recursal/Fanatic-Fandom huggingface dataset:
Ranon Region

**Ranon Region**: Home of Giness Freedom, Midori Ayone and Kogeru Shuiro. This region hosts the world famous main event for the martial arts tournaments called the Super Card Climax. The Ranon region is also famous for having some of the world's greatest swordsmen and the earliest known system for writing the modern alphabet was developed. Although no one knows exactly who built the Ancient Temples of the region, the research indicates that the people in question were an ancient civilization that wished to co-exist with the unknown species belonging to the Void World until the Founding Fathers and their followers voyaged from across the Vermillion Sea forcing the ancient civilization into slavery and taking over the Ranon Region and every other region for themselves.

### **Ranon Region Locations**

* **Grand Grilling City:** A lively city composed of different races, many different unique things are created as many different ethnic ideas come together to make things never before seen by the human world.
* **Battle Garden Stadium:**  A coliseum within Grand Grilling City where fighters can compete and demonstrate their skills to the current champion of the Super Card by challenging the champion for his title. Those who come out victorious in the Battle Garden is crowned the strongest fighter in Entropia.
* **Mina Station:** The Million Train station that leads to SilkPine City.
* **SilkPine City:** This is a big city filled with modern civilization and developing technology for many well established and steadily growing businesses. This also houses the biggest research facility for the ancient temples that were discovered.
Emono

These are red sonars that are distributed to the contestants who chose the "No" door shown as watches with a big red flaring light which covers majority of the crystal that'll flash whenever the carrier gets close to finding their piece of treasure. There are also 2 sub-dials within the crystal that act as compasses that'll guide them to their treasure.
Scarlet Hawk

Kogeru Shuiro (Ninja)

Lakatu Vanelli (Hitman)

Giness Freedom (Martial Artist)

Nicks Murakawa (Bandit)

Midori Ayone (Swordsmen)

A group of young maverick nomads in training that travel and work together in order to achieve their own separate goals. Each member has their own reason for traveling with one another, but as their journey continues everyone gets accustomed to each other and nobody deals with anything alone. With Saiga as their leader, his motive for the group is to make everyone's goals come to fruition.

## Origin

The Scarlet Hawk was formed by its creator and current leader Saiga Horizon for the sole purpose to assemble a group of friends willing to acquire the needed resources and power to travel to the Void World in search for the "Ends of the world" which holds the origins of the planet itself.

## Strengths

The scarlet hawk is made up of mostly young and inexperienced members all who are perfect at their respective styles of fighting and dealing with situations, each member brings something special to the group. Despite their age and lack of inexperience of being nomads, the Scarlet hawk is extremely powerful with overwhelming potential. The potential shines the greatest after facing impossible odds and working together to overcome them which will be the key to surviving in the Void World says, Master Koga.
Dawn Region

**Dawn Region:** This region is surrounded by trees and forest life with little civilizations constructed within them. Dawn is known for their positive environment and peaceful natures, but this region still holds little forms of negativity ranging from life threatening risks to killings and royal haunting.

**Dawn Region Locations**

* **The Amber Forest** - A vast forest area that leads to all parts and attractions within the dawn region. The citizens of dawn often like to go hunting for dangerous creatures that are seen on the prowl within this forest area.
* **The Pool of Memory** - A small section a little off the Furō Falls that can take a person to their pasts based on how immersed they are in the water. If someone were to drink the water, they can only go as far as their own childhood memories starting from birth based on how much they drink. Now if someone were to bathe in it, they can experience they're past lives before they became who they currently are. People who choose to bathe in the pool will do so at their own risks, considering that if their past life comes to an end before its rightful time, then they're soul will be lost looking for another place to call home.
* **Moonteeth Island** - A small dark castle of dawn that also acts as a graveyard for the fallen. The castle is withered, broken down and has been left alone ever since the previous royals have died, and rumors go around dawn that the whole family haunts that castle, which is often the reason why it's been abandoned for so long.
* **Bitoku Village** - A village based on a God that the villagers accept named "Bitoku", meaning Virtue. This is home to the Bitoku Temple, which acts as an everyday church where the villagers go to pray good luck, forgiveness and the overall righteousness to carry out his will.
* **Violet-Vice City** - This city takes up a good portion of the east side of Dawn for a multitude of reasons. This city turns down nobody that is in need, the people import and export goods and services to other regions to build a good name for themselves, and they host a festival every 2 months called "The Kansha Festival" which celebrates being thankful to one another as everyone in the city has helped build their community from the ground up and instill genuine morals of positivity.
* **The Secret Shrine** - Located before the Furō Falls drop point, there's a shrine that hides a secret within and can only be accessed with specific credentials.
Kenshutsu-ki

These are the green radars that are distributed to the first 100 contestants that ascend the right staircase shaped like hexagons that measure the distance between the user and the person with the red sonars by meters to miles. The farthest that these radars can track the sonars is close to 500,000 meters which is 300 miles apart from one another and they measure in all directions (North, NE, East, SE, South, SW, West & NW).
Bruce Gin

Bruce Gin

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**Bruce Gin (ブルース・ジン)**A young nomad adventurer who travels all across Entropia to search for a cure for his older brother and serve as a pillar of justice and righteousness.

