recursal/Fanatic-Fandom huggingface dataset:
Merkantos

Símbolo da Guilda

Quarta Era

Quinta Era

A **Guilda Mercantil de Pardothiel** (cujo nome oficial é **Merkantos**) é uma organização comercial, composta por grandes mercadores. Foi fundada no Império das Ilhas no fim da Segunda Era, junto a fundação da cidade de Koenisberg, que abriga até hoje em seu Centro Histórico a sede da Guilda.

É a mais forte organização comercial do continente, não atuando (oficialmente) apenas no Império de Bogothar. Apesar de independente do Conselho da Prata, seu funcionamento é extremamente semelhante.

## Fundação

Enquanto os Batedores do Novo Mundo operavam militarmente no continente, a Guilda surge para "fortalecer a civilização" durante o massacre da população nativa. Conforme as cidades eram conquistadas pelos Batedores, a Guilda focava seus esforços para dominar o comércio local nesse momento onde a colonização ocorria. Os mercadores que não eram assimilados pela Guilda acabavam sendo levados à falência. Assim, a Guilda espalhou sua influência por todo o continente, seguindo a marcha sangrenta dos Batedores.

## Objetivo

O objetivo da Guilda é a colaboração visando o fortalecimento do comércio no continente, para expandir o alcance das mercadorias para todos os rincões de Pardothiel. A realidade é que a organização visa apenas o desenfreado enriquecimento de seus membros em detrimento de comerciantes menores.

## Agentes da Guilda

A Guilda contrata agentes externos para realizarem tarefas específicas, onde os mercadores que representam oficialmente a Guilda não podem agir. Como o líder da Guilda é também regente do reino onde ela está sediada, não há pressão para que seja pública a real função desses agentes ou qualquer tipo de prestação de contas das ações deles.

A comparação com mercenários é negada pelos representantes da Merkantos, que preferem chamá-los de "agentes" ou "emissários". Na realidade, o trabalho desses agentes é idêntico a de um mercenário e suas tarefas muitas vezes estão fora da legalidade. Como os agentes não tem ligação formal com a Guilda (o contato é sempre feito por terceiros) não há como responsabilizá-la pelos crimes cometidos por eles.

#### Agentes conhecidos

* Ari Karach
* Flora - descartada no dia 19 do Mês da Colheita de 6344
* Fauna - descartada no dia 19 do Mês da Colheita de 6344
* Gregory Ffthyn - descartado no dia 19 do Mês da Colheita de 6344

## Membros

* Drakim Khalendia XI- Lorde de Koenisberg e Riga, regente de Khalendia e atual líder da Merkantos
Aboleth

Aboleth fora d'água

Os **Aboleth** são anfibios grandes, normalmente chegando aos seis metros de comprimento e pesando mais de três toneladas, mesmo que continuem a crescer e cheguem a impressionantes quarenta metros de comprimento. Parecem enguias bizarras, com longos corpos tubulares, com grandes caudas e duas barbatanas na cabeça e uma ao longo das costas. Suas bocas são semelhantes as de lampreias, preenchidas com dentes serrilhados sem mandíbula.

## Aparições

Aboleths infestam os mares ao redor do Império das Ilhas.

## Armas

* Cauda (Corporal, Dano 10/Contusão)
* Tentáculo (Corporal, Dano 8/Contusão)
* Dentes (Coropral, Dano 15/Perfuração)

## Habilidades

**Criatura Aquática (Suporte)**

* Você pode respirar normalmente embaixo da água e você nunca falha em testes para nadar.

**Escravizar (Ação)**

* O Aboleth afeta uma criatura que esteja a menos de 10m. O alvo deverá ser bem sucedido num teste de Vontade (Dif. 10) ou ficará magicamente enfeitiçado pelo Aboleth até que morra ou até receber dano e vencer o teste de Vontade (que é repetido sempre que o escravo receber dano). O alvo está sob controle do Aboleth e não pode realizar ações. O Aboleth e o alvo podem se comunicar telepaticamente a qualquer distância.

**Nuvem Mucosa (Suporte)**

* O Aboleth fica envolto por um muco transformador. Qualquer criatura que o toque ou o atinja com um golpe corpo-a-corpo deve ser bem sucedida num teste de Força (Dif. 13) ou ficará doente por 1d6 horas.

**Terror das Ilhas (Suporte)**

* O oponente deve ser bem sucedido num teste de Vontade (Dif. 10) ou ficará amedrontado até vencer o teste de Vontade. A dificuldade aumentará se o Aboleth estiver em sua linha de visão (+2 por turno).
Reino de Seleria

O **Reino de Seleria** é o reino élfico que ocupa as Montanhas de Moradin, no sul do continente de Pardothiel. Com a colonização do continente as forças armadas dos Batedores do Novo Mundo e de reinos humanos recém fundados começaram hostilidades com o reino de Tricilien, que levaram ao fim do reino em 6061. Os elfos em êxodo invadiram as Montanhas de Moradin e formaram o reino de Seleria no sul.
Pelotão Pentaghast

Símbolo da Ordem

O **Pelotão Pentaghast** é um agrupamento de soldados da Ordem dos Cavaleiros de São Vendrick, liderado pelo Mestre Provincial Krisium Pentaghast e composta por soldados da cidade de Nidritsa, em Khalendia. Partiu da base com 16 soldados (contando Krisium) e no momento perdeu três deles, restando apenas 13 membros.

