recursal/Fanatic-Fandom huggingface dataset:
A História de Uma Abelha

* 1
* 2

***A História de Uma Abelha*** (***Bee Movie***, no original) é um filme de animação norte-americano realizado por Steve Hickner e Simon J. Scomum, e produzido pela DreamWorks Animation.

## Galeria

A História De Uma Abelha - TrailerA História de Uma Abelha - As Vozes Portuguesas (Só Visto)Logótipo do NetflixLogótipo do SkyShowtime
## Curiosidades

### Continuidade

* A personagem Ken partilha os mesmos dobradores nas versões original (Patrick Warburton) e portuguesa (Pedro Giestas) com a personagem do Príncipe Humperdick do filme *E Não Viveram Felizes Para Sempre!*.

## Referências

1. ↑ Arquivo.PT - A História de uma Abelha - On Air
2. ↑ [1]

 Especiais Televisivos
 Curtas-Metragens
 Séries de Animação
A Casa do Rato Mickey: Vilões

***A Casa do Rato Mickey: Vilões*** (***Mickey's House of Villains***, no original) é um filme de animação norte-americano editado diretamente para *home video* e produzido pela Walt Disney Television Animation. Este filme é baseado na série *House of Mouse*.

## Equipa Técnica

* Director de Diálogos: Luísa Salgueiro
* Tradutor: Susana Ramalho
* Director Musical: Pedro Gonçalves
* Tradutor Lírico: Alda Joana, Pedro Gonçalves
* Estúdio de Dobragem: Matinha Estúdios de Som, S.A.
* Directora de Produção: Julia Leyenda
* Assistente de Produção: Olga Dias
* Engenheiro de Som: Carlos Pinto
* Supervisor Criativo: Santiago Aguirre
* Produção:  Disney Character Voices International, Inc.

## Galeria

A Casa do Rato Mickey- Vilões - Trailer VHS
## Curiosidades

### Continuidade

* Para manter o máximo de continuidade possível, foram convidados atores da Cinemágica para interpretar as personagens do filme *Aladdin*, como é o caso de Jorge Vasques, Jacinto Durães e João Cardoso.
	+ No entanto, apenas Jorge Vasques transitou da dobragem do filme, sendo que Aladdin e Iago foram dobrados pelos atores da dobragem da série.
* Para as curtas exibidas durante o filme, foram usadas as versões portuguesas originais.
	+ Numa das curtas João Lagarto interpreta um narrador, apesar de não ter sido creditado.

### Erros

* Joana Manuel está creditada como "Alda Joana".
	+ Aladdin como "Aladino".
	+ Micro como "Microfone".
	+ "Supervisor Criativo" como "Supervisor Creativo".
	+ "Versão Portuguesa" como "Versão Portuguese".
* Pedro Pinheiro não foi creditado, apesar de ter participado na dobragem da curta "Fantasmas das Estradas", incluída no filme.

## Referências

1. ↑ Dobradores que já não estão entre nós - parte 2 - DobNews
2. ↑ [1]

 Séries de Televisão
 SériesPré-Escolares
 Filmes
 Lançados para os cinemas
 Exclusivos do Disney+
 Links Externos
Haytham (New Universe)

## Celebrenor Vanyarin

**Haytham** (1810 - 1930), also known as **Celebrenor Vanyarin**, was a War Veteran, the founding father of the Vanyarin family and biological father of **Jayran**. In a modern universe of the Vanyarin family, he was brought down to Earth as a child after the destruction of his home world in Qendaya in another galaxy.

## History

Haytham is an enigma due to being an alien species. His powers were cut off when he was a baby so that he could pass as a human. He grew up in an orphanage without many friends and unsure of his parentage. Though he was well cared for, his future seemed bleak.

With few options before him, Haytham enlisted in the military as a sergeant of the 13th Dragoons, looking for a chance at a bright future. It was the most formative experience of his life, seeing The Pact's cruel attempts at exterminating a species called the fae. From the day that the war ended, Haytham has made it his mission to protect the fae in particular. After a brief stint as a constable, Haytham was quickly promoted to inspector after solving a case of bombings terrorizing The Burgue.

### World War I

Haytham was a veteran of World War I, fighting on Britain's side, the war taught him many lessons in life and gave him more experience that would change his view on life. He was particularly famous for being a 'white knight', he always stepped in when a war crime was about to happen, defender of the weak and innocent and a man known for mercy.

### Founding the Vanyarin Crest

Haytham after ending the new war against The Pact, took his biological name **Celebrenor Vanyarin** and began to take his culture to his home, had a castle built called Knaerwíth in Ireland. The Vanyarin nobility was officially recoginized by the laws of Britain for some time.

## Betrayal & Death

Haytham's brother, before known as Kalatar, known for his human name Quinn was an extremist who saw that the injustices in the world could only be solved with radical solutions while Haytham stood against it.

Kalatar then decided to make the League of Shadows, a group of assassins and people who believed in "true justice", ending civilizations to fix them.

In an attack on the village Kalatar confronted Haytham and swore to him that the Vanyarin crest belonged to him and that the world would be a better place if the civilization was taught a lesson.

Kalatar killed Haytham in the confrontation, it began with sword battle and then Kalatar shot Haytham in the back.

What Kalatar didn't know, was that Haytham's wife... was pregnant.. and had escaped...

The date was 1930.
7º Anão: O Pequeno Herói

***7º Anão: O Pequeno Herói*** (***Der 7bte Zwerg***, no original) é um filme de animação alemão realizado por Boris Aljinovic e Harald Siepermann, e baseado no conto de fadas *A Bela Adormecida* e nas personagens de *Branca de Neves e os Sete Anões*.