## **Personality**

Bruce is a young hardworking male that often keeps to himself unless he's in the service of others. He prides himself in being a highly strategic individual when it comes to many different credentials ranging from the severity of a situation whether presented in front of him or that has yet to come to the members of his group and the utilization of their powers whether solo or combined. Bruce often comes off as a stickler, but it's because he so serious about his title and the weight that it carries that he tends to have the best focus of the task at hand. Bruce has good intentions to save people and act as a paragon of justice and righteousness.

## **Background**

Bruce was born in the Dawn Region and the young age of 9, he was highly inspired by his older brother named Akiba Gin to be a nomad because of all the good things he was doing for the people and how much his village loved him for it. By age 10, he was on his way to developing his Reiku and gaining powers similar to his brother's. Bruce kept training hard and by age 17. he had mastered his abilities in order to become a nomad. As Bruce was taking his Qualification Inspection, Akiba got into an altercation with some criminals that managed to overpower and immobilize him. After Bruce passed his inspection, he went to tell his brother in hopes of working beside him until his mother informed him of Akiba's injury on the job. Feeling deep sorrow for his brother's condition, he vowed to take on his ideals as a growing nomad and find a rejuvenate to heal Akiba. 5 years later, Bruce made a name for himself as a trustworthy nomad as he continues growing his status and journey to find a cure.

## **Keosu Ability & Attacks**

Weakness - The notebook can only hold 20 pages, 10 are used for battles and the rest are acid-free, meaning each attack can only be performed 2 times within each battle and can't be used again until fully restored

**Ripped Daggers** - Ripped up pieces of repro paper become as sharp as daggers when thrown at the enemy.

**Vellum** - Calfskin paper used to create a shield to stop projectiles.

**SP Boost** - Sandpaper that can change the properties of attacks when applied.

**Gami Formation: Sword Draw & ShuriStrike** - Uses origami paper to make swords and shurikens.

**Crafty Ensnare** - Uses Kraft paper to trap the opponent with little to no chance of escape due to its durability unless instructed otherwise.
Underworld Mafioso

### Members

9 Calamity Kings, Shinoda Nostra, Wu Zang Family, Stinger Family, Gi Aang Family, Viper Family

**Underworld Mafioso:** The Underworld Mafioso is an organized crime syndicate originating in the region of Ranon, it's a loose association of criminal groups that share a common organizational structure and code of conduct in which influence reached all seven regions in Entropia. This group is regarded as being among "the most sophisticated and wealthiest criminal organizations." The Mafioso maintained a large presence in the Entropia Media and operated internationally. Some Underworld Mafia groups are not a centralized organization. Rather, it is a cartel of independent criminal gangs who sell their services under a common brand. This cartel claims the exclusive right to sell extralegal protection services within their territories, and by their labels. Each high ranking member of the Underworld claims sovereignty over a territory, usually a town or village in which it operates the black market. Members are often described as males, wearing "sharp suits" with heavily tattooed bodies and slicked hair, they regularly engage in an array of criminal activities, and many citizens remain fearful of the threat these individuals pose to their safety.

## **Hierarchy**

The mafia families are normally broken up into branches, most lower rank members are appointed to work in large numbers under powerful members of the Underworld which are contributors with large investments in the operations of the Underworld. These contributors can range from wealthy members of large corporate organizations, Royals, or strong influencers in the seven regions. These higher-ranking members serve directly under the Don of the Mafioso which is the most notorious and powerful member of the Underworld. The strongest members which joined forces with the Underworld and reign supreme over the most extreme territories exerting impressive influence and control over dozens of other underworld affiliates are titled the "Calamity Kings."

Mafia Families
Creatures

### Human world Creatures Index

#### Danger Rate 1-500

Lion Hog

Wisdom Primate

Dorse Riders

Lurchine

Hazard Leaf Lizard

Sea Douser

Devil Dumbble Bird

Catasuarus

Ragador Scale King

Jet Pack Turtle

Carbine Shark

Casket Cat

Prongboa

Bex Bison

Couger Chimp

Jaggathorn

Gazelbat

Orancoon

Meerhog

Devil Newt

Zooka Crab

Kraftola Bear

Zorbterra

Cactdilla

Tree Raptor

Land Scales

Cicle Crabs

Frenzy Bee's

### Danger Rate 500-1000

Leon Flare Snake

Earth Wing Vows

Aqua Pines

Lava Rams
Tomografía por emisión de positrones

La tomografía por emisión de positrones (PET) es una nueva modalidad de diagnóstico por imagen que sin lugar a dudas ha llegado a ser una poderosa herramienta científica y clínica para el monitoreo de los procesos bioquímicos en el cuerpo humano principalmente. Es un examen imagenológico no invasivo donde se utiliza una sustancia radiactiva llamada marcador cuya finalidad es buscar una patología en el cuerpo.

