recursal/Fanatic-Fandom huggingface dataset:
Human

## Overview

Humans in Faerun are widespread, can be found in most regions and, in general, are fierce and disagreeable, which can sometimes lead certain other races to view them with contempt. They are renowned for their diversity and ambition, and although they lack specialization, they can excel in many areas. The are considered an ambitious race who while short lived can create drastic change in the world and whose kingdoms spread far across the world.

### Wikimaster's Note (Jango)

*This wiki page is rather lacking as there is not a lot of written up content for the Human race freely available for D&D that I can find. They are more for the particular ethnicities than the race as a whole so this page is rather blank as those will not be particularly important in our game world. If I ever feel the need to write this up fully I'll do so but for now just go by your knowledge of Humans from real life and the above overview for in the game*

## Physical Description

Humans resemble creatures of a land called Earth. They are usually as tall as 5'6" – 6'2" and can weigh anywhere between 135–220 lbs. Not a lot to say on this one, they are the same as us, they are us.

Humans are very diverse in their being and as such have many ethnic groups. The following are the most prevalent and largest ethnic groups to be found in Faerûn at this time. These are by far the most common ethnicities to be found within the Heartlands.

* *Calishites*, usually have dusky brown skin, brown hair and brown eyes. They are also on average a little shorter and of slighter build than most humans of other ethnicities.
* *Chondathans*, are usually slender with tawny skin and brown hair. They are often tall with green or brown eyes
* *Illuskans,* are tall, fair skinned people. Most had blue or steel gray eyes. They have more blonde hair, and slightly less red and brown. Some have Raven black hair.
* *Mulan,* are typically tall and thin with a sallow skin tone and brown or hazel eyes.They often have little body hair, ranging in color from black to dark brown. They are known to tattoo frequently in their culture
* *Rashemi,* are short and muscular, with a hardy physique. They commonly have dusky skin, dark eyes, and thick black hair. Men are especially hairy and baldness is virtually unknown in their culture.

## Psychology

Humans are thought to be ambitious in nature and are one of the shorter lived races, compared to Dwarfs, Elves and Gnomes. Due to this it is thought that humans have an obsession with their mortality which drives them to leave a mark, whether good or bad, of their existence in the world. For this reason many become adventures, scholars, heroes and villains of all kinds. Not all humans are ambitious but as a whole they manage to spread themselves to all parts of the world.

## Culture

Human's have a wide variety of culture that mirror our own.

## Notable Humans

### Notable Human Individuals

* Ellaria Nightwood, a Human Sorcerer
* Neesa Lanstrider, a Monk, vigilante and self declared "Hero of Justice"

### Notable Human Families and Houses

There are no notable Human Families or Houses as of yet
Thundertree

## Overview

Thundertree was a small village on the Western edge of Neverwinter Wood near the river on the South bank. It was once a vibrant village until Mt Hotenow to the North erupted, spewing lava and ash down on the village. Though many people fled, others stayed only to be run off or killed by a plague of zombie creatures shortly after. Now the town sits in ruins.

## Description

The village is little more than a collection of ruined buildings exposed to the elements and surrounded by plant life and trees. A town square sits to the east of the village complete with a statue in the centre of a old hero. To the north of the village sits an old tower building once occupied by a mage.

## Common Knowledge

### Local Knowledge

Local people who have ventured or stayed in the area of Thundertree know the following about the village:

* There is a statue to an old hero in the town square

### Regional Knowledge

Those peoples from Neverwinter and the northern Sword Coast region can reasonably be expected to have heard of Thundertree. The only know the following:

* Thundertree was once a small but relatively stable village until it was wiped out by the eruption of Mt Hotenow about thirty years ago.
* People have heard rumours about zombie like creatures that appeared shortly after the eruption that drove the last of the people out and it now sits abandoned somewhere near the woods.

### Global Knowledge

Thundertree is not known to people beyond the regional level.

## Involvement

### The Lost Mine of Phandelver (Campaign)

Thundertree is first mentioned to the party when they come across Mirna Dendrar locked in the cells beneath Tresendar Manor, now the Red Brands' hideout. She tells them she was once a resident of Thundertree and that she left a valuable heirloom behind which the party are free to keep if they can retrieve it, as thanks for freeing her family and herself.

During their investigation into the location of the Cragmaw Goblins' main hideout, the party's attention is again turned to Thundertree as a Druid by the name of Reidoth is likely to be found among the ruins. He is familiar with the area around Neverwinter Woods and is expected to know the Goblins' whereabouts. The party, without Yamcha, travel to the old town to find the druid as well as search out Mirna's heirloom necklace. Upon arriving, they are greeted with a sign warning to turn back as zombies and plant monsters (they quickly learn these are Twig Blights) are running loose in area. After a confrontation with the blights, they team are forced to make a camp in the Western most houses of the town.
Neverwinter

The symbol of the city of Neverwinter

## Overview

Neverwinter, also known as the City of Skilled Hands or the Jewel of the North, is a metropolis sitting on the North Sword Coast in the West of Faerûn. People from this city are know as Neverwintan.

## Description

The city of Neverwinter was so named because, even though the town is situated in the cold north of Faerûn, the Neverwinter River that flows through it was heated by fire elementals living under the nearby Mount Hotenow in the Neverwinter Wood. The heat given off from the river creates a permanent warm climate in the immediate area; without the elementals, the river, and subsequently the city's water supply, would freeze over.

