recursal/Fanatic-Fandom huggingface dataset:
Naethis

Naethis is a small island of temperate climate. It is known for its impressive architecture, which makes use of the island's plentiful sources of marble.

## Geographical Features

### Fadeleaf Woods

In the center of the island lies the Fadeleaf Woods, an overgrown forest that only the bravest venture into. Only 20 years ago it was known as the Greenleaf Woods, a vibrant forest teeming with life. Since then, however, the woods have come under a dark influence. The color seems to have been sucked out of the forest, leaving only dusty gray earth and brittle white foliage. The creatures inhabiting the woods have also become strangely aggressive and seem to be afflicted by some kind of disease. The deepest parts of the woods are known to be the domain of Starnex the Wishkiller, a green dragon feared by all inhabitants of the island.

### Marble Peaks

The Marble Peaks rise up on the eastern edge of the island. There are several intelligent creatures that inhabit the mountains, most notably three tribes of goblins, a flock of harpies, and a loosely coordinated group of ogres. Other than those, the Marble Peaks are also known for its megafauna: the Chasmweaver Spider, Tusk Monitor lizard, and King Python.

## Settlements

### Linthas

With a population of around 3,400, Linthas is the largest city in Naethis. It is a bustling center of trade, and most merchants only stop here. It is also famous for its extensive underground and black market. While the city itself is fairly peaceful, it is said that illicit trading in Linthas is the source of the islands recent problems with bandits.

### Arissa

Arissa is a small town nestled at the base of the Marble Peaks that is home to around 1,100 people. Arissa was a much larger settlement during the reign of Ezentar, and as a result there are many unoccupied and abandoned houses throughout the town. A large monument to the town's patron deity, Lekacia, is the most striking feature of Arissa, along with a large marble statue of a female warrior wielding a spear, said to be the town's founder.

### Dentria

Dentria is a village of 380 just outside of the Fadeleaf Woods. It has been slowly losing its inhabitants over the past 15 as the woods grew increasingly dangerous.
Tashra

Tashra is the Neutral Good god of travelers and is associated with the full moon. He is far more secretive than the other gods, and has only ever been reported to have directly communicated with the head of his church. Most of his contact with the prime material plane is through exarchs, but even then he stops shy of offering intervention in combat as a rule.

Tashra's doctrine holds that evil has lost the way, and can be guided back to the correct path. Worshipers of Tashra are encouraged to rehabilitate evil where they find the opportunity, though preventing them from hurting others takes precedence. This philosophy puts Tashra in conflict with Niphu, whose black and white morality dictates the destruction of evil.

## Exarchs

### Kirnu, the Silver Crow

Kirnu is Tashra's traveling companion, closest to his heart. Kirnu takes the form of a crow with ruddy silver feathers. Kirnu is sent to those that need advice, usually regarding a major decision. She is known to be talkative and personable, seemingly taking great joy in fulfilling her role as an advisor.

### Diarmud, the Cloaked Wanderer

Diarmud manifests as an elven man in a travel-worn brown cloak. He appears to those that are lost in all interpretations of the word - sometimes even to those that don't worship Tashra. Diarmud prefers to listen rather than speak, and often leaves suddenly. He knows much of the world, and his advice is usually simple but important.

## Worshipers

Those who worship Tashra tend to have an independent streak, and for that reason there are many who worship Tashra outside of any organization. However, Tashra also promotes the betterment of society. As a result, the churches of Tashra that do exist tend to be goal-oriented, providing services beyond just faith-related activities.

### The Eyes of the Road

Members of this sect are warriors who patrol roads, offering free protection to travelers and organizing to destroy anything that might interfere with free travel. The Eyes are well respected throughout Osidria, and immediately recognizable for their billowing green cloaks bearing slightly altered insignia of Tashra where the moon forms the pupil of a watchful eye.

### The Union of the Unweary

Not necessarily proficient fighters, the Unweary are constantly traveling between major population centers. Some travel on foot across islands, while others join the crews of airships or own one themselves. The Unweary provide the services of a courier free of charge, in addition to holding religious ceremonies for any who might be in need of them. Every town has a story or two of a couple who had eloped and were married on the road by one of the Unweary.
Sergey

## Basic Information

Sergey is a male, 40 year-old half-elf. He is a stormborne sorcerer. His alignment is chaotic good.

## Backstory

Sergey was born during what would be called by sailors 'the storm to end all storms.' Eyewitness reports of the storm say that it looked like the wind was strong enough to rip a hole in the fabric of reality. (This is of course an exaggeration, on the part of eyewitnesses. Nonethless, it was a *very* powerful storm.)

Sergey was found by pirates shorly after his birth, wrapped in a bundle of blankets, floating on the outlying air currents of the storm. Boris, the captain of the pirate ship that found Sergey, ordered the baby brought aboard after he saw him floating outside the storm.

Boris suspects, though was never able to confirm, that Sergey was born on a ship  which got sucked into the storm, and destroyed. Miracously, somehow, Sergey surrvived. Boris named Sergey, and brought him up as his own son.

It was not until Sergey started growing older did anyone discover that he was half-elf. He looks mostly human, but just a hint of elvish eyes and ears give him away.

