off-Screen)*
* Angel Cruz *(Off-Screen)*
* Rufus
* Helen Wong *(Alive, Confirmed Fate; Zombified)*
* Mr. Adams *(Confirmed Fate)*
* Hector Rodriguez
* Bethany Stark *(Off-Screen)*
* Andrew Adams
* Dr. Stevens *(Alive, Off-Screen; Zombified)*
* Elizabeth Lopez
* 1 unnamed man *(Alive and Zombified)*
* 17 unnamed U.S. senators *(Alive)*
* 13 unnamed NYPD officers
The Master Arcane

## Description

*The Master Arcane is a massive avian demon with long spindly arms with crooked fingers that end in sharpened daggerlike nails. He has large wings, sparkling magic trailing from the tips of his feathers, he has a long neck that ends in a birdlike head with three pairs of eyes. In one hand he holds a curved sword formed out of a myriad of arcane fractals; whilst in the other he holds an ornate staff at the top which is an open spellbook, its pages glowing with arcane symbols.*
Roger Graham (TV Series)

### Occupation

Police Chief *(Pre-Apocalypse)*
Former Guard for the Olympia Safe-Zone *(Post-Apocalypse)*

### Family

Tina Graham - Late Wife †
Jeffrey Graham - Son †
Rick Graham - Son
Kenny Graham - Son †
Laura Graham - Daugther In-Law †
Michelle Hawthorne - Daughter In-Law †
Kendra Graham - Granddaughter †

### Cause of Death

Throat accidentally slit open by Pete Masterson. *(Alive)*
Burned by Edward Ford. *(Before Reanimation)*
Vedalken

## Background

Vedalken are a race of tall and slender humanoids with deep blue skin and naturally bald heads. They are creatures of exceptional intelligence, the native to Zenria. They value the search for knowledge above all else, constantly striving to improve their creations, sometimes with little regards to the ethical ramifications of their experiments.

## Properties

* **Average Lifespan.** 450 to 500 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Intelligence score increases by 2, and your Wisdom score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Vedalken Dispassion.** You have advantage on all Intelligence and Charisma saving throws.
* **Tireless Precision.** You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
* **Partially Amphibious.** By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.
* **Languages.** You can speak, read and write Common and two other languages that you and your DM agree are appropriate for your character.
Khetakar

## Description

*Khetakar was an aarakocra of average height. His torso, arms and legs were covered in white feathers, while his wings were a dark brown. His hands and feet were the dark, rusty colour one might expect to see in a bird's talons. He was dressed in simple clothing and leather armour that matched his feathers, and he covered most of his head with the skull of a stag. He carried a humble, yet carefully made wooden amulet in the shape of a jackal, very similar to the symbol painted on his shield. He carries a mace and crossbow to defend himself, though he preferred to avoid their use if possible. Khetakar rarely engaged in any frivolities, and kept to himself for the most part. He was very humble and respectful, even when those around him were not, and he appeared to endure hardship with a sense of duty. He had also never lied, or at least, he never gave the impression that he had.*
Loxoda

## Background

Loxoda are massive elephant-like humanoids who are defined by their calm and peaceful natures. Typically found within Norvosh, they are accepted by the races found within the free cities and are treated as sage-like individuals within Norvoshi society. These lumbering giants are typically eternally loyal to their allies doing their best to ensure that their friends are kept safe from harm and are willing to sacrifice anything for a steadfast ally. Although they expect that same loyalty in return.

## Properties

* **Average Lifespan.** 400 to 450 years.
* **Size.** Medium.
* **Ability Score Increase.** Your Constitution score increases by 2 and your Wisdom score increases by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Loxodon Serenity.** You have advantage on saving throws against being charmed or frightened.
* **Natural Armor.** You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
* **Trunk.** You can grasp things with your trunk, and you can use it as a snorkel. lt has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
* **Keen Smell.** Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
Elaine Hockney

## Description

*Elaine is a very thin humanoid creature, almost to the point that she seems malnourished, she has dull grey skin which is smooth and featureless. She has straight, silvery white hair that is cut just above her shoulders. Her face is alien; possessing unnaturally smooth features that seem to change, although her milky-white eyes remain constantly present.*

