recursal/Fanatic-Fandom huggingface dataset:
Jatar

## Summary

Heavily walled desert outpost

Jatar is the first outpost players will unlock on the third island, and is the first desert outpost. It has three crystals, separated by four walls that divide the whole map.

## Strategy

Since there are so many walls, archers have an extreme advantage in this map. Stalling teams or a well placed Ice Wave can be devastating when paired with archer teams, Pepper's Fireball, or Wesley's Lantern.
Niros

## Summary

Outpost without any teams placed

Niros is a 3-crystal outpost with a castle wall splitting the map in half, and it is also the first outpost players will come across in the world map. Its design forces players to go down one or two of two paths in order to win.

## Strategy

Since the bottom-middle crystal is within range of the path to get to the bottom-right crystal, it is a good spot for archers, Mason's Stone Ward, Wesley's Cursed Lantern, and a defensive stalling team to pick off units trying to reach the bottom-right crystal.
Campaign

The first fights that the player will take part in are the campaign battles. Each campaign level features a plan made by the Skull King, which you must beat in order to progress to the next campaign stage. Every few levels the player well face off against the Skull King himself, and his powerful Titan. The Titan is a super powerful unit with tons of hit points and a powerful area attack. Beating the Skull King will allow the player to upgrade their buildings to the next tier.

Each campaign stage has either a minimum hero level requirement, or a minimum troop level requirement. They will set you against a prebuilt plan, which can feature any number of units, heroes, or squads of any size. Beating a campaign stage can unlock any of the following rewards:

* New Heroes
* New Troops
* New Buildings
* More Turtles
* More PvP maps
War (PvP mode)

Wars let you compete against other players to test your skills in attacking and defending. They take place over a set period of time at the end of which players receive a resource reward depending on how well they did. Players can move up and down in rank as they do better or worse in the war.

## Occupying Outposts

At the beginning of each war, each outpost starts under the control of the skulls. If a player attacks it and defeats the default skull plan, they get a small number of war points (trophies), gain control of the outpost, and can set up their own defense plan for other players to challenge. Taking a point from the skulls sets a short cooldown timer on that point to allow the player to set up a plan.

### Attacking

Players may also attack outposts controlled by other players. If they succeed they gain war points, and they may set up their own defense plan for other players to challenge. If they fail, they lose war points, and must wait for the cooldown timer to reset before they can attack that outpost again.

### Defending

If a player defeats your defense plan, you lose war points. Conversely, you gain points for successful defenses. The amount of war points that you receive (on either attack or defense) is proportional to your position the leaderboard, gaining less if you are ahead and more if you are behind.

## Scoring and Placement

All players who have attacked an outpost are displayed in the war leaderboard. They are ranked by how many points they have received, from successful attacks and defenses.

When the war's set period of time is up, each player receives a resource reward dependant on their position in the leaderboard. Each player's total trophies from that war are added to that player's overall trophy total, and their matchmaking for the next war is calculated based on that total.

Certain overall trophy totals will give you benefits as you enter into higher tiers of war. The benefits are as follows:

* 0-99 Trophies: Peasant War
* 100-399 Trophies: Veteran War - Unlocks Clans
* 400-799 Trophies: Elite War - Allows you to edit plans on outposts you do not own.
* 800-1399 Trophies: Champion War - Allows you to switch between two different defense plans within the planning screen.
* 1400-2099 Trophies: Noble War
* 2100-3199 Trophies: Royal War
* 3200-4999 Trophies: Sovereign War - Allows you to switch between three different defense plans within the planning screen.
* 5000 Trophies: Imperial War
Knights

> ***"Knights are faster than other units, but are limited by their meagre numbers."***
>
>

## Other info

### Special abilities

Fast, hero with knight squad also uses a horse

## Summary

Knights are unlocked at Chapter 11, and at which point they can be upgraded in the Forge once their Camp has been placed. Knights can move faster than the default speed that other units move at.

**The Good:**

* Knights have a very high movement speed.
* The noteworthy Armor stat combined with the high speed allows for quick and efficient initiation.
* Second highest Attack stat in the game.
* Provides the hero of the squad a horse as well to move as quickly as the Knights.

**The Bad:**

* Not easy to utilize on Defense.
* Low squad size (maximum of 4).
* Less health than most other melee combatants.

## Strategy

Knights have the highest speed of any unit, making them excellent for a quick initiation into combat, but also for capturing faraway crystals when the timer puts you under pressure. Thanks to their speed and light armor, they are excellent for engaging into enemy Archers as they weaken the damage from their ranged attacks & further mitigate their melee damage. The speed & high damage allow them to pull off strong flanking maneuvers effectively as well, running around the enemies' forces when possible and attacking the more vulnerable troops.

## Squad Statistics

 2
 3
39,600P
16,000J
 4
759,000P
577,500J
Taste of a Hundred Years

Every year, clerics of Olidammara’s church knowledgeable in wine making lay down a cask of good wine, and each year they open up such a cask from a hundred years before. A cup of wine from this cask is given to the growers, the people who stored it, a high cleric, three clerics of any rank, a local innkeeper or tavern master, and a beggar; the rest is used for whatever purposes the clerics see fit. Unlike most other events associated with the church, this ceremony is a quiet event (although still friendly and not at all somber) – a time to reflect on the gifts of the past, enjoy the sensations of the present, and anticipate rewards in the future.
Outposts

Battleplans' War mode is based around the control of Outposts, which are uncovered through the Campaign mode and successfully holding them will grant a certain amount of a specific resource, depending on which war the player is in.

