recursal/Fanatic-Fandom huggingface dataset:
Lorne/Appearances

**Character**
**Trivia**
Appearances
**Images**
**Quotes**

## Season 1

1. Night Of The Zombie Kat
2. Do Not Fort Sake Me
3. Cookie D'Uh
4. Class Act
5. Hypnokat (cameo)
6. You'll Be Show Sorry
7. Im Okay, Your'e a Kat
8. Play N'Ice
9. House of Scream
10. Curse of Tuttankitty's Tomb
11. Pet Peeved (non-speaking cameo)
12. Don't Give No Static
13. Storm Drained
14. Something Fishy in Owl Lake
15. Dire Education
16. Crouching Cooper, Hidden Kat
17. Tom-Kat Foolery
18. In Dog We Trust
19. Catch My Drift
20. Suddenly Last Summer
21. The Kitty Vanishes
22. Capture the Kat
23. Buzz Off!
24. Kat Whisperer
25. Bend it Like Burtonburger
26. Trick or Threat
27. Hack Kattack
28. It's a Rocket, Man

## Season 2

1. Something About Fiona
2. Flea Brains
3. Cheeks of Evil
4. Reap It and Weep
5. Blasteriod Blues
6. Rat a Phooey
7. Rhymes With Coop
8. The Three Aarghs
9. Kat to the Future Part 1
10. Kat to the Future Part 2
11. Down the Drain
12. Rebel With a Claw
13. Swap Wrecked
14. It's in the Bag
15. Down the Creek
16. Turn the Other Cheeks
17. Birthday Bashed
18. Board Kat
19. The Treasure of Sierra Munson
20. Hot Dog Day
21. Amazing Feet of Strength
22. You Scream, I Scream
23. Coop D'Etat
24. Who's Haunting Who?
25. The Kat Went Back Part 1
26. The Kat Went Back Part 2
Anti-Cosmo/Quotes

**Character**
**Trivia**
**Appearances**
**Images**
Quotes

**Cosmo**: "Wait, when it giggles, good things happen."
**Head Pixie**: "When it burps, lightning happens."
**Wanda**: "When it cries, bad things happen." **Anti-Cosmo**: "*And when it breaks wind?"*
**Jorgen**: "THERE'S NO TELLING WHAT COULD HAPPEN!"

**Anti-Cosmo**: [*to Timmy, after freeing him the first time*] "You're our hero!! Our big, STUPID hero!"

**Timmy**: "That's not true, fairies are amazing, and they can totally beat you without Jorgen."
**Anti-Cosmo**: "Ohhh really, care to put your money where your bucked-tooth mouth is?"
**Timmy**: "Bring it on!!"
**Head Pixie**: "Okay, if the fairies win like you say, we'll do anything you want."
**Timmy**: "Sounds fair."
**Anti-Cosmo**: "But if the anti-fairies win, you accompany me back to Anti-Fairy World and will be my evil godchild FOREVER!!"
**Timmy**: "Come again?"

**Anti-Cosmo**: "Hello, future evil godchild. Look! I've already picked you out some evil shorts for when we go to ball games, go fishing and TAKE OVER THE UNIVERSE!!"

**Anti-Cosmo**: [*sobbing*] "And if you were my godchild, I'd let you wear long pants."

**Cosmo**: "If I don't make it, stay away from my wife!!"
**Anti-Cosmo**: "And If I *DO* make it, take mine!!"

**Anti-Cosmo**: "Oh, Anti-Wanda, I do love you so much, but you are such a twit!"
**Wanda**: "I feel your pain."

**Anti-Cosmo**: "You're going to have an anti-baby!"
**Anti-Wanda**: "I'm so happy! I could explode!"

**Jorgen**: [*after catching Anti-Cosmo*] "Aha! It is Anti-Cosmo in a clever giant cupcake disguise."
**Anti-Cosmo**: "Cupcake? Ignoramus! I'm a giant frosted scone!"

**Anti-Cosmo**: (to anti-fairies) "Come on people, think! Universal domination is not just going to come bursting through that door!"

**Anti-Cosmo**: "Read my speeches! OR DIE!"

**Anti-Cosmo**: "Yay! I'm cheating, I'm cheating!"

**Anti-Cosmo** (in Cosmo's voice): "Bye, Timmy. Bye, Wanda!"

**Anti-Cosmo**: "I'm the anti-fairy Cosmo. I’m not an idiot in any manner whatsoever!"

*Character Guide*
**Anti-Cosmo**
Cartoon Network Events 2004-2009

## 2004

* Evil Con Carne ends.
* Johnny Bravo ends.
* Samurai Jack ends.
* Foster's Home for Imaginary Friends premieres.
* Hi Hi Puffy AmiYumi premieres.
* Megas XLR premieres.
* The Powerpuff Girls airs its sixth and last season.
* Star Wars: The Clone Wars airs its second season.

## 2005

* Megas XLR ends.
* Star Wars: Clone Wars ends.
* Robotboy premieres.
* Ben 10 premireres.
* My Gym Partner's a Monkey premieres.
* Camp Lazlo premieres.
* The Life and Times of Juniper Lee premieres.
* Foster's Home for Imaginary Friends airs its second season.
* Codename: Kids Next Door airs its fourth season.
* The Grim Adventures of Billy and Mandy airs its fourth season.
* Nuthin' Special, Neighboor Hood, I See Funny Cartoon in Your Future, and Octi-Gone of The Powerpuff Girls premirere.

## 2006

* Hi Hi Puffy AmiYumi ends.
* Class of 3000 premieres.
* Squirrel Boy premieres.
* Ben 10 airs its second season.
* The Life and Times of Juniper Lee airis its second season
* Robotboy airs its second season.
* Foster's Home for Imaginary Friends airs its fourth season.