* **¿En qué consiste la técnica?**                                                                                                                               Detección de fotones gama emitidos por el paciente a causa del radiofármaco, medición de tasas metabólicas regionales de glucosa, medición del volumen cerebral y flujo sanguíneo; detecta y analiza la distribución tridimensional que adopta el radiofármaco en el interior del cuerpo.
* **¿Cuál es su utilidad?**                                                                                          Es usada como herramienta de imagen en la cuantificación de la perfusión miocárdica y en la búsqueda de tejido viable en pacientes con enfermedad arterial coronaria avanzada; sin embargo, debido a su alto costo y poca disponibilidad en algunos países, el PET no es una técnica de fácil reproducción a diferencia de la Tomografía Computarizada de Simple Emisión de Positrón (SPECT). Debido al rápido crecimiento.                                          **Ventajas y desventajas respecto a las otras técnicas de neuroimagen**
* Puede combinarse con la tomografía axial computarizada, lo que origina una fusión de imágenes para ofrece una información más precisa sobre la posible patología.
* Permite diagnosticar lesiones sospechosas o dudosas por otras técnicas de imagen que precisarían de un método invasivo (biopsia o cirugía) para su diagnóstico seguro.
* Proporciona información diagnóstica única de tipo funcional, cosa que no ocurre con métodos como la resonancia magnética estructural.                                                                                       **Desventajas**
* Es posible la obtención de resultados falsos en una TEP debido a que los niveles de glucemia e insulina pueden interferir en los resultados en personas con diabetes
* A diferencia de técnicas como la tomografía axial computarizada y la resonancia magnética, el TEP no da información anatómica del organismo, sino que detecta la actividad metabólica de las células que se desea estudiar.
* **¿En qué casos se utiliza (ejemplos)?**
* Diagnosticar enfermedades como el cáncer, problemas cardiacos y problemas cerebrales y en la oncología.
Spirit Essence Cells

**Spirit Essence Cells** are the source of life and the cause of humans using mysterious power that allows the user to utilize their spiritual energy known as Reiku for various purposes. Cells are color-coded to identify it right away and is also the reason the aura of Reiku users can change and differ between users. The cells can be improved through the evolution of its host but these cells can also skip a species if the body of the host is not used to or born in certain environments, these cells can be activated within any species at any time but the process for doing so is always dangerous in any case. One can grow their Spirit Essence Cells by mastering their life energy which multiplies the cells, the more cells the more potential the host has to become a strong Reiku user. Cells can also come from an outside source as certain species known to the Void World are born with these cells and these cells can be injected into a new host or transmitted through different means like sealing the Spirit Essence Cells into a new host combining the two species or some species can seemingly choose to possess beings that already have Spirit Essence Cells.

When this method is used to add Spirit Essence Cells into the human body, they gain overwhelming life force and power which originally belonged to the former species. The cells also grant incredible regenerative powers allowing a host with a lot of Spirit Essence Cells to recover from fatal wounds in mere days. The Cells of a Void World species also have extremely high energy demands, so users must frequently find a way to increase the Cells or risk becoming weaker due to loss of cells or they could have a case of the other species cells uncontrollably devouring their body turning them into the creature rather than harvesting its cells.

A spirit Essence Cell begins evolution when its host does several things, One way to evolve the spirit cells is to adapt to a dangerous environment or exposed to a dangerous element in which the cells will multiply and evolve into stronger cells thus boosting one's spirit and making them stronger. Certain individuals can also develop new abilities or resistances as a response to these new spirit cells. Spirit Cells are also said to become more active and boost one's overall power on the brink of death.
Kongo Aeries

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**Kongo Aeries** (金剛エアリーズ) is the shield for the Waning Widow. Kongo was a test subject for the Underworld with severe trust issues, until he got with Sorrow and the others to achieve their common goal.

## **Personality**

Kongo has a chill exterior, but acts as the bodyguard of the group. He'll act and be aggressive towards his colleagues with everything, but if others outside of the group affect the members in any way, shape or form, he turns highly protective and even more aggressive in an angry state. Kongo is not much of a strategic person, as soon as a situation presents itself he has a quick sharp sense to focus on one thing at a time. Too much stress can cause him to lose his mind to where it can be difficult to contain him, which is why he tries not to focus on too many things simultaneously.

## **Background**

Kongo was born in the Almia Region losing his parents at age 7. After he lost his parents, Kongo was homeless and was often on the streets trying to survive day by day. One day he got severely sick due to him consistently being outside in all forms of weather and as he was close to death, A royal found him and took him in to be fed and treated. As Kongo was getting comfortable with and trusting the family that took him in, the royal family ended up taking him to an underground experimental facility in the Underworld that would use people the royals would deem worthless as test subjects for various experiments. Kongo was then ether-ed and strapped up to a chair as they were testing an enhancement drug that awakens and multiplies epinephrine in the adrenal gland to draw out adrenaline at will via the bloodstream. Kongo was highly scared for his life during the injection process, and afterwards the effects started to take effect instantly as he feared for his life. The test on Kongo proved to be stable in a sense of still being alive and able to move, but unstable mentally since he wasn't able to control his emotions or his actions. He then proceeded to kill everyone in the room, including the royal family present, and ran out of fear of everything happening to him. 1 person managed to survive as investigations rose and after they explained and gave a vivid description of everything that took place, the victim later died in the hospital. Kongo was then highly wanted and branded as a dangerous criminal by the Founding Fathers and he's been on the run and in hiding for 13 consecutive years until he came across everyone in the Waning Widow. He took on everyone in the group before they subdued him and explained the group's motive and their backstories, after hearing everything Kongo felt like he belonged in that group and was willing to join the group and protect his newfound allies.

