recursal/Fanatic-Fandom huggingface dataset:
The Collective - Session 10

This is the tenth session in The Collective campaign and the first in the On the Road Again storyline of the The Dwarven Sword arc. Player feedback ranks this session at a 9.00.

## Notable Events

* The party arrived in the military town of Belvast on their way to Edgemouth.
* Gnorbitt, Roscoe, and Badger met Trin, a worshipper of Arabella, as she attempted to rally some miners into clearing a cave-in.
* The aforementioned group entered Belvast's mines, rescued some injured miners, and exterminated a nest of giant spiders.

## Summary

**TUESDAY, AUGUST 1, 1000:** The party, alongside the circus, Cool John, and Astrid, had travelled for three days to their first stop on the way to Edgemouth, the town of Belvast. Upon their arrival, Gnorbitt, Roscoe, and Badger decided to check out the local tavern, the Underhill, to relax before the circus' performance that night. Surprisingly, the tavern was filled with miners, despite it being the middle of the work day.

Amongst these miners was a woman donned in robes and other gear typical of adventurer types. The robed woman, introducing herself as Trin, informed the party that she was trying to rally the miners to enter the mine and clear a cave-in to rescue some other trapped miners. The party, along with Trin, decide to go deal with this, talking their way past the guards and into the mine. After clearing the first cave-in, they encountered a group of the injured miners, who informed them that there were more trapped deeper in the mines. The workers had barricaded themselves in the room when the cave-in opened up a smaller cavern containing a nest of giant spiders.

Sending the workers away, the group broke through the barricade, fought away the spiders, and backtracked to the other portion of the cavern, where the rail line had fallen through the broken ground and into a chasm. Trin and Gnorbitt crossed successfully, while Badger shorted the jump and began to fall into the abyss. Luckily, he was saved by the group before plummeting to his doom. Seeing Badger's failure, Roscoe did not attempt to jump the gap and opted to stay on the other side of the chasm.

## Gallery

The original map for Belvast, now inaccurate.The entrance to Belvast's mines.The broken railway and chasm in Belvast's mines.The injured miner's camp and spider nest in Belvast's mines.
## See also

* The Collective - Session 9
* The Collective - Session 11
List of War Campaign Sessions

War Campaign is broken into several different story "arcs", similar to seasons of a television show. An arc begins when a new, important narrative motivation is introduced and ends when this motivation is completed (such as the defeat of an arc's villain or the acquisition of a powerful artifact, the pursuit of which began the arc in the first place).
The Angeles Season 1

**Season One** of The Angeles

## Cast

* Ashley Cataldo
* Eli Bennet
* Griffin Barrows
* Quentin Gainz
* Jenna Brown
* Kristen Bean
* Steven Hill
* Scott Finn

## Notes and Trivia

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Bombarding Machine

The Bombarding Machine is a Martian Bipedal Walker that, true to it's name, bombards enemies with explosive canisters over a very long range as well as Black Smoke canisters against approaching targets. It also carries a Light Heat Ray gun for close quarter combat, although this, coupled with its low speed, proves to be an inadequate defense for the machine.
The Angeles Season 2

**Season Two** of The Angeles

## Cast

* Ashley Cataldo
* Eli Bennet
* Griffin Barrows
* Quentin Gainz
* Scott Finn

## Notes and Trivia

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Foxy Blood

**Foxy Blood** is a song performed by Kohsuke Toriumi. It was originally released in We are THE ONE! on February 10, 2001, and later included in Di Gi Charat The Best Special Edition and Di Gi Charat The Best, released on March 21, 2003 and April 23, 2003 respectively.

## Lyrics

* Kanji
* Romaji

天真爛漫　どっぷりはまってる

心頭滅却　 たっぷり思い込む

やさしさなんて　私(わたくし)の辞書に

あるわけがない　この気高き悪

Foxy Blood Foxy Blood

この胸にうずいた

Foxy Blood Foxy Blood

真っ赤な　魑魅魍魎

でもひとつだけ　言葉にならない

この気持ち　あの人に捧げたい

永遠(とわ)の愛　あなたにForever

絶体絶命　ドツボにはまっても

正々堂々　つらぬく我が美学

群集どもよ　私(わたくし)のひざに

平伏すがいい　この麗しき悪

Foxy Blood Foxy Blood

この腕に抱かれた

Foxy Blood Foxy Blood

真っ赤に咲く　薔薇の棘(とげ)