## Formação

O Pelotão Pentaghast foi formado após a convocação de Krisium, no dia 18 do Mês da Colheita, para a expedição ao Império das Ilhas. O objetivo da expedição é auxiliar a Comitiva da Alvorada a coletar o medalhão da família Cassius e recuperar um artefato da Ordem de São Vendrick. O Pelotão foi nomeado em uma discussão entre quatro membros da Ordem, que se prolongou da saida de Nidritsa até o fim da viagem até Tavros.

Borin Drake, Ermina Shenkis, Catrain Commonbrook e Edmund Cleves discutiram energicamente por dois dias, até que Avery Fenwick - conhecida por ser de poucas palavras - passou pelo grupo e disse "*Pelotão Pentaghast. Soa bem e rimará quando menestréis cantarem nossos feitos*". Ali a discussão se encerrou, começando as disputas pelo melhor símbolo.

## Trajetória

O Pelotão saiu de Nidritsa no dia 18, rumo a Koenisberg. De Koenisberg, viajaram de navio em direção ao Império das Ilhas, desembarcando em Tavros.

Ao desembarcarem, o soldado Antor foi atacado por um Aboleth, caindo em batalha. Após limparem uma taverna próxima a margem, avançaram em direção a Casa dos Guardas, próxima aos muros da cidade. Então, defenderam a Casa dos Guardas enquanto a Comitiva da Alvorada e Krisium limparam o Palácio.

Após limparem o Palácio, todo o Pelotão se deslocou para ele, onde estabeleceram a primeira zona segura de Tavros. Desde então, as forças da Ordem dos Cavaleiros de São Vendrick está baseada no Palácio da Alvorada, como foi nomeado por membros da Comitiva (ainda que Allister tivesse sugerido que fosse chamado de "Palácio Pentaghast", sendo rapidamente reprimido por Krisium, que falou sobre os perigos da idolatria).

Dois dias depois, explorando o subterrâneo de Tavros - que havia sido descoberto há pouco por Krisium - Allister é morto em uma armadilha.

Após a liberação de Tavros, com a necessidade de estabelecer uma cadeia de comando para governar a cidade, Krisium promoveu todos os membros sobreviventes do Pelotão após apresentar as novas tarefas dos mesmos.

## Integrantes

1. Krisium Pentaghast - Mestre Provincial e líder do pelotão.
2. Allistair Cleves - Cavaleiro (promoção post-mortem). Morto em 23/02, numa armadilha no subterrâneo de Tavros.
3. Antor Corthwaite- Cavaleiro (promoção post-mortem). Morto em 22/02, atacado por um Aboleth.
4. Avery Fenwick - Capitã.
5. Borin Drake - Cavaleiro.
6. Catrain Commonbrook - Cavaleiro.
7. Draco Caskbow - Tenente.
8. Dworkin Glavonak - Cavaleiro (promoção post-mortem). Morto em 24/02, na batalha contra os Templários vermelhos.
9. Edmund Cleves - Cavaleiro.
10. Ermina Shenkis - Cavaleiro.
11. Gregory Darkdraft - Cavaleiro.
12. Kyle Gavorn - Cabo.
13. Quinn Fenwick - Cabo.
Palácio da Alvorada

Pelotão Pentaghast

Bochevos

O Palácio da Alvorada é o antigo palácio da cidade de Tavros, renomeado pelos membros da Comitiva da Alvorada. Fortificada durante a guerra civil  pelo Comandante TemplárioVasili II, é o local mais seguro da cidade de Tavros e após os esforços do Pelotão Pentaghast e da Comitiva, se tornou a primeira zona segura conhecida do Império das Ilhas.

## Estrutura

Dentro dos muros, foram construídos o Palácio em si, o Quartel da Guarda e a Casa dos Servos. A casa dos servos é pequena e humilde, apenas um grande dormitório e uma modesta cozinha. Já o Quartel da Guarda era o maior foco de organização militar da cidade durante a guerra civil, tendo uma maior complexidade arquitetônica com dormitórios, sala de reuniões, subterrâneo e uma estrutura de taverna.

O Palácio possui três pisos e duas torres, sendo o primeiro ocupado por uma biblioteca, uma cozinha e depósitos, além de um saguão. O segundo piso é ocupado por dormitórios. O terceiro é um amplo sótão, usado antigamente para celebrações. As duas torres são os aposentos mais requintados, sendo uma delas o quarto do antigo lorde e sua esposa, e a outra o quarto da filha do lorde.

## Defesas

O Palácio é cercado por uma muralha de pedra que protege seu terreno, além de ter o norte e o oeste protegidos naturalmente pelo relevo. O portão - agora operacional - oferece um complemento defensivo valoroso. Haviam alguns buracos e falhas na estrutura da muralha e os mesmos foram cobertos e reforçados por Zorath.
Nova Igreja

A **Nova Igreja** é uma organização religiosa-militar cuja atuação é mais focada na parte norte do continente. Sem depender de Templários, seus membros são treinados em combate e aplicam uma interpretação radical dos mandamentos do Santo Pai. O grupo foi formado por Padres vindos da Santa Igreja, sendo liderado pelo Padre Varg.

Os membros dessa organização caçam usuários de magia, pagãos e qualquer pessoa que não aja de acordo com seu código religioso. O grupo possui forte presença em alguns vilarejos do Império de Bogothar, onde visa eliminar o culto politeísta anão. Em algumas dessas cidades a Nova Igreja se tornou a lei, aplicando a lei divina através de uma inquisição.

Uma das histórias que utilizam para propagandear sua política radical é o massacre promovido pela Irmandade do Fogo na cidade de Yartsy, onde dezenas de camponeses vinculados a Nova Igreja foram assassinados por magos da Irmandade. O Massacre de Yartsy é uma história constantemente levantada por membros da Nova Igreja.