## **Keosu Ability**

```
 Weaknesses

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His invulnerability acts as armor, the harder and faster he's struck, the higher chance of breaking his adrenaline rush.
Too much adrenaline can increase his heartbeat at an uncontrollable rate to where is can kill him
No rest in between each enhancement can cause great strain and possible immobility
Physical impalements can prove to be highly fatal
Hoshoku-sha

These blue sonars that are distributed to the first 400 contestants that ascend the left staircase are shown as headbands with a shining blue light in the middle of it. These contestants are hunting those with red sonars that have already acquired their specific piece of treasure. Once the red sonar carrier has their treasure in their hands, the blue sonar will react by flashing gradually letting them know that it's active. The light will flash faster and faster the closer the hunter gets to the carrier, once they apprehend the treasure the light will go on standby until it's time for them to hunt again.
El Mariposa

“Emilio”, a young man from Xochimilco, spends his youth learning from the very last elders of the mayan tribes all there is to know about death, souls, human sacrifices and spiritism. With them, he is very probably involved in the abduction and sacrifice of many poor people in the overcrowded and insalubrious streets of Xochimilco during the late 40s. The channels of the swamps that used to be the water-gardens offer many opportunities to get rid of countless bodies.

As his talents of persuasion grow, he names himself “Mariposa”, the butterfly, and manages to convince the most distressed people of the community that he is able to communicate with the dead, and that he can convey messages to and from the great beyond.

In the intensely religious and superstitious society of the mexican slums in the 50s and 60s, the men who lost their wives or lovers in childbirth were very afraid that their spirits would come and try to drown or kill either them or their surviving children. Those men would then seek the help of the Mariposa, but his help had a price: He would help them talk to the spirit of their dearly departed and appease their souls so that they would pass on to the afterlife, but in exchange, he asked for nothing less than the very soul of the men asking for his help.
Backstory: Faeleth

Faeleth grew up with very little - she, with her mother and
younger brother, struggled even to eat while the noblefolk lived with
lavish abandon at the lower classes' expense. At what would be
considered a young age for an elf, Faeleth took up theiving to provide
for her family.

But no thief, even one as swift and quiet as the young Faeleth, can work forever without the job where they get caught. Faced with the imminent discovery of her crime in progress... [MORE WORDS]

She killed him. She didn't expect it to happen so easily, or so neatly, and yet.

Shortly after, she discovered a more lucrative career,
one where a single job could feed her loved ones for weeks rather than
days. Simply put, if one noble wanted another noble dead without dirtying their own hands, she could provide that particular service.

Her mother went missing. She assumed death or abandonment, either
 felt as likely as the other - even on Faeleth's new income Bryn's
condition was no better, and perhaps the strain had been too much. She
cared for her brother alone from then on, funneling her ill-gotten gold
into caring for him and trying to make him well. He died anyway.

After that, Faeleth no longer had family to kill for. She phased
back into favouring theft - paid or otherwise - to bring in the gold,
still taking on marks now and again for the money but with
ever-decreasing frequency. She made the mistake of lifting a pretty
piece of jewellery from the Baron of Red Larch's manor when she came to collect her pay. Tarrying in a close-knit halfling town long enough that someone would notice it on her person and alert the guard was the real error, really.

So Faeleth found herself shut in the Red Larch jail, awaiting transfer to Einhorn...
Overworld

The Overworld is the area after the temple; this is where the angels reside. You must have level 300+ to access this area. There is also a Merchant in the Overworld that sells two swords.

 Angel God Guardian
 Angel God [Boss]
 Zamza [Hidden Boss]

## Merchant

Note: These swords are not worth purchasing as they don't do much damage. The only use of buying these is to get all the swords in the game.

 Demonic Blade
Toni

Toni: A cleric of Sehanine, tasked with caring for the temple of his god and watching over the town of Hare Ear Fjord. After accompanying the party to investigate an invasion of the temple, he was plucked into the sky by a roc as the resulting battle raged. Shortly later, he was dropped from a great height into the forest below. Though for the most part he is presumed dead, searches of the forest have yet to locate his body. He may yet live.

Appearance: Toni’s height befits that of a Goliath, but to confuse matters, he sports a full head of wavy brown hair - his race is uncertain. His age is likewise hard to discern, but he is handsome, with bright eyes. A scar runs down one side of his face, cutting into his hairline at the top. His dress-sense is decorative - he is typically seen in his ornate clerical robes, and has of an evening been sighted in a dark purple satin night-robe.
Sanity

Nothing's aunt on her mother's side, Sanity is a red-skinned tiefling woman with curling horns and pupilless bright yellow eyes. She wears her hair shaven bald, and she's heavily tattooed across much of her body. Like her sister, she is of the bloodline of Mammon, and is an active member of his cult.