でもひとりだけ　口にはできない

この秘密　唇に届けたい

淡き夢　あなたにForever

Foxy Blood Foxy Blood

この胸にうずいた

Foxy Blood Foxy Blood

真っ赤な　魑魅魍魎

でもひとつだけ　言葉にならない

この気持ち　あの人に捧げたい

永遠(とわ)の愛　あなたにForever

tenshinranman doppuri hamatteru

shintoumekkyaku tappuri omoikomu

yasashisa nante watakushi no jisho ni

aruwake ga nai kono kedakaki aku

foxy blood foxy blood

kono mune ni uzuita

foxy blood foxy blood

makka na chimimouryou

demo hitotsudake kotoba ni naranai

kono kimochi ano hito ni sasagetai

towa no ai anata ni forever

zettaizetsumei dotsubo ni hamatte mo

seiseidoudou tsuranuku waga bigaku

gunshuu domo yo watakushi no hiza ni

hirefusu ga ii kono uruwashiki aku

foxy blood foxy blood

kono ude ni dakareta

foxy blood foxy blood

makka ni saku bara no toge

demo hitoridake kuchi ni wa dekinai

kono himitsu kuchibiru ni todoketai

awaki yume anata ni forever

foxy blood foxy blood

kono mune ni uzuita

foxy blood foxy blood

makka na chimimouryou

demo hitotsudake kotoba ni naranai

kono kimochi ano hito ni sasagetai

towa no ai anata ni forever
HMS Thunder Child

Thunder Child was a Royal Navy torpedo ram famous for sacrificing itself in order to protect the evacuation fleet on the Essex coast. Her valiant efforts resulted in the destruction of two tripods and allowed the evacuation fleet to escape, including the paddle-steamer carrying the narrator's brother and his two female traveling companions.
All Quiet on The Martian Front

**All Quiet on the Martian Front** is a tabletop game that was based off of H.G. Wells' The War of the Worlds novel. It is a sequel to the original invasion in 1899. The game's pieces are collectable figures as well and can be used to give players advantages.

## About

The Martian attack of 1899 brought terrible devastation to the city of London and set the course of human history upon an altogether unexpected path. Amongst the ruins of the greatest metropolis on Earth, the Martians had – in the end – faltered and perished.  Everyone now knows that these invaders were overcome, not by the might of Queen Victoria’s armies, but by nature’s own forces of disease and decay.  Against these mere microbes, the Martians’ superior minds could muster no defense.  Where mankind had failed, the smallest and least significant of all Earth’s organisms had triumphed.

Although the Martian invasion shocked the world and caused widespread panic in the days that followed, by the early years of the twentieth century, many influential thinkers were eager to proclaim the aliens a spent force.  Fear of further alien attack was gradually displaced by the humdrum concerns of life and commerce.  It is sobering to reflect that most people were happy to accept this misguided notion, as we now know it to have been.  All over the world, only a few visionaries continued to warn that the first attack might have been a scouting foray, the precursor to a full-scale invasion.  They urged humanity to ready itself for war or risk extermination.  These men were openly ridiculed and all too often dismissed as alarmists and cranks.

Few even noticed the arrival of the second wave of Martian cylinders that fell to earth sometime around the end of 1908.  By the time the Martian presence came to the attention of the governments of Earth, it was already too late.

All Quiet on the Martian Front has 3 distinct factions that player’s can explore:

* US Army
* British Expeditionary Force
* Martian Invaders

All Quiet on the Martian Front has hobby miniatures that require assembly and can be painted. They also offer accessories and terrain that further enhance the game and can be used for custom scenarios and other games.
Allied Resistance Earth Squadron

The **Allied Resistance Earth Squadron** - abbreviated to **A.R.E.S.** - is a multinational/global military organization set up after the original Martian invasion in 1899. The name of the organization is somewhat ironic as Ares is the Greek God of War, while the planet Mars is named after the Roman God of War - with Greek and Roman mythologies been different but sharing many similarities.
Forest of Eternal Spring

* The Great Forest (also known as the Elven Dominion, or more formally as The Forest of Eternal Spring), is a giant, perpetually warm forest that occupies the entirety of the Northeast and a large portion of the central northern continent. Kept in a state of constant springtime by ancient magic, the forest is host to a wide range of flora and fauna unseen anywhere else in the world, making this a prime location for druids and alchemists. Governed primarily by the Elves, the Forest is nonetheless home to many other intelligent races, such as Gnomes and Firbolgs. Secretive and exclusive, the Elves keep a tight inner border and do not allow outsiders to enter the deep forest, for both the safety of the travelers and themselves; the forest is enormous and extremely difficult to navigate without proper preparation and knowledge. This does not prevent all outsiders from entering, however, and many hunters and explorers lose themselves in the Forest forever, tempted by Fairy magic or consumed by any of the predatory species in the area.

* Because of the secretive nature of the Elves, few know of the true locations of any major Elven cities, and even fewer maps exist; the Elves, less mortal than Humans and possessing significantly longer lifespans, instead memorize the locations for their convenience and security. Not all Elves are sworn to secrecy, however, and there are those that are willing to part with maps or directions for a price. It is common knowledge that three Elven cities exist, and a chart of these cities can be found below.

