recursal/Fanatic-Fandom huggingface dataset:
Sergeant

Sergeants are reliable quality troops or mercenaries. They can fight either as trained professional infantry, light or heavy cavalry. A sergeant is deemed to be 'worth half of a knight' in military value.

### **Variant Equipment:**

1. Mercenary Sergeant (Set A): Usually work as caravan captains.
2. Military Sergeant (Set B): Serve as a squad leader in military units.
White Bear

White bears have long lean pale white fur and sharp claws. They are carnivorous. They are strongest above the ground, but Cave Bears are even mightier.

They live in cold regions, from mountaintops to glaciers to ice continents. They are surprisingly powerful swimmers, and are not bothered by freezing water temperatures.

## Behaviour and Tactics

They possess supreme smell and great patience, and will lie in wait near a breathing hole for an ambush for days, patiently biding their time until their expectant prey breathes, and offers them an oppotunity to kill.
Adept Orb

The myriad of threats that adventures face often go well beyond mere weapons. So it might seem ungainly to carry a small instrument in the off-hand, but great power can be contained in a perfect sphere, inhuman skull or tome of forbidden script scrawled in the tongues of kingdoms past.

**Special.**

* The orb regains 1d6 expended Charges daily at dawn.
* You can use an Action to covert unexpended Charges from the orb into one spell slot. Once used this way, roll a d20. On a 1, the orb loses all charges. On a 20, the orb regains 1d4 charges.

 Spell Slot Level
Dire Wolf

Dire wolf is a larger and more primitive or feral breed of wolf. Their fur is thick and mottled grey or black in color, and they have fiery eyes.

## Behaviour and Tactics

Dire wolves move stealthily in the hunt. They surround their prey and flanking it to gain an advantage. Once bite and get a hold of the prey, they drag it to the ground for others to go for the final kill.
Black Pudding

A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow.

Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.

## Behaviour and Tactics

These creatures are mindless underground-dwelling scavengers that wandered and absorbed whatever they found. An ooze engulfs creatures to prevent escape and kills its prey slowly. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late.

## Loot

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.
Grand Reliquary

Grand reliquary holds a powerful relic. It is often made in an ornate fashion and in a manner that allows the relic to be viewed but not handled.

**Special.**

* The reliquary regains 1d8 expended Charges daily at dawn.
* As a reaction, you can expend a charge to end one of the following conditions affecting yourself or one creature you can see within 30 ft. of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
* When you cast a spell that restores HP, you can expend charges to restore extra amount of HP.

 Extra HP Restored
Enchanter

Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions.
Greater Restoration spell

1 Action

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

* One effect that charmed or petrified the target
* One curse, including the target's attunement to a cursed magic item
* Any reduction to one of the target's ability scores
* One effect reducing the target's hit point maximum
Major Reliquary

Major reliquary is a chamber that holds a sacred relic. It is often made in an ornate fashion and in a manner that allows the relic to be viewed but not handled.

**Special.**

* The reliquary regains 1d6 expended Charges daily at dawn.
* As a reaction, you can expend a charge to end one of the following conditions affecting yourself or one creature you can see within 30 ft. of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
* When you cast a spell that restores HP, you can expend charges to restore extra amount of HP.

 Extra HP Restored
Expert Orb

The myriad of threats that adventures face often go well beyond mere weapons. So it might seem ungainly to carry a small instrument in the off-hand, but great power can be contained in a perfect sphere, inhuman skull or tome of forbidden script scrawled in the tongues of kingdoms past.

**Special.**

* The orb regains 1d8 expended Charges daily at dawn.
* You can use an Action to convert unexpended Charges from the orb into one spell slot. Once used this way, roll a d20. On a 1, the orb loses all charges. On a 20, the orb regains 1d4 charges.

 Spell Slot Level
Buckler

A small but sturdy shield gripped in the fist. Offers poor protection against ranged attacks but can be useful in deflecting blows in melee.

**Special.** Riposte. You can use a Reaction to add 2 to its AC against one melee attack. If that attack misses, you immediately make a melee weapon attack against the creature.
Magic Missile spell

1 Action

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Gnoll Raider

Gnolls raiders are nomadic destroyers that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.

