recursal/Fanatic-Fandom huggingface dataset:
Lambé

**Lambé** (Japanese: **ランベー** *Ranbē*) is a Fire-type Pokémon.

It evolves into Pyram starting at level 16, which then evolves into Capricorn starting at level 36.

Along with Eleplant and Hippfloat, it is one of the three starter Pokémon of the Conor region.

## Biology

Lambé is a grey ovine Pokémon with a thick coat of white wool. Its small head pokes out of the front of the wool, along with two short horns that are flaming hot. Lambé’s eyes are hidden by its wool and has a triangular nose. Two small ears are visible made of wool poke out of its head. Lambé’s wool covers its entire body and some of its short hooved legs, which have hooves made of fire. It also has a flame for a tail and another flame on its chest.

Lambé’s fleece is extremely fluffy and warm and can is often made into heated blanket. Its fur grows continuously, being able to fully grow back in just two months after it is completely shaved. The fur is a specialty product in Conor, being used for heated clothes and heated carpets. Lambé’s live in herds and are known to mimic the actions of their herd leader or Trainer.

## Moves

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Trivia

### Design Origin

Lambé appears to be based on the grey-faced breeds of domestic sheep, like the Bighorn Sheep. The shape of its wool may be a reference to a cotton ball.

### Name Origin

Lambé may be deprived from **Lamb** and **Flambé**.
Eleplant

Eleplant (Japanese: エレプラント Erepuranto) is a Grass-type Pokémon.

It evolves into Planterra starting at level 16, which then evolves into Blomammoth starting at level 34.

Along with Lambé and Hippfloat, it is one of the three starter Pokémon of the Conor region.

Eleplant is able to Typeshift, becoming a Fighting-type Pokémon.

## Biology

Eleplant is a small, quadrupedal eleplant-like Pokémon that has light-green skin. It has turquoise eyes with white pupils, big dark-green elephant ears on the sides of its head, and a short, gangly trunk with a wide mouth. A pair of small, pointed teeth are visible in the upper jaw when its mouth is open. Each of its thick legs ends with one big toenail. Around the bottom of its legs is a small patch of shrubbery wrapping around its leg. It also has a long dark green tail resembling a vine. It has two small leaves on its head resembling hair.

It is found in plains and forests throughout the Conor Region. However, due to Eleplant’s status as a starter Pokémon, it is hard to come by in the wild and generally found under the ownership of a Trainer. It has been observed that an Eleplant’s trunk will flash green when it is ready to evolve. In ancient time, a more wild form of Eleplant would rome around along with cavemen.

When Eleplant Typeshifts, it turns into a fighting type.

## Moves

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Trivia

### Design Origin

Eleplant resembles an Indian Eleplant calf with a plant-esque theme. It also has a very jungle themed design.

### Name Origin

Eleplant’s name origin comes from elephant and plant.
Phanterra

**Phanterra** (Japanese: **ファンテラ** *Fantera*) is a Grass-type Pokémon.

It evolves from Eleplant starting at level 16, and evolves into Blomammoth starting at level 34.

## Biology

Phanterra is a quadrupedal mammalian Pokémon that has grey-green skin with green patches of greenery. On either side of its head are round elephant-like ears and it has oval shaped turquoise eyes. Phanterra has a long trunk with a small mouth hidden under its trunk. Each of its feet has three claws on them. The grass on its back and head has grew out into an Afro on the head and a something that resembles a blanket on its back.

## Moves

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Trivia

### Design Origin

Phanterra is based on an indian elephant. It has a jungle theme.

### Name Origin

Phanterra is deprived from Ele**phant** and terra, which means earth or greenery. It also comes from the Welsh word Phant, which means hollow, as in a tree hollow.
Courtney

Courtney is a member of Total Drama No Pain, No Gain. She was a competitor in Total Drama Island on the Killer Bass, but was unfairly cheated out of the game by Harold. She later debuted mid season in Total Drama Action as a member of the Killer Grips, becoming the main antagonist while continuing her relationship with her boyfriend and other contestant Duncan, before landing in fourth place. She returned in Total Drama World Tour as a member of Team Amazon, and later in Total Drama All Stars as a member of the Heroic Hamsters before switching to the Villainous Vultures.
Nutikid

**Nutikid** (Japanese: ヌティキッド Nutikiddo) is a Normal-type Pokémon.

It evolves into Squirouge starting at level 18, which then evolves into Squariel starting at level 32 while on a hot-air balloon.

## Biology

Calflow is a quadrupedal, hippopotamus-like Pokémon. Its skin color on its back, feet, and head is turquoise and on its torso and legs it has greyish-blue skin. It has a large snout with big nostrils with a very small mouth underneath. Its eyes are white with blue irises on the side of its head. It has a small hole on its back that shoots water. It has a small tail that resembles hot pink coral.

## Moves

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Trivia

### Design Origin

Calflow is based on baby hippos and coral.