Chart of Notable Locations - Great Forest

 Eyrendore | City
 Mariandore | City
Half-Orcs

**Lifespan:** 90 years

**Place of Origin:** Mixed communities

**Languages:** Common, Orcish

**Darkvision:** Yes, 30 ft.

**Racial Distrust:** Dwarves, Elves, Humans, Orcs

**Biological Compatibility:** Most bipedal races

* The story of Half-Orcs is unfortunately an almost exclusively sad one. The majority of Half-Orcs are the product of conquest, though the aggressors are more often Human than one may expect. As Orcs and Humans are natural enemies, Half-Orcs are often treated poorly by both of their parent races. Humans view Half-Orcs as dumb and brutish, while Orcs view them as weak and cowardly. This is often not the case, as many Half-Orcs embody both the intellect and ambition of Humans, and the ferocity and strength of Orcs. Socially ostracized, most Half-Orcs decide to live alone or in communities of other Half-Orcs, where they can be themselves and simply live. Those who live in other societies tend to choose Human societies, where their biggest danger is ridicule, and not murder, like in Orcish villages. They often find work as hired swords and laborers.

* Due to their treatment by the other races, most Half-Orcs are wary around the other major civilized races, preferring not to interact with them. The strongest amongst them become famous warriors and soldiers, while the more reserved are just as likely to become scholars and mages as their human kin. They are a versatile, strong race whose constant challenges continually make them stronger, though this often affects their social abilities and their sense of empathy.

* Half-Orcs make great companions if they can be convinced to trust in you. Unused to social acceptance, many favor the road and crave interaction, so be prepared for this and a Half-Orc will be a steadfast friend.
Tempest

Tempest is an extremely powerful vehicle armed with two heavy Heat Rays and a Black Smoke canister launcher.

The tempest machine is twice as tall as a standard fighting machine, with 4 legs instead of 3 - making it a quadruped. It may be that the Martians intended to build them to wipe out humanity faster but died before they could construct them.
Drugs

Drugs are substances that, like potions, cause many different effects, both positive and negative.

## Description

While most potions in Orrin are usually controlled and made using meticulous and careful processes that require extensive training, there are several substances that, while often providing strong positive benefits, also come with potentially dangerous side effects. Unlike potions, drugs are often consumed recreationally and are subject to imperfections that make their consumption risky. They range from naturally-occurring plants and fungi to manmade substances, with the quality of the end product being significantly more variable than most potions.

## Effects

While some drugs have similar effects to pre-existing potions, many are created purely for recreation. They may have utilitarian effects such as pain suppression and heightening of senses, or debilitating side effects such as visual and auditory hallucinations and dissociation.

## Legality

Drugs vary greatly in terms of their legality. While a substance may not be restricted in one realm, its use may be completely prohibited in another. Some substances have significant traditional cultural value and are freely distributed in their communities, while others may only be available to well-connected individuals in a society, and still others have extreme social stigma attached to their use or possession. Their availability and rarity usually depends on the region of the world. Some substances, such as Dwarven moss, only grow in the cool, damp caves of the Crimson Mountains, while bear caps only grow in the frigid forests of Naravut Island.
Races

The world of Orrin is populated by a wide range of intelligent life. Existing together in peace and harmony (or sometimes, war and strife), the many races of Orrin are all unique; even within one race, no two individuals are exactly the same and many of these races can be divided even further into subraces. All members of a race share a common language through which they can communicate with one another and fall roughly within the same range of body types and appearances.

While many of the more civilized races are more accepting of other races (for example, the Humans, who even allow large amounts of other races to live in their cities), there are exceptions to this rule (such as the Elves, who wish to maintain their pure blood). More uncivilized, barbaric races tend to be hostile towards any that are not of their own race, but just as before, there are always exceptions. Age old rivalries between races also exist, and members of these opposing races hold their enemies with contempt, refusing to cooperate unless absolutely necessary. Each race primarily resides in one region of the world, but some can be found across the globe.

Aasimars

Changelings

Dwarves

Elves

Firbolgs

Goblins

Goliaths

Gnomes

Halflings

Half-Elves

Humans

Half-Orcs

Orcs

Tieflings
Tieflings

**Lifespan:** 120 years

**Place of Origin:** Mixed communities

**Languages:** Common, Infernal

**Darkvision:** Yes, 30 ft.

**Racial Distrust:** Aasimar, Humans

**Biological Compatibility:** Most bipedal races

* Contrary to popular belief, Tieflings are not an evil plague on the land sent to punish Humanity. Tieflings come from the union between a Human and either a Demon or a Devil (an important distinction). Although they share some physical traits (such as reddish skin tones, horns, and tails), most Tieflings are similar to Humans in other regards. They do not often tend towards evil, instead seeking to prove society wrong, although some do act in accordance with the stereotype. Although many Humans are prejudiced towards them, they are nonetheless found most often in Human cities, where they are able to find work as mages or other professions where racial prejudices are not entertained.

* Tieflings, like many of the other half-races of Orrin, often find themselves in communities of other half-races, where everyone is sympathetic of each other's situation. Although they are wary of the treatment they face from Humans, Tieflings learn to live with the prejudice while continuing to stick to their values, which has gained the respect of many of the other intelligent races of Orrin.

