recursal/Fanatic-Fandom huggingface dataset:
Benign Transposition (spell)

School: Conjuration [Teleportation]

A *benign transposition* spell allows two target creatures, of which the caster can be one, to instantly swap positions. Both subjects must be in range, though touch is not required. Objects carried by the creatures go with them, but other creatures do not, even if they are carried.

## Other Forms

A *scroll of benign transposition* can be cast by anyone who has the ability to cast arcane spells, and crumbles after it is used.

A *wand of benign transposition* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane spells.
Enlarge Person (spell)

School: Transmutation

An *enlarge person* spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. The target gains a bonus to its strength, while suffering a minor penalty to its armor class.

Any gear carried by the target -- including weapons and armor -- also grow proportionately with the creature, increasing the base damage they deal.

## Other Forms

A *potion of enlarge person* is a green liquid that can be consumed by anyone, granting the same bonuses as the spell.

A *scroll of enlarge person* can be cast by anyone who has the ability to cast arcane spells, and crumbles after it is used.

A *wand of enlarge person* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane spells.
Blessing of Bahamut (Meditation Ritual)

Meditating upon the King of the Good Dragons enhances a spellscale's ability to oppose evil creatures. For a limited number of times each day that she executes this ritual, when she casts a spell, she can choose any creature targeted by or within the area of the spell's effects. So long as the target is evil, the spell cast will be imbued with the smiting power of Bahamut, dealing considerably more damage to the selected creature.
Dire Rat

Dire rats look basically the same as normal rats, but they can grow up to 3 feet long and weigh over 60 lbs. They are larger and more vicious than most dogs and have coarse, spiky fur, malevolent eyes, and long, naked tails.

Dire rats attack in packs. Their only weapon is their dangerous bite, which, as well as physically injuring the recipient, can pass on the disease known as "filth fever."
Bracers of Armor

A set of *bracers of armor* appear to be wrist or arm guards. They surround the wearer with an invisible, but tangible field of force, granting them a bonus to their defense without hindering their ability to cast spells.

Sets of *bracers of armor* can vary in power -- ranging from +1 all the way up to +8 -- depending on the strength of the enchantment cast when they are created.
Capt. Henry Jackman

Launched April 28, 1981 as the lake bulk carrier Lake Wabush, this Seaway sized vessel was built by Collingwood Shipyards, Collingwood, ON for Nipigon Transports Ltd. She is powered by 2 Krupp MAK model 6M552AK 5,100 b.h.p. diesel engines burning intermediate grade 180 fuel driving an 18 foot controllable pitch propeller through a gear reduction box giving her a rated service speed of 17.3 m.p.h. Her power can be controlled either directly from the bridge or from the engine room. She is equipped with a 1,000 horsepower bow thruster. Her 17 hatches feed into 6 holds where she can carry 26,500 tons at maximum Seaway draft of 26 feet and is capable of carrying 30,550 tons at her maximum mid-summer draft of 29 feet 2 inches. The vessel's capacities include 238 tonnes of fuel oil, 213 tonnes of diesel oil, 72 tonnes of potable water and 16,618 tonnes of water ballast.
Rudeg

* **Race:** Goblin
* **Class:** Shaman
* **Age:** ??
* **Height:** 3'0"
* **Weight**: ??
* **Hair:** Dark
* **Eyes:** Red
* **Alignment:** Neutral Evil
* **Deity:** ??

## Information

Rudeg is the witch doctor of the goblin clan that has taken up residence in the Scorched Shrine. He faithfully serves the goblin chieftain, who has declared himself King Durg.

## Fate

After causing some serious trouble in the heated battle with the heroes, Tsarissa was finally able to bring Rudeg down with one of her *magic missile* imbued with the power of Bahamut.
Eltoris

* **Race:** Elf
* **Class:** Ranger
* **Age: ??**
* **Height:** ??
* **Weight**: ??
* **Hair:** ??
* **Eyes:** ??
* **Alignment:** Chaotic Good
* **Deity:** Obad-Hai

## Information

Eltoris is an elven ranger who serves as a scout for a paladin of Heironeous named Sir Wallace. They travel the land performing good deeds and offering aid to those in need.

Sir Wallace and Eltoris were passing through Millhurst when they heard about the recent mysterious attacks. They were joined by Togan and Shayna Beck and set out on an adventure to find the source.

## Fate

Currently unknown, though none of Sir Wallace's adventuring party has been heard from in nearly a month.

(Spoiler)
Algolake

The Great Lakes self-unloading bulk carrier Algolake was built by Collingwood Shipyards, Collingwood, ON and was launched for Algoma Central Corp., Sault Ste. Marie, ON on Oct. 29, 1976. The Algolake was the first Seaway sized vessel of this type (all cabins aft) built for this fleet. She is powered by two Crossley Pielstick 10PC 2V V-10 cylinder 4,500 horsepower diesel engines burning IF40 grade fuel driving a single controllable pitch propeller in a Kort nozzle giving her a rated service speed of 12 knots. She is equipped with a 1,000 horsepower bow thruster. Her capacities include 464 tonnes of fuel oil, 71 tonnes of diesel oil, 78 tonnes of potable water, and 16,740 tonnes of water ballast. The Algolake's 23 hatches feed into 5 holds where she can carry 26,900 tons at maximum Seaway draft of 26 feet and is capable of carrying 32,150 tons at her maximum mid-summer draft of 30 feet 1/2 inch. Her self-unloading system consists of a three-belt gravity system and a loop belt elevator feeding a stern-mounted 252 foot unloading boom that can be swung 90 degrees to port or starboard and discharge at a rate of up to 5,440 tonnes per hour. The system includes bulk flow gates and a variable speed belt.
Mending (spell)

School: Transmutation

A *mending* spell repairs small breaks or tears in mundane objects. It will weld a broken metallic object such as a ring or medallion, mend a hole in a leather sack, knit together ripped cloth, etc.

