recursal/Fanatic-Fandom huggingface dataset:
Bardic Tales: Dinoss and the Dragon

A story told in many lands by many minstrels. It's well known as a tale that is adapted by its teller in response to their audience on each night.

> *Dinoss was a merchant man, and one day, as he travelled through a forest glade to return home, he came upon a woman at the roadside. The pair travelled together and soon fell in love. They returned to Dinoss's home and married.*
>
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> *Each night this woman would lock herself in the house's weaving room. She insisted that Dinoss could never come and gaze upon her at work. She made him swear he wouldn't look, to the sun and the moon and the waves of the ocean. And in return, each morning she emerged with the most beautiful silks and tapestries she had woven through the night.*
>
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> *Dinoss and his household became truly prosperous in this time.*
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>

> *But after years had passed and the pair had a child, Dinoss could no longer bear not knowing what his wife did each night in the weaving room. He put his eye to the keyhole, but could not see through. He put his head to the floorboards, but could not gleam anything from the crack at the bottom of the door. He only heard the furious click click click of the weave as his wife spun. He couldn't stand it any more. He burst into the room and gazed upon a beautiful dragon before the weave, pulling her shimmering scales off to spin into tapestries like no other.*
>
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> *The dragon was distraught. It fled from the home, weeping. It could no longer stay in the home with the promise broken. Years passed, and Dinoss waited every night in the weave room. He beseeched to the air for his wife to return home, for his sake and their child's. She never could. But she returned to the side of the house, just outside the weave room, and wept each night as only wooden walls separated her and her husband. Some mornings Dinoss would fight great fabrics left in front of the house, and so his child never wanted for anything all through its adolescence.*
>
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> *He never met eyes with his wife again though, for broken oaths are not such simple things to fix.*
>
>

Many bardic tales featuring draconic children, sorcerers of many kinds, or humans with aspects of a dragon say their protagonist is the child featured in the tale of Dinoss and the dragon.
Half-Orcs

On the surface, half-orcs simply appear to be smaller, slighter versions of their brutish orc kin, but in truth they differ in lifespan, culture, temperament, and skin tone, as well as in size.

Half-orcs split from the orcish tribes long ago, choosing a life lived integrating with the other races of Terca Mahres. As such, they originally lacked any form of human blood, simply being a natural product of orcish coupling. Nowadays, it is not unheard of for a human and half-orc to have children, though the child will inevitably be a half-orc as well, showing little resemblance to their human parent at all.
Dragon Turtles

Some would say dragon turtles are the mightiest of the drakes, closely resembling true dragons in power, size, ferocity, and their voracious need to hoard wealth.

In deep waters, they are among the most feared creatures in the oceans, with many ships having been felled by their deadly bites, crushing tails, and the scalding jets of their breath weapons.
Humans

Humans are short-lived relative to many of the sapient races of Terca Mahres, but they've spread far and wide thanks to the prolific rate with which they can reproduce and a seemingly endless will to survive, even in the most extreme environments of the world.

Their adaptability even extends to the building blocks of life itself: they are the only race capable of having children with several of the other humanoid races. Of these, half-elves are relatively common - far more so than true elves. Half-dwarves are hardly an uncommon sight either, though they are often simply mistaken for stocky humans a bit on the shorter side.
Doppelgangers

Doppelgangers can freely take on the appearance of other humanoids they have seen, though their transformation does not impart language, memories, or personality. As such, they have been known to follow marks for months at a time, slowly learning what they need to in order to live as them for a time.
Rum Gremlins

These tiny, potbellied bastards have been the downfall of many a ship and port town. It isn't the razor sharp teeth or claws that normally cause the problem though; rum gremlins tend to be no more malevolent than your average drunk. However, they perpetually hunt for booze and give off an aura of drunkenness, causing all those close by to catch their inebriation as if it were a common cold.

Rum gremlins also never pay their tabs.
Longreach

Driscoll's bulwark at the frontier of his and Shandy's territories.

Longreach is far more built up than Crab Claw, featuring a well-maintained set of jetties, a large drinking hall, many buildings that serve as sleeping quarters, a bathing pool filled with stingless, orange jellyfish, extensive warehouses, and a watchtower at the top of the mountain. This is because the crew of *the Indomitable* are permanently in residence on the island. However, all the development is only on the side of the island that faces into Driscoll's territory; the other side of the island, facing out towards Shandy's waters, has been left wild and unassuming.

After spending one night on Longreach, one would probably notice the chiming above all else. Bells run on ropes that stretch over the whole developed side of island, all of them originating from the watchtower at the top of the mountain. They are rung when any ship appears on the horizon.

The tasks around the island are dished out to all the residents. Many of them take to gambling their cleaning, repair, or watchtower duties with each other in place of gold. A lot of chores are exchanged over the results of the fights between King and Wick whenever *the Matricide* docks at the island.
Shadows

When a physical body is annihilated on death and a strong necromantic force beckons them back to take forms of unlife, sometimes these slain creatures reform as shadows.