* Tieflings make interesting companions who are just as ambitious as any other Human, often possessing even more drive to succeed despite expectations.
The Delinquents - Session 21

This is the twenty-first session in The Delinquents campaign and the sixth and final session in the The Friends of Mr. Cairo storyline of the Moving Pieces arc. Player feedback ranks this session at an 8.25.

## Notable Events

* Cecilia was killed in a drive-by shooting by gunman wielding a devastating new weapon.
* Cecilia's body crumbled into dust and her memory seemingly faded from the minds of everyone but the party.
* The party returned Mr. Cairo safely to Nightingale and received payment as a thanks.
* Dello Boprezo provided the party an excess of information about the crime families that he had held from them.

## Gallery

The city street where Cecilia Wormwood was killed and The Delinquents fought off her killers.
Crimson Mountains

* The Crimson Mountains region is a combination of large mountain ranges, dry valleys, badland plateaus, and rocky coasts. Named for the prominent red hues of the iron-rich sediment found throughout the area, the Crimson Mountains host a diverse set of climates. With peaks rising high above the clouds, the climate of the Crimson Mountains is dependent on your altitude and location within the region itself; the highest spires of the mountains are freezing year round, while the lower valleys and flatlands are warm for the majority of the year. This difference in temperature allows for a wide range of races to inhabit the region, from the ancient Dwarves in their Citadels deep underground, to the Goliath tribes that reside amongst the peaks of the mountains.

* Though the most powerful race amongst the Mountains, the Dwarves, have an established "kingdom", the majority of the territory is occupied by Orcs, Goblins, and the many other creatures that inhabit the area. Because of this and the treacherous terrain, travelling the Crimsons is an especially difficult endeavor and should not be considered unless one is familiar with the area or is willing to face danger at potentially every corner. A chart of the most commonly known locations in the Crimson Mountains can be found below.

Chart of Notable Locations - Crimson Mountains
Orrin

Orrin is the fourth planet from the Sun and is the main setting for the majority of all campaigns in the universe. While the planet is mostly covered by a contiguous ocean known as The Endless Sea, there is at least one large continent in its western hemisphere. The planet supports a diverse number of plants, animals, and sentient creatures, the last of whose interactions and conflicts are the catalyst for most events in the campaigns. It is orbited by one natural satellite, Leirey, surrounded by a ring of asteroids.

## Geography

Orrin is considerably smaller than Earth, with an equatorial circumference of approximately 16,000 miles and conveniently similar orbital and rotational periods of 365 days and 24 hours respectively. It is the third smallest planet of the six in the system, only larger than a small, rocky planet orbiting closest to the sun and an uninhabited, barren desert planet orbiting between the two. The planet has an axial tilt of approximately 26o, which causes four distinct seasons in most regions of the world. While its orbit has an eccentricity of 0.083, it still exists well within the habitable zone of the sun at both its apoapsis and periapsis.

Orrin consists of at least one large continent in its "western" hemisphere, as well as several smaller islands and two smaller, ice-covered continents at either of its geographic poles. Each landmass has terrain that greatly varies between locations and includes vast expanses of mountains, rolling hills, deserts, plains, forests, and many other different landforms.

### Regions

While each landmass is diverse, each continent is divided into several distinct regions by their biomes. These regions are generally geographically similar throughout, but each regions climate and characteristics vary with elevation, latitude, and proximity to other regions in the world.

#### Western Continent

* Aerethal Desert
* Crimson Mountains
* Forest of Eternal Spring
* Forgotten Valley
* Gale Plains
* Grand Pasture
Deities

Orrin is overlooked by a pantheon of deities whose interests often affect the affairs of mortal beings.

## Description

Deities are incredibly powerful beings with nigh immortality and the ability to shape reality at their will. Having existed for eons, the various gods and goddesses of Orrin each represent and control natural phenomena (such as life, death, time, and weather), elements (fire, air, earth, and water), and other important concepts (honor, wisdom, good, evil, luck). This set of aspects controlled by the deity is called their domain.

### The Overgod

While each of the many deities is an independent being capable of conscious thought, the Orrinian pantheon is ruled by a mysterious entity known as The Overgod, a being which regulates the existence, domains, conflicts, and worship of each deity. It is believed (though not confirmed by any mortal beings) that the Overgod created the deities that exist today, that it is capable of creating/destroying deities or elevating beings to godhood, and that its influence prevents the gods from directly interfering with Orrin's material plane, relying on their influence over mortal worshippers to alter the world to their liking.

## Power and Influence

### Abilities

Though limited in the material plane, deities can still perform incredible feats and miracles. Most are capable of feats such as reviving the dead, creating magical items, directly communicating with mortals (granted their mind could handle the deity's presence), and granting divine magic to chosen followers. The domain of a deity also grants them control over aspects of that domain. For example, Terra, Goddess of Life, can easily manifest plants and animals at will. They can also take on numerous different forms, though most choose to occupy a "standard" form when interacting with followers.