Thirteen years prior to the game, Sanity recieved orders from Mammon to carry out - the killing of her own sister and her husband. She hired Faeleth's services to this end, successfully orphaning her infant niece.

During Arc 1, she played double-agent for the Cult of Mammon, infiltrating the Collector's castle by playing captive. From afar, with the aid of an enchanted ring, she (check what the plan was here)
Red Larch

An unassuming little halfling town situated along a main travel route, Red Larch is a common rest stop for travellers making their way from or towards the city of Einhorn. It earned its name for its most striking landmark: a larch tree of uncommon size, the leaves of which grew in autumnal colours regardless of season. (The tree no longer stands, fallen victim to a lightning strike several years ago.) It is also Nothing's home town.

Red Larch is where the Team Jailbird Campaign began - specifically, the tiny town jail.

Locations within Red Larch

The Bended Bough: Tavern, "the local". Used to stand directly beside Red Larch's namesake tree, which is now naught but a broken stump. Decent enough fare when it comes to drink and food, but zero tolerance for tavern brawling - don't start shit in the local. The original Fantasy Wetherspoons.

The Wandering Elk: Tavern situated along the main road, mainly caters to travellers passing through who need somewhere to stop for food and a room. Livelier in atmosphere and the regulars are less cliquey than The Bended Bough, caters better for those of taller stature.

The Green Dragon: Another tavern? Kind of a dive, not in the 'it's a gross pub' way but in the 'no, but seriously, there's only two people in here and the shelves are barely stocked' way. Turned out to be a front, covering the entrance to a network of smugglers' caves.

Moira's house: The place to go for poultices, salves, and a quick Cure Wounds, assuming Moira is awake to provide her medical assistance. Smells rather...herbal. Probably from all the herb Moira's smoking.

The Baron's Manor: A modest manor-house at the top of town, complete with well-kept garden and grand foyer - decorative suits of armour and everything. Home to the Baron of Red Larch and presumably any of his live-in staff. Great place to nick silverware.

Town Jail: It's a little jail - basically just a brick building with a handful of cells. Manned by Alf, should his presence be needed there, but most of the time it's sort of a glorified street-rat sleepover venue.

Courthouse: It's the courthouse. Venue for petty civil disputes and handing-out of judgements.

Church: Never visited in-game, but there is one. Nothing grew up there before she ran away.

NPCs

Alf - Part-time baker, part-time town guard and jailkeep.

Moira - Apothecary, wife of Mr. Hand.

The Baron of Red Larch - Self-explanatory.

Mr. Hand (deceased) - Butler to the Baron, husband of Moira.

The Magistrate - The magistrate, whose name has never been important.
Geoffrey Winstanley

A striking, handsome human man, Geoffrey is likely to be noticed if not by appearance then by presence. Prone to boasting and to loud, exuberant exclamation, he oozes self-importance and loves little more than to talk about himself. (Naturally, in any situation, it was he who saved the day. Even if it was him who needed the saving.)

Appearance: Geoffrey sports a dashing mane of long, blonde wavy hair. This, and his ostentatious emerald-green cloak, are easily his most recognisable features. He is a handsome man, and tall, and carries himself as though constantly on-stage.
Gandalf

An elderly gnome, with curly white hair and a beard so long he has to wear it wrapped three times around his waist like a sash to keep it from touching the ground. He has large, rounded ears and an upturned nose.

He wears a large pair of spectacles, with bottle-glass-thick lenses that magnify his eyes to an absurd degree. His clothes are classically ‘wizardly’, complete with the traditional conical hat, and he is rarely seen without his staff, which is used as a mundane walking-stick as well as an arcane focus.

He speaks with a scratchy, quavering voice.
Jervas

Jervas, a human man, was a trafficker and rightful captive of the lady Spectabilir within her underground house. The party mistook him for an innocent, and aided him for some time before he was killed by one of Spectabilir's yuan-ti guards. It was only after his death that they came to the realisation that he was responsible for the kidnapping of Naoise, the girl who the party had entered Spectabilir's dwelling to rescue.
Burrow Isle

A small island off the coast of Corran, Burrow Isle is a semi-tropical haven for strange wildlife. Its name stems from the curiuous tree formation of the island's rainforest: the trees curve subtly inwards, creating the appearance of a shaded nest or burrow when regarded from the shore.

The sandy beaches of the isle are inhabited by territorial Chuul, which aggressed the party when accidentally disturbed. However, the presence of these Chuul repels the sea-spawn, meaning the island's inhabitants have been naturally sheltered from the assaults that plague the mainland.

Within the depths of the rainforest resides an ancient settlement of tortles, who allege to have lived on the island since it broke away from the shore during a battle between gods. Their village surrounds a temple, and they serve as guardians on behalf of the enigmatic beings that inhabit it. Those who enter the temple rarely return, but those who do are apparently changed: glory, riches, even beauty are rewarded to the victors of what the locals call only 'the Trial'. Rumour of these boons draw many would-be adventurers to the island, but all too often all that remains of them are the belongings they leave behind.
