recursal/Fanatic-Fandom huggingface dataset:
Beginner Setup

## Roles

1. Hostage
2. Hostage
3. Bank Robber
4. Bank Robber
5. Rookie
6. Ex-Cop
7. Shoplifter
8. Rookie (5+ Players)
9. Skeptic (6+ Players)
10. Detective (7+ Players)
11. Witness (8+ Players)
12. Negotiator (9 Players)

## Synopsis

Beginner Setup is the most basic setup in the game, designed to help new players learn the game mechanics. It contains relatively basic roles such as Hostages, Rookies, and Bank Robbers.

## Strategy

* The Shoplifter should claim first. If the Skeptic's card was stolen, he should claim it at the same time with the Shoplifter who stole the Skeptic. If the Ex-Cop checked a player's card, he should out his information at the same time or right after the Shoplifter claims.
* Bank Robber duos can claim that one of them stole the other player's card. The person claiming Shoplifter can say whatever role they desire was stolen.
	+ The Shoplifter claim can say that the other Bank Robber was a Rookie or Ex-Cop, and allow the other Bank Robber to cast suspicion on another player.
* Hostage, Skeptic, and Rookie claims are very easy claims for a Bank Robber, as they do not require any guessing on their part.
	+ Bank Robbers claiming Rookie should be cautious of an Ex-Cop seeing the Rookie card at the bottom.
	+ Bank Robber duos can claim that they saw each other as Rookie.
	+ Hostage and Skeptic claims as Bank Robber usually involve the Robber being very passive and doing their best to avoid any suspicion. They also often claim quickly, so the order in which Hostages claim does not mean much unless someone waits until everyone else has already claimed or waits a significantly longer time.
* Ex-Cop should usually check bottom cards, as it gives much more information.
* A Shoplifter that has stolen a Bank Robber will almost always claim Hostage or Skeptic, as they have no information to go off of.
* Ex-Cop and Rookie should claim early, but hold off what they have learned until everyone has claimed (even if they saw Bank Robber at the bottom).
Tracker

The Tracker was no stranger to the Baron's Guild. He personally tried to keep out of their way, and he rarely had to deal with them, unless he was sent out to find a missing person that was connected with their mutiny. Of course, when the calls came flooding in that there were Hostages as well as trapped bystanders stuck in the Golden Pacific Bank, and he was needed desperately, he had to go face to face with the most dangerous and cunning gang in California. With a deep breath and shaking knees, he charged into the bank when a girl with purple hair followed by a local Psychiatrist broke free from the police blockade and made her way inside, unsure of what would happen to him...

## Summary

The Tracker sees where the Tracker card is at the beginning of the Interrogation. If their card has changed, they will see who has the Tracker role now.

## Strategy

* If your card has not changed, you can either claim right after Shoplifter, or wait to see if the Anarchist claims to have swapped you. The former will make you less suspicious, while the latter will potentially disprove an Anarchist claim (though if someone claims to have swapped you, they might just be bluffing and might have actually swapped two other players).
* If your card has changed, you need to be wary of the possibility of becoming a Robber. Since the Anarchist will say they swapped you, you can make a bad claim so that you'll be able to easily retract as a Robber in case you suspect the player you were swapped with of being one. If you do not suspect that player though, and if they don't retract as a Robber, you should tell the truth about your role and what you saw, and the only way people might suspect you is if they think you and the player you were swapped with are both Robbers.
Brovil Porali

## **Appearance**

As you look you see a 6'2 horned male figure. He has a brawny muscular body with skin that is a silvery grey in color with an equally grey tail. His horns are swept back along with his white hair. His eyes are a light blue, like a free butterfly showing his happiness and constant jollity.  He wears shining green plate mail as it looks brand new. Hugging his body is a cloak with a golden outline and looking oddly like a manta ray. Sitting on and around his neck is a set of goggles and a holy symbol of a harp with five strings and silvery leaves. On his left side is a long sword showing little wear and tear as it shimmers slightly with magical power. On his right side is a light hammer showing wear but not as much as the long sword. There is also a headband on his head.

