recursal/Fanatic-Fandom huggingface dataset:
Congress of Magi (Organization)

The **Congress of Magi** is the professional body for the magical arts for all of Eingrad. It was formed in 1304 AL following the **First Conclave**, a meeting of the most powerful mages in Eingrad with the goal of formalizing the profession.

The Congress' formal headquarters is the **Libraria Regia**, a regal city located at the source of the **Ozymand River** in the **Arcadian Mountains**.Built at the site of an ancient Axiphos temple of **Pythia**, the Libraria Regia is situated in a neutral zone on the border of the Aldurian Empire and the Republic of Axiphos. At the Libraria Regia's centerpiece is the **Omphalos**, the world's largest contiguous block of reality marble. Pythia's ruins state that in antiquity, it was believed that the Omphalos is a meteorite that fell from the heavens eons ago. The Omphalos is the centralizing resource for the Congress of Magi, as it provides malleable anima for almost all the organization's experiments and studies.

The highest ranking member of the Congress, or the **Grand** **Conflux**, is its *de facto* head of state. The current Grand Conflux is **Corsicana Faraday**, the first Avalonian to hold the office. The organisation carries out research, publishes journals, books and databases, as well as hosting conferences, seminars and workshops. Members of the Congress are referred to as **sojourners**. Sojourners can be awarded that status of **fellows**(**FCM**) if they have authored publications that are deemed major contributions to the magical arts and other interface disciplines, such as arcanophysics and alchemy. The names of new Fellows are published each year in ***The Congressional Grimoire***, their premier monthly periodical publication.
Dreamthread (Idea)

The **Dreamthread** (**Itoyume**, in Elvish) is a term devised by early human anthropologists to refer to a religio-cultural worldview attributed to mysterious Elven people. The Dreamthread is used to represent many complex Elven concepts of "time out of time," or "everywhen," when the pasts, presents, and futures of all universes and timelines were all woven into one fabric. This land is inhabited by the **oribito**, or **weavers**, which are spirits or phenomena that are worshipped like gods are in other religions.

## Background

### **Oribito**

Oribito can be elements of the landscape, forces of nature, as well as beings and the qualities that these beings express. Many oribito are considered the ancient ancestors of entire clans (some ancestors became oribito upon their death if they were able to embody the values and virtues of oribito in life). Oribito are not separate from nature, but are of nature, possessing positive and negative, and good and evil characteristics. They are manifestations of forces in the Dreamthread and separate from the material plane and the interconnecting energy of the universe. Oribito are believed to be "hidden" from this world, and inhabit the Dreamthread in a complementary existence that mirrors our own.

Several oribito are named and revered throughout Elven culture, however Elves everywhere have personal and local oribito that can be unique to an village or area. The Dreamthread can be seen as animist, in that oribito are venerated in their totem form, often manifesting as animals, objects, or concepts. The Elven "pantheon" is therefore innumerable, and referred to by Elves as the **Yaoyorozu** (literally "eight million").

### **Creation**

Creation is believed to be the work of oribito in the Dreamthread, who touched the world filaments as they wove the thread. In this way, the **dreamlines** were established, where the mortal plane's thread makes contact with other threads. The dreamlines are physical places, purportedly found all over Eingrad, revered and kept secure by Elves tasked to be their keepers. Interaction with dreamlines are believed to allow for direct contact with certain oribito, and Elven temples are commonly found in this locations.

### **Weaving**

   Weaving is a the most sacred practice in Elven culture. The art of weaving is a rite of worship in itself, allowing an individual to meditate on the mysteries of existence. By weaving, an adherent emulates what the oribito have done. Styles and techniques are passed down between families and clans, and woven items can vary greatly between households. The Elven marriage rite even involves a ritual in which the bride and groom weave each of their clans colors into a single coat, which is passed onto their firstborn child. Thus, with every generation, new colors and patterns are worn by the clan's head.

## Game Master's Notes

Elven culture and society are inspired by the period after Sengoku period Japan, ruled by Oda Nobunaga. The Dreamthread is inspired by Shinto, especially with respect to the oribito. The concept of the Dreamthread, however, is primarily inspired by Australian Aboriginal religion.
Eingrad

**Eingrad**, or **Dagon** in Elvish, is collection of continents comprising the combined landmass of the **World**. It's total landmass occupies 10% of the World's total surface, with the **Endless Ocean** and any other undiscovered continents occupying the remaining 90%. It is made up of three continents: **Korrugat**, **Aion**, and **Elamdinn**.

## Geography and Climate

### **Korrugat**

Korrugat is the northernmost continent of Eingrad, inferiorly bordered by the **Sea of Iskandar** and the continent of Aion. The geography of Korrugat is extremely varied. Notable are the fjords that litter its coastline., the **Tyrfing Mountain Range**, and the flat, low areas of the **Bilröst Highlands**. Northern Volsung has many lakes and moraines, presumably legacies of an ancient ice age. Volsung and the superior half of Axiphos are found in Korrugat.

### **Aion**

The continent of Aion comprises the region south of the Sea of Iskandar and Tyrfing Mountain Range, forming the superior shores of the **Rigel Strait**. Aion's climate varies from subtropical and semi-arid in the western and eastern coasts of Aldurend and Ayah, respectively, to polar in northern Axiphos. The mediterranean climate of the south is dry and warm. The nations found on its southern border are nicknamed the "**Strait A's**," due to their first letter and presence along the northern aspect of the Rigel Strait. From west to east, the nations are Avalon, Aldurend, Axiphos, and Ayah. The Renlong Archipelago and Sindu Isles are also included in Aion's landmass.

