recursal/Fanatic-Fandom huggingface dataset:
House of Godfrey

**Words**
 **Last Known Head**
 **Region**
 **Title**
 **Lands**
 **Vassal of**
 **Loyalty**
Forsaken (Formerly)
Independant

The **House of Godfrey** is a long lived noble house within the Gilnean Peerage that had been known to serve the Kingdom of Gilneas faithfully. Dukes of the Eastern Reaches of Gilneas, they made their seat primarily within the lands of Tempest's Reach where they watched over and managed the eastern lords. It was not until the Invasion of Gilneas that the House attempted to betray the House of Greymane in order to ward off the Forsaken from advancing alonside the House of Ashbury and House of Walden. Upon their plans being foiled, the last known lord, Vincent Godfrey threw himself from the cliffs of the Reach rather than be captured or work alongside the Worgen as allies, killing himself. Though he was later raised as an undead under the Forsaken, whom he too later betrayed, he was slain. Accounts vary whether or not it was the Bloodfang Pack that slew him, or the forces of the Forsaken. It is unknown if Lord Godfrey had any next-of-kin or heirs, though none have come forward and the House was likely disenfranchised due to high treason.
The Guilds

## **The Kindred**

**The Kindred are a group devoted to the resurrection of their god Nerull. They will do all they can to bring him back. This is because of Nerull's divine gift that he promises to bestow upon all those involved in bringing him back.** **The Kindered are parceled out into a head and 3 lower divisions, each dedicated to a specific task.**

### **Patriarchs -**

**The patriarchs are the head of The Kindred, making all of the important decisions in the cult.**

### **Searchers -**

**The searchers are the branch of The Kindred which search out and find the relics that are important for resurrecting their lost god. They are often found with an enforcer or two, giving them some muscle.**

### **Enforcers -**

**Enforcers are the fighters for The Kindred, they are trained to fight for their god and they do quite well at it. The enforcers sometimes have damane, chained women that can cast a variety of magics, to help in their fights.**

### **Archivists -**

**The Archivists are the branch of The Kindred that store and take care of the artifacts of Nerull. They are rarely seen as they tend to stay at the archives, with little need, or want, to go outside. They only time they may be seen is during the transport of a newly found artifact to the archives.**

**Note: The Kindred's group leaders, up to the Patriarchs, all carry a special ring with the symbol of Nerull to show their loyalty.**
Nerull Himself

## **Nerull - *The Reaper, The Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom, Reaper of Flesh***

**Descrpition:**

The deity of death, Nerull (nare-ull), is widely known and widely feared. His gaunt form resembles a mummified, nearly skeletal corpse with rusty red skin, thick blackish-green hair, a cowled cloak of rusty black, and eyes, teeth, and nails like poisonous verdigris. His black staff, Lifecutter, forms a scythelike blade of red force that slays anyone it touches.
**Worshippers of Nerull:**

Clerics of Nerull are secretive and solitary, since few sane people tolerate their presence. Except in the most evil lands, Nerull has no organized churches. With no overall hierarchy, individual churches work against each other at times. Still, the Reaper is feared across the lands. His clerics wear rust-red garb when not in disguise. Nerull’s clerics commit murders as offerings to their deity. If their actions are discovered, they move on to new hunting grounds. Some take up the wandering life and put on innocent faces as they move from town to town, murdering a few people and then moving on. Temples to Nerull are always hidden, even in lands where the Reaper is honored. They usually are located underground, often as parts of catacomb complexes. Most temples are stocked with undead creatures and others that spread or celebrate death, such as hags, fiends, and vargouilles.
Carceri

## **Tarterian Depths of Carceri**

It is a plane of exile. It is the prison plane of the multiverse. It is where the overthrown plot their return. Carceri seems the least overtly dangerous of the lower planes, but that first impression quickly disappears. Acid seas and sulfurous atmospheres may be rare on this plane, and there are no areas of biting cold or infernos of raging heat. The danger of Carceri is a subtler thing. The plane is a place of darkness and despair, of passions and poisons, and of kingdom-shattering betrayals. On Carceri, hatreds run like a deep, slowmoving river. And there's no telling what the flood of treachery is going to consume next. It is said that a prisoner on Carceri may only escape when she has become stronger than whatever imprisoned her there. That's a difficult task on a plane whose very nature breeds despair, betrayal, and self-hatred. Carceri consists of six layers. Each layer has a series of orbs like tiny planets, in a row. A gulf of air separates each orb from the next. On a particular layer, little distinguishes one orb from the next, and it's possible that the number of orblike planets on each layer is infinite.
### **Links to Carceri**

Portals on many planes allow travel onto Carceri. But almost none allow access in the other direction. One exception is the River Styx, which runs through the first layer of Carceri, mixing with the bogs and canals that crisscross the orbs of this layer, on its way to the Gray Waste of Hades.
### **Carceri Inhabitants**

Almost no creatures live on Carceri voluntarily. The exiled, the shunned, and the defeated are sent here, as are traitors, backstabbers, and the souls of those with underhanded ambition. It's the prison plane, pure and simple. Carceri's residents are thus a mixed bag, racially and culturally. Most continually plot and scheme to leave Carceri and find their way back to their homes and former positions. Besides prisoners and petitioners, Carceri hosts fiends that partake in the endless Blood War. Demons, devils, and yugolorhs all roam Carceri, as do madly galloping nighnnares and other evil outsiders.
### **Features of Carceri**

Carceri is called the sixfold realm because it has six layers nested within each other like little wooden dolls. On each layer, a strand of small planets stretches in two directions toward infinity. Many of Carceri's layers are battle-scarred and wasted, the legacy of the Blood War. While much of Carceri remains oblivious to the war raging across the lower planes, portions of Carceri are used as staging grounds and even battlefields. Vision is normal on Carceri. Unlike on the Material Plane, natural light seems to seep upward from each orb, bathing everything in a reddish light. Hearing is normal on Carceri.
Brainstorming central

