recursal/Fanatic-Fandom huggingface dataset:
Halfling

The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.
Tepotick Warren

Purus gravid

Purus gravida quis blandit turpis cursus in hac habitasse. Vel risus commodo viverra maecenas accumsan lacus vel facilisis volutpat. Ac odio tempor orci dapibus.

Euismod in pellentesque massa placerat duis. Pellentesque diam volutpat commodo sed. Semper feugiat nibh sed pulvinar proin gravida hendrerit. Eros donec ac odio tempor orci. Lacus suspendisse faucibus interdum posuere lorem ipsum. Cras semper auctor neque vitae tempus quam. Non curabitur gravida arcu ac tortor dignissim convallis aenean et.
Jorinn's Gultch

## Lorem Ipsum

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

## **City Description**

"At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat."

## **Society**

### **Demographics**

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

#### **Factions**

* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

## **Etymology**

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Rend

Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore

magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?"

## Description

### Appearance

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### Personality

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## Biography

### Background

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### "Session where NPC was present"

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The Waterwheel Merchants Conclave

“Rivers of plenty spin the Wheel”

The Symbol of the W.M.C

The W.M.C is grouping of Artisan Guilds that have banded together and use Stoneholm’s status as a free port to earn coin. It flexes the assets of its Guildmaster's to move goods and material in and out of the City. A direct competitor with many of the foreign trade companies, if there is money to be made the Conclave makes it their business. Whether it is charting freelance expeditions,  hiring captains to add to their growing shipping fleet, or even hiring ships to hunt Leviathans to stock the city’s larders at the request of the Culinary Guild.
Pushkagrad

A city built as a monument and precaution after the War of Roses, Pushkagrad is known by many names, and all of them fearsome. As a precaution for another Illithid invasion, the Hetmanate at the time commissioned a massive weapons platform to defend Prakhmir, and thus Pushkagrad was born. Less of an orbital castle and more of a castle built around a singular, massive cannon, Pushkagrad is a grand military garrison with little domestic population but a fair number of ports to receive materials and the like.A city built as a monument and precaution after the War of Roses, Pushkagrad is known by many names, and all of them fearsome. As a precaution for another Illithid invasion, the Hetmanate at the time commissioned a massive weapons platform to defend Prakhmir, and thus Pushkagrad was born. Less of an orbital castle and more of a castle built around a singular, massive cannon, Pushkagrad is a grand military garrison with little domestic population but a fair number of ports to receive materials and the like.
Captain Bofur Pierce

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## Description

### Appearance

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### Personality

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## Biography

### Background

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### "Session where NPC was present"

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Xochital

The Xochital rule a territory that is half coastal and half submerged. As such, coral and coquina are favored as building materials. The Xochital are known to make much use of jewelry in their dress, particularly favoring that which makes use of shells, corals or aquatic stones. The beautiful coastlines and tropic scenery of their territory makes it an attractive place for visitation, The Xochital have taken advantage of this and built a thriving tourism industry over time, as well as they themselves having a resort business. The Xochital family is also known for having more non-yuan ti lords than any other high noble house, the most notable example being a Marid. The house strives for politeness and amiability in conduct and they are famously slow to anger, however, the efficiency and severity with which they respond when brought to the limit of their patience is notorious. As rulers and overseers they are diplomatic and amiable, but very involved.
The Black Sun Initiative

“We will see the heretics drowned in their blasphemies.”

???

 A minor religious cult, the Black Sun Initiative are mysterious in that little is known of them other than their general nature and the fact that they are backed by a rather powerful anonymous donor who funded the platform around Utroba’s Maw which they inhabit. It is speculated that, for this reason, they are a subset of Utroba’s followers, though the church’s disorganized and decentralized nature means that connection is uncertain at best. They do not conduct much obvious action elsewhere in the sphere, and thus are largely left alone.
Trumpet Sousa

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## Description

### Appearance

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### Personality

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## Biography

### Background

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### "Session where NPC was present"

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Whiskey Roost

Purus gravid

Purus gravida quis blandit turpis cursus in hac habitasse. Vel risus commodo viverra maecenas accumsan lacus vel facilisis volutpat. Ac odio tempor orci dapibus.