## 2007

* The Life and Times of Juniper Lee is officially cancelled
* Foster's Home for Imaginary Friends airs its fifth season.
* Class of 3000 airs its second season.
* Ben 10 airs its fourth and last season.
* Out of Jimmy's Head premiers.
* Squirrel Boy ends.
* Robotboy airs it's third season.

## 2008

* Ben 10 ends.
* Class of 3000 ends.
* Camp Lazlo ends.
* *Out of Jimmy's Head* is cancelled, due to bad ratings.
* Robotboy ends.
* My Gym Partner's a Monkey ends

## 2009

* The Powerpuff Girls marathon and The Powerpuff Girls Rule!
* Foster's Home for Imaginary Friends Final Five is aired, ending with the series finale.
* Ed, Edd n Eddy ends with the movie Ed, Edd, n Eddy's Big Picture Show.
Dennis Chan/Appearances

**Character**
**Trivia**
Appearances
**Images**
**Quotes**

## Season 1

1. Night Of The Zombie Kat
2. Trespassers Will Be Persucuted
3. Do Not Fort Sake Me
4. Cookie D'Uh
5. Nip/Duck
6. Search and De-Toy
7. Class Act
8. Hypnokat
9. The Allergy
10. Just Me and Glue (non-speaking cameo)
11. You'll Be Show Sorry
12. How the Test Was Won
13. Im Okay, You're a Kat
14. The Grass is Always Meaner
15. Happy Campers
16. U.F. Float
17. Play N'Ice
18. House of Scream
19. Planter's Warp
20. Curse of Tutankitty's Tomb
21. Pet Peeved (non-speaking cameo)
22. Don't Give Me No Static
23. Storm Drained
24. Teed Off
25. Something Fishy In Owl Lake
26. Dire Education
27. Crouching Cooper Hidden Kat
28. Tom-Kat Foolery
29. In Dog We Trust
30. Catch My Drift
31. Suddenly Last Summer
32. The Kitty Vanishes
33. Capture The Kat
34. Outer Space Chase
35. Buzz Off
36. Bend It Like Burtonburger
37. Stall That Jazz
38. Beware The Were-Coop
39. Thrick or Threat
40. Hack Kattack
41. It's A Rocket, Man
42. Kid Vs Kat Vs Christmas Part 1
43. Kid Vs Kat Vs Christmas Part 2

## Season 2

1. Something About Fiona
2. Tickled Pink
3. Flea Brains
4. Menace the Dennis
5. Cheeks of Evil
6. Reap it and Weep
7. Blasteriod Blues
8. Rat a Phoey
9. Trash Talking
10. Over the Radar
11. Nuff' Said
12. Rymes With Coop
13. Bringin' the Heat
14. The Three Aarghs
15. Kat to the Future Part 1
16. Kat to the Future Part 2
17. Down the Drain
18. 9 to 5 to Oblivion
19. When Bad Dogs Go Big
20. The Bottyguard
21. Rebel With a Claw
22. Swap Wrecked
23. Never Cry Sheep
24. Kickin' Butler
25. Keep On Rockin
26. It's In The Bag
27. King of the Pipsqueaks
28. Down the Creek
29. Turn the Other Cheeks
30. Birthday Bashed
31. Board Kat
32. The Treasure of Sierra Munson
33. Fangs for the Memories
34. Drive-In Me Crazy
35. Hair Brains
36. Hot Dog Day
37. Amazing Feet of Strength
38. Me Coop, You Kat
39. You Scream, I Scream
40. Good Luck Harm
41. Bootsville Most Wanted
42. Kat of Dimonds
43. Coop D'Etat
44. The Incredible Shrinking Coop
45. Who's Haunting Who?
46. It's All In Your Head
47. The Kat Went Back Part 1
48. The Kat Went Back Part 2
Banned/Exclusivie Episodes in Other Countries

## Exclusive Episodes

* Wish Upon a Timmy: Poland, Hungary, Denmark, Netherlands, Icleand, Greenland, Finland, Bulgaria, and Greece.
* If You Give a Timmy a Wand: Denmark and Romainia.
* Be Careful What You Wish for: Netherlands, Greece, Denmark, and Romainia.
* Flu the Turner: France, Bulgaria, Italy, Iceland, Romaina, and Greece.
Sea Wardens

A well trained group of Dwarves and Orcs who sail the northern seas. They ensure the shipping lanes are free of kraken and other sea monsters, as well as ensuring that the north is as free of pirates as can be. They are in the employ of the Dwarven ruling council, and many of the younger Orcs serve out a term of voyage upon the ships, learning the way of the dwarves and the world as well, while providing impressive strength, hunting skill and raw ferocity in hunting monsters large enough to crack a ship in half. The Wardens are well armed, their ships heavily reinforced and armed, and while they are often slower than other ships, they are relentless, even in the fiercest of weather, and nigh on unsinkable, while also bristling with powerful, long range weaponry designed to pierce an armoured hide, or sink a raider, with equal ease.
Mana Pool

*Each character has a supply of Mana appropriate for their casting ability. Non-casters have a pool of 0 Mana, while Casting Classes have a quantity determined by their classes and their intelligence.*

*Each Casting Class has its own Mana Class Multiplier, which is used to increase the mana supplies of the spell-focused classes, and decrease the mana supplies of the less-focused casters.*

*Mana Pool size increases only with Casting Class levels. Gaining levels in Non-Casting Classes may increase the costs of your spells, but it will not give you more mana to spend on them.*

*Mana Pool size is also based on a character's intelligence score. This not to be confused with the intelligence modifier bonus based on this score. Every point of intelligence adds to a character's maximum mana.*