O maior fator identificador da Nova Igreja são os adereços religiosos combinados aos armamentos, além das vestimentas clericais modificadas para o combate. O símbolo da Nova Igreja é uma estrela de nove pontas, assim como da Santa Igreja, cercada por um círculo.
Aelin Ashryver

**Aelin Ashryver** é uma ladina khalendiana, filha de mercadores de armas da cidade de Riga. Membro fundador da Comitiva da Alvorada.

Atributos: F3, A5, I4, V3

## História

Nascida em uma posição confortável, na cidade de Riga, filha de mercadores de armas (Rolf e Evelin Ashryver) que lucravam com a guerra no norte, Aelin cresceu em uma cidade que ela considerava egoísta e gananciosa, com expectativas de que fosse se tornar uma grande mercadora como seus pais.

Frustrada com as expectativas dos pais e a negligência destes com suas próprias vontades, Aelin sonhava com Calrasia: a arte a interessava bem mais que a prata. Ainda assim, sua infância foi aprendendo o ofício dos pais.

Foi nesses dias no mercado da cidade que Aelin cometeu seus primeiros furtos, que acabaram se tornando tão comuns e banais que não geravam nem sequer arrependimento por parte dela. Com o tempo, Aelin - para o desgosto de sua família, que na época nem sequer imaginava - conhecia mais da vida nas ruas do que os ofícios familiares. Conhecia a cidade de Riga, seus becos e locais sombrios melhor do que a própria casa.

Foi quando recebeu um ultimato de sua família que Aelin fugiu: teria de assumir o negócio da família na cidade. Antes que pudessem receber uma resposta, a menina juntou suas "economias" - os frutos dos furtos - e desapareceu na noite.
Ilha de Zedong

A **Ilha de Zedong** é uma ilha das Terras D'Além Mar, ocupada por diversas cidades-Estado chamadas "Cidades Livres". As Cidades Livres são diversas cidades-Estado espalhadas pela ilha de Zedong. Essas vão desde caóticos lares de criminosos do mar até cidades com governos de mão de ferro que crescem exponencialmente pela ilha. A ilha de Zedong foi habitada inicialmente por fugitivos do Império de Rucien-Xa, após a guerra que fundou este. Desde então, a Ilha de Zedong é a maior região de contato de Pardothiel com as Terras d'Além Mar. As cidades-Estado da Ilha sofrem desde sempre com ataques vindos dos bárbaros das Ilhas Orientais.
Ferghus Cassius

**Ferghus Cassius** é o lorde do vilarejo de Nidritsa. Foi resgatado pela Comitiva da Alvorada no dia 17 do Mês da Colheita e os enviou em busca de um artefato de sua família no Império das Ilhas no dia seguinte. É simpático a Ordem dos Cavaleiros de São Vendrick, permitindo que estes estabelecessem uma base em seu vilarejo.
Espada Celestial

A **Espada Celestial** é o nome dado a terceira companhia dos Batedores do Novo Mundo. Foi a mais popular companhia dos batedores e é conhecida até hoje por seu papel no extermínio dos elfos. Se utilizando de informações falaciosas onde apresentavam os elfos como seres demoníacos, assassinos e traiçoeiros, mobilizaram uma campanha contra a raça durante a colonização do continente.

A luta da Espada Celestial contra os elfos causou pânico entre os elfos, que após décadas lutando contra o avanço da companhia acabaram num massivo êxodo para o sul, onde encontraram os elfos do sul em guerra com os anões da Montanha de Moradin. Auxiliando seus irmãos na guerra, expulsaram os anões da Montanha e lá se assentaram.

Houve apenas uma batalha da Espada Celestial contra o reino élfico e após essa batalha os elfos aniquilaram as forças inimigas, no evento que ficou conhecido como a "Noite do Fogo", onde emboscaram as forças invasoras - enfraquecidas após a última batalha - no acampamento da companhia e utilizando de magia incendiaram o acampamento e seus soldados, matando centenas de soldados.
The Padfeet

Led by “Wild Garrus” Toughheart, **the Padfeet** are a band of mercenaries known for their greed. They have taken numerous jobs that made them infamous, including assassination, raiding and causing an avalanche.

They accept any humanoid in their ranks after they pass a test of courage. This test of courage has proven deadly for those not strong, quick or smart enough.
Ralakesh

A being of draconic descent.

All things that have been are recorded in the vast archives of **Ralakesh**, and from these archives Ralakesh can deduce many events that are yet to come. Ralakesh, as overseer of all, is tasked with judging the outcome of the worshipper festival after which a singular deity gains control over the world. Ralakesh is able to see all, and has agents spread over the world in the form of beholders and arcane beings.

Worshippers of Ralakesh gain his favor by seeking out ancient and forgotten, or revolutionary and innovative knowledge. A new invention in the world of … is a sign of devotion to Ralakesh.

The scholars that devote their life towards the recovery or creation of this information don dark blue and red garbs, often mixed with purple accents. The blue signify the flow of time washing over existence, hiding forgotten knowledge where it passes, bright red for the unknown and yet to be discovered, and purple for the application and combination of ancient and new. Sigils of Ralakesh are often created from rare metal alloys. Scholars often pride themselves when colleagues cannot discern the type of alloy their respective sigil is created from. The sigil always bears the mark of a burning eye.
Vistara

A being of ancient elemental descent.

**Vistara** is the creator and author of the celestial pact. Despite his deceptive nature, Vistara has proven to be a benevolent and trustworthy member of the blessed octagon. His skills in illusion and shapeshifting helped him study the living creatures, and made him a master in diplomacy. Vistara is tasked with being an impartial judge between direct conflicts of celestial beings and lesser deities.