Euismod in pellentesque massa placerat duis. Pellentesque diam volutpat commodo sed. Semper feugiat nibh sed pulvinar proin gravida hendrerit. Eros donec ac odio tempor orci. Lacus suspendisse faucibus interdum posuere lorem ipsum. Cras semper auctor neque vitae tempus quam. Non curabitur gravida arcu ac tortor dignissim convallis aenean et.
Hold'em Pirates

The **Hold'em Pirates** are a crew captained by Deck Hold'em.

## Jolly Roger

The crew's Jolly Roger is a goblin's skull encircled by playing cards.

## Notoriety

The Hold'em Pirates were a gang of rouges that have garnered a reputation for sacking and raiding Casinos and Pleasure Ships. The More risky the mark the better.

## Ship

The Hold'em Pirates ship is called the Crazy Eights

## Crew Members

The Crew consists of 30 members including Hold'em and his officers
Starbound Brotherhood

“By the sword”

## The Starbound Brotherhood

The Symbol of the Brotherhood

Sell-Swords, Free-Booters, Mercenaries and Adventurers. These are the types of people who flock to the Brotherhood in droves. Formed from veterans of the War of Roses, the Starbound Brotherhood has risen to an acclaimed status in Verithspace. Haven given rise to Stalwart Adventurers and Hardy Sell-Swords alike. When anyone is in need of able bodies to complete a voyage and fulfill a quest it is often the Starbound Brotherhood who is called. Additionally they disseminate job postings amongst the spheres.
Gasparde Lefite

Captain Gasparde Lefite is a former Royal Naval Officer turned pirate, and captain of the Grinning Pirates. His treasonous acts and Cruelty earned him a bounty of 6,500 gold pieces.

## Description

### Appearance

Lefite is a very tall and wiry man, with a wild mane of yellowish green hair, that falls from his head in cascading curls. He has strong cheekbones, a pointed chin and a pointed and pierced nose.

In terms of clothing, Lefite wears an elaborate naval commander's coat. Lefite wears the jacket normally, with ornate and elaborate nobleman's attire. He also wears jewelry and wide brimmed hat with a large and ostentatious plume.

### Personality

Lefite is insane, whether by nature or by happenstance. His mood is as mercurial and everchanging as the winds. Lefite holds no ideals of camaraderie nor loyalty, the in a rather contradictory fashion he does values his officers much more than the sailors he commands. Lefite in fact refuses to acknowledge any man whom Lefite feels has failed his members of his grew and will kill them out right without question. Lefite also claimed that power is everything and seemed to enjoy cheating and deceiving others in order to win, while defecting from the Royal Navy simply to satisfy his own greed and hunger for power.

## Biography

### Background

Gasparde Lefit is the sole heir to the Lefite Noble family and was once a Royal Navy officer, but then he eventually defected to become a pirate, with the intent of ruling the rainbow sea and gain a level of prestige and wealth befitting his birthright. He stole his own Marine ship and modified it to become a pirate ship, and gathered a crew to serve him, gaining an infamous reputation as a slaver and cutthroat
The Kumbala

## The House of Kumbula

The house of Kumbula made its pact with the ancient copper dragon named Tafadzwa. The House of Kumbula is known for its love of celebration and performance art, holding many festivals in their kingdom and often patronizing the arts. Their capital city is known for it’s impressive stone architecture. The Kumbula family holds a not-insignificant amount of metal mines, particularly copper and tin, but the real source of their influence is their vast cultural capital. The Kumbula have a number of strategic alliances within the Yekamba, from the cities to the central tribes. They are also a center of literature and art, motifs and patterns that appear in their kingdom diffuse to the rest of the shell very quickly. The house of kumbula is famously non-traditionalists, as they can be seen wearing fashions and adopting styles from almost anyone they come in contact with. The Kumbula family and their people are known for their openness, and they are one of the few powers in the Kamba Joka who have set explicit legal protections for both Tabaxi and Mhepe Vana in their land and cities. The house of Kumbula has also built a thriving tourism industry, with plenty of attractions, inns, and resorts built to accommodate travelers.