## Equipa Técnica

* Mistura e Masterização: VS 2.0 Digital Media
* Gravação e Edição: Pim Pam Pum
* Direcção de Atores: Pedro Cardoso, Sofia Brito
* Direcção Musical e Adaptação: Pessoa Júnior
* Tradução: Ana Rita Santos
* Produção: Marisa Félix, Ana Soraia Junça
* Making Of: Andreia Santos
* Mistura de Áudio: Sérgio Duarte
* Gravação de Dobragem: Jorge Leal, André Pinheiro
* Gravação de Músicas: João Santos
* Edição de Áudio: Ricardo Vaz
* Coordenação de Projeto: Bruno Figueiredo

## Galeria

O 7º Anão (Trailer HD dobrado PT)7º Anão - Making OfCapa
(DVD)Logótipo da HBO Max
## Curiosidades

* Bruno Silva, o coordenador, está creditado como "Bruno Figueiredo".
Overview

## Countires and Landmasses

### Djungi Empire

The Djungi Empire's capital is a cobbled mega-city, walled off from the jungle, under the looming shadow of a grand volcano. The official religions revere serpents and the Ichor. Lost temples to long-forgotten gods and kings hide within the jungles and steppes of the Djungi Empire.

### Domenan Kingdoms

A series of feudal states, fighting over kingship of eachother. Chilly green hillocks, temperate conifers & mountains facing the Imperial Ocean.

#### Albyselt Isles

The cold and rainy mountains are what the Albyselt tirbes call home, Shamans and hunters fight the large wildlife and towering giants.

### Great Shaded Ices & the Hell Wastes

White deserts of snow where only the most ancient of creatures can survive. A unique breed of bird and several fish species are siad to dwell in these frigid wastes. Explorers who have survived their journeys to these terrible places have claimed that the ground under the snow is blacker than night.

### Lavishi Expanse

Hot and arid sands lead into lucious flood-zones following the Grand Stream, following into the Lavishi Well. The native Lavishi kingdoms are mostly nomadic, with only 2 permanent settlements in along the river.

#### Teraan

Vast, dangerous, deserts, savannahs and badlands where few who enter, return alive- and none unscathed.

### Toledae

Vast swamps and humid, rocky seasides make up the Uroki people's home of Toledae. The northern forests are home to the Elves and Men. Foreigners to Toledae believe that the natives tame crocodiles- once used in guerilla warfare against the Djungi.

### Usliv Czardom

Usliv is home to rare animals, and ruled by a Czar-Volkhv. The counts of Usliv are all sworn to the Czar-Volkhv's throne and god, in return, each count has autonomy over their lands so long as they perform no acts of heresy or blasphemy.

### World Scars

Volcanic mountains raising out of the ocean and reaching the sky.

### Wuang-Tenno

Fudal Island kingdoms that specialise in naval warfare, big-catch fishing and cultivate various unique vegetables.
Hondorikotacasemdillajones

> "*I Speak to the Crayfish.*"
> ― Hondo
>
>

## Fetishes and Leshen

His new understanding of the natural world has opened his eyes to a god of the wilderness, Leshen and it's followers methods of prayer and curses. Fetishes of all kinds such as poppets, bone charms, dream catchers and scrying totems are within Hondo's knowledge. This knowledge is new and almost instinctual.

## The Fishmongers

While in Ashshire, Hondorikotacasemdillajones and Zanros broke into the Librum of the Cathedral of Arrathis and read some archived texts; Hondo's attention was drawn particularly to "The Words of the Fishmongers".

With Zanros' lingustic prowess they deciphered the Aquan text

## Harot Readings in Aber

While indulging in drink and games in Aber, Hondo recieved a standard spread Harot reading.

* **Past- Alchemist.**An androgenous figure with a mysterious personality. Perhaps someone who doesn't fit the typical roles of their culture. They are clever and seeks profound knowledge- knowledge you may have turned up.
* **Present- Key of Arrows.**The ability to engage or take risks in business or life-risking adventures, with profitable opportunities on the horrizon.
* **Future- 5 of Arrows.**An immense influx of energy neede to revive a stagnating prpject or an unknown variable that can impact your plans for better or worse.
* **Connections- 4 of Roses and 3 of Oaks.**Contemplation and detachment- moving on from a previous attachment that burdens you, severing this tie again will aid you in developing a new skill or apprenticeship that will provide you with comfort and wealth.

## Lightning Spire Keep

After meeting Seth, hondo and crew aided him and Zanros in their goal to find the dragon, revelaing it's glorious depictions of the Dark Tepestry and the huge four eyed, many legged serpent. Hondo utilized his pavise's cover and halberd's reach to channel the energies of primal spirits into the beast's wounds.

### The Great War Tapestries

Various large and elegently woven tapestries depict old wars. These relics are mere scraps of their former glory but contain valuable history.

## Trivia

* Hondorikotacasemdillajones' clan name is 'Totalay Hammard'- it is tradition to name the children of said clan while completely drunk.
* Hondorikotacasemdillajones knows that Fryed likes Treyana and doesn't have strong feelings towards many others, aside from a sympathy towards children.
Domenan Herbarium

Throughout the lands of Domena various herbs, fungi and algae grow- many of which are useful for alchemical or magical uses, such as ingrediants for oils or offerings for curses.

## Edible

Edible plants and fungi are more useful in cooking or making baits as opposed to oils, potions or as components for rituals.

* Juniper Berries
* Heal-all

## Inedible

Most herbs are parts of larger organisms found in nature, roots, petals and bark for example. Although not always dangerous to eat, inedible herbs provide little to no sustinance for most peoples.