## Equation

**Mana Pool** = Intelligence x ( Each (Casting Class Level x Mana Class Multiplier) Combined )

## Examples

Level **5 Wizard** with 16 INT; 16 x ( 5 x 3 ) = **318 total mana**

Level **6 Bard** with 12 INT; 12 x ( 6 x 2 ) = **144 total mana**

Level **4 Ranger** / **4 Druid** with 13 INT; 13 x ( (4 x 1) + (4 x 2) ) = **156 total mana**

Level **12 Sorcerer** / **4 Paladin** / **4 Bard** with 20 INT; 20 x ( (12 x 3) + (4 x 1) + (4 x 2) ) = **960 total mana**
Anti-Cosmo/References

**Character**
Trivia
**Appearances**
**Images**
**Quotes**

## Trivia

* Anti-Cosmo calls Cosmo an "ignorant boob" many times in "The Gland Plan".
* Although Anti-Cosmo is the opposite of Cosmo he still loves his wife, Anti-Wanda, and son, Foop.
	+ In other similarities he as with Cosmo is that Anti-Cosmo is also very powerful as him, and their both destructive but by Cosmo it's only Random or by accident, while Anti-Cosmo spreads misery on purpose
* In "The Jimmy Timmy Power Hour 2", Anti-Cosmo's canine teeth are jagged ones. In Balance of Flour his canine teeth look like Foop's teeth.
* Anti-Cosmo is one of the main antagonists in the *Gameboy Advance* edition of Breakin' Da Rules.
* Apparently, Anti-Cosmo is a sore loser as seen in "Balance Of Flour".
* Anti-Cosmo is almost similar to Wanda, but opposite to Cosmo.
* Anti-Cosmo occasionally calls other characters "Clarisse" (notably *The Gland Plan* when he doesn't have his monocle on and calls Wanda "Clarisse"). This is a reference to the *Hannibal Lecter* movies.
* Throughout the series, Anti-Cosmo's canine teeth change into different fangs.
* His Bowler hat changes shape in almost every episode that he is in.
* He is the second person/fairy to have a body similar to Timmy's, the first being Cosmo.
* Anti-Cosmo has a tendency to say "Tally ho!".
* It's unknown if Anti-Cosmo has a last name. If he does it may be the same as Cosmo's "Cosma".
* His laugh is more evil than the Head Pixies laugh is.
* He did not have Foop while Cosmo had Poof.
Xing Qua

Xing Qua was one of the more mysterious gate walkers to come out of the fog.  Awakening out of the fog, he knew of his name, and little more than that, and yet, over the course of his life, he amassed a following based on his teachings.  He went from city to city, trekking here and there, his alien features earning him both curiosity and fear in equal measure.  Xing Qua was not fussed – not only because he was quite intelligent and thoroughly wise, but also because he was an absolute master of a form of martial combat that turned all of an opponents strength against them.  Xing Qua taught a philosophy of non violence, and taught it so well, in fact, that the teachings he passed on continue to this day.  His teachings were ones that embraced peace, and violence as the last resort rather than the first, respecting the beliefs of others, and to not impinge upon them.  They embrace tolerance over hatred, and the following is quite substantial.  It has no formal religion, however, and the nature of its following is a matter of personal decision rather than enforced, so it tends to attract a certain kind of individual, rather than trying to impart the lessons on to others.
Domain

In "Vanilla" Neverwinter Nights, Clerics already have a very wide variety of spells. Domains are chosen at the first level of cleric that they take and don't usually give them much that would provide a larger variety of spells to cast. On Thessir, though, Clerics **rely** on domains to get most of their spells. Most of the more specialized spells have been filed into these domains and removed from the default spellbook entirely. This encourages variety, and makes domains a key part of playing a cleric.

Clerics still get their basic abilities (healing, inflicting, prayer, restoration, raise dead, and so on), but much of their most specialized spells have been put in these domains to make it so that *no two clerics are ever the same.* Rather than being a jack of every trade, Clerics instead become very powerful specialists, who use Faith to channel energies into these spells because of their belief. Powerful clerics can even bring the dead back to life, or take the life away from a living creature with ease.

**Choosing from the listed domains below gives you the spells listed**. Any spells that are not in this list are not granted by domains, but instead might be available to clerics **all the time.** If you ever feel that your domains do not suit your character, feel free to ask a DM to change your domains. We *might* be able to accommodate you.
Mother Memory

Araakani. There is no attempt made to hide it; the desert nation's legacy is present in her languid movements, her burred and accented contralto, and the boldly retained veil that declares 'foreigner' to all who glance at her.

Dark eyes and dark hair; dusky skin and elegant bearing. She is lovely enough to have been a harem girl, but that wilted submission (or coquettish vapidity) is not present in her. She might have been someone's wife or widow, but here she is apparently under her own initiative, in the greener lands across the mountains. She might have been a restless adventurer, but the maturity of manner and ease - not to mention the beginnings of crow's feet at the corners of her eyes - suggest a woman approaching the middle of her life and well past the age when youthful wanderlust first strikes a youngster's heart. All in all, she appears supremely comfortable being terribly out of place.

She routinely returns gestures at about half proportion. Grins are met with gentle smiles; delight with pleased softness; rage with yielding obliquity. But on topics of lore - obscure and mundane alike, arcane and tedious - her dark eyes flash with bright attention. She makes no secret that she is hungry to Know; and to dispense what is Known at an agreed upon exchange.
Band Of Gideon

A roving troupe of troubadours, singers and performers. The organisation is spread out, but all members of the Band tend to be brothers of association even if they don't know each other well. They entertain the commonfolk and nobles alike, and are eyed both warily and with great anticipation whenever they arrive in a town to ply their trade. If a prospective member shows some skill, the Band takes on new performers who may in turn one day form their own Band of Gideon. They believe in the perfection of the performance, and seek to rise to personal fame and glory. Some amongst them ascend to the illustrious position of being employed as a court entertainer - a goal that nearly all strive for, but few ever reach.
Danikan Trivos

**Danikan Trivos** was a Chaotic Evil Bloodcaster born in the Araakan Wastelands. For a time, he was considered to be one of the most powerful men on the face of the continent, and by and large this was considered true.