A shadow will reach out from darkness to feed on the vitality of living creatures. They can consume the physical energy of anything living, but they are especially drawn to those untainted by evil. As a shadow drains its victim's strength and physicality, the victim's shadow darkens and begins to move of its own volition. In death, the victim's shadow breaks free.
'Wicked' Nix

Nix is a man known to sail the world on his own. The stories people tell of him always have the stink of a tall tale - people will say he's a one-man army, that he's made of fire, that he's one of the Sultans, that he's immortal, or any number of other fancy things.

A pair of striking, crimson-feathered wings sprout from his shoulder blades. He often uses magic to remove them, as well as his horns, when travelling around heavily populated areas or when they would be too cumbersome.

Nix has the assistance of a pitch black imp that goes by the name of Dimitri, though few people are aware of it thanks to the creature's innate magical gifts for disguise and deception.
The Matricide

Eight Finger Driscoll's flagship. His Jolly Roger, a skull above his crossed rapiers, flies high on the mast and is also painted on the front-most main sail.

This large, three-masted galleon is incredibly fast, its rudder unreasonably true, and its walls remarkably durable. As such, many believe Driscoll has succeeded in enticing a benevolent klabauter to reside within *the Matricide* through the love and respect he's shown the ship.

The vessel's name serves as a permanent reminder of its crew's vow to kill Mother Shandy.
Mouldies

Mouldies are fungus creatures that live in simple tribal units, hunting for sustenance and living hosts whom they can infect with the spores they use to reproduce.

Mouldies, or Molk Folk, are made up of two types: vegepygmies, humanoid in shape, relatively quick-witted, and borne from humanoids or giants that russet mould has grown in; and thornies, dog-like in shape, with animalistic intelligence but a fierce strength that belies their size and humble origin, and borne from animals infected with russet mould.
Green Dragons

Green dragons are known to be the most cunning and treacherous of true dragons. Stories tell of them taking special pleasure in corrupting the good-hearted. If you find yourself in the unenviable position of having to deal with one, remember well the following: trust nothing that it says, play to its ego by not attempting to mask how terrified you are, and, above all else, hold your breath and shut your eyes when the cloud of poisonous breath floods over you.
Oni

Otherwise known as ogre mages, oni may be related to giant-kin by blood and ancestry, but they're a far cry from the simple brutes ogres or trolls tend to be. They're innately magical beings, and they've been known to covet even more magical power, seeking out items or partnerships with fey and fiendish creatures on some occasions to do so.

Oni are calculating in their maliciousness. Rare as they are, they tend to be skittish when monster hunters come looking. They make great use of their innate magic to mask their presence and disappear when they must, but if it comes to it, they are more than capable of going toe-to-toe with a warrior. More often though, they'll integrate themselves into a humanoid community, maintain a low profile, and ever so slowly, they'll begin spiriting away the children, feasting on them while their distraught neighbours are none the wiser. They are said to be most fond of the taste of young humans.
Wishes Wiki

## Welcome to the Wishes Wiki

Wishes is a Pathfinder campaign.
The heroes are employed by a mysterious but charming man named Theodore, who claims his business is in "resolving conflicts"

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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Erinyes

*Rank 6 in the Infernal Hierarchy, sharing the rank with ice devils.*

An erinys is a sight to behold. Furious warriors and beautiful courtiers. They own the skies on the grace of their wings, they live by the sword and kill by the sword, and their beauty is nothing compared to their wrath.

Invariably, mortals find erinyes to be strikingly beautiful. Thus, on the rare occasion a devil this powerful can find themselves beyond the Gate of Fire and among mortal peoples, the locals are often all too keen to help the erinys produce powerful cambions.
Starth

## Overview

Starth is a deep gnome who is fond of rocks, shadows, and drinking.

## History

### Before *the Drunken Dragon*

Starth had found himself aboard *the Hogshead*, slaving away for its captain, Badger, who had somehow got his hands on a sacred artefact from Starth's monastery that the gnome badly wanted back. When Driscoll called for his captains to offer able bodies for a joint operation, Badger forced Starth into it. Thus, the deep gnome found himself a member of *the Drunken Dragon's* crew.

### Part One: Reigniting the War

When Laylin offered the party her seat at the captains' meeting in Crab Claw Cove, Starth had them request Badger return his monastery's artefact. Driscoll, offering a show of good faith, paid Badger 600 gold pieces for the item - a sacred goat's testicle, it turned out - on behalf of the party. This was the beginning of a long string of debts to Driscoll that the group found themselves in.

After travelling to Mother Shandy's island hatchery, battling some infant dragons under Driscoll's orders, and sailing back through a fleet of nearly 100 enemy ships, Starth had grown in strength enough to use the artefact, and then quickly realised just how powerful it was. It had been able to instantly killed an entire galleon of pirates, and nearly taken Starth's life in the process as well.

At a similar time, Starth's magical key, the way to an extra-planar bar he frequented, finally began working again. The gnome was able to take his leave, intending to return the artefact to his monastery as soon as possible. Starth told only Pyt where he was going, offering the half-elf the chance to come with him to the bar and maybe recover the memories he had lost. Pyt opted to stay; he was enjoying his new life at sea. To the others, Starth simply said he was off now, and then he was gone.
Alejandro au Garcias

The White Hunter of the Rumidia. A special interests operative who spends most of his time outside the reaches of the empire.

