recursal/Fanatic-Fandom huggingface dataset:
The Farang

The presence of the Farang in the world of the Courts begin as a series of hints and rumours:

From Week 1: There are rumours, only recently, in parts of the Courts of supposedly immortal creatures, etherial, beautiful and long-eared, that have been driving people from their homes and building structures out of the living wood of the jungle. No-one knows who these people are, but they have begun to appear with more and more frequency as the seasons have gone on.

From Week 2: The ageless creatures that have appeared in the swamp need no sleep and that is what makes them dangerous...
Alignment

Unlike in Dungeons & Dragons, alignment in the world of The Courts revolves around elemental alignment. There are five alignments a character may have - Air, Earth, Water, Fire and Void. Of the five, Void is exceedingly rare, an ill omen for those born under this sign. All inhabitants of the Courts know what sign they are born under - it is like a horoscrope drawn on the day the were born. There is nothing they can do to change it. A soul that is born under Fire will always be Fire-aligned, regardless of how many reincarnations it goes through. People will judge others according to the element they were born under, drawing conclusions about said person. It is a regular topic of conversation and openly discussed.
Dwarf

A race of short sturdy creatures that make their homes in the hills and mountains of the world.

## Culture

### Flesh Trade

Flesh trade, slavery or owning other sentient creatures as property is something that is not unfamiliar to the dwarves. While the dwarves in the Court of Swords have mostly exiled most of their flesh traders, there are still others in the north who still do trade.

Most notably the half-orc Berg was a slave to dwarves.

### Swearing Oath

As seen in Episode 138, swearing oaths seems like almost a given thing to do when a group sets out for a goal.

### Marriage

To signify two dwarves coming together in union they each start a face tattoo on their body.

### Language

Dwarven is a language that uses many terms regarding 'owning', 'debts', 'property', 'currency of your account', 'one who owes me a debt'.

#### Sayings

"Well you hold the purse strings" - Addi-Kûr talking to Ten Pillars of Gold.

## Gods

### Keina, The Traveller

The god responsible for bringing the dead to the beyond with her pouch/bag.

## Notable Dwarves

### Non-Player Characters

* Addi-Kûr
* Erishtum

Player Characters

* Baern Hillstern
* Yomm Oakentoe
* Varna
The Xu Lin valley

**The Xu Lin Valley** is a disputed valley Between The Court of Swords and The Court of Coins.

## Geography

The Xu Lin is noted for its beauty. Woodlands, ruins, and bamboo forests dot the valley. A number of villages resided in the valley, each with varying degrees of loyalty to each court. A few of these villages included Peaceful Spring, Golden Bough, and Prosperous Spice River.

## Disputed Territory

The Xu Lin Valley is desired by both The Court of Swords and The Court of Coins. Both courts claimed to have a legitimate claim to the valley, but archaeological evidence suggested the Court of Coins had historical precedent in the valley.

## Inhabitants

A number of Human villages dot the valley. A group of Kenku inhabit a cavern within the valley, and have for some time. Kobolds, orcs, bullywugs, and mogwai infest the valley. The kingdoms of the gnomes lay within the valley. Ruled by  Persnidgetron Torbidger, the kingdom of the forest gnomes is just recovering after being decimated by their neighbors, the rock gnomes.
The Court of Swords

The Court of Swords is the Court of Air, it embodies logic, thought and direct action. It consists mainly of jungles, swamps, and river-lands. It also claims contested territory in the Xu-Lin valley. Like all four Courts it is run by four individuals: The Queen, King, The Page, and The Knight. All are real people as well as tarot. Peace in the Court of Swords is kept by the Magistrates, a fantasy analogue of the FBI. The Magistrates of the Court of Swords are sent out to patrol the roads, to visit the towns and cities of the Court, to collect taxes and see that everything is running smoothly... at least, that's what people know what the Magistrates do... In secret the Magistrates also look out for corruption. Not merely political but magical corruption as well, for the taint of the temptation demons, the Mara, is insidious. Magistrates are considered higher than local law, wielding a great deal of corporeal power. Magistrates are expected to be equally at home in the city as the wild. They are seen with awe and fear and are a source of much gossip. The Court of Swords seems to appoint Magistrates at random; prospective Magistrates can be plucked out of their everyday jobs whether they want to or not.

Most of the population of the Court of Swords live along a wide river that runs through the Court. There are hill tribes in the highlands, many of them Dwarves, who are not considered to be big participants in the greater global environment. There is much interbreeding between humans and Dwarves in the hinterlands, so much so that the two species flow almost impercitably into one another. In cities, people keep their dwarf heritage to themselves, as it is somewhat gauche to admit to it.

### Places in the Court of Swords

The Riverlands

Sự phồn thịnh

The Fishing Village

## Tarot

ACE OF SWORDS

TWO OF SWORDS

THREE OF SWORDS

FOUR OF SWORDS

FIVE OF SWORDS

SIX OF SWORDS

SEVEN OF SWORDS

EIGHT OF SWORDS

NINE OF SWORDS

TEN OF SWORDS

PAGE OF SWORDS

KNIGHT OF SWORDS

QUEEN OF SWORDS

KING OF SWORDS
Inspiration

Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw.
By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince.
Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

## Gaining Inspiration

Your DM can choose to give you inspiration for a variety of reasons.
Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way.
Your DM will tell you how you can earn inspiration in the game.
You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.