## **Locations to use in the story**

* **A castle half-phased in another dimension (Eastcairn Keep)**
* **An active volcano**
* **Wizard's tower (controlled by The Kindred)**
* **A desicrated sanctuary for Nerull**
* **A magical island**
* **Swamp?**
* **The Ways**
* **Mima Mounds - turns out the giant hills and bumps are the decayed mounds of people after a hugh battle 300 years ago.  Could be surrounding Eastcairn keep. [totally haunted]**

### **Libris Mortis -**

**Quests: Nerull’s followers desecrate ancient tombs looking '***for lost lore, establish cults to provide willing food for vampires, '***and raise undead armies to terrify the world of the living.**

In the past, 1000 years ago, there was a clataclysm that brought the dead all over the land back to life. The reason has been a bit of a mystery, as is the sudden stop of this event a few years later.
Places of Intrest

## **Pryvale**

**Pryvale is a medium sized city with a population of approximately 25,000 people. Pryvale is encircled by a large 20 foot tall wall made from white marble stone, inside the town is bustling with people from all walks of life. At the center of the town is the citadel of "The Sealed Knights", a group dedicated to keeping the peace in the local area.**

## **Childaren**

**A small town of about 1200 people, Childaren rides the banks of a large river. It is common for traders to come by on boats to trade their wares for produce and goods grown there. Most of the inhabitants are simpletons, with very little influence or interest in what happens in the world outside their farms. Until the recent murders, the local gossip revolved around who grew the biggest vegetables that year or the next festival that was coming. The mid-autumn festival is coming up, only a few short weeks away.**

**Childaren is comprised mainly of wooden buildings made with a combination of lumber for the frame and mud and stone to form the walls. Very few buildings are taller than a single story and the few that are are community buildings and taverns. The town was recently founded, and known for it's rich loamy soil, accredited to the yearly flooding along the riverbank. The farms follow along the river, while the buildings keep at a safe distance.**

### **Rydar's Honor - owned by Joachin Zaccari**

**Rydar's Honor is a small 2 story inn. the interior is decked out with animal hides and hunting trophies. There is a fire roaring in the hearth, giving the main room of the inn a smoky smell and a welcoming warmness.**
Okom Criz

**Okom Criz the Half-Orc**

Male Half-Orc Barbarian 3
Chaotic Good

Total Hit Points: 42

Speed: 30 feet [armor] [barbarian]

Armor Class: 17 = 10 +5 [breastplate] +2 [dexterity]

Flat-footed: 17 [uncanny dodge]

Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]

Orc Double Axe [1d8/1d8, crit x3, 15 lb., two-handed, slashing]

Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]

\* = check penalty for wearing armor

Half-Orc:

* Darkvision (see 60 feet in pitch-dark)

Barbarian:

* Rage
* Fast Movement (already included)
* Uncanny Dodge (level 2)
* Trap Sense (level 3)
* Improved Uncanny Dodge (level 5)
* Damage Reduction 1/- (level 7)
* Damage Reduction 2/- (level 10)
* Greater Rage (level 11)
* Damage Reduction 3/- (level 13)
* Indominitable Will (level 14)
* Damage Reduction 4/- (level 16)
* Tireless Rage (level 17)
* Damage Reduction 5/- (level 19)
* Mighty Rage (level 20)

This barbarian can read/write.

Okom Criz's Equipment:

Total
Ex Astris, Scientia/Top Marks

Stage 1

 "We'd be sorry Starfleet officers if we couldn't resolve a scientific quandry."
*Riker's Response*
"You are a betting man, from what I've heard."
*"Never with my officers' lives."*
"If I'm being honest, I'd rather be fighting Romulans."
 "I couldn't agree more, sir. I plan to keep that edge.."
"Care to place some credits on that?"
Dilithium

**Dilithium Crystals** are the Premium Currency of *Star Trek Timelines*.

*See also: Dilithium on Memory Alpha*

Dilithium is used in the following ways:

* Purchase Equipment from Factions
* Recharge Chronitons
* Speed up Scans
* Purchase Time Portals

Dilithium is purchased via microtransactions, which also awards VIP Levels.
The Rivals

**There are 4 rivals to the PCs that will be recurring enemies that try to foil the players while achieving their own goals in the guild.**

**Note: An interesting turn of events could be that they are killed and re-raised to work for the Kindred at some point.**

## **Osben Ultorin**

**Race: Half Elf**

**Class: Ranger**

**Personality Trait: Driven**

**Weapon:**

**Quirk**: Pretends that nothing can hurt him. Picks his nail with his dagger.

**Description:**

## **Okom Criz**

**Race: Half Orc**

**Class: Barbarian**

**Personality Trait: Simple Soul**

**Weapon:** Orc Double-Axe

**Quirk:** Hasn't Bathed forever and is very smelly. Has teeth filed to points.

**Description:**

## **Eteni Larussi**

**Race: Changling**

**Class: Beguiler**

**Personality Trait: Vengeful**

**Weapon:**

**Quirk:** Always wears a scarf wrapped tightly around her neck, even indoors. It could be she's cold, or there might be something more sinister. Stays always very brief, all sentences cuts as short as possible.

**Description:**

## **Aryxon Galad {Draconic for: Dancing Night}**

**Race: Spell-Scale**

**Class: Sorcerer**

**Personality Trait: Self-Absorbed**

**Weapon:**

**Quirk:** Mutters to himself when upset with others. Obsessed with diets and weight loss.

**Description:**
House of Dragonsblade

**Words**
 **Seat**
 **Current Head**
 **Region**
 **Lands**
 **Loyalty**
 **Founder**

The **House of Dragonsblade** is an knight Lordaeronian noble house that was founded when Sir Jayden Dragonsblade was made a knight of Lordaeron. The new house has been extremely inactive in its short life span, only having recently come to life by way of Jayden's becoming the Master-at-Arms of the Gilnean re-establishment order The Blades of Greymane.