### **Elamdinn**

The southernmost continent of Elamdinn is perhaps the most diverse of the three, and forms the inferior aspect of the Rigel Strait. The western third is primarily mediterranean in climate with hot, humid, and dry summers and mild, rainy winters. Along the center of its western coast, however, a humid subtropical climate predominates. Here, the nation of Vespia is situated. South of Vespia are the Aranda Wilds, a region of rough terrain and harsh badlands. Bordered by several major rivers, the middle third of Elamdinn is dominated by the hottest and largest desert in Eingrad: the Glasslands. The only major settlement found in the Glasslands is the city-state of Karna. The eastern third is dominated by a dense region of temperate forests, encompassed totally by the Elven Territory
Siebold's Prismatic Step

> *"My first* thunder step *was awful--instead of a blast where I left, I made a blast where I went! For a long time, I felt like a failure when it came to magic. But throughout history, from Bigby to Tenser, all spells began as mistakes. So never stop making them. Because if you change the surface energy here and tweak the path integral there, you could end up with something really beautiful."*
>
> *-- Siebold Wilfong*
>
>

You teleport yourself to an unoccupied space you can see within range. When you reappear, displaced energy shatters into a burst of petal-like fragments, where each fragment is a different color. Each creature within 10 feet of the space you enter must make a Dexterity saving throw. For each target, roll a d8 to determine which color shard affects it.

**1. Red.** The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one.

**2. Orange.** The target takes 6d6 acid damage on a failed save, or half as much damage on a successful one.

**3. Yellow.** The target takes 6d6 lightning damage on a failed save, or half as much damage on a successful one.

**4. Green.** The target takes 6d6 poison damage on a failed save, or half as much damage on a successful one.

**5. Blue.** The target takes 6d6 cold damage on a failed save, or half as much damage on a successful one.

**6. Indigo.** On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. On a success, the spell ends.

**7. Violet.** On a failed save, the target is blinded. It must then make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

**8. Special.** The target is struck by two fragments. Roll twice more, rerolling any 8.
Glasslands

The **Glasslands** are massive subtropical desert at the heart of the continent of Elamdinn. The desolate desert expanse comprises a third of Elamdinn, stretching from **Eagle Pass River** to the west, the **Rivers Algol** and **Persos** to the south, and the **Hikoboshi** and **Orihime Rivers** to the east. The **Glasslands** are mainly rocky stone plateaus and seas of sand, with dunes that can reach heights of over 180 meters. Wind or rare rainfall shape the desert's features: sand dunes, sand seas, stone plateaus, gravel plains, dry valleys, and salt flats. The Glasslands are Eingrad's lowest and hottest desert, and its center is hyperarid, with no vegetation. Rain is a rare occurrence in the Glasslands, save for the areas around its coast and its largest body of water **Lake Surya**. The region's name has varying etymological accounts, however it is likely that *glasslands* came from the reflective effect the sand seas have on the scorching sun overhead.

Legend has it that the Glasslands were previously underwater thousands of years ago, well before the Era of Lorelei. The Grasslands are also the last place **dragons** were said to have resided before vanishing from Eingrad. Corroborating historical sources have stated that in antiquity, dragons were hunted to extinction for their fabled wish-granting abilities. By at least 100 AL, dragons were never seen in Eingrad again.

For two centuries, the oasis around Lake Surya has been the home of the tiefling people and their city-state of Karna. Marginalized and segregated for decades because of their fiendish roots, tieflings gathered from all over northern Eingrad to establish a home. Now, Karna is a modern, colorful city rich in culture and trade.

The Glasslands are also home to the nomadic **Eyfik** tribe of humans, who at some point in history left the birthplace of their race to inhabit the desert. The impetus for such an unprecedented migration is still a question for many scholars. Studies on Eyfik settlement patterns have shown that the tribe does not simply wander the desert herding their goats and camels. It has been suggested that the Eyfik may be searching for something in the desert other than food and resources.
Facsimile

> *"Ready Allie?"*
>
> *"Always."*
>
>

You instantly and flawlessly copy up to eight pages of non-magical text and/or images that you can see to another page or receptive medium. During the transcription process, you can decide to have the contents translated into a language of your choice. You must be fluent in the source and the destination language in order to do this.

Alternatively, you can attempt to transmit the pages' contents through your sending stone to another individual's stone, provided you know their sending stone frequency. If you transcribe and transmit the pages this way, need only your sending stone as the material components for this spell. The spell's recipient instead needs the normal material components to successfully transcribe the content, otherwise this spell fails.

This spell can also transcribe magical text or images, such as written spells, to another medium. However, casting the spell this way incurs an additional material cost: 25 gold pieces worth of rare inks is consumed per the spell level of each copied spell. Additionally, the total level of the transcribed spells must be equal to or lower than the level this spell is cast at, otherwise the spell fails.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the number of pages that you can copy increase exponentially for each spell slot above first.

 3rd
 4th
 5th
 6th
 7th
 8th
 9th
Destrier Puissant et Fringuant

Monture entraînée pour le **champ de bataille**, puissante et robuste.

♦ Utilisable par : tous sauf ogre, semi-homme, et gobelin. Nécessite la compétence "***Chevaucher***".