* Liverwort
* Peat moss
* Birch bud
* Oak Gall

## Poisonsous

* Crow's eye
* Hellebore petals
* May Lily
Domena Bestiary

The realms are wild and untamed, many settlements live on the border or within harsh forests and prairies. Most creatures man sees are animals, that co-exist with the natural world- but myth and fairytales of devilish beasts and malicious spirits plague the land's cultures. The following creatures are catagorised into scholarly classes, all of which are creatures encounted by at least one party member throughout the campaign (many non-aggresive animals will not be classified). Some classifications may be know to characters, but not what is classified as such.

## Animals

* Canine
* Feline
* Mustelidae
* Raptor
* Corvidae
* Whale

## Anthropoids

* Civil Folk

* Dragonborn

* Fishman
* Goblin
* Orc

## Hyper-Fauna

* Giant Constrictor Snake
* Giant Crayfish
* Warg

## Insectoids

* Rot Grub
* Arachnomorph

## Orinthosaurs

* Cockatrice
* Draconid

## Spirits

* House Hob
* Blink Dog
Domum Wiki

## Welcome to the Domum Fantasy Wiki

This Wiki is a Pathfinder 2e custom campaign and world wiki designed to be easily accessible for it's original players. It uses external content and properties that is not owned by either the players or the Game Master (all external products will be sourced).

Heraldry and coats of arms used have been made with the use of Tavern Sign Crator, Worldspinner, HeraldicArt.org and various vector images found online. Please note that all material used for flags, arms and heraldry are place holders and are subject to change. Please support the original creators of these tools.

```
Not all material presented on this wiki is original, any borrowed material will be sourced.

```

Current Setting PDF.

## NOTICE

Domum Wiki and it's users are not at all affiliated with Paizo Publishing. This is just a hub for our content using their products.

## Major Updates

* **V.1.0 of the Domena Setting Guide is being worked on!**

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Darek the Firebeard

> "*Have you heard of Daine the Firebeard?*"
> ― Darek preaching heresy
>
>

## Biography

### History

Darek was born into the prestigious Firebeard clan raised an acolyte of the Light.

### Faith

Saint Daine the Fire beard was at one point another Hill-Dwarf but many years walking the Great Planes of Ildra'Drin lead to a battle hardy warrior. Dwarven song and haiku list his many achievements and miracles, one of which was the merciless journey into a death-trap dungeon, where a vile wizard nearly killed him and his band of followers. Daine the fire beard is said to have escaped the crumbling tomb as his final living miracle. Miracles after death are said to be, fertilising the driest of deserts and his return to the mortal realm. Saint Daine the Firebeard's name lives on in his descendants as a clan name, and he is a saint of the Light Domain.

### Faithful Acts

Darek, with the aid of Hondo, Jeremy and Dante successfully rid an Ashshire citizen's home of a Househob, initially with violence but dismissing the spirit with a Rite of Banishing.
Nasivmme the Flesh Sculptor

> "*She wears skin and faces like fashion, taking them on and off as one would cloth. I once saw her in a nobleman's skin. All of it.*"
> ― Sentriek, in context of his distrust of Nasivmme
>
>

## Biography

### Description

Nasivmme tends to appear in the form of a young female of mannish origins, with pale skin and silver flowing hair. She is an age old practitioner of occult rites and sanguine curses.

## Relationships

### Sentriek

Past lovers, Sentriek and Nasivmme drifted apart, once sharing a fondness for flowers and gardening- though Nasivmme's nature and grim habits eventually caused Sentriek to banish her from Gorfhiem and the two hadn't spoke for decades- until Zanros and Sentriek needed her assistance.

Judging by the way she mocks and teases the druid, she may still hold feelings for him- however arteficial they may be. His disgust of Nasivmme turns to fear when children are mentioned- as hags reproduce by infecting a mannish female's developing offspring.

Nasivmme has claimed that Sentriek tried to "tame" her, keep her innate heresy in check but eventually gave up, and with it, their love.
Ashshire

A small city within two days travel of the Crags, and the end of a hilly woodland.

## General Information

### Location

Centred between the Crags, Ashshire and the Siren's Sea

## Description

Once the Free City of Ashshire, now modern politics and trade pressures have forced it to become a territory of the Nattanarken Kingdom. The city retains most of it's customs, but the new culture and laws are slowly replacing them.

## Demographics

Mannish majority, Half-Wylder Elf and Dwarvish minorities.

## Notable People

* Varius. An opium dealer and a procurator.

## Notable Locations

* Aden Chapel (Faith of Arrathis) (Former)
* Temple Ward
* Food Market
* Craftsmens Guilds
* Chancery
* Pennywiser
* The Rat's Nest

## Encounters

### Haunted Housing.

The town crier's yelling of a man who has been driven out from his home reached the ears of Darek the Firebeard.

### Guul in the Ditch

Farmer Forester and his son, as well as other farmers noticed their produce wilting and corpses from the Ditch beign dragged into their fields, half cremated. Darek, Treyana, Hondo, Zanros and Dante staked out for the night to find the culprits- guul who were eating carrion and burrying undigestibles in the near-by glade. Seth of Dale saw the ending blows and introduced himself.
Dante the Pickpocket

#### 22/Frostfalle/30.R.

Attacked by large flying lizard-like beasts, attempting to slay one mid-flight sent Dante plummeting to his doom. He awoke in immense pain, bones set back into place by Hondo, and energy restored by Darek. His mind wasn't healed as well as his body, crippling his social and cognitive abilities.