## Personality

Brovil is a flirt and lover of fun. Dice, drinking, parties. These are the simpler ways to fight back the darkness that encroaches upon the world. He is dedicated to fighting any way he can. His birthday is 5/1.

"Let's have some fun"

His flirting has decreased a lot since he became involved with a special someone named Giselle Yelrie

## Childhood

Born and raised in Ione, a port town in Laikka, Brovil was known for his ability to squeeze into places. Even being from a poor family, his childhood was pleasant. He had many brothers and sisters to spend time with. Hunger was a constant reminder of real life.

## Adolescence

He was conscripted into a gang at an early age and would use stealth and quick hands to make money for the group. Around the age of 15, he was almost caught during a burglary. As one guard grabbed him, a second one brought a sword down. A lucky slip allowed him to escape, although without most of his tail.

## Adulthood Prior to Discord

Around the age of 21, Brovil ducked into a back alley and fell into a hole. He crawled out of the hole only to find out, even though a few seconds had passed, his body was ten years older. He has no recollection of the time spent in the hole. When he turned to look at it, it vanished as it was more of a portal, than a hole. There was also a very strong urge to spread the word of Milil, who he had only heard about in passing. He left his gang and sought out a church and pledged himself to her cause, that being having fun and enjoying life.

A few days later, there was a collapse in his home, somehow all of his family was there when it happened and every last one of them was killed in the 'accident'. His former gang got in touch with him and just said one phrase, 'No one leaves'. Their messenger barely made it away alive. Only his newfound purpose saved the man's life.

## Defining Event

Brovil left his hometown in an attempt to spread the word of Milil. His natural talent with a sword and devotion to Milil caught the attention of those in the Burning Phoenix, gaining him an invitation to join

## Adventures

Many adventures in the Burning Phoenix have happened. Once such adventure was into one of the Dungeons of the Gods, where he lost his life briefly. As the dungeon was completed, his life was returned to him as a prize and as a favor, Kord and Oghma regenerated his tail.
Undercover Cop

It wasn’t very often that the Undercover Cop didn’t have to deal with drug smugglers and international criminals, so he was both relieved and confused when he was called to the city of Sacramento to deal with local criminals who had dubbed themselves the “Barons”. The Undercover Cop couldn’t help but laugh at the silliness in all of this, but he quickly ate his words as he discovered just how destructive and secretive this Guild was. He went to work trying to find out what he could about them and eventually managed to get himself “hired” by someone who called herself “Plant”, gave him a Baron uniform, and instructed him to help steal the money during “The Final Heist” that would be taking place soon. With this information, the Undercover Cop, and the Sacramento Police Department, finally had an upper hand against the Barons; or so they thought...

## Summary

The Undercover Cop will arrest whoever he votes for if he is arrested. His Interrogation action applies to the *current* Undercover Cop, not the original one.

## Strategy

* Unlike most other Innocent roles, the Undercover Cop should usually be lying. This is because if you are caught, you can use your ability to get the correct person arrested anyway. Anarchist is an amazing claim as you can usually confirm other Innocents, catch Robbers, or break up counterclaims without actually being Anarchist.

* You should never claim Undercover Cop as your first claim unless you think you are swapped. Since the power of the role comes from lying, if you claim it, you will lose your ability to contribute meaningfully for the rest of the game until the voting.
* Make sure that you do eventually tell the truth. You are lying to get information, not to actually deceive the Innocents.
* The Attorney's wording is very tricky. If the Attorney is alone, he wins by getting another player arrested. This means that, if you are arrested as Undercover Cop and you also arrest the solo Attorney with your ability, the solo Attorney will still win as you were also arrested, fulfilling his win condition.
Daichi Kuzunoha