The house of Kumbula chooses their heir a bit unorthodoxly. The kumbula family almost always bears twins, and the likelihood of doing so is higher the closer to the main lineage you get. The heir is chosen from the twin offspring of the current Head of House by the current head of Tafadzwa’s bloodline.

Tafadzwa’s descendants are a common sight in the capital city, and usually public figures wherever one resides. They are especially social during festivals, and if you look interesting enough, one my snatch you up for a conversation.
Dragonfly

The Dragonfly, along with the Merchantman, is one of the workhorses off the Coiled Junction. Its size and maneuverability make it ideal for transporting small groups, important persons, and small packages. These features also make the Dragonfly an ideal ship for smuggling and exploration.

The Dragonfly is also a good choice for a wizard's ship. A mage can load a significant number of supplies on board and turn the Dragonfly into a mobile laboratory and workshop, placing themselves literally millions of miles from nowhere. There they can work in relative peace. A large number of Dragonfly shipwrecks found in various spheres were once used for this purpose, abandoned when their masters moved on or died as a result of their experiments.

## Crew

The Dragonfly is capable of being handled by a single man, although the maneuverability of the craft suffers greatly, and it is better operated with a minimum of three crewmen. The captain is usually also the quartermaster and navigator, while the first officer is usually also the helmsman. Other positions are filled as needed by whatever crew is available. The crew of a wizard's ship is usually made up of the wizard owner, along with a small number of trusted servants, which are frequently magical in nature (golems and other constructs are popular, as are undead and sometimes summoned creatures).

## Ship Uses

*Smuggling:* The "light package" trade is a favorable one for Star Sailors. Those who wish to send items such as magical tomes, artifacts, magical items, or other valuables to other worlds or spheres without passing through the various planes of existence find black market traders very helpful. Smuggling ships are often stripped down for maneuverability and helmed by well seasoned and often reckless helmsman.

*Free Adventuring:* The Dragonfly is an ideal small exploration ship for adventurers who are looking to land on a planet, scout around, and leave at will. Although it cannot land on water like some ships, it does have an advantage in this usage over it's peers - being slightly larger it can carry larger amounts of treasure away (although it is still too small to carry large objects), and can carry slightly larger parties.

*Wizard's Ship:* Such Dragonflies are usually gutted and redesigned from within to suit the needs of the wizard. Wizards who do not frequently venture into the phlogiston will often create extradimensional spaces aboard their ships to provide extra storage space. A wizard's ship will often carry weapons, as the wizard Themselves are usually the most dangerous weapon on board.
Bellinda Honeyhand

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## Description

### Appearance

Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?"

### Personality

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## Biography

### Background

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### "Session where NPC was present"

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Irhonoris

## Lorem Ipsum

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

## **City Description**

"At vero eos et accusamus et iusto odio dignissimos ducimus qui blanditiis praesentium voluptatum deleniti atque corrupti quos dolores et quas molestias excepturi sint occaecati cupiditate non provident, similique sunt in culpa qui officia deserunt mollitia animi, id est laborum et dolorum fuga. Et harum quidem rerum facilis est et expedita distinctio. Nam libero tempore, cum soluta nobis est eligendi optio cumque nihil impedit quo minus id quod maxime placeat facere possimus, omnis voluptas assumenda est, omnis dolor repellendus. Temporibus autem quibusdam et aut officiis debitis aut rerum necessitatibus saepe eveniet ut et voluptates repudiandae sint et molestiae non recusandae. Itaque earum rerum hic tenetur a sapiente delectus, ut aut reiciendis voluptatibus maiores alias consequatur aut perferendis doloribus asperiores repellat."