Memories after his attempt to save a sea otter from a serpent and those before his revitalisation are lost to him.

### The "Dragon's" Lair

While investigating the Lightning Spire Keep, Dante, Treyana, Hondo, Zanros, Darek and Seth faced off with the inhabitant of the archives. Dante attmepted to make way with both scorlls and aid in defeating the monster. After the beast was bisected and de-brained with magical missiles, seth took advantage of the weakness, beheading the thief.

## Relationships

### Jeremy

Childhood friend and fellow troublemaker. Jeremy's silly antics work as great cover for Dante's petty crimes. Jeremy stayed behind in Ashshire- possibly to settle down or travel with a local troupe.

### Thalia

Halfling thief that helped Dante establish The Moon. She heade Easterly to Dale on her pony after greeting Dante back to his hometome.

### Hondorikotacasemdillajones

After falling a great height, Hondorikotacasemdillajones saved Dante from the icy grips of death. As is custom of the hyllborne dwarven cultures, the first words uttered to the crippled near-dead man from his saviour were: "You are indept to me. You live because of me, it is only fair."

Dante swore his newfound life to the dwarf, who before hand was merely a travelling companion and acquaintance.

### Seth of Dale

Murdered Dante in a moment of weakness, disguised as an ally.

## Harot Readings in Aber

While indulging in drink and games in Aber, Dante recieved a standard spread Harot reading.

* **Past- 8 of Cups.**

Something about your past or history is ficticious, a lie or shrouded in layers of deciet and mystery.

* **Present- Reversed La Lune.**

Your actions are clouded by emotion or fears that dictate your actions. You often engage in erratic and foolish behaviours.

* **Future- Key of Roses.**

Your relationships are to be tangled and messy, plagued with emotional baggage and the stress of previous attachments, relationships forged will end poorly.

* **Connections- 4 of Arrows and Reversed Emperor.**

Someone close will or has had a collapse of initial efforts and you are in direct cause of it, due to your powerlessness, wallowing and the prison of emotions you dwell in.

## Trivia

* Dante's fight with the draconids has capped his mental stats at 13. They cannot be raised higher.
Mysticisms

Although rare, most magic in Toladae come from the higher powers, often seen as gifts or vile tricks. Those who gain mystic powers or learn the arcane are seen as potential heroes to fend off the dangers in the wilderness.

## Mysticisms of Toladae (Deific Traditions)

### Occult

The occult tradition of magic relies on the stars.

## Mysticisms of the North (Newly Adopted Traditions)

Although commonly called "Northen Mysticisms", the magical traditions of Arcane and Primal may be native to Toladae, but their prevelance among sapient creatures is less than the others.

### Arcane

Some myths claim a god granted a man the ability to ward off daemons by creating fire from their finger tips. This man would teach their peers the art through writing, making it an godless magic.
Nattanark

Mileages

Nattanark refers to both the kingdom in the north of The Siren's Sea and it's vassal states and colonies to the south. Once ruled by The Horned King of Nattanark, his goal of a One Crown Domena was thawted by The Royal Traitor.

## History

### Age of the Elders

Before the arival of man, the region known as modern day Nattanark was once the home lands of a few small kingdoms, constructed by the Solar-elves. Eventually, man would introduce themselves, intergrate and over time, would come to out populate the elves and their cultures. The specifics on the Age of the Elders is unkown. Settlements such as Artouie Ves and Naetenne would become the foundations of Nattaniken culture.

### Age of Splendor

New forms of music, instruments, the forging of iron and explosion of long distance travel, allowing for Nattanark to export its unique culture and gain wealth never before possible. Relations with the dwarves of Tanium would lead to the adoption of physical currency.

### War of the Four Kings

Domena's four greatest kingdoms waged war against total rule of the realms. In 2101 AS The Horned King of Nattanark established his trump card, The Royal Dragonborn Programme. After sixty two years of conflict, The Horned King was assassinated and usurped upon his victory.

### Rinascita.

Modern day Nattanark is ruled by a man who titled himself "Invincible Overlord" and King of Nattanark. Under his rule, the Tanium Slave Trade would spawn, the outlaw of various religions and the annexation of Ashshire.

## Geography

* Ashshire
* Medowdale
* Prin
* Saltbin
* Vendorf
* Yal'dor

## Religion

During the Age of Rinascita, royal law dictated that all religions, with exception of those with royal pardon, are to be outlawed as heretical. This outlaw was then loosened around 28 R, when an officially endorsed church to Saint Oran was established. This faith believes in a one sole god who the church and crown simultaneously represent and enact the will of.

## Native Peoples

* Nattanarkin Men
* Solar Elves (less than half the population and declining)
Alchemical Sciences

Alchemy (or al-kimiya) is an age old and rapidly evolving natural philosphy and scientific tradition, originating from the south-west reaches of the world, popular among mannish cultures. Alchemists usually attempet the art of transmutation to turn base metals into noble metals, or concocting elixers to delay death or age. Alchemy is also rumoured to be the process of "metallic evolution" or "mineral ascention".

In Domena, rune smithing is an import from the Shadowlands and Toladae, steeped in tradition and myth. It's mysteries are yet to be explored. These runes are not to be confused with the ones within Iroh II.

Alcohol is one of the simplest alchemical creations that requires less training and study than the feild of study at large.
Domena

Domena is the mannish name for the landmass or country were the Wintergale & Miststar Campaign setting takes place and means "world" or "homelands".