*Elise is a slender human female, on the shorter side with silvery blue eyes and slightly tanned skin, most of which is covered by her cuirass which shows signs of wear and tear from her countless travels. She is always seen wearing a shawl which covers most of her dark brown hair. She walks silently and with a degree of grace that is not at all surprising considering her build.*

## Items

* +1 Flame Tongue Bastard Sword (formerly)
* +1 Rod of the Pact Keeper
* Amulet of Health
* Earring of Message
* Horn of Silent Alarm
* Cloak of the Manta Ray
The Master of Cruelties

## Description

*The Master of Cruelties is a towering humanoid figure, seemingly male, covered from head to toe in spiked plate, its black lustre now stained with the blood from innumerable battles. A long cloak billows behind him, and as he walks one can’t help but notice that it seems as if his position is shifting unnaturally. A metal helmet covers the entirety of his face, with four crooked horns jutting out from its top. A twisted smile is carved into the face of the helmet, a small trail of black oozing out from it side. Hanging from a chain around his neck are dozens of signet rings, having once belonged to hellknights.*

## Summary

The party encountered the Master of Cruelties during their expedition into the Dread Abyss, however during their encounter Bric recognized him as the individual who led the demonic incursion which destroyed his hometown. Sienna however recognized the champion as someone else, a tale spoken amongst those in service to Infernus, a tale about the first hellknight, a champion who swore an oath to Asmodeus and then broke it and fell to the corruption of the Dread Abyss.

During their fight with the champion, it was clear to the party that they were outmatched, as the Master of Cruelties first began by using *detect thoughts* to probe their thoughts and discover their weaknesses. Weaknesses that he then proceeded to exploit during their battle in order to cause them as much pain as possible. He slew the hellknights that made up their expeditionary force, using them, especially Murzukk, to set an example, a spectacle.

While most of their attacks proved to be ineffective, Sienna (working with Fenlaros) did manage to get one good hit in as she transmuted a *fireball* into a ball of acid that impacted along the side of his face and melted away half of it. This caused a genuine response of anger from the champion who singled out Sienna and was about to strike her down where it not for an astral titan's intervention at Sienna's behest.

This intervention saved the party but did not kill the champion, who then proceeded plane shift back to the Dread Abyss but not before revealing that he had seen the truth and refused to serve the Lord of Infernus.
Cheryll Valstett

## Description

*Cheryll was a female halfling, with long brown hair that runs well below her shoulders. She had a scarred face with pointed features and green eyes. She was clad in a golden chain hauberk, decorated with various draconic symbols, most of which were unrecognizable as they had been ruined by a variety of cuts and dents.*

## Summary

The party first encountered Cheryll on the 17th of Hisimer, as they were making their way towards Krom's estate. As an acolyte of the Burning Claw, she had been investigating the lord alongside her sister. Realising that they had a common enemy, Cheryll worked alongside the party to infiltrate his estate and where they found the tortured remains of her sister. Together they managed to defeat Krom and his minions, after which she took her sister's body and headed off in order to give her a proper burial.
Appendix: Elegy of Creation

During their travels in the Feywild, the party came across an elegy which was said to describe the process of creation. Afterwards the archmage of Atheluin, Beranabus would reveal that he found various occurrences of the elegy throughout his journeys across the different planes of existence.

*"Breathe, children and sing of creation,*

*forged through chaos and painted with the elements.*

*Sing of the Flame, the brightest of stars*

*Sing of the Earth, the stalwart titan*

*Sing of the Wind and the Sea, of love lost and a Storm betrayed.*

*Breathe, children and sing of the ancients.*

*Sing of the Metallic Father and the Chromatic Mother,*

*their love eternal, and yet cursed to never meet.*

*Sing of the Crystal Son, the forgotten child,*

*the first and the last.*

*Breathe, children and sing of heaven.*

*Sing of the warriors who felled titans,*

*only to lose their light and embrace damnation.*

*Breathe, children and sing of chaos.*

*Sing of the abyss, that grows eternal.*

*Sing of the fey, of joy and sorrow eternal.*

*Sing of the azata, of freedom eternal.*

*Breathe, children and sing of law.*

*Sing of stars given life, to uphold balance,*

*their vigil eternal.*

*Sing of the gears that must spin eternal,*

*of laws that transcend existence.*

*Breathe, children and hearken to the world that was and will be.*

*Sing of the hunger eternal.*

*Sing of the all-seeing mother.*

*Sing of the unseen lie, the butcher of truth.*

*Sing of the unity of minds.*

*Sing of the endless pit that grows eternal.*

*Sing of the world born dead.*

*Sing of the singular dream.*

*And pray that the singing eternity does not end."*
Mardu

### History:

Mardu is a foe Fenlaros first encountered in the depths of a mining village close to Hodon. Deep within the mines, Fenlaros had found the remains of an ancient vault which sealed a demonic threat from the rest of the world. Unknowingly, Fenlaros unsealed the casket, and let Mardu out, who subsequently made a deal with the Von Panzer family in Hodon, and plotted to open a demonic rift in the seaside city.