At the start of every War, every outpost is automatically claimed by The Skulls (AI), who set up a basic defence plan which is generally easily beatable. From there on it is up to the players to battle over control of the outposts, by initiating attacks and setting defence plans for the AI to enact when another player attempts to take control.

After being unsuccessfully attacked, Outposts gain a short protection time from which no player may attack it, and a much longer protection time against the specific player who failed to capture it. Protection is also given to a player who recently captures an Outpost, so that they may have time to plan a defence. All protection times depend on the War the player is in.
Battleplans Wiki

Welcome to the Battleplans Wiki! A place where any registered user can edit to provide information on the new mobile RTS game Battleplans.

Welcome to the **Battleplans Wiki**! A place where any registered user can edit to provide information on the new mobile RTS game - Battleplans.

**BattlePlans**
 File:Battleplans Announcement Trailer
**Battleplans**is a free mobile game, taking a unique spin on the Real-Time Strategy genre.
It is currently developed by C4M and**EnMasse Entertainment**
Battleplans infuses unique squad tactics into an action-packed strategy game. Command your troops directly in stylish real-time clashes of epic proportion! Attack enemy camps or lead a powerful defense as you and your online enemies battle for valuable resources.
Save the island kingdom from the evil Skull invaders: Take back your lands, free your heroes and build an army to claim your victory! Sail into battle in online PvP, and reclaim lost resources using cunning defense and careful strategy!

FEATURES• **OUTSMART ENEMIES**: Choose from a mix of unique heroes as you attack and defend both computer and live players.• **DIRECT CONTROL**: Clash in real time, controlling heroes and troops with a swipe.• **COMPETITIVE PLAY**: Dominate the map. Plan, attack, and defend on your schedule.• **STRATEGIC CAMPAIGN**: Conquer bases and free heroes from the evil Skull King and his minion, the Soul Titan.• **INTUITIVE CONTROLS**: Easy to learn and fun to master. Quick thinking beats quick fingers.• **REAL-TIME TACTICS**: Choose your next move quickly to turn the tide of battle.• **REFINE DEFENSES**: Use smart defense planning to predict and thwart attack options.
• **BASE BUILDING**: Use resources to improve your bases and push back invaders.• **MULTIPLE OPTIONS**: Mix and match heroes and troop types for endless team combinations.
Experience a rousing strategic campaign, or sail into battle with online enemies in PvP. Vie for superiority over the islands freed from the Skulls in epic wars, climb to the top of the rankings, and earn extra resources to upgrade bases, train troops, and even level up or hire extra heroes for the next war.
Download it now on the iPhone or on Android
Heroes

**Heroes** are characters that can be earned in-game or brought at the hero's shop. Each hero is unique, with different powers or abilities that contribute to defending or attacking a base.

## **Heroes**

In order of unlocking:

* Balthor
* Mason
* Taigar
* Any (Free hero in shop)

In the shop (each costs 500 gems):

* Freya
* Dyna
* Pepper
* Ozzy
* Grimm
* Iriel
* Baba

The first four Heroes are unlocked simply through playing the campaign, however all other heroes may be purchased with 500 gems each. The player receives 500 gems upon unlocking Taigar, which then must be used to purchase one premium hero.

Each hero has a different ability and overall skillset which players may use in combination with chosen troops in order to maximise offensive or defensive capabilities. For example, on defence, Baba may be paired with knights to stealthily recapture an objective without the attacker realising.
Raja The Red Death

Raja leads a nomadic clan of exiles, outcasts, and madmen, who wander Southern Whitesun raiding caravans and small villages seemingly at random. They often press those who they raid into joining their band should they prove worthy. The details of the initiation rites are not known to outsiders, and when their numbers become too great to sustain they break off into smaller clans.

Raja himself is said to be a veteran of the arena who fought from the back of any beast that he could press into service, a task made easy by his ability to enter the minds of simple beasts.
Brutes

## Summary

***"Brutes are unstoppable. They, and their hero, are immune to freeze or knock-down."***

**The Good:**

* Brutes have the highest Health stat in the game, over triple what a single Serf has.
* These troops have the highest Armor stat in the game, beating the damage reduction of even Soldiers.
* This squad as well as its hero are *immune* to freeze and stun effects.

**The Bad:**

* Lowest potential squad size in the game (maximum of 2).

## Strategy

Brutes are a monstrous obstacle for enemies to overcome as they boast the highest Health & Armor stats in the game, paired with the highest Attack stat in the game. Their incredible stats allow them to charge enemy lines, breaking any stuns or traps placed and suffer no repercussions themselves. Additionally, the choice of hero accompanying the squad is provided this stun & freeze immunity. Placing these squads near allied Soldiers or Serfs doesn't inhibit stuns, but makes enemies less incentivized to toss them into the group.
Serfs

> ***"Serfs are tough, but don’t deal much damage. Use them to hinder enemy troops!"***
>
>

## **Summary**

The Serf is a peasant equipped with a farming tool.