## Common Knowledge

Most people can be expected to know the following on this topic:

* Neverwinter is the major settlement on the North of the Sword Coast
* Neverwinter has a reputation as a metropolis and being "the most civilized city in all of Faerun", much to the annoyance of many other cities
* Neverwinter has had many wars in the past with its rival city Luskan, to the north

## Involvement

### The Lost Mine of Phandelver (Campaign)

The party began this campaign in a small tavern in Neverwinter. Here they gathered for the first time along with Gundren Rockseeker and Sildar Hallwinter who then set out ahead of them to "take care of business". The party set out for the small frontier settlement of Phandalin, beginning the campaign, from here.

During the adventures in Phandalin, the party had worked with Neesa Lanstrider and Christoph Narle, but were separated as the pair had business to take care of in Neverwinter.

Later during this campaign, Daran Edermath mentioned to the party that Neverwinter is among the major cities of the Lords' Alliance, though he was surprised that they didn't already know such common knowledge.

## Notable People and Places

### People

* Christoph Narle, a Paladin of Tyr and then Lanstriderism, was raised and trained in Neverwinter
Lathander

## Overview

Lathander (pronounced *lah-THAN-der*), whose title was "The Morninglord", was a deity of creativity, dawn, renewal, birth, athletics, spring, self-perfection, vitality and youth. He favored those who dispelled the undead and blessed those who planted new life. Lathander was also the god called upon to bless birth and fertility related ceremonies.

## Physical Description

Usually depicted a young and handsome man in white and gold clothes with a short white cape. He is shown as clean shaven with a strong jawline with short golden hair and a runners build. He is often pictured with a golden mace hanging from his right hip, with golden wrist bracers on both arms and almost always as wearing a golden hoop, only a few centimeters in width around his forehead like a headband.

## Worshipers

Novices in the Lathanderian faith were called the Awakened, while clerics were known as Dawnbringers. The full priests took a new name in his service when they were ready to signify that Lathander personally recognized and accepted them. This new name could either be used instead of their old name or simply used only when addressing other Dawnbringers and when in solitary prayer.

Other titles included (in ascending order): Dawngreeter, Dawnlord, High Dawnlord, and Dawnmaster, while an elite cleric was referred to as a Morninglord. All followers were required to be of neutral to good alignment.

All of Lathander's clergy respected art, liberty, nature, and culture; promoted betterment of oneself; and strive to bring hope to their followers and others. Many of these followers work in various creative arts. They are intolerant of evil, especially undead and inaction that caused evil to prosper. Most ceremonies of Lathander were held at dawn and actions and contracts agreed to at sunrise were said to be blessed by him. Funerals, among his followers, were held at dusk, and followed by a wake that lasted until dawn.

### Orders

#### Order of the Aster

A small restricted order of paladins and fighters sponsored by the church of Lathander to carry out the military ends of the Churches preaching, most typically to vanquish undead.
#### Order of the Sun Soul

A monastic brotherhood with links to other Gods and Goddesses as well.
Linene Graywind

## Overview

Linene Greywind is a thirthy-five year old Human female and master of the Lionshield Coster outpost in Phandulin. She works for the Lionshields merchant company from Yartar. She is friendly to those who deserve it but sharp tonged to all.

## Physical Description

Linene is a youngish woman of medium build. She has short black hair the colour of oil and slightly pale skin given the cold and dry weather of her home town of Phandulin. She wears common clothing under her studded leather vest, always wearing some of her shop's stock as if to advertise her wares.

## Involvement

### The Lost Mine of Phandelver (Campaign)

Linene Greywind, was approached by Yamcha and Wobbly Killa shortly after they arrived in town. They where inquiring about the whereabouts of Gundren Rockseeker and about his business dealing in town. Linene knew nothing of Gundren, other than he frequents the town a lot as of late with his brothers and their bodygaurd Sildar Hallwinter. She made a request of the pair, asking them to bring back her stolen stock which was plundered from a caravan en route to the town a few days before. She strongly suspects the Red Brands of the deed and points the adventurers in their direction, but she has no proof of their involvement . She offered 50gp for the stocks return but after a successful negotiation with Yamcha she agreed to pay 60gp

Nearly a tensday later, Wobbly Killa, Yamcha and Ellaria Nightwood returned the missing stock, having discovered it in the possession of Klarg and the Cragmaw Goblins. The party hired a wagon and returned the goods after which Linene paid them their promised bounty and giving them her thanks and that of the Lionshield establishment.
Lightbringer

## Overview

*Lightbringer* is a unique magical mace that was forged within the Forge of Spells, sometime towards the end of its original operation many centuries ago. It was commissioned by priests of the god Lathander for a cleric of the faith.

The whereabouts of *Lightbringer* are unconfirmed but it is rumored to still be within the Forge of Spells.

## Description

The is no known description.of the mace at this time.

## Powers and Effects

The powers and / or effects of *Lightbringer*, if there are any, are unknown at this time.

**Requirements**: Also unknown.

## History

*Lightbringer* was commissioned by priests of Lathander for one of his clerics, many centuries ago. It was never delivered to the priests as the Wave Echo Cave was lost before it could be sent to them. It is thought to still be held within the lost forge.

### Ownership Line

There are no known owners of the mace at this time.
Fiesta del 2do Aniversario

Este artículo contiene información sobre un tema que sucedió en el pasado, por ende la información que se presenta aquí no tiene nada que ver con los hechos de la actualidad.