**Daichi Kuzunoha** (葛葉・ダイチ *Kuzunoha Daichi*) is one of the primary main characters in *Daybreak Chronicles* series.

## Equipment

**Ryūsenga** (竜閃牙, *Dragon Flashing Tooth*):

## Powers & Abilities

### Physical Abilities

#### Physical Prowess

**High Strength**:

**High Durability & Endurance**:

**High Speed**:

* **Incredible Reflexes**:

#### Other Abilities

**Keen Intellect**:

* **Highly-Perceptive Combatant**:

**Advanced Growth Rate**:

### Magical Abilities

**High Magical Power**:

* **Bloodline Skill: Ethereal Haste** (血継技量・エーテルヘイスト, *Kekkei Giryō: Ēteruheisuto*):
* **Hidden Origin: Limit Break** (隠れ原点・リミットブレイク, *Kakure Genten: Rimitto Bureiku*):
Balhannoth

Image credit WOTC

Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. Once they step inside, the balhannoth
springs its trap.

**False Hope.** Thanks to a limited form of telepathy,
a balhannoth can sense the desires of other creatures
and identify images of places where they expect those
desires to be met. The balhannoth then warps reality around it, remaking its environment so that it matches
the appearance of the place the creature seeks. The balhannoth never quite gets all the details right, and plenty of incongruities might give away the deception, but the imitation is good enough to fool desperate creatures into
stumbling into the monster's clutches.

**Malevolent Entities.** A balhannoth thrives on fear and
despair, taking pleasure in the horror its victims experience. It terrorizes its prey by using its reality-warping powers to mask its presence until it can snatch the target. Then it teleports away to feed on its victims.

**Useful Slaves.** Drow hunting parties and other denizens of the Underdark sometimes venture into the Shadowfell to capture balhannoths. They install the creatures as guardians, protecting passages from enemy intruders and cutting off avenues of retreat or watching
over slaves.

### A BALHANNOTH'S LAIR

In the Shadowfell, balhannoths make their lairs near
places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people
who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a drow enclave.
Psychiatrist

The Psychiatrist was definitely not the most professional doctor in the world. He usually treated his patients as if they were his friends, sometimes even going as far as taking them out to dinner. This was before the Snoop shot him in the back and left him handicapped, that is. Through hearing the stories of the Anarchist, the madness of the Wildcard, the lies of the Attorney, and the heart-crush in the Black Baron, the Psychiatrist knows he holds the pieces to finally end the Barons once and for all. He just needs to find them...

## Summary

The Psychiatrist can reveal a player's card. If it is an Innocent card or the Attorney, their card will be shown to everyone during the Interrogation. The Psychiatrist goes after all card-swapping roles, except for the Wildcard (a revealed Wildcard will show up in place of the card that the Wildcard swapped with). If the Psychiatrist clicks on a player whose card cannot be revealed, he will be notified and will lose his turn.

## Strategy

* Just because you could not reveal a player's card does not mean they are a Robber. Don't immediately accuse them, because they could be the Fall Guy.
* If Fall Guy is not in the role list, you should ALWAYS say you failed to reveal someone as soon as possible. Remember, Psychiatrist goes after Shoplifter and Anarchist, meaning your results have not been tampered with, and whoever you failed to reveal is 100% evil. The only time this isn't foolproof is if the person you couldn't reveal turned out to be a Wildcard that was swapped by an Anarchist and who then put their evil role you couldn't reveal on the bottom.
* Likewise, if you succeed in revealing someone, claim Psychiatrist as soon as you know the Shoplifter isn't afoot messing everything up. A smart Robber might try to claim Psychiatrist before you even can, so you have to be prepared!
Bastille Elanir

## Appearance

Stocky, well built and Coated in a sheen of silver. Usually wears heavy armor due to his bulk and to hide the red sheen that appears when looked at in a certain light.

## Personality

Protecting those that can not protect themselves, basically upholding the virtues that makes one noble not the title of noble birth.
He holds onto the part of him that enjoys being friendly, but his vows to avenge his city are much more important over making friends with passerby's. If there is conflict between hurting someones feelings over questioning his oath, he will take the oath every time.

