recursal/Fanatic-Fandom huggingface dataset:
NPC Template

Provide a quote if you want, or leave it blank!

Start by filling out a general description of the character here, giving a feel for what they're about and being generally vague about their history. Then transition generally into how they are now as a sort of contrast along with some of their achievements/things they might be known for (this can be expanded as times goes on).

You can also include general information about what they get up to, where they might be found and then round off ready for the sections below.

To there right there's the infobox for your character. I've filled out each field so you can see what it looks like but any one you leave blank just won't appear at all. You'll need to upload your own image to the wiki before you can link it in there as well.

By default there will be a contents just under this.

## History

### Early Life

Even if there's not too much to speak of, try to give some ideas as to their upbringing or what they've been doing prior to being used on content for the first time. As with any section, rename as you see fit. Perhaps you might need another section with its own title if there's a lot to say.

### Adventuring days

Now its time to fill out what your character has been up to, if they are the adventuring type. This could be replaced accordingly if they are exclusively a Chef who went to Academy days, or otherwise. This will expand into many sections (hopefully) as time progresses and you get some various plot points recorded under the character's belt. Come up with a better title than I have here for this and future subsections.

## Appearance

Give a nice description of the character's appearance and choice of clothes in whatever situations you think are appropriate. You can also go over how this has changed over time with reference to their experiences.

You can talk about their equipment as well, or leave that for later in the abilities section. Up to you.

## Personality

What they're like, their outlook on life and how they come across to others. In time this will also fill out with how their personality has changed over time.

## Abilities

Provide an idea of their known competencies, skills, powers and abilities.

That's pretty much all the main bits and pieces I an think of, but feel free to add, remove or alter any you don't like!

## Character Interactions

* Insert Major Character Interactions here\*
The Sky Is Burning

*Hot. Hot, hot, hot, it’s so hot.*

I’m running through the streets, searching, climbing, fighting fires, doing anything I can. The environment here is so different than I’m used to. Very warm, very humid, nothing like the mountain cave I grew up in. The trip here was easy enough, even though I can’t stand the ocean. The water, at least, was quite beautiful. But the ashes, even from miles away, you can see the smoke and the ashes, as the Lalotai burns. It’s difficult to see, and snaps me out of my sea sickness right away.

*The sky. The sky is burning*

Very soon after the boat reached shore, I jumped off. I was vaguely aware of Deimos and Lokyr making plans of some sort, and I nodded along absent-mindedly, pretending to listen. However, as soon as they’re done, and preparing to move out, I take off, running into the streets. I move without thinking, grabbing water wherever I can find it, using it to put out fires, and rescue villagers. I’m dashing across rooftops, breaking down doors, doing whatever comes to mind, in order to reach people. Sometimes I make it, getting to them in time, and leading them to established safe zones. Other times, I’m just too late, arriving only to find families huddled together, having already succumbed to the smoke and flames.

*Why? Why is this happening? What has led to this disaster?*

I shake off the thoughts for the moment, and I keep moving. I come across a group of villagers, surrounded by smaller elementals. They appear to be trying to fight them off with farming and fishing equipment. Without a second thought, I leap into the fray, channeling my growing rage and despair into fighting them off buying the villagers time to make a hasty escape. Every landed hit against them hurts me as well, as I expected, so I switch to a defensive style, avoiding them for long enough until the villagers are out of harm's way, then switching to my nunchucks and beating them into submission. I stand tall, covered in burns, yet successful at what I set out to do. I look up again.

*It’s all ash, and smoke, and death.*

It’s difficult to think about why anything is happening, and so I shake it off again, yet they remain in my mind. One can’t help but wonder why such wanton death and destruction just…. Happens. I take off, to the nearest safe zone, looking for healing and to take a brief respite, standing guard over the refugees while I tend to my wounds. We’re far enough away now that the majority of elementals seem to be beyond noticing us, and I only have to step up occasionally to fight off one or two. Now and then, I think I catch glimpses of Lokyr moving about the village, and hear the laughter and roars of Deimos as he fights the big elementals. And yet still, I can’t help but look up and think.

*The sky. The sky is burning.*
The Hub at the edge of the Ghostlands

## The Hub at the Edge of the Ghostlands (Dawns part)

### Setting the foundation

Dawn sets out to establish an irrigation channel to make a sewer system. Not having much in the way of skills they first go around asking what type of drainage system would be ideal. Gathering the talents of the shinning Sword academy they come across a workable design. They start mapping out the area talking to some of the other establishments and sourcing information and layouts. After a few days the plans for the cultural hub is ready and the plan begins to come together. While not being a workman or skilled in the trade they push on regardless. While working in the ditches and canal work, they order pipes and equipment to help speed the process along. Knowing there are some high-tech people establishments working towards a better future. Dawn decides to check things off with the others. Unskilled work seems to take longer but the plan is sound and so is the progress, balanced and checked carefully as careful as unskilled labor can be, a subterranean sewer system is put together within weeks and the piece by piece the roads are put to right with an active sewage system we will be able to keep the area more hygienic clean and free of corruption. This allows the healers guards and merchants to have a cleaner lifestyle.