Being curious and easily bored by nature, Vistara has many reported sightings in the material plane. While he doesn’t appear physically in the material plane, his illusions are so lifelike that it is hard to differentiate between a Vistaran illusion and a childhood friend you’ve known for your entire life.

Followers of Vistara differ greatly in nature. Some are open diplomats between the great cities and nations, while others are more reclusive and prefer their secrets to remain their own. Worshipping Vistara is as simple and intricate as retaining your secrets, discovering someone else’s kept secrets, or influencing other beings through persuasion or illusion. Followers tend to dress themselves in colors that correspond to their surroundings. Diplomats dress to fit in with their crowds, usually in rich and vibrant colors, where secretive followers tend to blend in with their surroundings in order to make camouflage spells easier.
Gibraltar

**Gibraltar** is an aged gnome paladin and husband to Simone. His expertise seems to be striking trade deals and most things associated with (making) money. He too has had his fair share of adventure and when the need arises will take up arms himself.

He was the head of Simone’s Grogg, a guild set-up similarly to the Gilded Fable now, and would have continued to be if the Silent Vanguard hadn’t been payed to level his life’s work.
Kharamat

An ancient draconic being.

**Kharamat**’s visage is awe inspiring and mystifying at the same time. A humongous white dragon, shining brighter than the sun that circles Magora, with wings that span the size of mountains, consisting of bright white feathers seemingly made out of pure light itself and harder than adamantine. The people of Magora are the most familiar with the sight of Kharamat, as when she gains control of Magora, she lets her presence be known! When Kharamat gains her reign, she ensures that the entire material plane is aware of her presence and can take comfort in her grace!

Kharamat is tasked as the guardian of the pact. She is known as the physically strongest celestial, even outweighing Tirrabold in feats of strength, which has earned her the respect and admiration of the other beings. Kharamat has the liberty to directly influence the world of Magora when the worship of celestial beings is being restricted. War holds the living to the martial laws of combat, even assassination and trickery is allowed, but restricting worship by law or extermination of all the worshippers of a specific caste is forbidden. If the knowledge of a specific being is to be forgotten against that being’s wishes, or a specific being’s worship is severely being restricted, Kharamat is to intervene to preserve the balance of the pact! Kharamat’s domain in the celestial world connects directly to the breach between the celestial domains and the material plane. If one of the eight decides to break the pact and enter Magora through the breach, it would have to pass through Kharamat’s domain first.

Worshippers of Kharamat are often recognized through the bright white colors and heavy steel. They serve to defend and protect those that are too weak to protect themselves. A clergyman of Kharamat can often be found wielding fine steel weaponry with a thick broad shield, emblazoned with a bright white flame. The sigil of Kharamat is often made of bright steel. A duo of dragon fangs encapsulates a bright white flame in its center.
Syndra

Syndra is a Tiefling Warlock and an ex-member of the Gilded Fable.

She initially joined the guild because she wanted to experience how it was like to be in one. However, during her adventures in Esteria, Syndra vanished one morning, only leaving behind a note for the rest of her companions. The note states that she difn't feel like committing herself yet to the guild, and therefore left. She is played by Volgera

## Trivia

* Syndra is based on the similar named character during the prologue campaign, which was hosted by Volos.
	+ There are some small differences between the characters. For example: prologue Syndra had a CE alignment, while the current Syndra has a CN alignment
		- These changes were made because the prologue Syndra was deemed unfit for the current campaign, and thus the character had to be toned down a bit to be able to join the Gilded Fable
	+ Both characters were played by Volgera
Url

A being of Dwarfish descent.

Where two sides clash, **Url** finds a way to profit. Url is the second being that is openly against the pact, and only signed it under great duress from the other beings. At every turn, Url seeks a way into the material plane of Magora. All Url seeks is conflict, as he shines in combat and intimidation strategies. He prides himself for his martial prowess, but locked in the celestial plane of his domain, he can only plot and prepare for the day he walks the material plane again.

His deities and followers serve under great pressure to incite conflict, as this increases devotion towards their master. This even stretches as far as these deities conflicting against one another, seeking greater rewards and privileges from Url. The mark of Url is an axe drawn with blood, unwillingly gained either  through combat or sacrifice. Followers with an artistic taste even collect this blood and create beautiful artworks on which they can spend years to create. Url however doesn’t care for the sigil’s level of detail, or its artistry, as long as blood is spilled in its creation.

Url’s followers lead armies of various beings; demons, beasts, elves, barbarians, orcs, and many more. As long as there is conflict, Url gains favor. Their followers garb themselves in black and red colors. Often these garbs start out a black color, while over time being drenched in blood and turning red.
The Walking Dead

**The Walking Dead** is the first season of the video games based on the comic book/television series of the same name, that was made by Telltale Games. The series started on December 7, 2017 with "Ep. 1: He's Not Okay" and ran for 43 episodes over the course of a year, before ending on December 14, 2018 with "Final Episode: A Sad Ending". ProZD, Manky and Anne Marie are all present for the entirety of the playthrough. Manky was the only one of the three to have not already played this game, so he was the one who played it, while ProZD and Anne Marie provided commentary and advice. Due to the intense and serious nature of the game, there are less jokes and lore than usual, but there is still some to be found.

## Characters

This will not acknowledge every minor character, but primarily characters who have specific jokes/lores attached to them or who are made up by the players.