## Family

Mother and Father Missing; bodies not found in the ruins of Dragonlaw nor found among the survivors

## Childhood

Born in to a family of silver dragonborn, Bastille lived a rather simple life. Trained by mother and father to fit into society, it was very soon into being able to walk that the dual coloring became evident- a silver-red two tone was quite evident. It led to some.. problems.

## Adolescence

Problems like bullying, problems like being shunned from other dragonborn who saw him as neither Metallic or Chromatic. However, his parents did not take his draconic side as a curse. Instead, they saw it as a sign of Bahamuets mark and helped keep him optimistic. With a positive personality and hope in his future, he applied into the city guard to put his past behind and make a name for himself with new individuals.

## Adulthood Prior to Discord

Was a rather distinguished and well-liked guard of the city watch, despite his dual-coloring. Often helped the guards he was on patrol with to make their lives easier. Eventually was sent off to become a paladin for the city.

However....

Was one of the few dragonborn to survive Serelath's razing of Dragonlaw. Originally taking an oath of the Crown, Bastille took an oath of vengeance instead to avenge his fallen city. Has lost most of his family since and is still a bit hurt from it.

## Defining Event

With his oath taken and his view on the world tainted to a much more.. grim view, he marched through his city and saved who he could after the attacks. With his limited knowledge on the attack and his determination to end the children of Tiamat, Bastille is more than happy to help the guild with their conquest to put Tiamat back to sleep.
Adventure Rooms

The purpose of the **Adventure Rooms** upon the Discord server is in its basis to tell stories which may or may not include a Moderator. These rooms should only be used to tell a single story at a time until it’s completion. Any member of the server can open a room and proceed to tell a story, this means clarifications should be used.

### *How do I open a room?*

Once you have the story you are planning to be run set, and a group ready you simply check which **Adventure Room** is open. Once you have a room open please make sure you input the following format \*\*--- Title ---\*\* (Obviously replacing title with what you are calling the story).

### *What stories can I tell?*

We allow our players a decent amount of freedom in their story telling. With a number of characters having different experiences in each city they might visit you can even allow the players to visit somewhere which you might have some creative control. As a player running an adventure you can tell a story up to impacting city or greater lore, if you wish to exceed this barrier set you should contact a Moderator prior to running.

### *What if any rewards are there?*

Monetary or Magical Item rewards require Moderator approval. These must be approved before the adventure. At times a Moderator can see a story taking place and choose to reward the characters experience points for the roleplay.

### *Roll-for-it vs Free Form?*

We do not have a standard method for how **Adventure Rooms** work, prior to the adventure starting a decision and agreement should be made. Roll-for-it or standard dice rolling can take place on the Roll20 or the *Bot Channel*. When telling a story in free form both the players should not resolve any actions and simply roleplay out the attack or action, DM’s should try and maintain a balance of assured actions and letting the players decide.

### *How do I close a room?*

Closing a room is pretty simple, once the player exit back to the general roleplay rooms you simply place the following text: \*\*--- The End ---\*\*
Avariel

Image credit to Artist: Balanet

A subrace of Elves.

**Avariel** are more delicate than their earth-bound cousins, with hollow bones to aid their flight, toned skin from their time spent in the skies and slightly larger eyes that vary largely in both color and tone. Most notable of all of the **avariel**'s physical characteristics are their wings, broad and feathered they can span up to 10 foot when fully extended. The coloring of such wings are usually speckled, black, brown, white or in some variety of the former, however, rare few have ever had wings of pure white.

## **The Fall of the Avariel**

In the 1st Tenebrae Era, in year 2188 the **Avariel** would quickly become extinct. As Angharradh’s chosen the **Avariel** were her greatest creation and something she cherished dearly. With her betrayal of Araushnee (Lolth), sending the former wife of Corellon Larethian into her banishment into the underdark with her children the drow thoughts of revenge drove the now Lolth to madness. Eventually The Seldarine’s trickery goddess would eventually come to a plan to gain her revenge.