The Serf is the first troop the player acquires and the only one he doesn't need to free from the Skulls.

**The Good:**

* Serfs have the highest potential squad size in the game (maximum of 10), as well as a very high Health stat making them very effective meat shields for other allies.
* Their high Health stat & squad size also allows them to waste the opponent's time very effectively.

**The Bad:**

* The Serfs have no Armor stat at all, making them take full damage from all attacks and poor for initiation.
* Serfs have a low end Attack stat, dealing very little damage compared to other troops.
* Serfs have no special abilities.

## Strategy

Serfs are a waste of time, in the best way possible. They provide a barrier between the enemy team and your squads of Archers or Sentries, which deal good damage from behind allies. They can also be moved to a key location to waste the enemy's time while they try to capture Crystals.

## **Trivia**

The Serf is the only troop with a random weapon. Each time a new Serf is trained, he receives a random agriculture tool.
Sentries

> ***"Sentries have long reach and hit through armour, but they're not particularly tough"***
>
>

## Summary

Sentries are fragile but also the most lethal of all troops.

**The Good:**

* Sentries share the highest Attack stat in the game with Brutes.
* Sentries' attacks ignore the Armor stat.
* The weapons these troops use allow them long reach compared to other melee troops.

**The Bad:**

* Lowest Health stat of all melee troops.
* Low Armor stat.
* Lower potential squad size compared to other troops (maximum of 5).

## Strategies

Due to the long reach of their weapons, sentries can hit from the second rank, allowing them to fight behind the cover of allied melee squads such as Serfs and Soldiers. This provides excellent support to a charging force to deal with numerous high Armor targets, such as Soldiers or Brutes. If possible, remove enemy Archers from a good firing position or otherwise engage them in melee combat to prevent them from firing on your front line or Sentries.

## Trivia

Sentries share the same reach as Dyna. There are no other units which share this range, hero or otherwise.

## Squad Statistics

 2
5,880P
 3
19,600P
99,000P
40,000J
Gurz Grep

The most famous servant of Olidammara is Gurz Grep, a gray slaad who stumbled across the god’s domain on Limbo’s border, opened a treasure room, and left just as the god was making one of his visits. Impressed by the slaad’s guts and courage while appreciating the irony of his own treasures being raided, Olidammara made the creature an offer – work for him, gain power, and go beyond the petty squabbles of other slaadi. The creature agreed, and Olidammara transformed the slaad from his original green form to his current form: a wiry grey slaad with an inflatable bullfrog-like neck pouch. One of his eyes is metallic blue, the other an amber-gold (which eye is which colour changes every few minutes).

Gurz Grep has all the normal abilities of a gray slaad plus a +8 racial bonus on **Performance** and **Insight** checks. He can secrete poison through his skin (melee touch, DC 20 Fortitude save resists, 1d6 Dex/1d6 Dex) that affects creatures that touch him with bare flesh (including biting or swallowing him) but does not affects his own attacks. Gurz Grep is not personable and doesn’t particularly like other creatures but is extremely practical when it comes to negotiations, willing to do anything that isn’t outright suicide if paid the right price. Because of his abilities and attitude, he is better suited for reconnaissance and combat rather than negotiations, and because of his ability to change shape he can easily blend in as a bodyguard or enforcer when his true appearance would cause panic.

Part of his agreement with Olidammara is that he gets to keep half of the items he is paid, so he usually tries to bargain for things that he can use himself such as defensive items and ranged magical attacks (he also accepts information about other powerful slaadi). Gurz Grep may be hoping to become a slaad lord one day or even (with Olidammara’s help) become a godling.
The Lucky Seven

A group of mortals who had their threads pulled from the Tapestry of Fate in Letherna, removing them from both the eyes of the gods and the concept of predetermination. Unbound by fate, these seven are living embodiments of chaos (regardless of alignment) as their very existence is no longer accounted for by the gods, making every decision and interaction a snag in the threads of destiny that can threaten to unravel order.

"Lucky" is a misnomer as two of these beings were chosen to create the most upheaval in the world, while one was subject to this as a method of vengeance.

Nils Freeman, the instigator of these events, is cursed by the Raven Queen to never embrace her gift of death.

Yuriel Freeman, a Starsinger Bard, known for stealing the bodies and memories of other creatures.

Zen/Remiel, the ruthless weapons-master of The Tyrants and notable anti-magus.

Null, famous Virulent captain of the most reputable mercenary band in Greybank.

Cher, an information broker and Doppelganger rumoured to be in Bael Turath when the city was damned.

The Benefactor, head of the Runners Guild and partner of the Royal Council of Greybank.

[**Redacted**], [**Redacted**]
Hacklemen Elf-Eater

Something of an oddity, Hacklemen was a troll considered to serve in the Thayan-Warforged conflict. When it became clear that Thay had no chance of winning, he broke the chains attaching him to the battering ram he spent the better part of his capture shackled to, and attempted carve out a living within the Highwood until he was driven out by elven rangers known as the Perta-Hana'an. He now leads a small band of feral trolls stalking from ruins to caves until food within the area is exhausted.
Yuan-ti Pureblood

Snake folk of poison; based on 5e yuan-ti pureblood

## Yuan-ti Traits

Your yuan-ti character has a number of traits in common with all other yuan-ti.