### The Scaled Shield's Birth

Thinking this was enough Dawn realized that a temple of worship would do well to aid the adventures with blessings and healing compliments of Shizuru the Eastern Deity of lawful good. So again, they set about learning what they could canvasing the hub to learn more about what they could piece together they settled on a small establishment with some beds for tending to injuries and quickly they realized that not only would it help with the progress establishing a foothold but that it could double as a boost to militant moral with blessing against evil. When the days seems slow, they choose to teach sword skills to the locals and the people around the hub. The lasting benefits of these establishments will be felt long after the Ghostlands is no longer.

### Keeping the Pipes Clean

Since the sewer system is key for a civilized society to flourish, they make sure to keep an active role in caring for it. The longer the Hub grows the more the possibilities for expansion and opportunities for miscreants to try and make a home for themselves in all the nooks and crannies of the sewers. The building and completion of these tasks relied heavily on the time and effort that dawn had put in some of their time was spent on learning these trades but that along with funds were the key pieces to making these things work. The funds accrued from the temple helped to fund sewer expansions and growth of the temple. It wasn’t long till dawn started spotting the rogue monster underneath the city but culling them became another task all together. This was the way of it. Even with the unskilled work the money and time made a huge difference. The temple was named The Scaled Shield.
The Master Designer

A beautifully intricate sphere with infinitesimally small cogs visible through glass ports, this device is made to control a series of drones to build houses, cities, and even kingdoms wherever a colony may be deemed to be appropriate. Made to withstand the complications of any environment, it can intelligently determine what sort of environment will be hospitable to the Intelligent Races and design a habitable structure. The creator, Ludvak Hopenskiemer, hopes it can be used to rapidly settle the wilds of Chronus without sacrificing more of Etera's somewhat fragile population.
Northbound' Hunting Lodge

Sir Rimefire arrived in the Vrozai on the first ship from Setlaar, on 15th of Gozran.

Since then, he and his crew of hired workers began construction of the Lodge - an mostly subterran (to avoid wild Kaijus) structure for hunters and other adventurers to gather, rest and scout the nearby environment from.

Not limited to just that, however, the entire place - just known as "Lodge" - begins to get it's own life, as Rimefire keeps on expanding beyond the original building and purpose - first of which is to keep true to his promise and house the Drow Witch exiled from the city of science.

Just like that, the place slowly begins to grow, Haleen (his cohort) managing the resources when Sir Gabriel cannot.
Lurikson

Growing up in Gorgon, a small mining town near the Whispering Vale, Lurikson is use to tall tales and hearsay. He enjoys retelling those tales. giving people a good laugh. Erikson's family runs a small theater and he spent most of his time dancing and practicing the fine arts.

Being near proper society, Lurikson quickly learned people with money can be a bit... Distant, as he politely would say. He does not agree with this behavior and  is more than generous with his money. So not to become distant himself!

With that being said Lurikson has high standards but believes if you judge anyone, first judge yourself.

A fateful day, Lurikson's met a women in the streets who, literally charmed him away. This sorceress then sold him to a band of privateers located on one of the small islands near the ruins of Beacon. They pressed service on a naval ship. Life on a ship was quite different that life in a theater. The captain was a cruel one and often pitted the crew against each other. Lurikson, having the air of a performer, was often chosen to take a beating. He took it with as much grace as possible and eventually earned some respect from the first mate.

The first mate was part of a secret organization called the Len's Maler Society and was on board to gain black mail on this pressed recruiting organization. Lurikson helped out and was trained as an initiator. They eventually exposed the press gang and the pirate captains, allowing Lurikson to walk free.

Lurikson returned home and was warmly greeted by his family. The experience changed him and he now wishes to become an adventurer and put his mark upon the world. Vowing to not use magic or exploit people like he was.

## General Appearance Edit

Lurikson's appearance has drastically changed briefly after an encounter in the Whispering Vale. He recent went back and undid what ever had happened to him. Lurikson carries the air of a performer and has the grace of a dancer.

## Personal Life Edit

Lurikson awakens every day to spend time meditating and then training for his dance styles. He then goes about his chores as he is apprenticed to the Fabers in Babel.
The Feuermin Clan

**Basic Information**

The Feuermin clan is a small clan plagued by misfortune. After the village caught fire, they lost hundreds which lead them to became more religious, taking the burning of their village as a sacred day. As mostly blacksmiths, other occupations are available, though not as valued. As the members grow older, they are encouraged to expand their experiences before choosing their life long occupations. They are of an Aasimar bloodline (Emberkin) and are normally red haired and green eyed as their blood burns of passion.

**Relations:**

Feuermin's are blacksmiths, so are very comfortable with warring tribes. They are essentially arms dealers for anyone with the money to pay for their extremely well crafted goods. Orcs, humans, tieflings, and halflings are common customers.

**Civilians and Non-combatants:**

Feuermin's are a very proud race and believe all action lead to reactions and consequences. They will argue for hours over minimal ground of a debate. They will also settle things with fisticuffs resulting in a trip to the bar to settle the outcome. A small percentage of these people also develop addiction to alcohol or other drugs as they have only recently been exposed to them.