Originally unlanded, the House now holds a small homestead and a tower within the Gilnean fishing town of Karnsburg.
Nambitus

**Location**
 **Affiliation**
 **Status**

**Nambitus** was a territory founded by King Baelic I of the Kingdom of Gilneas in 80 F.A. that dealt solely with the northern borders of Gilneas. Lorded over by four Marcher Lords at its conception, Nambitus was made to ensure that aggression from the Kingdom of Lordaeron would not wash over Gilneas as it nearly had during the War of Silverpine. The lords of Nambitus were sworn to the crown, an issue that caused their loyalty to be questioned during the Twins War where they declared for the House of Silverlaine and its leader Sammith over Aderic Greymane. Following the end of the Twins War and House Silverlaine's subjugation to his brother's house, Greymane, they swore once more to the victorious crown.

Nambitus in modern Gilneas is known as the Northgate, or Crowley Lands. Following a war that left several of the marcher families dead, the strongest marcher family, the House of Crowley was elevated to dukedom and given dominion over what remained of the shattered marches. There are some who still refer to Northgate as Nambitus, though it has fallen out of favor especially after Crowley's adoption of the new name with his Northgate Rebellion after the construction of the Greymane Wall.
Aquarion Evol

* Aquarion Evol 01/02 (Cache)
* Aquarion Evol 03 (Cache)
* Aquarion Evol 04 (Cache)
* Aquarion Evol 05 (Cache)
* Aquarion Evol 06 (Cache)
* Aquarion Evol 07 (Cache)
* Aquarion Evol 08 (Cache)
* Aquarion Evol 09 (Cache)
* Aquarion Evol 10 (Cache)
* Aquarion Evol 12 (Cache)
* Aquarion Evol 15 (Cache)
* Aquarion Evol 16/18 (Cache)
* Aquarion Evol 19/20 (Cache)
* Aquarion Evol 21/22 (Cache)
* Aquarion Evol Review (Cache)
Wolf's Blood

**Wolf's Blood** is a common weed found around Gilneas. It nestles neatly with Gilnean Roses and are often used as cuttings for the roses so that they can grow brighter thorns. It is popular for various potions, particularly towards reducing fever.

However, the plant is also known to be hard to harvest as they are not only well hidden among bushes which cover it, but also to be a fairly thick plant and so, difficult to harvest. Regardless, the weed can be crushed easily once it is removed from defensive foliage.Template:Stub
Gilnean Rose

> *"For every 5 gardens, there is at least 3 of these who possess a Gilnean Rose. That is my promise, good sir; You won't find finer flowers!"* - Mr. Rowler, an accomplished Gilnean florist.
>
>

 File:GilneanRose2.jpg
The **Gilnean Rose** is perhaps one of Azeroth's most famous flowers and iconic symbols of not only the Kingdom of Gilneas (Who has the very plant upon their national crest), but also that of renewal and peace. These such roses are commonly found in many graveyards and gardens throughout the Eastern Kingdoms.

The Roses are well known for being an accessory for many upper-class women, particularly in Gilneas, where the roses are tucked into the ladies' hair.

Following the maritime trade expansion of the Kingdom of Kul Tiras in 225 L.A.C., many merchants and travelling florists from Gilneas sold these flowers due to their relatively simple process of maintaining. They were so popular that the Gilneas Roses began making their way to the distant kingdoms of Stormwind and remarkably even in Quel'thalas (Though they weren't nearly as popular to the elves who nurtured their own unique flowers).

 File:GilneasRose1.PNG  Gilnean Roses may be seen in a variety of hues of red, or in some cases, a pure silver colour. It is said that these silver roses only sprout during a full moon and bring a sense of balance to those who smell it's scent.

It is commonly associated with Wolf's Blood weed, which are common cut offs which aid in sprouting brighter rose thorns and are typically sheltered under these roses.Template:Stub
Factions/Terran Empire

**Faction Centre:** Trill

*See also: Terran Empire on Memory Alpha*

## Available Items

Always Available: 4x Terran Empire Transmission

* Alcohol
* Isolinear Chips
* Multidimensional Transporter Device
* Poisoned Drink
* Pollyalloy
* Scalpel
* Sensor
* Starfleet Uniform Pattern
* Terran Emblem
* Terran Knife
* Terran Pistol
* Terran Slave Emblem

Unlock Slot 6: Neutral

Unlock Slot 7: Friendly

Unlock Slot 8: Allied

Unlock Slot 9: Honored

## Missions

Missions are randomly selected when answering a Transmission.

### Expose Conspiracy

**Mission:** The Terran Empire is cutthroat, and rumor has spread that a coup is being planned. A Starfleet team posing as an interested party could identify its leader.

**Success:** By posing as an interested party, your away team has exposed an individual within the Terran Empire looking to overthrow Spock. What will happen to him now?

### Impersonate and Infiltrate

**Mission:** Many members of the Terran Emprie have a doppleganger in Starfleet. They could accomplish more for the Empire as their dopplegangers, and the right away team could help them make the switch.

**Away Team Slots:** 3

**Success:** Your away team successfully switched a Terran Empire officer with their Starfleet counterpart--who is now a prisoner of the Empire.

### Intimidate Colony

**Mission:** An independant colony is hesitant to join the Terran Empire. A Starfleet team could imply greater repercussions if they do not.

**Success:** Your away team has frightened the colony leaders enough for them to immediately pledge loyalty to Spock and the Terran Empire.

### Test Officer Loyalty

**Mission:** The Terran Empire suspects one of your crew members does not truly serve the Empire. They demand that you test these officers by having them torture a prisoner.

**Success:** Your away team proved to have strong stomachs--they tortured a Terran Empire prisoner for information, and proved their commitment to the Empire's ways.

## Mission Rewards

Successfully completing a Faction Mission awards Reputation points, Crew Experience Training, and a number of randomly generated items taken from the same Equipment loot table as the Faction Center (above).

 Friendly
 Friendly 2
 Allied
 Honored
Daily Missions

*Not to be confused with Missions, which are undertaken by Crew.*
**Daily Missions** are set tasks a Captain can undertake to earn Merits and Credits. These Missions reset every 24 hours. A timer on the upper right indicates when the next day is due to begin.