Outside of the material plane, deities wield great and terrible power unmatched by almost all other beings. They wield powerful magic that could easily destroy most mortals, often command armies of powerful divine servants (such as angels and elementals), control divine dimensions, and can even warp the fabric of reality to some extent. They are not completely immortal, however, and may be weakened to the point of effective destruction by something sufficiently powerful, though this has never been done.

## Mortal Pantheons

Although the Orrinian pantheon includes all 18 deities, several smaller pantheons also exist. Mostly formed by mortals, these pantheons group deities into pantheons based on similar or related domains, alignments, races, cultural relevance, and other factors. These smaller pantheons form the basic religious systems of most mortal societies, and most mortals acknowledge and worship a smaller pantheon rather than one deity, though they may choose to primarily support their favored deity. Mortals may also choose to include or omit the worship of certain deities in their local or regional pantheon, and many deities and their roles are represented differently from pantheon to pantheon.
The Delinquents - Session 20

This is the 20th session in The Delinquents campaign and the fifth session in the The Friends of Mr. Cairo storyline. Player feedback ranks this session at a 9.00.

## Notable Events

* The party went with Mr. Cairo to a restaurant known as the Albatross. At the restaurant, Guttersnipe noticed that Mr. Cairo's wine had been tampered with, and chose to switch it with Eren's wine glass.
* The party visited Captain Arby's store, where Eren succumbed to the effects of the poisoned wine. He was saved by Arby's quick thinking.
* The party visited the Golden Gambit, a casino that the party did not realize Mr. Cairo owed a rather large debt. The party was able to pay off the debt, due to Eren's quick thinking.
* The party began to return to the Parliamentarian when they were the target of a drive-by. Whereas most of the party sustained few injuries, Cecilia was brought to the ground in a pool of her own blood.
Languages

* Languages are the main form of verbal communication between the various races of Orrin. The majority of races all speak Common, as well as a racial language. Many racial languages are shared between various subraces and categories, while others are regional. For example, Elvish is spoken by all of Elvenkind (High, Wood, and Drow Elves), while Undercommon is a black market trade language.

* The majority of races share a common language that the entirety of the race speaks to communicate with each other (Common for Humans, Elvish for Elves, etc.). Many groups, however, pick up the languages of groups that they are in constant contact with to further communication with them. It is not uncommon for Humans to know broken Elvish and warring groups often learn the languages of their enemies to effectively spy on them.

* If a character hears a given language and can speak it, then they hear it as regular Common but recognize that it is another language. If they do not know the language, they may still be able to recognize it, but they will not be able to understand the meaning of anything heard. In a situation where the character(s) cannot understand a language, they will instead hear a series of sounds specific to each language; this is representative of what the language actually sounds like without being able to ascribe meaning to what is being said. A chart of the various languages of Orrin can be found below.

* For characters who wish to learn a new language, see Learning a Language.

Chart of Languages
Goliaths

**Lifespan:** 100 years

**Place of Origin:** The Crimson Mountains

**Languages:** Giant

**Darkvision:** No

**Racial Distrust:** Most outsiders

**Biological Compatibility:** Goliaths

* A hardy race of semi-nomadic warriors and scouts, the Goliaths of the Crimson Mountains are one of the few terrestrial Giant races in Orrin. The Goliaths live high in the peaks of the Crimson Mountains, though there are tribes that can be found in various other mountainous regions of the world. Preferring to live off of what they can find in the mountains, there are no real Goliath settlements, and most tribes (ruled by one or more Elders) are nomadic, staying in one area for a month at the longest before moving on to allow the lands to be revitalized. Because of the size of the Crimson Mountains, most Goliath tribes do not interact with each other, but on the off-chance that two tribes do meet, they are generally amicable and often engage in trade and celebration.

* Goliaths value strength (both physical and mental) and are very competitive, often engaging in friendly competition with each other to settle disputes and bond. They tend to prefer their own company and are wary of most outsiders, but if an individual is hardy enough to traverse the Mountains and discover a Goliath tribe, they will honor their conviction and grant them an audience with their Elders. It is not impossible for members of another race to join Goliath tribes, but only the most exceptional of outsiders that manage to complete a series of challenges will be considered. They will on occasion interact with other groups if they deem it necessary, but prefer to rely on themselves, and will fiercely defend their tribes from any potential assailants.

* Goliaths, a strong and proud race, make wonderful (if not somewhat wild) companions. Though they are not particularly skilled when interacting with society, they are reliable fighters and are a good backbone for an adventuring party.
Potion Making

* Potions, special brews of rare ingredients that provide their user with various benefits, are an important part of any adventurer's equipment. Those skilled with various tools and kits are able to brew potions using available ingredients and recipes. While some choose to create potions only for their own benefit, many who possess the ability to brew potions find employ as professional adventurers, shop owners, herbalists, and professional potion makers. Regardless of the source, potions can assist their user in many different ways; the most common potions, healing potions, magically repair wounds or instill their user with the resolve to continue fighting, and are extremely useful for adventurers and common folk alike.

