recursal/Fanatic-Fandom huggingface dataset:
Fighter

***BASE CLASS:*** This class is available at character creation.

Of all the classes, the fighter has the best all around fighting capabilities (hence the name). Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of his own. A given fighter may be especially capable with certain weapons; another might be trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly.

## Class Features:

* **Hit Die:** d10
* **Base Attack Bonus:** High.
* **High Saves:** Fortitude.
* **Weapon Proficiencies:** Simple and martial weapons.
* **Armor Proficiencies:** All armor (light, medium, and heavy) and all shields (including tower shields).
* **Skill Points:** 4 + Int modifier per level, x4 at first level.
* **Class Skills:** Climb, Craft Armor, Craft Weapon, Intimidate, Jump, Knowledge (architecture and engineering), Knowledge (dungeoneering), Listen, Parry, Spot, Survival, Swim, and Taunt.

* **Bonus Feats:** At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
* **Bravery:** At 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
* **Armor Training:** Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever they are wearing armor, they reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by their armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
* **Weapon Training:** Starting at 5th level, whenever a fighter is wielding a weapon in which they have weapon focus, they gain an additional +1 bonus to their attack rolls. This bonus improves by 1 every four levels thereafter (9th, 13th, and 17th).
* **Armor Mastery:** At 19th level, a fighter gains Damage Reduction 5/- whenever wearing armor or using a shield.
* **Weapon Mastery:** At 20th level, a fighter chooses one weapon in which they have a weapon focus, such as the longsword, greataxe, or longbow. Any attacks have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, their threat range is increased by 2.
Gray Orcs

The Orcs of the eastern lands are concentrated in the Moonsea and Endless Wastes today with a much smaller number scattered through the various lands that lie between.  A Gray Orc looks less bestial than their more savage northern kin, but is still obvously nonhuman.  Grey Orcs are more apt to wear "civilized" clothing than mountain orcs though they typically follow a nomadic existence - dwelling in remote, desolate places and eking out a meager existence as best they can.  The true power behind a tribe of Gray Orcs is not the chieftan, but the tribes high priest, typically and adept of cleric (often female) who has held the position for many years.  The Gray Orcs are zealots and the word of their tribal clerics is law.

Gray Orcs are just as mean, savage, and barbaric as their northern cousins, but they lack the mountain orc's drive to conquer and enslave.  Gray Orcs are quite likely to react suddenly and irrationally to events, trusting their heart and instincts more readily than logic.  When presented with an opportunity to attack a hated rival, a Gray Orc doesn't hesitate to attack even having been brutally defeated dozens of times before by the same foe.

## Racial Traits

* **Ability Adjustments:** +2 Strength, -2 Intelligence, +2 Wisdom, -2 Charisma
* **Long Gait:** Gray Orc base land speed is 40 feet.  Their gait is long and loping and they can cover great distances quickly
* **Light Sensitivity:** Gray Orcs suffer a -1 penalty on attack rolls in sunlight or within the radius of a *daylight* spell
* **Scent:** Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.  This allows the orc to track hidden and invisible targets when using the Track ability.
* **Favored Class:** Cleric.  Although Gray Orcs are comfortable with the savage life of the barbarian, they tend to be more calm and collected than northern orcs, focusing their rage and hatred inward.  This allows them to excel as clerics of the warlike orc deities.
* **Level Adjustment +1:** Gray Orcs are slightly more powerful and gain levels more slowly than other, more common races.  It will take more experience for a Gray Orc to reach level 2 than it would for normal races, for example.
Tiefling

Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.

## Racial Traits:

* **Ability Adjustments:**+2 Dexterity, +2 Intelligence, -2 Charisma
* **Darkvision:**Tieflings can see in the dark up to 60 feet
* **Infernal Resistance:** Cold, Fire, and Electricity resistance 5
* **Spell-like abilities: 1**/day - *Darkness* as a sorcerer of equal level
* **Skill Affinities:**+2 racial bonus to Bluff and Hide checks
* **Favored class:**Any

**Level Adjustment +1:**Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 than it would for normal races, for example.
Own Next Top Model: Mini Series (Cycle 5)

Own Next Top Model: Mini Series, Cycle 5 was the fifth cycle of Own Next Top Model: Mini Series.

The winner was 27-year old Charlotte Eliot from Montauk, NY.

## Destinations

* Munich, Episodes 1-3
* Berlin, Episodes 4-6

## Prizes

This cycle's prizes where as follows:

* A modelling contract with Wilhemena Models.
* A fashion spread in Harper's Bazaar Magazine.
* A international cosmetics campaign with Maxx Factor.