♦ ♦ ♦**Caractéristiques générales de l'animal**♦ ♦ ♦

♦ **EV** : 50 / **COU** : 12 / **PR** : 4 (caparaçon épais en cuir) / RM : 10

♦ **Cavalier** : CHA+2 COU+1 AT+1

♦ **Vitesse de voyage** : 10 km/heure, environ 45 km/jour

♦ **Vitesse tactique** : 9 m/assaut, lancé 14 m/assaut

♦ ♦ ♦ **Statistiques de combat**♦ ♦ ♦

Une attaque au choix parmi les suivantes :

♦ **Piétinement** (ennemi face) : **AT : 9** / dégâts : **2D6+2** contondants

♦ **Ruade** (ennemi arrière) : **AT : 11** / dégâts : **2D6+4** contondants

Ces deux attaques peuvent être **esquivées seulement.**

♦ +**Spécial** : sur toutes les **attaques** de **monture** **réussies**, la **cible** peut être **mise au sol pour 3 assauts** (sauf grande taille)

**♦ Charge possible** : attaque de piétinement ou du cavalier, au choix

♦ **Entretien** : foin ou végétation, eau

♦ **Durée de vie** : 25 ans.

♦ **Prix indicatif** : **2.000 P.O**. avec selle et harnachement

♦ **Indice de rareté** : Bonnes écuries, partout en Terre de Fangh

* **Classe XP** : 10 (seul, sans cavalier)

### Divers

* **2 membres** de la Compagnie Fenwick en possèdent un chacun ; Thémis en possède un, "**Céléris**", et Yuuki un autre, "**Kilo de Trot**".
Aranda Wilds

The **Aranda Wilds** are the vast, remote region directly south of Vespia and separated from the Glasslands by the **Rivers Algol** and **Persos**. It is the one of the flattest and driest regions in Eingrad (second only to Glasslands in both respects), with the some of the oldest and least fertile soils. Arid or semi-arid land makes up by far the largest portion of the Wilds, with small areas of savanna and grassy woodlands towards the coast. The Aranda Wilds are, however, a lonely and unforgiving place for many, where the wildlife is hungry and hostile. The region's interior is home to some of the most dangerous beasts in existence, and among their hungriest and most hostile are the rocs that make their nests there.

The native peoples of the wilds are the orcs, a hulking and aggressive humanoid race that often. Orcs gather in tribes all over the Wilds, exerting their dominance and satisfy their bloodlust by plundering encampments, devouring roaming herds, and slaying anything that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. The largest group of orcs in the Wilds are the Mungo, whose encampment is located at the western tip of the wilds.

Within the last 15 years, rumors were confirmed that Adventurer's Guild frontiersmen discovered large deposits of gold and diamond near deeper into the **T'Shaka Plateau** region of the Wilds. In what has been referred to as the **Aranda Gold Rush**, there was no easy way to access the bountiful Tshaka Plateau; guildsmen and merchants faced hardship and often death on the way, if they made it at all. And as if the rocs weren't enough, native orcs nearby have become lethally protective of what they claim as their territory. Orcs of the Mungo Encampment, however, have been quick to capitalize on their newly discovered indigenous riches.
Lament

> *"…it's all I have left."*
>
>

Magical Dagger, +1

Properties: Finesse, Light, Range, Thrown, Attunement

Range: 20/60

Weight: 1lb

Damage Type: Piercing

Damage: 1d4

A curved black dagger of unfamiliar design, replicated from sketches and writings of a weapon of the same name. The word *mythcarver* is written below its schematics.

**Displaced Provenance.** Hit or miss, when you make a ranged attack with this weapon, it disappears and reappears into your hand after being thrown. Additionally, you can choose to teleport to an unoccupied space you can see within 5 feet of the target you hit or missed.
Whispering Slab

> *Your inciting incident is their tragic ending.*
>
>

Wondrous Item, Shield

Properties: Attunement

Weight: 27lb

A heavy rectangular silver slab with a mirror finish.

**Origin Story.** As you take this shield into battle, it remembers the enemies encountered, gaining +1 to AC on any subsequent encounters with creatures of that type. The events of the battle are intricately engraved onto the shield's surface (which has a seemingly endless capacity for detail). You may also attempt to recount past encounters (real or otherwise) to the shield. If you recount a past encounters that did not occur, you must succeed on a DC16 Deception (Charisma) check to engrave it onto the shield's surface. Three failed attempts at recounting encounters cause the shield to be cleared of all its memories and all bonuses are lost, clearing all engravings back to a mirror finish.
Vestian Harness

> *Get stoked.*
>
>
> >
> >
> >
> >
> > Wondrous Armor, Breastplate
> >
> > Properties: Attunement
> >
> > Weight: 27lb
> >
> >
> >
> > A shattered breastplate that's cracks and fissures glow like the grate of a furnace.
> >
> >
> > **Battle Hearth.** When you reduce a creature to 0 hit points using fire damage from a spell or magical effect, the creature leaves warm healing flames in a 5-foot cube where it falls. When a creature you can see enters flames' space, you can use your reaction to extinguish it and either heal the creature or deal fire damage to it. The healing or damage equals 2d10.
> >
> >
> >
>
>
Ovid

Ovid with his spiritual weapon.

Rowena Lasalle (deceased)

**Ovid Lasalle**(born **Virgil Ovid Lasalle**) is a warforged cleric and "twin brother" of Virgil Lasalle.

## Appearance

In his gunmetal-colored mithril armor frame, Ovid stands a head above most humanoids. The plating that comprises Ovid's face is adorned with a large, conical horn in the middle of the forehead, a protruding chin, and glowing orange eyes. Under his armored integument, Ovid's body is comprised primarily of a steel skeleton and darkwood musculature. His phylactery, the gem which holds his soul, is an emerald located in his chest and protrudes through the center of his breastplate. He almost always wears a dark green cloak to conceal his appearance in public.