* Many seemingly mundane ingredients often have more potent properties than most people may think. While there are many different recipes for one type of potion, each set of ingredients has a set of properties in common. Each available potion ingredient has a certain type of "property", and each potion recipe requires a certain amount of properties to be in the recipe to create the potion. While many potions specifically require a special ingredient, common potions such as potions of healing can be made using many different recipes. If a number of properties in a recipe is lacking, then the potion may have weakened or negative effects, or an entirely different potion may be created. To determine the properties of an ingredient, a DC 12 Nature check is required. To create a potion, a character must have a source of fire, one of various kits, all required ingredients, and time. To successfully create a potion, a character must roll a DC check with their kit of 10 + the number of ingredients needed. Below is a chart of the different ingredient properties, and another chart of common and well-known potion recipes.

Chart of Ingredient Properties

 Bolstering (B)
 Debilitating (D)
 Focusing (F)
 Rejuvenating (R)

Chart of Common Recipes

 Potion of Healing
 Potion of Sleep
 Weak Poison
War Campaign

*This article is about the War Campaign campaign. For a list of the sessions of War Campaign, see List of War Campaign Sessions.*

Taking place in the year 958 during the Human-Orcish war, newly appointed Commander Arthur has recently made postings around the major cities within the Kingdom of Humanity looking for groups of highly skilled mercenaries to work for him in the war. Frampton, Marcin, Ysabella, Omar, and Emile join forces to form their own mercenary band and take the fight to the Orcish menace.

This campaign first began in February 2022. It is the second campaign DM'ed by Timm in the Orrin setting, first being Kosvir's Band.
Humans

**Lifespan:** 100 years

**Place of Origin:** The Gale Plains

**Languages:** Common

**Darkvision:** No

**Racial Distrust:** Changelings, Goblins, Orcs, Tieflings

**Biological Compatibility:** Most bipedal races

* Humans, a relatively young race in Orrin, are naturally talented and curious individuals. Humans can be found almost anywhere in the world, and they have a very large set of skills and talents that sets them apart from the more specialized races in the world. Jack-of-all-trades and masters of none, Humans are natural adventurers, but are often naïve and superstitious; despite this, they are a capable race and are highly adaptable to any situation. Human society is feudal in nature, and the majority of Humans live in the Gale Plains under the rule of a King. The King oversees all of the cities of the Plains from the capital of Paradeen, and each smaller settlement is ruled by a lower-ranked official who answers to the King. Humans engage in trade with everyone who will allow it, including the Dwarves and the Elves. Of the firm belief that anything can be achieved with hard work and the correct mindset, Humans are ambitious and often find themselves biting off more than they can chew, and while many love to travel, every race sometimes prefers to remain where everything is normal and simple. Humans primarily speak Common, but many take the time to learn new languages for a variety of purposes.

* Humans, besides the Dwarves, are one of the most accepting races on Orrin, with a large number of non-Humans living in the Plains. They have a reputation for experimentation and, due to their adventurous nature, love to "dance" with any race that they meet; these encounters often lead to the birth of half-Elves and other mixed races, who's differences are celebrated by Humans while often being scorned by their other halves. Because no race is perfect, Humans do find themselves prejudiced against certain half-breeds, such as Tieflings, whose demonic or devilish nature is regarded as a testament to their character. Regardless, Humans are willing to look past their differences with other races, and because of this, they are often the glue that holds bands of diverse adventurers together.

* Of all of Orrin's races, none are more adventurous and curious than Humans. They serve as the motivation behind a party, are fast-friends, and possess many unexpected yet helpful abilities for their companions to take advantage of.
The Collective - Session 27

This is the twenty-seventh session in The Collective campaign and the second in the Exploring the Buried Auction & Attack on the Docks sub-arc of the Treasure of Captain Lofy Arc.

## Summary

**THURSDAY, JANUARY 4, 1001:** With this new information, the Collective broke off into two groups. The first group, consisting of Rosanhi, Roscoe, and Badger, returned to the estate to question their new tenant, Peart, who they suspected of being the possessor of the final piece of the map. After having a long discussion about race with Vega (who is now the equivalent of an 8 year old. They grow up so fast! Watch out for the teenage years.), they decided to use the tried and true tactic of a hot cup of Suggestion tea. They gave it to Peart and then convinced him to take off his shirt, revealing that he did *not* have the map printed on his back. They then decided to check the records in the library at the Magistrate's office, where Calhoun works. Rosanhi finally admitted that even she has noticed that Calhoun has a crush on her and was therefore reluctant to go, but Roscoe and Badger managed to convince her.