## Using Inspiration

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check.
Spending your inspiration gives you advantage on that roll.
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game.
When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
Som Nang

Found in Fishing Village. As the party goes up into a house Somnang and his sister Thuy are pointing a crossbow at the party.

He can only speak in a very River-land dialect of Common that Zephyra Awen also knows.

## Equipment

* Dagger
* Light Crossbow
* Wood beads attached to holy symbol to the sun and moon

## Past Appearances

* First appeared in Episode 1
* Stays with the party from Episode 2 - Episode 4
Azriel

*Did I mention I've taken a vow of celibacy.*– Azriel

## Traits

Very devouted the to the Fountain, to the point where he will defend his belief aggressively against anyone who speaks ill of it.

## Quotes

*That's racist.*– Uttered when a Rock Gnome calls Forest Gnomes filthy
## Notable Achievements

Decapitates a giant goat with full hp in a single turn.

Survived a fight dispite going down 4 times, With the help of Jubilant Black Gale.

## Equipment and Loot

2-handed Great sword named Baldur, housing a Owl familiar with the same name.

Handcrafted plate armour

An ancient dwarven belt, that gives to following buffs:

* Constitution increases by 2
* Advantage on any charisma roll with Dwarves
* Advantege on saving throws against poison
* Resistance to poison damage
* Gains dark vision up to 60 feet
* Gain the ability to speak, read and write dwarvish
* While attuned to the belt every day at dawn, there's 50% chance you grow a beard
WVGQ

WVGQ (Digital Channel 32, Virtual Channel 13) is a commercial television station licensed to Dallas, Texas, serving as the NBC affiliate for the market. The station is owned by The E.W. Scripps Company alongside KPXD-TV, and both stations maintain studios on Ashland Street in Dallas.

Subchannels

13.1: NBC

13.2: Retro TV

13.3: Laff (O&O)
The Necromancer King

**The Necromancer King**, Captain Arrak val Khmaw, is a former soldier and current Necromancer.

## History

Captain Kmaw was a soldier in The Court of Swords military. After the court lost a war with The Court of Coins, Arrak returned to his home in The Riverlands to a cool reception. Angered that he was not treated as a hero for his involvement in the war, Arrak retreated to an ancient, ruined temple upriver from his home and made a pact with the forces of The Mara. Gathering up a small army of similarly disenfranchised former soldiers, Arrak dubbed himself The Necromancer King and used a demonic artifact called the Font of Dead Water to poison the river. As the Font poisoned the riverside villages and killed their inhabitants, the Necromancer King used the somewhat-unpredictable magic of the Mara to raise many into his undead servants.

With both the living and the dead at his command, the Necromancer King began conquering the Riverlands. The unnamed Fishing Village and the town of Su fan Tin were some of the first stops in his conquest, but by the time of the Time-Skip, he has conquered most of the Riverlands.
The Hanged Man

## Meaning

The Hanged Man stands between Justice and Death and represents letting go. Having been through hardship, being judged for it, being seen for what you are and being exposed to the world, you move on from Justice to the Hanged Man which represents giving up on the things holding you back. The Hanged Man represents the reversal of fate, of being given your just rewards, which can sometimes mean execution - disciples of this Arcana are those that pull the lever when someone is hanged. It is also the Arcana of sacrifice and martyrdom and letting go of bad habits. Its followers constitute a catharsis cult - people drawn to serve The Hanged Man either have nothing and so nothing to lose, or those who regret the things they have such as rich people who divest themselves of all their belongings.

breaking patterns, a crisis, giving something up, burden

## Rituals

has ritual called "the letting go"
it can be literal like sacraficeing money like an offering
or you can confess a burden you no longer whish to have
has 2 disciples deep throat hum and the cleric dips this finger into the ash and smears it on the throat of the recipient and hugs them close to have them whisper into the ear of
the cleric their burden they wish to let go.
Character Statistics

**This page is being updated**
no info has been put in yet
I include the addition of guidance and bless to the final roll results

**Fields with \* indicate nobody took note of the values yet.**

## Death Toll

Court of swords has alot of death i mean it is run by Adam Kobel.

***Legend:*** ❤ *living characters /* ☠ *dead characters /* 🏠 *retired characters*

 Bard
 Druid
Players

SkinnyGhostas
The Game Master

itmeJPas
Zephyra Awen
Ep. 1-8
GideonEp. 9-17
RazielEp. 18-22
Jubilant Black GaleEp. 23-35
EnochEp. 36-40, 43-47
MapEp. 41-42
EkishnugalEp. 48
MajEp. 49
VarnaEp. 50
Salihafa SunuEp. 51-69

DansGamingas
Baern Hillstern
Ep. 1-8
Ramus KrillEp. 9-17, 36-40, 43-47, 52-69
AzrielEp. 18-35
Belian DimEp. 41-42