**Culture:**

As a proud race, weakness is refocused into a strength through thorough training and schooling. Physically weak children are placed into physical roles, and mentally weak children are put into alternative education and encouraged to use their strengths to push through their weaknesses. Anyone who excels in their roles are immediately pulled aside and trained by the best in their respective fields.

As a whole, the village sees everyone as a potential leader, so even the weakest are taught to be proud, strong, and unforgiving.

**View of Undead:**

The undead are an abomination and burn their dead to ash as soon as possible to avoid any sacrilegious practices. Once the gods have taken you, your fate is sealed, if the gods return you, then they have chosen your second chance. Because of this, clerics, paladins, and shamans are the second most popular classes.

**Philosophy:**

"Long live the prepared traveler for he has no weakness"

Hard work and steady hands are the most important thing. As tradition, parents prepare their children for their rumspringa, no matter their goal. Either by creating a home, weapon, armor, or helping them to practice some basic magic. As it is their final act as their caretaker, the child equipped with their "gift" is considered the parent's greatest creation.
Tower of Telekinesis

Here lies one of the mysterious The Towers of Magic, discovered about a decade ago, on an unfortunate fishing trip.

## Geography

The surrounding area for a good while out is just ocean, eventually reaching the shores of Northern Etera. The Incandelth Peninsula is to the left, and is relatively near both the Mana Tower and Springscale.
As far as terrain matters, much of the tower is below the surface of the water, including the way in. So, one swims down, and makes their way up the tower after getting in, with no water being in the tower, implying it is water-tight.

## General Layout

General 'tower' shape structure, whose internal structure is not very mappable due to its inside structure changing. It is also completely see-through, making travel difficult without sufficiently good memory. So far, a number of constructs, puzzles, and traps, have been scattered throughout the tower.

## Interesting Information

It measures the power and 'qualifications' of individuals by 'density of life force', and considers those who enter 'test subjects'. Multiple voices have been heard, with relatively tailored jokes, implying the existence of multiple entities actively monitoring entrants.

## Historical Information

Not much is known historically, as it was not exactly visible, and thus was only noticed recently on a fishing trip. Whether it has do anything in past records, is not yet discovered.

## Powers/Abilities

* Can rearrange its internal structure, to unknown limitation and frequency. Still has to maintain an outer appearance of a 'tower'.
* Can teleport individuals out of the tower. Unknown if there are requirements or limits for this, but it is low-range, to just outside the tower.

## Testing Tower

Some introductory sessions were ran for the tower awhile back by Kestrel, where it was determined that there were multiple individuals using the place for 'testing' of some kind.
Links to related session summaries:

 Discovering the Tower

 Trying Times in the Testing Tower
OHRA: The Aetveris Oversight, Regulation, and Security Agency

## History

The Organization for Surveillance and Regulation of Anomalies (OSRA) is a shadowy intelligence agency operating within the nation of Aetveris. Its origins can be traced back to Empyreal Raven Solutions (ERS), a private security firm that was contracted by the government of Aetveris to gather intelligence and monitor the continent for any potential threats. However, as the agency grew in power and influence, it was eventually absorbed into the government and rebranded as OSRA.

## Mission

The primary mission of OSRA is to protect Aetveris from any internal or external threats, both known and unknown. To this end, they employ a wide range of advanced technologies, including surveillance drones and high-tech monitoring systems, to keep tabs on the entire continent. Maintaining a vast network of informants and agents, both within Aetveris and around the world, OSRA gathers and holds critical intelligence and information on highly dangerous creatures and individuals.

## Controversy and Public Opinion

One of the most controversial aspects of the organization is its internal policy of acting first and asking later. This means that they have a tendency to take action against perceived threats, even if they don't have all the information. In their eyes, bureaucracy and politics stands in the way of the nation's safety, and they would prefer to shut down a perceived threat rather than wait for politicians to hem and haw while the world falls to ruin. This has led to criticism from some Aetveris officials, who argue that OSRA operates with too much autonomy and too little oversight.

This same autonomy of its agents, however, means they are held to a higher standard. Any harming of innocents, excessive use of force, or excessive waste of resources falls solely on the head of the mission's lead operative, which keeps individual agents from being too comfortable with the power they hold.

Despite the controversy surrounding OSRA, it cannot be denied that the agency plays a vital role in protecting Aetveris from a wide range of threats, both known and unknown. Its leader, Seona Echosong, is a skilled and resourceful leader who is widely respected for her ability to get the job done. Under her leadership, OSRA has proven itself to be a powerful and effective agency that is always working to safeguard the interests of Aetveris.
Diário das Colinas de Ferro

Esse diário está nas minas das colinas de Ferro, a maioria está embolorado mas os trechos separados por \*\* podem ser lidos por quem dominar a língua anã, e os trechos marcados por ++ podem ser lidos por quem dominar o idioma ou for ladino. As datas estão em calendário anão, só leia se quem tiver conhecimento for um anão, neste caso se limite a dizer que data de 30 anos atrás.

### \*Veios de ouro - 15 de Janeiro \*

Nas cavernas -nome borrado pelo bolor- estão os veios de ouro encontrados por meu primo, vai ser um trabalho duro remover todo o ouro das paredes mas valerá a pena.