The trio traveled through the freezing city streets until they reached the Magistrate's office, learning from a stand-in attendant named Mrs. Bishop that Calhoun had gone down to the docks to see his father return from a year-long sea voyage. Realizing that Calhoun's dad may be the man that they're looking for, they rushed to the docks to see a large crowd of people there, awaiting the arrival of the merchant ships to port. There, they met with Calhoun and asked him if his dad happened to have a map tattooed on his back (spoiler, he did). Just as Calhoun's dad's ship, the Mudskipper, rolled over the horizon, the party saw that it was being pursued by a large pirate flagship. The party watched in shock as the larger ship began to board the Mudskipper, but before they had time to act, several pirate schooners tore into the port and began bombarding the docks with cannon fire before all but one retreated to return to their flagship.

## See also

* The Collective - Session 26
* The Collective - Session 28
Paradeen

Paradeen as of the year 1001 (1 AA)

### Population Makeup

Majority HumanVarying minorities of Dwarves, Elves, Gnomes, Halflings, Half-Elves, Half-Orcs (as of 995), and Tieflings

Notable minority of Forest-born Elves (as of 1001)

### Religions

Arabella, Hyriat, Terra, minor spiritualities, minority worship of other deities

Paradeen is a large city located in the northwestern Gale Plains. It is the capital of the Kingdom of Humanity and serves as the seat of the kingdom's current monarch, King Gossard Stonegate.
The Delinquents

*This article is about The Delinquents campaign. For the adventuring group of the same name, see The Delinquents (group). For a list of the sessions of The Delinquents campaign, see List of The Delinquents Sessions.*

The Delinquents is a campaign that follows the events of a group of students at the University of Squidsiddie consisting of the Goliath warrior Agvahl Swiftguard Athunigane, the Halfling mage Cecilia Wormwood, the Dark Elven warlock Eren Illestri, the Kenku trickster Gutter Snipe, the Dragonborn wizard Ishim Ibn-Abahad, and the Changeling Lámhach ó Súilleabháin. Beginning on August 12th, 995 in the free city of Squidsiddie in the Crimson Mountains, the ongoing campaign follows this group as they experience the technological majesty of Squidsiddie, while attending their university courses under world-renowned masters, get caught up in the affairs of the criminal organizations that run the city, and investigate the influence of the mysterious Black Opal, an ancient and forgotten artifact of unknown power.

This campaign is the second set in Orrin, having started in February of 2020. It is the second longest ongoing campaign set in the world, with a run time of over one and a half years (including several short hiatuses). It is also one of two campaigns dungeon mastered by Orrin creator and curator, Bret Jones.

## See Also

* List of The Delinquents Sessions
* Major Characters

## Trivia

* The Delinquents campaign was originally to supplement the (at the time) underdeveloped backstories of Collective characters Gorrn and Gnorbitt. While it still shares many connections with The Collective, it has grown into its own campaign of similar scope.
Calhoun Merriweather

"Young Lofy" (by Gayle and Gwynn)

Unknown mother (presumably deceased)

Calhoun is a Human man from Paradeen in The Collective campaign. He is an active friend of The Collective, as well as the romantic interest of Rosanhi Balleth, and has spent considerable time working/traveling with the party.

## Appearance

Calhoun is a tallish, slender young Human man at around 5'10". He has medium length, light brown hair and a usually clean-shaven face. He has fair skin and deep, brown eyes. Though He holds himself with good posture and poise, but often appears as if he is worried by something. After returning from his seafaring journeys with The Collective, he has a blackened brand of a raven upon his upper arm, and his overall physical appearance has grown more worn and tired upon his return to the city.

Calhoun wears clothing befitting of his merchant class. He usually wears a nice, green tunic over a simple cloth shirt, with nice pants and boots. After returning from the seas, he also carries a silver rapier by his side at all times.
The Collective - Session 25

This is the twenty-fifth session in The Collective campaign and the first and final in the Yulemas Quest sub-arc of the Dwarven Sword Arc.

## Summary

**FOUR MONTH PERIOD:** John Gerschwin was given the sword and returned it to the Dwarves successfully. After purchasing armor from the Ironfist Armory, the party was led through the mountains by Gorrn back to Fort Wayne, where Gerschwin left them and they acquired their horses and F A S T C A B B A G E from Kurt the Stableman. They rode back to Edgemouth, returned the Duke's sword and daughter (again, take better care of your shit for Terra's sake, dude) and bid a fond farewell to their new friend Evangeline, leaving her with a friendship bracelet and Rosanhi's old scale mail. Over the next four months, the party spent some much needed relaxation time in the city of Paradeen. Gnorbitt began teaching at the orphanage to reacclimate himself with city life. He also grew a beard and a moustache to keep his face warm for the coming winter. Roscoe and Gorrn spent time together practicing the horn, with Gorrn picking up more shifts at the Shaky Cabin Inn and patrolling the city with Knight-Captain Harris. Badger, forming a new persona by the name of Delorean, had their basement cave renovated and transformed into apartments, which he registered with the city. Rosanhi became a full member of the Church of Arabella, and as the city's only actual Cleric, healed many an injured and sick resident of Paradeen. During this time, she also sent money to her family in The Forest and visited her friend Evangeline in Edgemouth.