***Ability Score Increase.*** Your Charisma score increases by 2, and your Constitution score increases by 1.

***Age.*** Yuan-ti reach maturity quickly and usually live just over a century.

***Alignment.*** Yuan-ti lean towards evil, thinking only about themselves and how to achieve their goals. Yuan-ti are occasionally lawful, usually when living amongst other species and trying not to be the target of racist accusations. Most, however, remain neutral, with hardly any being chaotic.

***Size.*** Pureblooded yuan-ti have the same proportions as humans. Your size is Medium.

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

***Poisoned Words and Claws***. You can cast *poison spray* 3 times per day. Once you reach 5th level, you can cast *suggestion* as a 2nd level spell once per day. Charisma is your spellcasting ability for these spells.

***Speak With Snakes.*** By hissing and using facial expressions, you can communicate with snakes.

***Snake-blooded.***You have advantage on saving throws against becoming poisoned, and you have resistance to poison damage.

***Languages.*** You speak, read, and write Common and your choice of Abyssal or Draconic.

Random Height and Weight

Height
Modifier
Weight
Senthan the chain breaker

A known rebel in hiding after inciting a slave riot, liberating thousands of slaves and bringing trade to a halt for weeks. This would eventually force Flint to climb down from his lofty throne to gather an army and retake the city from the free government she had held elections for. She was forced to flee into the wastes, and a hefty bounty awaits any who could bring her to the king's justice.
The Grand Illusion

This story tells of a country thousands of years ago that was oppressed by a powerful lich. The undead ruler tortured his subjects for sport, magically experimented on their children, and drained their souls to sustain his unlife. Three generations survived this tyranny with all hope crushed out of them by their master’s undying will. Olidammara visited them in the guise of a beggar, telling them that the power was within them to reject their misery even as the lich broke their bodies. With the Kantele of the Oldest he crafted a great illusion that told a story of love, joy, mischief, an evil ruler, and hope, and within every person who saw it there awakened a new flame of zest for life. En masse they cast off their bonds, turned on their undead taskmasters, and rebelled against the king. They eventually forced the lich to flee their lands, although at the cost of many lives – but to them it was worth the price. The moral of this story is that it is better to die free than to live as a slave – whether an actual slave or taken as a metaphor for any circumstance that prevents you from enjoying the gift of life.
Mikhail and Nils (conversation)

**Mikhail Vastenov:** Maybe we should be working together killing this metal dragon instead of BURNING each other. You pack of Carru fuckers.

**Rita:** Oh? OH?! You fuckers abandoned Flint, let Orpheus die, and you FUCKING MURDERED MY BEST FRIEND! Fuck you, fuck allll of you pretentious self-serving motherfuckers!

**Mikhail Vastenov:** I don't know any of those names.

**Rita:** Even worse for you

**Mikhail Vastenov:** That's...unfortunate.

**Rita:** Travelling with these idiots is suicide. Best leave now then. I'll let you go.

**Mikhail Vastenov:** I unfortunately, I need them to distract someone long enough for me to kill him.

**Rita:** Rajaat? Hahah, these *things* won't last long enough.

**Mikhail Vastenov:** You underestimate how long it will take for me to kill him.

**Rita:** \*looks like she's thinking\* Hmm. You can die last, then... we can talk when they are dead. You can find new fodder, hell, I can even arrange it. Just save my friend.

**Mikhail Vastenov:** Keep the burning pile of bullshit off of me, and perhaps we can talk.

**Rita:** Can do. Flint, all other targets are viable!

**Jon M.:** \*Flint nods\* Gladly
House Lucent

House Lucent of Steadfast is the ruling house of the Margraviate of Highmark. The crest of House Lucent is a white horse on red. Their ancestral runeblade is Strykewind. The current lady of the house is Margrave Archibald Lucent.

House Lucent commands a sizable military presence. Many notable generals and tacticians have come from House Lucent. The Lucents are known as swift, decisive leaders and combatants. House Lucent's wealth comes from their control of the railroad industry, iron mines, and engineering. The Lucents raise falcons, which they have used to establish a developed communication network. As their crest would suggest, the Lucents are also prominent horsemen.

The Lucents are a famously loud and boisterous family. They are commonly described as hard drinking, lustful, brash, fiery, shortsighted, passionate, and arrogant. They pride themselves on their fondness of love, battle, and alcohol. The Lucents are quick to argue and fight, but also quick to forgive. They are known to fight amongst themselves, although they are still a tight-knit family. The Lucents are loyal to the strong and the entertaining, and they are quick to follow anyone mighty or charismatic enough into battle. Their wild and independent streak makes them a force to be reckoned with.

While House Lucent is politically neutral, they are working towards securing an alliance with House Tyrith through a political marriage.

## Family Tree

* Margrave Archibald Lucent *(gruff, militant)*
	+ Unnamed wife
		- Alric Lucent *(strong, militant)*
		- Theodric Lucent
Artifacts

This page contains the different physical items made for this the campaign setting.