### Name Origin

Calflow is deprived from **calf**, a baby hippo, and **flow**.
The Era of Darkness

The secrets of this page are most holy. Know ye heretics who invade them that the eye of The Unliving is upon you. If you read this, Sheldred, you have either slain me and doomed our cause, or the time is nigh for our final victory.

At last the riddle of this place is solved. In ages past, great beings known as the Decavisage rose above the petty warlords who fought and struggled for material gain. The mighty Decavisage is the herald of the Overgod. Soon, he will sound the clarion call to the faithful. The three sundered faiths shall be made whole.

The undead our agents spotted must be located and captured. If they bear the worms of the Ten Faces, then they perhaps hold the final answer to our research. The Blackened Facet stirs within the pool, but it is still not ready to emerge. Perhaps a traumatic event – an invasion by heretics, a great battle fought within these halls – could awaken it. But even then, it will attain only a minor form. The Way of We Dark Three speaks of the danger of awakening the Facet too soon. Our work will be for naught.

We must find the worms and the undead hosts that carry them. If they are not here, then we must send agents to the Barrier. If the Decavisage themselves, or their agents, cannot shepherd in the Era of Darkness, then we shall do it ourselves so that the Overgod may live.

Our course is clear, my dear Sheldred, Smalls is no longer useful to us and must die. Kill him, then send agents to Hazenbog, across the southern hills. I believe that we will find what we are looking for there, among the lizardfolk. Summon more of your warriors. If the calculations and portents are correct, the time for covert action is at an end. As the Era of Darkness begins, we must strike hard and fast to prepare the coming of the Overgod.

Of course, dear Sheldred, if you were as rash as to slay my followers and me, then you, soon, shall join me in the afterlife. Doubtless your treachery has already stirred the Overgod. Our mission has failed, and you will die at his hands.
Capricoal

**Capricoal** (Japanese: カプリコールKapurikōru) is a dual-typed Fire-Rock Pokémon.

It evolves from Pyram starting at level 36. It is the final form of Lambé.

## Biology

Capricoal is an ovine Pokémon, with its back and head covered by a coat of dark red wool with some orange wool on its legs and torso. It has two massive curved horns that extrude on top of its head, which appear to be made of volcanic rock with extremely hot magma flowing through cracks in the rock. Capricoal’s face is covered with red wool, except for to tiny black sheep ears. Its eyes are white with black rectangular pupils. Its legs are covered with orange wool with visible hooves which are flaming hot and has two anklets on its front legs made of the same material of its horns. It also has a flaming tail, a flaming streak on its chest, and a fire behind its head on the back of its neck.

## Moves

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Trivia

### Design Origin

Capricoal is based on a ram, specifically a mountain ram, but also has elements from bighorn sheep native to Colorado. It also takes inspiration from mountains and volcanos.

### Name Origin

Capricoal is deprived from **Capricorn**, the ram zodiac sign, and **coal.**
Secret

Secret is a small mouse first discovered after leeching off of Ruby's mousehole for 2 months. Secret owns Secretville, a base on the moon. Secret has hidden dirty money in an unknown location on the dwarf planet and asteroid Ceres. Secret is aroace and uses he/they/it.

## Secret

The first and current appearance of Secret

## Physical description

#### Appearance

Secret is a small gray mouse that wears a blue onesie with a circle and a zipper on the front. They have a tail, but it is never seen. Secret has no markings.

#### Personality

Secret is monotone and wistful, yet likes to go on adventures with its friends. Secret enjoys space exploration the most, but usually does it himself since nobody goes there.

#### Relationships

* Positive
	+ Medium
* Neutral
	+ Pink Twiba
	+ Ruby
	+ Big
* Negative
	+ Small
	+ Recap small

#### Trivia

* Secret has autism.
* Secret is being hunted by the IRS.
* Secret knows how to drive but can't reach the wheel or pedals, and is not of legal age.
* Secret has 1000 hours in Kerbal Space Program.
* Secret is petrified of Dynasty.
Port Amargast

Port city in the Farisian Province

Population: 115,000 (80% northlander, 11% southlander, 3% iron dwarf, 1% frost ork, 1% silverhand, 4% other)

Port Amargast is a large port city on Mithral Bay, found along the Farisian Coast. Over 100,000 people work and live in Port Amargast and the immediate environs. Although the Farisian Province tends towards segregation, the racial makeup of Port Amargast is far more cosmopolitan than the surrounding areas. Most of the resident population is northerners, though there is a sizeable amount of southlanders, iron dwarves, frost orks, and silverhand halflings living within the city.

Port Amargast (along with nearby Mithral and the capital city of Farisan) form a major shipping and manufacturing center, with numerous fisheries, shipwrights, and Farisian-made crafts being shipped throughout the Nine-Lands.
Cold Furnace

A weapon and armor shop in the Artisan Quarter of Birthright. It is impeccably kept shop and the quality of the wares is amongst the best in the city. This stands in stark contrast to the proprietor Carne Aaberg, who is a slovenly, unkempt, foul-mouthed, uncouth extra-large northerner. The name is a reference to a special smithing technique utilized by Carne.
Hippoasis

**Hippoasis** (Japanese: カバ症 Kaba-shō) is a Water-type Pokémon.

It evolves from Calflow starting at level 16, and evolves into Hippoccult starting at level 35.