**FRIDAY, DECEMBER 29, 1000:** Having spent the past week celebrating the week of Yulemas, the party decided to prepare for the Yulemas feast that they were invited to at the Harris' home. They purchased a turkey and various other things (thanks, vague notes) but while they were out, they encountered a small child who attempted to steal from them. Accidentally incapacitating the child, they followed his footsteps to a small cellar which contained many orphans and a large demon trapped in a circle of runes. The party learned that the orphans had tried to summon a Tiefling child's father for Yulemas and accidentally summoned that fucker instead, which released imps to free it from its captivity. Rosanhi took the Tiefling child, named Belkin, to the Church to find lodging for them while the other members of the party prepared to find the imps. They quickly located the imps and defeated them, banishing the demon and heading to the Yulemas party. While Rosanhi and Gorrn prepared dinner, Rosanhi happened to glance out the window to see a familiar-looking face in the window; none other than the Magic Meat Man who had cursed her and Badger four months ago. He quickly cast a curse upon the turkey before disappearing into the night. The Turkey grew ten sizes that night and the party was forced to combat it, along with the help of KC Harris, Gertrude, and the emotional support of Diedrich and Calhoun. They defeated the turkey before exchanging gifts and heading back to their home. Merry Yulemas!

## See also

* The Collective - Session 24
* The Collective - Session 26
Mario & Sonic (series)

*Note: You can click on the pictures to get to the article you want to go to.*

## Mario & Sonic at the Olympic Games.

The first game installment in the Mario & Sonic series. Made for the Wii, and the DS, this game can also be playable on the 3DS or 2DS using the DS Game Card.

Mario & Sonic at the Olympic Games first came out on November 7, 2007. This Game was made because of the rivalry with Mario & Sonic.

## Mario & Sonic at the Olympic Winter Games

    Continuing on the series, Mario & Sonic at the Olympic Winter Games is a 4 player sports party game released in 2009 for the Wii.
Firbolgs

**Lifespan:** 400 years

**Place of Origin:** The Forest of Eternal Spring

**Languages:** Common, Giant

**Darkvision:** No

**Racial Distrust:** Most outsiders

**Biological Compatibility:** Firbolgs

* One of the few terrestrial Giants (those who live in Orrin, as opposed to one of the various Elemental Planes), the Firbolgs are a secluded race of hunter-gatherers who live in the Forest of Eternal Spring. Similar to many of Orrin's peoples, Firbolgs are not ruled under a king, instead living in hidden communities inside the Forest, avoiding contact with other races unless absolutely necessary. Each Firbolg community is ruled by a council of Elders, and though each member of the community has a say in the decision making process of the community, the Elders ultimately make decisions. Each community is self-sufficient, living off of the land and taking only what is needed by its denizens. Firbolgs also actively support the ecosystem by replanting and taking care of  their immediate surroundings, both to benefit the Forest and to keep their tracks hidden. In return for this service, the Forest bestows Firbolgs with natural Fey magic, similar to that of the Elves.

* Firbolgs are a reserved and cautious people, hesitant to deal with outsiders and preferring to interact only with other Firbolgs and the Forest. Some Firbolgs are even wary of dealing with Firbolgs from other communities, though most have a sense of racial pride and treat other Firbolgs with the same respect as those from their own community. Gaining the trust of a Firbolg is a difficult task, as first one must be found and convinced not to flee or fight. Those that do manage to gain the trust of a singular Firbolg will unfortunately not have won over the tribe; gaining the trust of an entire community of Firbolgs is a hefty task, and most consider themselves lucky to have assuaged the fears of one. Once convinced, Firbolgs make powerful allies; their large stature and innate magical abilities make them formidable opponents and valuable in support roles.

* If one is lucky enough to meet a Firbolg, they can make for strong and trustworthy companions who are guided by an upright set of morals.
Learning a Language

* Learning a new language is a difficult and time-consuming task. For the average person, learning one other language is a monumental feat, but more intelligent individuals may find themselves able to pick up more languages and at a quicker rate. The amount of languages (beyond their starting languages and Common) that a character can learn is based upon their Intelligence modifier: a character with an Intelligence score of 12 or 13 (+1 modifier) can learn up to three additional languages through study and practice, while a character with an Intelligence of 20 (+5) could learn a whopping 7 additional languages through study.

* To fully learn a new language, a character must have a resource to learn with, ample time to practice, and of course, an open language slot. The best language resource is a native speaker of the language, but something as simple as a series of translated texts will also suffice. Learning a language takes a significant amount of time to fully learn, and knowledge of a language comes in 5 different levels, each of which determines how effectively one can use the language. Below are two charts regarding the language learning process.

Chart of Language Proficiencies

 Novice
 Intermediate
 Adept
 Expert

Chart of Learning Speeds

 Translated Texts
 Both