## Behaviour and Tactics

Gnolls aren’t sophisticated, but they understand weakness, and bring themselves into the action only to put pressure on a weakened prey rather than an open fight. Gnolls can differentiate between armed and unarmed targets; as with any predator they can also distinguish between healthy and vulnerable targets.

Once all targets considered “vulnerable” have been downed and dragged away, a retreat will be signaled. If their “weak” targets aren’t going down in more than a couple rounds, gnolls will beat a retreat. But this will likely be a temporary measure with the intention of reassessing their prey’s state. And perhaps returning to wear them down further when they let their guard down.
Primordial Crystal

A primordial crystalline gem that seems to draw in arcane energy. While you are wearing it, you gain the following benefits:

* As a reaction when you take acid, cold, fire, lightning, or thunder damage, you capture half of the incoming energy and store it. You can only store one arcane energy at a time.
* As an action, you can make a ranged spell attack against the target with stored arcane energy.
Gnoll Flesh Grawer

Gnoll flesh grawer is an exceptionally strong and vicious gnoll that possessed by a demonic spirit. It undergoed a horrible transformation after be chosen by the Gnoll God.

## Behaviour and Tactics

Gnolls aren’t sophisticated, but they understand weakness, and bring themselves into the action only to put pressure on a weakened prey rather than an open fight. Gnolls can differentiate between armed and unarmed targets; as with any predator they can also distinguish between healthy and vulnerable targets.

Once all targets considered “vulnerable” have been downed and dragged away, a retreat will be signaled. If their “weak” targets aren’t going down in more than a couple rounds, gnolls will beat a retreat. But this will likely be a temporary measure with the intention of reassessing their prey’s state. And perhaps returning to wear them down further when they let their guard down.
Tool & Kit

A tool or kit helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool.

Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a DEX check to carve a fine detail with your woodcarver's tools, or a STR check to make something out of particularly hard wood.

## Artisan's Tools

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

## Gaming Set

These items encompass a wide range of game pieces, including dice, decks of cards and other kinds. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

## Musical Instrument

If you have proficiency with a musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency.
Hobgoblin Seeker

A few hobgoblins have mastered a system of unarmed combat called the Path of the Iron Shadow. Its practioners are known as Seeker, wear masks that resemble the leering faces of devils. They serve as a secret police force and a spy network in hobgoblin society. As befits their role in society, they receive proper deference from all other hobgoblins that cross their path.

## Behaviour and Tactics

Seeker typically be encountered alone. It chooses its ground, and it knows its hiding places.
Druidic Mark

Produced by a special needle, this mark or tattoo evokes magical power in its form and colors. It glows faintly while you cast a spell and for a spell's duration.

**Special.**

* While the tattoo is on your skin and you take damage of the chosen type, you can use your reaction to gain a number of Temporary HP equal to half the damage you take. The temporary HP lasts 10 minutes. Once used, it can't be used again until the next dawn.

 2
 3
 4
 5

* When you would be reduced to 0 hit points, you drop to 1 HP instead. The tattoo vanishes after that.
Orc Warrior

Ain't ordinary soldiers, orc warriors have powerful strength and an extraordinary mind. They charge most ahead in the frontline against the enemies and face death unflinchingly.

## Behaviour and Tactics

Easily offended and impatient, orcs generally preferred violent solutions and rarely considered multiple ways of approaching a problem.
Fireball spell

1 Action

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Cloud Giant

Cloud giants are easygoing, have great appreciation for music and obsession for gambling. They are also known to innately have a high affinity for both runecasting and traditional sorcery.

Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement.

## Behaviour and Tactics

As they are often skilled in strategizing, cloud giants often fight with other creatures in well-organized units under a carefully developed plan of attack.

When it come to close quarters combat, they were known to favor the use of and morningstars that are appropriately sized for their use.

## Loot

A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows. Gold, gems, jewelry, arts and finely aged wine.
Arbalist

Arbalists defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as caravan guards.