## **Society**

### **Demographics**

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

#### **Factions**

* Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

## **Etymology**

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
The Aura

The Symbol of The Aura

### Goals

- End the Oppression of the Silver Light Chantry- Free the Enslaved races that toil under Belosian Doctrine
- Return Belos to what they believe to be the True Ways

## Membership

### Class(es)

Bladesinger Wizards, Fighters, Rouges, Paladins

## Relationships

### Allegiances

Verithian Royal NavyThe Bladed Rose Pirates

### Rivals

Verithian Royal Navy

***"It will be seen"***

Founded by Wood Elf political dissenters, sympathetic High Elven nobles, and former Drow Servitors from within the Crescent Dominion, the Aura is a secret organization that heavily resists the Crescent Dominion’s strict theocratic militant authoritarianism. The Aura is a very well established secret organization consisting not only of a criminal element of smugglers and thieves but also a sect of the Church of the Seldarine, who believe that the teachings the Dominion and Silver Light Chantry preaches are not in truth the words and will of the elvish gods. Based largely on the Autumn World of Rallathil and under the Trade City of Thaliath through a network of subterranean tunnels, they run smaller outfits on Vandra, Celanil, and many of the Dominion’s Colonies. The Aura flexes it’s criminal connections and smuggler contracts to liberate Drow servitors, as well as secure safe transport for asylum seekers and vulnerable parties away from the Silmahenine. Aura Members are Identified by the symbol of Correllon, not the Star and Crescent of the Chantry but a pale blue eight pointed star.
The Silver Light Chantry

The Symbol of the Chantry

### Goals

- Spread the Ideals of Elven Racial Supremacy - Led the Lesser Races into the Shining Future of the Silver Light
- Draw out and Exterminate any that would seek to Undermine the Great Plan

## Relationships

### Rivals

Verithian Royal Navy

***"We gain what we desire because it is our Right. It is our right because we are Perfection. We are perfection because we are his Chosen. Those that seek to rest what is our’s shall know his Wrath"***

Maintaining the prosperity and safety of Belos is the Primary directive, and the Chantry believe wholeheartedly that elven lives are worth more than any non-elf. The three offices of the Chantry are The High Admiral, the Kin Keeper, and The Helethrian. The High Admiral commands the Crescent Dominion’s Expansive Navy, which is maintained throughout The Dominion’s Worlds and colonies, ready to be called to action at a moment’s notice. The Kin Keepers office oversees the racial legacies, religious and martial traditions of the Belosian views of elvish race. Lastly the Helethrian is the wing of the state that manages the trade that flows in and out of Belospace. On the whole the Chantry places a great deal of focus on maintaining and elevating the Elvish culture. While the arts are respected on a very high level, a Chantry enforces elvish religious doctrine with emphasis on rigorous martial training and racial superiority.
Jar'lich

A mostly inhospitable sphere. A sickly, small looking red dwarf resides in the center of the sphere, giving off less light than most stars. Many of the celestial bodies here are dead planets, with nary a soul living on them. There is some life in spite of this. One planet nestled behind a violent nebula, Ilm'eari, has some semblance of life on it.
Five Rings Syndicate

## The Five Rings Syndicate

The Symbol of the Five Rings

“That hand that bears the Five Rings takes what it pleases.”

The Empire’s most notorious organized crime syndicate is now becoming known throughout the Coiled Junction, but came from humble beginnings. The Five Rings began in the Yal’renian city of Syracuse as a small shipping company specializing in exotic goods and services. They exploited and sold curiosities from the distant Planets like Nekhemri and Meloris. Over time, as legal trading became more difficult, the Syndicate’s illegal occupations became their best money makers. Through years of establishing underworld contacts and tactical blackmail, the The Five Rings evolved into a powerful, well-veiled criminal faction. In recent years, the The Five Rings’ aspirations have begun to spread beyond Verithspace, and their exploits have begun to seep their way into the Coiled Junction—much to their competition’s chagrin. The Five Rings are known for displays of opulence and social grace, and this ruse allows them to seduce and manipulate whomever is deemed valuable to their plans. The Five Rings operates as a network of gang bosses running their own localized sects without direct oversight from the mysterious heads of the Syndicate. Tributes and information are expected to be delivered to the leadership of the Syndicate known as **The Ruby Ring, The Amber Ring,  The Onyx Ring, The Pearl Ring, The Bismuth Ring** respectively. These tithes are expected at a steady rate from each vassal of the organization, and should the rate of return slow, quiet threats of enslavement or destruction soon follow.
Half-Borne

## Half-Elves

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves

## Half-Orcs

Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born.