## Magic Items

*Main article*

These are the magic items created for this campaign setting. This is the largest category, and includes any magical item that is not a potion, and not powerful enough to be a true artifact.

## Mundane Items

*Main article*

From firearms to mechanical contraptions, this category covers all important non-magical creations made specifucally for this campaign setting

## Potions

*Main article*

Ingestible concoctions made from magic or from alchemy. Though some potions are available in the DMG, this section covers new potions, as well as rules for crafting your own potions.

## True Artifacts

Powerful magic items too complex and important to be detailed in the Magic Items section.

Amulet of Batrachian

Corrupted Books of Dispater

Oereth Tarot Deck

Quiver of Corellon

Rods of Seven

Skewer of the Impure

Spew
Wee Jas

Wee Jas

**Intermediate**
(Lawful Neutral, Lawful Evil tendencies)

**Portfolio:**
Death, magic, vanity.

**Domains:**
Death, Domination, Law, Magic, Mind

**Symbol:** A
skull in front of a flame; a red skull

**Cleric Training:** Wee Jas trains her clerics in academic fashion, offering classroom
instruction punctuated by increasingly difficult examinations. Her academies
are not unlike boarding schools, where small infractions of grooming and
uniform regulations are punished with a system of demerits.

**Quests:** The
followers of Wee Jas are fascinated with magic, especially magic that breaks
the boundary between death and life. Rebuilding a plundered tomb, resurrecting
an ancient sage, and braving Limbo to ask questions of a long-dead wizard are
the sorts of quests the Ruby Goddess sponsors.

**Prayers:**
More so than most deities, Wee Jas venerates a series of deceased “honored
ancestors.” Worshipers rarely speak of the will of Wee Jas, instead attributing
commandments to ancestors such as “Yag the Many-Eyed Traveler says…” or “Grant
me the calm of Queen Ochtho XIV…”

**Temples:**
Wee Jas’s temples are covered with funerary trappings, and many have shrines
and catacombs where powerful spellcasters are buried—sometimes with a
spellbook, staff, or magic regalia. The Wee Jas clergy casts spells on behalf
of anyone not obviously opposed to Wee Jas’s alignment or agenda, but they
often demand service or information in addition to a donation to their church.

**Rites:**
Funerals are obviously important rites to Wee Jas followers. In addition, many
followers have monthly Rites of Accumulated Lore, where clergy or lay leaders
read aloud from musty tomes about magic, ancient history, or other esoteric
topics.

**Allies and Enemies:** Wee Jas opposes those who would unlawfully desecrate the
dead, those who would attempt to raise the unwilling, and those who would use
magic carelessly. Though she does not directly seek to oppose the Raven Queen,
she does present herself as an alternative usherer of the dead to the afterlife.

**Relics:**
*Ruby blade, scrolls of uncertain*
provenance*.*
Jagged Dice Wikia

# Welcome to the Jagged Dice Wikia

This is a wikia for our campaign. It primarily serves as a compendium for any information you might need about the setting. It also serves as a place to upload info on characters, items, locations, or anything else you want to create. Feel free to edit and add pages.
Not sure about changing or adding to something we already have? Ask someone who knows about the subject.
Please remember to edit the change summary so we can keep track of revisions/additions.

* Add descriptions to all the base pages
* Collect basic information on deities, make pages for those deities, add info
* Fill up bibliography (during, or after, working on creatures)
* Add links to link page
* Detail the following pages: Balic, Deities
* Clean up Ye'Cind
* Decide how to (or if to) divide Nations#Factions and Notable\_Individuals#Organizations
* Write race lore
* Add spells page, figure out good format. Perhaps a table showing level and class, then links to the specific spell page?

Timeline rough draft is done (see history).

Nations have a template now. Go add words to them!

Creatures have images!

Check these sexy new headers and category boxes

Check out the Bibliography page to see where we've gotten our sources from (NYI).

Check out the Links page to see what external works are considered canon.

Check out the Tokens page to see tokens of everything in the campaign (NYI).

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Campaign (PvE mode)

Battleplans features a **campaign** (or 'story') mode which follows a group of heroes battling throughout the world against the evil Skull King, unlocking heroes, troops, resources and much more.

The Campaign is made up of many chapters (currently the final chapter is 57) along which almost every chapter unlocks something for the player. Progression through the chapters is limited by set prerequisites usually entailing a certain number of heroes or troops to equal or exceed a specific level. For example, to initiate chapter 45, the player must have three level 11 troops (e.g. level 11 serfs, archers and knights).

The Campaign chapters are split into two types: standard levels where building unlocks are gained and Skull King levels where Camp boost (hero level) and Troop level training is unlocked. Standard levels feature a map filled with different compositions of troops and heroes (unlike the player, the Skulls may have multiple of the same hero and may have squads comprised entirely of troops, without a hero) where the player has to control a majority of the crystals (most often at least two of the three). A Skull King level is exactly the same except a Soul Titan will be present on the map, which presents a huge challenge on its own.

Different chapters will require different hero/troops compositions and different strategies. For example, one chapter entails multiple enemy 'Pepper' heroes (around 8-9) all of which rain down fireball after fireball onto the spawn side of the map, which can prove deadly. A good strategy for this chapter is to move all of your troops into the other side of the map immediately, thereby avoiding 95% of the fireball and allowing you to battle the enemy squads without depletion.
Notable Individuals

This is list of Important characters in the D&D campaign. Deities of this campaign are all listed here, as are important NPCs. Feel free to add any PC characters here as well.