The plan was foiled by Fenlaros and Arthas, who killed Don Von Panzer and sealed the rifts within the city. Mardu however, would hold a grudge against Fenlaros, and would continue to hound his existence, whenever he could. He attacked him once after a demonic portal went wrong and another time in the Fortress when Fenlaros released an abyssal bomb. Both times, he was beaten back.
Derek Bowen (TV Series)

### Age

Late 30s to Early 40s (S1-9)
Late 40s to Early 50s (S9-12)

### Family

Darius Bowen - Father †
Mrs. Bowen - Mother †
Earl Bowen - Brother †

## Killed Victims

This list shows the victims Derek has killed:

* Clark *(Zombified)*
* Darius Bowen *(Before Reanimation)*
* Maverick *(Before Reanimation)*
* Mitchell Dolgen
* Dawn
* Mrs. Wright *(Zombified)*
* Bud
* Joshua
The Lord of Flames

## Kossuth, The Lord of Flames

Depicted a massive giant, clad in red plate mail, and wreathe in blue and white flames. Kossuth is the god of elemental fire, as an elemental primordial he is not considered to be a true deity but rather a being whose power rivals that of a deity. Kossuth has lorded over fire since the earliest moments of creation, however, he has shared this power with those he deemed worthy in the past. Among the elemental lords, he is considered to be the most powerful with him being the only one that has a sizeable following in Penastria. He dwells within the Blazing Pillar, a massive globe that is made of primordial fire that floats within the Plane of Fire.

He holds a deep hatred for the minor demon lord, Mechuiti, as the demon had stolen a bit of his power after consuming one of his champions. Kossuth has resolved to hunt down the demon lord who has taken refuge in his realm of the abyss and sought out the protection of Baphomet. The lord of flames and demon lord of savagery are now engaged in a brutal conflict with neither one willing to give any ground. Due to this conflict with Baphomet and Mechuiti, Kossuth has found unlikely allies in the devils of Infernus, with some infernal legions aiding the lord of flames.

He has traditionally been associated with the forge, and his worship in the Mournholds very much relates to the art of blacksmithing and those that follow him are expected to embody that creativity and skill in their craft. There are those that choose to instead join the Disciples of the Pure Flame, an order of pyromancers in the Mournholds that imbue their weapons with fire or conjure fire elementals to fight alongside them.
Aranathi, The Crow Mistress

## Description

*Aranathi was a hunched elderly female figure with raven black hair, blackened skin, two curled horns and pointed ears. She is garbed in various furs that hold a variety of pouches, alongside baubles and bone fetishes. After summoning the Chaos Weaver, she was transformed, having seemingly regained her youth and sprouted two black wings.*

## Summary

Ever since their arrival in the Midlands, the party had been closely watched by crows, crows that were also present during the beastmen raid on Ardem, directly imbuing one of the minotaurs with magical power. The party suspected that the crows were acting as familiars in service to someone, and those same crows would later be seen circling above the hag's ritual by Reyan as if under her control.

It was during this vision that Reyna first saw the hag, a follower of the Chaos Weaver, she conducted a fell ritual that summoned the demon. Conducting the ritual, through her, the chaos weaver bestowed various boons upon the beastmen, empowering their leader, crafting weapons and resurrecting the fallen gnolls. After the ritual had reached its end, the hag exclaimed to all the chosen, those present and those granted vision by the chaos weaver, that the promised end had arrived.

The party would discover more about the hag during their visit to the Blackthorn Grove, here they discovered that the hag was an ancient enemy of the druids that once inhabited the grove and an enemy of the grove itself. They also learned that her name was Aranathi, and she held control over crows, being able to see through their eyes and transform into them. It was also implied that she had some previous affiliation with the Shadow Sorcerer, but nothing else was stated regarding this. A pact was struck between the party and the grove, wherein they would kill the hag and her minotaur champion, and in exchange, the grove would remove the parasite that was gestating inside Okeanos.