Born from an act of rape, his mother was a beggar in the slums of Nasad, and died in childbirth. He was found by a family of Wastelander Elves, and raised in the sands of the Araakan desert. Born with an unnatural gift for blood magic, he gradually fell prey of the corrupting power of his art, and eventually came to scourge the sands as a raider. His seemingly limitless power allowed him to become a figure of legend, where the wastes were his to mold and fashion as he pleased. Violence was his passion, and he held ownership over many slaves.

Eventually, he descended into a madness that overcame him, and his own annihilation came in a rather ghastly fashion following a ritual where he attempted to achieve immortality. His suicidal death was said to be gruesome and bloody. To this day, he is the primary reason that Blood Magic is frowned upon, and abhorred in nearly every region, as he was a testament to the results of its abuse.
True Giants

**Common Knowledge:**

While the greater "giant" descriptor concerns scholars with all oversized humanoids including trolls and ogres, it is the true giants, in all their classical and mythic power, that spring up in the minds of the small folk at the invocation of that word.

Upwards of fifteen feet tall, enormously powerful and uncompromisingly threatening, giants are a favored antagonist to frighten children with stories, and rarely more than that.  Any enduring sense of modesty a giant has is shielded by flaps of roughly sewn cow hides.  Lacking the finesse to operate a forge or the oversized facilities to make and run one, giants are content to engage their foes with whatever ramshackle weaponry they can scrounge: from thrown boulders at the most primitive, to surprisingly ingenious stone hatchets fashioned from forked trees, and pilfered gravestones.  Anything living, a giant will consider eating - providing it is not so interesting that it might be instead stuffed into a rough sack and examined at length, later.

**Lore DC 10:**

The giant race once had a civilization of their own; and with it, the benefits of fledgling magic and industry.  What the giants refer to in bitter reverence as 'Ukter-bokor' (the weakling's war) obliterated their way of life and reduced them to antagonistic figures of legend for Dwarven mead tales and Orcish ancestor cults.  Rarely, but often enough to interest rigorous scholars, these legends are revisited by the unwelcome  emergence of individual giants of great, fearsome potential.

**Lore DC 20:**

As desperate peoples do, the shamans and craftsmen of the giant resorted to increasingly hazardous and untested projects and efforts to save their people, to no avail.  Yet what could not provide salvation may yet offer vengeance: the high mountain caves are home to many old relics and secrets, and when one of the giant folk comes upon such a boon, the opportunity to visit retribution upon the weakling oppressors is powerful indeed.

The most famous incidence of such discovery is that of Yuri and Hilda; a pair of giants who came upon the cache of an unknown artisan whose skills were learned from coerced dwarven prisoners.  The rampage of the pair, in slabby but genuine mithril armor swinging, and with Yuri wielding a scythe forever remembered as 'Tomb Choker', cost the lives of a great many of the stout folk, and their tusked allies.  The elves are the best historians of such events that others may prefer to forget; Yuri and Hilda are best recalled in Elven poetry that casts them mournfully or satirically as lovers with more cunning and capacity for romantic adventure than is likely to be historically accurate.
Bloodcaster

**This article is not finished!** This article is currently being revised or edited.Content may be missing or incomplete, or in the process of revisionPlease consider this as you read.

## Lore

The Bloodcaster breaks all the rules of magic. At the core of every spell is a raw power known as Mana, but at the core of every Bloodcaster's spell is blood. It is said that a bloodcaster merely draws upon the mana latent in every body, and perhaps this is true. Nevertheless, the art is considered foul by almost every circle of magus, and the power that comes from each agonizing ritual performed puts the user well above any other caliber. The forbidden art of bloodcasting is an impossibly destructive power that is not without cost. Sometimes, the cost can even be death.

Base Class: Sorcerer

Alignment: Lawful Good and Neutral Good characters cannot become Bloodcasters.

## Abilities

Abilities: ~ Destructive Siphon: Bloodcasters are able to draw from their own blood to empower and cast their magic.

~ Bond of Blood: The Bloodcasters' spells become more powerful the higher their Constitution is. They add their constitution modifier to their spells.

~ Foul Procurement: The Bloodcasters' spells count as 3 levels higher than they would be usually, and also gain a +3 bonus to all DCs.

Level 4: N/A: No ability for this level.

Level 6: N/A: No ability for this level.

Level 8: N/A: No ability for this level.

Level 10: N/A: No ability for this level.

Level 12: N/A: No ability for this level.

Level 15: Annihilation: The Bloodcaster relinquishes a very large amount of their blood to become an engine of destruction and wreak havoc on every target in range. While in this state, the bloodcaster is invulnerable to all damage and deals AOE damage per second. After this wears off, the bloodcaster is crippled and left at 1 hit point.

## Notes

* The Bloodcaster does not use mana to cast spells.
* The Bloodcaster's magic counts as of 3 caster levels higher than the actual spell. This effect increases damage and spell potency. The bloodcaster can even ignore the cap (maximum efficiency) on some spells, making them more fearsome than any other caster.
* The Bloodcaster's spells also gain a +3 DC bonus to every spell they cast.
* The Bloodcaster's constitution allows their spells to become even deadlier. They add their Constitution modifier to their spell DCs.