## Complete Away Team Missions

Complete the indicated number of Away Team Missions.
Repeating the same Mission counts towards completion.

* 5 Missions: 15,000

* 10 Missions: 25

* 20 Missions: 35,000

## Complete Space Battles

Complete the indicated number of Space Battles.
Repeating the same Battle counts towards completion.

* 5 Battles: 10

* 10 Battles: 25,000

* 20 Battles: 50

## Start Faction Missions

Send the indicated number of Shuttles on Faction Missions.
The Shuttle does not need to return in order to count towards completion.

* 3 Shuttles: 10

* 7 Shuttles: 25

## Equip Crew Members

Equip the indicated number of Items to Crew members.

* 1 Items: 25

* 5 Items

## Level Up Crew Members

Increase the Level of Crew members the indicated number of times.
Levelling up the same Crew counts towards completion.

* 3 Crew: 10

## Train Crew Members

Apply Training to Crew members the indicated number of times.
Training the same Crew repeatedly counts towards completion.

* 10 Crew: 10

## Complete Scans

Obtain salvage from Scanning the indicated number of times.

* 3 Scans: 25

## Make Purchases in the Time Portal

Buy the indicated number of Time Portals.

* 3 Purchases: 25
His Own Man

The second Mission of Episode 1: The Art of War.

 Normal
 * Shields 10,000
* Hull 29,000
* Attack Bonus +1
* Accuracy Bonus +1
* Evasion Bonus +2
* Hull 30,000
* Attack Bonus +1
* Accuracy Bonus +1
* Evasion Bonus +2
* Hull 36,000
* Attack Bonus +2
* Accuracy Bonus +2
 We wore down Alexander and his Augment allies until their ship was too damaged to continue the fight. They have fled and the House of Martok is safe, but Worf must have many questions...

Augments: Attribute to genetic enhancement.
*"Perhaps the Augments have taught him a few things."*
Klingon Empire: Attribute to heritage.
*Your Response*
Augments: Defend humanity as warriors.
Klingon Empire: Promise to restore honor.
*"I'll help you, but consider this--maybe Alexander's better off this way..."*
Augments: Defend Augments actions.
*Your Response*
Augments: Remind Worf Alexander is an adult.

### Possible Rewards:

* Basic Phaser Type 2
* Basic Starfleet Uniform (TNG)
* Basic Expansion Module
* Basic Starfleet Uniform (ToS)
House of Walden

**Words**
 **Last Known Head**
 **Region**
 **Title**
 **Lands**
 **Vassal of**
 **Loyalty**
Forsaken (Formerly)
Independant

The **House of Walden** was a noble house within the Gilnean Peerage that had been known to serve the Kingdom of Gilneas faithfully. Earls of the Wald, which is where they gained their name, watched over the southern reaches of the Blackwald and the various lords and towns within. Making their seat in a manse not far from Stormglen Village, the Waldens were known to be affiliated well with the House of Godfrey. It was not until the Invasion of Gilneas that the House attempted to betray the House of Greymane in order to ward off the Forsaken from advancing alonside the House of Ashbury and House of Godfrey. Upon their plans being foiled, the last known lord, Lord Walden, was slain by the king's liberators. Though he was later raised as an undead under the Forsaken, whom he too later betrayed, he was slain. Accounts vary whether or not it was the Bloodfang Pack that slew him, or the forces of the Forsaken. It is unknown if Lord Walden had any next-of-kin or heirs, though none have come forward and the House was likely disenfranchised due to high treason.
A Kazon Scorned

The third Mission of Episode 4: Hostile Takeover.

 Normal
 * Shields 15,000
* Hull 34,000
* Attack Bonus +2
* Accuracy Bonus +1
* Evasion Bonus +2
* Hull 36,000
* Attack Bonus +2
* Accuracy Bonus +2
* Evasion Bonus +2
* Hull 60,000
* Attack Bonus +3
* Accuracy Bonus +3
 We have rescued a Ferengi civilian transport from the vengeance of Jal Haron, who feels disrespected and slighted by the Alliance. What will he do next?
Misted Basin

**The Misted Basin** is a semi large crater within the central Ashen Coast on a raised platform. Said crater is filled to the brim with fresh water and supplies the Ashen Coast' rivers with water from it. It is located within the heart of the Dark Woods and is seen as a religious site for the Monastery of the Silent Crow for unknown reasons.

A story states that it was at the Misted Basin where William Falsemire the First defeated the darkness that lurked within the Dark Woods, but there is nothing that proves this story to be true as William had never answered what had happened on that day.
A Brute Squad

Fed up with the Kazon, the Ferengi Traditionalist authorized Frank Hollander to take over with disastrous results. Can you stop Hollander's gang?

*See also: A Fistful of Datas on Memory Alpha*

## Missions

*See also: Shuttles*
For the duration of **A Brute Squad**, Ferengi Traditionalists Faction Missions are replaced by special Event missions. These missions earn Victory Points, which are use to claim Threshold Rewards and determine player rankings. Completing these Missions still awards the standard Faction Items.

### Crew Bonus

Using Data or Pavel Chekov of any type on Event Missions grants a bonus to success. These special missions generally include at least one slot geared towards these Crew's skills.

### Mission: The Good, the Bad, and Rom

The impressionable younger version of Rom has fallen sway to Frank Hollander, and this time seems poised to actually do some damage. A Starfleet team must show Rom the error of his ways and get him back to serving pancakes.

**Success:** Rom has realized Frank Hollander does not intend to share any profits, and it's best to stick with the devil he knows. He has returned to the fold of the Traditionalists.

**Failure:** Your away team's efforts have only driven Rom further towards Frank Hollander's "wild west" way of making deals. Rom has even started sporting a bolo tie and hat.

### Mission: Historical Recruitment

The Skagarans tried to enslave Humans of the ancient West, and it ended in bloodshed. Frank Hollander believes they would be far more open to working for him. This could have grave repercussions on an already stressed timeline, and a Starfleet team nust intervene.