## 2º Aniversario

### ¿Cuándo?

13 de octubre del 2018 (**inicio**)
20 de octubre del 2018 (**final**)

### Items

Bonete del 2º Aniversario, Peluche de Puffle Roca, Chaqueta del 2º Aniversario, Fondo del 2º Aniversario

### Personaje de visita

Todos los personajes

El **2º Aniversario** es un mini-evento para celebrar el Segundo Aniversario de Super Club Penguin, el cuál comenzó el 13 de octubre del 2018 y terminó el 20 de octubre del mismo año.

## Historia

¡Feliz Segundo Aniversario! Vístete de gala y pasa por la alfombra fucsia de Brownie’s como todo una estrella. ¡El tejado ha sido abierto al público y hay muchos premios esperando dentro! ¡Gracias por hacer que estos dos años sean de LO MEJOR!

## Curiosidades

* Es el segundo aniversario del juego.
* En esta ocasión los colores del aniversario fueron rojo, blanco y negro.
	+ Esta paleta de colores fue votada entre otras opciones, y por razones está fue las ganadora.
* Esta fiesta forma parte de la BigUpdate.
* Como es costumbre, la celebración se hace en Brownie's
* Es la segunda fiesta en la que **todos** los personajes están, siendo la primera el 1º Aniversario.
* Este evento favoreció a la remodelación de Brownie’s.
* En el anuario se pueden observar las firmas de Herbert y Klutzy, por lo que nos da a entender que está cerca su regreso.
Spectre

A spectre

## Overview

Spectres are undead, incorporeal creatures that resembled ghosts. They are created when a humanoid creature was killed and yet had some strong desire to return for some unfinished business, or because they had their life drained by another spectre.

## Physical Description

A spectre appears as a humanoid, with a mostly transparent and
faintly luminous form. They look much as they did in life, though the
injuries that caused their violent deaths are visible on many specimen
and could be recognized by someone who knew what the person looked like.
They are about the same size as a humanoid but weightless. A spectre-haunted place and the vicinity of a specter is cold, though in no harmful a way.

A spectre's touch isn't only painful; it also drains the life energy
from living creatures. The life energy has an invigorating effect on
spectres, and when the life energy of a creature was drained empty, the
creature - only in the case of a humanoid - turned into a new spectre
enslaved by its creator.

## Psychology

They have a hatred for all living things but retained their minds and capability to think. As a general rule, they attack their prey by moving through solid objects, including walls, ceilings, or even the ground

Animals also refuse to get into the vicinity of a specter and suffer
from uncontrollable fear when forced to go near a specter.

## Culture

Spectres have no culture of their own, instead they retain the cultures had in life. They are rarely found together in groups unless at the site of an awful event. Even then they are generally encountered in a number of less than a dozen
Grund

## Overview

Grund is a homeless Half-Orc who lives in the area around, and often within the streets, of Red Larch. He is physically built compared to the common humanoids he is often around, being part Orc, but he is slow-minded. He is considered harmless by the locals but is even still shunned and avoided by them. He has a hidden talent of vocal mimicry for people he has been around awhile.

## Physical Description

Grund is a Half-Orc with a brutish body, in start contrast to his childish mind. He has light-grey tinted skin, and covers his muscular body with rags he has been given by kindly people over the years. He is barefooted. His hair is long, jet black and greasy-dirty, given that he lives his life mostly outdoors. He perpetually wears a slacked grin or a quizzical expression, never looking angry when around the townsfolk he walks among.

## Involvement

### Princes of the Apocalypse (Campaign)

Grund made his first appearance during the celebrations of Midsummer in Red Larch. He was drunkenly dancing in the streets, harmlessly having fun, and yet the towns people avoid him.

Later, after the party returned from Lance Rock, they stumbled upon Grund at the town's farmers' market. He was selling pickled eggs for 1cp a piece, but as he sat smiling at the townsfolk and travelers there to sell goods, they were openly stealing from his products. Namia and Griff took pity on the hulking halfwit, and engaged him in friendly banter. Griff even bought an egg for him, paying for it with a whole gp, and in his joy Grund gave him a trio of eggs with his bare hand. Soon after the party left him to his failing stall, not learning anything helpful from him, beyond that he is an expert at imitating accents having gone so far as to mimic Dornen's accent quoting him as saying 'That boy is r-e-tarded' (referring to Grund).
Cult of the Dragon

The main symbol of the Cult of the Dragon, used in secret amongst themselves

## Overview

The Cult of the Dragon is a secretive society of people dedicated to the worship of Dragonkind. Their reverence of Dragons borders on the semi-religious. The society is considered to be evil by most people who have heard of it but those within the group consider it as persecution for their faith in deities other than the usual Gods and hence the need for secrecy.

Due to the clandestine nature of the organization, information regarding them is often based on nothing more than rumour unless it comes direct from experiences with members.

## Organization

The Cult of the Dragon lacks any formal headquarters or strong leadership, which causes the organization to be disjointed and often in conflict with itself. The cult is organized into semi-autonomous cells.

Members of the cult come from all races, backgrounds and walks of life. Adventurers, merchants, farmers, scholars, soldiers and mages alike can be counted among its ranks.

### Goals

The goals of the cult are unknown to those outside of its society. Rumours persist that they work to bring a Dragon controlled world into being as well as revive dead dragons.