Ceryul

A soft-spoken androgynous tiefling, Ceryul is the resident wizard aboard the Frisky Ferreter. They are skilled in elemental magic, particularly manipulating the wind. Aboard the ship, their role is to use this magic to fill the sails to speed the vessel’s progress, and to protect the ship against inclement weather.

Appearance: Ceryul has indigo-blue skin, swept-back horns that peak upwards at the tips, and vivid golden eyes. Their wiry, curly hair is black, and often hidden beneath the dark blue hood of their robes. Ceryul is slight of build, and moves with grace. They rarely speak louder than a whisper.
Alfred

Alfred (Alf, to his friends and to Nothing) is an affable halfling man who works in Red Larch as a part-time baker and part-time guard. He is not particularly good at either job, but that's okay. He speaks with a West Country accent, like most residents of Red Larch.

Alf is the first NPC the party ever met.

### Personality

Alf is an easy-going and fairly tolerant man - sort of a soft touch, but that's why the party likes him. He can be (and has been) convinced to turn a blind eye to shenanigans and petty crime in exchange for the appropriate sum of coin. He'll grumble and grouse a bit if he doesn't like the sound of what you're up to, but pop a decent sum of gold in his hand and he'll whistle his way home without a second thought.

He is also not the bravest of individuals - though tasked to chaperone the party as they undertook their community service, he opted to remain outside. Apparently, he's not the sort who likes to tussle with lizards in a pitch-dark tunnel.

A mediocre baker, a fact which is he is aware of: Alf has openly admitted that his work as a guard is primarily because his bakery doesn't bring in enough money.

### Appearance

He's a pretty regular-lookin' halfling guy, somewhere in perhaps his mid-thirties? He's got a little of that small-town halfling softness that probably comes from eating the goods that don't sell at the end of the day. He wears simple leather armour when on his guarding job, otherwise just comfy everyday country clothes.
List of NPCs

Albert (genasi wizard, minor antagonist)

Alf (town guard and baker in Red Larch)

The Baron of Red Larch

The Beggar King

Blake (human mayor of Log Hill)

Bobby Knock-Knackle (gnomish bard and ally)

Bobby Ross

Bràths (elven mother of Tsalta)

Briatach (non-biological dwarven father of Tsalta)

Chip (gnome ferryman and builder)

Collector, The (major antagonist of Arc 1)

Commander Cerios (drow high commander of the Demon Hunters)

Darius (second-in-command of the Demon Hunters)

Dibb (goblin chief, sole survivor, maker of cameo appearances)

Gandalf (gnome wizard, ex-lover to Tsalta and father of her child)

Gavin (upper-class dwarven shopkeep)

Mammon (archdevil, progenitor and once-time patron to Nothing)

Mister Hand (halfling butler and aide to the Baron, faux-antagonist ally to the party)

Moira (Red Larch's apothecaress, druid)

“Poncy McSmugElf III” (tourney champion of a noble house)

Terry Tibbs (douchebag, covetous bastard)

”Tom” and “Jerry” (elite Demon Hunter units)

Sally (a street child of Red Larch)

Sanity (tiefling cultist of Mammon, Nothing's aunt)

Stonefist

Rosa (daughter of Tsalta)

Wilkis Roe (childhood friend of Tsalta)

Zandar
Tara

A strapping Goliath woman, Tara is a member of The Frisky Ferreter’s crew. She deals with maintenance of the ship, and keeps her bow and crossbow at the ready in case of attack from a hostile crew or creatures of the deep. She has a jovial, teasing relationship with her brothers Marek and Raymond, and developed a very obvious soft spot for the half-orc Heather Winterbright the moment they first met.

Appearance: Tara has very pale skin, with tattoos covering much of her arms. Like most Goliaths, she’s well-muscled and powerfully built. Her hair is wild and dark brown, typically tied back beneath a bandana. She’s got a warm, bright smile, and speaks with a Scottish accent.
Commander Cerios

## Relationships

### Other Associations

Darius - Second-in-commandZandar - Secretary, retired elite unit"Tom" and "Jerry" - elite units of the order

## Misc. Details

### Hair Colour

Silver

Commander Cerios is the leader of the Demon Hunters, a guild that is in fact a cult of Mammon. He is a drow, with ash-grey skin and shoulder-length silver hair.

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Albert

### Other Associations

Mr. Hand (associate)Sanity (associate, possibly superior)The Collector (blackmailed by, owned by)

An air genasi wizard, potion seller, and branded spy for the Collector, Alfred troubled the party on multiple occasions before his eventual death.

## Appearance

A slim man with bright blue skin and a bald head, Albert's most striking feature was his vivid colouration. He dressed in a typical wizard's garb.

--

He was first introduced as the proprietor of "The Potion Shop", a self-explanatory establishment in the town of Log Hill. Having got himself into quite substantial debt from bar tabs he's constantly failed to pay, Albert found himself paying an unconventional cost: he had been confined to an enchanted lamp, unable to extricate himself until he paid his dues or was aided by another. Freed by Bobby Knock-Knackle, he bid farewell with an offer of gratutide freebies from his shop should the party pass by.