### Mission: The House of Harmony

Hollander's gang has pressed Ferengi females into service at a recreation of the Deadwood brothel. Females may not have many rights under Brunt, but they have never been forced into prostitution. Brunt has called for Starfleet aid.

**Success:** Your away team has liberated Ferengi women from the Hollander brothel. Grand Nagus Brunt may even think twice about the rights of females as a result.

**Failure:** Your away team has been unable to extract Ferengi women from Hollander's brothel. This task has been made doubly hard now that Hollander has offered them pay and clothing.

### Mission: Saving Sylvia

Pavel Chekov is rounding up a posse to save Sylvia--a figment of his imagination now held hostage by Frank Hollander. A Starfleet team must convince Chekov that Sylvia is in no danger.

**Success:** Through psychological treatment and scientific query, your away team has convinced Chekov that Sylvia exists only in his mind. If he imagines her rescued, she is.

## Promotional Pack

 Purchasing the 10-pack for 650 Dilithium guarantees that Frank Hollander or Claiborne Chekov will be the first reward. The remaining 9 rewards have the same odds as the Premium Time Portal.

## Rewards

Rewards from **A Brute Squad** include the unique Crew Frank Hollander and Claiborne Chekov, as well as Lt Commander Data, and Equipment useful to advancing these three Crew.

A complete list of rewards can be found here: A Brute Squad/Rewards.
Factions/Cardassian

*See also: Cardassian Union on Memory Alpha*

**Faction Centre:** Cardassia Prime

## Available Items

Always Available: 4x Cardassian Union Transmission

+1 per increase in Reputation level.

* Cardassian Communicator
* Cardassian Disruptor Pistol
* Cardassian Encryption Algorithm
* Caradssian Monitor
* Cardassian PADD
* Central Command Insignia
* Database
* Expansion Module
* Kanar
* Kotra
* Microconnector
* Sensor
* Glinn Damar ★★
* Klingon Dukat ★★★

Unlock Slot 6: Nuetral

Unlock Slot 7: Friendly

Unlock Slot 8: Allied

Unlock Slot 9: Honored

## Missions

Missions are randomly selected when answering a Transmission.

### Rebuild Cardassian City

**Mission:** The Cardassians claim that they cannot properly support the Federation until they have a new seat of government. Starfleet engineers should be able to get such a product finished.

**Time:** 3h

**Success:** Your team has helped the Cardassians quickly construct a spartan (but permanent) capital complex. The Cardassians have come through with intel as promised.

## Mission Rewards

Successfully completing a Faction Mission awards Reputation points, Crew Experience Training, and a number of randomly generated items taken from the same Equipment loot table as the Faction Center (above).

 Friendly
 Friendly 2
 Allied
 Honored
Ex Astris, Scientia/Talk Less, Smile More

Stage 1

 "The Ferengi aren't malicious. Their ways are just different from ours."
"Even now, as a more... mature officer?"
 "I take the responsibility of first contact very seriously."
*"That's good, because your next objective is... stand by--*
"But we can't let injustices stand..."
*Riker's Response"*
"I don't find the Traditionalists all that repugnant."
Hostile Takeover

The fourth Episode of *Star Trek Timelines*.

1. Ishka Issues
2. Not Without A Fight
3. A Kazon Scorned
4. Common Ground
5. Deadly Disruptions
6. Self Control
7. Mutually Assured Destruction
8. Arms Race
9. Fan Club
10. Trial by Fire
11. He Means Well
12. For the People
13. With Friends Like These
14. Choose Victory:
Beyond the Call

The eighth Mission of Episode 1: The Art of War.

 Normal
 * Shields 10,000
* Hull 29,000
* Attack Bonus +1
* Accuracy Bonus +1
* Evasion Bonus +2
* Hull 30,000
* Attack Bonus +1
* Accuracy Bonus +1
* Evasion Bonus +2
* Hull 36,000
* Attack Bonus +2
* Accuracy Bonus +2
 Finally, we were able to disable Lursa's ship, preventing her from making any more ill-advised attacks on the Augments who have kidnapped her sister. We must speak with her to ensure she has calmed down...

Possible Rewards:

* Basic Translation Algorithm
* Basic Communicator
* Basic Clothing Pattern
* Basic Database (Experiment)
House of Gregor

**Words**
 **Seat**
 **Current Head**
 **Region**
 **Title**
 **Lands**
 **Vassal of**
 **Loyalty**
Grand Alliance
Blades of Greymane

The **House of Gregor** is a Gilnean noble house based in the Headlands of Gilneas. Their lands consist of the region known as the Range, the capitol being Gregor's Crossing. They are currently sworn to House Grayblade, and are a part of The Blades of Greymane. The head of the house is known to wield the mighty enchanted greatsword The Gryphon.
Charles Tucker III

## Charles "Trip" Tucker III

### **Traits**

Human, Starfleet, Jury Rigger, Pilot, Explorer

### **Era**

22th Century

*See also: Charles Tucker III on Memory Alpha*

## Commander Tucker ★★

**Traits:** Human, Starfleet, Jury Rigger, Pilot, Explorer

**Ship Bonuses:** Note: Attack, Accuracy, Evasion, Crit Bonus

**Ship Skill:** Warp Engines Online (Evasion Up, Repair)

## Notes

1. ↑ Triggered Ability: Repairs the Hull by 15% on the next attack.
The Return of Nerull Wikia

## Welcome to the The Return of Nerull Wikia

This is a page for me to organize my D&D campaign.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Links

* Brainstorming Central
* The Main Story
* Places of Intrest
* People
* Nerull Himself
* Carceri
* The Guilds
* The Rivals
* The World of Imazoul

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Double Trouble

The ninth Mission of Episode 1: The Art of War.