* Bloodcasters take damage on every spell cast. Each spell drains an amount of Hit Points based on the power of the spell.
* Unlike Mana, health does not necessarily regenerate over time. A bloodcaster who does not supply himself with plenty of healing goods may not be able to survive a fight.
* Spells do not distinguish between a blood caster's health pool. If a spell takes away more hitpoints than the caster has, it might kill them.
* Bloodcasting is considered taboo in the In Character world.
Raeburn Mark Workschedule

## Now

* Last of Lore moved to Wiki
* ~~Understand Templates, and establish template conventions for uniform wiki pages~~
* ~~Begin to~~ apply templates to Lore pages, establish templates for Characters, ~~Cities~~, Organizations, Religions/deities, banners
* ~~Blood Magic cost balancing concepts~~
* Consider
* Change necessary articles into category pages as according to the Flowchart
* Finish importing full list of Thessir changed spells as individual pages as listed on Thessir Spell Changes
* Place required work onto the dropbox as "blanks to be worked on"

## Soon

* Music themes for each nation
* Character Mechanics integration on Wiki
	+ All Classes (including Prestigious ones)(and paths)(with changes)
	+ All Spells ~~(with changes)~~
	+ Skill changes/ Feat Changes
	+ Available Epic feats
* Hold somewhat successively less casual events IG as a Master of Dungeons

## Big Picture

* Score Wildebourne
* Establish Sessions (instrumentation) for each nation
* NPC pages (yeah, all of them) with pictures
* Integrated Lore/Wiki system?
Kessel The Black

## Details

Kessel The Black is the name given to a traveller often seen on the road of Wildebourne. None have seen him in much beyond his black burnished steel cuirass, and his motivations are unknown. While he carries his weaponry openly, it is not known whether he bears allegiance to the Highkeep military, or if he is even a Wildebourne native.

*Kessel The Black is played by Everlasting Empathy*
Great Beast

Fierce and frothing at the mouth, the Great Beast is a hulking wolf creature with silver fur that stands and moves in a vaguely humanoid way. His hands have long since become deadly claws, there is nothing human left in this once-man.

Sightings of the Great Beast occur always a few days after the moon is at its absolute fullest, the Goliath Moon, and when his newly changed beast-children go on their first hunts.
Summoner

## Lore

The Summoner is an arcane spellcaster that draws upon conjuration magic and ritual to summon the creatures of the universe. Their weapon is a menagerie of creatures often far more powerful than themselves, and as they grow more powerful, they are able to summon more mighty creatures at will. The path of a summoner leads its user into ancient tomes that show how and where a particular creature can be summoned. Of anyone, a summoner tends to be the most knowledgeable in what kind of creature is useful for which situation, and often prepares these creatures based on their abilities.

Base Class: Wizard

Alignment: Any

## Abilities

Abilities: ~ Soul Link: All summons that aren't created from cages gain buffs based on the Summoner's abilities.

Level 4: N/A: No ability for this level.

Level 6: N/A: No ability for this level.

Level 8: Create Summoner's Cage: The summoner is able to craft a magical cage that allows the summoner to capture creatures for later use.

Level 10: N/A: No ability for this level.

Level 12: N/A: No ability for this level.

Level 15: Soul Beckon: The summoner becomes capable of summoning other players once per day at no component cost.Urgent Guardian: All summons except those created from cages gain permanent haste.

## Notes

* The summoner gains the ability to summon a wider array of creatures, and these options improve with levels.
* Summoners can even capture creatures they encounter to be summoned later. Once the creature is killed, it must be re-captured to summon it again however.
* All summons gain power based on the abilities of their user. The more powerful the summoner, the more powerful his creatures.
* Summoners have the ability to name their summons, and this allows them ultimately more control over their creatures.
* At later levels, summoners can even summon other players much earlier than any other class.

* Summoners dedicate their lives to conjuration, and to spells that will help protect themselves or their summons. In this way, they are not able to cast *Enchantment*, *Evocation*, *Illusion*, and *Necromancy* spells.
* Summoners lose some of their survivability. They rely completely on their summons to protect them, but when the summon is alive, a practiced summoner is very, very hard to kill.
Watchers Of The Sands

Secretive and illusive, the Watchers of the Sands live in a hidden monastery in the midst of the desert. Their purpose is not entirely known – some say they are the guards of an even more illusive order of mages. Some say that they are scholars and historians. Others say that they are in fact wardens, who venture out of the wastes in order to track down and drag back certain individuals. Who these individuals are and why they are taken back is not clear. The Watchers say nothing of their purpose to any outside of their order, and there has, thus far, been no way of making them say what that might be to a non-believer.
Workforce Prospect

People involved in **current** and **future** development of the Server As-Is and pushing forward.

## Lead Development

Persons responsible for original intended vision and direction of the server's existence and future

### Katalicious – Build Lead / Server Owner

* Original Art / Area Design
	+ Geography, environment, asset organization/compilation
	+ Build Team Management

### Nemesis – Story Lead

* Original Lore / Setting establishment
	+ People / Places
	+ History / Culture
	+ Environment function and reasoning behind deities/magic, etc

### Raeburn Mark – System Lead

* Organization / Systems Structure
	+ Implementation and Moderation of Wikia/Forums/Skype Communication avenues
* Original Music / Sound Design
	+ Custom Background Music / Sound Effects

### Snow – Server Lead

* Game Master
	+ Implementation and Moderation of DM Staff/Events
	+ System Features Research and Development
	+ Quality Control Management

### Build Team

* Katalicious
	+ Ozzy.nl
	+ Skibbles
	+ Snow
	+ GainReduction
	+ Susurros
	+ Cortex
	+ Death Of Dune