It is separated into various kingdoms, provinces and regions, all with varying values, cultures and peoples, spread out along the vast temperate lands

```
Please note the Setting Guide PDF cover is not my art, artist will be sourced upon final draft of  v.2.0.

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## Regions

**Kingdoms**

* Dastin
	+ Archrea
	+ Boisenblue Fields
	+ Erylldel
	+ Lyria
	+ Wyzima
* Caltan
	+ Aber
	+ Ghyllbrough
	+ Mareburn
	+ Silvaton
* Latron
* Tanium Underkingdom
	+ Tanium Mountain Range
* Territory of Nattanark
	+ Ashshire
	+ Carbstone Highlands
	+ Prin
	+ Vendorf
	+ Yal'dor

**Regions**

* Aelynde
	+ The Feywode
* Blackwode Marshlands
* The Glaed Elm
	+ Fomorion holt
* Kaeradian Firth
* Mitdenheim
* Monteir-Bleau
* Sabun
	+ Gorfhiem
	+ Hazel Hillock

**Former Lands**

* Artouie Ves
* Brugee
* Dale
* Kara's Vale
* Lower Carbstone
* Naetenne
* Zanzibar

**Bodies of Water**

* Murkmarsh Lake
* The Nebulous Sea
* The Red Sea
* Siren's Sea
* The imperial Ocean

## Cultures

### Man

* Caltanese
* Carbsantinian
* Dastini
* Latrian
* Monte
* Nattaniken
* Sabian
* Vendorfi

### Dvergar

* Slate
* Hyllborne
* Monskin

### Elf

* Solar
* Tidal
* Wylder

### Halfling

* Banderloft
* Jogerslip
* Yabbersnipe

### Goblinid

* Domena Map 10R
* Undated Map of Sabun
* Domena Political Map- 17R- colour coded
1/3
## Trivia

* Domena is part of a much larger continent.
* 1 hex presented on the map is approximately 8 miles (12.87 km)
Zanzibar

Zanzibar or "The Eastern Dwarf Coast" used to be home to various dwarf clans and kingdoms before uniting under one banner. At some point after the arrival of man, this kingdom of dwarves dissolved back into their separate clans and now are no larger than townships and communes of dwarven communities that wish to honour tradition and stay out of current events.
Tavern by the Old Hanging Tree

Characterised by the large willow tree perched atop a small hill draped in corpses, the Tavern by the Old Hanging Tree doesn't have an official name but is a frequent resting place for travelers, caravans and briggans following the roads from Dale to Vendorf.

Although geographically closest to the Vendorfi region, the Tavern itself is an autonomous establishment, having justice being upheld by a community appointed shire reeve that roams the nearby roads.
Aber

## Description

Dense and buslting with trade, music and the smell of fish and spices. Aber's archetecture favours octagonal spires, sharp, pointed arches, thin stone bricks and bracings of rich, strong, dark woods. Streets and arcades are strung with colourful banners and flags, some of wich are of the local guilds and families.

## Demographics

The Caltanese men are a super majority of Aber's citizenry. Many tradesmen from across the channel or beyond the badlands bring their wives and children with them. Foreigners are sought after by young caltanese wiffmen, which leads to many travellign traders to take a caltanese bride despite the caltanese culture valuing an ethnically caltanese family unit.

## Notable Locations

* Ampitheatre & sparring sands
* Slippery Fingers Games & Inn
Yal'dor

## Description

The capital city under the Invincible Overlord's rule, famed for it's high standard of living and once host to extravagant balls and festivals.

## Demographics

Yal'dor's racial demographics show man to be the most prominent of people, it's expected that most establishments one would visit wiouldn't be owned and operated by an elf or dwarf.

## Notable Locations

### 9-Lives Pub

The owner is a stumpy male man, with orange hair and callused features. The 'party' was formed by the promise of coin and adventure by Issei, some members only joined on the condition that their faith would be spread and others to eliminate their boredom. This lead to heretical preaching within premises, causing the owner to kick out the entire patronage. The owner seems to be a mul or was a dwarf at some point.

### Red Pentacle Inn

Treyana's old contractor used to tell her that The Red Pentacle was the best way to spend a weekend after overtime- a nice change from home with nicer drinks.

### The Royal Ballroom

Can be rented out for events. The crowd drawn to it are usually the wealthier kinds.

### Fishmonger

Rests at the edge of the city's borders and has access to the Siren's Sea. The party stole numerous things from the store as well as a dingy and evading guards.
Magical Academia

Magic is the manifestation of supernatural powers or phenomena that can be sourced from many origins and is hard to explain. Many people refer to things they do not understand as magic. The term 'eldritch' also refers to magic, usually that of an unknown of little researched nature.

## Quatered Magicka (Traditional Magical Sources)

### Divine

Magicks given from a saint's blessing, or god's curse fall under the tradition of divine magic. many holymen, spiritualists and peasents believe it is the highest form of power and with enough serivce to their holy diety, they may be gifted this form of miracle.

### Pirmal

Energy and magic that draw from the will of the world, spirits and life itself. Druids, hermits and shamans tend to deem this as the only source of white magicks- others being of modern bastardisations of the old ways or forgotten gods.

### Occult

Whispers of the alien or spiritual forms vile abbarent or strangley gorgeous effects, unconforming to more traditional studies of magic. Scholars believe that occult magicks manifest from curses, vile deeds, resting powers or as gifts from beings long forgotten. Many black magicks fall under the classification of occult.

## Magicka Fundimenta (Schools of Magic)

### Divination

The art of seeking information or unveiling secrets of the pats, present or future. Mages who specialize in divining may be called "detectors" but oracles, seers and druids also favour the divination school due to their fondness of mancies.

### Evocation

Capturing and bending the elements and energies of magic to destroy, resist, create or counter energy or elemental powers and spells.

### Necromagy

Magic concerned with life and death- positive and negative energy. Healing spells are the most common necromagies, though harm and the fiddling of lifespans also fall under this catagorization.