### The Walking Dead Characters

* Lee Everett: The main protagonist. Many of the recurring jokes about him involve how he likes to walk around in circles and lampshading how he goes overboard with making observations about everything and talking to himself. Also, he gets snarky about how much is put upon him even after losing his arm.
* Clementine: The perfect daughter.
* Kenny: The group debates about whether or not he is an ideal bro, and how irrational some of his reactions are. But if there's one thing about him that's clear, it's that he really wants to fuck a boat.
* Ben: He was a Train Master. He was often considered to be the worst and potential zombie bait for Manky, but he warms up to him just in time for his end.
* Larry: The main joke attached to him is how he finds a way to be angry about any possible decision Lee makes.
* Carley: She is a girl with a gun, so she is considered to be the perfect romantic option for Lee.
* Duck: Also known as the Ducktective. They say that he has an eerie resemblance to Sid from *Toy Story*.

### Original PBnT Characters

* Crawford - An evil crow man who drinks fuel and rules over the area of Savannah known as Crawford.
* Dr. Helt - A hidden part of the game. If someone looks at the sign that seems to say "Send Helt" 80 times, then Dr. Helt will appear. He will give Clementine back, produce a Cure for Zombie and bring back everyone who is dead. His voice sounds Professory Layton-esque.
* Stan - A hidden character in the game, observed in a walkway during the game's last episode. If you recruit him, then the game ends in Episode 2, Doug gets to live, and everyone lives happily ever after.
Scroll of Linked Portal

When this scroll is activated, it creates a Portal in front of the user, that links to a location chosen during the creation of this item, as long as this location is on the same plane of existence. The portal persists as long as the scroll remains intact.

Any item or creature can pass through the portal without issue. Destroying the scroll while a creature attempts to pass through may lead to severe injury.
Ancient Magic in the Gaunt Tower

The Arcane Research Department of the Gilded Fable managed to locate what seemed to be Ancient Magic in a tower that had recently appeared in the Whispering Canyon. A party was sent to out to investigate the tower and the magic that was housed within.

## Before setting out

The party was told to assemble at the Arcane Research Lab. There, the Gilded Fable's Archmage explained their mission and warned them for potential magical traps, as well as for the horde of undead present in the canyon. The undead were currently avoiding the tower, but unforeseen actions may set the horde upon them still.

He activated a Scroll of Teleportation to send them on their way, avoiding the undead, and gave them a second one to return with. He also made it clear he didn't want any undead to come back with them, as the scroll would bring them directly to the lab.

## Outside the tower

Pugnant proved reluctant to pass through the portal as he had never seen such magic before. Frankos showed no signs of such doubt and casually walked passed his companion. The others quickly followed and Pugnant decided not to stay behind.

As they walked through the portal, Archibald reminded them that the portal closes when the scroll is destroyed, just before ripping up his own scroll, leaving them alone in the Canyon. Just as reported, they were quite safe from any undead even if the zombies showed a response to their arrival. The party examined the tower before attempting to open the door. Frankos gave it a kick and it broke free of its hinges, resulting in a deafening sound that was audible across long distances.

## First floor

As they entered, they received a telepathic message from an unknown source. The voice welcomed the party as guests and offered them refreshments upstairs. Pugnant in particular was distressed about this and chose to hide. The party chose to ignore the voice for the time being and continued exploring.

The room the door led to looked like a dining or communal room. There was a large table in the middle surrounded by chairs. The floor was rather dirty and showed some signs of combat. Small machinery parts were strewn around.

The first point of interest was the door to the right. As they opened it and carefully peered through, a mechanic voice called out to them. The construct identified itself as J03 and offered to help them reach the top of the tower if they promised to help it find its missing parts.The party didn't fully trust the construct outright, but decided to let it lead the way for the time being.
Magora

The realm of Magora is relatively fresh and filled with raw forces yet to be harnessed. Discovered by an ancient group of extraordinary power, it is used as a haven, a blank slate, a place of rest, a playground and much more by the eight celestial beings. Sadly, the realm is too unstable to inhabit all of the beings at once. Therefore a pact was devised.

The pact is an invisible grand contest based on worship. The creatures created to inhabit the realm worship the beings through their actions. Each action is carefully tallied up and compared at the start of a new century. The being with the highest tally inhabits the realm for the entire coming century! The remaining seven remain in the astral plane. More on this can be found in the religion section document.

A great deal of the world is unexplored, raw and exciting for explorers and adventurers alike!

With the forces of nature, laws of the world and physics itself reshaping depending on which being reigns, there is always something new to discover around every corner!
Characters

## ​​​​​​Playthrough Characters

* *Paper Mario*
* *River City Ransom*
* *Phoenix Wright: Ace Attorney*
* *Billy Hatcher and the Giant Egg*
* *Wii Play*
* *Final Fight 2*
* *Harvest Moon: Magical Melody*
* *Kingdom Hearts*
* *RAD: Robotic Alchemic Drive*
* *Harvest Moon: A Wonderful Life*
* *Sengoku Basara: Samurai Heroes*
* *Radiata Stories*
* *Pokemon: Dark Cry Version*
* *Smarty Pants*
* *Pac-Man Fever*
* *Sneak King*
* *Summon Night: Swordcraft Story*
* *Okami*
* *Hamtaro: Ham-Ham Heartbreak*
* *Elebits*
* *Mario and Sonic at the Olympic Games*
* *Pocket Bike Racer*
* *Monster Rancher 3*
* *Custom Robo*
* *Catherine*
* *Chulip*
* *Phoenix Wright: Justice for All*
* *Star Wars: Rogue Squadron*
* *Spider-Man*
* *The Hobbit*
* *Ape Escape*
* *Eternal Sonata*
* *Family Feud*
* *Sonic 3D Blast*
* *Harry Potter and the Chamber of Secrets*
* *Big Bumpin'*
* *Magical Tetris Challenge*
* *Mario Party Advance*
* *Eve of Extinction*
* *Neopets: The Darkest Faerie*
* *Shadow of Rome*
* *Super Smash Bros. 4*
* *Mario Party 2*
* *Okage*
* *New Super Mario Bros. U*
* *Pokemon Mystery Dungeon: Red Rescue Team*
* *Banjo-Kazooie: Grunty's Revenge*
* *Mega Man Battle Network*
* *Hamtaro: Ham-Ham Games*
* *Mario Super Sluggers*
* *Overcooked*
* *Wheel of Fortune*
* *Lord of the Rings: The Third Age*
* *The Walking Dead*
* *Mario Party 3*
Liam Greggar

**Liam** is a human who runs a company called Greggar Goods from within the city of Esteria. He has asked the Gilded Fable to help investigate why most of his goods get intercepted, since the government is not doing too much about it.