It was also, once Sergey started growing older, that he realized his stormy abilities. It started with him noticing the weather reacting to his mood, and quickly morphed into his ability to sail the pirate ship more effectively, due his ability to control the air around it.

Once Sergey reached 18 years old, he decided that it was time the he start mastering his magical abilities, so he started training at the Mages' college in Alacaster

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House Rules

In some cases the rules used in Osidria differ from those contained in the Players Handbook. I have documented these differences below.

## Paragon Monsters

While climactic fights against a single opponent are a staple of D&D, and the fantasy genre as a whole, the rules can make them difficult to implement. The difference in action economy means that a solo monster is fairly static in the grand scheme of things, and also that the solo monster must have an extremely high instantaneous damage output.

In order to mitigate this, I have borrowed the Angry GM's paragon monster system. Paragon monsters are, in effect, a single monster with multiple pools of hit points and multiple turns corresponding to those pools.

### Basic Paragon Monster Rules

Paragon monsters have multiple pools of hit points. With the exception of splitting and combining monsters, damage will not be applied to the second pool of hit points until the first pool of hit points is completely exhausted. Paragon monsters may change forms when a pool is reduced to 0. Different forms typically have different abilities or actions available to them.

Depending on the monster, the number of turns it can take in combat may increase or decrease depending on how many pools of hit points are reduced to 0.

## Resurrection

Death tends to be harder to magic your way out of in Osidria. In order to revive someone that has been dead for more than a few hours one would usually need the backing of a god, or in the case of weaker gods or significant celestial opposition, multiple gods. Sometimes this might be easy to obtain, though a god will usually expect some recompense. At other times, gods will make exorbitant demands in exchange for resurrection.

## Death Saves

In order to prevent players from abusing healing spells on characters making death saves, a character takes one level of exhaustion every time that they drop to zero hit points. Levels of exhaustion are restored by a long rest, or a short rest for barbarians.
Nefudim

Nefudim is a sparsely populated island of about 40 square miles. Though documents describe it as having been the jewel of Ezentar, the lush grasslands that once covered the island are now naught but a wasteland of dust and depleted soil. While the garden-city of Caaph was once home to over 4,000, life on Nefudim is now sparse, mainly proto-tribes clinging to various oases.

There are, however, two groups fighting to bring order to the chaos that is Nefudim. The Dust Lords and the Renewed Union hold each other in extreme enmity, sabotaging 9each other's plans wherever they can

### The Dust Lords

A loose alliance of successful warlords, The Dust Lords are trying to unite the tribes under their own banner. They promise a new life on a new land, one seized in conquest by the combined might of the entire island. Their leader is Karzod, a half-ogre who is known to be far more cunning than his heritage would suggest.

### The Renewed Union

Opposing the Dust Lords, the Renewed Union attempts to protect and expand the scarce arable land of Nefudim. The Union is held together by paladins following the Oath of the Common Man. The Union believes that the Dust Lords are liars, not just deceiving the tribes with their promises, but actively preventing the island from flourishing.
Languages

* **Common** (also called New Ezentari), the generic language that almost everyone will know
* **Old Ezentari**, a language found in older ruins and still spoken by dwarves and elves to some extent
* **Draconic**, the language of dragons
* **Primordial**, the common language of all elementals. There are 4 different dialects of primordial (you can only choose one), **Ignan**, the fire dialect, **Terran**, the earth dialect, **Aquan**, the water dialect, and **Auran**, the air dialect. You will be fluent in one dialect, but able to convey only basic information in dialects that you do not speak.

* **Giant**, the language of the giants. They consider their language to be perfect, and the one thing that they don't constantly fight over.
* **Sylvan**, the language of the enigmatic fey.
* **Celestial**, the language of angelic beings and some gods.
* **Infernal**, the language of fiends. Linguistically proven to be descended from Celestial, and the written language shares many of the same symbols.
* **Abyssal**, the language of Lovecraftian eldritch horrors and related creatures.
* **Goblin**, the language of the goblinoid races.
* **Orcish**, the language of the orcs.
* **Akaku**, dying language native to the island. Still spoken by some people, especially in the Mahiki Forest where it is heavily interspersed with Common, but largely abandoned.
Matao

The surface of Matao is almost completely uninhabitable due to constant volcanic eruptions and toxic gasses. Instead, cities were built under the surface, connected by a large tunnel-road called the Magma Ring Passage.

## Civilization

In the time of Ezentar here were 4 great cities of Matao, all connected by the Magma Ring. However, only one has been reconstructed by the mundane races. The others are either in disrepair or claimed by less understood civilizations

### Turtaba

Turtaba was the smallest city of Matao before the Cataclysm. Now, it is the only city that has been reclaimed and its population is larger than the city was designed to support. It imports the majority of its food in exchange for weapons, nails, and other forged materials. The poorest inhabitants of the city instead subsist on cindercaps, a type of mushroom that is edible but taste terrible and cause any who ingest it to exhale ash for the next few hours, creating an obvious marker of socioeconomic status.

### Huralki

The city of Huralki was once famed for its glass-blowing and pottery products. They created beautiful works of art from volcanic ash brought down from the surface using an advanced system into the city. The city is currently smothered under a deep layer of ash and inhabited by monstrous serpent-like monsters. The Blinnebeorn tribe of fire giants have taken up residence inside of the city after defeating an enormous serpent.