The party first encountered Alejandro in Tortuga, when the Proprietor facilitated a meeting between them. Alejandro wanted the party to betray Eight Finger Driscoll, thinking the new pirate lord too volatile a force in the world to be left unchecked. He initially offered them a deal to sanction their privateering under the Rumidian Crown if they did this and then added to this the threat of telling mage hunters where Wilfred was located, revealing to the party in that instant that the gnome was wanted by the empire. He gave the party two days to decide whether they would accept his offer before he would inform the hunters seeking Wilfred.
Paper Drakes

These drakes have flesh that resembles parchment with scribbles all over it. In their draconic form, they can fit in the palms of a human's hands, but they are also capable of folding themselves up into a thick, tome-like book.

Paper drakes covet knowledge, with each one having specific preferences and areas of interest. They have perfect recollection of anything written on their pages.
The Fortunate Fool

A ship flying the flag of Eight Finger Driscoll. *The Fortunate Fool* was one of the original ships that revolted against Mother Shandy with Driscoll at the start of the Fifth Lord's War.

Many of the crew died in the skirmish with a Rumidian scout ship that also resulted in the destruction of *the Cockatrice* and led to Quinn acquiring *the Drunken Dragon*.

## Captain

Quinn - A half-orc woman.
Halflings

Averaging 3 feet tall but otherwise resembling humans - oversized, hairy feet notwithstanding - it's easy to see how these small folk ended up being referred to as 'halflings.' But they're a people with a history of their own, and they rarely take kindly to their entire race and culture being referred to in relation to humans. They refer to themselves as the People of the Hin. Particularly feisty Hinfolk will refer to humans as 'doublings' to return the favour of years of unwarranted comparison.

The Hin are long lived, hardy, dexterous, fiercely brave, inexplicably lucky, and fond of all that grows, can be eaten, drunk, or smoked in a pipe. You'd be well advised to avoid competition with one, especially if it involves drink, food, or chance.
Tortles

Tortle society is filled with artisans. A typical tortle spends their adolescence searching for the craft or art that brings them the most joy, and then they dedicate the rest of their lives to it.

This drive to create is a boon to the rest of the world, for tortles are said to be able to speak to the hearts of dragon turtles and zaratan. Some say they can even sway the minds of these fearsome sea beasts. Many fear the thought of a world where tortles use these abilities to conquer and rule the waves.

The great city of Tortuga is ran by tortles.
Pyreflies

These tiny, glitter-sized motes of light are known to occasionally emerge in the thousands from the sea at night. They're immensely bad luck, causing fires aboard ships and harming their crews as they stick to hull, sail, and living bodies indiscriminately.

When bottled, they always disappear by morning.
Bone Devils

*Rank 4 in the Infernal Hierarchy.*

Known as *osyluth*in Infernal, bone devils are the highest rank of the lesser devils, often working as overseers of those beneath them for the greater devil they serve. Excellent taskmasters though they may be, bone devils are still formidable in combat. Their poison stinger all but guarantees their victory in single combat against unprepared foes.
Merregons

*Rank 2 in the Infernal Hierarchy, sharing the rank with bearded devils.*

Should the weight of their deeds send them to the Hells, warriors, mercenaries, and soldiers who fall may emerge from the Styx as merregons. In the Hells, they can find everlasting servitude and put their skills to use.

Many household heads, dukes, and archdukes make use of merregons as unshakably loyal guards and foot-soldiers alike. Since they rarely need individuality for such tasks, these greater devils often bolt identical metal masks to their merregons, creating a fearsome, faceless legion. Markings on a merregon's mask will only indicate the layer of the Hells it hails from and the household it serves.

Opinions vary, but many powerful devils regard bearded devils as superior combat troops and merregons as superior household guards. Souls will occasionally be transformed between these two roles, much like imps and spined devils. Overall though, this is less common, in part because merregons tend to be most useful when their individuality has been taken from them, and also because the need for merregons or bearded devils tends to be a binary concern. Those in the Upper Hells have more use for bearded devils; those in the Lower Hells, where the Blood War does not rage but households need protection, find merregons to be the superior choice.
Many Apples

A grassy, hilly island of the Pirate Republic that's serviced by a man-made deep bay.

Fort Cider, a modest keep, dominates one side of the island, just a short walk from the bay and dock. From here, Rascal au Rio, the Griffon Knight and member of the Council of Nine, has laid claim to the island. In the fort's shadow sits a sizeable set of stables and paddocks, where the majority of Rascal's griffon mounts are raised, trained, and kept.

The rest of the 4km-long island is dominated by orchards and the homesteads of apple-growing pirates who've hashed out agreements with Rascal.
01. Crab Claw Cove

* Eight Finger Driscoll requested each of his captains send able bodies for a joint endeavour between his crews, hoping to unite his ships again following a disastrous operation the month before that had left numbers low and tensions high. Most were reluctant to take part and ended up pushing the job on their greenhorns.
	+ *The Banshee* sent Elio and Malak.
	+ *The Ramshod* sent Vic, Wilfred, and Clark.
	+ *The Wicked Sister* managed to get Pyt to go.
	+ *The Hogshead*sent Starth.
	+ *The Fortunate Fool*couldn't spare the men but provided a magical folding boat.