GassyMexicanas
Velimir Cetrovic
Ep. 1-8
WesterEp. 9-10
BergEp. 11-17, 20-40, 43-47, 51-69
VolnachEp. 18-22
Silent ThornEp. 48-50

iNControLas
Janus
Ep. 9-12

Day9as
Zawaz Wazaz
Ep. 14
PersnidgetronEp. 14-17, 20-22

Morgan Webbas
Nak'Ana Ino
Ep. 28-31

AnneMunitionas
Ziva Tarkas
Ep. 38-40, 43-47
DaxaEp. 41-42

CinnamonToastKenas
Luther Lumis
Ep. 41-42
Yomm OakentoeEp. 48-50

Aureylianas
Salix
Ep. 48-50

Ezekiel\_iiias
Kalimat Alfida
Ep. 51-69
Cyanide

### Trick(s)

Karakking, Slimmering, Kia-Sharm, Maa-Sharm, Pashanda, Shana-Sharm, Tu-Maa Sharm

## Extra Information

### Quote

"We must be fearless. We must be friendless. We must be fox."

## Appearance

Cyanide is a red platinum fox. This means that she has white feet, a white underside, chest, ring around her neck, muzzle, tail-tip and a white blaze on her forehead. The inner sides of her eyes are a peculiar green, the outer sides orange. The rest of her pelt is a pale orangey colour.

## Personality

Cyanide is tough and cold. Those who cross her suffer terrible fates. She has no compassion within her anymore, except for her sister.

## History

Cyanide's parents were Taken when she was a young cub. Only her natural knack for Tu-Maa Sharm stopped them, as she leeched their life force out of their bodies. She had rare, natural skill and power, and that made her dangerous.

The Taken tried again and again to take her. Again and again she sucked the life force out of them.

She started learning other arts, too. She learnt all the arts of energy, as well as Pashanda, Karakking and Slimmering. She had no friends and travelled alone.

## Relationships

### Irony

Cyanide is only kind to her sister. She cares about only two foxes: herself and Irony.

## Quotes

"Heed my warning, little foxes. You cannot live and have friends at the same time. You can trust only family." - to Karma, Ekibyo, Kyrenian and Greffen

"Your sister is not gone yet. It would do you well to stop pretending she is." - to Karma and Ekibyo

"None of you understand what it is to be like me." - to Karma, Ekibyo, Kyrenian and Greffen

## Trivia

* Cyanide is a type of poison used to kill rats.
* Cyanide is my foxsona.
Ekishnugal

Ekishnugal was the first PC created by itmeJP for the Primordial Arc.

## Description

He was a Druid of the Circle of Land. He focused his craft on summoning beasts which aided him during combat.

## Background

He was tasked by the god of the forest to protect his lands from intruders. During that time he was chosen by Yomm Oakentoe as a mentor.

When the life bringing river subsided he lead the group of adventurers to investigate the cause.

## Notable Achievements

Shape shifted into a draft horse during battle and inspired many songs.

## Fanart

A song about Ekishnugal as a draft horse song
The Riverlands

**The Riverlands** was a part of The Court of Swords covered in verdant farmlands and intersected by rivers. It was an important food source for the court before The Necromancer King began to conquer it.

## History

Roughly ten years before the Time-Skip, a former Court of Swords soldier named Arrak val Khmaw began conquering the Riverlands, dubbing himself The Necromancer King. Aided by the forces of The Mara and a troupe of his fellow former soldiers, Arrak began conquering villages along the river and raising their inhabitants into undead. After the Time-Skip, the Necromancer King's conquest was still ongoing.

## locations

* An unnamed Fishing Village, the Necromancer King's first step in his conquest.
* Sự phồn thịnh, a large town that fell to the Necromancer King.

## Legends

Local legends indicated that a race of supposedly immortal creatures had been driving people from their homes and building strange structures out of the living wood of the jungle before the Necromancer King's conquest. These creatures were supposedly beautiful, and possessed long, curled ears.

Elephants are revered by the people of the Riverlands for the important role they have in society. Beasts of burden, they form life-long bonds with their riders, known as Mahouds. They live long lives, dying from old age or disease, normally retreating to secret places in the jungle to die. This reverence is not shared by those of other Courts. Poachers sometimes enter the Riverlands to kill elephants for their ivory.
Baern Hillstern

*The gods often test us to make us value life, From now on you will value your life even more*– Baern Hillstern
## Background

Baern is a hill dwarf, who was raised as a cleric in a monastery worshiping Temperance, a well-regarded member of the Arcana, respecting thought and study, balancing good and bad. the Hillstern clan were nearly wiped out when he was young by a necromantic force.

He also received some fighting training with the paladins of his order.

He is not good at communicating with people, since he spent most of his life over books, isolated in the monastery. So interacting with people is a new thing to him, since his appointment to magistrate.

Cleric of the Light domain.

## Traits

He has a quiet and reserved personality, which is often misinterpreted by others as being ignorant, since the hill dwarfs in this world are usually regarded as backwater people.

Often seen as a grounding element between his two genasi teammates, the quiet, scholarly Baern serves as the emotional center of the group. Assigned to the group because of the tension between the two.

Down to earth, simple people who has to mediate between his social betters.

Part of the domain of Temperance is health and growth - when Baern uses his magic for the first time in the Fishing Village it rekindles some dying plants nearby.

Baern spends his short rests in meditation, contemplating passages of the teachings of Temperance.