Though he does indeed offer freebies (a bottle of "Gaviscon", a potion for healing burns, and a wand that turns out to be a Wand of the Pact Keeper), he is fast revealed to not be what he first appears. When caught (but not identified thanks to his hooded robes) eavesdropping on the party's conversation, he takes advantage of a pre-prepared distraction: a giant scorpion from the nearby forest he'd led towards the town. In the resultant chaos, he manages to make an escape without being recognised.
Fryberg

A large town situated where a mountain ridge meets lush forest, Fryberg is a town of two contrasting aesthetics: the dwarven settlement, whose no-nonsense blocky architecture builds up against and into the mountainside, and the arboreal elven tree-houses that are grown into the woodland itself. Profiting mainly from the rich ore deposits in the mines beneath the mountains, easily ferried downriver to the large city of Einhorn and beyond, Fryberg is very much thriving.

Though a faint taboo about romantic relationships between the elves and the dwarves persists, for the most part the two races live a very much harmonious existence - contrasting, but ultimately complimentary.

Locations within Fryberg

Mines: The heart of the local industry, where much of the dwarven population works. The network of tunnels, as would be expected, is somewhat extensive - with more than enough unused tunnels for the Collector's lackeys to lurk and lay traps.

Briatach's House: A sturdy little one-floor home in the dwarven sector belonging to Tsalta's Da. Much like its owner, a little rough around the edges but ultimately warm and welcoming in atmosphere.

Braths' House: Built into a towering oak and strung with firefly lanterns (complete with colourful glass), it is one of the largest homes in the elven sector, and when fully lit for the night the house belonging to Tsalta's Ma is unmissable. A carved staircase runs around the height of the tree itself to the upstairs "front door" - very much not for the acrophobic!

NPCS

Braths - Tsalta's Ma. Expert knitter.

Briatach - Tsalta's Da, who works down in the mines.
Sally

Sally is a halfling child and one of the street children of Red Larch. She had been missing for three days as of the start of Session One, and was later discovered to have been kidnapped.

### Appearance

Sally is a freckled, brown-haired halfling girl, roughly eleven to twelve years of age. She wears simple clothes - a dress, some worn-down brown leather shoes.

--

Interactions With The Party:

Session One: Known only to Nothing, Sally had been missing for three days.

Session Two: Sally was returned to the party (gagged and in binds) by Mister Hand after their defeat of the rogue Demon Hunters, terrified and confused. After being escorted to Moira's house to recover, she was administered a sleeping draft, and the next morning awoke with no recollection of the previous day, unaware that any time had passed since a fortnight ago.

Nothing's attempt to explain the situation to her left Sally frightened not of the past events but of Nothing, whose anxious retelling of things Sally didn't recall and increasingly agitated demeanor put the little girl ill at ease. She made her excuses and left by herself - she was just barely persuaded to share her destination (an abandoned lodge in the woods that the street kids frequented for shelter). However, as Nothing looked back over her shoulder as they parted ways, she saw Sally had taken off at great speed.

Session Ten: It came to light that Sally had not found safety after all. She had been re-captured, and was being held by The Collector. The party witnessed her dragged before the scrying pool, begging for her life as the Collector leveraged her as blackmail against Nothing - the child's life in exchange for the names of all Nothing's travelling companions.

Nothing complied, and Sally was taken away, not seen again until...

Session Seventeen: she was found among the captured children the Collector was using in her ritual. When called out to by Nothing, she looked fearful and hurried to put distance between herself and Nuth, towards the lamia herself, and allowed her blood to be tested on the gate without resistance.
Hare Ear Fjord

A small coastal town, Hare Ear Fjord is the first point of civilisation the party encountered after their magical transportation to the continent of Corran.

The Fjord's population is primarily elven, human, and half-elven. Much of the town's working folk are women, particularly the seafarers and fisher-folk. For elves and elf-kin, the ladies of the Fjord are a particularly strapping lot!

A yearly festival is celebrated in Hare Ear Fjord, held in summer: the seaside equivalent to a harvest festival. Beginning with street music, parties, and general cheer, the festivities conclude along the beach where bonfires are lit and nets cast. Communally, the townsfolk haul in fish, which are speared, prepared, and shared around the bonfires. In the late evening as the beach grows dark, the town recieves a celebratory speech from the town's mayor and the presiding cleric.

### Known Locations In/Around Hare Ear Fjord

Within Hare Ear Fjord:

The Laughing Gryphon (general store)

The Prancing Seahorse (tavern)

The Mayor's Residence

Around Hare Ear Fjord:

Mirror Falls: A waterfall whose waters shine with an inexplicable brightness. If one can adequately shield their eyes against the glare, they can see themselves reflected with crystal clarity in the water, with none of the distortion one would expect from the rushing falls.

Toni's Tower (not in the town itself, but within reasonable walking distance): The home of Toni, the town's presiding cleric of Sehanine. The tower is made of what appears to be pure white marble, and close scrutiny suggested that it was not *carved* so much as it was *created*. This was confirmed in Session Seven, as a reading of Toni's diary revealed the tower was manifested by Sehanine herself for Toni to reside in.