### Ghuar

Called the Smith's Haven in records, Ghuar is currently flooded with magma after the advanced smelting machines broke down. Ghuar is famous for being able to process a wide variety of unique and magical ores.

### Raolpa

A city built to honor a goddess whose name has since been lost to history. While the information is from untrustworthy sources, the city is supposedly under the control of a colony of myconids.
Eight Hells

The Eight Hells (also called Infernus, the Planes Below) are eight connected planes that are inhabited by devils, the souls of the damned, and all manner of infernal creatures. Though they vary widely, the planes are all dreadful domains of eternal torment.

Each of the Eight Hells is ruled by an archdevil. The extent to which each archdevil is in control of their domains varies, where some run totalitarian governments with an iron fist and others rely on reputation and sheer power to maintain control.

The planes of the Eight Hells are organized not as layers but like spokes on a wheel such that each plane is adjacent to two other planes.

## Avernus

Avernus is a barren wasteland, covered in broken weapons and bones. Avernus is ruled by Bel the Warlord, greatest of pit fiends and commander of the most organized army in the Planes Below.

Avernus has borders with both Cania and Dis. Bel maintains relationships with both planes, but is careful not to become embroiled in their growing conflict with the rest of the Eight Hells.
Harleen Timberwolf

Full Name:
 Status
 Family

**Harleen Deborah Timberwolf** is the main protagonist of the TV series, Class Clown. Harleen is a bubbly and psychotic 13-year-old clown with alcoholism and mental breakdowns.

## Family

Harleen is an illegitimate child of Hulda Levitin and Titan Timberwolf, an eastern wolf. During 1994, Titan meets Hulda, a Jewish dancer and entertainer and they had a one-night stand at Tremblay Resort. In the morning, Hulda wakes up with nauseous feelings, and Titan leaves her, claiming that a 'Jewish mob' is near, knowing she is actually pregnant.

## Appearance

Harleen is a cross between humans (mother) and wolves (father). Harleen and her father both share the same fur color. She is mainly featured with her big breasts and tiny fangs. She mostly wears her purple sleeved-shirt and tighten pants. She had breast reduction surgery.
Goldscorn Bank

Goldscorn Bank is said to be the most secure in the world - a reputation it well deserves, as all gold deposited is (temporarily) considered to be part of the hoard of Aurixidar, an ancient red dragon. Goldscorn is famous for its draconian loan rates and for employing as many debt collectors as tellers.

## Aurixidar

Aurixidar fulfills most of the standbys of red dragon personality - he is arrogant, violent, and imperious to the extreme. Aurixidar is, shockingly, more or less satisfied with his hoard. Perhaps merely seeing it grow as a result of the exorbitant rents of Goldscorn Bank is enough to satisfy his lust for more gold. At any rate, Aurixidar was fairly dormant until the Heist of 683.

At 1,100 years old, Aurixidar is one of the few mortal beings that is certain to have knowledge of the Cataclysm. However, he has kept silent about the subject for reasons he shares with no one. Aurixidar has given few audiences in the last few centuries. Most of these audiences have been with the Efreet of the Elemental Plane of Fire, who have been a staunch ally of Aurixidar.

## History of the Bank

Goldscorn was established in the year 221 by Aurixidar. The half-breed dragon Drevabaorn, then only a few decades old, is said to have been instrumental in this process.

In the year 683, over 400 years after the banks creation, Goldscorn Bank suffered its first robbery. An unknown group of thieves managed to sneak into the hoard and escape alive. Although the exact details of what they stole is still uncertain, it is confirmed that they managed to steal a jar containing the Djinn sultana Nefertiri Al-Balil Ben Shalam, She Who Freed the Winds, Daughter of Hurricanes, Caliph of Clouds, etc., etc. The thieves then managed to escape to the Elemental Plane of Air, where they were sheltered by the grateful djinn.

Enraged, Aurixidar rallied his allies among the Efreet and waged war upon the Djinn. While the djinn were hard pressed on offense, the allies of Aurixidar were outmatched when on the Djinn's home plane.

News of the heist got out quickly leading to a large number of withdrawals before Aurixidar froze all of the assets of Goldscorn Bank. In response to this, Drevabaorn split off from Goldscorn, forming his own organization called the Silver Room.
Agarin

Agarin is a large desert island with lush plains to the northwest. The two cities of Agarin are bustling trade centers that house a dark underbelly of organized crime. The desert of Agarin is a harsh and unforgiving environment, deadly to the unprepared and dangerous even to those who know it well.

## Geographical Features

The most striking feature of Agarin is its vast desert, a hot and dry wasteland famous for its intense sandstorms. Though to outsiders it may seem the same throughout, areas of the desert display great differences.

### The Black Sands

A feared area where the sand is pitch black, and grains blowing in the wind make the sky appear constantly grey. Sandstorms blowing from this area are feared throughout the island, great black walls that block out the sun, earning them the nickname of "Night's Curtain". A great ebony tower rises out the sand in the center of the desert, an enigma and taboo to the people of the island. It is said that all who go near it suffer a terrible fate.
Sellaire

Sellaire is the Chaotic Evil god of undeath and insanity and is associated with the crescent moon. Sellaire is a mysterious figure shrouded in a multitude of contradictory legends. He is known to have once been a vampire that inhabited what is now called the Sanguine Fang Mountain in Sulumbra.