### Story Team

* Nemesis
	+ Raeburn Mark
	+ Mother Memory
	+ Death Of Dune
	+ Durvayas

### DM Team

* Snow
	+ Prestige
	+ Raeburn Mark
	+ Nemesis
	+ Ozzy.nl
	+ Jinx

## Former Staff

* Everlasting Empathy
	+ Concept / Lead Developer / Coder
* Scholar Midnight (Hiatus)
	+ Coder
* Speerhausen
	+ Concept / Tester / Web
* Desiderabilis (Hiatus)
	+ Builder
Way Of The Mountain

An order of warrior contemplatives who live in the shadow of the vast volcano Mount Zhensari, they exist in a small community and consider the teachings of their founder regarding the nature of contained force, and the way that force can be much more powerful if allowed to build and then release all at once. They have two 'ways' of teaching, the Way of the Exploding Flame, and the Way of the Molten Stone.  One is based around a berserker rage, the other a more contained but inevitable way of combat.  Both, however, are viewed as valid, and individuals from the opposing Ways are not rivals but instead friends who often form into pairs, who outside of the practice arena, tend to engage in thoughtful discussion in line with their different philosophies.
Weapon Finesse

Weapon Finesse
**Type of feat:** general

**Prerequisite:** none (granted on creation)

**Specifics:** A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).

**Use:** Automatic when using any of the following weapons: dagger, double-scimitar, falchion, halberd, handaxe, kama, katana, kukri, light hammer, longsword, mace, quarterstaff, rapier, scimitar, shortsword, sickle, spear, two-bladed sword, whip, unarmed strike, and whip.

## Notes

* Edited for Thessir
	+ The finessable weapon list has been expanded to include all swords (except great and bastard) and polearms (spear and halberd). This also includes the double weapons double-scimitar, two-sided sword, and quarterstaff.
	+ The feat is automatically gained, and does not need to be taken on Thessir.
* The maximum dexterity bonus does **not** apply in the context of this feat; wearing armor does not affect attacks made using *weapon finesse*.
* Weapon finesse affects only attack rolls. Damage rolls always use the strength modifier (unless no ability modifier is used at all, as in the case of some ranged weapons).
Shield (spell)

Shield (spell)**Spell level:** sorcerer/wizard 1

**Innate level:** 1

**School:** abjuration

**Components:** verbal, somatic

**Range:** personal

**Area of effect:** caster

**Duration:** 1 round / level

**Save:** none

**Spell resistance:** no

**Description:** Grants 70% miss chance versus ranged attacks, and 15% versus melee instead of AC. If the user has Greater Spell Focus in Abjuration, makes immune to Lesser and Greater missile storms as well. Lasts 1 round/level.

## Notes

* Edited for Thessir
	+ This spell has changed from a long duration AC bonus to a short duration concealment bonus
Free Company

The Free Company is led by the Dark Elf Ravon - a celebrated playwright, author, poet and musician. Ravon befriends many with his easy smile and excellent talent with his rapier and throwing knives. He is also a skilled guerrilla tactician, and driven by a strong desire to fight for the most just of reasons.

As a result the Free Company is quite small – this group is seldom paid much, and they live more akin to bandits; working to overthrow those who might do harm to those who cannot defend themselves. Equal part heroes of the people and wanted criminals, they tend to be found wherever there is civil unrest of some sort. Seeking personal glory and fame, the Free Company is held together by Ravon's extraordinary skill, daring, and charismatic personality.
Round

A **round** is an in-game unit of time that lasts six seconds. In addition to being a general unit of time (such as for the duration of spells), a round is the basic reference time interval for combat.

Combat rounds are defined per creature rather than being global throughout the module (or even throughout a combat). Each creature's individual combat round is started the moment it makes an attack (melee or ranged) or uses an item. (Casting a spell does not start a combat round. It is possible to attack immediately after a spell is cast.)
Cat's Grace (spell)

**Spell level:** bard 2; ranger 2; sorcerer/wizard 2; cleric with Animal domain 2, Travel domain 2

**Innate level:** 2

**School:** transmutation

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** 1 hour / level

**Save:** harmless

**Spell resistance:** no

**Description:** The target creature's dexterity is increased by 2.
Empowered: +4
Maximized: +6

## Notes

* Edited for Thessir
	+ This spell has had its variable (1d4) removed, and therefore lost its upper and lower ranges.
Accolades

**A list of people who deserve credit for anything Thessir related.**

* Mavrixio - the host for Sinfar, Thessir's sister server and the more social aspect of the community. Mavrixio hosts our servers and allows us to build as we like, creating an experience that anyone can enjoy. Most of the core systems you see and all the exceptional plugin work is done by him.
* EternalSenenity - A scripter of no small skill, who has contributed, primarily, the automated Guards system. In addition, she has been some help in smaller projects, and never seems to be too busy to help out.
* Kaldaris - Primarily accredited for spurring the birth of the Soul Vitality system. Helped to refine it to what it is now, and aided in creature configuration.
* Last Beaver Standing - A tremendous script help, aiding in setting up the Mana system and continuously offering guidance for programming goals and concerns.
* Raeburn Mark - Provided exponential amounts of work on the Wiki, redesigning the Mana system, and moral support.
* Ozzynl - Put mass amounts of work into creature creation and dungeon building.
* Caiden - Helped out a lot with the mana system, refined some of its earlier incarnations and provided a lot of build advice. In addition, provided his own work from past modules that he made, allowing us to use what he built freely. Caiden also helped Everlasting Empathy get over some personal concerns, and will always be a friend wherever he decides to go!
* Nemesis\_22 - The resident loremaster, writing just about everything you see and giving roundabout justification and detail on everything he does. There since almost the beginning, he is the one who shaped the setting to what it is now.
* Katalicious - For her expertise on the toolset, countless ideas, and being the primary area builder for Thessir. Almost everything you see ingame is decorated by hand, and this is because she puts a lot of work and love into what she builds. If not for her, Thessir wouldn't even exist.
* Susurros (i probably spelled it wrong) - Dungeon work, area creation, thorough testing of server mechanics, and plenty of ideas to spread around.
* Prestige - A dungeon master brought on to help with Thessir, who seemed hesitant to do so. We hope that he will stay with us and continue to make the server the best that it can be.
* GunpowderHater - Being around since a time that was very shaky, Gunpowder was a very bigtime builder back in the day, but has been less present due to real life priorities. Wrote up the Time page among other things behind the curtain.
* Ashan - A cool guy all around, who has helped put together mobs for the server and offer support in several areas of development.
* Desiderabilis - Offering building assistance, namely the tavern in Morrowborn, but there are plenty of other projects she'd helped with too!
* Countless beta testers, players, and participants -- that's you guys! You helped just as much as anyone else, and deserve a round of applause for all your hard work, patience, and diligence!
Haste (spell)