Accompanied by the druid Maloren, the party successfully snuck into the beastmen war camp and flew up to her lair's entrance. Managing to enter the grotto where she dwelt, they successfully managed to beat Aranathi, however, before they could strike the final blow she managed to escape, teleporting out of her lair. Rojer, who could track her with his psionics determined that she had escaped down another path within the grotto. The party followed her along the path reaching an overhang overlooking the forest below where they watched as Aranathi was killed by Alena.
The Astral Sea

## Background

The term plane does not really explain what the Astral Sea is, more accurately it is the space between everything. It is described as being a barren place of pure nothingness. A place that siphons most arcana, and through which the weave does not permeate. Much like the Maelstrom, gravity and time have little meaning within the Astral Sea.

It is believed that the astral sea was once inhabited by various creatures such as Astral Dragons, however the space is now completely devoid of life, the only remnants of these creatures being the decaying remains of dead gods that float within it. The only known inhabitants of this space are the Astral Titans. Very little is known about these beings, and it is uncertain as to how many there are, with many claiming that there are multiple while others believe that there is only one supreme Astral Titan.

Entering the Astral Sea can most commonly be accomplished through either an Astral Projection or by directly entering the space. Each method comes with its own risks, from suffocation to the consumption of one’s arcane reserves. And although Astral Projection is the safer method of travel, one still runs the risk of drawing the gaze of the space’s inhabitants. In most cases, safe travel through the astral sea between different planes of existence is achieved through the use of plane shifting or planar gates, and while these methods are relatively safe, there have been reported instances of individuals disappearing into the Astral Sea during such transits.

While the Astral Sea consumes most forms of arcana, it has an opposite effect on psionics with many theorizing that those born with psionic abilities may in fact ignore the weave entirely and instead draw power from within the Astral Sea.
Sabriel

## Description

*Sabriel is a tall and powerful figure with dark skin that has flecks of bronze that seem to almost catch and reflect the light. His hair is arranged in thick dreadlocks that are tied back to form a pony tail behind him. He is clad in a set of ornate armour, not ornate to the point of impracticality of course. His posture betrays a sense of authority and what can be seen as a lack of patience for what he deems to be unimportant.*

## Background

There are many tales of angels that fell from heaven because of sin. Lust. Greed. Wrath. Pride. But few are those that fall from grace for the greatest vice of all: love.

Sabriel's story began as such, as one of love between enemies. His father a celestial, and his mother a fury of Infernus, who despite their faults and despite their kinds' hatred for each other fell from grace for each other. Sabriel's birth was kept a secret, and he was raised at first as a Knight of Infernus under his mother's tutelage, but his father could not lie, and was cast out from heaven for his sin.

When Sabriel learned of his true heritage, his navigation of the scheming politics of hell grew fraught. Many were those that sought to use him, and things grew even more complicated when his father's people came for him, hoping to save him before he was corrupted like his father had been.

And so, torn between two worlds, Sabriel grew to hate both. He resented heaven, and he resented hell for plotting and scheming when it should be united in the face of an evil that did not sleep. Both sides were complicit, in his eyes, for the ongoing failure to end the Blood War and break Demonkind once and for all. Instead of joining together, both were too busy drawing lines and hierarchies to distinguish themselves from the rest, as though their divisions would matter when the black tide of the abyss swept them all away.

Being who he was, he did not keep his position secret. When brought in front of his superiors in Infernus, he made an impassioned case for unification, for an end to the plots and the lies, and for an alliance between heaven and hell, to crush the abyss between them.

His words fell on cruel, deaf ears, and he was cast out in fire and flame from the only home he had ever had. Death found purchase by only the thinnest margin. Indignant fury and stubborn will kept his soul tethered in place, and here the gods of found him and chose him as one of their champions, to do in Ljosalfheim what he could not do in Infernus: unite the realms, and bring war to the abyss.

A war that Sabriel would see to it they would win.
Aarakocra

## Background

Aarakocra are avian humanoids that tend to dwell in mountainous regions, isolating themselves within tribes found atop summits unreachable on foot. As Aurans, the Aarakocra hold a deep connection to the elemental plane of air, with some among them being born with innate aeromancy.