## Other Forms

A *scroll of mending* can be cast by anyone who has the ability to cast arcane or divine spells, and crumbles after it is used.

A *wand of mending* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane or divine spells.
Bahamut

Bahamut, the King of the Good Dragons, is the only known Platinum Dragon in existence. He is the leader of good dragonkind (metallic dragons), and is very stern and disapproving of evil. He accepts no excuses for foul deeds. On the other hand, he is very compassionate, and has boundless empathy for the weak and downtrodden. He urges his followers to promote good, but to let people fight their own battles when they can, providing healing, information, or temporary safe refuge rather than fighting alongside those who can fight for themselves.

For a dragon, Bahamut is neither vain nor greedy. He values wisdom, knowledge, prophecies, and song. He is revered by all good dragons, but gold, silver, and brass dragons hold him in particularly high regard. Priests of Bahamut may be dragons, half-dragons, or other beings. They strive to constantly, yet subtly, act on behalf of good. They oppose evil, but their first mandate is to ensure they do no harm in the process.
Magic Missile (spell)

School: Evocation [Force]

Casting *magic missile* causes one or more missile(s) of pure magical energy to spring forth from the caster's fingertips. The missiles always strike their target(s) unerringly, and can even bend around obstacles to do so.

## Other Forms

A *scroll of magic missile* can be cast by anyone who has the ability to cast arcane spells, and crumbles after it is used.

A *wand of magic missile* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane spells.
Burnt Road

The Burnt Road exits out the southeastern edge of Millhurst, leading to the Ashen Plain. It has fallen out of use within the last 50 years due to goblin raiding parties, though they haven't been seen in roughly a decade.

Traveling along the Burnt Road for a few days will eventually lead to the deep chasm which houses the ancient ruins now known as the Scorched Shrine.
Kobold

Kobolds are reptilian humanoids about the size of a gnome or a halfling. They have scaly hides, naked, nonprehensile tails like those of a rat, and doglike heads with two small horns. Their skin ranges from dark, rusty brown to a rusty black color, and they have glowing red eyes.

These sadistic creatures usually consume plants or animals, but are not averse to eating intelligent beings. They have cowardly tendencies, spending most of their time fortifying the land around their lairs with traps and warning devices (such as spiked pits, tripwires attached to crossbows, and other mechanical contraptions.

Kobolds speak Draconic with high pitched voices that sound like that of a yapping dog.
Bull's Strength (spell)

School: Transmutation

The subject of a *bull's strength* spell becomes significantly stronger for the duration of the spell. The increased strength grants bonuses to accuracy and damage dealt with all melee attacks.

## Other Forms

A *potion of bull's strength* is a green liquid that can be consumed by anyone, granting the same bonuses as the spell.

A *scroll of bull's strength* can be cast by anyone who has the ability to cast arcane or divine spells, and crumbles after it is used.

A *wand of bull's strength* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane or divine spells.
Command (spell)

School: Enchantment [Compulsion]

The caster of a *command* spell gives the subject a single command, which it obeys to the best of its ability at its earliest opportunity if its willpower is not high enough to resist. The commands may be chosen from the following options: Approach, Drop, Fall, Flee, or Halt.

## Other Forms

A *scroll of command* can be cast by anyone who has the ability to cast divine spells, and crumbles after it is used.

A *wand of command* has a predetermined number of charges, and can be activated by anyone who has the ability to cast divine spells.
Caltrops

A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square.
Identify (spell)

School: Divination

The *identify* spell determines all magic properties of a single magic item, including how to activate those functions, and how many charges are left (if applicable).

## Other Forms

A *scroll of identify* can be cast by anyone who has the ability to cast arcane spells, and crumbles after it is used.

A *wand of identify* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane spells.
Eltoris (deceased)

* **Race:** Elf
* **Class:** Ranger
* **Age: ??**
* **Height:** ??
* **Weight**: ??
* **Hair:** ??
* **Eyes:** ??
* **Alignment:** Chaotic Good
* **Deity:** Obad-Hai

## Information

Eltoris was the elven ranger who served as a scout for the paladin of Heironeous named Sir Wallace. They traveled the land performing good deeds and offering aid to those in need.

## Fate

While investigating the Scorched Shrine for signs of the missing adventurers, the heroes found the corpse of Eltoris in the nesting room of Guthash, the Rat Queen.

The adventurers rescued his body from the filth and built him a funeral pyre in a safer area of the shrine. MoonFlower requisitioned his masterwork composite greatbow and darkleaf breastplate, and Keth'Aera claimed is masterwork elven lightblade.
Pelor

The sun deity is made up of two aspects, of which Pelor is one (Saranae being the other). In any Sanctuary of the Sun found in a village, town, or city, you will find priests of both Pelor and Saranae together in the same temple.

Pelor is also known as the Sun Father, the Shining One, and the Cleansing Flame. He serves as the more martial/militant arm of the faith, and seeks to purge darkness and evil from the land.
Summon Monster (spell)

School: Conjuration [Summoning]

The *summon monster* spells summon an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). The creature appears where the caster designates and attacks opponents to the best of its ability.