Atiel

Atiel is a firbolg cartographer and Druid. She meticulously maps the continent of Corran, sparing no detail. She is a fast friend of Toni, and is fond of his adoptive daughter, Summer. Atiel is amicable and a little enigmatic, and cares deeply for the creatures of the wild. Spending time indoors makes her uncomfortable, and she does so as little as possible.

Appearance: Atiel, as a firbolg, stands at over six foot tall. Her skin is covered in soft grey-blue fur, and her eyes are the colour of amber. She wears a great many capes and shawls of fur and leather, adding to her already impressive stature, and carries a case of rolled parchments at all times: her collection of maps.
The Collector

Moira (blackmailed underling)

Sanity (captive/underling, double-agent)

Sally (captive)

Faeleth's Mother (captive)

A metric fucktonne of jackalweres (lackeys)

### Appearance

From the waist up, the Collector appeared to be a humanoid woman of unearthly, angelic beauty. Her lower body was that of a lioness, with pristine white fur. She had pale golden hair, ice-blue eyes, and fair skin.

She spoke in a soft, lilting harmony, as though with many voices at once.
Player Characters

The PCs of the various campaigns - past, present, and guests!

## Team Jailbird Player Characters

Fergus McDougal - Dwarven monk (Player:)

Faeleth - Elven Rogue (Player: Inchwyrm)

Nothing - Tiefling Arcane Trickster, ex-Warlock (Player: Socket)

Tsalta - Half-Elf, Half-Goliath, Also Honorarily Dwarven Ranger (Player: Luce)

Spindleshanks - Deep Gnome Druid (Player:) \*DECEASED\*

Holgar - Dwarven Barbarian \*DECEASED\*

~~[Single Appearance as a Player Character] Bobby Knock-Knackle - Gnome Bard (Player) \*DECEASED\*~~

## Ponytail Party Player Characters

Heather Winterbright - Half-Orc Druid (Player: Inchwyrm)

Julian Montgomery Summerwind - Human Wizard (Player: Socket)

~~Himo - Half-Elven Fighter (Player: )~~

Gorstag/Ying - Half-Elven Ranger (Player:)
Moira

### Appearance

Moira appears to be an elderly halfling woman, with curly greying hair and a grandmotherly, dowdy style of dressing.

In Session Three, she appears to be at least a decade younger. It is unknown if she was disguising her true age, or if this radiant appearance was related in some way to the Collector's influence, as she has yet to be sighted since.

She speaks with a West Country accent and sounds just like a grandma, if that grandma was vaguely stoned. (Alternatively, as of Session 17, if that grandma was a *badass.)*
Chief Eden

The current elder of the tortle settlement on Burrow Isle, Chief Eden is a colossal tortle with great riches tucked away inside his shell. He spends most of his time sound asleep within his chieftain’s hut, waking only to take audiences with his people, guests, or his beloved wife Nani.

Appearance: Eden’s great age has granted him equally great size - even seated, he is close to ten feet tall.
Poncy McSmugElf III

*"Tch. Hammers and swords - a thug's weapons. A true duellist needs only a rapier."*

## Poncy McSmugElf III

### Status

Unknown, last seen unconscious on the manor floor :)c

## Relationships

### Family

Married (but we only know that because the DM declared it in affront)

## Misc. Details

### Eye Colour

???

A elven man whose name Team Jailbird never bothered to ask. Owes Faeleth ten gold. ;)

### Personality

Haughty, disdainful, snooty - all fancy words for 'so very, very far up his own ass'. Held himself with the kind of grace and poise you'd expect from elven nobility.

To his credit, he held his composure for an impressively long time in the face of Faeleth's goading.

### Appearance

Tall, slim, and clad in shining silver armor bearing the crest of some noble house or another. Mid-length silver hair, impeccably kept.
Maurice

A man displaced from a farmstead near Dradina, Maurice is just a simple farmer with simple aims in life. He was found by the party in a very poor state, unconscious after getting himself stung by a nest of pseudodragons. Upon being woken he was extremely confused and disoriented, but after a little healing, he was given directions and safely made his way to Hare Ear Fjord.

Appearance: Maurice is a human man with tousled red hair and an average, stocky build. He wears the clothes of a farmhand.
Mister Hand

A halfling magic-user and butler to the Baron of Red Larch, Hand was the party's first suspect in their investigation of the town's missing children.

While at first he appeared to be involved in orchestrating the disappearances, it transpired he was in fact in pursuit of "The Collector" himself, and was attempting to rescue his own children and the others that had been taken. Unable to aid the party directly, he played the role of a goading antagonist, using that ruse as a way to leave clues for Team Jailbird to follow as he went.

After creating a space where he could leave a message to the party that the Collector would not see, he revealed himself to be an ally.

He was killed in Session Ten by the Collector, as an example to the party, after she realised his deception.

### Appearance

Hand is a halfling man, possibly in his fourties, with dark skin, brown eyes, and black hair worn in short tied-back dreadlocks. He dresses well - either in the black and silver attire of his steward's uniform, or in a similarly dark ensemble featuring a travelling cloak.

His speech is typically curt and clipped with a thick accent, the origin of which is unfamiliar to the party.

### Encounters

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