* Driscoll explained that the gathered party were an experiment aimed towards his crews feeling united again.
	+ For the time being, he wanted them to head to a place on the far side of Crab Claw Cove called the Bone Site and deal with a goblin junker that was spotted heading to shore the previous night.
	+ He said the group were free to deal with it as they saw fit; Driscoll just wanted the goblins gone and he'd like some of their stuff if the group could manage it.
	+ Pyt convinced Woden, the captain of *the Wicked Sister,* to let him borrow a cat so the party could comply with the superstition that a ship should have a cat aboard for each sail on its masts. The party then made for the other side of the island.

* At the Bone Site, a horde of goblins were picking at the piles of wreckage in the area.
	+ Vic took the initiative and started killing them.
	+ The party exchanged some blows with the goblins until those scavengers that were able to fled to the lower decks of their enormous metal junker.
	+ The party stormed onto the ship and tied some subdued goblins to its mast.
Yeddow

A small whaling community that's grown on the edge of a rocky island. Huts in clusters of four or five surround small plateaus that rise and fall along the slopes near the shoreline.

The party learned from Hulop, the village chief, that Yeddow once played a part in the Fifth Lord's War. Eighteen years ago, the people of the island took in Driscoll and his crew of many races. All of them were children at the time, the oldest only in their teens. They were gravely injured, hungry, and exhausted, and said they were fleeing from their mother. The people of Yeddow saved those that they could, and raised graves for the children that died at the top of their rock mountains, alongside their own ancestors'. Driscoll never forgot his gratitude to the people of Yeddow and his flag flies high on the island to this day; a reminder that any who would attack Yeddow will incur his wrath.

When a horde of frenzied sahuagin were set to attack the whaling community, the crew of *the Drunken Dragon* arrived in time to slay the sea devils, saving the village from certain destruction.
Unnamed Cat - Ginger

*Status: Deceased*

When the party returned from their year spent in the Fifth Hell, they needed a new cat. Aerendyl opted to gather a few. He walked Tortuga's back alleys and side streets, using his animal friendship spell to charm five cats total into following him onto *the Drunken Dragon* - each cat a different colour.

The party then made way for the island of Agnor, travelling about the island with a cat in hand each. The unnamed black cat met its end while the party were frantically descending Agnor mountain without enough meat to distract the creatures in the mist. They decided to sacrifice one of the cats to get them past the final group of whispering voices. Aerendyl, wearing his autumn season and in the form of a dire wolf, snatched the cat in his massive jaws, snapped its neck with a quick jerk, and tossed the corpse into the mist.

Thanks in small part to the ginger cat's great sacrifice, the group did make it to the bottom of the mountain.
Water Weirds

Water weirds are bound to specific water-filled location. They are invisible while immersed in water, their serpentine shape becoming clear only when they emerge to attack. They use their coils to crush any creature other than their summoner and those their summoner declares as off limits.

A water weird does not have a concept of mortal morality, but is affected by the nature of the site it is bound to and its summoner's nature in general. A *purify food and drink* spell can end any negative corruption that has fallen on a water weird. If cut off from its water supply, a water weird dies instantly.
Zaratan the Cat

*Status: Alive*

When the party returned from their year spent in the Fifth Hell, they needed a new cat. Aerendyl opted to gather a few. He walked Tortuga's back alleys and side streets, using his animal friendship spell to charm five cats total into following him onto *the Drunken Dragon* - each cat a different colour. The party then made way for the island of Agnor, travelling about the island with a cat in hand each. Zaratan was the only one of the five cats to make it back off the island.

When they'd returned to the seas, the party named her 'Zaratan' in honour of the colour of her fur.
Sailor Superstitions

With the Wilds being as unpredictable as they are, sailors the world over have become some of the most superstitious people one could ever meet. The following are some commonly held superstitions:

* A crew with no women is a crew doomed to sink. A crew with no men is a crew doomed to maroon. Always sail with both.
* Cats see things we often can't. Keep a cat on-board for every sail a vessel catches wind with.
* It's terrible luck to sail an unnamed ship, and far, far worse to change a ship's name once one has been given to it.
* Spirits of the sea, klabauter, are attracted to ships. They take up residence within the wood, rope, and cloth of the craft, becoming its soul. If ever a sailor sees the spirit of their ship, it is an omen of death. For a sea spirit will never be visible to mortals unless its home is about to be destroyed. The type of spirit that is attracted depends on how the crew treats their boat:
	+ Trickster spirits will come to those that treat boats badly, forever dooming them to misfortune when they sail.
	+ Spirits of sorrow and loss come to those ships that never get named, and to those ships that have been long abandoned and forgotten.
	+ Benign spirits come to those that love their ship and treat her well. These spirits are said to raise the alarm and wake the crew when there's a fire on-board, fix up what things they can repair with a wooden mallet, and guide the boat's rudder in rough seas.
	+ Metal ships, such as goblin junkers, can't house klabauter.
Will-o'-the-Wisps

Will-o'-the-wisps appear on coasts to trick ships into crashing against submerged rocks. Old sailor tales say they are the spirits of long-dead ships - klabauter from ships that were mistreated before they wrecked. Many a night wanderer has been led astray by their alluring glow.