## Contestants

*(information stated is correct at time of contest)*

## Episode Summaries

### **Episode 1**

* **First Callout**:
* **Lowest Score**:

### **Episode 2**

* **First Callout**:
* **Lowest Score**:

### **Episode 3**

* **First Callout**:
* **Lowest Score**:

### **Episode 4**

* **First Callout**:
* **Lowest Score**:

### **Episode 5**

* **First Callout**:
* **Lowest Score**:
* **5th Place**:
* **4th Place**:
* **3rd Place**:

### **Episode 6**

* **3rd Place**:
* **2nd Place**:
* **1st Place**:

## Summaries

### **Call-out order**

     This contestant won the competition.
     This contestant had the highest score that week.
     This contestant proceeded to the final week
     This contestant had the lowest score that week.
     This contestant was eliminated from the competition.
### **Statistics**

* **Most consecutive first call outs**:
* **Most collective first call outs**:
* **Most collective lowest scores**:

### **Photoshoot Guide**

* **Episode 1**: Modelling a Traditional German Dirndl
* **Episode 2**: Couture Gowns
* **Episode 3**: Grunge
* **Episode 4**: Calvin Klein Jeans ad
* **Episode 5-1**: Harper's Bazaar Test Shoot
* **Episode 5-2**: Maxx Factor UK Shoot
* **Episode 6-1**: Harper's Bazaar Shoot
* **Episode 6-2**: Suprise BTS Photoshoot
* **Episode 6-3**: Final Runway
Own Next Top Model: Mini Series (Cycle 3)

Sims Next Top Model, Cycle 3 was the third cycle of Sims Next Top Model: Mini Series.

The winner was 20-year old London Pennington from Jackson, Mississippi.

## Prizes

This cycle's prizes where as follows:

* A modelling contract with Next Models Managment.
* A fashion spread in Look Magazine.
* A cosmetics campaign with Revlon.

## Contestants

*(information stated is correct at time of contest)*

## Episode Summaries

### **Is it Mall-Dives of Mall-Deves**

* **First Callout**: London Pennington
* **Lowest Score**: Zanaiyah Winters

### **To Swim or not to Swimwear**

* **First Callout**: London Pennington
* **Lowest Score**: Elsa Young

### **Episode 3**

* **First Callout**: Elsa Young
* **Lowest Score**: Dana Heath

### **The Final 3 are...?**

* **First Callout**: Dana Heath
* **Lowest Score**: London Pennington
* **6th Place**: Emeri Adkins
* **4th Place**: Zanaiyah Winters
* **4th Place**: Aeyvah Wise

### **and the Winner is...?**

* **Runner-Ups**: Dana Heath & Elsa Young
* **Sims Next Top Model**: London Pennington

## Summaries

### **Call-out order**

     This contestant won the competition.
     This contestant had the highest score that week.
     This contestant proceeded to the final week
     This contestant had the lowest score that week.
     This contestant was eliminated from the competition.
### **Statistics**

* **Most consecutive first call outs:** Annika Taylor (3)
* **Most collective first call outs:** Annika Taylor (3)
* **Most collective lowest scores:** Mireya Figueroua & Yareli Bowers (2)

### **Photoshoot Guide**

* **Episode 1**: Modeling the Libaas (a traditional Maldivian dress worn by women).
* **Episode 2**: Swimwear Photo Shoot at the Artificial Beach
* **Episode 3**: Mothers
* **Episode 4**: Shark Attack
* **Episode 5-1**: Revlon Campain.
* **Episode 5-2**: Seventeen Spread.
* **Episode 6-1**: Suprise BTS Photoshoot.
* **Episode 6-2**: Final Runway.
Gnomes

Gnomes are welcome everywhere as technicians, alchemists, and inventors.  Despite the demand for their skills most Gnomes prefer to remain among their own kind living in comfortable burrows beneath rolling wooded hills where animals abound.

There are two races of Gnomes: the Rock gnome and far less common Deep gnome (Svirfneblin.)

Rock gnomes are small but hardy with +2 Constitution and -2 Strength.  The Deep gnomes are equally small but lack the hardiness of other other gnomes.  Instead, they have heightend agility and wisdom at the expense of stunted social skills.
DISABLED/MODIFIED EPIC FEATS

### Disabled Epic Feats

*This is a list of epic feats that are not available upon reaching levels above 20. Bonus feats gained from class levels (like those of a fighter, wizard or rogue) cannot be used to purchase any epic feats at all.*

* Epic Spell: Mummy Dust
* Epic Spell: Dragon Knight
* Epic Spell: Hellball
* Epic Spell: Epic Mage Armour
* Epic Spell: Ruin
* Epic Spell: Mass Fowl
* Epic Spell: Vampiric Feast
* Epic Spell: Epic Gate
* Epic Spell: Damnation (Warlock)
* Epic Spell: Entropic Husk (Warlock)
* Epic Spell: Epic Gate (Warlock)
* Epic Spell: Hellball (Warlock)
* Epic SPell: Vampiric Feast (Warlock)
* Song of Requiem
* Hymn of Requiem

### Modified Epic Feats

*Additionally, the following epic feats were modified*

Eldritch Master

Type of Feat: Epic

Prerequisites: 21st level, Warlock 16th level, Spellcraft 24. Specifics: The character's eldritch blasts deal +10% damage and have +2 to attack rolls. Aditionally, your Knowledge: The Planes and Knowledge: Arcana skills are permanently increased by 4.
Use: Automatic.

Epic Barbarian Rage

Type of Feat: Epic

Prerequisites: 21st level, Str 30, Mighty Rage, base attack bonus +25. Specifics: While raging, the character's Str and Con bonuses remain at +8 and their Will save bonus increases to +8. Aditionally, they gain a +5 adrenaline bonus to Climb, Jump and Swim checks for the duration of their rage, and the AC penalty for enraging is reduced to 1.
Use: Automatic while in rage.
Humans

## Human

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blonde, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

### Racial Traits

* **Quick to Master**: One extra feat at first level
* **Skilled**: 4 extra skill points at 1st level, plus 1 additional skill point at each following level.
* **Favored Class**: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.
Own Next Top Model (Cycle 10)

Own Next Top Model, Cycle 10 was the tenth cycle of Sims Next Top Model.