There are nine levels of *summon monster* spells, each one summoning a more powerful creature than the last.

## Other Forms

A *scroll of summon monster I-IX* can be cast by anyone who has the ability to cast arcane or divine spells, and crumbles after it is used.

A *wand of summon monster I-IX* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane or divine spells.
Avery

* **Race:** Human
* **Class:** Expert (Apprentice Blacksmith)
* **Age:**19
* **Height:** 5'8"
* **Weight**: ??
* **Hair:** Brown
* **Eyes:** Brown
* **Alignment:** Neutral Good
* **Deity:** Chauntea

## Information

Avery the apprentice blacksmith in Millhurst. A farmer's son, he showed a bit of aptitude with fixing one of the plows, which caught Master Smith Rurik Lufgar's eye. After discussing it with the boy's father, Rurik took Avery on as his new apprentice. Young and shy, the boy is a quick learner and shows great potential.

## Fate

As of right now, Avery is still Rurik's apprentice at The Forge.
Shadow of Retha Lanten

Retha Lanten languished and died in her early grave, but her avaricious and hateful spirit lingered as a shadow. She attacked the party when they were investigating her crypt, and was ultimately vanquished by them, once and for all.

Nevin had struck a deal with this creature in the Lanten Family Mausoleum: He brought her food – prisoners that weren’t strong enough or lackeys that screwed up – and she let him carry on his business.
Create Water (spell)

School: Conjuration

A *create water* spell generates several gallons of wholesome, drinkable water, similar to fresh, clean rainwater.

## Other Forms

A *scroll of create water* can be cast by anyone who has the ability to cast divine spells, and crumbles after it is used.

A *wand of create water* has a predetermined number of charges, and can be activated by anyone who has the ability to cast divine spells.
Ashen Plain

The Ashen Plain is a vast expanse of wasteland in the southeastern corner of Kalamar. It is composed entirely of scorched earth, containing no vegetation, bodies of water, or other signs of life.

The desolation is supposedly attributed to the ancient rampage of Velithor, a great wyrm red dragon of legend.
The Twin Cataclysms

After 103 years of conflict during the Great War, the Kooluk Mages of Power called down the Invoked Devastation on the Karakans, resulting in an apocalypse so complete that its true form remains unknown.  Entire cities, nations, and millions of people were purged from Filgaea, leaving no sign of the great civilization that once thrived.

In retaliation, a cabal of Karakan Mage-Priests brought down the Rain of Colorless Fire on their hated enemies.  The skies above the Kooluk Empire opened, and all beneath were burned to ash.

These catastrophes came to be called the Twin Cataclysms.
Test of Mettle (Knight's Challenge)

A Templar can issue a challenge to all enemies within range, calling out for the mightiest of them to face her in combat. Creatures who do not have a high enough ego to resist the challenge are compelled to attack the Templar with their melee, ranged, or magic attacks in preference over other available targets.

If anyone other than the Templar inflicts any damage upon the affected creature, the compulsion on that particular enemy is then ended.
Nevin's Note

*Nevin –*

*The last crop of slaves was a failure.  They didn’t last a week in the mines.  Your next shipment had best produce better results, or it will be you who next wears the shackles!  The Witch-Queen’s progress continues, and you should avoid standing in her way.  I will arrive soon to begin preforming the next round of rituals.  Make sure you have plenty of subjects prepared for me.*

*– Mara*
Nevin

* **Race:** Half-Elf
* **Class:** Bard
* **Age:** ??
* **Height:** 5'8
* **Weight**: ??
* **Hair:** Black and oily
* **Eyes:** Brown
* **Alignment:** Neutral Evil
* **Deity:** ??

## Information

Nevin was a greasy half-elf with a buckler strapped to his arm and whip in his other hand. He had black, oily hair that he kept tied back, a crooked nose, and a tattoo of a red skull on his neck. He was the primary captor of the heroes when they were being held in the Lanten Family Mausoleum. He was aided in this task by several orc henchmen.

The party confronted Nevin after escaping from their shackles. Many of them recognized him as a traveling performer that was present at the various taverns the night each of them was kidnapped. They attempted to get information out of him, but he was belligerent, which resulted in his swift death.

When the party searched through his belongings, they found a mysterious letter addressed to Nevin and signed by someone named "Mara." The note mentioned slaves, and someone they called "the Witch-Queen," but at this point, all of these things still remain a mystery.

## Fate

Nevin was killed by Keth'Aera during party's escape from the Lanten Family Mausoleum.
Meditation Ritual (Spellscale)

As part of her daily introspection to recover her expended spells, a spellscale focuses her mind with mental exercises, attuning her to specific benefits tied to one of the dragon deities. This blood-quickening meditation, as it is called, centers a spellscale's mind on her sorcerous nature and enhances it by connecting it to a draconic divinity.

The meditations are individualized according to the dragon deity chosen and to suit the particular spellscale. Each spellscale performs the blood-quickening meditation differently -- the important thing to the spellscale is to sharpen her wits and focus her power.
Detect Magic (spell)

School: Divination

A *detect magic* spell allows the caster to discern magical auras nearby, and depending on the circumstances, identify the specific magic spell creating the aura.

## Other Forms

A *scroll of detect magic* can be cast by anyone who has the ability to cast arcane or divine spells, and crumbles after it is used.