A great many of their roosts can be found within the mountains along the edges of the Henzhau Valley, from their mountaintops they maintain a steadfast vigil against any threats from the Abyssal Peaks.

## Properties

* **Average Lifespan.** 50 to 60 years.
* **Size.** Medium.
* **Ability Score Increases.** Your Dexterity score increases by 2, and your Wisdom score Increases by 1.
* **Speed.** Your base walking speed is 25 feet.
* **Flight.** Because of your wings, you have a flying speed equal of 40 feet. You can't use this flying speed if you're wearing medium and heavy armour.
* **Talons.** You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
* **Wind Caller.** Starting at 3rd level, you can cast the *gust of wind* spell with this trait, without requiring a material component. Once you cast a spell with this trait, you can’t do so again until you finish a long rest. You can also cast this spell using any spell slots you have of 2nd level or higher. Wisdom is your spellcasting ability for when you cast *gust of wind* with this trait.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
The Anomalous Planes

## List of Anomalous Planes

The anomalous planes are the few planes of existence that do not align with the general requirements of other planes. There are as of yet two planes considered to be as such, although many contend that the Dread Abyss may also be considered to be such a plane.

### The Astral Sea

A void of nothingness found in between the different planes of existence, the astral sea siphons all forms of arcana and stops the flow of magic through the weave from the outer planes towards prime material plane. It is said to be filled with the corpses of dead gods and is home to astral titans, extremely powerful entities about which little is truly known.

### The Maelstrom

A plane that is made up of different layers that acts as a barrier between the Wheel and the Great Beyond. The maelstrom is a strange plane that is home to various eldritch monstrosities where the normal laws of the cosmos do not apply. Few entities have entered the borders of the maelstrom, and none who have delved too deeply have ever returned.
Zefher Morgen

## Background

Zefher Morgen is a Half-Elf from the Draconic Empire, who was an adept wizard from a young age due to his elven ancestry. His father had a range of shops within the empire and as a young child Zefher was always fascinated with magic and arcane items, and was always found reading his books. He enrolled early in the Arcanum, within Midden, the capital of the Draconic Empire. He was always particularly skilled in Abjuration but also found a great interest in creating arcane items.

He would go north to Wissenland, to prove himself and gather more knowledge, unwittingly getting abducted within the Fortress of Wissenland sometime later.
Valastia, The Golden City

## Background

The Golden City, sometimes referred to as the Holy Citadel is said to be an outer plane that consists of a beautiful city that is more akin to a fortress with towers of marble and gold that jut outwards above massive battlements surrounded by moats of liquid starlight. A radiant sphere of light dominates the skyscape, swirling high above the city's centre above two swirling spires.

Valastia was once the home of celestial angels, many of whom were forged by Sarenrae to maintain lawful order within the cosmos. Many of those angelic warriors took part in the great conflict against the Wills. During this conflict Valastia came under siege by one of the Wills, an entity known as the Golden Mind. It is unknown what transpired during this siege, but the Golden City was forever closed to outsiders. Any angels that were caught outside the city at this time found themselves stranded, unable to return to their home. Left without a home or purpose, many found a new purpose within the Hells and became the great fiends that inhabit Infernus.
The Rusty Nails

The Rusty Nails are one of the many gangs that populate the Warrens found within the Midden. As one of the most prominent criminal organizations in the imperial capital, the Rusty Nails possess many holdings throughout the city and beyond. They initially began as a group of small-time smugglers who peddled contraband that found its way into the city through the Danabach.

The gang would rise to prominence after Darion's rise to leadership, who proved to be a competent leader and shrewd negotiator. However, his best decision was acquiring exclusive services of the artificer, Thomas Threaten, who through his inventions allowed the Rusty Nails to equip their members with more advanced tools, many of which would also be sold to other "interested parties". This allowed the gang to branch out and expand its services which led to them securing more influence among the criminal underbelly of the Midden; absorbing many smaller gangs and acquiring more safehouses and businesses within the Warrens.