## Personality

Although Ovid and his brother were physically the same person, 30 years of living different lives made them entirely different men. Virgil matured into a free-spirited drifter, eager to experience the world. Ovid remained quiet and innocent, just as he was before he was taken from his body.

Ovid is kindhearted, notably compassionate and patient almost to a fault, acting often out of protective selflessness for his loved ones, new friends, and sometimes even toward his enemies. Having had his psychological growth stunted at the age of nine due to loss of his physical body, Ovid retains a childlike purity in the face of all his encountered horrors; however, despite his age, he has always displayed a certain level of maturity.

On the other hand, Ovid's heart does contain some darkness born from the tragedies of his life. Plagued with insecurities about his own uncertain existence inside his automaton body, Ovid craves the human warmth of his former life in desperate silence. He fears that he will never again know closeness, and is sometimes overwhelmed by the suspicion that he himself is not human.

## Background

During Team 11's encounter encounter with Ingram Lasalle, Virgil discovered that automatons he commanded were powered by elven souls trapped within **phylacteries** (the gems seen previously). Virgil also learned that the Maxwell engine itself was powered by the soul of the original Virgil Lasalle. Virgil decided to siphon his original's soul into a phylactery and free him from the engine, destroying *The Ishtar*. Virgil merged the gem into one of Ingram's automatons, granting Ovid a body once more. After a lifetime of searching, Virgil had finally learned his origins, and as a result he gained a twin brother. He chose the name Ovid, which was his middle name, to distinguish himself from his counterpart and embrace his new life.
Water

**Water** is one of the eleven elements in *Monster Legends*. It is the fifth monster element the player has access to. Water is offensively strong against Fire, and defensively weak against Thunder.

Water monsters often excel at making enemies lose turns, whether by freezing or by removing stamina.

## Buildings

* Water Temple
* Water Crystal
* Water Habitat
Rasmalai Maxwell

Royal Karnan Navy

> *XXX*
>
>

> *-- XXX*
>
>

**Rasmalai Maxwell, Esq.** is a tiefling political adviser and barrister, Chief of Staff Emeritus to Raja Ifran Khan of Karna, and captain of the *Irrawaddy*. On orders of the Raja, she tenuously accepted captaincy of the Irrawaddy and the joint taskforce against De Luca Laghari and Soledad Wilfong.

## Appearance

Rasmalai Maxwell is a slender, youthful, bespectacled tiefling with long platinum hair normally kept pinned back, with long bangs that tuck into her right ear. She normally wears a simple, unembroidered sari in muted colors, along with her chain of office.
Erkos Vasco

Erkos, hooded and in full equipment.

> *"No ice please."*
>
>

> -- Erkos Vasco, when being offered water.
>
>

**Erkos Vasco** (エルコース・ヴァスコ, *Erukōsu Vasuko*) is a human male druid, and a member of the Adventurer's Guild's Team 11.

## Personality

Erkos is exceedingly analytical and adept at problem solving; however, his utilitarian nature can sometimes impede social interactions with others. As the oldest of Team 11, he has found himself the natural leader and face of the group. Erkos has shown that he can be tactlessly blunt, asking De Luca why he was joining the Guild if he "seemingly no useful skills." His goal oriented nature sometimes leads him to be critical of more aloof individuals. He has also been shown to be easily irritated by, cheery, atypical, or animated people. When interacting with Rhonda Murphy and Balthasar Marlowe, Erkos was quick to exit once he extracted the information he needed.

Erkos strangely seems to be good with children, as shown by his ability to interact favorably with Soledad Wilfong. He also seems to be more sociable and talkative when speaking with animals, shown by his conversations with **Mark the Grackle** and **Marilyn the Bass**.

## Background

Erkos was born and raised within an unnamed circle of druids in the forestlands of the Axiphosi **Heraklos Mountains**. During his adolescence, he grew dissatisfied with the culture of the circle, as well as its reverence and focus on the natural world. Erkos would later leave for the Axiphosi capital of Ithaca, finding himself much more comfortable in modern society. Renouncing traditional druidic philosophies, Erkos strives be a modern man.

Eventually, Erkos left Axiphos to join the Adventurer's Guild, where he would be placed in **Team 11**. While traveling to Sugarland from Jacinto to meet Team 11's handler, Siebold Wilfong, he would meet his first teammates, De Luca and Virgil, on the **Velasco Railway**. Erkos has been relatively distant with his teammates so far, rarely socializing with them unless it provides some utility. To Erkos's annoyance, De Luca and Virgil have introduced the running joke that they are all brothers (because of their similar features).
Barricade

> *"We abjurers are special, I think, because we bear no sense of inflated pride or arrogance about what we do. We are united not by spectacle or pomp, but by a sheer and practical commitment to the ideology of protection. We are powerful not by virtue of the arts we practice, but by the character of those who practice."*
>
> *-- Alder Wilfong, Circle of Regents, Io'Nen*
>
>

You condense ambient energy into a colored shimmering panel up to 3-foot-by-5-foot in size and 1/4 inch thick, floating immobile in any unoccupied space within range and in any orientation. The panel is a solid object with an AC of 8 and hit points equal to your spellcasting modifier (minimum of 1). It lasts for the duration or until you dismiss it as an action, and it holds up to 30 pounds before shattering.

If you cast this spell multiple times, you can have up to three panels active at a time.
Human (Race)

While **humans** are the most numerous and prominent of all races, they are not a unified people. Politically and culturally divided, they are split into four main countries across the Aionian continent's mainland: Avalon, Aldurend, Axiphos, and Ayah. These four countries are collectively known as the “**Strait A’s**”, as they comprise the **Rigel Strait** that divides western and eastern sides of the **Endless Ocean**. All humans trace their lineage to the Strait A’s. Humans have also spread and settled into other regions, becoming the majorities in mixed-race nations like Vespia. They have even become notable fixtures in other races' homelands, notably the Sindu Isles and Volsung. In the Glasslands, the reclusive Eyfik people reside away from the globalist Strait A’s.