## Biology

Hippoasis is a quadrupedal, hippopotamus-like Pokémon. Its skin color on its back and stomach is lavender and on its side and legs it has turquoise skin. Finally, on its head it has dark blue skin. It has a large snout with big nostrils with a mouth underneath which has two rectangular teeth. Its eyes are white with turquoise irises on the side of its head. Its ears are cylindrical. It has a small hole on its back that shoots water. It also has hot pink coral, a yellow sea sponge, and green seaweed on its back.

## Moves

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Trivia

### Design Origin

Hippoasis is based on hippos and the sea floor.

### Name Origin

Hippoasis is deprived from **hippo** and **oasis**.
Gnomes of the Nine-Lands

Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.

Gnomes adore animals, beautiful gems, and humor in all of its forms. Members of this race have a great sense of humor, and while they love puns, jokes, and games, they also relish tricks – the more intricate the better. They apply the same dedication to more practical arts, such as engineering, as they do to their pranks.

Gnomes are inquisitive. They love to find things out by personal experience. At times they’re even reckless. Their curiosity makes them skilled engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react.

GNOME TRAITS

Your gnome character has certain characteristics in common with all other gnomes.

Ability Score Increase. Your Intelligence score increases by 2.

Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning. You have advantage on all Intelligence, Wisdom , and Charisma saving throws against magic.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Subrace. Two subraces of gnomes are found in the Nine-Lands:

Gnowhere Gnomes

Riddlearth Gnomes
Hippoccult

**Hippoccult** (Japanese: ヒポカルト Hipokaruto) is a dual-typed Water-Psychic Pokémon.

It evolves from Calflow starting at level 16, and evolves into Hippoccult starting at level 35.

## Biology

Hippoccult is a quadrupedal, hippopotamus-like Pokémon. Its skin color on its back, feet, bottom head, and stomach is a purple and blue gradient and on its side, top half of head, and legs it has dark turquoise skin. It has two big nostrils and in one of them a “thought bubble” that resembles a fortune ball comes out of. It has a huge mouth with two rectangular teeth sticking out of its mouth. Its eyes are white with purple irises on the side of its head. Its ears are small circles. It has a small hole on its back that shoots water. It also has a lot of hot pink coral, yellow sea sponges, and green seaweed on its back. On its front two legs it has a watery circle pattern and a real “halo” of water orbiting its head.

## Moves

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Trivia

### Design Origin

Hippoccult is based on hippos, the sea floor, fortune tellers, and ancient oracles.

### Name Origin

Hippoccult is deprived from **hippo** and **occult**.
Jaren Mox

An eccentric half-elf with wild, bushy hair who spends most of his time in his cellar laboratory, manufacturing alchemical wares for his twin sons to sell in the cramped storefront on the ground floor above. So named Mox's Alchemical.

Jaren has always been a little strange, however after his wife perished several years ago he has slid a few degrees further off-center.

A group of adventurers found his prices and personality very endearing & will likely be returning customers. Especially Aerendyl who finally found someone willing to make him "Reverse Healing Potions"
Tales from the Fragments Wiki

**Welcome to the Tales from the Fragments Wiki!**
Stories from a Fractured world

The party of Southwind Adventurers and Associates:

Austenus Belloq- Trust Fund Tiefling both in Nobility and in Magic

Smax- Human Northlander Paladin of Sentinel

Aerendyl- Half-Elf Ranger

Erky Timbers- Gnome Cleric of Conundrum

Trocar- Eastlander Necromancer

Formerly:

Duart Swordsbane- Dwarf Barbarian

Balak Orebiter- Dwarf Cleric

We Dark Three

Timeline of Events

## Important articles

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Regional Forms

A **regional form** is an alternate form of a Pokémon species that is found in a specific region. These forms differ from those found in the region where the Pokémon was introduced, in most cases to the point of having a different type. As of Generation 10 (Conor), Pokémon can have the following regional forms:

* **Alolan Forms** in Alola;
* **Galarian Forms** in Galar;
* **Hisuian Forms** in Hisui;
* **Paldean Forms** in Paldea;
* **Conorian Forms** in Conor;

As of Generation IX there were 58 regional forms in total, and 9 regional evolutions.

Generation 10 introduces an additional — regional forms, as well as — new regional evolutions.

Unrelated to the regional form feature, new convergent forms have been added for Diglett & Toedscool in Generation IX.
Miraya

NG Female southland sorcerer, 6

A sorcerer from Birthright assigned as a battle mage to Ebonwall Keep in Hazenbog. Long time friend of Allustan Dusk.