### Beliefs

The exact beliefs of the Cult and its members are unknown outside of the group and often differ within cells of the organization. They are known to revere Dragons, especially Chromatic Dragons, as majestic and wise creatures.

### Ranks

The ranks, if any, within the Cult are unknown. It is known that they require a period as an initiate before becoming a full member of the group.

### Iconography

As a secretive group the Cult doesn't display icons overtly in order to mask their presence. They do however have a symbol they use with each other, that of a dragon skull made of flame above claws, while cultists wear a uniform of cloaks cut into the shape of dragon wings and masks in the shape of dragon horns.

## Involvement

### The Lost Mine of Phandelver (Campaign)

During the parties exploration of Thundertree, they encountered a cell of the Cult of the Dragon using a secured house in town as a base from which to observe the young Green Dragon that had laired in the North of the town. Agreeing to accompany the cultists in their attempts to parley with the Dragon known as Venomfang, they were later betrayed by the cell's leader Favric who used them as tribute to the beast. Outbidding the cultists for their lives, the heroes survived the encounter with Venomfang whereas the cultists didn't not are were killed by the Dragon's *Poison Breathe.*

## Notable People and Places

### People

* Favric, an initiate of the cult who tried to gain the favor of the young Green Dragon Venomfang by selling the lives of Ellaria Nightwood, Yamcha and Wobbly Killa.

### Places

 There are no notable places associated with the Cult of the Dragon as of yet.
Grick

An adult Grick

## Overview

Gricks are worm or snake like creatures with sharp barbed tentacles that cover their large beaks. They prefer to stalk their prey and hide among stonework of dungeons or buildings before pouncing on them.

## Physical Description

An adult grick was about eight-feet long from the tips of its tentacles
to the end of its body and weighed some 200 lbs. Its body coloration was
 uniformly dark, with a pale underbelly. This creature had no legs, so
it slithered around. It attacked its prey by wrapping it in its
tentacles and pulling it into its pinching teeth.

## Psychology

Gricks are underground predators which make their hunting grounds where prey is abundant,
using their dark coloration to blend into shadowed areas. When prey
comes near, it lashes out with its tentacles. Due to the weakness of its
 jaws compared to the rest of its body, it prefers to drag ensnared prey
 back to its lair to be consumed at its own leisure rather than to
immediately eat it. The grick's rubbery hide can absorb most blows from
an attacker, but the beak, however, is a weak spot, as are the tips of
the tentacles.

## Culture

Not intelligent enough to be civilized, Gricks don't have their own culture, instead act as solitary predators. They have been known to be trapped and to be tamed in rare occasions though they are still avaricious eaters and will maim or kill their handlers if they can get away with it.

## Notable Gricks

### Notable Grick Individuals

There are no notable Gricks at this time.
King Grol

## Overview

King Grol was a Bugbear and leader of the Cragmaw Goblin tribe. He rules his goblin, hobgoblin and bugbear subjects from Cragmaw Castle. He was affected by old age, rare for a bugbear, but was still agile and strong. He ruled with intimidation and fear which lead some of his subjects to consider a regime change though they were to scared of him to act on it. He was killed by the combined efforts of Ellaria Nightwood, Wobbly Killa and frenzied Yamcha.

He died on 25th of Hammer, 0 GC.

## Physical Description

Grol is a tall Bugbear who had stooped shoulders and a hunched back due to his extreme age, though he was still readily able to raise a morningstar and bring it down with extreme force on an enemy. His fur was a dark shade of grey as it lost its brown colour over the years.

## Involvement

### The Lost Mine of Phandelver (Campaign)

During their raid on Cragmaw Castle, the party questioned Droop on the inhabitants and layout of the hideout. Droop told them that King Grol was the only Bugbear living in the castle and that his throne room was to the North-East.

Later the party were captured by Targor Bloodsword and other Hobgoblins while raiding the castle. He was annoyed by the intrusion on his negotiation. He attempted to sell the map he confiscated from Gundren Rockseeker to Vyerith, and agent of the Black Spider, rather than hand it over as they agreed before. He seemed uninterested in the Dragon threat against the castle and brushed off Vyerith's passive-aggressive comments about him. Grol was happy to kill the intruders to his home and put up a serious fight. It took the whole parties combined effort to slay him.
Orieoth

The Lord of LAnce Rock, Orieoth

## Overview

Orieoth, the self proclaimed "Lord of Lance Rock", is a young necromancer who hides himself in his hideout under Lance Rock in the Dessarin Valley. He appears to be of noble descent and baring but due to his youth he is unlikely to be an actual Lord in his own right yet. He talks big and haughtily but runs and screams when threatened.

## Physical Description

Orieoth is a young black haired man who is always sharply dressed. He is never without pouches attached to his clothing to hold tools of his trade, necromancy. He has cleanly crop hair and a stylish goatee and pointed beard.

## Involvement

### The Princes of the Apocalypse (Campaign)

Orieoth, the Lord of Lance Rock, was met by the party early on as they investigated his lair at Lance Rock. They cut their way through a number of reanimated dead, including skeletons and zombies as they reached the inner chambers. They party, with the addition of Sasa Visgard who stood in for Arwen, were all killed by Orieoth's guard creatures as he ran off deeper into the cave in fear. Before that however, the party tried to question him about the unnatural weather in the area, only for him to claim it some powerful magic that is "always watching him".