\*Águas Infernais - 3 de Março\*

Mais um veio de água, afundou três túneis, perdemos acesso a boa parte da nossa mina, estes veios vem de lugar nenhum, temos que achar a origem para desviar para fora da montanha se não será impossível trabalhar.

+O Imortal Falou - 16 de Maio+

Nosso líder disse ter tido uma visão de uma terra cheia de riqueza e vai levar o nosso povo até lá, fica entre três montanhas e deixaremos para trás As Colinas de Ferro.

\*Chuvas - 21 de Maio\*

Mais água por conta das chuvas, quase a Mina inteira está debaixo dágua, será muito bom sairmos dessa vila, isto aqui esta virando um pântano.

+Mudança - 4 de Junho+

Começamos a se mudar, infelizmente muitos túneis ainda estão submersos e inviabilizam pegar parte das nossas conquistas e riquezas, o pior é a Lança de Durin que fica próximo daqui depois do túnel -nome borrado- o túnel se encheu de água e parece um fosso no meio da sala, somente um anão com muito ar poderia atravessar até chegar na sala da lança, ou alguém mais alto como um elfo. Voltaremos depois de alguns anos para buscá-la, mas até lá ficará debaixo dá água.
Lurog

History: Born into a typical orc tribe, Lurog was often bullied for being smaller and weaker than the typical orc. While not much smarter than other orcs, he was smart enough to realize that he would never be able to be himself in his tribe. And that his younger half-human sister Mazon would be forced to be apprenticed to one of the shamans and likely killed. So at the tender age of 13, he took Mazon and fled from the tribe.

Personality: Very patient due to learning how to keep his temper in check, knowing that not doing so would only make things harder for his sister. He enjoys reading romance novels, hoping to find a connection with someone like that. He enjoys playing the guitar and singing. Lurog is also a hard worker, taking any odd jobs he can find to earn a living.

Description: 22 years old, 6'5", and 272 pounds. Black eyes and shaggy black hair. Usually wears red and brown clothing and carries a guitar on his back alongside his hornbow.

Relationships: Estranged from his family with the exception of Mazon, his younger half-sister.

Myth-Weavers sheet: https://www.myth-weavers.com/sheet.html#id=2368400
Lança de Durin

Lança mágica criada pelos primeiros anões usando uma pedra mágica que receberam dos elfos no primeiro encontro entre as raças. Durin recebeu a jóia e forjou pessoalmente a lança, o poder da joia ficou na lança.

Dizem que a gema foi uma das tentativas em encrustar o bem em itens feitas pelos antigos elfos na antiga cidade de Gondolin, o item gêmeo desta lança foi uma espada que ainda está de posse dos elfos.

Lança +1 - Ela é +5 contra criaturas deformadas por Morgofe e seus aliados, como por exemplo contra orcs em geral. Próximo de criaturas assim ela emana uma forte luz que dá vantagem no ataque e no dano.

### Atributos:

Dano 1d6+1 (+5 contra orcs)

Tipo de Dano : Perfuração.

Raridade: Único

Alcance se lançada : 4qd/12qd

Peso : 1,5Kg
Cuiviénen

Primeira vila élfica, situada a Leste do Mar de Helcar e a Oeste das Montanhas Orocami. Foi esta a primeira vila a contatar os humanos, tanto os não nascidos -os primeiros humanos- quanto os nascidos algumas gerações depois.

Como os elfos não costumam se reproduzir na mesma taxa dos humanos, rapidamente os humanos ultrapassaram os elfos em número.

### Líder

Celegorm

Por muito tempo quem foi o líder da vila foi Celegorm quando este voltou do Oeste, e era ele o líder no momento do nascer da civilização humana.
Zaelyn

Zaelyn is a Godling Dhampir/Teifling(Teifling for Stat Purposes) Fighter, former prince of a other worldly kingdom of vampires. He currently has only just arrived on Babel, and looks to make a name for himself. He is currently Active.

## Part 1: Origin

In a different world, in a land called Areth, a kingdom stood as testamount to the cruelty of fate. Ruled by Vampires in the night, the people of this kingdom felt no love from their undead overlords. The king and his court often riding out into the night to feast upon the essence of the innocent. With none to oppose this dynamic, the vampires grew vast and powerful, and overtime were able to form a cult among the populace, bringing praise to the Demon Lord Zura. And in time, through the acts of profound reverence, savagery and murder, the king drew attention to Zura. Visiting him in the lone night and praying upon the kings lust, she seduced him. Bedding and eventually killing him, and from this union a eventual son was born, cast out from the Abyss into the kingdom. Raised as a warrior and fighter, this prince, now named Zaelyn, would come to be known for his reckless behavior, and desire to fight. The vampyric court and subsequent ruler of the Kingdom, casting them out into the world to hopefully take the prince off their hands. Unbeknownst to them, Zaelyn found his journey vastly different from what they had hoped, unstable magics warping the reality and blasting him to the World of Chronus, on the continent of Etera. Here, with a uncertain future, Zaelyn hopes to become the strongest in the world, and perhaps, even challenge the mother who birthed him.