## Organization

### Notable Members

As of 1953 AoD, the Rusty Nails were under the leadership of Darion Hoss, a water genasi from Norvosh, whose expertise in diplomacy allowed him to secure deals with many competing gangs in the Midden, and other organizations throughout the Draconic Empire. His second in command is the female tabaxi, Vihara, who represents Darion's interests in many of the business dealings which he deems to be beneath him. Like many other criminal bosses in the empire, Darion is constantly shadowed by a bodyguard, in his case the half-elf warrior, Ida who many claim was once a member of the Schwerttänzer (*Kaiserliche*: Sword Dancers) of Barenkuste.

Seeing the opportunity provided by the growing unrest of mages throughout the empire, the Rusty Nails have begun offering smuggling services to many mages, securing safe passage for them to distant parts of the empires. Their services also include the "altering" of their arcane shackles, allowing them to travel without the constant risk of being found out by the Arcanum. In order to facilitate this, Darion has employed the services of the human sorcerer, Stefan Fritzson who serves as a friendly face for many of the desperate mages that seek the organization's help.
Okeanos Odexes

## Description

*Okeanos was a tall, well-built triton with teal skin and long black hair braided into dreadlocks. He had countless battle-scars across his skin, and his body was painted with war tattoos. He was wearing a chain hauberk and carries a war spear and a shield (painted with a crescent moon). Five javelins protruded from behind his shoulder, and a dagger was sheathed at his side.*
Pierson Blake (Comic Series)

## Killed Victims

This list shows the victims Pierson has killed:

* Brady
* Scott Moore *(Alive and Zombified)*
* Oscar *(Directly Caused)*
* Amanda *(Caused)*
* Mike Hawthorne *(Zombified)*
* Terrence *(Zombified)*
* Peter Dolgen
* Earl Bowen *(Alive)*
* David Cartman *(Zombified)*
* Bruce Cooney *(Before Reanimation)*
* Axel
* Tyrone Walker *(Alive)*
* Alice
* Laura Graham *(Caused)*
* Billy Greer *(Caused)*
* Herbert Greer
* Numerous counts of zombies and unnamed people
Killer Within

## Trivia

* First appearance of Bruce Cooney
* First appearance of Eugene Cooney
* Last appearance of Thomas Ksaver. *(Alive)*
* Last appearance of Susan Gallagher *(Corpse)*
* Last appearance of Sarah Gallagher *(Corpse)*
* The title of the episode, **"Killer Within"**, is a reference to Thomas Ksaver being the secret killer inside of the prison.
Elstaer

## Description

*Elstaer was a half-elf of striking allure, his jet-black hair cascaded like a shroud over his shoulders, framing his pale face with an almost ethereal contrast. Crimson eyes, like rubies aglow with secrets, pierced through the shadows beneath a perpetual hood. His skin, as white as moonlight on fresh snow, bore the subtle scars of a life veiled in mystery. His back was held with a slight hunch, a silhouette of someone who preferred to dwell in the outskirts, always concealed by the comforting embrace of his hood.*
Trent

## Description

*Trent was a middle-aged human male of average height with long spindly arms that was garbed in attire reminiscent of an imperial field medic. His uniform was quite faded with the black dye heavily obscured by bloodstains and the cap shows signs of age as bits of his auburn hair slips through a few tears in the fabric. He had pale hazel eyes and a slightly crooked nose, his expression almost always twisted into a scowl.*

## Summary

The party first met Trent during the first day of their investigation, as coroner of Vendermunde, Trent was in charge of conducting autopsies on the various bodies and searching for any evidence on them. The party visited his office in order to examine the murder victims, learning quite a bit of information from the coroner who proved to be rather helpful.

Rojer would later visit Trent in the aftermath of the cultist ambush, bringing Khetakar's body and requesting that the aaracokran's body be cremated.  A request which Trent immediately complied with, after which he placed Khetakar's body in an urn that was handed to Rojer.

The party would also encounter him after their return from Voralsdum, where they saw him arguing with two guardsmen, later learning that the guards had taken the bodies within the morgue. This was an act that greatly angered Trent as he viewed to be an insult to the dead.
Arkhan The Red

## Description

*Arkhan is a taciturn individual, heavily armed and armoured he rarely speaks instead tending to stare off into the distance. He keeps his face hidden, and in fact is never seen without his armour which is marked with various symbols and runes that are unrecognizable. From the two slits of his helmet one can see two piercing red eyes that seem to stare into one's very soul.*
Alena Darkfire