Sellaire is thought to have ascended at some point between around 50 BF and 20 AF. Most legends corroborate that at the same time he rose to godhood Sellaire also underwent a second ritual, which in some way transformed him. The most common theory is that he has achieved lichdom alongside vampirism; most widespread cults devoted to Sellaire worship him under this assumption.

## Appearance

Sellaire is represented by most of his followers as a finely adorned vampire whose flesh has been stripped away below the nose, revealing a grinning skeletal mouth. The bared jaw of Sellaire is one of his most famous symbols, and is the namesake of a mountain range in Sulumbra.

### Deathsblood

Sellaire is usually depicted with wooden spear that continually drips blood. The spear, called *Deathsblood*, is said to have been driven through Sellaire's heart by a group of heroes while the vampire performed his ascension ritual. However, it was already to late; Sellaire pulled the spear from his breast and used it to kill the heroes. The spear is a symbol of worship among Sellaire's followers because it imbibed the last mortal blood spilled by their god.

## Mad King of the Undead

Sellaire is most famous as the god of undeath. Intelligent undead usually pay him homage in some way, or at least avoid upsetting him. Cults of Sellaire are notoriously difficult to destroy, as cultists who have sufficiently impressed their god are sometimes brought back to serve even in death.

Because of Sellaire's unique position as a recently ascended god, many of the older undead once counted him as a peer. While some are jealous of Sellaire's ascension, there are more that owe him favors from ages long past.

## Patron of Madmen

While Sellaire is most strongly associated with undead, he also has a strong following that worship him as a god of insanity and the unknowable. For this reason, it has been theorized that rather than lichdom, Sellaire transmuted some essence of the Far Realm into himself. There are some worshipers of Sellaire that worship him not as a vampire-lich but as a monstrosity made up of bloodshot eyes and thousands of teeth.
Ezentar

Ezentar was an empire of dwarves and elves that ruled the world before the Catalclysm.  It is well known for spectacular feats of conquest, but also for bringing significant quality of life increases to those who fell under its rule.  Ezentar was destroyed during the events of the Cataclysm, and much of the knowledge lost at that time has yet to be recovered.

## Advancements

From the sources historians have been able to find about Ezentar, it is clear the the empire was responsible for a great deal of progress in many fields.

### Arngems

Some historians credit Ezentar with the creation of the arngem.  Discoveries of arngems in pre-Ezentar ruins have cast doubt upon this claim, but Ezentar is widely believed to have been capable of creating arngems.  Documents recovered from various sources confirm that the true nature of the arngem remained unknown to most Ezentaris, but one suggested that the nobles were keeping this information secret from the rest of the world.
Path of the Red Palm

The Path of the Red Palm is a school of combat and monastic life. The Path is most famous for its leader, a gold dragon known only as the Cardinal.

The Cardinal is at least 300 years old. There are rumors that he may be significantly older, but such suspicions have yet to be confirmed. He almost always stays in human form, usually either an old man or a young child. He wears loose gold robes regardless of form. The Cardinal is known as a genius and master of philosophy within the Path - strangely, many outsiders who have met him claim that the encounter was underwhelming.

### Embers

Members of the Path of the Red Palm are known as Embers, and always wear a faintly glowing red badge of a hand with a flame inside of it displayed on their person. These badges, called the Blaze Insignia, are a source of pride and identity for the Embers. To allow it to be insulted or lost is a great dishonor.

### Location

The Path maintains a single official dojo on Agarin about 10 miles east of Tel Amur. Embers are encouraged to initiate those who show interest into the ways of the Path. Once the basics have been trained to their mentor's satisfaction, the initiates are sent to the central dojo where they are officially confirmed as an Ember and awarded their own Blaze Insignia.

### Religion

The Path of the Red Palm is sometimes associated with the dragon goddess Niphu. Faith in She Who Hoards the Sun is certainly widespread among the Embers, but worship of Niphu is never formally incorporated into the monastic traditions.

Because of this link to Niphu, many members of organizations devoted to the Dragon Goddess of the Sun have come to the Path for training. The Shields of Sunrise have a long history of sending members to train with the Path.

The Cardinal's own stance on Niphu worship is unknown.
Nol

Nol is the Chaotic Evil god of entropy and decay, and is associated with the new moon. It is only depicted as an empty void of nothingness, and is not known to speak, though his servants claim it communicates with them nonetheless.

Nol supports the destruction of all order, regardless of morality, and clerics of Nol have been known to fight tyrants, giving them some measure of good publicity in certain areas. Others know Nol as a terrible threat, corrupting the minds of civilized creatures to cause greater destruction.
Cataclysm

The Cataclysm is the event that led to the fall of the Ezentar empire, as well as the loss of most of its technology. The true nature of the Cataclysm is still a mystery, though a multitude of theories attempting to explain it have been debated. What is known, however, is that the event ended the lives of a huge proportion of the population, to the extent that even hundreds of years later there are still fewer people alive than before the Cataclysm.

While there are immortals and long-lived races, of which a considerable number survived through the Cataclysm, they tend to be elusive about the actual event.