The morning for the **Avariel** came to be notorious amongst the gods, as tears in the sky would open as drow and demon alike began to assault the floating islands of the **Avariel**. Many of the islands themselves were believed to be pulled from the sky, in teachings they say webs from the very underdark themselves pulled them crashing into the land and sea alike.

In the aftermath of the extinction of the **Avariel**, Angharradh would find herself shattered into her three part. Lolth sat they say on her throne smiling wickedly as her revenge had come to pass. They say that it was this shot which not only sealed Lolth’s and the drow’s fates but also let the entire Seldarine that she was not to be messed with even when banished.

## **Avariel Traits**

* **Ability Score Increase.** You may choose one additional score to increase by 1.
* **Avariel Wings.**  You have an innate fly speed due to the large wings that protrude from your back. Your fly speed equals 10 feet times your proficiency bonus. You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is equal to twice your height and as such you must have at least 5 feet of space on either side to fly. In addition, you cannot fly if you are wearing medium or heavy armor, armor you are not proficient in and armor not tailored to accommodate your wings.
Captain Barny

A constantly drunk male human, now runs the Barmy Captain tavern inside a crashed ship by the docks of Vertsea. Has a big brown beard and fabulous hat, and wears a pistol at his side along with his rapier. When he hears the word 'pirate' he randomly shoots someone nearby, not being able to see very well through his drunkenness. The guards and Dockmaster of the town try their best to keep him from getting on ships because of his history of crashing them, but he usually manages to smuggle himself away on one if he wants to. Actually one of the best sailors in Vertsea if he puts his mind to it.
Annila Moss

Annila Moss (Half-Elf / Female)

Brown, layered hair double braided to reveal a lean, frowning face. Glinting hazel eyes, set narrowly within their sockets, watch meticulously over the wildlife they've stood guard for for so long. A tattoo of a flag is subtly placed on the left side of her neck leaves a tormenting burden of a reclaimed home.
Animated Armor

Image credit WOTC

This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor.

To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation

## Animated Objects

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.

***Constructed Nature.*** An animated object doesn’t require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Celestials

## Overview

***Celestials*** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.

## Lore

### Angels

An angel is a Celestial agent sent forth into the planes to further its god’s agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

***Shards of the Divine.*** Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and Foresight.

Angels act out the will of their gods with Tireless devotion. Even chaotic good deities Command lawful good angels, knowing that the angels’ dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.

An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel’s task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to Command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

***Fallen Angels.*** An angel’s moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple Deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast.

Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their Banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on The Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.

***Immortal Nature.*** An angel doesn’t require food, drink, or sleep.

## Monsters

Pegasus

Couatl

Unicorn

Deva

Ki-rin

Planetar

Solar

Empyrean
Kujapedia

Bienvenue sur le Kujapedia, un wiki que n'importe qui peut modifier.

## Avertissement

Kujapedia est un wiki de fanfiction basé sur les Kujas et d'Amazon Lily de One Piece, tout personnage de One Piece appartient à Eiichirō Oda respectivement, sauf que Alexandre Yamamoto m'appartient. Quelques éléments vient de différentes franchises et appartient à leurs propriétaires respectifs.
Asmodeus the Prince of Evil

The archdevil Asmodeus, Prince of Evil, personally rules over Nessus. On the rare occasions that he appears in person, he takes the form of a red-skinned humanoid with small black horns dressed in bejeweled robes and affecting an urbane manner. He is a calm, chillingly reasonable creature whose modest appearance is completely at odds with his true power. **Asmodeus** commands the loyalty of a number of able archdevils, including Alastor (executioner of Nessus), Baalberith (chancellor of the Nine Hells), and Phongor the Inquisitor. He is also served by scores of pit fiends and war devils.
Clockworks

Image credit WOTC

### Special Notes

Damage Immunities poison; bludgeoning, piercing, andslashing from nonmagical attacks that aren't adamantine

## CLOCKWORKS

The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.

**Constructed Nature.** A clockwork doesn't require air, food, drink, or sleep.

### BRONZE SCOUT

A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety.