4 foot tall, 135 pounds in weight.

## Quotes

*My armor is a little jingly and loud i know...*– Baern Hillstern

*If you are in trouble i promise we will help. unlike what you did for us...*– Baern Hillstern to thuy
## Notable Achievements

#### **Level 2**

Baern takes the average which is 8 more hp

He gets channel divinity, turn undead, and preserve life

Gets a 1st lvl spell slot and gets 1 channel divinity per long rest

Hp max now 19

## Equipment and Loot

Two handed hammer

explorer's pack

Light crossbow (looted from Dark servant)

## Trivia

Baern crits his first roll of the game.

Does not know the hill folk greeting because he was not raised among hill folk, but learned handshake from Knight Visal

his spell sanctuary makes a mist around the person making them feel good
Sorrowful plum

He is a captain of the guard. Has pointed spear and tabbard that has a prow of a boat tiped up on a plain.

Has a beautiful wife who is pregnant.

Met outside Su Fan Tin one morning after slaughtering bandits.

Gives useful information on his commander and is given orders by the party to search for two children, Thuy and Somnang.

Commander Visal gives him the party to deal with the kobold problem.

He is a very good man who even cares about the people he kills protects Vel in battle since he goes down so much.

He meets his end by Kobolds as Giant Diseased Rat feast on his flesh.

## Notable Equipment

* Spear
* Tabbard
* War goat

## Bad ass times

Get 9 damage from koblods and is knocked out but rolls a 20 on a recovery save like a boss, just gets right back up to get hit in the head with a rock and gets knocked out again. He is thankfully saved by Velimir Cetrovic.

## Past Appearances

* found in episode 4.

stays with the party from episode 4 - episode 6
Dark servant

humanoid had light crossbows, purple cloaks, and scimitars found in the Fishing Village some seemed to have tattoos of the 23rd battalion of the court of swords the one the party questioned was soon burned and killed after.

the info found out was

they were there on reconosence to collect bodies

they served the court of swords

taking the bodies up river to a temple in the marsh

a dozen living at the temple up the river

last words were (just do it)

the party found one dead one on the road to Su fan tin

they are in service to the necromancer king
Ramus Krill

*Insignificant FOOL, I shall answer your measly questions when and IF I feel Like it. RAMUS CORNELIUS KRILL has seen and done things you will never know. YOU SHOULD BOW DOWN AND WORSHIP MY FEET, for you do not know to whom you speak!*– Ramus
## Background

He was marked by the ancient primordial Imix, granting him resistance to fire.

He is currently attempting to start his own religion called Harmony.

## Traits

Ramus cares about himself first and foremost. His allies come second and only because he needs them to accomplish things he can't do himself, admitting that he needs help is something he would never do openly.

Ramus is in search of power, riches are one form of power. He wants to be a name on the tip of everyone's lips of the glory of Ramus Cornelius Krill and all his done. He is not evil, I'd say he was neutral if anything, he will do good and evil if it helps him gets what he wants.

He believes that there is power that comes from the tower, whether he believes in the details of religion are another. Ramus does not like the bureaucracy, hypocrisy and evil he sees with the structures of organized religion.

Ramus has always been fascinated by the power the radiates from the gods/wizards/The Fountain. He is always wanting to explore new magics, Necromancy has been something he's been curious about but the church of the Sun hammered home its dangers and that it should be avoided.
Season 4 Special rules

No more encounter based XP - if you fight something for no reason, you’re not rewarded for it.

Goal and Quest based XP - a goal is a player set objective, a quest is a NPC set objective. Goals apply to individual PC’s Quests apply to the entire group

Each character has three Goals Slots, which can be filled with a Goals to achieve. Such as:

* “I will discover an artifact proving that the farang exist.”
* “I will convince the local police captain that the House of the Falcon was haunted by a vampire.”
* “I will free myself from my bonds of slavery.”
* “I will kill the dragon that Lurks in Darkness.”

The GM assesses the difficulty of the goal, and assigns it an category: “Easy, Hard, Deadly” based on narrative likelihood they’ll succeed, obstacles in the way. etc.

Category of the goals is equated to a XP value. achieving the goals means getting the XP.

GOALS: XP values are Encounter Difficulty\*3 in XP value

QUESTS: XP values are Encounter Difficulty\*4 in XP value

Same goes for Quest, the difficulty is similarly adjusted and the source is external.

* “Go to the tower of Hell’s Fury and Kick the Wizard in his Butt.”

Attempting to accomplish a goal or quest and failing means no XP, too bad, you failed. This is not a XP for failing model.

Goals can be changed at the start of the session or abandoned at any time.

If a goals is resolved during a session, you don’t just get to write a new one.

**THE POINT**: the player now have a method for telling ME what they want in the game and mechanically invest the players via their characters in the game itself.

**ROLLS FOR GOALS**
Space Engineers The Odyssey Wiki

## Welcome to the Space Engineers The Odyssey Wiki

Hello! This is the unofficial wiki for the Space Engineers machinima The Odyssey. The show has 4 completed seasons and season 5 is currently on hold due to mod problems within the game.

## Wiki Info

This wiki was created in 2017 as a community hub for fans of the Space Engineers series The Odyssey. This wiki is under heavy WIP. If you know how to edit wikia, please contribute.