A *wand of detect magic* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane or divine spells.
Vonder

* **Race:** Halfling
* **Class:** Rogue
* **Age:** ??
* **Height:** 3'0"
* **Weight**: ??
* **Hair:** Dark
* **Eyes:** Brown
* **Alignment:** Neutral Evil
* **Deity:** ??

## Information

Vonder and his two thugs, Harwin and Tud, were grave-robbers that broke into the Lanten Family Mausoleum. Their vandalism of the chapel on the first floor inadvertently led to the escape of the player characters in the basement.

It is unknown what brought Vonder and his pals to that location, but he had apparently requested the blueprints from someone, as mentioned in a chickenscratch note he carried with him containing a rough hand-sketched layout of the basement floor.

## Fate

Vonder was nearly cut in two by Rolf during the party's escape from the Lanten Family Mausoleum.
Twilight Grove

The Twilight Grove is a mysterious cavern situated beneath the Scorched Shrine. No one really knows anything about it yet, other than the fact that Bedros, also known as the "Tree-Man," is doing strange experiments down there. There has also been mention of some sort of ancient tree, possibly called the Tree of Garalak, or something similar. It is believed the Twig Blights the heroes have encountered are spawn of this ancient tree, and that Bedros is raising them as his pets, which he plans to turn into an army.
Meepo

* **Race:** Kobold
* **Class:** Bard
* **Age:** ??
* **Height:** 3'0"
* **Weight**: ??
* **Hair:** Small horns on scaly skin
* **Eyes:** Yellow
* **Alignment:** Chaotic Good
* **Deity:** Hlal

## Information

Meepo, who calls himself the Keeper of Dragons, is a kobold belonging to the Tribe of Ixen. Unlike his other tribesman, Meepo is a kindhearted creature that fancies himself a teller of tales. He would much rather be traveling the world and absorbing knowledge than be stuck in an underground ruin, warring with goblins.

In recent months, Meepo rescued a dragon egg, which he protected until it hatched. He named the silver dragon wyrmling Nimbus, and was planning to run away with her to become a real bard, but Chief Ixen found out and thwarted his plans. She forced Meepo to imprison Nimbus, intending to use her as a weapon against the goblins.

The chief's plan fell apart, however, when the goblins raided the kobold territory and stole the dragon for their own. Chief Ixen was furious when she found out, and locked Meepo in the cage as punishment.

## Fate

### Initially

Meepo is currently still locked in his cage. The heroes have met him, promising to get the key to his cage from Chief Ixen, and then help him rescue his beloved silver wyrmling.

### First Update

The heroes defeated Chief Ixen and her elite guard, retrieving the key to the dragon cage. They freed Meepo, who is now travelling with them through the goblin territory, in search of Nimbus.

### Second Update

With Meepo's help, the heroes were able to rescue Nimbus from the goblin territory in the Scorched Shrine. He was overjoyed to find his dragon, and together, they are waiting in a safe area while the heroes press forward in their search for Bedros and the missing adventurers.
Divine Magic

Where arcane magic is learned through tedious study and long hours of practice, divine magic is granted to the subject by a higher power.  This is nearly always by a deity, but in some cases it can be a bit more abstract – where an individual can be granted divine spells by drawing directly upon the power of Nature, for example.

Divine spells cannot be learned from spellbooks or scrolls – they must be specifically granted by a divine source.
Bedros

* **Race:** Elf
* **Class:** Druid
* **Age:**??
* **Height:** ??
* **Weight**: ??
* **Hair:** ??
* **Eyes:** ??
* **Alignment:** ??
* **Deity:** ??

## Information

Bedros is a grim elf druid that passed through Millhurst roughly 15 years ago, asking Rondal about the legends and lore pertaining to the Ashen Plain, the Scorched Shrine, and Velithor.

He had a pet tree frog named Hawchak that was nearly 3ft long.

## Fate

### First Update

Oghren Rustbeard has given the heroes information indicating Bedros is also known as the Tree-Man by the goblin lackeys he commands. According to their chatter, the druid resides in an area they call the Twilight Grove, which is situated beneath the Scorched Shrine.

Oghren heard that Bedros also commands an army of Twig Blights, which he calls his "pets," and the goblins believe they are the spawn of some ancient tree. The dwarf thinks it might be called the Tree of Garalak, but he is not sure if that translated properly.
Night-Caller (artifact)

The *Night-Caller* is an artifact that was found on an altar in a deserted room of the Scorched Shrine. It is a mysterious whistle, carved from what looks like bone, and resembles a small dragon curled up like a snail. Dwarven runes reading *Azun-Gund* are etched along the base.

## Development

### Initially

While the heroes have initially been able to determine that the *Night-Caller* is indeed a magical item, projecting a faintly necromantic aura, they do not currently know how it works or what it does.

### Update

Oghren Rustbeard was able to give the heroes some background information on the *Night-Caller*. He had heard that the ancient dark dwarves had made several such whistles for various groups in an age past. He was unaware that any of them were still in existence. The legends he knew of told that if the whistle was blown over a grave in the darkness of night, a corpse from below would rise and do the bidding of the whistler. He recalled stories of the horrible deeds committed by those in possession of a *Night-Caller* in times nearly forgotten.

The heroes have decided they will keep the ancient evil artifact safe until they can find a scholar at a holy temple that can help them properly dispose of it.
Kobold Elite Guard

These elite kobolds are the personal guard of Chief Ixen. While she keeps a large number of them at her side at all times, she sends out smaller forces to patrol the Tribe of Ixen territory in the Scorched Shine.