## Cataclysm as a Time Scale

The Cataclysm is universally accepted to have ushered in a new age in history; as such, time is recorded in years since the Cataclysm (After Fall or Before Fall, abbreviated to AF and BF).
The Elemental Plane of Air

The Elemental Plane of Air is a domain of chaotic winds, eternally falling debris, and civilizations living among the clouds. It is home to air elementals, djinn, and a wide variety of flying creatures. Most denizens of the Elemental Air accept the rule of the djinn, who reside primarily in the Citadel.of the West Wind.

## Inhabitants

### Djinn

The djinn rule the elemental plane of air from the Citadel of the West Wind. The djinn rule more in name than in anything else, though they display an impressive ability to mobilize even the chaotic inhabitants of the elemental air when necessary.

The djinn have recently regained their sultana, Nefertiri Al-Balil Ben Shalam, She Who Freed the Winds, Daughter of Hurricanes, Caliph of Clouds, etc., etc. Nefertiri was held captive by the red dragon Aurixidar in his hoard and was broken out by the first burglars to ever successfully rob him.

### Elementals

Elementals live freely across the elemental air. With the plane's pure air, air elementals are almost invisible but for slight distortions and changes in the sound of the wind. They use this to their great advantage: an elemental on its home plane is a force to be reckoned with.

Recently, many elementals have congregated around a figure they call the Windcaller who has come to reside in the Citadel of the East Wind. The Windcaller has yet to announce her objectives, but even very powerful elementals have submitted to her rule.

### Giants

The storm and cloud giants occupy the less central Citadel of the South Wind. Their civilization is a shell of what it once was, and they are more interested in squabbling among themselves than turning their gaze outwards to the rest of the world. Should they be roused, however, their wrath will be a fearsome sight to behold.

### Beholderkin

Once occupied by a greater elemental, the Citadel of the North Wind is now home to a powerful beholder, Szaraed the Ever-watching. Szaraed commands legions of lesser beholders, and has even turned to necromancy, reanimating the corpses of beholders and pursuing lichdom himself.
Timeline

The Pre-Ezentarian Period
The time before the Empire of Ezentar was established, over 900 years Pre-Catalclysm. Very little is known about this time period, and most of what is known is contested or comes from unreliable sources. The most recent breakthrough was 80 years ago when the Archaeologist's Guild excavated an ancient demilich who called herself Aldamiria; she was raving mad, but seemed fairly lucid when explaining that the civilized races had a means of creating new islands. Unfortunately, Aldamiria's physical form was destroyed during an attack by cultists of Nol, and her phylactery (where she would reform) had not been found.

### The Reign of Ezentar

The Empire of Ezentar unified the world through conquest and diplomacy and ushered in an era of prosperity for approximately 900 years. Technology prospered, and economic development allowed even small islands to host a multitude of inhabitants. Ezentar was destroyed, still at the peak of its power, in a mysterious and highly controversial event known as the Cataclysm. The cause of the Cataclysm is unknown, but most of the core islands of Ezentar were almost completely purged of life over the course of around ten years. The islands were repopulated, primarily by formerly nomadic human tribes who had skirted the edges of Ezentar's domain. As a result, the population of humans (who had until recently been a minority) multiplied rapidly and outstripped the other races. The Reign of Ezentar is considered to have continued until the year 28 F.C., when the Lesser Cataclysm (commonly referred to as the "Double Tap") destroyed the remnants of Ezentar and sunk the island-city of New Ezentar beneath the Sea of Clouds, along with all of the knowledge which had been recovered from the Cataclysm.

### The Modern Era

The Modern Era emerged slowly from the ashes of Ezentar. Nomadic groups of humans settled down on the now scarcely-occupied islands, adopting what culture they liked and adapting their own traditions to suit their new surroundings. Because the human nomads made use of airships to migrate from island to island, flight technology remains far more advanced than other areas. Additionally, other factors influenced how each island developed, and there are significant disparities in economic and political power. Because the technology for inter-island flight is expensive, island governments usually shy away from inter-island politics. Instead, large organizations are the major players at the global scale.
Osidria Wikia

## Quick Links

* Islands
* Deities
* History
* Organizations
* Planescape

## Welcome to the Osidria Wikia

This is a wiki created to help guide people through the Osidria D&D setting that I've created. Hopefully it isn't too difficult to navigate; in any case, reading this wiki is not a requirement for playing by any means. It should provide information for anyone interested in understanding more about what kind of world Osidria is and what kind of things might be going on on the periphery of the campaigns.

## Mechanics Information

* The Osidria Primer has some basic information about the Osidria setting.
* The Character Creation page describes the various changes to character creation, including new class archetypes.
* The House Rules page describes some of the more important tweaks to the basic rules of D&D.

## Latest activity

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

File:Placeholder
Peren

Peren's the name, I'm the drow noble who's got a heart of gold.. or is
looking for gold at least. But this heist wouldn't be worth the risk if
gold alone was the goal. I used to be a noble, I used to have riches and
 power. And then the dragon came. Everything I had was taken, and I was
cast out onto the streets as a houseless rogue. For a drow, that may as
well have been a death sentence. But not for me. I became the master of
the streets, a rogue by profession.. or necessity. Whatever was needed, I
 would do it. Since I was on the streets, I learned how to put up a
facade that no one can see past. You'd think me an actor and circus
performer one day, and a noble the next.. that is if you even recognized
 me. I've managed to thrive, and now I've got the chance for the sweet
succor of vengeance. A dagger in the back would normally suffice, but
for a dragon that's not quite enough. Humiliation, ruin, oh how joyous
it will be to see its fall. And noone will know it is me, noone can see
past this facade. I will have enacted the greatest heist in living
history, and get off free.
Lovestruck/Transcript

## The Museum

(Rosie is seen outside the museum, eating ice cream.)