Using his necromancy powers, bolstered by the magical powers of the "always watching eye", he revived the dead party members who where slain in his cave. Having revived them, he then set them out on a quest to find the source of this maddening power and destroy it. See the "Resurrection and Resignation" section of The Princes of the Apocalypse Campaign for more detail.
Ochre Jelly

A typcial Ochre Jelly

## Overview

Ochre jellies resemble giant amoebas, consisting of a thick, golden sludge.

## Physical Description

The ooze’s body is made up of yellow-orange colored acid capable of dissolving any organic material. An ochre jelly can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5,600 pounds.

## Psychology

Ochra Jellies are by no means smart but they have enough sentience to care out basic planning and forethought. They are predatory hunters who digest their prey by dissolving organic creatures in it's acid. They slunk around as quite as possible and attack lone targets when they can. When necessary it can split into smaller versions of itself, much like amoeba.

## Culture

As a barely intelligent creature Ochre Jellies have no culture. They generally live alone but some can be found sharing the same hunting grounds, most usually when one has divided from the other

## Notable Ochre Jellies

### Notable Ochre Jelly Individuals

There are no notable Ochre Jelly individuals at this time.

### Notable Ochre Jelly Groups

There are no notable Ochre Jelly groups at this time.
Skeleton

A humanoid skeleton warrior

## Overview

Skeletons are undead animated corpses similar to zombies, but are completely devoid of flesh and do not feed on the living. They are created using necromantic magic and are often made to serve a purpose, such as protect a tomb for a long period of time. They can be made from virtually any solid creature, and as such their size and power varies widely. In addition to the basic humanoid skeleton, there are also skeletons created from wolves, trolls, ettins and even giants. With no mental faculties of their own apart from language and command processing (the understand language but can't themselves speak) they are unhindered by such attempts to harm them.

## Physical Description

A skeleton varies greatly in its physical form depending on what creature it originally was a part of. Most skeletons are bleached white and are clad in scraps of armor or clothing they had been wearing upon their death, which may have been centuries ago. They often carry weapons with them as many skeletons are remnants of adventurer's long dead, while others lash out with sharp, bony fingers.

## Psychology

Most skeletons have no sentient mind remaining and simple follow commands given to them via the magic that animates them. They understand languages they once spoke while alive but can no longer speak due to their lack of flesh and muscles. They carry out simple tasks such as guarding items or locations but can not interpret large or complicated instructions with any success which is why the are usually used as fodder.

## Culture

Skeletons have no culture of their own, being nearly mindless husks of former beings.

## Notable Skeletons

### Notable Skeleton Individuals

There are no notable skeleton individuals as of yet
Phandelver Pact

## Overview

The Phandelver's Pact was an agreement (c. -500 GC) between a long forgotten clan of Dwarves and Gnomes where both groups would share ownership of a rich mine found in a wondrous cave known as the Wave Echo Cave. Later a group of Human mages joined the pact with the responsibility of channeling and binding the magical energies within the mines. The pact, was lost to the ages when the mine itself was destroyed and lost centuries ago.

## History

The Phandelver's Pact was formed in the region that is now Phandalin and the Neverwinder Woods, on the Northern Sword Coast, when a long forgotten clan of Dwarves made an agreement with a group of Gnomes of unparalleled engineering skill to share ownership of a rich mine located in the Wave Echo Cave. The pact created a lot of wealth for the parties and the surrounding lands, drawing both admiration and envy. Later, a group of powerful Human wizards joined the agreement since the mine also contained strong magical energies and material, where a powerful new forge was crafted: the Forge of Spells. Powerful magical items when commissioned and created within as the fame of the forge grew. The nearby settlement of Phandalin also prospered.

Disaster struck, however, as Orcs swept the North, laying waste to all in their path. Reinforced by evil mercenary wizards, the orcs battled through the mines to seize its treasure and riches. Human wizards fought bravely alongside their Drawven and Gnomish allies to defend the Forge of Spells but to no avail. The ensuing battle was a grand one and much of the cavern was destroyed. Tremors and cave-ins meant heavy casualties and few, if any survived. Meanwhile, the original settlement of Phandalin was also wiped out by the Orcs and the mine was lost to the ages, as was all knowledge of the Phandelver Pact.

## Involvement

### The Lost Mine of Phandelver (Campaign)

During their raid on the Red Brands' hideout Ellaria Nightwood, along with Wobbly Killa and Gwendoline Wood, found a journal of an adventurer detailing the history of the Phandelver's Pact. They suspect that the Red Brands' leader Glasstaff was planning something involving the Wave Echo Cave

## Notable People and Places

### People

None of the identities of the people or groups involved in the pact are known at the this time.

### Places

* Wave Echo Cave, the subject of the Phandelver's Pact
Brughor Axe-Biter

## Overview

Brughor Axe-Biter was one of the Axe-Biter clan of Orcs, one of the tribes of the Many-Arrows kingdom. He was the leader of a scouting band that were tasked with spying and scouting the area around Neverwinter Wood. He was known by his troops for being more interested in plundering and murdering than in scouting, having lead a number of attacks on caravans along the Tribor Trail during their operation. He was killed by the combined efforts of Ellaria Nightwood, Yamcha, Wobbly Killa and Gwendoline Wood when they attacked the Orcs camp at Wyvern Tor.