The winner was 21-year old Jennifer McConnell from Glasgow, Scotland

Elyse Mulligan & Arielle Cunningham later returned for Cycle 14, the second All Stars season.

## Destinations

* Montego Bay, Episodes 1-4
* Kingston, Episodes 5-8
* Ocho Rios, Episodes 9 - 12

## Prizes

This cycle's prizes where as follows:

* A modelling contract with Wilhelmina Models.
* A Cover and 5 page spread in Nylon Magazine.
* A cosmetics campaign with Mac Cosmetics.
* A haircare campaign with L'Oreal Paris.

## Contestants

*(information stated is correct at time of contest)*

## Episode Summaries

### **Episode 1**

* **First Callout**: Jennifer McConnell
* **Bottom 2**: Kelsie Price & Virginia Meyer
* **Eliminated**: Virginia Meyer

### **Episode 2**

* **First Callout**: Samantha Friedman
* **Bottom 2**: Elyse Peretz & Rachel Levy
* **Eliminated**: Rachel Levy

### **Episode 3**

* **First Callout**: Jennifer McConnell
* **Bottom 2**: Iliana Papageorgiou & Kelsie Price
* **Eliminated**: Iliana Papageorgiou

### **Episode 4**

* **First Callout**: Chanel Dupont
* **Bottom 2**: Arielle Cohen & Jayleen Branch
* **Eliminated**: Jayleen Branch

### **Episode 5**

* **First Callout**: Elyse Peretz
* **Bottom 2**: Chanel Dupont & Samantha Friedman
* **Eliminated**: Samantha Friedman

### **Episode 6**

* **First Callout**: Elyse Peretz
* **Bottom 2**: Chanel Dupont & Marissa Abdallah
* **Eliminated**: Marissa Abdallah

### **Episode 7**

* **First Callout**: Jennifer McConnell
* **Bottom 2**: Arielle Cohen, Chanel Dupont & Roxanna Ansari
* **Eliminated**: Chanel Dupont & Roxanna Ansari

### **Episode 8**

* **First Callout**: Jennifer McConnell
* **Bottom 2**: Elyse Peretz & Kelsie Price
* **Eliminated**: Kelsie Price

### **Episode 9**

* **First Callout**: Elyse Peretz
* **Bottom 2**:Britney ToussaintM& elanie Lykaios
* **Eliminated**: Britney Toussaint

### **Episode 10**

* **First Callout**: Elyse Peretz
* **Bottom 2**: Arielle Cohen & Melanie Lykaios
* **Eliminated**: Melanie Lykaios

### **Episode 11**

* **First Callout**: Elyse Peretz
* **Bottom 2**: Arielle Cohen & Jennifer McConnell
* **Eliminated**: Arielle Cohen

### **Episode 12**

* **Eliminated**: Elyse Peretz
* **Own Next Top Model**: Jennifer McConnell

## Summaries

### **Call-out order**

     This contestant won the competition.
     This contestant was eliminated from the competition.
### =**Statistics**

* **Most consecutive first call outs**:(2)
* **Most collective first call outs**: (3)
* **Most consecutive bottom two appearances**:(2)
* **Most collective bottom two appearances**: (5)
Classes

Unfortunately none of the old links worked on archive.org.

## Open Classes

The following classes are open by default to all Sundren players:

* Barbarian
* Bard
* Cleric
* Druid
* Gladiator (Custom base class, formerly Saumrai)
* Favored Soul
* Fighter
* Monk
* Rogue
* Sorcerer
* Spirit Shaman
* Swashbuckler
* Wizard

## Open Prestige Classes

The following PRC's are open by default to all Sundren players.
*Note: Sundren has implemented many PRC's that do not appear in the traditional NWN2 campaign, or expansion.*

* Arcane Archer
* Arcane Trickster
* Assassin
* **Blackguard**
* Combat Medic *(Custom PRC)*
* Dark Hunter *(Custom PRC)*
* Darkwood Stalker *(Custom PRC)*
* Divine Champion
* Duelist
* Eldritch Knight
* Frenzied Berserker
* Invisible Blade
* Mage Killer *(Custom PRC)*
* Master of Radiance *(Custom PRC)*
* Master of Shrouds *(Custom PRC)*
* Morninglord of Lathander *(Custom PRC)*
* Mystic Theurge *(Custom PRC)*
* Palemaster
* Sacred Fist
* Shadowdancer
* Shadowbane Stalker *(Custom PRC)*
* Stalwart Defender
* Warpriest
* **Weapon Master**

## Faction-Associated Classes

These classes are unlocked by joining a Sundren faction. Completing the join quest for certain subfactions will grant PCs the feat they need to start taking these classes. It is still possible to obtain these classes without joining the subfactions listed, but you must complete a Character Request and seek DM help to do so.

* Hand of Mundus *(Hand of Mundus)*
* Ice Fury of Auril *(Custom PRC)* *(Wrath of Nature)*
* Shadow Thief of Amn *(Eboncoin Pact)*
* Stormlord of Talos *(Wrath of Nature)*
* Triadic Knight *(Custom PRC)* *(Triumvirate)*

## Restricted Classes

Restricted classes require DMs to unlock. If you wish to take levels in a restricted class, submit a Character Request in the Sundren forums. Please include your character bio (or a link to it) along with the *actions* your PC will take to learn the skills, find a mentor, or otherwise discover the powers of the class. Remember: it is never a guarantee that you will receive access to restricted classes. You must be a good role player to unlock these classes. Additionally, there cannot be an over-abundance of these classes in the active Sundren community.