> ***Important Character Creation Notes:***
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* > ***Half-Orcs can expect a fair amount of discrimination from both sides of their ancestry.***
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* > ***Half-Elves can expect cold or dismissive attitudes from Full-Blood Elves. Especially those from the Crescent Dominion.***
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Human

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the world.

> ***Important Character Creation Notes:***
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* > ***As all races start with a feat a Level 1, Variant Humans are not open for active play***
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Meloran

***(Adapted from the Lotusden Halfling from Explorer's Guide to Wildmount)***

These Halflings have adapted to the sprawling natural splendor of the planet Meloris and as such have developed a kinship with nature itself.

The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.

Size: Small
Speed: 25 ft.
*Age.*
A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
*Alignment.*
Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
*Size.*
Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
*Lucky.*
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
*Sterner Stuff.*
You have advantage on saving throws against being frightened.
*Halfling Nimbleness.*
You can move through the space of any creature that is of a size larger than yours.
*Languages.*
You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
*One with the Green.*
You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.
*Timberwalk.*
Port Thurgood

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Beast-kin

A catch-all term which is to describe the races of a more bestial nature. It covers Minotaur, Centaur, Tabaxi, Lizardfolk, and more. Many Beast-kin do not travel far from their home territories as they've found the more metropolitan cities of the Kingdom of Men, Dwarves, and Elves less than welcoming to beings of their Origin. But many still try to coexist, fighting stigma and ridicule, one can find a fair few Beast-folk communities in major cities. All of which are very closely knit and hesitant to trust people foreign to the neighborhood.
Merchantman

The standard Merchantman is the most common ship in the Coiled Junction, varying in appearance across throughout the spheres. It is used by humans, lizard men, elves, dwarves, halflings, goblinkin, gnomes, and even mind flayers (under duress). The Tradesman is a common short-range merchant ship, plying its way between its ports-of-call, and not equipped to deal with much more than a similarly-equipped vessel that has turned pirate. The performance of the Tradesman is mediocre at best, and the only reason it has become such a popular vessel is its simplicity (which allows it to be easily built at many different ports, as well as allowing crews with little or no training to handle it), and the fact that its cargo bays and cavernous steerage deck allow it to carry more cargo than most ships its size.

## Crew

A typical Tradesman is operated by a single captain. If the ship is a free trader, the captain is also the owner, however there are collections of guildsmen and combined business interests, companies like the Valmerian Trading Company and the The Waterwheel Merchants Conclave, who own fleets of Tradesmen. In these companies each ship's captain is both partial owner of his ship and of the whole fleet. Through the Companies have the advantage of strength through numbers. They can minimize the loss of a particular ship because they have so many. Companies vary from locale to locale, but all Tradesmen owned by a particular company fly similar colors. Often groups of Company Tradesmen will be encountered, carrying merchandise across space in a Convoy - if the profit is high enough. Crew assignments on a Tradesman vary from ship to ship and from race to race. Elven ships adhere to a strict chain of command that (to human minds) often borders on the effete and ludicrous. Humans make do with a captain, helmsman, first officer, and helmsman, with other positions filled as needed.

## Ship Use

*Trading:* The vast majority of Tradesmen are used as traders, keeping asteroid-based civilizations supplied, transporting bulk valuables, and even transporting passengers. Most Tradesmen operate on a single trade route over and over, typically staying within a single sphere.

*Free Adventuring:* The Tradesman is often the first spelljamming ship for bands of adventurers, although this is more because of the fact that it is common and readily available rather than because of any suitability for the task. Adventurers who are successful usually upgrade to a more suitable ship as soon as possible. The chain of command aboard an adventuring ship usually sops after captain - which in adventuring terms usually means "the one who yells the loudest."