These creatures feed on the despair humanoids experience in the final moments of a life cut short. They're capable of altering the intensity of their glow or turning fully invisible, and they move incredibly fast, always hovering just above the ground.

Their chief tactic is to lure unsuspecting victims to drowning pools or the nests of monsters, swooping in at the final moment of the creature's life to feed. When all else fails, they make use of a potent electrical discharge, but in most cases it is more common for them to flee and await the arrival of easier prey.
Zaratan

Zaratan are behemoth-sized sea turtles - so large, in fact, that entire ecosystems can develop on their stony shells. They spend their millennia-long lives mostly in slumber, drifting on the surface of the ocean, mouths slightly open to capture any creatures that explore the 'cave', all of whom are reflexively swallowed.

The largest zaratan in the known world is the island of Tortuga.
Zombies and Skeletons

Zombies and skeletons arise when animated by dark magic or otherworldly forces. They heed the summons of powerful spellcasters, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy.
If the risen corpse still posesses flesh, it emerges as a zombie. Their dead flesh cling to unlife with zealous vigour, making them difficult to strike down for good. If the corpse instead has rotted to leave only bones, a skeleton emerges. Without flesh demanding much of the necrotic energy needed to bring them into unlife, skeletons excel in intelligence and mental acuity when compared to zombies.
Unnamed Cat - White

*Status: Unknown, but probably eaten by the creatures of Agnor mountain.*

When the party returned from their year spent in the Fifth Hell, they needed a new cat. Aerendyl opted to gather a few. He walked Tortuga's back alleys and side streets, using his animal friendship spell to charm five cats total into following him onto *the Drunken Dragon* - each cat a different colour.

The party then made way for the island of Agnor, travelling about the island with a cat in hand each. The unnamed white cat was spooked by the voices of the Siblings of Agnor speaking through Nicole. It clawed itself free and dashed back to the mist and mountain trail, never to be seen again.
Willem de Vried

Willem de Vried, a human originally hailing from the Pirate Republic, found himself stowed away on a ship heading for Newwe Rumidia after having one too many drinks at the Butcher's Regatta. After the crew refused to turn back to return him to the Republic, Willem began earning some coin in the new world to try to pay for a return voyage.

He found himself in the service of Alexio del Fantina, who tasked him along with some other individuals, to retrieve a box from a ship that had been lost at sea. After an encounter with a fungal infestation and an ancient octopus, the party was able to return the box, only to discover that Alexio in fact intended to pass the box on to Wicked Nix!

It is unknown whether Willem was eventually able to return to the Pirate Republic.
Vessels: Goblin Junkers

These huge metal ships are the lifeblood of the goblin clans that call them home. Goblins constantly scour the seas in search of scrap metal to keep their junkers fixed up. As such, the walls and floors of these barges are a patchwork of different metals.

Most junkers are steam powered, though they're immensely inefficient in their design. Often the set up involves goblins manually pumping sea water into a large vat of burning goblin fire to generate steam that moves large paddles on the ship's sides. As such, most junkers crawl through the water, laboriously dragging their massive weight along.

Since goblin junkers are not made of wood, sailor superstitions say they can't house klabauter. Yet another reason goblins are so despised; their ships and homes are shunned by the sea itself!
Where's the Ramshod?

## Overview

While adventuring through the Land Beyond Life, the party received a message from Duster via sending stone, asking if Vic was okay, because the rest of the crew of the Ramshod had suddenly vanished. With imminent death being a serious concern, and only one sentence per day being available to communicate with, the party were mostly unable to get a bearing on the situation until reconvening in Bisquay with Laylin.

Once they were able to question someone in person, the party quickly found out that the Ramshod and its crew (but not their personal effects or cargo) had vanished on the spot while the ship was docked and the crew relaxing on Longreach. Laylin insisted that the party keep as much of their investigation of this matter as quiet as possible; the Ramshod was one of Driscoll's last trustworthy ships at full fighting strength, and for the disappearance to become common knowledge and reach Shandy could spell doom for Driscoll.

## Information

* The crew and the ship itself disappeared instantaneously from Longreach at some time during the two weeks the party 'skipped' in the Land Beyond Life. Given when the message was received via sending stone, this may have been exactly when Vic died, although there is no obvious reason to suspect this, nor do we have any way of confirming that they happened at the exact same time.
* All of the crew's personal effects (clothes, weapons, armour, etc.) and cargo were either left on Longreach or washed up on its beach shortly after. An examination of the left-behind materials was conducted, and nothing obviously unusual or sinister was found.
* Everybody in Driscoll's forces with enough arcane knowledge to research this is long dead, according to Laylin.
* Nobody from Driscoll's crew has been able to contact Captain Icke or anybody from the Ramshod since its disappearance.
* Shandy's attention is currently turned away from the situation, as she's skirmishing with Pirate Lord Svavil.