* Doomguide
* Dragon Disciple
* Dreadmaster of Bane *(Custom PRC)*
* Heartwarder *(Custom PRC)*
* Horned Harbinger *(Custom PRC)*
* Master of Many Forms *(Custom PRC)*
* Nature's Warrior *(Custom PRC)*
* Paladin
* Red Wizard of Thay
* **Thayan Knight** *(Custom PRC)*

## RPOTM Classes

The following classes are restricted to Biography Contest winners. We wish to keep them rare.

* Hellfire Warlock
* Warlock

## Classes Unavailable for Play

The following classes are unavailable for play in Sundren at this time upon character creation. This has not always been so, and may or may not be open to change in the near future.

* Neverwinter Nine
* Harper Agent
Half Elves

Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf's grace.  These marriages end quickly as elves count years because a human's life is so brief, but the leave an enduring legacy - Half-elf children.  The life of a Half-elf can be hard.  If raised by elves, the Half-elf seems to grow with astounding speed, reaching maturity within two decades.  If, on the other hand, they are raised by humans, the Half-elf finds themself different from their peers, more aloof, more sensitive, less ambitious and slower to mature.

## Racial Traits

* **Hardiness vs. Enchantments:** Immunity to magical sleep effects, +2 racial bonus to daving throws against enchantment spells or effects
* **Low-Light Vision:**A Half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination
* **Keen Senses:** +1 racial bonus to Listen, Search and Spot checks
* **Amiable:** +2 racial bonus to Diplomacy and Bluff checks
* **Favored Class:** Any.  When determining whether a multiclass Half-elf takes an experience point penalty their highest-level class does not count.
Drow

Descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, and blue. They also tend to be smaller and slimmer than most elves.

## Racial Traits:

* **Racial Traits:** +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution
* **Hardiness vs. Enchantments:** Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects
* **Weapon Proficiency:** Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats
* **Keen Senses:** +2 racial bonus to Listen, Search, and Spot checks
* **Spell-Like Abilities:**
	+ 1/day - *Darkness* as sorcerer of equal level
	+ 1/day - *See invisibility* as sorcerer of equal level
* **Darkvision:** Drow can see in the dark up to 120 feet. This replaces the low-light vision ability most elves receive
* **Spell Resistant:** Spell resistance of 11+ character level
* **Strong Will:** +2 racial bonus to Will saves against spells and spell-like abilities
* **Light Sensitivity:** Drow suffer -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight
* **Favored Class:** Any

**Level Adjustment +2:** Drow are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 than it would for normal races, for example.
Glossary of Terms

## Alphabetical Glossary of Common Terms

* **AD&D**: Advanced Dungeons and Dragons

* **AoE**: Area of Effect (Generally Referencing Spell Radius)

* **CvC**: Character versus Character

* **D&D**: Dungeons and Dragons

* **Dev**: Developer

* **DM**: Dungeon Master

* **DnD**: Dungeons and Dragons

* **GM**: Game Master (Synonymous with DM)

* **GP**: Gold Pieces

* **HiPS**: Hide in Plain Sight

* **IC**: In Character

* **IG**: In Game

* **NWN**: Neverwinter Nights

* **OOC**: Out Of Character

* **Perm'd**: Permanently Killed

* **PM**: Palemaster, or Personal Message (Based on Context)

* **PnP**: Pen and Paper (In reference to D&D)

* **PvP**: Player versus Player

* **RDD**: Red Dragon Disciple

* **RP**: Roleplay

* **RPOTM**: Role Player of the Month

* **XP**: Experience Points
Aasimar

Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.

## Racial Traits:

* **Ability Adjustments:** +2 Wisdom, +2 Charisma.
* **Darkvision:** Aasimar can see in the dark up to 60 feet.
* **Celestial Resistance:** Acid, cold, and electricity resistance 5.
* **Spell-like abilities:**1/day - *Light* as sorcerer of equal level.
* **Keen Senses:** +2 racial bonus to Listen and Spot checks.
* **Favored Class:** Any.
Sundren Wiki

## Welcome

Welcome to the Sundren Wiki page!

Here you can find important information regarding **Sundren**, the Neverwinter Nights 2 **persistent world**.

* **Direct Connect:** nwn.sundren.org:5125

New players should familiarize themselves with the **GETTING STARTED** section, which includes rules, tips on how to get started, and much more.

The **SUNDREN HISTORY** section is an encyclopedia of knowledge that details timelines, factions, important events, famous people, and interesting places.

Learn more about our players in the **CHARACTER BIOS** section, and discover who has won the prestigious **ROLE PLAYER OF THE MONTH** award.

Please also visit our **FORUM**.