The elite guards possess slightly better gear than the typical skirmishers, wearing studded leather and carrying higher quality spears.
Dorman Geth

* **Race:** Human
* **Class:** Rogue
* **Age:** ??
* **Height:** 5'10"
* **Weight**: 185 lbs
* **Hair:** Dark and stringy
* **Eyes:** Brown
* **Alignment:** Neutral Evil
* **Deity:** ??

## Information

Dorman Geth was a fellow prisoner of the party, when they were being held by Nevin in the Lanten Family Mausoleum. He attacked Zixxywix when the gnome went for the shackle key, and was quickly put down by MoonFlower and Lady Zahara.

Dorman was secured by the party using leftover manacles. He was still unconscious and shackled in the basement when the entire structure collapsed.
Johnny (errand boy)

* **Race:** Human
* **Class:** Commoner
* **Age:**10
* **Height:** 4'0"
* **Weight**: ??
* **Hair:** Brown
* **Eyes:** Brown
* **Alignment:** Neutral Good
* **Deity:** Chauntea

## Information

Johnny is a boy from Millhurst that Rondal hires to run errands for him around the village.

## Fate

As of right now, Johnny is still happily running errands.
Saranae

The sun deity is made up of two aspects, of which Saranae is one (Pelor being the other). In any Sanctuary of the Sun found in a village, town, or city, you will find priests of both Pelor and Saranae together in the same temple.

Saranae is also known as the Dawn Mother, the Everlight, and the Healing Flame. She serves as the more compassionate/benevolent arm of the faith, and seeks to purify the darkness.
Goblin

Goblins are small humanoid creatures with flat faces, broad noses, pointed ears, wide mouths, and small, sharp fangs. They walk upright, but their arms hang down almost to their knees. Their eyes are usually dull and glazed, varying in color from red to yellow. A goblin's skin ranges from yellow through any shade of orange to a deep red. They wear clothing of dark leather, tending toward drab, soiled-looking colors.
The Great War

Just over two thousand years ago, two ancient empires -- the Kooluk and the Karakans -- were enmeshed in titanic conflict. The root of the animosity between them is lost, but the result of their final war haunts evern the modern historian to this day.

The Great War finally ended in the Twin Cataclysms, after over 100 years of conflict.
Heironeous

Heironeous is the god of chivalry, justice, honor, war, daring, and valor. He sees the world as a deadly place, filled with perpetual challenges and trials for those who battle for justice and defend the weak and innocent. His followers are directed to face danger head-on with calm and resolve, being told that they will be rewarded with glory and virtue.
Dire Animals

Dire animals are larger, tougher, meaner versions of regular animals. They fairly closely resemble their normal counterparts, only they are slightly larger and more powerful, and often have a feral, prehistoric, or even demonic countenance. Sharp, ugly , bony ridges protrude from their spines, limbs, and head. Some say they are creatures that have been exposed to demonic energy or cursed by the gods, while others say they are regular creatures who have been experimented on by mad wizards. Dire animals cannot speak, and are of normal animal intelligence.
Elder Ohnnael

* **Race:** Human
* **Class:** Druid
* **Age:**??
* **Height:** ??
* **Weight**: ??
* **Hair:** ??
* **Eyes:** ??
* **Alignment:** ??
* **Deity:** ??

## Information

Elder Ohnnael is a traveling druid that visits the spread out farming villages in the southern region of Kalamar to bless their land and crops on or before Growfest. She is next due to visit Millhurst in roughly a month's time.

## Fate

Currently unknown, but presumed to be alive and well.
Garl Glittergold

Garl Glittergold is the god of the gnomes, discovering them and leading them into the world. He is known as the Joker, the Watchful Protector, the Priceless Gem, and the Sparkling Wit. He governs humor, wit, gemcutting, and jewelrymaking. He is renowned for the jokes and pranks he pulls on the other deities, though not all of his victims laugh off his jests.
Magic Oil of Ghost Touch

A magic oil is applied directly to a weapon, and lasts for a duration of 10 minutes. A *magic oil of ghost touch* allows a weapon to deal damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.)
Greatbow (weapon)

Greatbows are mighty weapons of staggering power. Typical greatbows are 6 feet or more in length when strung, and are often made from heavy wood and horns -- usually at least twice as thick as normal longbows. These fearsome weapons only come in the recurve style, and are almost always of composite craft.
Filth Fever (disease)

Filth fever is a mundane disease contracted through a dire rat's bite, or by sustaining an injury in a severely dirty environment. It lowers the affected creature's constitution, which weakens their immune system and physical toughness; it also lowers their dexterity, which slows their reflexes, lessens their flexibility, and lowers their accuracy.
Bless (spell)

School: Enchantment [Mind-Affecting]

A *bless* spell fills the caster's allies with courage, boosting their accuracy and granting them a bonus against fear effects.

## Other Forms

A *potion of bless* is a purple liquid that can be consumed by anyone, granting the same bonuses as the spell.

A *scroll of bless* can be cast by anyone who has the ability to cast divine spells, and crumbles after it is used.