### **Variant Equipment:**

1. Light Arbalist (Set A): Usually work as caravan guards or mobile sentry.
2. Heavy Arbalist (Set B): Serve as artillery in military units.
Shrieker

A treant is a wide variety of awakened trees. Treants typically have face-like features on their bark, a division between their trunk that form legs, and long branches that serve as arms. Treants develop innate magical powers, allowing them to animate plants, using them either as protectors or messengers.

## Behaviour and Tactics

They can move through water easily, and have been known to creep into camps in their range at night to attack.
Tower Shield

A tall and heavy tower shield that offers great protection, but is very bulky to handle. This massive shield is used frequently in organized armies for its effectiveness at protecting soldiers and aiding in the formation of lines.

**Special.**

* When you take a Dodge action, you're totally covered by the shield.
* You can use a Bonus Action to steady yourself. While you're steadied, you're considered having a three-quarter cover (+5 bonus to AC and Dexterity saving throws). Your movement speed is halved. While not steadied, you have disadvantage on the attack rolls.
Sylph

Sylphs are fey spirits of the air, creatures of high mountaintops, fierce winds, and scouring tempests. Sylphs spend their time cavorting in the breezes, wandering from place to place. They appear as petite, beautiful women with filmy-seeming, silky, or loose translucent clothing and brightly colored jewelry. Though some were said to wear shifting garments that were woven from mist.

Farmers are grateful for the presence of sylph on their lands and often leave them offerings of mead, honey, flowers, and dates in return for protecting their flocks and making their crops more abundant.

## Behaviour and Tactics

Sylphs rely on their airy invisibility, and their agility, to escape combat, rather than engage. If forced, they often rely on sorcery, specializing in the surprisingly violent spells of storms. They are also known to summon elementals to protect themselves, or to distract while they make a getaway.
Attention users

PeeperLeviathan98: Ok don't freak out but KSD is also on this Wiki. If you get into a fight with him I will ban you

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To everyone else: have a great time on this Wiki!
Priest

Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.

Evil priests (also known as Cultist Fanatic) might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.
Raven

Ravens are clever, adaptable, and social birds. They are often associated with ill omen and bad luck, being carrion-feeders and opportunists.

The "raven" type includes crows, jackdaws, jays, magpies, and similar clever avians.

## Behaviour and Tactics

They go for the eyes, blinding their enemies if possible.

Ravens are highly intelligent creatures, with a knack for speaking and learning new languages. They are adept at picking shiny objects out of a crowd, and finding things that were supposedly hidden.
Dretch

Dretches are among the weakest of demons — repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks and are casually sacrificed by higher-ranking demonic entities.

## Behaviour and Tactics

They are stupid, slow, quarrelsome, and uncreative creatures, with the main reason for their survival within the Abyss being that they made up an immeasurable horde. They prefer using their sheer numbers to win their battles, their tactics rarely going beyond a mob rush.

Individually, dretches rely upon their claws and demonic resistances to survive.
Raichu

Raichu is the final boss of Pokemon Spiritomb's Adventure

## Attacks

Electric Barrier: Raichu will throw lots of electric traps on the floor. This attack only happens during phases one and two.

Hyper mode: Raichu does a normal attack but way quicker. This attack happens during phases 3 and 4.

Thunder strike: right you'll summon a thundercloud which starts to throw thunderbolts at you. This attack happens during All Phases except 5

Enemy horde: Raichu summons enemies. These enemies deal more damage and move way quicker than they're supposed to. This attack only happens during phase 5
Spellbinder

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

* You have advantage on creating spell scrolls.
* As an action, you can try to cast a spell that you know without expending a spell slot. You must make a Intelligence (Arcana) check DC 10 + spell level. On a failure, so does the spell and you can't use this property again until you finish a long rest.
Swarm of Rats

A swarm of rats inhabits the refuse pits and sewers of great cities, subsisting on the detritus of society, and infesting urban centers in an uncanny parallel to the people above. They can be quite dangerous, killing with one thousand little bites and tears to sensitive and vulnerable areas of the body.
Lightbringer

This mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst.