## Quick Links

### Getting Started

* **Rules**
* **Gameplay Mechanics**
* **Crafting System**
* **Tips**
* **Frequently Asked Questions**

### Create Your Character

* **Races**
* **Classes**
* **Deities**
* **Spells**
* **Feats**
* **Disabled/Modified Epic Feats**
* **Skills**

### Sundren History

* **The Origin of Sundren**
* **Timeline**
* **Cities & Towns**
* **Sundren Laws**
* **Places of Interest**
* **Nobility**
* **More Reading** (some out of date)
Timeline

**The Year of Eyes 1196** - *Sundren Valley* is found by Mundus through scrying.

**The Year of Sundering 1200** - Mundus commissions Red Wizards to destroy *Mount Ariest*.

**The Year of Walls 1201** - Rock golems created by Mundus shape the *Gate of the Sunderer*.

**The Year of Explorers 1202** - Cartographers commissioned by Mundus draw the first maps of *Sundren*. Houses Hellstrom and LaCroix join Mundus in his expedition to the valley and eventually settle alongside him and his group.

**The Year of Bones 1207** - Mundus's expedition is attacked by gnolls from *Viridale Forest*.

**The Year of Scourging 1215** - Mundus's forces decimate the gnoll camps in Sundren and drive them back to *Viridale Forest*. House Ulsteris is founded after Perin, the Knight of the Wood, saves Faernyth Wildwood from gnolls and warns Mundus's forces.

**The Year of Sorrow 1229** - Mundus perishes and his plans for a government are instituted.

**The Year of Advents 1230** - *Sundren* is made a city-state. The Red Blades are founded. Dissenters found the Veritas Syndicate.

**The Year of Vigilance 1232** - Clerics and Paladins of Helm come to *Sundren*.

**The Year of Expansion 1240** - Avanthyr and Aquor are colonized. Levi Meriadoc scouts the coast and begins building the Port. He is eventually raised to nobility for his works and retires to a life of grog and wenches. House Meriadoc multiples several times over the next decade.

**The Year of Sieges 1246** - The Bloodmaim Orcs begin attacking Sundren. The Mossclaw Alliance is formed in *Viridale Forest*.

**The Year of Silence 1277** - The Battle of Sharahan Hills is fought. The Harbinger of Judgment is slain.

**The Year of Tears 1288** - The Battle of Mossdale is fought. Six of seven arbiters are slain, the Steward is killed, and so are his Exarchs.

**The Year of Heralds 1303** - Avanthyr and Aquor are razed by Bloodmaim orcs. Aurelianus makes his way into Sundren and aids the healers in developing new medical and healing techniques and is eventually granted a lordship.

**The Year of Goliaths 1305** - The chieftain of the Bloodmaim orcs is slain by the harbingers, giving Sundren a limited time of peace.

**The Year of Stepping Stones 1315** - Avanthyr and Aquor are completely rebuilt. Brannon Pendraig and his hold settle in Aquor.

**The Year of Commerce 1352** - The Exigo Syndicate roots itself in *Sundren* and establishes camps all over the valley.

**The Year of Omens 1370** - The Black Hand of Bane comes to *Sundren*. The Triumvirate arrives soon after.

**The Year of Poise 1371** - Kurz's Cartel arrives in Sundren and hides in the mountains.

**The Year of Wild Magic 1372** - The Dark Advent arrives in Sundren. The Tribe of the Rhemoraz is wiped out by an avalanche in the Cold Climb. Current year.

## Significant Events

The Lizard War

The Death of Kelemvor

The Second Sundering
Halflings

Halflings are clever, capable opportunists.  Halfling individuals and clans find room for themselves wherever they can.  Often they are strangers and wanderers and others react to them with suspicion or curiousity.  Depending on the clan, Halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night.  Regardless, halflings are cunning, resourceful survivors.

There are two races of halflings: the Lightfoot halfling and the less common Strongheart halfling.

Both races of halflings are smaller than most humanoids but exceptionally quick with +2 Dexterity and -2 Strength.
Agrarian

Agrarains are an extinct race of reptiles that once ruled all of Astaroth before the Great Collapse. Standing at around 8ft on average Agrarains dominated in all fields. Said to have the strength of ten men. Agrarains were also said to be highly intelligent building creations that would defy physics.

The Agrarains died out quickly after the Great Collapse. The enslaved races such as the Humans hunted them down and wiped them of the face of the planet.
Half Orcs

In the wild frontiers tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace.  Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures.  Some, for whatever reason, leave their homeland and travel to civilized lands bringing with them the tenacity, courage and combat prowess that they developed in the wilds.

## Racial Traits

* **Ability Adjustments:** +2 Strength, -2 Intelligence, -2 Charisma
* **Darkvision:** Half-orcs can see in the dark up to 60 feet
* **Favored Class:** Barbarian.  A multiclass Half-orc's barbarian class does not count when determining whether they take an experience point penalty.  Feroctiy runs in a Half-orc's veins.
Dwarves

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale.  Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.

There are three dwarven subraces, Shield dwarves, Gold dwarves, and Gray dwarves (Duergar.)

Shield dwarves, the most common race of dwarves, are physically stout but rough around the edges, receiving a +2 Constitution and -2 Charisma.  Gold dwarves lack the poor charisma of shield dwarves but are less agile.  Gray dwarves are even less charismatic than Shield dwarves but make up for it with natural talents and spell-like abilities.
Half-Drow

Half-drow are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow have dusky skin, silver or white hair, and a broad range of eye colors. They retain the adaptability of their human parent, excelling in a wide variety of attributes.