### Transfiguration

Often calledTransmutation, this school shares some simularities to the alchemical philosophy that anything can be turned into another. Transfiguration usually focusses on morphing the shape of a creature or object, temporarily or permanently.

### Universalism

Magicks that do not fall under the Magicka Fundimenta or prove to be outliers may be classed as universal. Mages that practise the philosophy of universalism also tend not to specialise in a pacticular thesis and study magick in it's entirity. Most universalists study arcane magicks.
Toladae

Toldae is a small, coastal marsh country, with a humid climate. It is sometimes called the Belt of the World, or Corsvin-Moquene in Domena.

## Cultures

### Urok:

The native culture of Toladae consists of the Urok peoples, comparable to the orcs and goblins of Domena, It is believed that due to the ability to interbreed, both the Urok races are different divergents of the same species. The offically recognised calendar of Toladae is the Urok Calendar.

#### Orc:

Fairly numerous and native Toladae. Although not true goblin-kin, Orc biology and culture is so compatible that an orc female can bare the young of a few orc and goblin fathers at the same time- rarely will more than 2 of the litter survive child birth.

* Taureon
* Aldenian

#### Goblin:

Debated to be the most abundant of peoples, due to their swift breeding cycle and short lifespans. Infant goblins are birthed in litters of 3-5.

* Taureon
* Aldenian
* Murksan

### Man:

Residing exclusively in the northern forrests and plains, the Gyzantinian men are known to favour wine and cider brewing as a career, and usually live under a local baron- though some communities are ruled by foreign governments. It is unknown if men are native to Toladae or migrated during an event long forgotten.

* Gyzantinian

### Elf:

Of the more common natives.

* Spriggin - averaging around 5'3", with slim builds, lankey limbs, olive skin and upwards tilted ears.
* Vineyard- usually muscular, averaging out at 6'0" and olive skin. They tend to have rounded smaller ears and flattened noses.

### Boslisk:

Overgrown semi-aquatic reptiles, with basic sapience. boslisks are rare, solitary and hyper aggressive. Due to their rarity, scholars have catagorised the boslisks into three types. It is believed that boslisk are carnivorous but rumours hint to a more omnivorous diet.

* Dred- muscular challenging predators
* Hydrean - cunning ambush predators
* Larioros - swift pursuit predators
Aramin

## Biography

### History

Arimin has been a monk at the Flying Monkey Monastery since his childhood. He was born and raised near the Monastery. However his parents died when he was young so he didn't know them for most of his life. He was taken in by an Elven man named Varis, who looked after him and raised him.

He learned to get along with most of the people at the Monastery and villages surrounding it. There was one Elven boy who was different though, his name was Elacan. Elacan was a troublemaker who became close friends with Arimin, so close that they were practically brothers. They trained together, learning under their master Varis, they were each given a title, Arimin the Honey Badger (because of his surprisingly vicious fighting style and small size) and Elacan the Jackal (because of his cunning and trouble he caused).

During one of the times he left the Monastery Arimin met a beautiful gnomish woman named Tanna. They didn't get along initially due to the people Arimin hung around with, but in the end they managed to hit it off. In the few years after having a daughter, Nissa. Arimin still went to the monastery to train and learn but spent most of his life afterwards living in Tanna's village and serving as one of it's protectors, as well as looking after his daughter and teaching her what he's learnt. At the same time becoming distant to his former "brother" Elacan.

Many years later there was an attack on the village Arimin and his family lived in. Arimin told his wife and daughter to run far from there, saying that he would protect the village. He then ran through the fire and fought off some of the bandits he had come across. Then he saw him, a man in a Jackal mask who revealed himself to be Elacan. Arimin tried to reason with him but Elacan wouldn't listen, charging towards Arimin. They fought their hardest, being a fairly even match until Elacan through something at Arimin causing him to reel back in pain, covering his eyes and losing consciousness.

Thankfully he was dragged out by members of the Monastery who had seen the smoke and went to investigate. Arimin woke up in the Monastery of the Flying Monkey remembering nearly nothing of his life before. There was something off about him, his eyes were dark, like a night sky. His attitude turned to a more serious tone, becoming depressed and angry, turning to alcohol. He still tried learning from his master Varis as well as the Grand Master Duurth who told him once he understood himself he would remember what had happened. So Arimin left the Monastery and headed South.

## Relationships

### Unknown Wife and Daughter

Arimin is unaware of his family, his wife,Tanna and daughter, Nissa.

## Fuzzy Memories

Arimin's memories aren't all there. blank spots litter his thoughts and worries. The fear of being hunted haunts his mind.

### Visions of Destruction

The blank spots in his memory are often filled by strange visions- creatures of scale and mouths of flames, immense death and charred landscapes.
Uslivite Creatures Collected

The realms are wild and untamed, many settlements live on the border or within harsh forests and prairies. Most creatures man sees are animals, that co-exist with the natural world- but myth and fairytales of devilish beasts and malicious spirits plague the land's cultures. The following creatures are catagorised into scholarly classes, all of which are creatures encounted by at least one party member throughout the campaign (many non-aggresive animals will not be classified). Some classifications may be know to characters, but not what is classified as such.