## Plans

* We know there are magics cast on Vic's necklace that she didn't know about - could they somehow be related? The high level of spellcasting on the locket indicates the interference of someone more magically powerful than Laylin thinks exists among Driscoll's forces.
* Where did they go? The fact that they disappeared instantaneously, rather than leaving as a ship and then disappearing later, indicates that they probably planeshifted.
Unnamed Cat - Black

*Status: Deceased*

When the party returned from their year spent in the Fifth Hell, they needed a new cat. Aerendyl opted to gather a few. He walked Tortuga's back alleys and side streets, using his animal friendship spell to charm five cats total into following him onto *the Drunken Dragon* - each cat a different colour.

The party then made way for the island of Agnor, travelling about the island with a cat in hand each. The unnamed black cat met its end at the summit of Agnor mountain, where it clawed its way out its handler's grip and ran into the waters of the putrid lake.
Asia

*The topic of this page has a wiki of its own: Asian wiki.*

**Asia** is Earth's largest and most populous continent, located primarily in the Eastern and Northern Hemispheres. It shares the continental landmass of Eurasia with the continent of Europe and the continental landmass of Afro-Eurasia with both Europe and Africa.
The Rise

The resting state of ocean sea-levels in the year 2400 A.D.

"The Rise" is a colloquial term used by those still residing on Earth. It refers to the complex series of events that led to the unraveling of almost every major nation on the planet, and the rapid diaspora of billions to off-world colonies.

"The Rise", however, more accurately refers to the event that set all the following catastrophes in motion: the rising sea-level. At the end of the twenty-first century, the rising sea-level left many costal cities uninhabitable, forcing massive migrations of people across hundreds of countries. The loss of major costal trade hubs, along with the influx of millions of refugees from the coasts, put major economic strains on even the most powerful nations. Additionally, the loss of most major sea trade hubs halted international trade to a catastrophic degree.

The problems of the twenty-first century would seem minuscule compared to those seen in the twenty-second century. The glacial melts in Antarctica and Greenland, along with the permanent disappearance of the north pole ice-cap, not only caused a drastic rise in sea level, but also lowered the salinity of earth's oceans. This, in turn, lead to the displacement or disappearance of all major ocean currents. The change in ocean currents shifted the climates of every continent, and produced some of the largest storms recorded in recent history. The change in ocean currents also caused a major disruption in the distribution of minerals and nutrients throughout the oceans, resulting in the extinction of millions of ocean species. This major extinction event led to food shortages, especially in costal countries. Additionally, the changing climate lowered the crop yields in North America and Europe, creating a world-wide food shortage.

The calamities seen in these two centuries led to a mass migration of peoples to off-world colonies. At the beginning of this migration, only those who could afford to move off planet did. However, as the colonies grew, workers were needed, and the off-worlders began importing workers en-mass to their colonies.

For a time after the migration, world governments tried their best to maintain control over the impoverished and displaced masses left on earth, however, eventually the economic toll proved too high. As the population of the colonies began to exceed earth's population, many governments turned their focus entirely away from their old home. Some governments left their former lands in the control of new leaders. Many cut ties entirely. Almost a billion people were left to fend for themselves on the dying planet.
Earth

Earth is the home world of mankind. Largely abandoned by man during "The Rise" of the twenty-first and twenty-second century, an estimated population of just under one billion humans still call Earth home. Due to many former world governments turning their focus to off world development, Earth has remained almost entirely free from interference by off-worlders for nearly two hundred years.

Though trade between the colonies and Earth is still strong, many off-worlders view Earth as a lawless and dangerous land, and limit their exposure to earthlings as much as possible. Most off-worlders see earthlings as lesser humans who were unworthy of taking part in the great migration to the colonies at the end of "The Rise". This prejudice was born out of the need in the growing colonies for strong laborers and educated professionals. Individuals were selected for immigration to the colonies from earth based on these characteristics, which resulted in many underprivileged, uneducated, and unskilled peoples being abandoned on Earth. Many Earthlings view the Prejudices of off-worlders as way to rationalize the abandonment of millions to a dying planet.

In recent decades, however, Earth's climate has begun to stabilize again. Though great storms still reek havoc on many costal settlements, their frequency is diminishing with each passing year. Additionally, sea-levels stopped their rise almost a century ago, and have remained steady since. These changes have brought new development to the forgotten planet. Once small regional states are beginning to grow economically and territorially. Additionally, the growth of coastal cities is creating new channels for trade between once remote countries and territories.

The upswing in development on Earth has peaked the interest of some colonial corporations. In 2453, for the first time centuries, a colony was founded on Earth by the Titan Mining Corporation. The colony employs thousands of South Asian workers, though allegations of substandard working conditions have been filled by many regional governments. Renewed interest in Earth by off-worlders has not gone unnoticed by Earthlings in other parts of the planet, and has bred resentment among many who feel that those who abandoned them to a dying earth do not have the right to return now that the world has stabilized. In recent years some Earthling organizations have carried out acts of robbery, murder, and terrorism against off-worlders, creating further division between the two groups.
Решетка

**Решетка** — объект в игре Granny, который создает шум при падении.

## Описание

Заграждение, строительная (чаще всего — металлическая) конструкция из прутьев круглого или квадратного сечения, арматурного проката, профильной трубы или других видов стального проката.