## Racial Traits:

* **Attribute Adjustment:** +2 based on choice of Strong, Stalwart, Dextrous, Intelligent, Wise of Charismatic version
* **Hardiness vs. Enchantments:** Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects
* **Darkvision:** Half-drow can see in the dark up to 60 feet
* **Keen Senses:** +1 racial bonus to Listen, Search, and Spot checks
* **Amiable:** +2 racial bonus to Diplomacy and Bluff checks
* **Favored Class:** Any
Huntavan

## Huntavan (hun-ta-van)

Raised on the south west coasts of Sjórlinfell in 178 AC by Hiller Bolton. Huntavan was formed on the ideals that the strong may take from those who are weaker. Huntavan quickly became the bane of Nigaard and Vaughan as well as northern areas of Drumithia. Quick to quarrel Huntavan made no friends with its neighbouring countries. The Boltons were the most resentful of a united north as they saw it as a closing of their freedoms. In 200 AC the Huntavan adopted a faith, that of the Raider King. All of their ships were painted to bare his sigil, a dragon's head. Without a major force to stop them Huntavan raiding parties became the scourge of the world striking fear into captains and guardsmen alike. Nigaard was the first to take action against the Huntavan menace by boosting coastal town defences and offering a twenty gold reward for a Huntavan raiding ship sigil. This however ended when in 323 AC the great red dragon Paliolicantrool attacked Nigaard. This was seen as a sign from the Raider King and Huntavan doubled its efforts. 660 AC marked the first Vânător entering the country from Dothri after the destruction of their home. The Boltons welcomed them seeing their potential, slowly they swayed Vânător from their oaths until a new subsection of Vânător was created the Kalinsi (cal-in-sigh) they vowed to support the Boltons and protect Huntavan. This caused anger in the Vânător as the oath sworn stated a Vânător could never support a country or a ruler directly. Huntavan enjoyed many decades of raiding with no opposition until 930 AC when Nigaard invaded and quickly took Huntavan set about splitting the land cutting of trade routes and supply lines. Huntavan held out until Ren Bolton bent the knee in 939 AC to the Nigaard aggressors.
Races

RACES

Open races are available to play from the start. Locked races require that the player win the ROLE PLAYER OF THE MONTH award and apply for the locked race.

## Open Races

* **Humans**
* **Elves**
* **Dwarves**
* **Gnomes**
* **Halflings**
* **Half Orcs**
* **Gray Orcs**
* **Half Elves**

## Locked Races

These races are only available to winners of the Role Player of the Month Biography Contest.

* **Aasimar**
* **Drow**
* **Half-Drow**
* Duergar (Gray Dwarf)
* Genasi (Air)
* Genasi (Earth)
* Genasi (Fire)
* Genasi (Water)
* Svirfneblin (Deep Gnome)
* Yuan-Ti Pureblood
* **Tiefling**
Dothri

## Dothri (doth-ri)

Dothri was the second country in Sjórlinfell to declare borders after the death of Arthas in 172 AC they were recognised only a year later in 173 AC. Dothri was centred in the middle of Sjórlinfell so sailing to different continents was deemed too difficult and  a waste of resources. Instead Dothri took to raiding her neighbours. Dothri is home to one of the first guilds (182 AC), The Vânător (van-tor) a highly skilled group of beast hunters who established a guild to let the common folk have a location to find them if they had need of monster hunters. Though Dothri still called itself a country it was constantly at war with itself, battles broke out between lords over sheep and in one instance a stone (later dubbed The Stone of Pryith). No true king ever ruled, many tried but were always cast down my power hungry lords or angry peasants. It wasn’t until 312 AC that Kilitus Pendragon (kill-i-tus pen-dragon) united Dothri under his banner and was crowned king. The Pendragons stayed in power. In 653 AC Dothri suffered attacks from Take their neighbour over land disputes. Dothri held for over two years against raids and full scale battles and by 655 AC they had beaten Take back and held their land. In 656 AC The Vânător who refused to participate in the war as they believed fighting among Northern Countries to be petty. Angered by this King Salor Pendragon (sale-or) burned the Vânător keep and passed laws forbidding the congregation of Vânător in Dothri. The Vânător spread out over Sjórlinfell looking for new bases and work, they never recovered fully. In 717 AC a change of power was finally enacted with the Pendragon ending with no male heirs. The Monorain (mono-rain) family took power and ruled with a more dominant style. In 812 AC Dothri fell under attack again, this time from below. A race of Elves known as Dark Elves had been living in the cave systems below ground for some time, finally prepared enough they launched an invasion on the surface dwelling humans. King Arrendale Monorain II (arren-dale) fought hard against the invasion even enlisting Vânător. It was rumoured that his most trusted advisor was a Vânător. The battles lasted eight years. The elves ability to tunnel up almost anywhere causing mass chaos, Snowmourn was safe however due to being built on a bed of basalt. In 929 AC the Turogor rebellion began against Everiry Monorain. It was supported by Take, the rebellion was crushed in the end at the battle of the Ice Kings where in single combat Everity defeated the head of the rebellion Hjlamar Turogor. In 945 AC with the subjugation of both Take and Huntavan Nigaard turned its attention to Dothri so began a the long war, Nigaard has a four to one against the Dothri people but they are tired after a long and gruelling campaign. By 949 AC the war had reached a stalemate with no country able to push the other country. The war has led to increased xenophobia and poverty throughout Dothri, port towns such as Alice Town have swollen in size and been filled with slums.
Take