## Animals

* Canine
* Feline
* Mustelidae
* Raptor
* Corvidae
* Whale

## Spirits

* Gauntmaiden
* Wisp
Catagory:Domena Bestiary

The realms are wild and untamed, many settlements live on the border or within harsh forests and prairies. Most creatures man sees are animals, that co-exist with the natural world- but myth and fairytales of devilish beasts and malicious spirits plague the land's cultures. The following creatures are catagorised into scholarly classes, all of which are creatures encounted by at least on party member throughout the campaign (many non-aggresive animals will not be classified). Some classifications may be know to characters, but not what is classified as such.

## Animals

* Dog
* Orca

## Anthropoids

* Dragonborn

* Fishman
* Goblin

## Hyper-Fauna

* Giant Constrictor Snake
* Giant Crayfish

## Insectoids

* Rot Grub
* Arachnomorph

## Spirits

* House Hob
* Blink Dog
Gorfhiem

**Gorfhiem** is a vegtable farming hamlet within the Sabun territory.

## Description

The hamlet's economy is sustained by caravan trade with bigger settlements, the locals trade in coal and root vegetables that the local druid helps grow at an accelerated rate and all meat is imported.

## Demographics

The entire populous of Gorfhiem is mannish, no other kinds of people live in the community and any that visit are usually treated with caution.

## Notable People

* Mother Bana
* Father Clark
* Sentriek the Druid
* Alba Steelson

## Notable Locations

* Ausrei Sanctumnus
* The Coal Mines
* The Moat-house (Former)
* Gorfhiem Dungeon

## Encounters

### Giant Crayfish

Inside the dilapidated, flooded keep an oversized cray fish sloths in the murky waters. Sentriek originally tasked Jeremy and Dante to rid the keep of the Crayfish, as a means of shooing the two troublemakers away but when they returned with the creature's severed claws, Sentriek revealed that it was once his pupil, gone mad and warped into this form by his natural magics.

## References

1. ↑ https://www.dmsguild.com/product/17067/T1-The-Village-of-Hommlet-1e?term=village+of+homm
2. ↑ https://www.dmsguild.com/product/17068/T14-Temple-of-Elemental-Evil-1e
Damnation

## Biography

### Childhood

An orphan disregarded for his Blood-red eyes and stubby horns. He was adopted by a noble lady who took pity and appreciated his abnormally beautiful skin and ashen hair. She managed to keep the child despite opposition by her husband- as long as he was raised proper.

## Inheritance

His wealth and Power are both second-hand attributes that
Kara's Vale

## Description

Kara's Vale exists within a woodland clearing, with a population of less than 6 adults. It's population has been rapidly declining due to Goblin raids.

1. **Well:** The well in town, when inspected with the Detect Magic spell, emitted an aura of Transmutation Magic.
2. The **Blackwodes:** The woods surrounding Kara's Vale are called the Blackwodes, possibly due to the hamlet's aversion to entering. within the Blackwodes a goblin tribe lived inside a hollowed out hill.

## Demographics

Kara's Vale used to be 92% Men 2% Half-Elf, 2%Hobgoblin and 4% Halfling. By the time the players arrived, the population was at 2 adult men and 3 children.

## Notable People

* Madam Mistra
* Martin Bowyer
* Asher, Merek & Ryia
* Ivrod Redcap
Treyana Illakiries

## Biography

### History

Treyana is Sun-Elf born in the city of Yal'dor and accustomed to it's streets and laws. Although young for an elf, she remembers the days of The Horned King's rule and the flight of his Dragon Knights. Her upbringing in the city led her to choose a life of Thief-catching and Bouncing jobs.

Her Mother was also born in Yal'dor and passed away at age 509, she was afflicted with the Sangpomp curse and various demons plaguing her mind.

At some point she worked under the Sheriff Garragan of Yal'dor. She may have worked under the law as an act of redemption for past crimes. Treyana adopted a poorly trained mutt, although it's breed was ideal for hunting, it's behaviour was that of a puppy. With the new name, 'Fryed' and a couple of years of hunting, Fryed became more competent in combat situations- but his nature still persists.

Whilst working for the state, Treyana had seen a newly developed armament being carried by one gaurdsman- he held a wooden shaft bound to a long brass pipe, that stood about as high as he was- he claimed it cracked like thunder and shot bearings like some kind of flame-powered crossbow. Ever since this encounter, Treyana has been very interested in the concept of firearms.

### The Last Fireworks

During the expidition to Loneart Isle, Treyana was snatched and swallowed up by the serpent thought to be a dragon by Seth and Zanros. treyana put up a good offense against the coiling monster, firing her arquebus off into its form a dozen times before the toothy, grinding stomaches of the monster began to crush her alive. The creature conducting lightning through it's body ignited the powder horns on her person, causing the beast to blow, into two writhing pieces, it's upper body living off pure adrenaline and hate.

## Firearms

### Arquebus

Her research notes and prototypes based on an arquebus were completed in Gorfheim, and her working mark I, arquebus was produced in Ashshire.

## The Insect Knights

Within The Dragon's Library, scorlls and books of wonderous faeries and glowing spirits in coming from the Otherlands and Black Tapestry inform the reader on the brutality and charm of the alien.

## Relationships

### Alba Steelson

The smith aided in early research and material costs for an arquebus prototype.

### Sheriff Garragan

Treyana's old boss, any bounties where to be delivered and exchanged at her office in the Yal'dor administration district.

### Varius the Rat

An opium dealer and smuggler, originally from Yal'dor, currently nests within Ashshire's criminal underbelly. He seems to be fond of Treyana's harsh attitude.

## Trivia

* Treyana has trouble opening doors.
* She may be one of the few people who are familiar with firearms.
* Dragons do not exist. She's certain. She remembers the first sung rhyme of popular children's tales about dragons. - Well if thye did, she'd never know since she perished before she could find out.