* You have a +1 bonus to attack and damage rolls made with this magic weapon.
* This weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra Id6 radiant damage to undead creatures.
Twinblade

Twinblade, also known as double-bladed scimitar, is the signature weapon of elves. A haft of fine wood supports a long, curving blade on either end. A twinblade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and an elf might feel entitled to demand its return or challenge the bearer to prove they’re worthy to wield it.

**Special.** As part of the Attack action on your turn, you can use a bonus action to make a melee attack with it. This attack deals 1d4 slashing damage plus your ability modifier.
Hawk

Hawks are on the small side for eagles, and are swifter and more manueverable. While larger eagles tend to be soaring birds, hawks are more about speed and manueverability, though they still pack a devestating punch.

Hawks are occasionally domesticated for hunting, and a trained hawk can be worth quite a bit of gold.

## Behaviour and Tactics

Hawks tend to aim for the eyes of creatures, and may rip them out. They're also capable of a powerful plummeting blow.
Kobold Oracle

A kobold oracle has an innate talent for arcane magic, making it a highly valuable member of the tribe for several reasons. Most tribes lack individuals that can use divine magic, so the oracle fill the roles of advisor and historian. If the tribe assosiates with a dragon, the oracle also serves as diplomat and mouthpiece - anticipating the dragon's needs, issuing commands to other kobolds on the dragon's behalf, and reporting information back to the dragon.

## Behaviour and Tactics

They prefer to lay traps or ambushes, and will only engage a foe directly after it is weakened.

They dislike gnomes to such an extent that they will attack on sight.
Gargoyle

Gargoyles are malevolent creatures of elemental earth resemble grotesque, fiendish winged statues.

## Behaviour and Tactics

A gargoyle lurks among masonry and ruins, delighting in the terror it creates when it breaks from its suspended pose. They enjoy simple tasks such as guarding a master’s home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage.

They torture any victims they can hold helpless, going so far as eating them alive just to hear their screams even though they require no food to survive, but much prefer intelligent races over anything else.

Gargoyles particularly enjoy shiny objects containing gemstones and precious metals.
Gnoll War Fang

With god-given omens and demonic insight to guide the gnolls toward weak prey ripe for slaughter, a gnoll war fang leads the charge in battle.

## Behaviour and Tactics

Gnolls aren’t sophisticated, but they understand weakness, and bring themselves into the action only to put pressure on a weakened prey rather than an open fight. Gnolls can differentiate between armed and unarmed targets; as with any predator they can also distinguish between healthy and vulnerable targets.

Once all targets considered “vulnerable” have been downed and dragged away, a retreat will be signaled. If their “weak” targets aren’t going down in more than a couple rounds, gnolls will beat a retreat. But this will likely be a temporary measure with the intention of reassessing their prey’s state. And perhaps returning to wear them down further when they let their guard down.
Blue Drake

Blue drakes, or sometimes called guard drakes, are large reptiles that are created by a magical ritual involving chromatic dragon scales. They also share some of the traits of the original dragon such as the elemental resistance. They are loyal allies to their masters and can be quickly trained to follow simple commands.

They have a small body with a large central horn and spines its neck. They are stunted and wingless and incapable of reproducing.

## Behaviour and Tactics

The drakes prefer to start combat by charging at their opponents.
Goblin Hunter

Goblin hunters rarely hunt for prey directly. Instead, most goblin hunters choose to make use of poison and vicious traps, violently catching both wild game and unaware travelers.

## Behaviour and Tactics

Goblins often sneak up on enemies and deal them a blow from hiding and then slip away before they could be retaliated against.

When they have superior numbers in battle, goblins will attempt to flank lone combatants.
Triel

## Goverment

### Allowed

Public training with soldiers. Worship of other gods within ones own home / away from public.

### Outlawed

Public drinking. Drugs. Disloyalty. Heresy. Slandering of the Magistrate

## Demographic

### Racial Preference

Human; others viewed as out of place or unfit for work.

## Economy

### Export

Writs of safe travel along the Sword Coast portion of The Trade Way, Mercenaries, Wagons

## Defense

### Military

None

**Triel** is a small village in the Fields of the Dead located at the intersection of the Trade Way and the Dusk Road, south of Boareskyr Bridge. The city of Elturel was located to the southwest and the Trielta Hills were located to the northeast.