## **Appearance**

Zaelyn looks to be a well built fighter, toned in all the places fitting for one ready for battle. His skin is a dark blue color that resembles the night sky, while his eyes pierce through those around him with Lavender colored irises and black scelera. Four fangs replace each of his would be canines, signifying his acestry to a vampire, each one sharp and primed to pierce the skin of another. Two large horns protude from his forehead, turning a darker shade of his skin at their tips, while his hair is a vaguely silvery shade of white, often tied up in a messy ponytail. He often wears black armor and weilds a double sided blade.

## **Personality**

Zaelyn can be described in a few words, excited, loud, and aggressive. He does not shy away from a spar with anyone, even if they are stronger than him. He wants to become the strongest there is, and his attitude speaks to that.

## **Aspirations**

Become the greatest warrior, perhaps found his own kingdom.

☁
Zoldan

Zoldan

played\_by = Zadies

birthday = xxxxxxxx

alignment = Lawful Good

class = Paladin, Oracle

deity = Sarenrae

occupation =Healer

gender = male

age = 24

height = 5'9"

weight = 150 lbs

hair\_color = red

eye\_color = red

notable\_features = the horns

race = Tiefling

== History ==

== Appearance ==

== Personality ==

== Relationships ==

To be filled, as relationships are established

== Aspirations ==
Zora Vex

Born a simple girl from Meita, daughter to a blacksmith who lived under the Empire's old rule, and through the unrest of the rebellion. Her family had some hardships as a result, the weapons and armor ban in the city nearly putting them out on the streets many a time. To supplement her father's income during these days of strife, Zora learned to cook alongside her apprenticeship to her dad, becoming a very passionate chef. She learned very early on from her mother, that what makes a meal good is putting your heart and soul into its creation, and it was reflected in the food she prepared.

But, Meita's troubles troubled her family too. The growing black market issue started to rear its head in their lives, thugs coming by every day to extort her family. Zora, a young woman at this point taking up training in brawling and wresting to fight back. Thrashing hooligans, and telling them to leave the Vex family alone. This unfortunately drew more trouble, the black market gangs hoping to set an example.

Coming home from a day in the market selling street food, her home was broken into. Stepping in, she found her father beaten to death. Instead of being broken by this moment, she gained new resolve to avenge her father and protect her mother. Using her talents to assist the dissolving of the Black Market in Meita, and her resolve to become the pinnacle of Plus Ultra.

## Appearance

Zora is a human of darker skin, chocolate brown hair in a large afro, and a bottom-heavy yet fit figure. Her afro is rather large, and constantly obscures her eyes, though seemingly she can see through it just fine. Her visage underneath is rather beautiful, but nothing divine in terms of looks, her full, luscious lips getting the most praise of her facial features. Her hips are wide, leading down to thick thighs that hide an impressive level of muscle, a feature she uses often during her grapples to hold enemies down.

Often Zora is often dressed in plain garbs of a baker. Simple shorts, boots, a tunic, and a white baker's apron. Though, when exercising, Zora likes more loose, and skimpy attire allowing freedom of movement. Her fighting style requiring a decent range of moment to use more than her arms to grapple and clinch her enemies.

## Personality

Zora is a bubbling being of optimism and resolve. Most of the time carefree and easy going, shes known for her down to earth lifestyle. Zora most often just concerned with doing good work when cooking, and seeing peoples faces when they eat something delicious. When not working, she enjoys the simple things in life. The fun of dancing, taking it easy, and otherwise enjoying the life shes been given.

When serious, which requires someone really pressing her into it, shes an unyielding and passionate fighter. She will not be swayed by intimidation, and when brought near defeat she only fights harder.

## Relationships

Her mother back in Meita, who enjoys a comfortable retirement.

## Goals

* Buy her mother a bigger house
* Build a golem to assist in the defense of Meita
* make the best culinary establishment in the world
Ysayle

### Notable Features

Foot-long horns sprouting from her head, dusky red skin, signature look of superiority

Ysayle is a wandering adventurer-mage hailing from Mirrandrar, seeking lost knowledge wherever it may be found.

## **History**

The daughter of a moderately-successful merchant, Ysayle's early adulthood was spent aiding the family business, eventually growing to start her own small enterprise a town over. For a decade, all was well; she enjoyed the work well enough, and made more than enough gold to live comfortably, but eventually the work lost its luster. She grew disinterested, finding herself yearning for something greater than buying and selling goods. On a whim, she hired a passing wizard to teach her a few cantrips, something new and exciting that - if it didn't pan out - would at least aid her in her daily life. To his surprise and hers, she had quite a gift for it, picking up the basics within weeks, and learning all he had to teach within months. More importantly, however, she also discovered she adored magic; she loved the intricate weave of a spell, the effort that went into learning and preparing it, the tantalizing hints of reality peering between each rune in her spellbook.

If she was weary of her life before, discovering magic made her actively loathe it. Within days of the wizard leaving, she sold her entire business and home to her parents for a pittance, gathered up her belongings, and set out to discover more about this wondrous discipline.

## **Appearance**

A female tiefling with wide, sweeping horns, red skin and hair, and sharp teeth. Stands over six feet tall. Dressed in conservative clothing of exceptionally fine make, with jewelry to match, subtly reinforced to provide extra protection. Has a thick tome hanging from a chain attached to her belt. Often serious in demeanor, more inclined toward getting the current task done than joking.