 Stage 1
 Command*Tactician*29 / 76 / Z
 Security*Marksman*29 / 76 / Z

### Possible Rewards:

* Identification Code, Basic
* Writing PADD, Basic
* Casing, Basic
* Subprocessor, Basic
* Phaser Rifle, Basic
* Alcohol, Basic
* Laser Beacon, Basic
* Phaser Rifle, Basic
* Alcohol, Basic
* Laser Beacon, Basic

### Rare Rewards:

* Starfleet Uniform, ToS style, Basic
* Authorisation Code, Basic
* Authorisation Code, Common
* Starfleet Uniform, Enterprise Style, Basic
* NX-01 Cap, Uncommon
* 3d Chess Set, Common
* Poker Cards, Uncommon
* Orchids, Uncommon
Captain

The **Captain** is the Player Character. At the beginning of the game, the Captain is in control of a Constellation-Class vessel, accompanied by a small Crew including the player's choice of Picard, Sisko, or Kirk.

## Experience

The Captain gains experience by completing Missions, allowing them to level up. Reaching specific levels unlocks various rewards:

 5

* Level 7: Chat, Elite Mastery
* Level 8: Cadet Challenges
* Level 9: Fleets
* Level 10: Battle Arena, Events
* Level 14
* Level 16: Epic Mastery

## Settings

From level 4, a Captain can customise their name and portrait by tapping on either in the upper left corner of the screen. Additional portraits can be unlocked with VIP levels (see below).

## Fleets

Fleets are groups of up to 50 Captains. Leaders of a Fleet may promote other Captains to the position of Officer, granting that Captain specific abilities within the Fleet, such as accepting and/or promoting other Captains.

Fleets have two Fleet-specific chats available to them: one for all members and one for Officers. Fleet leaders can also set a short Message of the Day (MotD), viewable by all members of the Fleet.

## VIP Levels

When purchasing Dilithium, Captains gain VIP Points. These points accrue permanently, allowing Captains to gain VIP Levels.

**Warp:** The Warp function allows Captains to easily and quickly replay Missions. Warp 1 will automatically replay a Mission using the last Crew and Skills used, without needing to go through the individual stages; while Warp 10 will automatically replay the Mission 10 times.

**Bonus Dilithium:** Increases Dilithium gained on purchases. The player gains the indicated amount for every 100 VIP points the purchase is worth. Note that this is not based on your current accrued VIP Points.

**Bonus Credits:** Increases Credits gained when purchasing Credits using Dilithium.

**Chroniton Recharges:** Increases the number of times a Captain can purchase Chroniton Recharges per day.

**Scan Speedups:** Increases the number of times a Captain can purchase Scan Speedups per day.

**Crew Slots:** Increases the maximum number of Crew a Captain can have at any given time. Totals do not include slots purchased with Credits.

**Portraits:** Unlocks portraits beyond the standard ones available. These VIP levels allow Captains to select the Portrait of any Crew currently in their service that meet the minimum level indicated.
People of Interest

## **People of Childaren**

### **Sindri (Mayor of Childaren) [gnome]**

**Sindri is very protective of his new home. Being the first mayor of the town, he know that everything rides on his actions. The recent murders cause him a lot of sleepless nights and headaches. Given the current situation, he would be willing to pay almost double what he originally offered, as long as he can get some peace in the town.**
**Sindri is a gnome, he sent out the request for aid in the recent ritual murders that have been occuring in his town.**

## **The Kindred of Nerull**

### **Erxes (Grand Patriarch)**

**Class: Dread Necromancer**

**Leader of the Kindred and the only person able to communicate directly with Nerull. Erxes is clad in a deep rust-red robe which flares at the bottom and carries the symbol of Nerull on it's back. Erxes is able to do communicate with Nerull because of his high magic ability and the aide of {a special artifact}. Erxes is obsessed with becoming a Lich so that he can live forever. He was promised to be made into a Lich at the event of Nerull's rebirth.**

## **Others**

### **Sparky (Fire elemental)**

**Sparky is a fire elemental living in {a volcano}.**
Dabo Wheel

*Spin the wheel for prizes! The rewards are customized to you, and they change every day. Each spin increases the odds to get what you want!*

The **Dabo Wheel** is a special feature, found with the Time Portal Packs, that allows a Captain to gamble for Crew, Schematics, Transmissions and Equipment. The Dabo Wheel is also a way to obtain Unique Crew that are otherwise only available during Events.

*See also: Dabo on Memory Alpha*

## Spins

Spinning the Dabo Wheel requires the Captain to pay a "bet"; the cost increasing with each spin. After 24 hours, the cost of spinning resets. The Dabo Wheel does **not** reset at the same time as Daily Missions and Rewards.

During special promotion weeks, the cost of spinning the Dabo Wheel is halved.

## Rewards

At any given time, there are 14 rewards available. These rewards reset (along with the cost of spins) every 24 hours. This reset does **not** occur at the same time as Daily Missions and Rewards.

After each spin, the reward obtained reward is removed from the loot table, increasing the odds for the remaining prizes. With 14 spins, it is possible to obtain all of the rewards on that day's loot table. The mechanic for removing loot items means that duplicates are impossible, even if they are desired.

The format of rewards is:

 UncommonEquipment

Epic and Legendary Crew may include Unique Crew from Events and limited-time Offers.
Taurus

## Appearance

A ginger fang-fury with green eyes and black tribal markings.

## Personality

He is very strict in his beliefs and is very afraid of the curse that demon cubs would bring to his clan. He blames Crux, a demon cub who was allowed to stay when he was a cub himself, for the destruction of his clan. He is rather blunt when it comes to speaking and doesn't seem to know the meaning of the phrase "sugar-coat it" He is the healer in his clan and is very close to his apprentice, Sagittarius.