Interactions with The Party:

Her friend Allustan sent the party to check on her & it turned out she had been abducted as part of a siege on Ebonwall keep by the local Lizardfolk. She was rescued and returned to the Keep.
Castle Drakkhen

Castle and town on Drakkhen Isle in the North Goethean Province

Population: 325,000 (92% northlander, 4% iron dwarf, 4% other)

A large castle and town on Drakkhen Isle, off the northern coast of Northern Goethe. It is the main hold of El Cid and his Northland Raiders, a powerful and well-organized pirate group.
Draxosholme

Walled, though damaged and burned, city in the Central Goethean Province.

The city is split into multiple sections and barricaded off from each other.

Lord Quilesan Kath uth Draxos, is the just and rightful ancestorial lord.

Rebel knights in the other part of the city are a trying to overthrow Lord Draxos.

Black and red banner with hammer for the Draxos family, blue and black with same hammer for opposers.

Currently there is an uneasy armistice between the two sides

The University of Magical Arts
Solaric Planetouched

A subrace of Planetouched in the Nine-Lands.

SOLARIC TRAITS

Ability Score Increase. Your Wisdom score increases by 2.

Alignment. Solaric know their place and duty and as such most are lawful.

Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Languages. You can speak, read, and write Celestial.
Empyrean Planetouched

A subrace of Planetouched in the Nine-Lands.

Empyreans all share similar celestial traits.

Ability Score Increase. Your Strength score increases by 2.

Alignment. Imbued with celestial power, most empyreans are neutral or chaotic.

Innate Spellcasting. You know the resistance cantrip. Once you reach 3rd level, you can cast the bless spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the aid spell once per day. Wisdom is your spellcasting ability for these spells.

Languages. You can speak, read, and write Celestial.
Myrimor Province

Province in the eastern Nine-Lands of Goethe

Capital: Myrimor- A small city on Myrimor island in the River of Consequence.

Other Regions, Cities, Towns, Etc:

Broken Bridge- A small town against the Barrier, a large portion of which was destroyed during The Fracturing.

Myrimor Keep- A large fortification, which also contains the small town of Mage Tower.

Points of Interest

The Maw
Residential Quarter of Birthright

This quarter of the city of Birthright contains most of the cities neighborhoods of varying economic status as well as City Center which contains most of the government and civic buildings in Birthright.

Birthright Arena. Birthright is known for its arena and is a major draw for tourism. Though the tournament season runs almost year long, except for the winter which makes the mountain passes difficult, if not impossible to traverse, the main draw is the summer season. The shortened spring and fall seasons, while well attended, are used more for evaluating talent.

City Center. The City Center is the home of most governmental and civic buildings, religious buildings, and the famed Birthright Arena.

Low Market. A large square adjacent to Midnight’s Muddle that hosts crowded daily markets that draws many of its customers from the less affluent parts of Birthright.

Midnight’s Muddle. The streets of Midnight's Muddle are narrow and unlit, and chimneys often cloy the alleys with the tangy stink of wood smoke. Three streets pass through the neighborhood, Clay Alley, Muddle Street, and Neverwalk. These streets are traveled by locals, for the most part, and the looming walls of the surrounding buildings keep them in perpetual shadow save for an hour or two during midday.
Nuria

NG Female northland moon circle druid, 7.

Nuria is a druidess of Morrigan from Fallenwood Glade, currently spending her time tending to and purifying the graveyard at Sapphire Lake.

Nuria is in her mid-30s and petite for a northlander. Nuria barely stand 5 feet tall and barely weighs 100 lbs. Her dark, wavy hair falls to the middle of her back with a thick braid along the crown at the back of her head. She is soft-spoken and demure, although this disguises a deep well of strength within her. She cares for the land and animals under her ministrations and will often go out of her way to help those of a like mind.

She aided a group of adventurers in their efforts to intern Arran Mend, which included her impressively dealing with an Owlbear peacefully.
Blackthorne Province

Province in the southeastern Nine-Lands of Goethe

Half-Tall Hills- Range of Hills

- - Half-Tall Hills (Town)- Copperfinger halfling town.

Hookcreek- A large town, named for its proximity to the nearby creek of the same name.

New Draconis- A large city on Isla Draconis off the Blackthorne coast

Port Dunworth- A deep-water port that straddles Dunworth Strait, built on both Dunworth Island, Isla Draconis and Verin Island.

Willowbend- A small town located on The Sliver

- - Gallery of Figurines- necropolis built beneath the town of Willowbend
Missive To Isolyn from Austenus - After the Cairn

To Isolyn

We have completed our assigned mission to the satisfaction of the client. As a bonus he has generously bestowed upon us some property.

However important matters have kept us in the Sapphire Lake area. We learned of strange worms that can turn people into zombies. In our investigation we discovered they came from a mine with connections to the religious cult of We Dark Three. We infiltrated the mine to learn more. We discovered they were very active in a secret section of the mine and thwarted their attempt to bring a create a harbinger of doom into the world. The stunted version which we fought was still dangerous.

We are going to seek out information on powerful vampires associated with We Dark Three known as The Decavisage.

Based on that it seemed prudent to send back information aside from explaining our delay in returning.