A *wand of bless* has a predetermined number of charges, and can be activated by anyone who has the ability to cast divine spells.
Tribe of Ixen

The Tribe of Ixen is a faction of kobolds that are led by Chief Ixen, the powerful sorceress who formed the tribe and declared herself the leader. Worshipers of the ancient dragon, Velithor, the Tribe of Ixen is currently trying to unearth the secrets to his power in the ruins of his once holy temple, now known as the Scorched Shrine.
Corkie

* **Race:** Halfling
* **Class:** Cleric
* **Age: ??**
* **Height:** 3'4"
* **Weight**: ??
* **Hair:** Red
* **Eyes:** Green
* **Alignment:** Neutral Good
* **Deity:** Chauntea

## Information

Dema "Corkie" Nackle is a cleric of Chauntea, and runs the small temple in the village of Millhurst. She is good-natured and benevolent, and always happy to offer a blessing or some healing to anyone in need.

## Fate

As of right now, Corkie is still tending to her temple and blessing her villagers.
Light (spell)

School: Evocation [Light]

The *ligh*t spell causes an object to glow like a torch, shedding bright light in a radius from the point touched by the caster.

## Other Forms

A *scroll of light* can be cast by anyone who has the ability to cast arcane or divine spells, and crumbles after it is used.

A *wand of light* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane or divine spells.
Protection from Evil (spell)

School: Abjuration [Good]

A *protection from evil* spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates magical barrier around the subject at a distance of about a foot. The barrier grants a bonus to defense, blocks any attempts by an evil entity to possess the warded creature, and prevents bodily contact by summoned evil creatures.

## Other Forms

A *potion of protection from evil* is a bright yellow liquid that can be consumed by anyone, granting the same bonuses as the spell.

A *scroll of protection from evil* can be cast by anyone who has the ability to cast arcane or divine spells, and crumbles after it is used.

A *wand of protection from evil* has a predetermined number of charges, and can be activated by anyone who has the ability to cast arcane or divine spells.
Guthash (creature)

Guthash (the Rat Queen) is a monstrously swollen female dire rat. Over 6ft long, she is more than twice the size of her dire rat offspring that inhabit the sunken ruins, and is covered with tumorous, disease-filled growths.

Guthash has transformed a deserted chamber in the Scorched Shrine into a massive nest. She surrounds herself with her many children, and feeds off of goblins, kobolds, vermin, cave rats, and the occasional stray adventurer.

## Fate

Following some creative tactics by Zixxywix, Guthash was beheaded in her nesting chamber by Rolf.
Treant

Treants are tall beings that look much like a animated trees. Their skin is thick and brown, with a barklike texture. Their arms are gnarled like branches, and their legs look like the split trunk of a tree. Above the eyes and along the head are dozens of smaller branches, from which hang great leaves.
Tud

* **Race:** Human
* **Class:** Fighter
* **Age:** 2??
* **Height:** 6'5"
* **Weight**: ??
* **Hair:** Bald
* **Eyes:** Brown
* **Alignment:** Neutral Evil
* **Deity:** ??

## Information

Tud was a grave-robber that broke into the Lanten Family Mausoleum with his buddy Harwin, and their boss, Vonder. Their vandalism of the chapel on the first floor inadvertently led to the escape of the player characters in the basement.

## Fate

Tud was killed by Tsarissa during the party's escape from the Lanten Family Mausoleum.
Oghren Rustbeard

* **Race:** Dwarf
* **Class:** Cleric
* **Age: ??**
* **Height:** 4'2"
* **Weight**: ??
* **Hair:** Bald on top; Rusty red beard
* **Eyes:** Green
* **Alignment:** Chaotic Good
* **Deity:** Moradin

## Information

Oghren Rustbeard is a cleric of Moradin, who set out from his clan home in the mountains to try his luck at the adventuring life. A little gruff -- as most dwarves tend to be -- he has a good heart, and he loves his ale, ancestors, and all things stone.

Oghren perfers to be called Oggie or Rusty.

## History

Roughly a year ago (596 CY), he was captured by the goblin bandits that raid the Burnt Road. They took him back to the Scorched Shrine, where he has been their prisoner ever since.

## Fate

### Initially

While searching the Scorched Shrine for the missing adventurers from Millhurst, the heroes found Oghren crammed into a tiny cage. They freed him, healed him, and fed him, at which point he gave them some information concerning Sir Wallace and the Beck children, as well as the goblins, the Twig Blights, and Bedros, who could be found in what they referred to as the Twilight Grove.
Rondal

* **Race:** Human
* **Class:** Commoner (Barkeeper)
* **Age:** 42
* **Height:** 6'0"
* **Weight**: 350 lbs
* **Hair:** Bald on top, brown on the sides
* **Eyes:** Brown
* **Alignment:** Chaotic Good
* **Deity:** Chauntea

## Information

Rondal is the barkeeper and owner of The Hopper in Millhurst. He has a good heart, always looking to help travelers in need. He is a boisterous fellow and loves to tell a good tale, especially about the old dragon lore surrounding the nearby Ashen Plain.

## Fate

As of right now, Rondal is still running his tavern.
Sir Wallace

* **Race:** Human
* **Class:** Paladin
* **Age: ??**
* **Height:** ??
* **Weight**: ??
* **Hair:** ??
* **Eyes:** ??
* **Alignment:** Lawful Good
* **Deity:** Heironeous

## Information

Sir Wallace is a traveling swordsman, a Paladin of Heironeous. A zealous crusader, he travels the land looking for places where he can perform "good deeds" and save the day. He keeps company with an elven ranger named Eltoris that serves as his scout.

The Paladin wields a magical sword he calls *Vengeance*. It is a greatsword with a red glow, though no one else currently knows anything about its specific magical properties.

Sir Wallace and Eltoris were passing through Millhurst when they heard about the recent mysterious attacks. They were joined by Togan and Shayna Beck and set out on an adventure to find the source.