With the exception of tieflings and their various subspecies, humans are the most physically and ethnically diverse of Eingrad's races. Their hair color, eye color, and complexion vary greatly depending on their ethnic group.

Brown
Green
Hazel
 Aldurian
Brown†
Green†
Hazel
 Axiphos
Black
Hazel
 Ayahn
Black
Brown
 Eyfik
Black
Ochre†

*† Indicates a dominant phenotype for this trait.*
Stone Fist

> *"There's no different angle, no clever solution, no trickety trick that's gonna move that rock. You gotta face it head on."*
>
> *-- Erkos Vasco*
>
>

You turn your hand and forearm (or similar appendage) to stone. The first time you hit a creature with an unarmed attack during the spell’s duration, the attack deals an extra 2d10 bludgeoning damage.

Additionally, during the spell's duration, when you take bludgeoning, piercing, and slashing damage from a weapon attack, you can use your reaction to gain resistance to damage from that attack.
La Mère Guez

## Background

Née et élevée à **Tulamor**, d'une famille de **marchands** humains, **Rosette Guèz** eut très tôt une vocation pour la **Justice et le BBQ**. Ça tombe bien, Adathie existe.

Né de père ***Rodrigo Guèz***, et de mère ***Sylvia Guèz***, anciennement ***Doulon*** ♀.

Elle fit ses études et s'engagea dans le Temple de Tulamor, où elle gravit les échelons jusqu'à devenir en **1485 du 2ème Âge,** l'Archiprêtresse du Temple d'Adathie de **Tulamor**.

On ne lui connait pas de **mari ou d'enfants**, a priori.

C'est la **"N+2"** de Thémis, après **Gabriel Tiris** (ou son futur remplaçant).

## **Quêtes**

1. Complot contre Adathie
2. Recherche de la Relique
3. L'Affaire Soska
4. Le Renégat d'Adathie

## Équipement

### Armements:

* Fourchette-lance des Justes (PRD-1 AT+1, Crit. +1\* et Spécial) 3200PO 1D+6 RUP Non
	+ Spécial : Cuisson – si l'effet spécial se déclenche, la cible se sent brûler de l'intérieur avec COU/FO-1 (effet cumulable, cible vivante uniquement)

### Protections:

* Robe de la Grande Immunité (Immunité : coups critiques subis) 5000PO PR6 RUP 1 à 2
* Tenue d'Archiprêtresse d'Adathie (Juge suprême quoi...)

### Bijoux et Colifichets

* Broche de Récupération des Saints (niv. 12) 6000PO Récupère : 6 PA par heure
* Médaillon d'Économie d'Archiprêtre (niveau 10) 4000PO 5 Charges Dépense PA-15
* Bague de Sûreté de l'Infaillible (niveau 8) 1500 5 Prodige : épreuve+5

### Objets Spéciaux

* Fourchette Inspiratrice (Relique) (Prodiges d'Adathie +1) 1500PO

## Compétences, traits et capacités

### Capacités et Restrictions

* Suivre les préceptes d'Adathie et de son culte
* PR5 & 30kg max
* Sens humains
* Ressent l'énergie Mystique

### Compétences

* ÉRUDITION (INT) : le héros sait lire, écrire et compter sans passer d'épreuve.
* MÉFIANCE (INT) : permet de savoir si un autre personnage ment.
* RÉCUPÉRATION (PA) : besoin de lire/méditer 1H par jour pour régénérer ses pouvoirs (en plus du sommeil).
* Cuistot (améliore les repas et la récupération induite)
* Runes bizarres (lecture des langages compliqués)
* Premiers soins
* Fariboles (baratin pour déstabiliser, marchander, distraire, captiver...)
* Chevaucher

### Coups Spéciaux

* Exemple\*

## Trivia

* **La Mère Guèz** est un PNJ inventé par le MJ **Flo**.
Karna (City State)

**Karna** is a magnificent, modern city-state built in the oasis around **Lake Surya**, the largest body of water in the Glasslandsdesert, east of the Vespian border and at the desert’s mouth. The climate of Karna is a humid subtropical climate bordering on hot semi-arid climate, relatively safe from the recent dust storms of the Glasslands. Its position inside of **Valley of Ganesha** grants it a milder temperature with respect to the rest of the Glasslands, allowing for life a fertile area inside the deadly desert.

Karna is formally considered the seat of the tiefling race and ethnic home. Its founder and first king was **Vedas**, an Ayahn tiefling whose natural leadership inspired his people. Following decades of segregation and discrimination, tieflings born from every nation were gathered by Vedas with the promise of a home. With only faith to drive him, Vedas led his people into the Glasslands. And as if by miracle, they reached Lake Surya's oasis and settled. By nature of tiefling origins, Karna is diverse in almost every respect and its culture is an amalgamation of almost all those in Eingrad. By extension, the fiends that touch Karnan tieflings are associated with gods and traditions from all Eingrad's religions.

Karna is now autonomously run by the **Raja**, **Anil Khan**, and his cabinet of ministers. Its government's policies are known for being extremely *laissez-faire*, which fuels its flourishing, free economy; businesses are essentially able to do whatever they please, within fair reason. Within its walls are a bright and colorful city littered with narrow streets filled with delicious, spice-filled food and beautiful and vibrant booths. Karna is particularly known for its dyes, clothing, and glass-working, and its artisans are renowned throughout Eingrad.