The original ruler of Triel was Elvar the Grainlord. However, by 1479 DR, Triel was part of Elturgard.

## Geography

Region

Size
Astral Projection spell

1 Hour

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

*\* (For each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)*
Sheep

Sheep are valuable domestic animals herded in the mountains and hills in various regions of the world. They provide wool and meat, and sometimes milk. Some sheep, however, are the result of magical energy gone wild, causing the sorcerer to polymorph themselves.

## Behaviour and Tactics

Like most ungulates, sheep typically flee combat, often creating a deadly stampede in a dire panic to escape. Some sheep have curling horns on their head and will ram those who trouble them.
Water Elemental

**Stats**

Health- 85 HP

Attack- 50 ATK

Speed- 3 Tiles/Turn

Passive Special- Attacks inflict Frozen for 2 turns.

Unit Type- Special

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**Trivia**

* Add any available information to this section.

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**Notes**

* Add any available information to this section.
Blowpipe

Blowpipe is a simple ranged weapon consisting of a long narrow tube for shooting light projectiles, such as seeds, clay pellets, and darts.

Blowpipes are primarily for the village boys to hunt small animals, to have something to do around the village and kept them out of mischief. While shooting darts with a blowpipe is an extremely stealthy, and even lethal, blowpipe could be used as anti-personnel or assasinate weapon.

**Special.** Unlike most ammunition weapons, a blowpipe can be both loaded and shooted using only one hand. When making a ranged weapon attack, you can add both your CON and DEX modifier to the damage roll.
Expert Staff

Staff is specially constructed focus weapon that has traditionally been used primarily by spell casters. The appearance doesn’t always convey its potential power, though, it can be used as means of attack and defense.

A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick. Most staves are made of imbued wood, but some are bone, metal, or even crystal.
Amulet

It's the most basic divine implement. Amulets come in many forms. A wearable amulet worn around the neck or on the arm or leg in the form of a pendant is the most common. Though all shared the common quality of depicting a symbol representing a deity.

**Special.**

* The amulet regains 1d4 expended Charges daily at dawn.
* As a bonus action, you gain one additional use of Channel Divinity by expending a charge.
Prime Totem

Prime totem is an otherworldly object of unspeakable capabilities. Or even sentient monstrosities taking the form of many unusual objects.

**Special.**

* The totem regains 1d8 expended Charges daily at dawn.
* Allows you to cast cantrips while wearing it in Wild Shape form by expending charges.
* You can use an Bonus Action to convert unexpended Charges from the totem into temporary HP for one creature, including yourself. It lasts one hour.
* When you cast a druid spell that forces a creature to make a saving throw to resist its effects, the spell DC is increased by 1 for each expending charge (max 5).
Falcon

They are smaller and faster than hawks, focusing even more on pure speed, rather than robust power. They are also quite agile, often taking other birds in mid-flight. Their dives are some of the fastest natural speeds attained by any creature, and they impart tremendous force into their prey when they hit.

Falcons are preferred for domestication by hunters and birders, as they are quite clever. Trained falcons can sell for signicicant wealth.
Owl

Owls are birds known for silent movements, keen eyesight, excellent hearing, and an often mythical wisdom. They are nocturnal creatures that largely hunt smaller creatures, like small mammals or lizards. However, larger owls have been known to take fish or even young deer.

They are associated with keen insight and deep knowledge, but also are considered harbringers of death.

## Behaviour and Tactics

Owls generally flee from combat. If needed or trained, they may attack with swooping dives. These attacks can be nearly silent, though they don't often do much damage.
Skimmer

Skimmer is a manta-like creature with undulating wings which hovers over ground, allowing it safely traverse otherwise hazardous areas, or to graceful skim over water.

They live above water, breathing through large air sacs as they float above the surface. While they cannot truly fly, they can hover for short distances at a height of several norn, making them indispensable for crossing large areas of treacherous quicksand or sulfur.
Dawnbreaker

Mortals call it Dawnbreaker, for it was forged in a holy light of Meridia, the goddess of life and energy.