He has not been comfortable with the current circumstances at all, which results in his distribution center being quite messy.
Guerra do Sol

A **Guerra do Sol** foi composta por uma série de conflitos entre o Império das Ilhas e o Império de Rucien-Xa. O Império das Ilhas era governado pela Dinastia Forsythia, enquanto a Imperatriz Hoshi liderava Rucien-Xa.

Não se sabe como se deu o início das hostilidades entre os impérios, mas a tese mais aceita é que a Imperatriz do Sol não aceitou a postura expansionista e intervencionista do Império das Ilhas nas terras próximas a Rucien-Xa. As primeiras hostilidades datam do ano de 3445. O Império das Ilhas controlava vários territórios próximos a Rucien-Xa e foi na disputa desses territórios que os oito anos de guerra passaram.

Nesse período, o Imperador Rendorn Forsythia, um jovem cego na busca pelo poder e com uma prejudicial confiança devido a recente conquista de diversos territórios, subestimou o poderio militar de Rucien-Xa: suas forças foram massacradas e nas duas tentativas de invadir a ilha de Rucien-Xa não houveram sobreviventes.

Apesar das desastrosas derrotas, o Imperador se recusava a estabelecer um diálogo com a "Imperatriz do Sol". Em 3453, oito anos após o começo da Guerra do Sol, a família imperial morreu, de maneiras misteriosas. Doenças desconhecidas, suicídios, acidentes: em menos de três meses, a linhagem real desapareceu. Com a morte da recém coroada Imperatriz Veronica Forsythia, afilhada do antigo Imperador e última viva na linhagem real, um triunvirato assumiu o poder no Império.

Haviam chego ao Império das Ilhas os boatos sobre os poderes sobrenaturais da Imperatriz Hoshi e era impossível não relacionar as misteriosas mortes da família real com tais poderes. A primeira medida do triunvirato foi enviar uma comitiva diplomática para Rucien-Xa, para firmar um tratado de não-agressão, onde o Império das Ilhas cedia diversos territórios recém conquistados. O Tratado Nishimura-Grimaldi, como ficou conhecido, é uma das primeiras peças diplomáticas documentadas.
Devassa Helallian

Devassa

**Devassa** is a female drow Arcane Trickster, and a member of the Gilded Fable. She is played by ZjosDK

## Description

### Physical Appearance

Devassa has a dark ashen skin tone and piercing blue eyes.Her nearly white hair reaches barely past her shoulders. She often wears it in a ponytail so it wont be in her way when she has to react quickly. However, you can see her sometimes letting her hair hang loose, often when she if feeling comfortable and on ease, or when she needs to make use of her more 'feminine'-side.

Even for a female drow, Devassa is quite short, only being 4'11" (149cm). Her body is covered with scars, partly because of her job as a torturer, and partly because she lived on the streets for quite some time.

She most of the time wears dark clothes, which hide a silver mithril breastplate that she wears all the time.

## Adventures

* Valenbolg (New Valen)
* Ancient Mines of Dolomak
* Ancient Magic in the Gaunt Tower
* Ancient Mines of Dolomak 2
* Wolves of Welton
* Old Friends
* More Trouble in Welton

## Notable Items

* Mithril Breastplate
* +1 Rapier
* Quiver of Elhonna

## Known Spells

### Cantrips

* Dancing Lights (Drow)
* Mage Hand
* Message
* Ray of Frost

### Level 1

* Comprehend Languages
* Disguise Self
* Faerie Fire (Drow)
* Silent Image
* Sleep
Mia Fey

**Mia Fey** is a character from the Ace Attorney series. She appears in person in *Phoenix Wright: Ace Attorney and Phoenix Wright: Trials and Tribulations*, and is summoned by spirit channeling at points in all three games. She is usually voiced by Alex, originally with a higher pitched voice closer to her sister Maya's voice, but later growing into a deeper, more mature voice.

## Story

### *Phoenix Wright: Ace Attorney*

#### The First Turnabout

Mia advises Phoenix Wright in his first case where he is defending Larry Butz. She gets exasperated with how little he seems to know about court proceedings and his nonchalance towards the murder, at one point telling him off for making a pun about the dead body. She helps Phoenix find most of the evidence and contradictions he needs to win the case, prompting Phoenix to ask why she doesn't handle the trial instead. At the end of the trial, she turns down Larry Butz's offer to take her to dinner, saying "Oh no, I couldn't, I have high standards." Mia gives Phoenix some final advice, and gets a little carried away and implies she may be his mother. Once the confusion is corrected, she and Phoenix part ways for the night.