## Fate

Currently unknown, though none of Sir Wallace's adventuring party has been heard from in nearly a month.
Bane (spell)

School: Enchantment [Mind-Affecting]

A *bane* spell fills the caster's enemies with a sense of doom, lessening their accuracy and inflicting a penalty against fear effects.

## Other Forms

A *scroll of bane* can be cast by anyone who has the ability to cast divine spells, and crumbles after it is used.

A *wand of bane* has a predetermined number of charges, and can be activated by anyone who has the ability to cast divine spells.
Hypnotism (spell)

School: Enchantment [Compulsion]

The gestures and droning incantations of a caster's *hypnotism* spell fascinate nearby creatures, causing them to stop and stare blankly, or wander around aimlessly.

## Other Forms

A *scroll of hypnotism* can be cast by anyone who has the ability to cast arcane spells, and crumbles after it is used.
Hlal

Hlal is a sleek, copper-colored dragon with a ready grin and a happy glint in her eye. She enjoys sharing stories and songs with those who appreciate such things, and she has little use for tyrants. She teaches that one must be free of restraint, whether real or psychological, in order to freely express one's opinions.
Air

## **Air (noun)**

**air** ‎(*countable and uncountable*, *plural* **airs**)

1. (uncountable, historical, astrology, alchemy, sciences) The atmospheric substance above the surface of the earth which animals breathe, formerly considered to be a single substance, one of the four basic elements of ancient philosophy and one of the five basic elements of several Eastern traditions.
2. (uncountable, physics, meteorology) That substance, now understood as the mixture of gases comprising the earth's atmosphere.

## Eske

### Noun

**Air**

1. Air
MoonFlower

* **Race:** Wood Elf
* **Class:** Ranger
* **Age:** 25 years old
* **Height:** 5'4"
* **Weight**: 100 lbs
* **Hair:** Red, coppery
* **Eyes:** Violet
* **Alignment:** Chaotic Good
* **Deity:** Ehlonna

## Physical Description

Moonflower has the typical pale skin of the Elven folk, with violet eyes and coppery red hair. She is a little over 5ft tall, and well built and lithe.

Since the death of her family, she has only worn black and has a deep hatred of wyverns and dragons. She prefers natural cloth and leather clothing and armor, and wears no jewelry except for a ruby earring once worn by her master, Firefox.

## Biography

Moonflower, who was originally known as Brightflower, grew up in the Wood Elf community of Silver Birch. Even at a young age, she showed a natural talent for the longbow and started training to be a ranger with the elderly master, Firefox. During her last year of training, Firefox took her deep into the forests to learn survival skills. While they were away, Silver Birch was attacked by a group of wyverns and everybody was killed, their houses and gardens burned and destroyed.

Brightflower and Firefox returned home and found everyone and everything they cared about destroyed. The shock caused Firefox to fall ill. Brightflower did all she could to help him and they spent many weeks living in the ruins of Silver Birch. Nothing she did could save Firefox, and he died despite her care. Brightflower, heartbroken at the loss of the last person she cared about, changed her name to MoonFlower and left the Forests to find her fortune. When she has enough experience and feels she is ready, she plans to eventually hunt down the wyverns that killed her family.
Skeleton (monster)

Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their masters. They are seldom garbed in anything more than the rotting remains of any clothing or armor it was wearing when it was slain. Pinpoints of red light smolder in their empty eye sockets, and they often forego weaponry to make attacks with their bony claws.
Twig Blight

Twig Blights are treelike creatures standing roughly 3 ½ feet tall. Their leafless branches interlock to create a sinister humanoid shape with gnarled appendages ending in sharp, needle-like claws, which ooze a poisonous sap.

## Developments

### Initial

The adventurers currently do not know what these creatures are called, nor what their origins are at this point in the campaign.

### First Update

The heroes have learned from Meepo that these creatures are called Twig Blights, and that they are the "pets" of the mysterious "Tree-Man" who lives beneath the Scorched Shrine.

### Second Update

Oghren Rustbeard was able to tell the heroes that the Twig Blights are the spawn of some ancient tree that he thinks is called the Tree of Garalak, or something similar. The "Tree-Man" who commands the army of the creatures is also the druid named Bedros.
Arcane Magic

Arcane magic involves the direct manipulation of mystic energies.  It tends to be flashier and more dramatic than divine magic, and includes many of the iconic magic spells (*fireball, lightning bolt*, etc).

Musty old tomes lining scholarly libraries are filled with arcane spells that can be learned and copied by those with the proper abilities.
Aasterinian

Aasterinian is a cheeky draconic deity who enjoys learning through play, invention, and pleasure. She is a huge copper dragon who enjoys disturbing the status quo. She is flighty and quick-witted, and encourages her followers to think for themselves, rather than relying on the word of others. The worst crime, in her eyes, is not trusting in yourself or your own devices.
Add