## Deities

### Deity Reference Chart

This section lists all the current deities in this setting. These deities come from varied sources. Some are from original D&D core pantheon, some are from the 4e, some are from various side publications, and some are homebrew deities. The chart to the right displays a small number of the deities' core portfolios, their domains as per the available 5e domains, and their alignment. The links below will take you more detailed pages.

**Note:** Actually, fuck 5e Domains because they suck barbed cat dick. All domains are listed as per original/updated documentation, with applicable or additional 5e Domains highlighted in **b****o****l****d****t****e****x****t** for the purposes of playing a Cleric**. This information will be updated, as with all other things, over time.**

### Deity Detailed List

#### The Dark Six

The Devourer

The Fury

The Keeper

The Mockery

The Shadow

The Traveler

## NPCs

Let's add them if we see fit

Fellu Sixcoin

Raja The Red Death

Senthan the chain breaker

Hacklemen Elf-Eater

Tamil the Steel Tiger

Gristleback Long Shadow

Goro Nyudo the Soul Smith

Nikolai Eremurus

Storm Lord Saevio

Obec Quietheart

Lalali-Puy Inenek, Princess of Whitesun

Javin the Winter ward

### Organizations

Perta-Hana'an.

The Cabinet of Faces

The Golden Eye

The Tyrants

## PCs

Amber

Aristoles Ibarra

Conrad Evans

Judas Langcaster

Lycaon "Nuada" Stormbringer

Mikhail Vastenov

Nils (Rita) Freeman

Yalina Yonago
The Tapestry and the Traveler (scenario)

Nils flinched slightly as he reached for the golden tapestry; the beauty and hope it seemed to contain threatened to overwhelm his senses, much as a man emerging into daylight covers his eyes after an eternity underground despite desperately craving the sun’s warmth and light. Just as his fingertips came within millimetres of its odd warmth, a flash of monochrome enveloped the room, freezing Nils in place and draining colour from everything in the area more completely than even the bleakness of the Shadowfell and questionable décor choices of the Palace had managed – only the tapestry maintained its golden hue, and even still it seemed terribly dimmed, like a poorly taken photograph. Not even the dust moved in the air, as it too was held perfectly still in this slice of time.

With a faint shimmering in the air, the feel of something electric sparkled through the room, and the fox-faced mask melted into reality on Nils before sliding to the floor with a hollow *thock,* bouncing once on the stones before rattling to a short-lived stillness. A slip of charcoal grey fabric snaked out from behind the mask before billowing into yards upon yards of such cloth, lifting the mask off the ground and forming a humanoid figure who wore the fabric draped around themselves like a cloak. The grey clothing obscured all but slender white-grey feet and hands that seemed to shine with an opalescent light through the gloom.

“… It hasn’t really changed…” the figure said, touching the mask they now wore with a slender finger, thoughtfully, as they looked around the cathedral. “Not since the last time I was here.”

The features melted away from the mask when the wearer touched it, leaving behind the blank white un-carved shell (through which, strangely, no eyes could be seen) as they took a few light steps around the room, twirling to take it all in. “Fascinating isn’t it, Mr. Freeman? Ah, apologies… you had a job to do for me – let us see…” as their voice echoed around the deadened room, they leaned close to the tapestry and stared intently for a moment before seeming to be satisfied. “You went through all this trouble to bring me here so it would be a shame not to send you back with a present… and *souvenirs*, everyone loves souvenirs to remind them of where they've been. You may have your choice of six from the lucky seven, since, well, nobody has ever said that I’m not generous with my gifts. I'll also unlock the path home for you... ah… the things we do…” swivelling in place, they turned to regard the frozen Changeling, their posture conveying curiosity and scrutiny as they crossed their arms over their chest, “…for our children.”

As the final syllable faded, the monochrome light vanished with the cloaked stranger, and time resumed its steady march.
Knights of the Iron Glacier

This order was founded nearly two hundred years ago by an exiled general named Aengrist and his loyal band of knights and followers. Forced to flee their homeland after a particularly vicious coup, these knights spent several years wandering from outpost to outpost in the frostfell. They helped protect settlers against attacks by barbarians and orcs, but this activity was as much a justification for their continued purpose as anything else. As they traveled, word of their deeds grew. The knights gratefully accepted monetary rewards for their work but never demanded them.

It was at this time that a large band of orc barbarians, hungry for the knight's defeat, ambushed the group atop a vast glacier that carried inside it swaths of iron ore. The ambush was expertly laid, and General Aengrist died in the first moments of the battle. The death of their leader only enraged the knights, and they fought back with a fury that surpassed the rage of the orc barbarians and defeated them to the last. It was only in the aftermath that despair began to overtake the knights, until one charismatic knight by the name of Sarah Korlaskin rallied her fellow troops. She called upon them to honor the death of their general and this final great battle by putting an end to their wandering. She called upon them to build a great fortress at the edge of the iron-filled glacier, a fortress that would serve as both a memorial to their losses and as a bastion for fellow exiles and wandering warriors. On that battlefield, the order of the Knights of the Iron Glacier was born.