Capt's Corner channel: https://www.youtube.com/channel/UChVH4n9xKBuuel0FxVrsdcQ/featured

Season 1: https://www.youtube.com/watch?v=41MkRmBm\_Jo&list=PLaWEXpNgFbho\_9Ez7GEgUoz4bQDhWNZI8

Season 2: https://www.youtube.com/watch?v=2lPGAlHawHA&list=PLaWEXpNgFbhrlBqSnka2uAT2SQli703Kk

Season 3: https://www.youtube.com/watch?v=9apENya2GsE&list=PLaWEXpNgFbhrFVXyL64fDCqa\_r1FvZyu4

Season 4: https://www.youtube.com/watch?v=QOZ4oQQoxLA&list=PLaWEXpNgFbhqJFAD6ao2E44VO6YYe1YOI

Season 5: https://www.youtube.com/watch?v=4Ia\_tfC3jUU&list=PLaWEXpNgFbhqNs7OwWGJJIwP5FXkpv01l&index=2
Fishing Village

A Human settlement on the banks of a tributary of the great river that flows through the jungles of the Court of Swords. Its name, if it has one, is not recorded in the official documentation of the Court. It consists of many wooden houses on stilts to avoid floodwaters. As in every other

settlement in the Court of Swords, the family structure consists of a King and Queen, non-gender specific mother- and father-figures, with the eldest children taking the positions of Knight and Page. Together with aunts and uncles, grandparents and grandchildren, they cluster in families around this group of four. There are less than a hundred people
 in the village. The only stone building is the temple. Dedicated to the Sun, the Moon and the World, is covered in carvings and scarred in many places where the river has risen over the years. There are docks, to which flat-bottomed boats are tied. The village is quiet.
Everyone is dead, save for two children.

The unnamed **Fishing Village** was a riverside village in The Riverlands.

## History

Zephyra Awen, Baern Hillstern, and Velimir Cetrovic, investigated the village after it failed to pay its taxes for a prolonged time. When the magistrates arrived, they found it to be infested with undead and the servants of the Necromancer King.

## Features

The village was built around a central marketplace, and contained a temple, docks, and a harbor. The village had a population of less then 100 people before the Necromancer King attacked.

## Inhabitants

The village was infested with undead when the magistrates arrived. These included, disembodied hands, zombies, and skeletons. Servants of the Necromancer King were also present in the village. The only survivors of the village were two children, Thuy and Saum nang.
Commander Visal

*you see this is why you pay atention fool, if that was a real sword you would be dead. then what would i tell your mother.*– Commander visal
he is the knight of su fan tin
long flowing blue robes and a turban
wearing really nice blue robes that are pined at the shoulder with a golden clasp
he has an ivory turban with a white beard and mustash his mustach is curved
in a big waxed curl. his skin is quite dark and he has a pair of scimitars
on his belt that is a big thick leather belt.
has hillfolk blood in him somewhere

he has ballooning harem pants

he has very faded sun bleached tattoos

we meet him outside the family estate in su fan tin training new recruits.

is seen in episode 6 and helps the party inside su fan tin

## Past Appearances

* found in episode 4.
* found in episode 6
Wester

*I'm large I know this, deal with it*– Wester
## Background

Is a criminal that was captured and served the court of swords.

## Traits

He is a large half-orc standing at 6 feet and 8 inches with dark tan skin, brown eyes and long jet black hair is tied in a pony tail. He has two noticeable tusks, one being broken off. Across his face he has a scar, accompanied by another on his chest in the shape of an "X".
Disembodied Hand

Evil little zombie hand it is literally a hand that attacks people

in episode 1 the party encounters the hand in a fight with The Village Skeletons as it jumped from a bush and attacked Baern Hillstern and was soon killed by Zephyra Awen

Was the Product of many Hand jokes that were cringe worthy

## Advantages

I mean its a hand

Encountered by the party in Fishing Village
Giant Diseased Rat

a giant diseased rat found in kobold cave in episode 6

they kill sorrowful plum

## Advantages

**Keen Smell**. The rat has advantage on Wisdom (Perception) checks that rely on smell.

**Pack Tactics**. The rat has advantage on an Attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

## Attack

**Bite**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.
The Courts

**The Courts** are the nations which inhabit the as-of-yet unnamed world.

The Courts are huge empires, like Rome in her prime, but the world is bigger still and there are many places in which the Courts have no towns or villages. The Courts have divided the world and are, by lip service, predominantly allied with one another in accordance with the Precepts of The Arcana. In reality, the courts often have border skirmishes, disagreements over land and resources, and have waged war on one another more than a few times throughout the history of the world. There are four courts.

* The Court of Coins, also called the Earth Court and the Court of Pentacles.
* The Court of Cups, also called the Water Court or the Archipelagos.
* The Court of Swords, also called the Air Court or the Glorious Empire of Chakravartin.
* The Court of Wands, also called the Court of Fire or the Home of Magic.