## Relationships

Corvus: Mentor

Wisp: Sister

Sagittarius: Apprentice

## Quote

"Your sister was a menace to our clan and had be gotten rid of."
Ezri Dax

## Ezri Dax

### **Traits**

Federation, Starfleet, Trill, Counselor, Investigator

### **Variants**

Sniper Ezri Dax ★★★
Desert Ezri Dax ★

### **Era**

24th Century

*"Aren't you glad you brought me along?"*
*"I'll do my best."*
*"I tried to warn you."*
*See also: Ezri Dax on Memory Alpha*

## Sniper Ezri Dax ★★★

**Traits:** Federation, Starfleet, Trill, Counselor, Investigator

**Ship Bonuses:**

**Ship Skill:** Killer Instinct (Accuracy Up, Crit Up)

## Desert Ezri Dax ★

**Traits:** Federation, Starfleet, Trill, Counselor

**Ship Bonuses:** Accuracy, Evasion, Crit Bonus

**Ship Skill:** Unexpected Situation (Attack Up)

## Notes

1. ↑ Triggered Ability: Increases Critical Chance by 700.
Natasha Yar

## Natasha Yar

### **Skills**

Note: link all skills, include all across variants.

### **Traits**

Note: link all traits, include all across variants.

### **Era**

2Xth Century

*"Note: In-game quote"*
*"Note: In-game quote"*
*See also: Natasha Yar on Memory Alpha*

## Lt Tasha Yar ★★

**Traits:** Note: list those for variant only.

**Ship Bonuses:** Note: Attack, Accuracy, Evasion, Crit Bonus

**Ship Skill:** NAME (STAT Up)
Never Forgive, Never Forget

The second Episode of *Star Trek Timelines*.

1. Under New Management
2. The Vedek's Trail
3. The Army of Anaydis
4. The Mad Vedek
5. Manna From Heaven
6. Not a Drop to Drink
7. Hot Pursuit (Ship Battle)
8. Rescue the Val Jean
9. Maquis Incitement
10. The Walls Have Ears
11. Off at the Pass
12. Internal Dispute
13. For His Own Good
14. Cardassian Hospitality
15. Temporary Hold
16. Hot Pursuit (Away Team Mission)
17. Pretense of Mercy
18. A Popular Item
19. Choose Victory:
Wolfslayer Sniper Rifle

The **Wolfslayer Sniper Rifle** is an infamous and unusual firearm, deployed by the Kingdom of Gilneas, the Alliance, and several other political and military organizations across Azeroth. The rifle derives its name from its original intended purpose, which was hunting large canids in the marshes of Gilneas. It is considered to be one of the finest big game rifles in the world, utilizing the exotic .700 Action cartridge.

It is unusual in that it is considered a long-range rifle, but has no bolt-action mechanism that is common in rifles of its class. The Wolfslayer Sniper Rifle instead makes use of a revolving mechanism which chambers two rounds at a time in its twin barrels. Some variants of the rifle allow for both shots to be fired seperately, while others only allow for both barrels to be discharged at the same time. The revolving mechanism allows for twelve rounds to be loaded before the rifle must be reloaded.

Since the rifle's inception, it has also been utilized in military situations. The rifle's large caliber allows it to deliver devastating damage to giant humanoids, such as the Tauren. The exceptional muzzle velocity attained from the combination of the rifle's patented design and the choice of ammunition gives the weapon a massive effective operating range.

The Wolfslayer Sniper Rifle is still manufactured on a limited basis, but older models tend to be far more well-made than modern incarnations. As such, older iterations tend to fetch tremendous amounts of money on public auction. The rifles are typically fitted with a steel bayonet (Moonsteel in older variations, adding to their price.). These bayonets are typically long and off the barrel and were meant to be used for a last ditch method of self defense should the hunting target get too close to the rifle user. Those who have used the rifle outside of hunting have made use of it in place of conventional army knives and the more zealous soldiers, particularly amongst the Worgen, have been known to skewer enemies on it, though it is ill advised to do so.
B'Elanna Torres

### **Traits**

Starfleet, Human, Klingon, Maquis, Jury Rigger, Innovator, Saboteur, Cyberneticist

### **Variants**

Maquis Takeover ★★★
Chief Engineer Torres ★

### **Era**

24th Century

*"I'm not bothered by what people think of me."*
*See also: B'Elanna Torres on Memory Alpha*

## Maquis Takeover Torres ★★★

**Traits:** Starfleet, Human, Klingon, Maquis, Jury Rigger

**Ship Bonuses:** Accuracy, Evasion, Crit Chance

**Ship Skill:** Repressed Command (Accuracy Up, Damage Up)

## Chief Engineer Torres ★

**Traits:** Starfleet, Human, Klingon, Maquis, Innovator, Jury Rigger, Saboteur, Cyberneticist.

**Skills:** Engineering, Security

**Ship Bonuses:** Accuracy, Evasion, Crit Chance

**Ship Skill:** Natural Engineer (Attack Up).

## Notes

1. ↑ Triggered Ability: increase damage by 300% on the next attack.
Leonard McCoy

## Leonard McCoy

### **Variants**

Prisoner 'Bones' ★★★
CMO McCoy ★

### **Era**

23rd Century

*"I'm going too, they may need a doctor."*
*"This is fun."*
*"Maybe they're throwing us a retirement party."*
*See also: Leonard McCoy on Memory Alpha*

## Prisoner 'Bones' McCoy ★★★

**Traits:** Federation, Starfleet, Human, Desperate

**Ship Bonuses:** Accuracy, Evasion

**Ship Skill:** Field Medicine (Evasion Up)
Mutually Assured Destruction

The seventh Mission of Episode 4: Hostile Takeover.

 Normal
 * Shields 15,000
* Hull 34,000
* Attack Bonus +2
* Accuracy Bonus +1
* Evasion Bonus +2
* Hull 36,000
* Attack Bonus +2
* Accuracy Bonus +2
* Evasion Bonus +2
* Hull 60,000
* Attack Bonus +3
* Accuracy Bonus +3
 FLAVOR TEXT

 Ferengi Traditionalists: Side with Klingon Quark.
*Your Response*
Ferengi Alliance: Side with Bartender Quark.
*Your Response*
Ferengi Traditionalists: Have both Quarks arrested.
 Ferengi Traditionalists: Console both quarks.
*Your Response*
Ferengi Alliance: Promise Federation justice.
*Your Response*
Ferengi Alliance: Chastise both Quarks.
Boots on the Ground

The second, and final, Mission of Logic Under Fire.