He died on 29th of Hammer, 0 GC.

## Physical Description

Brughor was a brute among brutes, standing a head taller than most other Orcs. He carried a large greataxe which he swung with his burly arms. His green skin was covered in many yellow scars and scrapes from his many battles.

## Involvement

### The Lost Mine of Phandelver (Campaign)

Brughor lead a band of Many-Arrow Orcs on behalf of their kingdom in an effort to scout and spy on the area. His activities ranged from doing his spying duty to attacking caravans for loot and fun, which drew the attention of the leadership of Phandalin. Harbin Wester, the townmaster at the time, put out a bounty on the Orcs worth 100gp which lead the Party to seek out the Orcs in time. The Orcs where also taken with the necromancer at Old Owl Well who they believed to be up to something thought they were more interested in his valuables than his activities. The necromancer also sent the Party after the Orcs for this. Eventually the Party did find Brughor and his men, including an Ogre, and with much effort managed to slay them all.
Stump

Stump was a Lv1 Half Orc Rogue. He has a physical description, 1-2 sentences
please (Elaborate more later). He has a backstory, 1-3 key points please. He died in an ambush when Cragmaw Goblins surprise attacked the party's caravan on the way to Phandalin. His body was unceremoniously left to decay by the roadside after Yamcha took a chunk of flesh from his abdomen, later burying it in secret at the ruins of Conyberry.

## Stats

**HP:** *Dead* (Max HP: ), **AC:** 14, **Proficiency Bonus:** +2, **Inspiration:** 1.

**Strength:** x (+x) (No Bonus)

**Dexterity:** x (+x) (No Bonus)

**Constitution:** x (+x) (No Bonus)

**Intelligence:** x (+x) (No Bonus)

**Wisdom:** x (+x) (No Bonus)

**Charisma:** x (+x) (No Bonus)

## Proficiency

**Armor:** -

**Weapon:** -

**Tools:** -

**Skills:** -

## Abilities and Feats

### Racial Abilities / Feats

**Dark Vision:** Due to the Orc blood within, Stump had superior vision in low light and darkness.

**Menacing:** People perceived an overall aura of toughness and hostility around Stump due to his Orcish appearance. He was naturally intimidating and proficient in this skill.

**Relentless Endurance:** Thanks to an innate survival instinct common to Orcs, Stump was able to withstand a single devastating attack per day.

**Savage Attacks:** Aggressive and strong by nature, Stump's attacks were powerful. When scoring a Critical hit, Stump could add an extra damage dice to the attack, in addition to the critical damage already gained.

### Rogue Abilities / Feats

**Expertise:** TBD

**Sneak Attack:** TBD

**Thieves Cant:** TBD

### Roguish Archetype Abilities / Feats (Subclass)

Stump never trained enough in the roguish lifestyles to become a true rogue in any sense.

## History

### The Lost Mine of Phandelver (Campaign)

TDB

Spoiler: He dies early.
Bestiary

This page contains an complete alphabetical list of all creatures encountered during play and creatures know to inhabit the world, as well as the size/classification/alignment if known. This page also denotes playable races for adventurers consideration when crafting a character (more races may become playable over time).

B

Banshee - Medium Undead, Chaotic Evil

Bugbear - Medium Humanoid (Goblinoid), Chaotic Evil

Bullywug - Medium Humanoid (Bullywug), Neutral Evil

C

Crawling Claw - Tiny Undead, Neutral Evil

D

Dragon - Medium-Gargantuan Dragon, Lawful Good/Evil

Dragonborn - Medium Humanoid (Dragon), any alignment. *Playable Race*

Drow - Medium Humanoid (Elf), any alignment. *Playable Race*

Dwarf - Medium Humanoid (Dwarf), any alignment. *Playable Race*

E

Elf - Medium Humanoid (Elf), any alignment. *Playable Race*

F

Flying Sword - Small Construct, Unaligned.

G

Genasi - Medium Humanoid, any alignment. *Playable Race*

Giant Spider - Large Beast, Unaligned.

Goblin - Small Humanoid (Goblinoid), Neutral Evil

Gnome - Small Humanoid (Gnome), any alignment. *Playable Race*

Grick - Medium-Large Monstrosity, Neutral

H

Halfling - Small Humanoid (Halfling), any alignment. *Playable Race*

Half-Elf - Medium Humanoid (Human, Elf), any alignment. *Playable Race*

Half-Ogre - Large Giant, any Chaotic alignment.

Half-Orc - Medium Humanoid (Human, Orc), any alignment. *Playable Race*

Hobgoblin - Medium Humanoid (Goblinoid), Lawful Evil

Human - Medium Humanoid (Human), any alignment. *Playable Race*

M

Mephit - Small Elemental, Neutral Evil,

N

Nothic - Medium Abberation, Neutral Evil

O

Ochre Jelly - Large Ooze, Unaligned

Ogre - Large Giant, Chaotic Evil

Orc - Medium Humanoid (Orc), Chaotic Evil

Owlbear - Large Monstrosity, Unaligned

S

Skeleton - Any Size Undead, Lawful Evil

Spectre - Medium Undead, Any Chaotic Alignment

Stirge - Tiny Beast, Unaligned

T

Tiefling - Medium Humanoid (Fiend), any alignment. *Playable Race*

Twig Blight - Small Plant, Neutral Evil

W

Wolf - Medium Beast, Unaligned.