Provided we are successful we will send additional information or will return in person.

Enclosed is are transcriptions of notes we found in the possession of We Dark Three leaders, one of which was translated from a coded message.
Greatest Grandfather

Austenus Belloq's term of endearment for his ancestor and patron.

The devil is an exile of the Hells who has tasked his descendants with doing good in the world. This led to the Noble House of Belloq.

Some rivals have claimed it is a long-con public relations campaign of the devil.

He was an alabaster white devil and his descendants are similarly unpigmented.
Farwell Hoege

A tall, thin man who walks with the aid of a stick. He worships an obscure aspect of Sentinel called the Lamenting Lady, one of Sentinel’s lesser servitors and a matron of martyrs. He has a small shine to the Lady in the Midnight Muddle in Birthright. He has several devoted followers in the neighborhood, all elderly souls who have recently lost children. Farwell charges a gryphon for visitors to see the statue but allows his small congregation to visit and pray free of charge.
Ilya Starmayne

Noble Forest Elf of House Starmayne

She had been abducted by doppelgangers that had infiltrated her home city Birthright. Likely due to her proximity to her influential father. She was rescued by a group of adventurers that where following a lead on said shapeshifters. Though thankful she was somewhat frustrated by the speed and complications of the rescue. Part of it was determining for sure that she was not also a doppleganger, as where her fellow "captives". Several days later she was fully taken from the location of her captivity and taken to Exzavia's place for safekeeping. Soonafter a brief reunion was arranged with her mother.
Castle at Goethe

The Castle is almost a city unto itself, physically located at the exact center of the city of Goethe.

It is the governmental center of the northlands & seat of The Ruling Council of Goethe.

Approximately 2,000 northlanders go about the daily business of running the city, the province, and the northlands.

Notable people (other than the aforementioned Ruling Council):

Ingram Steelhamer- Master craftsman for the Castle at Goethe. Supplies the finest arms and armor to the cities’ elite.
River Quarter of Birthright

This small quarter of the city of Birthright is above the Residential Quarter lies along the River of Consequence. It is home to those with wealth, power, or both.

Garden District. The Garden District is known for its scenic gardens, quaint houses, and small boutique shopping. Is located on the south side of High Market.

High Market. A small market with small boutique shops, outdoor market stalls, and entertainment for the elite of Birthright. Located in the center of the River Quarter, with the Garden District on its southern border and North End on its northern border.

North End. The cream of the crop lives in the very exclusive North End. The gated community is home to palatial mansions, estate homes,  lush gardens and greenhouse, and its own private security force.
Planetouched of the Nine-Lands

Those with the otherworldly spark, planetouched as they are often referred to, are split into three groups with the divine touch. Those with the divine spark are placed in the world as protectors of good.

PLANETOUCHED TRAITS

Your planetouched character shares the following racial traits as a result of their celestial descent.

Ability Score Increase. Your Charisma score increases by 2.

Age. Planetouched mature at the same rate as humans, but they can live up to 150.

Alignment. Imbued with celestial power, most planetouched are good.

Size. Planetouched have the same range of height and weight as humans.

Speed. Your base walking speed is 30 feet.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Divine Resistance. You have resistance to radiant damage.

Divine Light. You know the light cantrip.

Languages. You can speak, read, and write the dialect of Common consistent with your upbringing.

Subrace. Three subraces of planetouched exist:

Empyrean Planetouched

Seraphic Planetouched

Solaric Planetouched
Temple of Justice

This temple is located directly in the center of the city of Goethe. The city was designed so that all major roads within would lead to this center of worship. Although shrines and chapels to Lord Justice may be found all over the city, the only true church is the Temple of Justice located on castle grounds. The temple itself is 200 foot square, 50 feet in height. Its graceful spires reach over 100 feet high. Half of this is the center of worship while the other half is dedicated to housing for the clergy, as well as the center for lawmaking and the courthouse. The jailhouse is located beneath the Temple, is of equal size and four floors deep.
Shadow Orks

Shadow orks live under the shadow of the heavily canopied forests on the western end of Triunity. Taking their name from those very shadows, shadow orks are a force to be reckoned with. Shadow orks control much of the remaining unspoiled lands left in Triunity as well as the only natural deepwater port on the island. Unencumbered by the ring of mountains and volcanoes that ring the rest of the island, shadow orks are beginning to travel beyond their territory and are now rarely seen in the Nine-Lands. Aware of their shared heritage with orcs, the shadow orks that come to the mainland do so flying white flags high. In their wisdom they have made treaties and established trade with nearby New Draconis as well as the City of Southwind.

Shadow orks revere their patron, Chull Rhee. They have a great respect for death and as such also worship Morrigan’s Aspect of the Crone, and Pyretta.

The orks of Shadowholde in Triunity favor dark tones and functionality in their simple garb. Brown, sometimes ebon-skinned, they often have a chestnut under complexion. Shadow ork hair colors are mostly brown or black and their eye colors match, although you occasionally see a shadow ork with blue or green eyes.