## **Personality**

A driven and ambitious individual, Ysayle does not tolerate imperfection or failure, from herself or others. She applies herself fully to every task, and expects the same from others. While she is not inclined to berate or belittle when failure inevitably happens, she is almost compelled to ensure that work to ensure such a failure never happens again.

Ysayle is almost obsessed with the power of magic. The ability to reshape reality with knowledge is intoxicating, and discovering and amassing such knowledge is the major driving force in her life.

## **Aspirations**

Ysayle aspires to magic and knowledge, desiring to learn the pinnacle of what is possible with magic and be able to perform such miracles. Arcane, divine, psionic, akashic... Such divisions matter little to her. Along the way, she hopes to make her mark on the world, an irrevocable stamp that states she was here, long after she is gone.
The Collector

"I am very, very rich."

The Collector is kobold traveling through the depths of space, collecting various rare creatures and aliens. Of course, the creatures he captured and put on display never came along willingly, and it is said that the Collector spent a fortune hiring bounty hunters and mercenaries to help him with his goal. Despite the expense, the Collector did well financially, with his rare creature displays being known across the galaxy. The origin of the Collector, and why it was he was so fascinated with such creatures, remained a mystery. After facing the crew of the C.S.S. Venture, the Collector was captured, and his ship taken from him.

## Search for Guildenstern

During the course of the C.S.S. Venture's journey across the stars, the crew came across the mysterious robot known as "Guildenstern." Though his origins were unknown at the time, it was clear that the technology used in his construction resembled those of the "Primes" who guarded the Towers of Magic. The Collector offered the crew of the C.S.S. Venture a fortune to capture him, but when they refused, he used the funds to place a bounty on the crew instead.

The Collector's mercenaries and bounty hunters failed in capturing the crew of the C.S.S. Venture, and eventually, they would seek vengeance along with the warrior known Achilles. The crew wanted to ensure that the Collector would never pursue them again, while Achilles wanted to rescue his wife, who herself had become captured as part of his prized Collection. Though the Kobold fought back with an array of expensive magic items, he was soon defeated, his bodyguards slain, and was captured.

Though the Collector seems to be a whimsical figure, who enjoys boasting about his wealth and flirting with dragons, he knows more than he lets on, especially about Guildenstern and his past.

## Personality

Pompous, arrogant, and fancy are the words that can best be used to describe the Collector. He enjoyed the finer things in life, and even his bodyguards were exotic cat girls. Despite the cruelty he was capable of, the Collector was jovial when conducting business, and enjoys discussing his prized creatures.

## Fighting Style

The Kobold is a mesmerist and wizard who makes up for his lack of finesse and talent with an array of expensive devices and magic items that someone of his caliber only had access to because of his wealth.
Zakkery Bones

### Fey Competition:

Zak was heading out to the woods to practice his hunting skills and try out a few new shooting techniques he learned recently when the when the fey warrior made his introduction. Zak was unimressed by the Fey's display, and didn't even bother to grab an invitation before he scoffed and went back to his plans for the day. It was several hours later when he went to by some alchemist supplies that he realized how light his coin purse had gotten, and the Fey's words kept repeating "*You will be fairly compensated for your time,..."*

"I guess I could put up with some arrogant Fey for some decent pay" Zak said to himself as he was at the counter paying for the chemicals.

The clerk, without even looking up, responds "Yeah, they can be a bit prickly, but I hear they're true to their word." Zak nods and heads out.

Zak went back and found an invitation that had got caught in a branch, and got himself ready to get to work. The next morning he makes his way to the court of the Dread Monsoons. There seems to be crafters and assistants buzzing around all over the place, it takes Zak a while before he finds a Fey that leads him to his alchemical crafting corner. Not motivated enough to give maximum effort, Zak decides to take it easy for the first bit and uses his time to make all kinds of paints to supply the other crafters with, although, they are magnificent quality and do the job of beautifying various projects around the court.

When the Gold Sink is revealed Zak catches himself before bursting out in laughter. 'All this for a gold sink? how obnoxious!' Zak thinks to himself. The idea of useless things that cost way too much money never made sense to him, but as a piece of art he couldn't help but admire it all the same. Finally he decides he's here for one reason and thats to get paid, but if he's going to be a part of this then he midn as well go all in. Zak gets an idea and floats it by several of the Fey in charge to make a mechanical platform they could raise and lower the artifact to make it even more [strike]perpostorious[/strike] "glorious," although for him it was just for fun. Feelling rather pleased with himself, Zak takes some time to relax as he peruse's and admires all the hard work and craftsminship around court. "Its not often you see so many gathered like this" Zak says to himself and smiles, waiting for the next chapter in this event.
Tinaria Flamma

## History

### Year 0-11

Tinaria was born into slavery to an unknown mother and father in the underdark. Her mother was a slave who died shortly after her birth. Her father was never seen again. She grew up as a slave. She is experimented on and her body becomes moth-like. She is never taught to read or write.