Z

Zombie - Any Size Undead, Neutral Evil
Non-Player Characters (Alphabetical)

Here is a list of all major and minor NPCs met during the course of play. Any NPC without any significant involvement in the course of a campaign is recused form this list.

A

* Agatha, a Banshee living in the Southeast of Neverwinter Woods

B

* Black Spider, the main villain of the "Lost Mine of Phandelver" campaign and spinner of a wide web of evil deeds including deals the Red Brands and the Cragmaws. Beyond being a Drow, little is know about him.

* Brughor Axe-Biter, Many-Arrows Kingdom Orc scout band leader that attacked caravans along the Triboar trail until slain by the party. *Dead*

C

* Carp Alderleaf, a young Halfling boy from Phandalin and son of Qelline Alderleaf. He is a nosy and mischievous boy who liked to follow Gwendoline Wood around town and ask questions of the "Goblin Lady"

D

* Daran Edermath, Retired Adventurer in Phandalin
* Droop, a rescued Goblin that followed the party and attempted to aid them during the The Lost Mine of Phandelver Campaign. *Dead*

F

* Favric the Cultist, a member of the Cult of the Dragon who lead the Party to Venomfang hoping to use them as a tribute. He was crushed by Venomfang in a show of strength. *Dead*

G

* Glasstaff, a wizard and leader of the Red Brands who escaped during the attack on his hideout.
* Gundren Rockseeker, a Dwarf Miner who employed the party before his disappearance during The Lost Mine of Phandelver Campaign

H

* Halia Thornton, a middle aged woman and guild mistress of the Miner's Exchange. Secretly a member of the Zhentarim
* Harbin Wester, Townmaster of Phandalin

K

* King Grol, a old Bugbear who was leader of the Cragmaw Goblin Tribe. Instead of turn over Gundren and his map to an agent of the Black Spider, Vyerith, he tried to sell them instead which lead to a fatal encounter with the party.
* Klarg, a Bugbear who was leader of a Cragmaw Goblin group who captured Gundren Rockseeker and Sildar Hallwinter on behalf of the "Black Spider". *Dead*

L

* Linene Graywind, Owner of the Lionshield Coster in Phandalin

M

* Mirna Dendrar, Phandalin woman who was enslaved by Red Brands along with her children after they killed her husband. A Survivor of the disaster that ruined Thundertree

Q

* Qelline Alderleaf, a Halfling farmer who lives in Phandalin and is close friends with Reidoth the Druid.

R

* Rahris Brandchet, a burly human male and active member of the Order of the Gauntlet.
* Reidoth the Druid, a human male Druid who travels the area around Neverwinter Wood, often camping at Thundertree, acting as custodian for the lands.

S

* Sildar Hallwinter, Bodyguard to Gundren Rockseeker. *Dead*
* Sister Garaele, Acolyte in Phandalin

V

* Venomfang, a young Green Dragon who lairs in the area of Neverwinter Wood. He sees himself as the rightful owner of the entire Neverwinter Wood.
* Vyerith, a Female Drow who acted as an agent of the Black Spider
Bahamut

## Overview

Bahamut (pronounced *bah-HAHM-ut*) was the dragon god of justice and a subservient deity to Torm, god of law. Before entering the Faerûnian pantheon, he was a member of the Draconic pantheon, as a deity of good dragons, metallic dragons, wisdom, and enlightened justice (justice tempered with mercy and punishment with forgiveness). His natural form was that of a platinum dragon, said by many to be the only one of his kind.

Bahamut was stern and very disapproving of evil, always arguing with Asgorath
 about his crusade against it. He accepted no excuses for evil acts, and
 didn't tolerate even minor offenses offered by evil creatures. In spite of his stance, he was also considered one of the most
compassionate beings in the multiverse. He had limitless empathy for the
 downtrodden, the dispossessed, and the helpless. He usually preferred to polymorph those who had offended him instead of killing them.

## Physical Description

In his natural form, Bahamut was a massive dragon (approx 180 feet (55m) long) with a tail the same length as his body, with platinum scales tougher than any shield and blue eyes, the exact color of which was hard to specify and may have depended on Bahamut's mood. When he wished to wander the mortal world, he usually took the appearance of an old human dressed in peasant robes.

## Worshipers

The majority of Bahamut's worshipers are mostly metallic dragons. While he was revered by all good dragons, gold, silver, and brass dragons hold him in particularly high regard. His worship grew in the decades following when he gained his divine status, as non-dragons began to take interest in his teachings. When he became a subservient deity to Torm, many Tormites also paid homage to Bahamut as well, and wasn't uncommon that
both gods lend their strength to worshipers of either deity at the same
time.

Bahamut accepted only clerics of good alignments. Whether they were
dragons, dragonborn, half-dragons, or other beings attracted to his
philosophy, clerics of the Platinum Dragon always had to strive to take
constant but subtle actions on behalf of good while trying to do as
little harm in the process as possible. Non-draconic clerics of Bahamut typically learned his teachings
at the foot of a wyrm, usually a gold or silver dragon in humanoid form.
 Teacher and student often traveled to see the effects of injustice and
cruelty firsthand

### Orders

#### Talons of Justice

The Talons of Justice is an order of dragon paladins dedicated to Bahamut. No one knows exactly how many Talons there are, but the group probably numbered in the scores. Group members were spread throughout Faerûn, many living in human and demihuman form in cities and towns of other races.