Ability Score Increase. Instead of Strength your Dexterity score increased by 2. Your Intelligence score increases by 1.

Size. Shadow orks stand between 5½ and 6 feet tall and average about 175 pounds. Your size is Medium.

Clever and Hidden. You gain proficiency with one of the following skills of your choice: Acrobatics, Arcana, History, and Stealth.

Subtlety Training. You are proficient with two finesse weapons of your choice and with light armor.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage. You can use this trait only once per combat.

Languages. You can speak, read, and write the Triunal dialect of Common and the Shadow dialect of Orkommen. It has no script of its own, but it is written in the Dwarvish script.

SHADOW ORK ADVENTURERS

Although it is a rare sight, shadow orks are becoming more commonplace in the Nine-Lands. Adventuring is seen as an honorable profession by orks in general. Shadow orks are no exception, and count many skilled fighters, monks, rogues, and warlocks amongst their number.
Goethe (City)

Capital of the Northlands and the North Goethean Province. It is a large, walled city of stone.

Population: 675,000 (85% northlander, 6% iron dwarf, 2% silverhand, 1% forest elf, 6% other)

PLACES OF NOTE

Annals at the Hall of Justice- The second largest library in the Nine-Lands.

Blue Dragon Inn- A immense and popular inn, with an indoor coliseum, located near the city center.

- - Garmond- Owner and proprietor of the Blue Dragon Inn.

Castle at Goethe- Almost a city unto itself, located at the exact center of the city. It is the governmental center of the northlands.

Kire's Leatherworks

Namtil's Jewelery

Orob’s General Store

Rasmon Stables- Stables run by Rasmon, a farrier turned owner.

Smith the Weaponsmith

Temple of Justice- Located directly in the center of the city, which was designed so that all major roads within would lead to this center of worship.

Thensil’s Armor and Blacksmithing

THE RULING COUNCIL:

Thorald Fairmane- Jarl Paladin in command of the ruling council.

Azule Astonoma- One of the ruling Jarl Paladins and is second in command of the ruling council.

Mage Lazarus- 13th level wizard. Male northlander. Enchanter and one of the few on the ruling council that is not a cleric or paladin.

OTHER PEOPLE OF NOTE:

Erdrick- The head of the city guard.
Ravena

NG Female northland moon circle druid, 5.

Ravena is a druidess residing at Fallenwood Glade, nominally one of the Five-Towns of Birthright. Although her administrative duties take up more of her time than she'd like, she always finds the time to help those in need.

Ravena is a young northlander in her late 20s, 5'6, 125 lbs, and quite attractive. Her black hair is especially noteworthy for a northlander, and falls to her waist from a central part, usually pulled back from her forehead by a simple, cloth headband. While tending to business in the small hamlet she is normally found clad in dark, hooded robes with hand-painted moons and stars on them. Otherwise she's dressed in hand-tooled studded leather armor (thorns instead of metal studs) which she crafted herself, a sharp sickle hanging from her belt.
001

# **Options for Race, Class, Feats, and Backgrounds**

### **Races**

* Dwarves of the Nine-Lands
	+ Forest Dwarves
	+ Granite Dwarves
	+ Iron Dwarves
	+ Onyx Dwarves
	+ Rock Dwarves
* Elves of the Nine-Lands
	+ Flight Elves
	+ Forest Elves
	+ Noble Elves
* Gnomes of the Nine-Lands
	+ Gnowhere Gnomes
	+ Riddlearth Gnomes
* Halflings of the Nine-Lands
	+ Copperfinger Halfling
	+ Silverhand Halfling
* Humans of the Nine-Lands
	+ Eastlander
	+ Northlander
	+ Southlander
* Orks of the Nine-Lands
	+ Frost Orks
	+ Shadow Orks
	+ Sierran Orks

* Tieflings of the Nine-Lands
	+ Amber Tieflings
	+ Crimson Tieflings

### Backgrounds

* a
The Sliver

A thin strip of land on the Blackthorne coast between the Broadleaf Woods and the Southwind sea on the Blackthorne coast.

Located on the Sliver is the town of Willowbend, named for a common tree in the nearby woods, is home to a large necropolis mostly dedicated to funeral services for Southlanders. It is known for the Gallery of Figurines.
Cranaige

Elven city in the Central Goethean Province

Population: 225,000 (97% forest elf, 1% half-elf, 2% other)

In ages past the city of Cranaige was in the northlands near Lichen and they were known as winter elves. Unfortunately for the winter elves, the Fracturing hit them particularly hard. Despite long ties to the land, the winter elves migrated south to a lush forest along the southeastern borders of the northlands. There they founded Cranaige, which over the years grew into the largest elven city in the Nine-Lands. The city is mostly forest elves, although noble elves, half-elves, and even flight elves are welcome.
The Party

The party of Southwind Adventurers and Associates:

Austenus Belloq- Trust Fund Tiefling both in Nobility and in Magic

Smax- Human Northlander Paladin of Sentinel

Aerendyl- Half-Elf Ranger

Erky Timbers- Gnome Cleric of Conundrum

Trocar- Eastlander Necromancer

Formerly:

Duart Swordsbane- Dwarf Barbarian

Balak Orebiter- Dwarf Cleric

We Dark Three
Journey to Sapphire Lake

Journey to Sapphire Lake

After the adventures in the Sunless Citadel returned to Southwind Adventurers Guild to receive their next mission. Now just Smax and Austenus (with their new buddy Erky) as the dwarves departed. The next mission was to head to Sapphire Lake and meet the wizard Allustan who wants some ruins explored.