## Game Master's Notes

Karna's environment and culture is entirely based on those of the Indian subcontinent, especially during the Golden Age of India during the rule of the Gupta Empire. The Hindu pantheon, allegedly numbering 330 million, is the basis for the diversity in tieflings' fiendish roots. Although most lower class Karnans speak with what would be considered an Indian accent, educated and higher class Karnans have a neutral accent.
Nuno Garcia

**Nuno Garcia** (ヌノ・ガルシア, *Nuno Garushia*) é um vigilante brasileiro conhecido como **Tecido** (布地, *Nunoji*). É um dos membros do grupo conhecido como None Heroes, sendo um dos primeiros membros a integra-lo e agindo neste como um dos infiltradores desta equipe.

## Historia

### Passado

Nuno Garcia nasceu no estado do Ceará, mais especificamente na capital, Fortaleza. Com a sua individualidade, chamada de "Threads", e juntamente com seus pais, os ajudava com a questão financeira a partir da venda peças de roupas ou de outros bens de consumo que tinham alguma relação com tecido.

Desde pequeno, Nuno já sonhava em ser um herói, não só para ajudar outras pessoas, mas também para que assim pudesse desenvolver ainda mais a sua individualidade a ponto de elevá-la até o nível máximo de sua capacidade.

Contudo, a visão glorificada que ele tinha dos heróis iria simplesmente cair por terra com apenas poucos minutos de duração. Não se sabe até então o que lhe motivou a começar a odiar os heróis, mas sabe-se que um tempo depois, vários heróis da região onde este morava começaram a ser assassinados. Tudo levava até Nuno que, sem nenhum tipo de remorso, confirmou que ele era o tal assassino. Isso, consequentemente, o condenou a cadeia por longos anos.

Contudo, sua história não iria terminar por ai. Um homem misterioso, chamado de Pedro Ônix, decide pagar a fiança de Nuno e, em seguida, convida-lhe para participar de um grupo de vigilantes, chamado "None Heroes", o qual tem a função de mostrar a população quem realmente são os heróis que o mundo tanto glorifica. Nuno uni-se de prontidão, se auto proclamando como sendo "Tecido".

### Atualmente

Tecido ainda trabalha como um vigilante, agindo como um dos infiltradores do grupo None Heroes, sempre buscando desmascarar diversos heróis para que assim possa abrir os olhos da população. Mesmo tendo um forte preconceito contra os heróis, ainda assim é visto como um pela própria população já que sempre ajuda aos mais necessitados sempre que pode. Na sua visão, o bem que ele faz aos outros é algo puro, pois ele não deseja receber nada em troca, enquanto que os heróis só ajudam para atingir objetivos pessoais.

## Individualidade e Habilidades

Threads (スレッド, *Sureddo*) é uma individualidade, a qual o usuário tem a capacidade de poder criar, modelar e manipular qualquer tipo de tecido de qualquer material, desde de tecidos inorgânicos, como seda, couro, algodão e lã, até tecidos orgânicos, como pele, músculos e órgãos.
Dwarf (Race)

**Dwarves** are native of the northernmost continent of Korrugat, and reside in their country of Volsung. A hearty and strong people, their main trades consist of mining, logging, smithing, and crafting. Volsung dwarves are born and raised in the cold, and are generally regarded as curt and straightforward people. In 1960 AL, the previous Volsung king launched a massive genocide on the country's halflings, an event known as the **Tempering**. This event ultimately led to the execution of the Volsung mad king by Axiphosi and Ayahn combined forces, as well as the forfeiture of the what are now the Sindu Isles. Dwarves among the Strait A’s, Vespia, and elsewhere have generally assimilated into human culture with no problem. In Axiphos, they make up about a tenth of the population, with the rest being human; they skew to a the majority in the most northern part of the country, by the Volsung border.
Julian Hawthorne

> *XXX*
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> *-- XXX*
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**Julian Hawthorne MBChB** is a human physician and druid, and chief medical officer of the *Irrawaddy*. As the executor of Burnet Maxwell's will, Hawthorne had been in custody of the Irrawaddy since the inventor's passing 8 years ago.

## Appearance

Hawthorne is a fairly well-built middle-aged man with green eyes and long, disheveled hair. He typically sports some form of beard or stubble, as he often forgets or ignores shaving. Hawthorne usually wears a white linen button down with sleeves rolled to his forearm, a black vest, grey trousers, and black leather lace-up boots.
Odessa Murphy

Odessa Murphy in her regular attire, standing with her harpoon, Monsoon.

**Odessa Murphy** is a human female barbarian, and a member of the Adventurer's Guild's Team 11. She is the primary fisherwoman and shipmaster for the town of Sugarland.

## Appearance

Odessa is an attractive, buxom 27 year-old woman with black hair and grey eyes. She wears her hair messy with various braids, held back by a thick blue hairband. The cornflower blue linen tunic she wears is fairly low-cut, displaying her shoulders and chest. She also wears loose fitting arm and leg sleeves bound by leather belts and bracers. Along with various bead and feather jewelry, Odessa wears her damaged pirate's jacket around her waist.
Stonefather (Deity)

The **Stonefather** is the chief deity of the ethnic dwarven religion, the **Stonespeak**. Called **Fythr**, or **Father** in dwarven, the Stonefather is the personification of the earth and is considered one of Eingrad's primordial deities. To adherents, the Stonefather is believed to have created land and stone to shape the entire **World** into existence. Dwarves additionally believe that the Stonefather shaped all life in the world. Often described using stonemasonry terminology, the Stonefather is believed to have designed every living being's life and fate. This predestined plan is accessed through divination of **reading stones**.