### IRON COBRA

An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. In addition to standard poisons, gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud their minds with paranoia.

### OAKEN BOLTER

No ordinary ballista, an oaken bolter is a construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward
traps or melee-oriented clockworks- and at shorter
ranges, burst with explosive force.

### STONE DEFENDER

Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn't as an ambusher, however, but as a bodyguard for gnomes and other clockworks.

### INDIVIDUAL DESIGNS

A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
Ankheg

Image credit WOTC

An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any Movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.

***Lurkers in the Earth.***The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect Movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.

***Bane of Field and Forest.*** Although ankhegs receive a certain portion of their nutrients from the soil through which they Burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg’s prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.

***Earthen Tunnels.*** As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature’s Attack.
Chimera

Image credit WOTC

Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed Monstrosities. This act gave rise to the first chimeras.

Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to The Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to Surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.

***Conflicted Creature.*** A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine Nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a Vicious, stubborn streak that compels it to fight to the death.

These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as Rivals to be humiliated and defeated. Its greatest Rivals are Dragons, griffons, manticores, perytons, and wyverns.

When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an Attack prematurely and leaving a creature wounded and terrified before returning to finish it off.

***Servant of Evil.*** Though chimeras are far from cunning, their Draconic ego makes them susceptible to flattery and gifts. If offered food and Treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its Treasure hoard well stocked.
Chyrsu

Chyrsu or cheer'soo

## **Apperance**

A young faced black scaled tiefling with a white chin and throat. (White chest, abdomen and inner thighs covered by bespoke studded leather armour) 2 horns that stick out slightly from his temples but slick straight back with a slight upward curve. Icy blue/white eyes and black messy hair, pointed almost lupine teeth. (Also hidden under special made leather back piece are a pair of vestigial wings, broken beyond use as he fled the murder of his tribe and barely usable for gliding) Studded leather outfit with personal flourishes - medium band collar back n sides, redened colour, long black over coat and navy travel cloak.

## **Character Personality**

Kind, supportive and generous nature hidden behind deliberate initial abrasive and dismissive demeanor. Uses humor to break tension. Willing to forgive but rarely forgets.

## **Childhood**

Happy family, all killed due to rumor, last of his tribe.

## **Adolesence**

Loner, Trophy hunter for money and ease of movement.

## **Entering the Guild**

Reknowned for tracking abilities and survivability in harsh environments.
At'kar

## Appearance

At'kar is a tall tiefling man with short light brown hair, and short black horns dotted with white that spiral upward. He has a long tail with feathers on the end. He has tanned skin, as a human would, and solid pupil-less silver eyes. He wears a white button up, with the top button unbuttoned, under a dark khaki colored sleeveless vest with all the buttons buttoned. He wears black pants which tuck under his brown leather boots. Hanging off his right side is a brown leather satchel.

## Backstory (Summarized)

At'kar was born in Scorchwood. He met Sashanti while reading one day at the library. Sashy is the daughter of the woman who handles all the shipments and exports of the library. Atty and Sashy met at a young age, Atty being the book worm and Sashy reading only as much as she needed. Both of them are wizards in development. They never really progressed beyond friends. Just stayed close friends, would playfully flirt with each other, but mostly just close friends who went out and got into all sorts of trouble and adventures. As they grew up, so did they magically. Most of the magical growth happened through adventure. Attys foreseeing, which we developed after studying enough of those "boring books" and practicing divination, proved very useful. They could avoid deadly situations, avoid some unnecessary trouble. However, one day their adventures led them into the desert. They lost each other. At that point, Atty went into survival mode being unable to find Sashy. He made his way quickly out of the desert, but not back home in Scorchwood. He wandered Laikka helping people by using his magic and skills in hopes they would help him in return. Eventually, after helping folks a while he got an invite to the Burning Phoenix guild. He saw this as an opportunity to lean, grow, help, possibly to go back home and find Sashy.