Since it wasn’t a far distance they decided to walk.

Just one day in while resting for the night the Alarm spell went off as well as an accompanying expletive. Assassins attacked, slew all but one of them who gave very little information and a magic tooth ring. They had nice leather armor, and rapiers. One had a nice emerald. They also had notes on them that were far more informative than the one allowed to live. There was their symbol of a skull within a black triangle with WD3 above it and instructions to “Kill Dwarf, Holy One, Horned One, Gnome”.

Then arrived at the walled city of Draxosholme. About of the third of the city was destroyed, not long ago from what they could tell. Austenus was somewhat aware of the independent city-state of Draxosholme and that the rumors of evil in the ruling class were propaganda spread by the enemy faction.

The group went to The College of Wizardry there and met with Kesai & they did some business. Selling many books and items in exchange for scrolls, inks, and time for Austenus to copy some useful ritual spells into his book.

They then went on to Kagemore, a welcoming elven community of nature and woodworking. There they got a well paying little side job to deliver a message from Neeris to his friend Valen in Oakbridge to visit soon as it had been some time.

Head to Oakbridge. Meet the Half-Orc guard there & are pointed to The Blue Bird Inn. Met Ravina who was very hospitable and informative. Told us Oakbridge was a druid community trying to keep the foulness from Sapphire Lake at bay. Due to this Austenus gave them the Tree Feather Token. Also found Valen to deliver the message from Neeris.

Finally the group made it to the outskirts of Sapphire Lake to the location instructed & met a cat…
Great Chasm

Point of interest in Myrimor

A yawning chasm in Myrimor, nearly coterminous with the eastern Barrier. It is located between the Edge of the World and the Barrier itself. The Great Chasm begins roughly 50 miles south of Isithrand Keep near the Isidro border and runs the length of the Myrimor Province.

The Maw is an especially treacherous part of the Great Chasm. The Maw is notorious for its numerous and random anti-magic zones, massive silt waterfalls, and random lava flows. The anti-magic zones vary in size, sometimes as small as a decent-sized inn and rarely growing larger than a cubic mile. Also, they do not stay in place for long periods of time, with some lasting mere hours and the longer-lived ones lasting a few days at most.
DIVINITY OF THE FIRST ORDER

Divinity of the First Order is unique amongst the gods that hold sway over the Nine-Lands. First Order deities are the only powers of the Time Before Eras that remain after the collapse of the primordial empire and their ancient civilization. Divinity of the First Order is also unique in that none of their power is derived from their mortal worshipers. The source of their power is the ancient elements: Air, Earth, Fire, Water, and the natural cycle life and the Lifeweb.

Behemoth (Neutral). God of animals and the Lifeweb.

Geos (Lawful Neutral). God of earth and stone.

Gyros (Chaotic Neutral). Goddess of air and wind.

Hydros (Chaotic Neutral). Goddess of oceans and water.

Metallus (Lawful Neutral). God of artisans and warriors. Patron of dwarves.

Morrigan (Neutral). Goddess of the natural life cycle.

Pyros (Lawful Neutral). God of light and fire.
Jellabrate

Jellabrate is a dual-type Fire/Flying Pokémon.

It is not known to evolve into or from any Pokémon. Jellibrate has two forms, Firework form and Cider form (it can not change forms).

## Biology

Jellabrate is a small, cnidarian Pokémon. It has a dark red and white striped body with a large, pointy, appendage sticking out of the top of its head that can shoot fireworks. It has two eyes with a small mouth. There are four rope-like tentacles extending from beneath its round lower body, which have fire on the tips.

It’s Cider Form is flipped upside down forming the shape of a fancy glass. It is filled with a bubbly yellow liquid resembling sparkling cider. It’s “tentacles” are made of the cider.

## Move List

 * A level of "Start" indicates a move that will be known by a Missingno. obtained at level 1
* **Bold** indicates a move that gets STAB when used by Missingno.
* *Italic* indicates a move that gets STAB only when used by an evolution of Missingno.
* Moves in yellow cannot be learned by any previous evolutions of Missingno.