## Take (take)

Take is located in the north west of Sjórlinfell and was the first of the Northern Kingdoms to be subjugated in 933 AC.  Sjórlinfell was once united as a whole by Arthas Menethil (ar-thas mene-thil) who crowned himself King in the North when he aligned the tribes in 142 AC,  however the Nordic tribes resented being forced under one banner. As soon as Arthas died in 172 AC the tribes split and began carving out their territory on the map. Before Arthas the tribes had been little more than squabbling savages locked in war with all the other tribes over land and livestock. This had now changed as Arthas had created educated them to more modern ways. Take managed to say very neutral to the Northern Kingdoms  wars preferring to raid the coasts of Nigaard and Vacghan (vak-khan). Take priests also founded the dominant religion in all of Sjórlinfell which revolves around the mystical beings known as ice wraiths and their connections with the after life. In 582 AC the first mead was brewed in Take, bringing forth a new way of living for the Northern people. In 653 AC Floki Hiltren (flow-key hilt-ren) launched raids on Dothri over land disputes along its eastern border. Dothri held out and Take gained no land.  This would lead to Take holding a grudge with Dothri even supporting its civil war in 925 AC. Lead my Commander Parker and General Wolfhome the Take army would stand with the Dothri rebels until they were crushed at the battle of the Ice Kings. With the death of Wolfhome Commander Parker was set free, he never returned to home to Take. The peace was short lived as in 930 AC Nigaard invaded Take, with a small army left they stood no match for the well trained Nigaard army. The defence lasted only three years with Take surrendering in 933 AC. Under the control of Nigaard Take would be forced to supply soldiers for the continued invasion of the Northern Kingdoms.
Thayan Knight

While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay.  These protectors are the Thayan Knights, familiar with magic and loyal to none but the tattooed mages.  The Thayan Knights act as bodyguards and enforcers for the Red Wizards.

They lead common Thayan troops into battle and help guard the wizard enclaves.  Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards.  Almost all Thayan Knights are fighters, although monks and rangers have been known to persue this career.  Barbarians are typically too reckless to concentrate on defense, and the Red Wizards consider other individuals too weak to perform the duties of a Thayan Knight.

## Requirements:

**Feats:** Iron Will, Weapon Focus(Longsword), Disarm

**Skills:** Intimidate 8, Knowledge: Arcana 4, Knowledge: Local 2

**BAB:** +5

**Alignment:** Any non-good

**Race:** Human

**Special:** Sworn Allegiance to the Red Wizards of Thay

## Class Features:

* **Hit Die:** d10
* **Base Attack Bonus:** High
* **High Saves:** Fortitude
* **Weapon Proficiencies:** None
* **Armor Proficiencies:** Tower Shields
* **Skill Points:** 2 + Int Modifier
* **Class Skilss:** Bluff, Climb, Craft: Armorsmithing, Craft: Weaponsmithing, Craft: Woodworking, Gather Information, Heal, Intimidate, Jump, Knowledge: Arcana, Knowledge: Local, Lore, Parry, Spellcraft, Spot, Swin, Taunt
* **Horrors of Thay (Ex):** Because of long exposure to the creulty of their homeland a Thayan Knight gains +2 morale bonus on saving throws against fear effects and +1 morale bonus on saving throws against charm effects.  At 4th level these bonuses increase to +4 and +2, respectively
* **Zulkir's Favor (Su):** At 1st level, a Thayan Knight undergoes a long and painful tattooing ritual.  A magic tattoo, placed on the forehead, provides a +2 resistance bonus on Reflex saves.  While the tattoo is visible, the knight gains a +2 morale bonus on Intimidate checks as an extrodinary ability
* **Zulkir's Defender (Ex):** A Thayan Knight of 2nd level or higher gains a +2 morale bonus on attack rolls
* **Fighter Feat:** At 3rd level, a Thayan Knight may choose any one feat except Weapon Specialization from the fighter bonus feat list
* **Final Stand (Su):**Once per day as a standard action, a Thayan Knight of 4th level or higher can inspire their troops.  Allies within 10 feet of the Knight gain 2d10 temporary hit points.  This ability affects a number of creatures equal to the Knight's class level + the Knight's Charisma modifier and lasts the same number of rounds
Devenport

Deveonport is the capital city of Estdalmania and is located in Sodom Bay.

## Creation

Construction of Devonport began in 402 AC after a port capital was deemed better than the high hill top city of Rockstead. The surrounding area was felled of trees and swamps near the shore were drained. The city was built in a tiered fashion with large walls around 20 meters in size surrounding the city. The tiers consisted of the living quarter which was the largest ring the started at the walls, halfway into the city was the market district where most markets and business resided. The centre tier is made up of noble housing, the military quarter and the keep at the centre.