## Government

Each Court is ruled by four infinitely wise undying beings who, when they die, are reborn and sought out to take their place at the head of the court. They are the Court and the Court is named in their honour. In each Court there is a King, A Queen, a Page and a Knight and whatever their gender, species or disposition, the longer they live the more they become like their archetype. They rule with the absolute authority of the Arcana. The Courts are ruled by those who most typify them, and those ruling attitudes and beliefs trickle down to the people. Though there are liminal borders (called "cusps") where two Courts intersect and blend together.
The Court of Coins

**The Court of Coins**, also called the Court of Pentacles and the Court of Earth, is the largest and most materialy prosperous of The Courts.

## Description

While all the Courts have existed precisely as long, the Court of Coins can, in some ways, claim the longest history. For what is history if it has not been recorded? The Imperial Record of the Court of Coins stretches as far back as any, though direct accounts of the conclave and the formation of the Structure of Fours have all been lost. Indirect accounts show the importance of the Court of Coins in the formation of all the Courts, and it is known among scholars in this largest of Courts that they are the key to that which occured in the conclave. The Court of Coins, as Earth Court, is most prosperous materially of all the Courts - it boasts the largest number of banks, trading companies and merchant houses of anywhere in the world. It is the largest Court by size, bragging a territory twice the size of its neighbors in any direction and several hundred times more land than the Court of Cups, if one doesn’t count the empty ocean. There is nothing this Court does not harvest or manufacture, and it contains biomes as diverse as desert, coasts both tropical and temperate, forests, mountains, jungles and valleys. Throughout this land some of the oldest and most prosperous cities can be found, though the honor of largest city in the Courts yet belongs to the City of Brass, in the Court of Wands. The people of the Court of Coins are varied and their cultures broad to match. Their temperance, practices and desires run the gamut from subdued to boisterous, but among them all a respect for the simpler things - a warm bed, a good meal and a giant pile of gold to sleep on at night. Trade and commerce are the most important thing to the Courts and their roadways stretch all across the world, even unto the coldest, darkest north. The Court of Coins is a peaceful Court, but it is said that they’ll buy or sell anything. Slavery is common in this kingdom, and anything is legal, for a price. Even, it is rumored, dark magic.

The Court of Coins is renowned for their minting capabilities, with other courts, including the Court of Swords, outsourcing their coin production to the kingdom.

## Locations

* Bái Yá Monastery, An ancient library and monastery town on the northern Xu Lin Valley. Said to be blessed by the Chosen of The Emperor before the Courts had form. The town is populated by monks and learned folk, mostly.

## Tarot

Tarots connected to the Court of Coins are as follows.

* ACE OF COINS
* TWO OF COINS
* THREE OF COINS
* FOUR OF COINS
* FIVE OF COINS
* SIX OF COINS
* SEVEN OF COINS
* EIGHT OF COINS
* NINE OF COINS
* TEN OF COINS
* PAGE OF COINS
* KNIGHT OF COINS
* QUEEN OF COINS
* KING OF COINS
Thuy

*People are like candles your either lit or exstinguished you are lucky you didnt go out.*– Thuy
Found in the Fishing Village. as the party goes up into a tree house Thuy and her brother saum nang are pointing a crossbow at the party

she travels with the party till one night after a fight she and her brother Saum nang dissapers

is last seen in the Kobold cave as the party runs they here thuy say "No come back Where are you going."

## Equipment

dagger

machete

scimitar (looted from Dark servant)

light crossbow (looted from Dark servant)

Patchwork leather kobold armor (looted from Kobold)

## Traits

she is a strong young girl who fights for what she wants and protects her little brother

## Battle stats

Episode 2: hits: 2 damage dealt: 7 kills 1

## Past Appearances

* found in episode 1.

stays with the party from episode 2 - episode 3

in Kobold cave in episode 6

## Quotes

*not very useful but pretty, hey like you!*– Thuy said to Velimir

*Never Bow to Anyone.*– Thuy
## Weakneses

cant swim

scared of bugs

has a deep rage
Broken Promises

## Background

When the party first meet Unamed she went by the alias of Unfailing Redeemer of Broken Promises, shortened to Broken Promises.

She was born in The Court of The Void.

Unnamed was an agent serving He Whose Name is a Paean to the Black Abyss, Forever Swirling Below, Hungry and Waiting. She joined the party in their pursuit of a way back to the world.
Glowing Gland

Bern loots the glow orbs from the lantern bugs and was able to cut out 3

they are like a slightly dimmer lantern if you shake them

if you throw it on someone and it pops everyone gets advantage against that person for 1 turn

1 given to each of the 3 party members

==used==

by Velimir Cetrovic on a kobold in Episode 4
The Game Master

*unless you have a page number Fuuuuuck yoooooouuuu Chat.*– Adam Kobel
## Background

In the winter of 1983, something went terribly wrong.

Adam Koebel is the co-designer of award-winning tabletop RPG "DUNGEON WORLD". He's also a twitch streamer and GM of RollPlay, home of many exciting RPG properties like Swan Song and Court of Swords. He's the GM-in-Residence (oooh fancy) at Roll20.net

Adam listens to a lot of metal and his favourite Pokemon is probably Bulbasaur. He speaks just enough Japanese to make an ass of himself trying to talk about Kurosawa. He cares about how games can impact the human experience, about nihilism and about LGBTQ rights. He also cares about you.