## Forms

 Trivia
Design Origin
Jellabrate seems to be based on a generic jellyfish. The fact that it has only four tentacles may be based on the chirodropoid class of jellyfish, most of which are known for having four long tentacles that are used to catch prey. It might also be based on the squid.
Jellabrate is based on a firecracker as well as fireworks, which are traditionally fired on American holidays like Independance Day and New Years Eve. It’s Cider Form is based on the sparkling cider often depicted as being drank on New Year’s Eve.
SHRINE OF THE LAMENTING LADY (Birthright)

Point of Interest in Birthright

A small shrine tucked under an ancient yew tree in Midnight’s Muddle, Birthright. The little building houses a statue of a female angel that purportedly cried real tears six years prior. A number of priests examined the statue after the event but found it to be nonmagical, eventually cataloging the event as a hoax.

The shrine is currently owned by Farwell Hoege, a tall, thin man who walks with the aid of a stick. He worships an obscure aspect of Sentinel called the Lamenting Lady, one of Sentinel’s lesser servitors and a matron of martyrs and has several devoted followers in the neighborhood, all elderly souls who have recently lost children.

Farwell charges a gryphon for visitors to see the statue but allows his small congregation to visit and pray free of charge
Southlands:

The southlands are a temperate and lush land.

The southlands are divided into three provinces;

Blackthorne Province

Southwind Province

Triathinor Province

Southwind and their Blackthorne territory are ruled by a Csar and a massive aristocracy.

Triathinor has been an independent kingdom since the last centuries of the Second Era.
HALF GRYPHON

Coin that is currency in the Nine Lands

Also known as Fittyfang and halfpiece

Worth ½ gp

The half gryphon is often referred to as a halfpiece, although amongst the commonfolk it is called “fittyfang.”

Halfpieces were a rare denomination, not often found in the Second Era or early Third Era. They have become more commonplace in recent years, being minted to conserve scarce supplies of gold.

Electrum is a naturally occurring alloy, however as untapped gold supplies become more difficult to find or extract, the Mint has begun artificially manufacturing the gold-silver alloy in compositions of 70% silver mixed with traces of copper to give it a distinctly reddish tinge so as not to be confused with the less valuable silver gryphon. This coin is the lowest denomination minted with a ridged edge. The front of the coin is stamped with the image of a judge's gavel hammer, while the rear is engraved with “Half Gryphon” over an engraved scrollwork design.

"No thank you. You can keep these coins. I like money but these throw off the easy math with coinage." Austenus Belloq
Kesai

N Male half-ork (northland/frost) moon circle druid, 5.

Kesai is a half-ork of northland/frost ork stock that moved to Draxosholme to study at the University of Magical Arts. He is personable and knowledgeable, traits which earned him a position as one of the librarians at the school’s library. He is known to be shrewd, but fair when dealing with those who seek the universities services.

Kesai is in his mid 20s, 6’1, 220 lbs, and is often underestimated by those who don’t know him. A talented, if young, enchanter, Kesai’s short, lower tusks and underbite tend to cause the ignorant to assume he is dim-witted, a notion he quickly disabuses them of, either with his quick wit, or quick fists. Kesai is pale, a gift from both of his heritages, with a gentle blue tin to his skin. His shock of white hair is tied in a tail at the crown of his head, and he wears the sides shaved. Often, he wears the dark, purple robes of his position, however when seen in town relaxing, he dresses in a manner similar to a northland commoner, although the pouches at his belt unmistakably hold spell components.

Kesai enjoys strong drink, strong conversation, and a good, strong fight.
Doppelganger

Shapeshifters capable of perfectly mimicking any humanoid. In their natural form, which is usually seem to only reveal at death, is a grey somewhat amorphous humanoid. A group of adventurers discovered that they had infiltrated important positions in the city of Birthright.

"Grey of Skin, Face of Nothing" Austenus Belloq who has had at least two Doppelgangers pretend to be him.
Exzavia the Sage

A barely middle-aged (early 40s) sage living in Birthright. Exzavia is an old friend of Allustan Dusk back from their apprentice days. Exzavia is first and foremost a scholar and he knows a great deal about strange and exotic monsters. Like Allustan he was once apprenticed to Manzorian, however unlike Allustan, Exzavia still serves as one of Manzorian’s chief agents in Birthright (and beyond).

Interactions with The Party:
Academy of Magical Arts

Located on the outskirts of Caste, this two story schoolhouse (with subterranean laboratory) teaches the basics of arcane magic to pre-apprentice age children, usually under 13 years of age. This squat, 2-story building is crafted from sturdy stone, complete with multiple classrooms and a subterranean laboratory.
Durham

LN Male southlander fighter, 2

The long-time manservant of Allustan Dusk and lives with the wizard in Sapphire Lake, Durham is nearly sixty years of age. A prim, proper gentleman, Durham is always neat, tidy, and impeccably dressed, his gray hair parted and combed to the side, his thin mustache trim and never a hint of stubble.

Durham's prized possession, although he would never admit it, is a pair of silken pajamas Allustan gifted him as a bit of a joke; they are crafted to appear as a fine tuxedo. On the rare occasions when Durham lets his hair down, so to speak, he wears them during his regular duties (when they are not expecting company) to remind Allustan of his jest and his appreciation for a lovely gift.