The docks on the southern side of the city make up much of the cities trade. With roots leading to Cataan, Sinen, Vaughan, and Sheltia. The completion of the dock in 452 AC also marked the 200 year anniversary of the Estdalmania - Albeion. Albeion celebrated this event by gifting The Great Solider to the port of Devenport. The 100ft creation now

stands tall over the docks.
Great Collapse

The Great Collapse marked the fall of the Agrarian Empire. A massive event which destroyed most of civilised Astaroth. A massive quake shook the land allowing devastating the Agrarians and allowing the enslaved races to revolt and wipe out the race. Countries such as Estdalmania formed from the ruins and brought around what we consider to be modern day in Astaroth.
Own Next Top Model

Host &/or Main Judge
     Judge
     Recurring Judge
     Guest Judge
     Recurring Guest Judge
     Contestant
     Mentor
### **Contestants**

     This contestant was eliminated earlier in the competition, returned and won.
     This contestant was eliminated earlier in the competition, returned and advanced.
     This contestant was removed on medical grounds.
     This contestant voluntarily left the competition.
     This contestant voluntarily left the competition before filming started.
     These contestants were eliminated together during panel.
     This contestant was disqualified from the competition.
Estdalmania Rebellion

The Estdalmania Rebellion occurred during the years of 929 AC - 935 AC. The two main forces were the Estalmania Royal Army lead by Rankera Lionmane and the *Estdalmania Freedom Front* lead by Carstar Bolting. The war was bloody and the estimated loss of life was around 400,000 (380,000 soldiers, 20,000 civilians). The Rebellion ended at The Battle of The Oak where Carstar Bolting killed Rankera Lionmane.
High Elf

High Elves or as they are more commonly known in Astaroth "Elves" are the most common of the Elven races. High Elves tend to view their ways of life and religions as being to a "higher standard" than that of the more common races. Places such as Drumithia stand as strongholds for Elven culture and lifestyle.
Barason

## Barason (bar-a-son)

One of the earliest kingdoms to form in Sjórlinfell after the great collapse. Formed in 75 AC by Edward Silt a colonist from Bankura. The colonists pushed many Nordic tribes out of the land forcing them into the area that would one day become Ranga. Barason established itself as a great country early on with lords commanding fast armies and the scholars of the land being funded by the crown to experiment and discover however they saw fit. The freedom of Barason was also it's downfall, in early 200 AC something only refereed to as the Great Destruction of Barason wiped out most of the country citizens and covered the country in a think brown cloud. The surviving people poured out into Dothri and The Wastes which would soon become Ranga.
Dark Elf (Drow)

Dark Elves are a rare sight in Astaroth with much of their culture and race being lost to time. Choosing to live underground Dark Elves otherwise known as Drow tend to keep to themselves often as lone wolves or in groups of two or three. Dark Elves tend to be wary of the surface dwelling races such as Humans and High Elves. Races such as the Dwarfs don't particularly trust the Drow but keep allow them into their cities and trade with them as they pass through.
Albeion

## Albeion (al-bee-on)

Albeion was first established in Bankura in 86 AC. Albeion was founded by the Golden Knight or Ser Rodrick Pane. The Golden Knight was crowned the king of Albeion, he cared for all his subjects and supported them over outsiders this is reflected in the Albeion saying “Judge me as the Golden Knight would.” Not wishing for the line of succession to be made weak by having just one family the Golden Knight decided that only the most capable rule Albeion he created the Albeion Games, hosted in celebration for a king's life. Any citizen of Albeion could enter three trials would take place over a week. The first the test of Intelligence, contestants would have to answer a test developed by the brightest of scholars in Albeion. The second task was that a test of Charisma where the contestant has to prove they can bargain and negotiate. The final test is that of the Strength test, a tournament would occur throughout the week the member still alive with the highest scores would be crowned the next king of Albeion. Death is expected in the tournament but it carries a minus five point penalty for the man who strikes the person down. In 142 AC the Rebellion of Thorns broke out in the Shattered Land (Now known as the Sun Spear). The Shattered Lands believed themselves not to be part of Albeion as they were their own culture and people. The rebellion lasted one year with the rebels winning their freedom as Albeion was not properly prepared for an attack from within. In 252 AC not wishing to cause trouble with the neighbouring Estdalmania or Drumithia. Albeion quickly formed an alliance with Estdalmania. This would last till modern day even with the creation in 452 AC of The Great Soldier that Albeion would gift to Estdalmania as a sign of everlasting allegiance.  In 411 AC the current King would launch the first crusade on Sinen to reclaim the lands lost to Albeion. However they did not expect resistance on such a level and were soundly defeated by 413 AC. In 689 AC Albeion even took The Church of the Nine as their major religion pushing the Golden Knight to the side much to the disliking of some loyalists. During the Estdalmania rebellion in 929 AC not knowing who to side for as well as just being freshly appointed King Devcoil III decided to remain neutral to the conflict.
Jake The Dog

**Jake**

## ***The Novel***

Jake first appeared in Chapter 1 in the beginning of Insurrection, where he is seen in the story saving the survivors of the Candy Kingdom, that was flooded and assaulted by Finn. He is then shown confronting Finn about his actions, which resulted into a small argument between the formal brothers, with Finn just giving up and declaring that Jake could keep him as he already made his point to them.

Jake is shown again helping in the rescuing of those who have survived Finn's attack on the Fire Kingdom, and was able to meet Electronica whom somehow found the trio in the fire world, he is hesitant on who she is, but is able to warm up to her temporarily, until Chapter 3, where he scolds Princess Bubblegum for agreeing to Electronica's plan to eliminate Finn, revealing that he still shares brotherly love for the 16 year old and is with Marceline in hopes of trying to restore Finn back to his formal self again.

Jake unfortunately decides to agree to Princess Bubblegum's idea stating that he hoped she knew what she was doing, he is not seen again as of Chapter 4, 5 and 6, but is mentioned in chapter 7 by Ice King, where it was declared that him and Marceline were taken by Electronic beings, and is currently being held on a giant Airship that is hidden in the skives over Ooo