* You gain a +2 bonus to Attack and Damage Rolls made with this weapon.
* When you hit an Evil-aligned creature with it, that target takes an extra 1d8 thunder damage.
* This weapon glows as bright as a torch when its wielder commands. The light is sunlight. While glowing, the morningstar deals thunder damage instead of piercing damage.
* On a critical hit, the morningstar unleashes an energy blast in a 15-foot radius that heals 1d8 HP to allied creatures while foes must make a CON saving throw. On a failed save, the target takes 1d8 thunder damage.

#### **Sentience.**

Dawnbreaker is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The morningstar can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is demanding and feminine. It knows every language you know while you’re attuned to it.

#### **Personality.**

Forged by holy light of Meridia as her beacon, Dawnbreaker is meant to bashes away corruption and false life. It is kind and compassionate to those in need, but fierce and destructive to its enemies.
Swarm of Bats

A swarm of bats dwell in large caves, ruins, or even city sewers -- anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to fight for their lairs.
Orc Ravager

Orc females devoted to Luthic are in charge of fortifying and maintaining an orc stronghold. They help to guarantee the survival of the tribe while the strong is away.

The most powerful among Luthic's disciples are the Claw of Luthic.

## Behaviour and Tactics

Easily offended and impatient, orcs generally preferred violent solutions and rarely considered multiple ways of approaching a problem.
Hidden

**Function**

Effect- Units with this buff cannot attack, be attacked, or move.

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**Trivia**

* Add any available information to this section.

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**Notes**

* Add any available information to this section.
Large Shield

An elongated wooden shield covered in leather that offers good protection against ranged attacks, also to the lower body. Somewhat bulky to handle in close combat engagements.

**Special.** When you take a Dodge action, you're considered having a three-quarter cover (+5 bonus to AC and Dexterity saving throws).
Observatory

**Stats**

Health- 15 HP

Active Special- View the Skill Tree.

Passive Special- Non-Secret units adjacent or on this building are transformed into Star Spawn.

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**Upgrades**

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**Skill Tree**

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**Trivia**

* Add any available information to this section.

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**Notes**

* If this building is destroyed while any skills are unlocked, the unlocked skills are lost.
Lion

Lions are powerful feline predators that travel and hunt in large groups, known as prides. Male lions have large manes of golden fur. Female lions, who have no manes, are the main hunters of the pride.

## Behaviour and Tactics

Lions are powerful and dangerous predators. Female lions hunt prey in packs, co-operating to drive their prey into a location ideal for ambush. Their long and sharp claws deliver devastating damage.
Deer

Deer are a group of forest-dwelling ungulates that grow large antlers. Commonly hunted, deer are choice trophy animals, and are even herded in certain climates.

The "deer" type includes

* Caribou, also called Reindeer, are a hardy arctic breed of deer that live in the cold arctic tundra.

 13
 11 (+0)
 Slam / Gore
Arcane Acolytes

**Stats**

Health- 20 HP

Attack- 20 ATK

Range- 4 Tiles

Speed- 1 Tiles/Turn

Cost- 40 Gold

Unit Type- Mage

Requirements- Wizard’s Tower

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**Trivia**

* The Cult of Arcana does not exist, and any evidence of its existence is conjured by the government. The Cult of Arcana would like to remind you that it does **not** brainwash its members and conduct daily human sacrifices.
* "Nicole, Nicole, Ni-" - Nicole the Acolyte, before being beheaded by an enemy axebearer.

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**Notes**

* Add any available information to this section.
Shamans

**Stats**

Health- 145 HP

Attack- 45 ATK

Range- 3 Tiles

Speed- 2 Tiles/Turn

Active Special- Spawn an Elemental of your choice on an empty location within range. (Cooldown 3)

Unit Type- Special

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**Trivia**

* Add any available information to this section.

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**Notes**

* Add any available information to this section.
Engineers

**Stats**

Health- 50 HP

Attack- None

Heal- 10 HP

Speed- 2 Tiles/Turn

Cost- 80 Gold

Passive Special- Cannot target units.

Unit Type- Infantry (Support)

Requirements- Siege Workshop > Physics I > Physics II > Engineering

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**Trivia**

* "That God of Chronos keeps getting in the way of my ideas. Why can't I build missiles?!" - Angela the Engineer.