## Background

### **Stonespeak**

The term Stonespeak encompasses the religion, philosophy, and culture of those that worship the Stonefather. Stonespeak has no overarching organization and no clerical hierarchy, and Stonespeaking communities around Eingrad contain a variety of traditions and cultures. Common in all Stonespeaking movements are the use of **cantors**, the sole clerical position in recognized in the religion. Cantors are leaders of **auditoriums**, the Stonespeak place of worship, and lead Stonespeaking communities in prayer and serve as teachers of tradition. Cantors are also the sole diviners of reading stones, ancient slabs of rock believed to have descended from the sky and given by the Stonefather himself. Auditoriums are built around these reading stones, and cantors read them by laying their hands on the stone and palpating its surface. Prophesies from the reading stones are believed to be infallible and immutable, and their determinations on an individuals life are gospel. The largest stone speaking auditorium is found in the Volsung capital of **Olrun**, which is headed by **Cantor Thormod Sylvarthung**.

## Game Master's Notes

Stonespeak is primarily derived from rabbinic judaism and the imams of Islam.
Cyprinio

Dieu des **poissons d’eau douce**.

Accorde sa bénédiction par point **débilibeuk** en permettant de **respirer sous l’eau**.

Urak HeadHunter a reçu cette **bénédiction** (mais ne le sait pas encore, voir quête "On est pas chez Hermann, mon jeune ?")...

*Bienfaits – Point débilibeuk **n°71***

Peut-être un subalterne de Chakhom.

Il ne possède, a priori, pas de culte en Terre de Fangh.
Pants Menu

The **Pants Menu** is where everything unlocked is kept, including Characters, Patches that were found, attacks, and defenses. The pants menu can be accessed by clicking the pants button in the world map. Here, the player can also spend the Bro Coins the player has been collecting while playing.

## Characters Menu

Here you will find all the characters that are unlocked, purchase them and even upgrade characters' max health.

## Patches Menu

These are all the patches found while playing. Any new patches that the player finds will be indicated by the NEW overlaying the bottom of a patch.

## Attacks

You will find and can purchase attacks here.
Coffrapatte

Le **Coffrapatte** est une créature magique étrange, un espèce de coffre vivant avec une **centaine de petits pieds**, qui a été invoqué suite au pacte de Brokk Mock avec une puissance supérieure malicieuse.

## Background

Il apparait pour la première fois dans les **Montagnes du Nord** en **Mai 1481 du 2ème Âge**, à la suite du pacte de Brokk avec une puissance supérieure malicieuse.

Celui-ci accepta un **Coffrapatte**, lui octroyant une **immense richesse**. Mais en contrepartie, il reçu une **marque** (plume de canard bleu) sur le **cou**, qui attire cette **étrange créature vers elle continuellement : si l'Escanard** se rapproche, la marque **brûle** et **s'illumine d'un bleu translucide**, et s'il touche le porteur, celui-ci **meurt** instantanément.

## Compétences, traits et capacités

**Seuls les porteurs de la marque peuvent voir l'Escanard**. Au yeux du reste du monde, les prêtres et paladins attentifs pourront **ressentir sa présence**, dû à l'aura de la puissance supérieure qui lui est associée, cependant elle pourrait être difficile à **identifier clairement**. N'étant pas magique, les magiciens non porteurs de la marque ne peuvent pas le détecter (autrement que par l**'illumination de la marque sur un porteur**).

Elle fait **30cm de haut** (de la base au haut de la coquille et des yeux) et **50cm de long** (du bec au bout de l'appendice).

La créature est **transnaturelle**, c'est à dire qu'elle se trouve sur plusieurs plans à la fois. De ce fait, il faut une **arme enchantée ou bénite** pour pouvoir la toucher.

Si la créature est tuée, elle retourne dans son **plan d'origine pour une durée indéterminée**. Elle **reviendra à la position GPS exacte où elle a été tué** (ou au plus proche), **plus forte** (PV+5, +1 à toutes les stats), avec une **mutation** qui lui **empêchera de mourir de la même façon.**

L'**Escanard** ne voit pour l'instant **que Brokk**: il n'y a que lui qui porte la marque, donc il n'y a que lui qui existe, et ne peut donc **esquiver que ses coups**.

Il est **invisible** aux yeux des autres, mais existe cependant bel et bien : dans le cas où il serait **tué par une autre personne**, il reviendrait avec la capacité de voir tous les individus concernés, et de les esquiver, **immunisé à la façon dont il a été tué.**

### Traits

* **Bizarre +** : Une bestiole un peu étrange, inhabituelle, mais sans plus
* Pour Brokk, on peut lui attribuer le trait **Terrifiant +++** : La créature est un cauchemar vivant ! **Une épreuve de COU est nécessaire, avec un malus pour se retrouver au contact.**

## Caractéristiques

Il esquive **rétractant son appendice dans sa "coquille".**

Il visera en priorité un **porteur de marque**.

## Trivia

* Il a été crée par FlowGuerrero pour les besoins du background de Brokk Mock, largement inspiré du **Bagage** du **Disque-Monde**.
Horace le Skaven

## Synopsis

Ce n'est pas le résumé, mais juste l'équivalent de la 4ème de couverture d'un livre (pas de spoil !)