*Piracy:* The common nature of the Tradesman also makes it a vessel for pirates new to the trade, again before they "trade up" to a more suitable craft. When using a Tradesman the pirate's best targets are other Tradesmen and groundling ships. The only advantage that a pirate Tradesman has is that most potential targets would not consider a Tradesman to be a threat, and will not expect an attack.
Sarah Lendys

Sarah Lendys, Head of IronTusk Research and Exploration. She works together with Druids, Rangers, Nature Preservers and the like to find environmentally friendly solutions

## Description

### Appearance

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### Personality

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## Biography

### Background

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### "Session where NPC was present"

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Holdier Ceinturecuivre

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## Description

### Appearance

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### Personality

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## Biography

### Background

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Mulac

The most outwardly friendly of the 8 houses, the Mulac are famously accommodating and mild tempered, frequently enjoying the company of visitors and commoners alike. Their lands are a bread basket for the rest of the empire, as their lands are incredibly fertile and agriculture thrives there. Partially as a result of this, there is particular emphasis on the culinary arts. The Mulac are famous for their banquets and the extravagance of their food, and chefs and exotic spices are in high demand. The lands of Mulac are mostly wetland and jungle, remaining warm and humid year round. The Mulac are mild with enforcement and maintain close relationships with their lords. They often make it a point to travel around their territory, and pay close attention to the affairs of their people.
Shalspace

## Sha'lmar

The Flag of Stoneholm

Not Much Remains of the planet Sha’lmar following the war of roses. The Planet that owes the sphere its name is now a blasted debris field drifting around Shalspace’s Sun. The City State of Stoneholm, a Spelljammer of Biblical scale rests in anchorage in the debris. Its fuel long spent and furnaces damaged, it now serves as a Freeport, and Neutral ground for the Rulers of the Coiled Junction to meet and wax diplomatic on many topics.

## Culture

Considering Sha'lmar has become home to Stoneholm and by proxy serves as a free port, it is a melding pot of various cultures from all across the Coiled Junction. Many traditions are observed by the local inhabitants of the City State, but this diversity breeds its own kind of trouble as it is not uncommon for denizens to disagree on things. But on the whole Shalspace and Stoneholm, is a relatively peaceful sphere and bustling freeport that makes a good living off of the the Debris Field that was once the Planet Sha’lmar and asteroids that encircle Shalspace’s sun; a red giant known as the Heart of Dumas, named for the Dwarven king who died after the final siege of Sha’lmar against the Elder brain Yish’lshal’benh’noff and the Illithid Armada. He is Survived by his son Huidun Hammerhand, and has led Stoneholm and served as the Arbiter of the Council of Crowns since his father’s passing.

## Demographics

Being a free port brings people from all walks, though Stoneholm began as a largely Dwarven City State it has become a melding pot of Cultures and People. It's not uncommon to see a hearty mix of all races.

## Celestial Bodies

Sha’lmar is rather sparse in regards to other spheres. While stoneholme exists, the city is the really the only densely  habited celestial body. There exist a handful of small Farming and Mining villages that have sprung up on the larger chunks of Sha’lmar, the former Illithid World. Other than that the only major bodies are the Red Giant; The Heart of Dumas and the Gas Giants Kili and Fili.
Eraths Lobby

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Miskagrad

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## **City Description**

Located in the more hospitable alpine highlands in the northern hemisphere, Miskagrad is the largest city on Prakhmir. Thanks to its choice location and practical surroundings, it is defensible both due to the crater rim in which the city is built as well as the mountainous terrain around the city. Regarded as both the domestic and civic capital of the planet, Miskagrad is one of the more prosperous cities. Despite this, the winters are harsh, and the city still has to maintain a rather ironclad sense of order, lest they be judged for perceived weakness.

## **Downtime Locations**

### *Gambling Houses*

Illegal. Not participated in due to severity of punishment.

### *Bunkhouses and Hostels*

Public Lodgings

Sacred Ground Inn

Mountain Home

Travelers’ Respite

### *Fighting Pits*

Not sanctioned, though looking for a fight will find participants.

### *Places of Research*

Kamenic Workshops and Studies

Prodvizhenite Study Halls and Libraries

### *Temples*

Ledniki Monastery

Kamenic Workshops and Studies

Prodvizhenite Study Halls and Libraries

Manifold Eye Safehouses - ***Secret***

## **Society**

### **Demographics**

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#### **Factions**

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## **Etymology**

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