**Spell level:** bard 3; sorcerer/wizard 3; cleric with Air domain 4, Travel domain 3

**Innate level:** 3

**School:** transmutation

**Components:** verbal, somatic

**Range:** short (8 meters)

**Area of effect:** single

**Duration:** 1 round / level

**Save:** harmless

**Spell resistance:** no

**Additional counterspells:** slow

**Description:** The target of this spell is hasted, gaining +4 bonus to dodge armor class, 1 extra attack per round (allowing an additional attack, but not spell), and has their movement increased by 50%.
Bull's Strength (spell)

**Spell level:** bard 2; cleric 2; druid 2; paladin 2; sorcerer/wizard 2

**Innate level:** 2

**School:** transmutation

**Components:** verbal, somatic

**Range:** touch

**Area of effect:** single

**Duration:** 1 hour / level

**Save:** harmless

**Spell resistance:** no

**Additional counterspells:** ray of enfeeblement

**Description:** The target creature's strength is increased by 2.
Empowered: +4
Maximized: +6

## Notes

* Edited for Thessir
	+ This spell has had its variable (1d4) removed, and therefore lost its upper and lower ranges.
Loraiss Tel'Avon

## Details

Little is known of Loraiss's past, given the's aloof and reserved nature. Attempts by students and associates to learn more about Loraiss have resulted in a variety of results; deft avoidance of the subject, extra study work or, if Loraiss is in a particularly bad mood, an impromptu practical test in avoiding Evocation spells.

In turn, little can be gleaned of the Archmagus' behavior outside of his work; he spends much of his time in his books or his abode, testing new spells he has learned, or working upon the utter mastery of others. Loraiss is genial and polite (for a High Elf), and hardly arrogant for a teacher of such powerful abilities, though he keeps a polite distance from almost everyone.

Almost single-minded in his endeavor to master the art of Magic, Loraiss is equally as determined to spread knowledge amongst those with magical talent, enabling them to both practice their skills and learn more in a safe (most of the time) and focused environment. The students that excel in their studies, and show a healthy thirst for the knowledge they're taught are sometimes even permitted to read through the relevant arcane literature in the Tel'Avon library.
Kalindra Amasheren

## Details

In Wildebourne Vale for reasons Kalindra is reluctant to disclose she spends her time practicing her craft, learning the lay of the land, and trying not to draw the ire of the locals. Rarely wearing the typical loose and flowing garb of her kin back home, Kalindra is usually spotted wearing dark blue and grey form-fitting cloth, the better to get used to the alien landscape.

Speaking little, her demeanour is haughty and shrewd, though she does not seem to shy away from being unruly and insistent if the need arises.

*Kalindra Amasheren is played by The Death Of Dune.*
Mana Efficiency

*Not every spell has the same Mana Cost at all times for all characters. Certain characters and conditions create a discount on spell costs, and others may create a penalty. Lowering the cost of casting spells allows a Mana Pool to last longer, giving the effect of a larger pool. Larger pools, however, take longer to be restored through Mana Regeneration, so discounted spell costs (or increased spell costs) can be very important to spell casters.*

*Mana Efficiency is based upon each character's present wisdom score. This is not to be confused with the wisdom modifier bonus, Every point of wisdom changes a character's cost reduction. The system uses 10 wisdom as the normal amount, and the wisdom score is used as a divisor – a higher wisdom divides the cost of each cast into smaller pieces, and a lower wisdom can increase costs rapidly.*

*Items designed to lower the cost of spells, and raise Mana Efficiency can be found, and provide the effect of having a larger wisdom only the purposes of lowering spell costs.*

*Mana costs, however, are based on a character with 100% full Soul Vitality, however, and a decrease in Soul Vitality will also increase the cost of spells. Soul Vitality, which is multiplied by the wisdom score, is also used as a divisor. Low Soul Vitality conditions can quickly nullify Mana Cost discounts, and cause spells to be far more expensive they would for a lower wisdom character.*

## Equation

Mana Efficiency = (Wisdom + Item) x Soul Vitality

## Examples

Level **11 Bard** with 12 WIS and 100 SV; 1.2 x 1.00 =  **all costs / 1.2**

Level **6 Ranger** with 12 WIS and 70 SV; 1.2 x .7 = **all costs / 0.84**

Level **4 Ranger** / **14 Druid** with 30 WIS and 100 SV; 3.0 x 1.00 ) = **all costs / 3** *(1/3 price)*

Level **20 Wizard** with 8 WIS and 10 SV; 0.8 x 0.10 = **all costs / 0.08** *(12.5x price)*

## Raeburn Mark's Pro Tips

* Every increase to wisdom counts, and the lower the wisdom the more helpful every point is.
* High but incomplete Soul Vitality quantities may not seem impact spell costs right away, but every point that comes out of Soul Vitality has a larger effect then the last. Find an Inn and take a break.
* If you can, cast (or drink) Owl's Wisdom (or Owl's Insight) FIRST. It will have an effect on every single spell ever cast, and is particularly effective on decreasing spell costs for characters with low wisdom.
* Some low intelligence characters may find that they do not have enough mana to cast a new level of spells, but, can otherwise afford it with cost discounts from wisdom.
Elara Dorne

## Details

Such as it is forever the world in search of adventure and new knowledge. It can be found anywhere: at the evening fire of hunters, telling another story; in a roadside tavern, sitting at a table in the corner, and studying a treatise; under the roof of the library, buried in a pile of scrolls, carefully redraw the outlines of countries and continents.