 Stage 1

"That is my hope. Until then, may you find a place in this universe."
*Your Response*
"Leave the Federation alone, and peace might be possible."
*Your Response*
"Once you are utterly conquered, yes, there will be peace."

### Possible Rewards:

* Basic Phaser
* Basic Starfleet Uniform (TNG)
* Basic Expansion Module
* Basic Starfleet Uniform (ToS)
Deanna Troi

## Deanna Troi

### **Traits**

Federation, Starfleet, Human, Betazoid, Empath, Counselor

### **Variants**

Commander Troi ★★★★★
Rakal Troi ★★★★
Counselor Troi ★

### **Era**

24th Century

*"Note: In-game quote"*
*"Note: In-game quote"*
*See also: Deanna Troi on Memory Alpha*

## Commander Troi ★★★★★

**Traits:** Federation, Starfleet, Human, Betazoid, Empath

**Ship Bonuses:** Note: Attack, Accuracy, Evasion, Crit Bonus

**Ship Skill:** Empathic Sense (Evasion Up)

## Rakal Troi ★★★★

*See also: Major Rakal on Memory Alpha*
Command, Security, Medicine
Ishka Issues

The first Mission of Episode 4: Hostile Takeover.

 Stage 1
 Science95 / X / Z

### Possible Rewards:

* Power Cell, Common
* Self-Sealing Bolt, Common
* Microconnector, Uncommon

### Rare Rewards:

* Prime Directive, Uncommon
* Parametric Scanner, Uncommon
* 10x Marquis Raider Schematic
* Phaser Type 2, Uncommon
* Security Codes, Uncommon
* Hyperspanner, Uncommon
Daily Rewards

**Daily Rewards** are Items, Credits, and Crew awarded each day for logging into the game. The rewards grid changes at the start of each calender month, and any unclaimed rewards are lost.

*Example:*
*A new player starts the game on Feb 6th, claiming the reward for **Day 1**. On the next day, Feb 7th, the player claims the reward for **Day 2**. The player forgets to login on the 8th and 9th, resuming on the 10th and claiming the reward for **Day 3**.*
*The player continues to play every day, on the final day of the month they have claimed reward up to day 21 (2016 being a leap year). The reward grid changes over for a new month and the remaining 8 rewards are lost, with the player instead starting from **Day 1** on the new grid.*

1. ↑ At the end of the first month after launch, the rewards changed a day early; this appears to have been rectified as of April 1, 2016
First Mission

The first Mission of The Beginning.

 Captain James T. Kirk"I don't know where I am or when I am, but those advanced Romulan vessels are preparing to fire. Defend yourself!"

 * *This is a tutorial mission, no stats are given.*

 Q"Relax, Captain. Your crew from that moment in time is lost, but there are countless other versions of that crew still living. Confused? Meet me in the Ceti Alpha system, and you'll see that this is no anomaly--it's a temporal crisis."
Factions/Section 31

**Faction Centre:** Cor Caroli V

*See also: Section 31 on Memory Alpha*

## Available Items

Always Available: 5x Section 31 Transmission

+1 per increased in Reputation level

* Database
* Encoded Communique
* Holoprogram
* Interlink
* Isolinear Chips
* Medical Experiment
* Security Codes
* Sensor
* Starfleet Uniform Pattern
* Tactical Alert

Unlock Slot 6: Friendly

Unlock Slot 7: Allied

Unlock Slots 8 & 9: Honored

## Missions

Missions are randomly selected when answering a Transmission.

### Direct Conspiracy

**Mission:** With several involved Starfleet officers vanished due to the temporal anomaly crisis, a Section 31 project has been stalled. The right Starfleet officers could fill the gap and get it back on track.

**Success:** Your away team stepped right into the missing officers' shoes and got Section 31's project up and running again.

### Evade Starfleet Agents

**Missions:** A growing faction in Starfleet is out to dismantle Section 31. A Starfleet crew would be uniquely qualified to help Section 31 evade them.

**Success:** Your away team has successfully befuddled a Starfleet investigation into Section 31.

### Evaluate Section 31 Base

**Mission:** Section 31 has its eye on a decommissioned Starfleet base, but their investigations would raise too much suspicion. A Starfleet salvage team could discreetly evaluate the facility.

**Success:** Your away team provided Section 31 with a comprehensive evaluation of the decommissioned base, and recovered valuable supplies in the process.

### Recruit Starfleet Members

**Mission:** Section 31's most valuable allies are Starfleet officers. The right crew could convince some key personnel to support Section 31.

**Success:** Your away team has successfully recruited a high-ranking Starfleet officer to act on Section 31's behalf.

### Test Agent Loyalty

**Mission:** Section 31 has begun to question the loyalty of one on its top agents. A Starfleet crew could test this agent by trying to convince him to inform on Section 31.

**Success:** Your away team tested the agent and found him as loyal as ever--in fact, he reported on your away team to his amused superiors!

## Mission Rewards

Successfully completing a Faction Mission awards Reputation points, Crew Experience Training, and a number of randomly generated items taken from the same Equipment loot table as the Faction Center (above).

 Friendly
 Friendly 2
 Allied
 Honored
Data

## Data

### **Skills**

Diplomacy, Engineering, Security, Science

### **Traits**

Android, Federation, Starfleet, Cyberneticist

### **Variants**

Frank Hollander ★★★★★
Tempted Data ★★★★★
Lt Commander Data ★★

### **Era**

24th Century

*See also: Data on Memory Alpha*

## Frank Hollander ★★★★★

*This Crew member was only available as part of the the A Brute Squad Event.*

*See also: Frank Hollander on Memory Alpha*

## Lt Commander Data ★★

**Traits:** Android, Federation, Starfleet, Cyberneticist

**Ship Bonuses:** Accuracy

**Ship Skill:** Intriguing (Accuracy Up)