## Personality

At'kar is shy when you first meet him. He may settle in and become a bit more comfortable around after a while, but will typically keep to himself unless its important or hes bored and wants to talk to someone. Whenever he is around friends however? He really blossoms, and acts much more like his true self. He is a book worm who enjoys some socializing, but also enjoys the idea of alone time.
Bronze Dragon

Image credit WOTC

Bronze Dragons are Coastal dwellers that feed primarily on aquatic Plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.

A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze Dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches Adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs.

***Dragons of the Coast.*** Bronze Dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for Treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item.

***War Machines.*** Bronze Dragons actively oppose tyranny, and many bronze Dragons yearn to test their mettle by putting their size and Strength to good use.

When a Conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its Services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.

***Well-Organized Wealth.*** Bronze Dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on Military History or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a Treasure held by the enemy that it feels would be safer under its Protection.

## A Bronze Dragon’s Lair

A bronze dragon lairs in Coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a Treasure vault or nest for its eggs.
Arnin

## Appearance

A tall pale skinned human wearing a set of comfortable robes over a surprisingly large build. Short black hair is hidden under the robes hood and a pair of pale green eyes looks out at the world and a series of daggers are tucked into several sheathes around his waist.

## Personality

Arnin no longer speaks outloud, deeming it beneath someone of his knowledge. Instead he relies on speaking directly in peoples mind. He is mostly disinterested in the day to day going ons of the world prefering to spend his time looking into subjects hes yet to delve into.

## Family

Has a younger brother Anwan and his parents Irwim and Alvi Imri

## Childhood

Grew up in the city to a modest lifestyle, more interested in books then helping his family with their weaving. Experienced occasional dreams giving him unspoken advice and guidance, happened less frequently as he grew up and became more distant from his family.

## Adulthood Prior to Discord

After leaving home at 20 Arnin began searching for new and interesting things to learn, going to various remote locations and libraries across Laikka. During the course of his travels he discovered a way to undo the effects of some old magic that was effecting a small village he was researching near.

## Defining Event

Shortly after leaving hom to explore he turned his back on his lineage and accepted a deal offered to him by a creature he heard mentions of in his reading. It promised him increased power and knowledge beyond what others could posess.
Amber Ironwood

## Appearance

She has light skin, yellow eyes, long red hair in a ponytail, grey war paint across the bridge of her nose, wears a sliver colored breastplate, large brown fur cloak with the Order of the Lycan emblem on it, wields greatsword.

In wolf form, Brown fur with a red highlights, a white streak of fur on her snout, yellow eyes, large sharp teeth, large black claws, and only one scar along the left side of her body.
Interrogator

Many people have very good reasons to despise the Barons. The Interrogator is only alive because the Intimidator decided to spare him after he was captured in his own home by the Black Baron. The Interrogator has been ruthless in his investigations, becoming ever more violent to witnesses and people possibly connected to the Baron's Guild as his hatred for them grew. With the supposed death of the now Ex-Cop, the Interrogator has given up on following the Sacramento Police agenda and has begun following his own. His own agenda involves him going into the bank during the Final Heist and ruthlessly beating the first person he can lay his hands on until they give up their true identity to him.

## Summary

The Interrogator can check another player's card. That player will be notified that they were interrogated at the beginning of the Interrogation phase.

## Strategy

* If you check a player and see that they are a Robber, you can out them immediately, or you can wait to see if the Anarchist swapped you with them. The latter will make yourself more suspicious, but if you were indeed swapped with that player, it will give you a better chance of not getting arrested.
* If you check a player and see that they are Innocent, you can say that you interrogated that player, but not what their role was. Since the player was interrogated, they will trust you anyway. This can work well in case a Robber decides to claim a role that you saw the player you checked have, but the two of you can also be accused of being Robbers. If you see a Negotiator or an Undercover Cop, you can let them claim a different role like Anarchist, and after they get all the information they can get, they will retract, but will still trust you.
* If you see a Shoplifter and they don't out (or if they try to guess who the Interrogator is but name someone other than you), you know they probably stole a non-Innocent card.
* If you see a Wildcard, and they deny that they were interrogated, they likely picked a non-Innocent card from the bottom.
Chain Devil

Image credit WOTC

### Special Notes

Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weaponsDamage Immunities fire, poison

## Chain Devil (Kyton)

This ominous fiend wears chains like a Shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies.