## Местонахождение

* Подвал, где данную вещь можно опрокинуть.
	+ Также на экстремальной сложности решётка будет заграждать переход между тем же местом и секретным местом.
* Карцер, где игрока могут закрыть.

## Баги

* Данную решетку все время задевает Гренни, от чего она все время забывает все шумы до падения решетки.
	+ Так можно обмануть Бабушку, сидя в проходе между подвалом и секретным местом, и кидая предмет на пол.

## Галерея

Решетка в подвалеРешетка в карцереРешетка перед подвалом
Vic

## Overview

Vic is eleven. She doesn't seem to talk much but she's real good at stabbing.

## History

### Before the Drunken Dragon

Vic has been sailing on *the Ramshod* and under Driscoll's flag as long as she can remember. After Clark joined the crew, the half-dwarf taught Vic to read over the six months he was on the ship.

When it came time to answer Driscoll's call for able bodies from each of his crews, Captain Icke, like the other captains, was keen to push the task on the newest crew member aboard - Wilfred, in Icke's case. However, the halfling captain also opted to send Vic, hoping the quiet girl would come out of her shell a bit by leaving *the Ramshod* and meeting some new people. He also sent Clark to look after her. Thus, Vic found herself as part of the crew of *the Drunken Dragon*.

### Part Two: A World in Motion

Vic was killed by shadows when the party found themselves in the Land Beyond Life, but Clark was able to quickly bring her back before it was too late. She's pretty hazy on the details of what happened.

In round four of the Proprietor's Spectacle at the Garden of Sand, a Khalkotaur turned Vic to stone. Her statue has been left in the care of Kind, who agreed to preserve it for a year and a day.
The Ileari

The Ilearians were the first sentient beings discover by humans. They were discovered by the colonization ship 'Santa Maria' on its first trip to the star system of Proxima Centauri. The target for colonization was the planet Proxima B. Probes of the planet from the early twenty-second century had shown strong evidence of an oxygen/nitrogen atmosphere similar to Earth's, along with an abundance of liquid water on the surface. By the late twenty-third century, Proxima B's habitability was confirmed with enough confidence to begin a colonization effort.

The Santa Maria expected to find life in some form on the planet, given its similarity to Earth, however they had not prepared for the possibility of encountering other sentient beings. The Ilearian civilization was quiet advanced when the Santa Maria arrived. The Ilearians had not, however, left their planet, nor did they have the capacity to do so. Despite the unreadiness of the Santa Maria's crew for first contact with sentient life, a return trip to the Sol System was not possible, and a landing was made a few miles outside of a major city.

The arrival of the human race on the planet was a shock to the Ilearians. The civilization, who had no concept of space, or what lay beyond the constant light of their star, could not fathom the appearance of these strange beings who seemed to drop down from their star. The initial reaction of the Ilearians was silence. The Humans of the Santa Maria were restricted from making contact with the alien beings, and ordered to wait on the aliens to show their intentions. Finally, after what seemed like many days, though the sun never set, the Ilearians arrived outside of the Santa Maria. The Humans where given food and water, though the food was strange and the water was salt water.
United Nations

*The topic of this page has a wiki of its own: United Nations wiki.*

**United Nations** (**UN**), is an intergovernmental organization responsible for maintaining international peace and security, developing friendly relations among nations, achieving international cooperation, and being a center for harmonizing the actions of nations
Арбуз

«
Я заметил, что она иногда прячет вещи внутри фруктов.

»

— Из записки Неизвестного

**Арбуз** – один из предметов в Granny, который был добавлен в игру в версии 1.3.

## Применения

Из арбуза можно достать предмет с помощью гильотины.

## Расположение

Цифры обозначают номера расположений предметов:

1. На столе в сарае.
2. На кухне, на верхней полке шкафа.
3. В колодце на заднем дворе.
4. В багажнике машины.
5. В темнице (в канализации), около скелета.

## Предметы, спрятанные в арбузе

1. Ключ от игрового домика
2. Главный ключ
3. Ключ от навесного замка
4. Свеча зажигания
5. Ключ от навесного замка

## Галерея

Разрезанный арбуз.Текстура арбуза в игре.Текстура интерьера арбуза в игре.
Сжатый газ

**Сжатый газ** (англ. compressed gas) — объект в игре The Twins.

## Описание

Представляет с собой красный круглый контейнер с надписью ''Compressed gas''.

Предназначен для заправки цилиндра плазменной пушки.

Расположен напротив лестницы ведущей на третий этаж.

## Интересные факты

* В каждой сложности есть бесконечное количество газа, поэтому всегда можно перезарядить пушку.
Europe

*The topic of this page has a wiki of its own: Europe wiki.*

**Europe** is a continent that comprises the westernmost peninsula of Eurasia. It is generally divided from Asia by the watershed divides of the Ural and Caucasus mountains, the Ural River, the Caucasus and Black seas, and the waterways connecting the Black and Aegean Seas.
Southern Hemisphere

**Southern Hemisphere** is the half of Earth that is south of the Equator. It contains all or parts of five continents (Antarctica, Australia, about 90% of South America, one third of Africa, and several islands off the continental mainland of Asia), four oceans (Indian, South Atlantic, Southern, and South Pacific) and most of the Pacific Islands in Oceania. Its surface is 80.9% water, compared with 60.7% water in the case of the Northern Hemisphere, and it contains 32.7% of Earth's land.
Oceania Comic

**Oceania** is a geographic region comprising Australasia, Melanesia, Micronesia and Polynesia. Spanning the eastern and western hemispheres, Oceania covers an area of 8,525,989 square kilometres (3,291,903 sq mi) and has a population of 40 million. Situated in the southeast of the Asia-Pacific region, Oceania, when compared to continental regions, is the smallest in land area and the second smallest in population after Antarctica.