#### Platinum Cadre

The Platinum Cadre
 is an order of Dragonborn knights who believed that not
 all dragons were evil, and that Dragonborn were the ancient children of Bahamut.
Catalog of Magical Items (Alphabetical)

Here you can find an alphabetized list of all the known magical items of the realm. Also listed are named masterwork weapons and armor, that while are not magical, are unique and come with their own history. Generic Potions and Spell Scrolls are not listed as the are common for magical items and almost unnoteworthy.

B

*Boots of Striding and Springing* - Magical boots that increase the wearers ability to jump high and long by up to 3 times the usual amount.

*Bracelet of Necrotic Revival* - A magical bracelet infused with necromantic magic and casting an aura of corruptible evil around it.

L

*Lightbringer* - A mace created within the Forge of Spells for the faithful of Lathander.

T

*Talon* - A non-magical longsword designed in the shape of a bird of prey. *Masterwork*

*Tymoran Coin* - Gold coins engraved with the image of the Lady of Luck herself on the face. Blessed by the Church of Tymora they are thought to bring luck when need most to whoever bears them.
Colonel Sloane

> Sloane is the top Air Force pilot and the natural choice to lead the defence of Earth.
>
>

> She's been honored with the Air Force Cross, Air Force Distinguished Service Medal, Air Force Combat Action Medal, Aerial Achievement Medal, and many more. A natural leader and skilled warrior, Earth's defence couldn't be in better hands. She can summon her squadron during battle.
>
>

## Ship Abilities

Ultimate - Sloane summons four allied ships for a set duration. They fly near Sloane and initially fire alongside her with a single-shot Spread gun and a level 1 Missile launcher, but are capable of switching out the Spread gun for a Plasma launcher.

* Level 1 Missile launchers are upgraded to level 2 (2 missiles on-screen at a time) while Sloane has at 5 levels in Missiles. In addition, missile damage scales with the Missile stat.
* Support fighter damage with all weapons increases with Sloane's Power stat and can be multiplied further with aura effects.
* Support fighters fire Plasma shots instead of Spread mesons while Sloane has at least 1 point in Plasma. In addition, plasma shot damage scales with the Plasma stat.

Ships can be destroyed, releasing an explosion that destroys bullets in a small radius, in which case they will usually be replaced with another one from a limited reserve of backup fighters (the reserve only replenishes when Sloane consumes Q41 to summon her squadron again).

* Using the Ultimate input while Sloane's squadron is active (and the player ship is not affected by an Ultimate Jammer effect) will change the squadron's formation to one of six presets (formation shapes are based on 8-ship squadrons):
	1. "V" formation with allies trailing behind Sloane (default). Positions closest to the pilot are filled first.
	2. Fish formation with Sloane in the middle of the fish. Positions in front of the pilot are filled first.
	3. Double diamond formation with Sloane positioned between the diamonds. Positions closest to the pilot are filled first.
	4. Horizontal line formation with Sloane in the middle. Positions closest to the pilot are filled first.
	5. Shield formation with Sloane in the middle. Positions immediately around the pilot are filled first.
	6. Vertical line formation in front of Sloane. Positions closest to the pilot are filled first.
* Enhancement of Fighter Squadron via Ultimate Enhancer or related attachments will add 2/2/4 more active fighters at enhancement level 1/2/3.

Ability - Unique Aura (stacks with all Auras, including itself) granting +3% Speed, Damage, Fire Rate and Evasion

## Notes

* Colonel Sloane's starting stats are worth 11 Weapon Upgrade Powerups (Q40) while her initial maximum stats are worth 99 Q40. Therefore, it takes 88 units of Q40 (plus 8 more for every lost Drone) for Upgrade Computer or its derivatives to cap all stats.
* Sloane has the highest starting and maximum Spread stats of all Pilots, making her a good choice for those that prefer to use Spread-specialized loadouts.
* The Earth Defence Force fighter pilot Bob Oboc, encountered in the level Lone Ship, uses a weaker version of Fighter Squadron whenever he collects Q41.
Tyr

## Overview

Tyr, also known as The Maimed God, is a lawful good greater deity of law and justice. His dogma is primarily concerned with the punishment of wrong-doers, and the general furthering of law and good in the world. Not coincidentally, these values are among those held by most paladins, many of whom were more than likely to follow Tyr.

## Physical Description

Tyr is blind and missing his right hand, for which he bore his title. Little else is known of his physical description and many different icons depict him in many different ways. He is known to be Human and often shown as a muscular and brooding.

## Worshipers

The highly organized church of Tyr is strong in the more civilized lands of the Realms. They are known for never refusing service or aid to the faithful when they were in distress. To keep Tyr's favor, one must respect fallen enemies, never make sacrifice of a corpse, and keep one's alignment lawful good. Tyr considered slaying agents of evil to be honorable and worthy of the highest praise.

### Orders

#### Knights of Holy Judgment

The Order of the Knights of Holy Judgment tended to attract paladins who emphasized the "lawful" part of their dedication to Tyr.
#### Knights of the Merciful Sword

The Order of the Knights of the Merciful Sword tended to attract the paladins who emphasized the "good" part of their dedication to Tyr.
#### Hammers of Grimjaws

The very elite of Tyr's paladins, members of the Hammers of Grimjaws were chosen from the best of the Knights of Holy Judgment and the Knights of the Merciful Sword.