**Hee-Young:** Hey Rosie, can I ask you something?

**Rosie:** Yeah, what is it?

**Hee-Young:** Did you *ever* fall in love?

**Rosie:** [Blushes, embarrassed] Um, uh, that's a reasonable question you, have have there, uh, Hee-Young. Well, [gulp], I, uh, um, never fallen in love... before.

**Hee-Young:** WHAT?! You don't have a soul mate?

**Rosie:** Um, no.

[Hee-Young points at Scott.]

**Hee-Young:** Hey, isn't that Scott Boviak?

**Rosie:** Huh?

[Scott with his friends.]

**Rosie:**Scott Boviak...

[Flash back- 9 years ago...]
(Young Rosie walks by at the park, while Young Scott carving his confession of love to her on a tree, Rosie suddenly looks at him.)

**Young Rosie:** Ugh, what are you doing you fool?!

**Young Scott:** Nothing!

[Time skip- present: Rosie stares at Scott, then looks away. Scott walks up to her and clears throat.]

**Scott:** Hey, Rosie Horton. Remember me? We were classmates back at kindergarten.

**Rosie:** Uh, yeah. I remember.

**Scott:** So, uh...come here often?

**Rosie:** [Scoffs] No. My mom is inside and I'm waiting.

**Scott:** (laughs nervously) You're funny. And cute. I mean, not cute. I mean, you're not not cute. Phew, let me start over. (extending hand) Nice to see you again. (She dumps her ice cream in his hand and walks away as Scott sighs)

## A Date?

[The next day, in school outside, Scott and Joe is seen sitting at the sidewalk.]

**Joe:** Alright buddy, I'm gonna get a girlfriend.

**Scott:** Hey! What about Rosie?

[Rosie is seen putting on mascara.]

**Scott:** [His pupils are shaped like hearts] Rosie? Oh, no, no, no, I just like her as a friend...

**Joe:** Why are your eyes shaped like hearts?

**Scott:** [nervously] Um, allergies! I have allergies!

**Joe:** Oh.

[A paper plane appears and lands in Scott's hair.]

**Joe:** What's that?

**Scott:** [opens the paper plane and there's a question written on it] "Meet me at the park at noon."

**Joe:** And, it's from Rosie.

**Scott:** ROSIE?! [His pupils are shaped like hearts] She's being nice to me!

**Joe:** What's with you liking Rosie?

**Scott:** This is about love. In kidergarden, I get there by 7:55, because at exactly 7:56, Rosie gets there. And we share a nod. It's kind of our thing.

**Joe:** [His eyes are wide with affection.] Awww... Wait. A nod? You don't even say hi?

**Scott:** [Blushes] I'm working up to that.

## Park

[The scene cuts to her in the park, sitting on a bench. Rosie looks at the time on her watch, and once she looks back up, Scott is beside her. They come close together, and hold hands.]

**Rosie:** [sighing happily] I'm pleased we've got to spend time together at kindergarden.

**Scott:** Me too, my mom was right, we do have a lot in common.

**Rosie:** Hey, Scott. I'm sorry...if I hurt you.

**Scott:** It's okay.

**Rosie:** [Kisses cheek] Thank you.

**= THE END =**
Orcs

Orcs are an intelligent race of humanoids known for their strength and tenacity. They tend to organize into nomadic tribes and roam across large territories which they consider their own. Because of this tendency, orc tribes tend to come into conflict with those seeking to colonize what they see as unclaimed land.

## Orc Adventurers

*Orc PCs can use the Half-Orc template.*

Some orcs are so consumed with the wanderlust that drives their civilizations to nomadic life that they leave their tribes behind to explore the world. Their objectives range from escaping the strength-centric tribal system to proving their might in a wider world.
Fatima Berrios

**Fatima Berrios** is a Hicks High School student and one of the main characters of *Class Clown*. She is the member of the Snack Pack. She is voiced by Cristela Alonzo.

## Personality

Fatima is portrayed as the likable-smart girl. Perhaps her most defining trait is her sarcastic and bold attitude. Fatima is certainly no stranger when it comes to standing her ground and defending herself. She's never afraid to express how she truly feels and is not afraid to hurt anyone's feelings if needed.

Sometimes, Fatima is very fond of dry martinis and is seen to have some issues in various episodes when she is told or forced to stop drinking it. Val suffers from love-sickness due the stress of repressing his romantic feelings toward Lara.