Since that day, Knights of the Iron Glacier continued to honor the memory of General Aengrist in their deeds and actions. In time, this hero-worship had an amazing result; some few devout knights began to receive spells in response to their prayers to Aengrist. Today, Aengrist represents a relatively young deity whose influence in the frostfell is growing with surprising speed.
Andromalius and the Great Theft

In the twilight of his years, many moons and suns asleep behind us, a trickster mused his life over under the expanse of a great tree, and despite the pride and pleasure there he found it wanting. “A great herald and greater thief am I”, Andromalius declared, “for I am the favourite of Olidammara, Laughing Rogue and Prince of Bards, and he who sees such strength in me will not be disappointed on my passing for I have yet a final clever plan that shall even see my master played the fool”.

Upon his deathbed Andromalius came to a priest of Erathis, She of Lawful Expansion and Creative Endeavour, and repented for his life of mischief and thievery – for in his repentance the Laughing Rogue would lose his due, and by thieving no longer complete the greatest final theft of all. Kovatt, Priest of Erathis, found the desire of this trickster both amusing and sincere, and prayed to his Mistress to reward such cleverness.

Erathis consulted Olidammara, whose rage echoed sharply in the tone of his kantele as he heard the betrayal of his best-beloved servant, but White twisted to Black as the Prince of Bards savored the sweet irony of Andromalius’ plan to steal through penance. Unable to accept the soul of his herald so that the joke may be preserved in spirit, and soured by the thought of allowing another God to claim him, Olidammara devised a plan to pay tribute to this most worthy of final acts.

“Such fine thievery must be matched in kind,” Olidammara smiled to Erathis as he plucked a string and likewise plucked the soul of his herald from Andromalius’ mortal form, “so I shall “steal” him from all the very realms themselves”.

Thus was the soul of the mischief maker cast into a place between existence and void, where no God could claim him, and his opinion on Olidammara’s returning prank will remain unheard until the end of all existence.
Mikhail Vastenov

Excerpt from "The Valley of Dust and Fire" campaign:

" My name is Mikhail Vastenov, I am an accountant and I will be born in Balic...about 2-4 thousand years from now. I am the son of a caravaneer and studied to for years to inherit the company from my father. Along with my sister, Viktoriya. Athas is a very different world, vast desert dotted by tyrannical city state. Ruled by the gods of the world, the Sorcerer Kings. A group of capricious and truly evil rulers. They control the only vestiges of what I would refer to as civilisation, you would probably call it a collection of savages. Slavery and poverty is...almost mandatory. The world is not a nice place. Everything changed a few years ago, once of the kings was murdered. I have to stress how inconceivable this is...a god was killed in a slave revolt. Hope, for the first time in more than a thousand years had reappeared. The Mul slave used an artefact called the heartwood spear, a weapon created to fight Rajaat and his champions. It went missing after the events in Tyr. Everyone, every faction on the tablelands is searching for it. It's gone, and no one knows where it went.

My sister was murdered by elves on a trip from Altaruk to Tyr, and in return for having her soul imbued into my sword. I've been charged, by the mind-lords of the last sea after they sent me to this timeline, to find the Spear. Use it to make sure this timeline doesn't need its power, and return it to my world and stop the Champions of Rajaat.

TLDR Go fuck yourself"
Gnomeland Security

Gnomeland
Security

After the fall of Niben, gnomes from around Hegan gathered
together in safety. A small band that had gathered in the Plains kept low and hid
for 30 years until followers of Rajaat had mostly dwindled away. After emerging
from hiding, the gnomes saw how The Plains were being slowly taken over by other
nations. Not wanting the destruction that happened in Niben to occur in the
Plains, the gnomes dedicated themselves to defending the Halflings that resided
there. Over the past 70 years, more and more gnomes from all across Hegan
travelled to The Plains to both protect the Halflings and to preserve their gnomish
culture, which had almost been lost.

The gnome group has grown to over 200 gnomes in size. They
travel all over The Plains and protect the Halflings from those who would seek
to take their land or lives, whether it be the Silver Flame trying to expand
southward, or trolls wandering in from the swamps on The Plains western shore.

Dubbed “Gnomeland Security” by the locals, the gnomes also engage
in parlay with neighbouring nations, and have become a de facto government of
sorts.
Deity Plan

Useful Link

### Deities introduced in 4e (easy to get info on)

Avandra

Erathis

Ioun

The Raven Queen

Torog

Zehir

### Deities only in another edition or a specific niche publication (easy to get info on)

Aengrist (frostburn)

Bhaal (Forgotten Realms)

Cas (Heroes of Horror)

Chaav (Book of Exalted Deeds)

Karaan (Book of Vile Darkness)

Olidammara (Greyhawk)

The Silver Flame (Eberron)

Talos (Forgotttewn Realms)

The Undying Court (Ebberon)

Ye'Cind (Greyhawk)

### Deities that are homebrew (easy to get info on)

Anneliesse

Fellana

Fenrir

Kana

Kyphon

The One who Turns the Wheel

Skeles

### Deities introduced long ago, still around (must look at all sources)

Asmodeus

Bahamut

Bane

Corellon Larethian

Ehlonna

Garl Glittergold

Gruumsh

Heironeous

Hextor

Kord

Kyuss (not that old, but has a complicated history)

Lolth

Moradin

Saint Cuthbert

Tharizdun

Tiamat

Vecna

Wee Jas

Yondalla
Anneliesse

Intro

**Cleric Training:** Anneliese trains her clerics through practical tests. They must demonstrate
both a willingness to take action against those that have wronged them, and
also have the discipline to punish their transgressor only as much as has been
earned. Those without the will are sent on pilgrimages, while though that lack
temperance often find themselves the target of their victim’s vengeance in
turn.