### Year 11-12

Tinaria gets caught in the middle of a large raid on the underdark led by a group of elves known only as The Lanterns, bearers and lighters. While her captors were slain, she was fearful of the repercussions of her actions, taking a lot of convincing, eventually acquiescing, coming out some time later only to be nearly blinded by something she’d never seen before... Light. She was all but feral at this point, knowing only what she was forced to do for her early developing years

### Year 12-33

As Tinaria makes it to the surface with the aid of this group, she finds herself in a jungle. The lantern bearers guide her to their civilization, the land of the elves and give her the tools to nourish her body to full health. Over the course of several years she is able to learn and grow. The elves here are more than happy to help and eventually she demonstrates an impressive efficiency and dedication seldom found in those who haven’t known strife. She rises the ranks, her skills with a bow and desire to help others earns her a spot on the exclusive shortlist to join the Lantern Lighters.

### Year 33-34

The most recent year of Tinaria’s life was spent focusing her efforts on saving those in need. She has been working on a project to light a path all the way down to the depths from whence she came, but her purview has put a target on her head by some powerful individuals of an unscrupulous nature and they search for a method to rid the world of their ‘problem’ forever.

### Now

Perhaps it is this that leads to the untimely rift in spacetime swallowing her and pulling her from the world she’d grown so close to into the new realm of babel. What awaits her? How will she handle once again being moved from a place she's known for so long?

Only Time will tell.
Humanos

Os humanos são conhecidos como os escolhidos, segundos Kindred -que no idioma élfico antigo provavelmente quer dizer os segundos. Eles vieram depois dos elfos e algumas diferenças fundamentais em relação à estes é que os humanos tem domínio sobre sua existência, sua existência não é prevista, eles não são como os elfos que ao morrer renascem neste mundo. Eles morrem e vão para a casa de Mandos esperar o momento final, livres de problemas. Também o destino do planeta será dos humanos, onde numa Era futura quando a magia acabar, os humanos dominarão o mundo e as estrelas.

Links

Sobre os humanos na Terra Média
Zaheer's Landing

## Description

Zaheer's Landing is but a large jungle located on a yet unnamed Island, where the people of Etera have first landed following the efforts of the Zaheer Expedition. So far, not much is known about the Island that this jungle rests on, aside from it's general geography and layout. The finer mysteries of the jungle are yet at hand.

## Geography

### Flora

So far, only large amounts of jungle flora have been found among the region, varying in the most tame of specimens to voracious man eating plants and towering trees. It's safe to say more data will be required before anyone can accurately get an idea of the land's flora.

### Fauna

Due to a lack of Data, the only fauna observed among the explorer's of this region so far have been run of the mill aquatics and terrestrial types. Perhaps the jungles secret's lie hidden deeper.

## Dangers

Port Sharia Kraken - Status: Deceased. Felled by Adventurers

TBD

## Rumors & Legends

(These are essentially plot hooks for people to follow if they want)

Jungle Predators: The people of Port Sharia have come to gossip about the presence of far larger fauna in the jungle.

The Deep Sea King: Port Sharia's local merfolk, Abel, has rumored about a lingering presence beneath the waves near the port.

The Lost Temple: Scouts identified a ruined temple off on it's lonesome.

The Ruined City: To the north, scouts have determined that beneath the jungle canopy lies a large and sprawling city of stone, assumed abandon and in a state of disrepair.

Volcanic Isles: A few smaller Volcanic Islands surround the larger island, as noted by a few sailors.

Cracks and Chasms: Among the many jungle floors of Zaheer's Landing, a few scouts have noticed large crevices and cracks in the earth, while unwilling to delve into them, they are able to tell they delve far deeper than they can see.

## Notable Locations

Port Sharia: A up and coming port city located on the south eastern tip of Zaheer's Landing.
Zor'kylo the Grand Primus

## History

### Early Life

Even if there's not too much to speak of, try to give some ideas as to their upbringing or what they've been doing prior to being played. As with any section, rename as you see fit. Perhaps you might need another section with its own title if there's a lot to say.

### Adventuring days

Now its time to fill out what your character has been up to as a player character. This will expand into many sections (hopefully) as time progresses and you get some action under the character's belt. Come up with a better title than I have here for this and future subsections.

## Appearance

Give a nice description of the character's appearance and choice of clothes in whatever situations you think are appropriate. You can also go over how this has changed over time with reference to their experiences.

You can talk about their equipment as well, or leave that for later in the abilities section. Up to you.

## Personality

What they're like, their outlook on life and how they come across to others. In time this will also fill out with how their personality has changed over time.

## Abilities

Provide an idea of their known competencies, skills, powers and abilities.

That's pretty much all the main bits and pieces I an think of, but feel free to add, remove or alter any you don't like!
Sune

Sune é um Maia e o principal vilão da história.

### Especiais

Movimento Sombrio, Iniciativa Divina,Transe, Presença Enfraquecedora, Translucidez, Forma Humanóide, Arrancar o Coração , Sugar a Alma

### Desafio

55000 XP

Não é esperado que os personagens enfrentem Sune diretamente , mas se ocorrer ou se ocorrer durante o sono, devem seguir as estatísticas normais.

Sune é ambicioso e pretende derrotar Annatar e ocupar o seu lugar e isto será sua ruína.