## **Personnages impliqués**

### **Personnages non-joueurs**

* Trotte-Sentier
* Horace
* Norbert

### **Personnages joueurs**

* Yuuki Konno
* **Bernard Pranedoli**, Prêtre de Youclidh
* Finila
* Joseph de Jotenberg

## Résumé

Le MJ fait ce **résumé** des **années (IRL)** après cette quête et s'en **souvient très mal** (encore oui...).

Cependant, les **notes** retrouvées permettent de se rappeler que :

* Yuuki a passé **une semaine** à rechercher Horace, qui s'est fait enlever par un mage suite à "Usine à Mutation".
* À l'issue de cette quête, un **éclair mauve** tombé du ciel à frappé Horace, **rat mutant familier** de **Yuuki**, et lui a fait prendre une **forme humanoïde, modifiant ses capacités**, lui donnant entre autres le **don de parole**. Il devint un **skaven**.
* La quête s'est terminée à la **lisière Est** de la **Forêt de Schlipak.**
* Somehow, **Bernard Pranedoli**, Finila, et Joseph ont participé à cette quête.

## Récit complet

Facultatif, vous pouvez détailler à fond la quête
Entretien à Waldorg

## Synopsis

Yujo reçoit un **courrier** de la part de la **Confédération des Ordres Néfastes**, afin de montrer ses talents de mage du **métal**, mais ce n'était qu'un **prétexte** pour intégrer le **Secrétariat Général du Renseignement Fanghien**....

## **Personnages impliqués**

### **Personnages non-joueurs**

* **Claudia** (La future supérieure de Yujo)
* **Robert** et **Roger** (les 2 agents)
* **Petynor Fladdu** (Directeur de l’École de Magie Élémentaire de Waldorg)

### **Personnages joueurs**

* Yujo
* Urak

## Résumé

Yujo reçoit un courrier pour montrer ses talents à des jeunes **étudiants** de **Waldorg**, qui constateront sa **maîtrise du métal**.

Dans le fond de la classe, **Yujo** remarque **2 personnes**, **plus âgées**, qui l'observent. Il **retient** leur **apparence** du mieux possible.

Puis, à la **fin du cours**, les 2 personnes viennent le voir, se présentent comme étant des **Agents du Renseignement Fanghien**, et lui demandent de les accompagner au **Bureau**.

Sur place, il rencontrera **Claudia**, une quinquagénaire **responsable** d'une partie des **agents de terrain**, qui lui expliquera son **poste** (et ses avantages), et sa prochaine **mission** ; Planter 2 **mouchards** dans le camp d'Urak, un **frère d'armes** de la Compagnie Fenwick, ce qu'il **fit parfaitement bien**.

**Yujo** revient, récupère sa **récompense**, et s'en va.

## Récit complet

Facultatif, vous pouvez détailler à fond la quête
Amulette de Doubri

## Histoire

**L'Amulette de Doubri** est un de ces objets magiques "maudits".

En effet, certains magiciens s'amusent à enchanter des objets de valeur, puis à les laisser "traîner" afin de se divertir (voir Le Donjon de Naheulbeuk "Le Conseil de Suak").

**Justin Doubri** était un magicien d'une renommée assez modeste, mais il maîtrisait assez bien les sortilèges de métamorphose et notamment tout ceux qui touchait au **cochon**.

Yujo en est sa dernière victime. Lors de la quête "La cuisine infernale", en explorant des souterrains sous la ville de Mliuej, il découvrit l'objet et tenta de l'identifier avec un examen de Priaka. Après un **échec critique**, et persuadé que l'objet donnait un bonus d'intelligence, il la mit au cou, et se transforma instantanément en **cochon**.

Elle est maintenant en possession de Horace, ce qui permet de le **promener en ville** de façon un peu plus discrète.

## Propriétés

* Transforme quiconque la met au cou en cochon pendant **1D100 minutes**.

* Le sujet est libéré du sortilège par une **dissipation magique ou après une durée aléatoire**.

## Divers :

* **L'Amulette de Doubri** est un objet inventé par le MJ Lexlex.
Renlong Archipelago (Country)

Home to the dragonborn (or natively, **Ren**), the **Renlong Archipelago** is a collection of numerous islands west of Avalon and Aldurend. The largest island is **Da Wen**, where the dragonborn capital of **Redland** (or **Hong Guo**, in Ren) is located. Governing the dragonborn are a unitary parliament and their monarch, the **Red Empress**. Across the different islands, dragonborn culture and appearance can vary according to their lineage. However, after swearing fealty to the Redland monarchy, their language and traditions have been mostly formalized.

Masters of seafaring, the dragonborn rely heavily on fishing and ship-making for their economy. In recent history, the dragonborn have been at odds with the country of Aldurend over their drug **wyrmsalve** (liao, in Ren), extracted from the jungle's **blackflower** (**liaohua**, in Ren). A panacea in dragonborn medicine, wyrmsalve is integral to dragonborn societal health. To other races, however, wyrmsalve acts as a potent psychedelic narcotic, known for its numbing, paralytic, and euophoric effects. Non-dragonborn abusers--especially humans--are prone to addiction, overdose, and death. Brought to the Aion mainland by Aldurian traders, its dissemination has plagued Eingrad's underground with illegal trading and trafficking.

## Game Master's Notes

The dragonborn culture is based on precolonial, imperial China. Their proficiency in seafaring borrows heavily from the Polynesian peoples, who explored the breadth of the Pacific despite being on isolated islands. It is worth noting, however, that their technology is imagined to be much more advanced than those of the Polynesians. Their ships are on the level of those of the Portuguese and Chinese in their construction and design. Generally, most dragonborn from the Renlong Archipelago have a stereotypical Chinese accent, somewhere between Mulan (minimal) and James Hong (stereotypical).