**Quests:** The
followers of Anneliese are primarily concerned with personal vengeance. Once
one has balanced one’s own life, they are ready to take it upon themselves to
mete our justice on the behalf of others. It should be noted that morality and
just cause do not factor into Anneliese’s decrees; her followers are to assist
any who feel they have been wronged, but cannot act themselves, especially when
something of value has been stolen from the victim.

**Prayers:**
Prayers to Anneliese are often worded as a verbal reminder to both her and the
praying individual of the vengeance they seek to achieve. Some may ask for her
guidance, while devout followers may ask to channel her power as a means to an
end.

**Temples:**
Few temples are erected in Anneliese’s name. These temples are often small,
hidden dwellings where followers can assist one another in their tasks. Most of
her followers are common folk who worship her (secretly or openly) individually.
Annaliese does not require lavish temples or rituals, preferring passion and
drive over material decoration.

**Rites:**
Anneliese requires to communal rites to be practised. Instead, she has
individuals recite their dedication to both herself and their cause in
whichever way they can.

**Allies and Enemies:** Her husband, Skeles, is Anneliese’s only ally. While her
tenants may at times overlap with other deities, and she not disapprove of her
followers praying to other deities, morality tends to get in the way of
cooperation. Her enemies include those who would back down and forgive for fear
of hostilities, such as the cult of Narru. The One Who turns the Wheel is her
most hated enemy, and her followers are to exact vengeance in her name upon his
machinations whenever possible.

**Relics:**
*Queen’s staff, queen’s boots*.
The Ringwood

*Instead of the intended article you sought to find, there is a mud-spattered notice with the following words written in a scratchy, childlike scrawl:*

Facts!!!

1.    Humans are made of cotton. This is why they are unable to love

2.    Humans enjoy cramped spaces. Stuff a human in a mailbox and watch their eyes go blue with wonder!

3.    There are no humans in the Verdanna region. They were carried away screaming in the spring of 193st

4.    Humans have no sense of smell. Set a rotten sack aflame in the presence of a human. Do they react? No they do not.

5.    Never ask a human to think deeply about things. Within five minutes they will become a potato.

6.    Humans would like nothing more than to play their fiddles in peace. Can we give them this? Of course we cannot.

7.    Humans love to be dropped from cliff faces. Drop three at a time and watch them arch their backs in ecstasy!

8.    All humans are named Glen.

- Labryala Silvershodd
Amulet of Batrachian

**Amulet of Batrachian**
*Wondrous Item, artifact, (requires attunement by a human or amphibian)*

This crude frog-shaped amulet pf ancient gold belongs to Wastri, the Hopping Prophet. It is given to his most devout followers. It has the following properties.

* ***Batrachian Sense.*** you can cast *detect poison and disease* at will.
* ***Batrachian* *Blood.*** You have advantage on saving throws against poison from amphibians.
* ***Batrachian Bond.*** You can cast *speak with animals (amphibians only)* once per day. While the spell is active, you can cast *dominate monster* *(amphibians only)* once, targeting up to as many amphibians as your character level. The amphibians must be CR 2 or lower.
* ***Mutant Breed.*** Once per day, you can jump as if under the effects of the *jump* spell.
Hasihk (race)

Desert-dwelling, raptor-clawed folk; custom race; intro

## Hasihk Traits

Your hasihk character has a number of traits in common with all other hasihk.

***Ability Score Increase.*** Your Constitution score increases by 2, and your Dexterity score increases by 1.

***Age.*** Hasihk mature at the same rate as humans, but life a few years fewer.

***Alignment.*** Most Hasihk are lawful evil, as the harsh climate of their homeland has forced them to look out primarily for themselves. Hasihk that have been removed from their society tend to lean towards neutral.

***Size.*** Although they are the same height as humans, Hasihk’s bent legs have them appearing to be slightly shorter than elves. Your size is medium.

***Speed.*** Your base walking speed is 35 feet.

***Defiling Touch***. Once you reach 5th level, you can cast the vampiric touch spell once per day as a 3rd level spell. You use your feet to make the melee spell attacks described in the spell, and can thus make the attacks even if your hands are holding an object or otherwise not free. Constitution is your spellcasting ability for this spell.

***Desert Hardened.*** Generations spent in the desert have made the Hasihk incredibly resistant to its harsh conditions. Hasihk require only half the water that other races do, and do not require more water if the weather is hot.

***Toxic Resistance.*** You have resistance to poison damage.

***Languages.*** You speak, read, and write Common, and you speak Hasihk.

Random Height and Weight

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Modifier
Weight