Ele tem o poder de entrar nos sonhos e distorcê-los quando deseja, embora ele tem o prazer de manter os sonhos o mais próximo da realidade possível para poder aterrorizar as pessoas com seus próprios medos. Qualquer pesadelo causado por Sune, se a pessoa morrer ela acordará com 1 ponto de vida, se não metade dos pontos de vida perdidos no sonho continuam quando ela acorda, dano por motivos psicológicos.

Suas vítimas não raramente cometem suicídio quando atormentadas por Sune.

### Combate

Ele tem dois ataques por rodada, cada ataque com sua mão retira permanentemente 1d4 de habilidade. Ataque +22.

#### Ações

##### Iniciativa Divina

Exceto se for contra um outro deus, ele SEMPRE inicia a rodada.

##### Movimento Sombrio

Quase que se teletransportando ele se move até 10 quadrados, podendo dividir seus movimentos em antes de um ataque, entre o ataque ou depois do último ataque, quantas vezes ele quiser até dar um total de 10 quadrados.

##### Transe

Todos devem fazer um teste DC 25 de WIS ou ficará por uma rodada em transe sem conseguir se mexer , tremendo e suando frio. Ao final de cada rodada pode repetir o teste, quem passar fica imune por 24h.

##### Presença Enfraquecedora

Em sua presença, qualquer ataque mortal contra ele é feito com desvantagem.

##### Translucidez

Todos os ataques tem 50% de chance de atravessarem ele como se fosse uma névoa -exceto se ele tiver em forma humana.

##### Forma Humanóide

Ele não costuma usar esse poder, mas se precisar ele pode ficar na forma humana, ele escolhe a forma se é humano ou elfo, desde que sempre masculino e na forma de um homem ou elfo forte de idade intermediária, neste caso ele perde o poder de Translucidez.

#### Ações Lendárias

Sune pode causar uma ação lendária das duas ações abaixo, sempre no final de cada turno.

##### Arrancar o Coração

Usando a translucidez -não pode ser usado na forma humana - ele arranca o coração do personagem. O personagem tem uma chance se protegendo com DC 25 DEX para desviar do ataque, neste caso ele leva 2d8 de dano por corte e continuar vivo, se falhar ele morre instantaneamente.

##### Remover a alma

Num ataque extra bem sucedido, ele consegue puxar a alma da vítima, que cai inerte no chão.
Gandalf

Íncanus, Mitrandir , Gandalf, ele tem muitos nomes e não precisa de apresentação. Ele é um dos maiar Atualmente ele esta na forma divina, sem um corpo para andar na Terra Média.

Ele pode ser alcançado indo até a terra dos deuses, ou através de um ritual realizado por poucos elfos da Terra Média.

Atualmente ele parece uma nuvem que forma de tempos em tempos o rosto de um homem sábio, seus olhos são pura luz, horas ele parece ter um rosto de alguém muito velho, horas ele assume a forma de um andarilho. Sua voz é grossa e penetrante, poderosa, parece forte o suficiente para tremer tudo que esta a sua volta. Ele ouve mais que fala e quando fala, detém uma sabedoria ímpar, mesmo entre os Maias.
Vanhin Perhe

Uma das vilas iniciais dos humanos

Como todas as aldeias humanas, esta é bem primitiva. Ela é uma das aldeias primordiais, descendentes do herói Khar e contém poucas pessoas perto outras aldeias primordiais pois ela se dividiu e parte da população há algumas décadas formou a aldeia Uusy Kilä ao norte.
Darkness

> "..."
>
>

Darkness is one of the Four Horsemen, and is by far the most enigmatic.

## Biography

It is unknown when exactly, but centuries ago, The Four Horsemen were the generals of a powerful demon, and in each of them was his power. In an effort to stop them, they were sealed away in an ancient Philosopher's Stone, created by Dax's ancestor.

### Lost Mine of Phandelver

During the attack on the Shad Astula Academy, Josu Vilmheart was raised from the dead by the forces of the demon Razaketh, and killed the headmaster of the school, destroying the Philosopher's stone and freeing the horsemen in the process.

After the collapse of the academy, The Vengeful Four met face to face with the horsemen, but were spared, due to Razaketh still having other plans for them. Darkness did not interact with the heroes, but just stared at them, with cold, unfeeling eyes.

## Personality

Darkness has not been seen speaking a word, and only interacts through actions.

## Abilities and Equipment

Darkness has not been engaged by the party in combat, and not much is known about his abilities. However, sources from the time of the Horsemen tell of a rider, dressed in white, wielding magics both holy and necrotic. When engaged in melee combat, he would switch to his mace, The Grey Aether.

## Appearance

Contrary to his name, Darkness dresses in all white. But his skin color is unknown, due to a mask covering most of his face, and the rest is covered in fog, and all that can be seen is two purple glowing eyes and shoulder length black hair. Darkness' armor hints to a possible paladin origin, but this theory has been laughed at, due to Darkness being so ominous.
Besouro Gigante

Besouros de tamanho incomum que por meios mágicos ou naturais cresceram até o tamanho de um cachorro. Eles apesar de terem asas não voam.

Deslizar - o bezouro pode se mover para baixo em buracos sem levar dano pela queda usando suas asas.

Ações:

Mordida - Corpo a corpo, +3 para acertar, dano 1d4+1 por perfuração.