Chain devils act as sadistic jailers and torturers in the Infernal realms, relishing pain and living to inflict it on others. They are called on to torment mortal souls trapped in the Nine Hells, inflicting their sadistic fury on the horrid lemures in which those souls manifest.
Banshee

Image credit WOTC

### Special Notes

Resistant to acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacksImmune to cold, necrotic, poison

When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.

Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.

***Divine Wrath.*** Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.

***Sorrow Bound.***A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.

***Beauty Hoarders.*** The vanity that inspired the banshee’s cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelry, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can’t bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.

***Undead Nature.*** A banshee doesn’t require air, food, drink, or sleep.
Berbalang

Image credit WOTC

Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.

**Speakers of the Dead**. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain.

**Spectral Spy.** The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can't protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.

**Weird Oracles.** The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their creches on the Material Plane.
Rikuo Kanzaki

**Rikuo Kanzaki** (神崎・リクオ *Kanzaki Rikuo*) is the father of Yukari Kanzaki and Hiro Kanzaki who appears as a major supporting character in the first half of *Daybreak Chronicles* and is one of the primary main characters in the prequel, *Daybreak: Twilight Story*.

## Powers & Abilities

### Physical Abilities

#### Physical Prowess

**Enhanced Strength**:

**High Durability & Endurance**:

**High Speed**:

* **Incredible Reflexes & Acrobatics**:

#### Other Abilities

**High-Leveled Intelligence**:

* **Highly-Perceptive Combatant**:
* **Advanced Growth Rate**:

**Omniglot**:

**Expert Medical Knowledge**:

### Magical Abilities

**Immense Magical Power**:

* **Bloodline Skill: Aura Synthesis** (血継技量・オーラの合成, *Kekkei Giryō: Ōra no Gōsei*):
* **Transmigration: Aura's Will** (他生・オーラの意志, *Tashō: Ōra no Ishi*):

### Azure Soul

**Azure Soul** (精神の魔法 (アズールソウル), *Azūrusouru* lit. *Magic of the Spirit*):

#### Azure Soul: Realta Phantasm

**Azure Soul: Realta Phantasm** (精神の魔法・レアルタファンタズム, *Azūrusouru: Rearuta Fantazuma*):

* **Aetherial Translocation** (天空の時空瞬間移動 (エーテルアルトランスロケーション), *Ēteruaru Toransurokēshon* lit. *Time-Space Teleportation of Aether*):

### Unison Arts

**Unison Arts** (共振連携攻撃 (ユニゾンアーツ), (*Yunizon Ātsu*) lit. *Resonating Combination Attack*):

* **Heaven Seal: Rising Dragon Fangs** (天国封印・竜座の牙, *Tengoku Fūin: Ryūzanokiba*):
	+ **Extension: Kuzuryūjin** (追加攻撃・九頭龍陣, *Ekusutenshon: Kuzuryūjin* lit. *Additional Attack: Nine Dragons Formation*):
Blaocia

## Description

Primarily a fishing town, the fishermen take turns moving their fish to Astaina to sell. There are two fruit tree orchards and a few farms of various types. There are no major roads out of town as most travel is done by boat.

## Current Government

Mayor Steth Moonwater owes fealty to the King of Ooskil, located in Astaina.

## Day to Day Life

Fishing is the primary source of income in town. More than half the population partakes in some sort of fishing enterprise. One quarter deals with the Farms and orchards and the rest are laborers and merchants within the town.

## Points of Interest

Blaocia Animal Farms

Blaocia Docks

Blaocia Crop Farms

Blaocia Orchards

The Gypsy and Flail

## Rumors

Orcs have recently threatened to destroy the town if their demands are not met.