## Description

*A female half-elf with black hair that has various blue streaks, she has pale ivory skin and blue eyes, the soft features of her face are decorated with a few tribal tattoos. She wears a suit of studded leather that has a deep grey colour and various depictions of ravens; and has a long silver cloak.*

## Summary

The party encountered Alena after their encounter with Aranathi in her lair, on her last legs, the hag attempted to escape by using dimension door. The party followed her and eventually came across Alena and Aranathi. Alena finished off the hag, and began searching her corpse as the party approached. The party cautiously questioned her, and Alena seemed amicable although uncaring, as she finally snatched a piece of parchment from the hag's person. Seeing this the party asked her what was written on it and she reluctantly showed them the contents which Rojer deduced to be a list of names. She then proceeded to step off the cliff's edge at which point her cloak changed into a pair of massive dark blue wings, allowing her to fly away.
Sebastian Drachfeld

## Description

*A short human figure with black and greyish hair that is neatly combed back. He is garbed in an elegant silver doublet with a white shirt underneath, the uniform design complimented by similarly coloured black trousers and shoes. He is seen wearing a small assortment of expensive jewellery with three gem-encrusted rings adorning his fingers and small silver necklace hanging from his neck. Various liver spots cover his pale skin, a clear indication of his age and his amber eyes betray a degree of focus.*

## Summary

The party first met Sebastian when they reached the town of Vendermunde on the 13th of Hisimer. During their initial meeting, Sebastian informed the party of what had transpired, giving them various leads as well as offering his help should they need it. With his help extending to signing off a keg of gunpowder that the party would need to destroy the kobold outpost.

Strangely enough, it seems as though Sebastian himself, whilst a usually focused individual has shown a few moments of weakness such as when he attempted to confide in the party with regards to his doubts in his lord and the court wizard. This was however, a momentary lapse as Sebastian immediately returned to the issues at hand, giving the party an additional contract to investigate the mines of Voralsdum.

Following the party's return from Voralsdum, Sebastian paid them for their work but also informed them that he believed that Lord Sigmund Bauer was attempting a heretical ritual beneath the castle. He then informed them that he had already informed Count Helmut of his suspicions and the count would be arriving shortly. In the meantime he tasked the party with investigating the lord's actions. Following the party's success in defeating the demon beneath Voralsdum, Sebastian was granted the lordship over Vendermunde by Count Helmut as a reward for his initiative.
Ashagoras, The Realm of Dragons

## Background

Ashagoras is a realm of lush fields, verdant forests, arid deserts and frozen peaks, it is the only known outer plane which possesses geography that is the most similar to Penastria's. It is a plane inhabited by dragon and dragonkin, and is believed to have been their original home before the Astral Fracture. In Ashagoras' centre lies the Great Nexus, a swirling storm of arcana within which resides the oldest living dragon. The Nexus is said to have once spawned broods of different dragons, although that is no longer the case.

As stated before, Ashagoras is not home to dragons alone, it is also the realm where the first dragonborn dwelt. The dragonborn of Ashagoras revere the dragons as gods and many build shrines to worship them. The dragonborn that inhabit Penastria are mostly made up of the descendants of the plane's inhabitants who found their way to the planet after the Astral Fracture.

The dragons spawned from the Great Nexus are referred to as "True Dragons", which are not to be mistaken for their more common feral kin, which are referred to as "Lesser Dragons". True Dragons are known for their power and intellect, the greatest among them are the Venerated Elders, the first dragons that were spawned from the Nexus, and the ones which are most commonly worshipped in Penastria.

## The Ancients

The first dragons were the Ancients, a duo of Celestial Dragons known as Bahamut and Tiamat, the two as the party would uncover were made by the creators to oversee the Primordial Elementals, and would later give birth to Sardior the First Dragon. The Ancients are not commonly worshipped in Penastria, however the inhabitants of Ashagoras still know of them and worship them as their progenitors.

 Tiamat, The Chromatic Mother
 Sardior, The Ruby Drake

## The Pantheon of the Dragon Gods

The most commonly worshipped dragons in Penastria, are referred to as the Pantheon of the Dragon Gods. Their worship is mostly found within the Pyrean Peninsula where they are zealously worshipped by the theocracy of the Draconic Empire.
Humans

## Background

Humans are the most adaptable and ambitious people among the common races. They have various tastes, morals and customs and depending on the region they are treated differently. They can be found throughout the world, and are by far the most commonly found mortal race. They are a relatively young race when compared to many others, however their ambition and tenacity have led to them founding and being part of the greatest civilizations in history.