Her constant companions is a horse named Storm and bear named Beata inseparable follow her.

Recently Elara often seen around Wyrmswood forest. It bothered hostile emanations from the deep thickets of Wyrmswood...

*Elara Dorne is played by voidozer.*
Faith

**This article is not finished!** This article is currently being revised or edited.Content may be missing or incomplete, or in the process of revisionPlease consider this as you read.

Discuss how faith works in the thessir setting. Gods don't necessarily have to exist, just sheer strength of belief can grant magical powers.
Mana Regeneration

*Every character has Mana Regeneration, and how fast the Mana is regenerated is not dependent on which Casting Classes they take, how much total mana they have, or even their character level. Mana Regeneration is based only on a character's current charisma, with adjustments from certain pieces of equipment, and potential environmental factors.*

*Every six seconds, characters with less than full Mana Pools will gain mana from Mana Regeneration, until their current Mana matches their mana pool. The only exceptions to this would be with 0 Mana Regeneration, which would cause their Mana amount to remain the same, and negative regeneration, which would eventually stop once their Mana Pool reaches 0.*

*Areas that are considered OOC, such as the OOC area, have 0 Mana Regeneration, and there are items and areas in Thessir that will either increase your Mana Regeneration, or decrease your Mana Regeneration, possibly draining it from you if the decrease is "faster" than your innate regeneration.*

## Equation

**Mana Regeneration** = ( Charisma + Equipment Bonus + Area Bonus - 7) per six seconds (1 round)

## Examples

Level **10 Sorcerer** with 20 CHA: **13 regeneration**

Level **8 Cleric** with 14 CHA: **7 regeneration**

## Raeburn Mark's Pro Tips:

* Though Regeneration is combined as an added total, instead of multiplied, regeneration is still used as a divisor of your total pool, that is, how many rounds it takes for 0 - full. Because of this, increases in Charisma are more helpful to lower Charisma creatures.
* Doubling your Charisma score - 7 will halve the time it takes to completely restore a depleted mana supply, therefore, an increase from 8-9 Charisma will have much more impact on recovery speed than an increase from 20-30 Charisma.
* High regeneration rates combined with low Mana Pools may diminish the value of Mana Potions.
* Not all characters will need high regeneration speeds. While spell durations have been mostly shortened compared to their normal NWN spell lengths, characters employing mostly long-term spells, especially those that have been extended, may still have recovered all of their mana before they need to be recast with a low Charisma. An increase of Charisma through spells and equipment, just for regeneration, may be a waste.
* Characters with 7 Charisma will not regenerate mana, at least without bonus factors. They will need to rest or drink mana potions after depleting their mana to be able to cast more spells. Characters with 6 and lower Charisma will lose mana every round, and may consider casting their spells before their mana depletes itself over time.
Appearance Rules

There is a lot of customization options on Thessir. Thus, there is a lot of different ways these options can be abused to sheer ridiculousness. Please consider some things before making your character.

## Using Racial Bodies

Your base race should always be accurate to what you're roleplaying. That means, we as DMs should be able to open your character sheet and know what race you are just by looking at it. If it says halfling, but you're playing an elf ICly, it would be a breach of this rule.

However, there is currently no rules against using racial bodies to make your character's physique appear in a certain way. If you use a elf model to make your Human (racial) character look very skinny, that is viable--provided you are using a human head (so as not to mix your fellow roleplayers up) and that you are roleplaying your character as a human and not an elf. Likewise, you can use Human models and the like to make your Half-Orc appear slender rather than big and muscular, and so on.

**To be short and sweet, as long as your character follows the racial lore for the race you are playing, you can use racial appearances as you please... but you must always roleplay the race that is listed in your character sheet.**

## Wings and Tails

Wings and Tails are only allowed in certain conditions. While we're fairly lax about tails (provided your subrace supports it) wings are an especially special case.

Wings require approval, and will be given in addition to a Flight or Hover ability. Because Wings can actually grant you a substantial In Character advantage, they are only approved in certain cases. Check with your DM for more information.
Ellen Voss

At over sixty-years-old, Ellen is the oldest Human on the High Council and The Grand Matriarch of the Church of the Dragon; a station held firm through sheer force of will and personality. She will always speak her mind, and never hesitate to put someone in their place.

Having grown up in the slum section of Prywater with a rather poor family, Ellen was one of six siblings. Her five older siblings were all males, making her the youngest, and the only female. The years ahead would harden her, as her brothers and father all went off to fight in numerous civil wars and various political disagreements, she stayed home and kept things running as smoothly as possible.

During her teenage years, her parents shipped her off to the priesthood of the Great Dragon at Highkeep as a young ward, and her developing fierce and forward personality propelled her through its ranks. Ellen has been a part of the church for most of her life, having more raw experience with the church than anyone else.

With almost completely white hair kept in neat braided strands and steely blue eyes that seem to pierce any who look into them, The Grand Matriarch cuts a rather imposing figure. She is not overly tall, but she more than makes up for her physical size with such a forceful personality. Members of the church see her as a mother figure, both strict and loving.