The islands at the geographic extremes of Oceania are the Bonin Islands, a politically integral part of Japan; Hawaii, a state of the United States; Clipperton Island, a possession of France; the Juan Fernández Islands, belonging to Chile; and the Campbell Islands, belonging to New Zealand. Oceania has a diverse mix of economies from the highly developed and globally competitive financial markets of Australia and New Zealand, which rank high in quality of life and human development index, to the much less developed economies that belong to countries such as Kiribati and Tuvalu, while also including medium-sized economies of Pacific islands such as Palau, Fiji and Tonga.

The first settlers of Australia, New Guinea, and the large islands just to the east arrived between 50,000 and 30,000 years ago. Oceania was first explored by Europeans from the 16th century onward. Portuguese navigators, between 1512 and 1526, reached the Tanimbar Islands, some of the Caroline Islands and west Papua New Guinea. On his first voyage in the 18th century, James Cook, who later arrived at the highly developed Hawaiian Islands, went to Tahiti and followed the east coast of Australia for the first time. The Pacific front saw major action during the Second World War, mainly between Allied powers the United States and Australia, and Axis power Japan.

The arrival of European settlers in subsequent centuries resulted in a significant alteration in the social and political landscape of Oceania. In more contemporary times there has been increasing discussion on national flags and a desire by some Oceanians to display their distinguishable and
individualistic identity. Puncak Jaya in Papua is often considered the highest peak in Oceania.
Руководство по вертолёту

**Руководство по вертолёту** - предмет в Granny: Chapter Two.

## Описание

Руководство по управлению вертолетом было добавлено в версии 1.1 и используется для успешного прохождения маршрута эвакуации с вертолета. После того, как вы его поднимете, появится сообщение «Теперь вы можете управлять вертолетом» вместе с небольшим значком вертолета в правом верхнем углу экрана, чтобы напомнить вам, что вы его взяли, поскольку, когда вы это сделаете, Руководство исчезает и мгновенно сохраняется внутри игрока, скорее всего, в его «инвентаре» или, предположительно, в кармане. Однако это никогда точно не подтверждается. Данное Руководство является первым элементом, который не на 100% необходим для запуска Вертолета, поэтому у вас есть два варианта:

* Запуск фиксированного вертолета (с использованием ключа от вертолета) после того, как вы подняли Руководство и успешно улетели на нем с балкона вертолета, сбежав из дедушкиного дома.
* Запуск стационарного вертолета без знания того, как им управлять, что означает, что Руководство не было взято в руки, что приводит к тому, что вертолет на мгновение взлетает вверх, но внезапно теряет контроль над ним, швыряет его по крыше и ударяет по ней с сигналом тревоги. взревел и, наконец, разбил его о вертолетную площадку с шумом взрыва.

Если произойдет вторая ситуация, игрок будет медленно просыпаться в целости и сохранности на вертолетной площадке, рядом с горящим и перевернутым набок вертолетом, определенно вышедшим из строя, и с ним невозможно будет сбежать до конца текущего прохождения. Однако они все равно могут сбежать другим способом, например, через лодку или через парадную дверь.

## Интересные факты

* Это единственный предмет, кроме фонарика (в версии игры для Steam), который нельзя выбросить после поднятия, а это означает, что он никогда не издает никакого шума, за исключением случаев, когда вы его поднимаете.
* В отличие от всех других предметов, руководство по вертолету можно взять, держа в руках другой предмет.
* Если вы попытаетесь запустить Вертолет без него, появится сообщение «Я не могу управлять вертолетом. Это может плохо кончиться», которое должно предупреждать их о предстоящей опасности, если они все равно решат его запустить.
* Руководство пилота вертолета — единственный предмет, который можно найти в открытом доступе на всех предустановках. (За исключением второй, если вы играли в игру в экстремальном режиме/дополнительных блокировках.)
	+ То же самое касается стеклянного предохранителя, ключа безопасности и дверного замка.
Battle of Yavin

The Battle of Yavin was a conflict dated in the first day of the year 0 years after the Battle of Yavin and the last day of 0 years before the Battle of Yavin. This mission was after the rescue of Princess Leia.

## Story

0 years before the Battle of Yavin, the Rescue mission of Princess Leia took place. By then, the Rebel Alliance had already stolen plans to the Galactic Empire's Death Star. Later, without the empire knowing, they went to destroy the Death Star. This gave way to the Battle.

## Important characters that fought the Battle of Yavin

Luke Skywalker

Obi-Wan Kenobi

Han Solo

Princess Leia