## Translations

* **Affyari:**
* **Alanin:**
* **Albansch:**
* **Aldori:**
* **Aliadian:**
* **Allavari:**
* **Alvedish:**
* **Alveni:**
* **Alvesian:**
* **Alveton:**
* **Annemonni:**
* **Aradean:**
* **Ari:**
* **Assissian:**
* **Avanari:**
* **Balghala:**
* **Bhasana:**
* **Caliqi:**
* **Cambysian:**
* **Chinenero:**
* **Cyffredin:**
* **Dorandese:**
* **Eldori:**
* **Eldorian:**
* **Elefen:**
* **Elensian:**
* **Elfe:**
* **Elleson:**
* **Emaniço:**
* **Equesian:**
* **Eske:**
* **Eskido:**
* **Estadira:**
* **Esumean:**
* **Entikwos (New):**
* **Entikwos (Old):**
* **Euthuskian:** Addaig
* **Farlandsk:**
* **Fealzian:**
* **Frostbornish:**
* **Gal:**
* **Ganusian:**
* **Gelari:**
* **Geltéasc:**
* **Gêltyg:**
* **God-Speech**
* **Gotalanian:**
* **Gudean:**
* **Hammurian:**
* **Harattan:**
* **High Eldorian:**
* **Hitzaldan:**
* **Iso:**
* **Istano:**
* **Itallese**
* **Izjan:**
* **Jimmu:**
* **Kalts:**
* **Lancian:**
* **Laqoyaj:**
* **Lavgalian:**
* **Laviešu:**
* **Leidan (Common):**
* **Leidan (Everdi):**
* **Leidan (Predator):**
* **Leidan (Umani):**
* **Leidan (Vendetti):**
* **Levanese:**
* **Lietųk:**
* **Lingalian:**
* **Mancan:**
* **Maxian:**
* **Modan (High):**
* **Modan (Modern):**
* **Modan (Neo):**
* **Narcien:**
* **Neo-Assissian:**
* **Neo-Hammurian:**
* **Neo-Palgonian:**
* **New Sin'dai:**
* **Norsvic:**
* **Old Izjan:**
* **Old Sin'dai:**
* **Olmensk:**
* **Ortak:**
* **Padji:**
* **Pálčysky**
* **Palgonian:**
* **Parzian:**
* **Primitive Eldorian:**
* **Proto-Eldorian:**
* **Proto-Euthuskian:**
* **Qusema:**
* **Revannan:**
* **Sacred Eldorian:**
* **Samarran:**
* **Sindori:**
* **Sorrician:**
* **Sudese:**
* **Taramile:**
* **Tassari:**
* **Tassori:**
* **Thanagorin:**
* **Ti͜antû:**
* **Ubali:**
* **Ururtu:**
* **Veujisch:**
* **Veskrusleng:**
* **Vitelian**
* **Vregan:**
* **Xrovat:**
* **Yttra:**
* **Zemlyan:**
Rurik Lufgar

* **Race:** Dwarf
* **Class:** Expert (Blacksmith); Retired Fighter
* **Age: ??**
* **Height:** 4'6"
* **Weight**: ??
* **Hair:** Reddish Brown
* **Eyes:** Green
* **Alignment:** Lawful Neutral
* **Deity:** Moradin

## Information

Rurik Lufgar is the Master Blacksmith in the village of Millhurst. He runs The Forge and is assisted by Avery, his apprentice. The old dwarf used to be an adventuring fighter, but he injured his knee fighting with an umber hulk, forcing him to retire. He then took up the smithy's hammer, and has been a Master Smith ever since.

A bit gruff and rough around the edges, Rurik is generally a laid-back fellow who enjoys a good mug of ale, fixing the farm implements of the villagers, and reminiscing about "his 'venturin' days."

## Fate

As of right now, Rurik is still running The Forge and training young Avery.
Lanten Family Mausoleum

The Lanten Family Mausoleum was the final resting place of Bander Lanten -- the patriarch of the Lanten family line -- and generations of his descendants.

It had more recently been taken over by Nevin and his group of orc henchmen, who are all somehow tied to an organization that uses a red skull sigil to identify themselves. They were using it as a holding place to keep captives until they were ready to be sent to the mysterious "Witch-Queen" as slaves.

The party was freed from their captivity one night when Vonder and his two thugs, Harwin and Tud, broke into the mausoleum with the intentions of robbing the graves. The vandalism they inflicted on the upper floor ultimately led to the collapse of the entire building.

The Lanten Family Mausoleum is no more, now just a pile of rubble at the foot of a high cliff wall.
Mobile Task force Alpha-1

Mobile Task Force Alpha-1 codenamed "**Red Right Hand**," stands at the forefront of the SCP Foundation's efforts to contain and neutralize high-priority anomalous threats. *Known as the right hand of the **O5 Council***, this elite unit consists of expertly trained agents, armed personnel, and specialists dedicated to safeguarding humanity from anomalous entities and phenomena. Agents, selected for their exceptional skills and commitment, come from diverse backgrounds, ensuring a comprehensive approach to anomalies ranging from extraterrestrial encounters to reality-bending phenomena.

Mobile Task Force Alpha-1 is a task force that reports directly to the O5 Council and is used in situations that require the strictest operational security. The task force consists of the Foundation's best and most loyal operatives, and serves as the O5 Council's special operations unit.

The adaptability of MTF Alpha-1 is honed through rigorous training, preparing them for the unpredictable nature of anomalous threats. Operating under a strict chain of command, the task force takes orders from the O5 Council, the highest authority within the SCP Foundation, ensuring swift decision-making and response times. Equipped with cutting-edge technology and specialized weaponry, the task force tackles anomalies with precision and efficiency, often working in the utmost secrecy to prevent widespread panic.

A distinctive feature of MTF Alpha-1 is its exclusive allegiance to the O5 Council, underscoring their role as the Foundation's premier response unit for the most dangerous anomalies. This alignment emphasizes the task force's unwavering dedication to the Foundation's mission and the preservation of global normalcy.