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**Notes**

* Add any available information to this section.
Isles of Gula Wiki

## Welcome to the Wiki

Welcome to the Isles of Gula wiki. We’re a collaborative community website about your the Isles of Gula Tabletop Roleplay.

## About Isles of Gula

The Isles of Gula Tabletop Roleplaying Game is about storytelling in the form of swashbuckling and shooting. It shares elements with D&D and other tabletop roleplays. Isles of Gula is driven by the Ocean Master’s (OM) imagination to create the cliffside cities of Tavernport or the caverns of Corgowitch, and the players have an impact too. Together you and your team will the plunder the Isles abundant treasure.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Rusher

Rusher is a miniboss in Coil Madness. He depends on running and gets faster at low health, His hp is about 1500 to 1750.

Use lvl 10 battlers to tank his Rage Mode.

Spam bombers as theyre the best to deal damage.

Do not use the cannon as that will make him go Rage Mode.

Your main meatshield here is titan.

Worry about the rush. He usually targets the base when at Rage Mode.

He usually sleeps at the enemy base untill damaged or cannonned.

Rusher's theme is The Show. You can find it here. https://www.youtube.com/watch?v=hsrjhl8\_m\_Q&list=PLpmdscEY0pVm4tg9AB8-jprWmc6TqqJxo&index=7

Rusher's stage is Rushing.
Zombie Brute

Usually created by the re-animation of a corpse, zombies can also rise spontaneously if an area is saturated with necromantic magic.

Zombies still retain some flesh on their bodies, and give off a horrid, rank smell. They are almost mindless, but could be given simple commands. Virtually any solid creature could be turned into a zombie.
Worg

A worg is an evil predator with a fiendish countenance and glowing eyes, that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by Goblins and Hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished.

Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

## Behaviour and Tactics

Despite their higher intelligence and evil traits, worgs tend to act, for the most part, like regular wolves. They often hunt in packs, but sometimes hunt alone. Lone worgs tend to hunt creatures smaller than themselves, while mated pairs and packs hunt larger game. They prefer large, herbivorous animals, usually the young, sick, or weak, but weren't afraid to take humanoids, especially when other prey is scarce.

They stalk their prey for a number of hours or even days, choosing the best of time of day and terrain for the attack. When they do, they employ hit-and-run tactics to exhaust a victim, until finally the whole pack go in for the kill. If they outnumber a victim or are especially impatient, they might try to corner the prey, then attack.
Kortocka Race

# **Kortocka**

**You are a member of the Kortocka tribe. Perhaps your tribe comes from an ancient time following the traditions and ideals passed down from thousands of years or a more recently created tribe of wanderers and outcasts just trying to survive the wilderness through the words of your elders. Your tribe may be unruly and outside the confines of modern society, but thrives on the strength of interdependence rather than individualism. Everyone has their part to play in the tribes' survival and you are no different. Whether you are a simple farmer, growing fruits, vegetables and grains, or you hold some form of nobility or higher status within your community, you hold some responsibility and adhere to the needs of the tribe as opposed to your own.**

## **Kortockan Beliefs**

**The Kortockas belief in many deities and spirits, including the belief that spirits are found in non-human beings and objects such as animals, the waves, and the sky. In that belief, they say after the birth of Laʻilaʻi, the woman, and Kiʻi, the man, the man succeeds at seducing and reproducing with the woman before the god Kāne has a chance, thereby making the divine lineage of the gods younger than and thus subservient to the lineage of man. This, in turn, illustrates the transition of mankind from being symbols for the gods (the literal meaning of kiʻi) into the keeper of these symbols in the form of idols and the like. The Kumulipo was recited during the time of Makahiki, to honor the god of fertility, Lono.**

## **Kortocka Traits**

**Your Kortockan character has a variety of natural abilities, the result of thousands of years of elven refinement.**

**Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom Score increases by 1 while your Intellect decreases by 2.**

**Age. Kortockans reach adulthood in their late teens and live less than a century.**

**Alignment. Kortockans are Lawful Neutral. They tend to be good. They normally respect the tribe’s elders words but might not understand the laws of the empires. If your Kortocka was a slave then he most likely does not respect the law, and Kortockas are often thieves.**