## Traits

* Tendency to kill players
* Cute as Can be
* Sexy Tattos
* Queer (score)
Troll

## Description

Trolls have black blood.

There are two kinds of trolls, troll-born and mutants. Troll-born are trolls that were born from other trolls through the natural process of pregnancy and birth. Mutants are trolls that were once gaints before being corrupted.

## Curse

Trolls are giants that have been cursed. It is not known what this curse is but some giants are more or less susceptible to it. Many think that it represents some kind of weakness within the bloodline of that giant.

Rarely a troll-kin is born, halfway between a goliath and troll. They are seen as the equivalent of teiflings for goliaths and are often sunned, murdered, or raised isolated from the rest of the tribe.

They tend to be solitary creatures.

## Notable Trolls

* Fat Boi
* Waz-Rug-Kluck-Clack-Birdung
Velimir Cetrovic

*Lets get the fuck out of here*– Velimir
## Background

By merit of name, accent and heritage Velimir, the fire genasi, is a foreigner in the air-aligned Court of Swords. People are sometimes in awe and excited seeing a fire genasi for their first time, yet sometimes they feel disdain towards Velimir, since it doesn't make much sense for a foreigner to be a Magistrate. But the Court of Swords must have had a reason, appointing him to this job!

Velimir is kind of a dick who can be reasoned with. He respects wit and intelect and has a drive to better himself.

According to Zephyra, his words tend to incite anger in the people they meet. Their relationship is tense; Zephyra tends to act like she is in charge and Velimir humours her - in truth he does not take kindly to being bossed around.

He speas with a Court of Wands accent.

## Traits

5' 9" [6', 170 pounds in Episode 3]

His hair is not ignited all the time.

speaks primordial, sounds like fire crackling and popping

He worships the moon

has ability to get rations for the group

is an outlander backround

learned to trap before he joined the court of swords

Velimir is fire-aligned, which makes him prone to passion, foucssed on strength, will, anger

## Quotes

*i choose small child over skeleton* – Velimir

*Even the greatist worriers sometimes fall, if you are wise you will learn this.* – Velimir
## Notable Achievements

Rolls a one on his very first stealth roll.

Ran away from a fight leaving his friends for dead.

Got knocked out the first round by Kobold

#### **Level 2**

Velimir he rolls for hp and gets 4 hp

gets cunning action that gives a bonus action to dash disengage or hide

HP max now 14

## Equipment and Loot

rapier

Short sword

dagger

burglars pack

Light Crossbow (given to him by bearn)

stick with flint attached (looted from Kobold)

gets studded leather armor form Commander Visal for 20 gold
Zephyra Awen

*I CANT SEE SHIEEEET*– Zephyra Awen
## Background

Zephyra Awen is a genasi, the element-touched beings that form the noble caste of the four Courts. Zephyra, a genasi of the air, is regarded with reverence in the air-aligned Court of Swords. Prior to her appointment as a Magistrate, she lived for most of her life as part of the army, eventually rising to the rank of Chattawa, the equivalent of a colonel, as indicated by the inverted scimitar emblem she carries.

Quiet, calm, collected, and with a military background, she is seen by many in the Court of Swords to embody what is expected of a Magistrate.

The most obvious manifestation of her air genasi heritage is the restless, ethereal nature of her mohawk.

her grandfather is a notable person in the court of swords.

When Zephyra uses her levitate powers she summons quick, swirling winds that form a plate of air beneath her feet. It takes her around 6 seconds to rise twenty feet.

Zephyra fights like it is a performance, moving like a fencer, she pirouettes, her sword like an extension of her arm. Above the hilt of her weapon there are four holes that whistle when the sword strikes. She uses her wind powers to clean her blades when battle is over.

When Zephyra speaks Primordial, it sounds like wind whispering through trees or rock formations

Her alignment is air.

When she rises in the morning, and before going into battle, she prays silently to the Chariot, the Arcana concerned with military and personal triumph. She learned these prayers from a priest of the Chariot associated with her family.

## Traits

* quiet, calm, collected (most of the time)
* 5'8'' 160 pounds

## Quotes

*Plum we need you, ATTACK THIS MOTHER FUCKER PLUM.*– Zephyra

*everyone has someone they look up to.*– Zephyra

*you should be afraid of the living, they have something to live for.*– Zephyra
## Notable Achievements

#### **Level 2**

Zephyra rolls for hp and gets 11 hp

gets reckless attack and danger sense

HP max now 25

## Equipment and Loot

* scimitar
* small shield
* three javelins
* two handaxes

## Trivia

One of the few female characters that JP has played across the various Rollplay series.
Shield

In addition to the protection, Shields are able to regenerate and offer great protection...until they run out of power.

**Shield is strong against Energy Damage but is useless against Physical Damage.**

## Attackers

* Shieldling
* Money Truck
* Shield Spider
* BOOMerang

## Strenghts

* Light Sword
* Laser Beam
* Teslator
* Quad Striker

## Weaknesses

* Machine Gun
* Piercing Tower
* Shotgun Tower
* Dizzy Sniper
Berg

*i dont have much but my rage that is mine* – Berg
## Background

Berg was born into a life of slavery to dwarves. Little is known about the details of his life as a slave only that he has a younger brother and that he killed the son of his slaver. Later he was given the choice to have very limited freedom by working for the Court of Swords under Kukrit.