The Great Museum Heist

## Plot

In the year 12XX ED, a group of thieves are given a hot tip- the famous artists Mr.Salvador Edwards, is opening a new exhibit based around his magnum opus.

## The Cast

### Boulder -"The Muscle"

Lvl 3, Fighter, Warforged. Puzzles aren't his speciality- but he's aware brute force is never the only answer.

### Lynn -"The Brains"

Lvl 3, Technomancer, Kenku. An over-thinker in the subject of windows and is very carefree. It's almost as if the idea of 'danger' is non-existent until it's right upon him.

### Sonny -"The Driver"

Lvl 3, Bard, Half-Elf. A retired golfing star who needs a get-rich quick scheme after his career went down the drain.
Faiths of Man

Religious practise is found almost everywhere, In man's cultures religions primarily adhere to the Forgetten Realms and Greyhawk deities, but not necessarily their myths and history. Cities and townships usually devote their prayer to a deity that reflects it's people and trade over others.

## Notable Religious Sites

* Aden Chapel
* Church of the Grain Mother
Guul

> "*The magicks of necromagy where dabbled heavly by man when the eldest dwarves were still young- The result of their black arts, child, were the guul; Scraping and biting corpses in the crude approximation of hounds that eat at the dead.*"
> ― Elder Priest of clan Firebeard to a young Darek
>
>

## Description

A guul (or ghoul/ghouls, in mannish) is quadropedal reanimated corpse of an anthropoid, usually a man in life, that eats carrion. Most guul are hunched and have extended coccyx, shapened nails and carnivorous teeth. Although they run on all fours, they can balance for short periods bideally, and their arms are adapted to be effective forelegs. Their claws carry a black venom that is strong enough to paralyze an adult dwarf.

Being of undead nature, most guul are missing vital organs or body parts. The average guul is missing it's stomach, spleen and the pelvis is warped to allow 90 degree movement for the hind legs in either direction. They almost always have a lacking or shrivled spleen and they are missing the black bile humour.

Algull are covered in protruding bones, similar to spines or quills and bare longer nails on their hands. They can inform other guul to change targets or tactics with their whispy, raspy wails and foul musk.

Most guul are created and reek of magic, baring the sigil of the necromancer that summoned them.

## Behaviour

Guul are active at night and hunt in packs no smaller than 3.

The common guul tends to favour circling and flanking enemies, taking quick sweeps or bites. When stressed they tend act more erratic and aggressive.

Alguul tend to lurk behind the ranks of guul, and leap in at weaker enemies, preferring their claws and venom over their bite. Alguul may use their musk to keep the herd of guul in order or to keep them from fleeing a fight.

~~R'guul~~

After feeding, guul dig holes to dispose of their food- half processed and bundled in viscera, usually containg what ever the victim was wearing.

## Trivia

* Guul is a dwarvish word, ghoul is a mannish reinterprutation of the word.
* Other terms for guul may be dybbuk (Solar Elvish),Zombie (Sabian), Necrophage (Acedemic term for "corpse-eater"), Gravier (Nattanarkian).
* Sabian tales claim that guul prefer to eat specific organs, such as the brain, heart or lungs and may avoid the bladder and liver.
* According to Clan Firebeard faith, the guul may eat live prey to procreate.
Tomb of Horrors: The Complete Journey

The Tomb of Horrors is a Dungeons and Dragons module that has had many spin-offs and mdules inspired by it's infamous reputation as the deadliest and meanest dungeon of its time.

The following modules are a part of our epic exploring the works of the evil lich Acererak and his minions, all of which we have pirted or updated to 5th Edition D&D if it wasn't already.

* Tomb of Horrors
* Return to the Tomb of Horrors
* Tomb of Annihilation
Jeremy Clarkson

> "*Born a blessed child, destined to do great things- but spat in the face of that very destiny. You are a blight on this town, no wonder your father has near-about disowned you!*"
> ― Sentriek, scolding Jeremy
>
>

## Personal

### History

His father, Clark, an immigrant priest married the lady, Gareth Snyder and the two were blessed with a child of holy origins. That child grew to be rebellious and rowdy, dealing in delinquencies and causing trouble for most people in town. When ever he was caught he was scolded and forced to re-read and recite the scriptures and hymns at his church home, which further cemented his disliking in religious studies and practices.

## Relationships

### Guardian Angel

Jeremy's being is that of angelic intervention- an Aasimir- born from Man parents but touched by the divine. His true nature had never showed itself to him, until 25 / 10 (30 R.) and his father and the townsfolk kept it secret. The guardian looks over him always waiting for him to accept his destiny...

### Reprobi

Jeremy's brother, his younger by 2 years. Reprobi was violent throughout Jeremy's childhood, at the age of 7 Jeremy awoke to a home with no brother and his father explained that his soul is claimed by fiends most foul and so he was banished from Gorfhiem.

### Father Clark

Jeremy's father works the Church of the Grain Mother, spending every day conducting a methodical routine of prayer, writing and blessings. Aside from teaching Jeremy the faith, he hasn't been much of a father figure, more that of a caretaker- someone to take responsibility or to blame for Jeremy's actions

### Gareth

Jeremy's mother died during the birth of his brother. Jeremy cannot remember anything about her and whenever he asked his father, the subject was quickly dismissed.

### Dante

A friend Jeremy made around the age 7 or 8. He had Jeremy dabble in some of his personal business which earned the town's ire.

### Sentriek

As the village elder, a lot of complaints involving Jeremy would snake their way to Sentriek's doorstep. He developed a sturdy grudge against the boy and always viewed Jeremy as a troublesome child.