### *Phoenix Wright: Trials and Tribulations*

#### Turnabout Memories

Mia stars as the defense attorney in the games first case, which is a flashback to five years ago. This case is her second, as she had not attempted to defend anyone since the trauma that occurred in her first case one year ago. She is extremely nervous, but her mentor Marvin Grossberg tries to calm her down. He points out their client, a very pointy young man named Phoenix Wright, who has been accused of murdering fellow student Doug Swallow. Mia agrees he is very pointy and goes over to talk to him. She briefly speaks with him and makes a pun about his name, then promises "If you are truly innocent... I promise I will save you! But if you're guilty, fuck in hell dude."

### Other Appearances

Mia makes a brief appearance in ~~*Wii Music*~~Trials and Tribulations, where she apparently comes back from the dead without any explanation.

## Personality

Mia has been described by SungWon and Alex as "just," "badass," and "a babe." As Phoenix's mentor, she is fond of looking out for him, but frequently gets exasperated with his ineptitude and overconfidence.

## References

1. ↑ https://youtu.be/Fl5XQen41BU?list=PLeijZT5SL05pB4rnzoZqUCdiVOS41NFe3
2. ↑ https://youtu.be/MxMsDwKgnCA
Clan Gremvahrel

A clan of Dragonborn, previously native to the Great Tundra. The clan mainly worships Kharamat, but accepts worshippers of any other god except Url and Tekka-Maul. Notorious for the strong militia as well as their Paladin Catharsis, who is also an old friend of the Guild Master.

They practice a martial-art consisting of grapples and throws.
The Automaton Artificers

A group of scholars and craftsmen who spend their time building constructs to aid in their research. Their origins are unknown, but their research and part of their assembled Constructs were found in the Gaunt Tower. More may be learned from studying the work that was uncovered in a recent adventure.

The leader’s name seems to be Pacifus Aggresivus.
Urchins of the West Coast

**The Urchins of the West Coast** is a criminal organisation stationed within the city of Grivony. They get most of their members from the streets, training them into different fields of crime and letting them choose a specialty. Their influence within the city runs deep and they aim to expand into the continent.

Known Members:

* Tahk
* Raylen
Sul’varon Polithis

**Sul'varon Polithis** is an elvish diplomat who has worked under Simone for almost a dozen years. His silver tongue is a great asset for winning over more parties to request the Gilded Fable for its services. He travels the continent promoting both his leaders, as well the adventurers within the guild.
Promised Sons

A military company comprised of followers of Kharamat. Their views of protections and safeguarding are focussed on forces of undeath. Currently their main focus lies in obtaining and sustaining a foothold on the lands of Carn. A large undead force has been present in the jungle for quite some time, and the requires constant vigilance to protect the already scarce population of the jungle covered landscape.
Volgera

A being of ancient elven descent.

**Volgera** is tasked with keeping the life force of Magora in balance. She resides in her celestial domain from which life emanates through the breach into the material plane. From this domain, Volgera witnesses the sprawling forms of life. Every being has a chance of life, and if this balance is ever disturbed by unnatural means, Volgera’s judgement is soon to follow. Huge herds of creatures and Great unnatural beings have been found slain, with wounds left unexplained. Beware when waging war on the creatures of the forest, seas, air or land, lest you draw Volgera’s gaze, as she draws her bow.

Followers of Volgera devote themselves to the sanctity of life, and the cycle of nature. Death is not abhorred, as it is the inevitable outcome of all life, and a ways of starting life anew. However, undead beings exist outside the cycle and are deemed unnatural. Healing the injured, and slaying abhorrent unnatural beings that exist outside the cycle of life and death are the main ways of gaining Volgera’s favor! Her followers dress in various colors of green with sharp red accents. The green signifies the life force, as the red represents the heartbeat that connects us all. A sigil to Volgera is crafted by carving two half circles opposing one another without touching, into bone or bark, to form a balanced full circle. Above the circle, two lines slanted upwards are carved, to represent Volgera’s gaze sheltering the circle.
Yuqali

Yuqali loves exploring new areas, she often lets herself get lost in the other deities realms just for the joy of finding her way back home. She sometimes takes control of an animal in the material plane, to follow mortals on their journeys. She has a preference for birds, but small rodents or deer are a close second.
Wolves of Welton

## Onset

The Council of the village of Welton requested help with a problem with particularly cunning wolves from the nearby forest after their local sorcer-in-residence vanished about two weeks ago. Devassa and Xenon decided to accept this quest, together with two relatively new recruits Hildar and Varis.

## Activities

### Trouble on the road

On their travel towards the villages, the party saw 2 shepherds and their flock being attacked by a pack of wolves, of which some seemed to be wearing some form of armor. They were able to quickly chase the wolves away, with the herd of sheep still relatively intact.

### Finding Clues

When the party arrived at the village they went into the local inn, to inform about the location of the counsil of this village, which happened to be in the backroom of said inn. Here they gathered more information, before making a stop at the local church together with Father Johan Merriksonn, to speak one of the surviving farmers, Willen Featherock, that had been attacked the night before. Here they received their first hints on the sentience of the wolves and also learned that the priest was related to the now missing Sorcerer.

The party headed for the farm where Willen was found. They found wolf tracks and also discovered that they were being observed by someone through magical means. After "blocking" this magic, they went to investigate for tracks leading into the forest. Apart from an encounter with a badly injured Owlbear the party navigated the woods quickly and ran into a cave, occupied by a large pack of wolves.

### The Cave

Coming soon.

TL:DR Party made proper use of their environment and apart from a few party members going unconscious it was a rather one-sided battle in their favour.