He was given his name by his mentor.

## Traits

Though dim witted and uneducated, Berg is no one to scoff at. He possess uncanny resilience and brute strength. Berg has been knocked down, battered, whipped, and hit by blows that'd kill a man and gotten up, albeit exhausted and strained.

Berg's history as a slave has given him a burning rage, a rage he uses like a honed sword, it also made him fearful of becoming a slave once more. Though he has never had to resort to it, it seems he would kill an ally if they attempted to re-enslave him (as shown with his little spat with Azriel)

## Quotes

*What if the goat is evil?*– Berg
*NEVER. WITHOUT. MY. CONSENT!*– After a monster caressed him while he was down.

## Equipment and Loot

* Hammer of Haven
* The Belt of Emperor Fey
* Dwarven Armor
Tarot Reading

In the world of the Courts the idea that people have a fate, a destiny to be uncovered, is very important. Tarot reading reveals the bonds between people, the trials and tribulations they will undergo on their future journey. These readings are special occasions, allowing a glimpse into the future, helping people to figure out the best path to take in their lives. Fortunes can reflect past events that will come into prominence or future events that can be looked forward to with anticipation or dread. Tarot readings are performed throughout the world in every habitation, from noble-sponsored soothsayers to court-appointed fortune tellers and every form of charlatan and yes-man in between. There are 78 cards in the Tarot deck.

### Week 1

Before heading out on their mission to the river village, a reading is performed for the Magistrates Zephyra, Baern and Velimir.

#### Zephyra and Baern - The Queen of Pentacles (Coins)

The Queen is a real person, a member of the Court of Coins, but as a member of the Tarot has an inherent meaning all her own. The Queen represents emotional security, calm, intuition and compassionate acts. Baern and Zephyra interpret the card as foretelling a compassionate act between them sometime in the future. This could be an act of compassion such that a rich person shows to a poor one; Zephyra, as Baern's social better, is better regarded and respected and could ease his way in society. It could also be an act of compassion from Baern's background as a cleric of Temperance, helping to soothe the more action-oriented former soldier.

#### Velimir and Baern - The Queen of Cups

Likewise, the Queen of Cups is both a real person and symbol. She represents practicality, security, the down-to-earth quality of the real and the tangible. Velimir interpets this as reflecting an incident in his and Baern's past, when the wandering Velimir encountered the cleric, perhaps in the Court of Cups.

#### Velimir and Zephyra - The Ten of Wands

Tens, generally, are bad. The Ten of Wands represents burden, responsibilty, hard work, stress and ultimately achievement. This is interpreted as the relationship between Velimir and Zephyra being one of great struggle and tension - Zephyra being tasked with keeping Velimir in check, a task that is very difficult because of his 'hot-headed' nature, a trouble-seeking nuisance that has to be dealt with again and again.

## Use In-Game

When reading the character's fortunes Adam uses the Rider-Waite Tarot Deck.

Players that exploit their bonds with other characters as foretold by the Tarot - joining in a task, for example, may gain inspiration. This rarely happens.

Bonds between characters will stay true until they choose to have their fortunes read again.
Thir'Balaan

Uno de los cinco Vaarseri, Dioses de Guerra o Deidades Guerreras. Thir'Balaan fue el segundo Vaarseri en ser creado, y en su creación tomó protagonismo Euragia, quien le dio a Elyon todo su elemento y lo dotó de una apariencia y poder que representara el poder de vida y creación de Fei'dhal. De esta manera, Thir'Balaan se transformó en una encarnación del poder mismo de Euragia, y es por esta razón que se lo considera uno de los Vaarseri más poderosos.

En apariencia se lo ha representado de varias maneras: a veces tiene forma de una montaña con rostro, otras, la de una mole gigantezca, como un gigante de piedra, pero la más famosa es, sin duda, la de una bestia de aspecto mamífero y feroz, con colmillos, cuernos, y larga melena, garras poderosas y musculos grandes y bien formados, todos estos formados por tierra para la piel, plantas para la melena, y piedras para las garras y muchas otras partes del cuerpo que presentan una armadura natural de rocas, minerales y cristales. A veces se lo representa de forma cuadrúpeda, con una forma que lo acerca a los que son sus hijos, los nobles leones.

Thir'Balaan cuenta con los mismos poderes de Euragia, puede darle vida a las rocas, materializarlas como defensa y ataque, crear tierra, y hacer brotar flores y frutos tanto en tierra fértil como en la piedra misma. Puede también causar terremotos y manejar los impulsos gravitacionales.

### Culto

A pesar de ser un divino creado solamente para el propósito de la guerra, Thir'Balaan, al igual que los otros Vaarseri, recibe otras cualidades que lo hacen digno de culto, y aún más ya que éste tiene la capacidad de crear y reproducir todo lo que provenga del elemento de la tierra, como su Padre Euragia. Junto a su esposa, Demetra, se sabe que creó a muchos de los mamíferos, especialmente a los leones. También es responsable de la existencia de muchas plantas y minerales. Se lo considera el patrón de los druidas y paladines que luchen por la naturaleza y los bestias salvajes, además del patrón de la primavera y todas las bestias.