## Appearance

Fatima is a Spanish girls with blue skin and long wavy electric crimson hair. She wears a periwinkle shirt, a midnight bluejumper, white socks and Raw Umber shoes.
Parun

Parun is the Chaotic Good god of storms and music and is associated with the gibbous moon. He takes the form of a bald man with white face paint and black thunderbolts painted across both cheeks. He is always depicted along with *Stormbeat*, a large drum through which Parun channels his divine power

## Worship

Parun's primary domains are music and storms. He is worshiped by many musicians, though many choose a more specific exarch that suits their own musical tastes. Many sailors also pray to him for good weather while in flight, though they may not be devout worshipers. Parun loves individuality and is known to categorically oppose all attempts at forming organized religion around him. There are even records of divine thunderbolts being called down on clerics attempting to create a formal doctrine for the worship of Parun.

## Exarchs

### Mirroth

Mirroth, called the Bringer of Clear Skies, is a powerful brass dragon whose roars are associated with trumpets. His music is said to be a sign of victory of good over evil.

### Vox

An air elemental associated with flutes, called the Spirit Whistler. Her music is said to bring peaceful times to the lands in which she plays.
Rastrixi Archipelago

The Rastrixi Archipelago is a harsh, uninhabitable chain of islands famous for being a neutral ground for dragons - and only dragons - when they meet in large number. Most dragons regard the island as being inviolably sacred. Those who hold different opinions are generally not the sort to be interested in gatherings in any event. As a result, the archipelago is the only place where chromatic and metallic dragons can meet without violence.

## The Five Islands

There are five main islands in the archipelago, and a small number of lesser islands around the perimeter of each.

### Sorsiddan

An island of ice and snow covered in a perpetual blizzard, Sorsiddan is primarily controlled by the metallic dragons. It is governed by a silver dragon known only as the Mercurial Lord.

### Lungshon

Lungshon is a highland of mountains and valleys with frequent winds and storms. At the center of the island is a large lake and inland beach.

### Eregarra

Eregarra is an island that can be said to be at the center of the Rastrixi Isles. Eregarra is one of the larger islands, but rendered almost completely inhospitable to most due to a large portal to the Paraelemental Plane of Magma.

### Zmajind

Zmajind is the great smoldering forest - a land of twisted and blackened foliage, constantly belching smoke into the air. Most plants on the island are poisonous, as is the smoke generated from burning them.

### Qurmodre

Qurmordre is a graveyard of dragons, littered with great tombs and memorials. It is said to have been the site of a great war long ago, but no dragon has ever found a record of such a war.
Serahi

Serahi, the sharpshooting arcane archer, hails from the desert island of Agarin. She now travels with Aka and Thelonius after they witnessed a murder she committed for the yakuza.

## Character Details

### Appearance

Serahi is identical to her twin sister,Aka : She has dark hair, dark tan skin, and green eyes. She is 18 years old and 5 feet 10 inches tall. The only difference between the siblings is that Serahi weighs a little less, since she doesn't need all that dead weight of metal body parts. She also tends to prefer more neutral colors than Aka's bright pink oven mitt.

### Personality

Family is everything for Serahi. In a world of eat or be eaten, you can only rely on family. She was devastated by the loss of her caravan home, and now is even more committed to giving up anything in protection of her family. Serahi still cares for the surviving members of her caravan, and has a growing attachment to Aka and Thelonius.

Serahi picked up the reckless nature of the caravan members. She never recieved a proper education outside of the ways of survival in the desert, so she isn't very good at planning ahead or interacting with other humans (those who aren't trying to kill her). Despite this, she is pretty social and wants to be included. She doesn't think that humans are inherently bad, though aberrations are a different story.

### Equipment and Combat Style

As a ranger trained by the elves, Serahi always carries a longbow with her. She is extremely accurate, even at long distances and with partial cover. In the midst of battle, she can usually be seen imbuing her arrows with some arcane energy, or even a chromatic orb here and there.

Although she excels at long ranged fighting, Serahi isn't to shabby at melee either. She carries two shortswords that she uses when the enemies get a little too close for comfort.

## History

### Before

Aka and Serahi were twin sisters born to a well-off blacksmithing couple from the western islands. However, shortly after the twins were born, Serahi was separated from her family during a short stop at Agarin. Presumably, she was carried off into the desert by a vulturous pack of gnolls. She was rescued by a roaming caravan, but grew up never knowing her true family.

Raised in the deserts by the elves, Serahi learned the trades of magic and archery at a young age, and soon became the proud protector of her caravan. Adept at shooting any threat before the others were even aware of it, she was well trusted to keep everyone safe as they scavenged the desert ruins. The adventurous caravan braved many expeditions under Serahi’s watch, but continued to take more and more dangerous routes to unearth ruins.

One day, while recklessly exploring a dark cavern, the caravan was attacked by a beholder. Serahi and only a few other survivors were able to escape this otherworldly creature, and were forced to wander back to civilization. With no connections in the city, the desolate survivors were lucky to be picked up by a gang of Phoenix clan yakuza. Since that day, Serahi has been doing odd jobs for the yakuza family, even murder, in payment for taking care of the remaining members of her caravan.
Blaezon

## Semi-High Tier Spleefer

One of Admins on Spleef League and also a builder for the server. Blaezon won 3rd place in SWC 2014 and showed that he could still dominate on the snow field. He is one who often makes large replies on the forums to people in arguments and tends to be a calm individual. His defensive spleef style is well controlled and he knows how to take down his enemies swiftly. Recently the rust has been seen in his spleefing, but maybe he can come back and show his old abilities.
Krios

Krios is the Chaotic Neutral goddess of war, nature, and lycanthropes and is associated with the half moon. Clerics of Krios are allowed to offer prayers and sacrifices to her only during combat. As a result, her temples often resemble fighting arenas more than they do churches.