**Size. Kortocka range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.**

**Speed. Your base walking speed is 30 feet.**

**Darkvision. Accustomed to dark jungles and the night sky, you have a superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.**

**Jungle Guide. If you are traveling in a forest, rainforest, or jungle, you and your group have no disadvantage.**

**Keen Senses. You have proficiency in the Perception skill.**

**Languages. You can speak, read, and write Kortockan.**

**Plant Distinction. You can tell what conditions a plant will do if you consume, breathe or touch it, and have a +1 in a Medicine(Wisdom) check.**
Swordmaster

"PEREPARE!"

Swordmaster is the first boss in Brutalmare) and is a strong warrior he will test the players basic dodgeing skills and is easily beatable using the slide and parry skills the player starts with.

# Voice Lines

## (0-1) Gate To Hell

"Why Are You Here? LEAVE! at once..." (The player enters the temple)

"Fine... I Accept Your Challenge, I SHALL SLICE YOU INTO DUST!" (The Player Enters The Throne Room)

"WHAT? HOW? someone as weak as this... this thing. YOU! YOU LITTLE BRAT! YOU HAVE FORGED A RIVALRY YOU CAN'T WIN!
I'LL KILL YOU FOR THIS! THIS IS NOT THE LAST TIME WE MEET!" (upon dying)

"May Your Fights Be And Hard" (upon despawning)

## Tuants

"WEAKLING!"
"FIGHT ME!"
"YOU FIGHT LIKE A GIRL! HAHAHA"
"ILL BREAK YOU IN HALF YOU FRAGILE STICK!" (upon reaching half health)

# Entity Database

TYPE: Lower-Knight

The Sword Master Was A Warrior For The Kingdom Of Knights For 15 Years always loyal but he broke away from the kingdom in search for power he never got what he wanted and was defeated by the player.

He always looked at others as objects and puppets.
Minor Reliquary

Minor reliquary is a fragment of a sacred material that was directly blessed by a god, godlike being, or the servants of the former two for the purpose of aiding agents of the divine.

**Special.**

* The reliquary regains 1d4 expended Charges daily at dawn.
* As a reaction, you can expend a charge to end one of the following conditions affecting yourself or one creature you can see within 5 ft. of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
Blood Ooze

A slick of spilled blood lurches forward as it senses nearby blood, revealing itself to be a heavy mound of sticky, crimson sludge. Like a vampire, a blood ooze craves hot, fresh blood. It draws the blood out of its victims, leaving nothing behind but a dry and withered husk.

It is not widely known that an existing blood ooze can reproduce by splitting itself in half. It undergoes this division only if it has grown so large that splitting in half would create a pair of medium-sized blood oozes.

## Behaviour and Tactics

The blood ooze seeks only one thing: to increase its mass by consuming blood from the living. The blood ooze hides within the body of its victims, only bursting out to attack when another meal draws near, leaving the body a husk of its former self.

## Loot

Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.
Myla

Myla is the final boss of maggot Knight

## Attacks

Pickaxe Ark: Myla will throw her pickaxe in an arc, but only when the player is far away so she can land a hit. this attack will happen during All Phases except 4

Infected tendrils: Myla will release her anger in the form of orange infection when she is harmed. The orange tendrils do harm the player and in fact does three points of damage.

True Hunter spirit: during phase 5, Myla will sometimes eject her own Spirit out of her body and attack you with this. This is often followed by a simple leap attack
Shieldbearers

**Stats**

Health- 175 HP

Attack- 3 ATK

Speed- 1 Tile/Turn

Cost- 85 Gold

Active Special- Negate the next attack you receive. (Cooldown 3)

Passive Special- Reduce all damage taken by 6.

Unit Type- Infantry

Requirements- Barracks > Shields

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**Trivia**

* "Stop hiding behind that shield of yours!" - Manny the Militiaman, while doing no damage.
* "Okay?" - Sean the Shieldbearer, while taking no damage.

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**Notes**

* Add any available information to this section.