## Properties

* **Average Lifespan.** 70 to 100 years.
* **Size.** Medium.
* **Ability Score Increase.** Two different ability scores of your choice increase by 1.
* **Speed.** Your base walking speed is 30 feet.
* **Skills.** You gain proficiency in one skill of your choice.
* **Feat.** You gain one feat of your choice.
* **Languages.** You can speak, read and write Common and one other language that you and your DM agree is appropriate for your character.
Stewart

## Description

*A large ogre that seems to be the slowest amongst his brethren. He is wearing nothing apart from a stained loincloth, and carries an oversized dagger.*

## Summary

The party encountered the ogre and his brethren along their journey eastwards to Altenberg. Expecting a fight, they were initially on edge but attempted to parley. They were surprised to find that these ogres were smarter than they expected and a fair bit friendlier as they invited the party to sit by their fire. Stewart spent most of the evening chopping up vegetables that he would later toss into a stew, clearly the dumbest of his brethren, Stewart expressed interest in eating the party midway through their conversation, although he was quickly reprimanded by Reginald and sat quietly for the rest of the conversation, occasionally chipping in with some sort of "insight" that contributed little to the conversation.
Things Bad Begun

## Cast Guide

Starring
Linda Cardellini as Madison Grimes
Charlie Heaton as Nicholas Grimes
Hailee Steinfeld as Alicia Grimes
Will Smith as Vincent Strand
Danny Trejo as Daniel Espinosa
Mercedes Mason as Luciana
Jackson Rathbone as Trent Otto

Also Starring
America Ferrera as Lola Gutirrez
Mario Cimarro as Esteban
Taylor Lautner as Lee

## Deaths

* Esteban
* Lola Gutirrez
* Trent Otto *(Alive and Zombified)*
* 6 unnamed Greenhouse residents *(Alive)*
* 12 unnamed Hidden Creek Militiamen
The Weave

The Weave is a coalescence of raw arcana that is accessed and manipulated by mages in order to cast spells which fall into the traditionally accepted schools of magic.

## Origins

The Weave is not native to Penastria, rather it diffused from the Outer Planes through the planar webway, and because of this entities native to the outer planes and planetouched individuals are possess an innate connection to the weave. This weave diffuses into the Prime Material Plane and back towards the Outer Planes, creating a cyclical equilibrium that never truly settles.

It is important to note that while the Weave commonly manifests in a non-physical state within Penastria, the same is not true within the Outer Planes, where in many cases the extremely high concentration of arcana allows for the Weave to manifest in different states such as solid arcana. This same phenomenon has been noted in certain regions of Penastria such as the Mourning Peaks and Zenria where the high concentration of the Weave allows for the manifestation of solid or liquid arcana. The inhabitants of the Mourning Peaks refer to it as "felsite" while it is widely referred to as "aether" in Zenria.

## Manipulation of the Weave

In many cases the Weave naturally occurs in a neutral state, that is to mean that it does not lean towards any particular school of magic. There are however, exceptions to this, as there are situations where overuse of a school of magic in a particular will lead to the latent arcana changing its nature, allowing it to more easily be transmuted into that school of magic.

When a caster attempts to cast a spell, they tap into the Weave and manipulate its state, therefore allowing them to change it from a neutral state into the one required by their school of magic. Utilization of the Weave is however governed by various laws, however the fundamental principle present is that since arcana in its basest form is a form of energy it is governed by those same laws. That is to say, it cannot be created or destroyed however it can be changed from one to another. This is an important principle for mages to understand, as no matter how powerful or talented the caster, they are inherently limited by the amount of magic that they can draw upon from the Weave. Similarly dispelling a spell doesn't destroy the arcana but rather destabilizes its form and disperses it.

The diffusion of arcana into Penastria has also led to some changes in the world, most noticeably in its inhabitants. Many individuals are born with an innate connection to the Weave, allowing them to more easily manipulate arcana. This is the basis behind the existence of sorcerers, who possess a natural affinity towards the manipulation of arcana which is usually tied to their ancestry. The increasing presence of arcana in Penastria also means that it is easier for connections to form with the Outer Planes, or for extraplanar entities to manifest such as celestials or demons.