### A shocking ending

When the fight was starting to look like an outright massacre, Bolt, the alpha-female of the pack shouted for help with her booming voice. This in turn summoned a druid that was living in the forest Shana, who introduced herself as the self-proclaimed queen of the forest. As payment for the protection of the litter of about 12 cubs of Bolt, she took the life of the already very injured Alpha-male wolf: Flame. As all things come at a price she reasoned. And the alpha-male had made many claims of the forest being -his-, which she did not take well. From the druid the party learned that the wolves had gained sentience as the wild-magic of Alexxi went out of control when he was protecting the wolves from poachers. The magic and knowledge partly transferred into the wolves, providing some of them their attunement to Fire and Lightning, and also providing them a level of sentience. The party returned to the village and handed the priest the remaining belongings of his lost brother, after which he chased the druid and the wolves, in the hope to learn more. The party was then paid, and they returned to the guilded fable without any further issues.
Raptor

**Raptor** is a Lizard Folk of questionable intelligence. He usually walks around on all fours and tends to behave more like a dog than a person. He does fight while standing, to allow the use of weapons.

## Mannerisms

### Speech

Raptor has trouble constructing proper sentences. He normally utters only two words and anything requiring more specifications will be "made clear" with hand gestures. Additionally, he does not understand metaphors or idioms.

He only speaks Draconic, even if his amulet allows him to understand Common as well. He doesn't seem to understand writing of any kind.

### Movement

Unlike his kin, Raptor shows a preference for walking on all fours. It appears he has done so a considerable part of his life as he shows no sign of increased exhaustion or lack of mobility. He can stand on his hind legs, but does so for combat only.

He can swim as well as he can walk and hold his breath for 15 minutes, although this is no different from other Lizard Folk.

### Interactions with the party

Raptor shows a desire to be part of a pack, not unlike a predator. Before setting out, he compares his companions and picks an alpha from among them. This chosen party member will be able to give orders to Raptor, so long as these orders won't bring him direct harm.

Like most Lizard Folk, he has trouble with names and give everyone their own based on their appearance or defining actions. For example: his guild member Igan has been dubbed Vyth (Draconic for 'Steel')

### Quirks

True to his bestial nature, Raptor has adopted a way of thinking and living that is almost alien to other humanoids.

* Money holds no value to him
* He is likely to eat his enemies, preferably when they're still alive and screaming
* He is unwilling or unable to follow elaborate plans

## Special Items

* Amulet of Understand Language (Common)
* Jagged Bone-Dagger Set
* Lidded Arrow Quiver
* Lidded Javelin Quiver
Bale'Arok

A being of elemental descent.

**Bale’Arok** oversees and maintains the balance between the natural elements of Magora. Bale’Arok himself resembles a beautiful palace, consisting of all the existing elements. His children consist of elementals and totemic druids and clergy.

Tempering the elements, constructing structures out of proper combinations of elements, and seeking to preserve the balance between the elements all serve to honor Bale’Arok and his children. The more beautiful, elaborate and balanced the structure, the greater the favor gained from Bale’Arok.

Sigils to Bale’Arok are commonplace and can be drawn on any structure or object of elemental reference to imbue it with Bale’Arok’s favor. The Sigil is drawn by drawing three vertical lines, the middle slightly larger than the outer two, and can be drawn with any natural materials such as ash, mud, charcoal, or even crushed blackberries. Brown is the signifying color all followers of Bale’Arok dress themselves in, as it signifies the combination of all available spectrums into a singular balanced outcome.
Gilded Fable

A guild for survival, discoveries and profit. Filled with legendary adventurers, each worth their own weight in gold (or at least most of them claim so). In a land where anything can happen, everything is changed and left up to discover, only the guild hall remained. So the guild hall is all where we put our trust. Gather riches and resources and together we survive. Gather your brave and your strong. Let us venture into the world, to discover riches, power, or to simply get paid for doing so!
Silent Vanguard

A demolition crew, specialized in greater animal handling in the form of giant wurms and evocation magic. Their rank and file fighters are equipped with heavy armour and blunt weaponry. In this new world, there's plenty of work for ground breakers. Many a new structure needs to be leveled before a society or guild can rebuild. In any beings rule, they believe transactions are the ultimate law. The highest bidder decides what must come down. The owner of the structure gets a chance to outbid the opposing bidder, and is free to attempt any and all forms of resistance without any grudges held against them. Truly neutral, and devastating in the process. When something really needs to go, they can be relied on as a nearly unstoppable force.
Sullevati

Sullevati is as much a dreamer as he is a doer. He cannot sit still and has an impressive drive to continue creating. From vases, to swords and carts, any object that not yet is, will be by his hands.

His followers are smiths, potters and other craftsmen, as long as they create and aim to improve their craft. He also accepts the use of magic.

What he dislikes most is destruction; any tool that is built to demolish another will not receive his blessing.
She-Who-Lies

She-Who-Lies is a minor goddess under Vistara. She delights in playing pranks on and games with God and Mortal alike. She has no ill intent, but may be considered irritating. She claims to have been a Fairy before she became a goddess, but this may just be another lie.

No one knows her real name. She may leave some clues to mortals she likes, but it is still a difficult puzzle. Those who solve it become her champions and are blessed with a keen insight and a silver tongue.
Granger

**Granger** is the firbolg bartender of the Gilded Fable. He keeps to himself and uses simple illusions to keep up the pretense of his presence behind the counter. He uses druidic magic to repair broken chairs in case of ‘accidents’. He also has subtle ways of reminding his barmaids that serving drinks is more important than flirting with patrons.
Heartseeker

**Heartseeker** is a sharp, pointed dagger. There is a ruby embedded in the lower side of the hilt. The dagger itself somewhat resembles the tongue of a dragon.

Simone explained how this dagger seems to have a hunger for blood; when it is used for an attack it seems to guide itself towards arteries or, preferably, the heart.