## The Fanged Goddess

Krios is depicted as a humanoid with the head of a big cat, usually a jaguar. She wields a large spear with a point on either end. The points are said to be made of the fangs of Saldroth the Unparalleled, a blue dragon that ruled over an empire inhabited by millions. One of Kiros' greatest feats is defeating Saldroth armed only with a simple sword and shield.
Major Deities

The major deities of Osidria are on the whole a reclusive and mysterious group. Though they each possess unimaginable power, most refrain from interfering in the affairs of the Material Plane through all but the most indirect methods. Any event involving a world-scale deity is sure to have repercussions across the planes. All of the major deities are said to observe the world from their domains on the moon.

## Niphu

Niphu is the Lawful Good dragon goddess of the sun and justice. She is worshiped by the Order of Unyielding Light, as well as several other sects with less extreme interpretations of her wishes.

## Tashra

Tashra is the Neutral Good god of travelers and is associated with the full moon. He is far more secretive than the other gods, and has only ever been reported to have directly communicated with the head of his church.

## Parun

Parun is the Chaotic Good god of storms and music and is associated with the gibbous moon. Because of his chaotic and temperamental nature, Parun is considered by some to also be a god of change.

## Krios

Krios is the Chaotic Neutral goddess of war, nature, and lycanthropes and is associated with the half moon. She has a wide variety of worshippers throughout Osidria, and her worshipers often worship only a single aspect of what she represents. Lycanthropy in Osidria is not a contagious disease, but rather the result of a ritual of transmutation that links one to Krios.

## Sellaire

Sellaire is the Chaotic Evil god of undeath and insanity and is associated with the crescent moon. He is said to be a vampire that progressed further down the path of undeath through a dark ritual. His actions are seemingly random, and his true goals remain inscrutable.

## Nol

Nol is the Chaotic Evil god of entropy and decay, and is associated with the new moon. Very little is known about it, and its status as a god was once disputed by a group scholars who wished to reclassify it as a Great Old One.
Organizations

Because most island-based powers are more interested in local issues than inter-island affairs, the most powerful political entities tend to be organizations that focus on expanding to other islands rather than trying to control just one.

### The Order of Unyielding Light

Often shortened to just "the Order", the Order of Unyielding Light is a group of Niphu worshiping paladins who patrol the skies and occasionally send envoys and missions to islands to attempt to end criminal activity. Depending on who you ask, they're either the only ones keeping the skies safe or a bunch of pretentious meddlers who cause more harm than good. They maintain a center of operations on the flying fortress *The Indomitable* on which new paladins are trained and the Order's leadership passes decisions.

The leader of the Order is Xandrak Flamestrider, a powerful and charismatic dragonborn. He shares authority with a council of highly experienced paladins, and is widely considered to be the most ambitious leader in the 400-year history of the Order.

### Goldscorn Bank

Goldscorn Bank is said to be the most secure in the world - a reputation it well deserves, as all gold deposited is (temporarily) considered to be part of the hoard of Aurixidar, an ancient red dragon. At 1,100 years old, Aurixidar is one of the few mortal beings that is certain to have knowledge of the Cataclysm. However, he has kept silent about the subject for reasons he shares with no one.

In the year 683, the Bank, thought to be impenetrable, was successfully robbed. Not much is known about the culprits, other than that the 4 of them seem to have escaped to the Citadel of Ice and Clouds in the Elemental Plane of Air, where they were provided shelter by the djinn who rule the plane. Aurixidar, in his infinite wrath, has turned every force he can muster against the Elemental Air in retaliation.

In the aftermath of the robbery, some patrons of the bank have withdrawn their money, prompting Aurixidar to temporarily (or so he claims) freeze bulk withdrawals from the bank. Following this move, Drevabaorn, a dragon said to be Aurixidar's right hand, split off from the bank and seems to have established an organization that calls itself "the Silver Room".

While Goldscorn's reputation has taken a hit, its administration (now directly overseen by Aurixidar) has become far more aggressive in order to prevent those with debt from attempting to flee.

### The Silver Room

The origins of the entity known as the Silver Room are hazy, beyond that it was somehow affiliated with Goldscorn Bank and split off from it in a series of events sparked by the first successful robbery of Goldscorn since the bank's establishment.

Not much is known about this group's members beyond its leader, a half-blue half-silver dragon named Drevabaorn who was once an executive in Goldscorn Bank.
Valtad Garim

A frog-headed god of sandstorms and mirages that is native to Agarin.

## Origin

Valtad Garim was once a powerful djinn noble, but his carefree nature caused him to make an enemy among the marid, the genies of the elemental water. His toadlike head is the result of a curse by a group of the marid nobles, who then demanded that Valtad be exiled from the Citadel of the West Wind. In an unexpected swing of whimsy, Valtad agreed to the terms and left for the prime material plane, where he took up residence on the island of Agarin. Over the years, his good deeds and trickery was associated with the work of a god, and he gathered a smattering of worshipers across Osidria.