recursal/Fanatic-Fandom huggingface dataset:
Session 1 - Breaking Character! "The Adelia's Kerfuffle!"

The player’s find themselves gathering at the industrial citadel of Teiros. Mibek and Faraday find themselves arriving on an airship headed by the intrepid goblin, Bentley, Mercher of the Skies! On the docks they meet the incorrigible badgerkin, Ivanov, who on a quest to find some hired muscle found himself entranced by the exotic dryad beauty of Faraday. After fully stuffing his foot into his badger maw, he convinces the two of them to hire him for a tour of the city in exchange for accompanying him to meet with a potential contact, Libelle, and also to negotiate a distribution deal with Bentley.

Meanwhile Mikael comes into possession of some guarded knowledge regarding his father’s imports, specifically of some potentially dangerous and mysterious artifacts coming from Ephelia.

Down in the pits of Teiros, Krela stirs from a disturbing dream sent to her by her patron. She is given the vague instructions to find a “Mote of his essence recently arriving into Teiros” and to look “up.” She immediately seeks out her main informant, Scratches the Ratkin gangster. He directs her to Ivanov whom she meets on the way to the lifts. After brief discussion, they discover that they may have aligned interests in some incoming shipments, and agree to meet as a group at Adelia’s to form a potential coalition.

After a brief jaunt through the city the following day, Ivanov, Mibek, and Faraday meet with Krela at the high class restaurant, Adelia’s. Together they meet with Libelle to discuss a coalition. During some disputes with the sous Chef Mikael, and a nearly failed attempt to pump for information about his father’s schedules, they were attacked! Three of the waiters surround their gathering and attempt to subdue Libelle with a quick knock to the head with a sap. Fortunately, they were noticed and the initial thrust was successfully parried.

The restaurant erupted into chaos as full combat took place, during which the Tauri thugs were dispatched by the group after an intense struggle. Unfortunately, the Mousekin arcanist was able to flee the scene of the crime just as the Featherguard noticed the commotion. We ended the session with Mibek and Ivanov running from the Feathers and the rest of the party waiting to face the consequences of making a scene.
Sekt'Amund Seasonal Year

## YEAR STRUCTURE

364 Days in a calendar year.

13 Cycles of 28 days (Also a full moon rotation).

4 rotations of 7 days

## GATE CYCLE

Each Cycle is represented by a different Gate Deity who takes time during their cycle to recuperate from the efforts of protecting the world from Astral Entities. During this period, their influence over the Material Realm is intensified as they are freed from their cosmic duties and are thus able to focus on material concerns. This is exempting the thirteenth cycle who's Gate Deity was killed by Ravan, the Ophidian-Eyed Calamity.

The first cycle starts at the end of the Winter Equinox and the thirteenth cycle ends on the Winter Equinox. The order of cycles represented by Gate Deities is:

Zaclethian - Winter

The Dead Deity - The Season of Chains

Caseiasas - Winter

Jur'ran - Spring

Nirinana - Spring

Erimozdia - Spring

Katta'Arenu - Spring

Lan'Refdic - Summer

Quaal'Ataka - Summer

Muelan - Summer

Palamara - Fall

Tergaidan - Fall

Volgora - Fall

## The Dead Deity

The deity killed by Ravan, the Ophidian-Eyed Calamity left a cycle unattended. It goes by many names, often regional, but some of the common ones are "the season of chains," "the hibernation," and "the month of independance," depending on regional theology. During this time, none of the gate deities enter a period of rest, and instead exert their strength to rebuild the bonds they've placed on astral infiltrators such as Ravan, to ensure another calamity never happens again. During this period, their influence on the material world is even more hampered than usual as all their attention is pulled into the cognitive realm. This makes the material world especially susceptible to its own evils as the people of Sekt'Amund can't expect blessings or random support from their deities when internal sources threaten their livelihood.
Dragonborne

Most dragonborne come from Mt. Dracon Abriv where they serve a critical part of the Murdovan economy as a supplier of Gaian Minerals. The dragonborne believe that they are the first stage of dragonhood and will seek to appease the Dragon God Quaal’Ataka in hopes of ascending in the afterlife. They don’t typically receive blessings like traditional gate deities, and they can more or less trust that entering a patron relationship with Quaal’Ataka won’t have the same consequence as they would with an astral infiltrator. They believe doing great things in life will appease Quaal’Ataka in the afterlife, and he will transform their souls into Dragons and allow them to return to the world in glory.
Comrade Ivanov the Unbearable

Ivanov the Unbearable is a Badgerkin currently residing in Teiros.

## Appearance

Ivanov is a honey badger, often seen in cheap but well-maintained clothes and an ushanka on his head. He speaks with a strong Barsuk accent.

## Personality

Ivanov is an outgoing but somewhat short-tempered person. He is skilled at what he does. He suffers from mild alcoholism. He has been shown to show some prejudice against some other races, but admires some of them, as shown by his interest in Faraday's race.

## Ability Scores/Training

**Strength**(STR) - 10

**Dexterity**(DEX) - 16

**Constitution**(CON) - 10

**Intelligence**(INT) - 14

**Wisdom**(WIS) - 14

**Charisma**(CHA) - 10

### Training

Stealth Rank - 2

Sleight of Hand Rank - 2

Intimidation Rank - 1 (+3)

Deception Rank - 1

Persuasion - 1

## Feats

##### Ferociously Mid-size

Those claws look sharp and your jittery, manic nature is unsettling. You can use your DEX MOD for intimidation checks instead. of CHA. +3 to intimidation

##### Silent Killer:

Do a second round of damage when you land an attack while unnoticed.

##### Sniper:

Missing ranged attacks does not reveal your position while in hiding. Landing an attack with a ranged weapon does 2 extra hits.
Unfinished Concepts - GM ONLY

## Science/Magic

##### Neural Cloud

A logic system not dissimilar to a brain or circuit but comprised of subatomic particles suspended in the air. They are stable in relation to each other and reactive to specific stimuli. Usually they have very specific and controlled output reactions. Physically it appears as an almost imperceptible haze capable of changing shape and moving without losing its internal logic.
Havnrad

Havnrad is a contentious region located in eastern Kerremett. While today the name Havnrad generally refers to the Murdovan territory, Havnrad historically referred to the badgerkin nation and later territory that would exert influence over the continent and stretched from the now-Murdovan territory into the Southern Steppes of Zuberon. Once one of the most developed regions on the continent, the state of Havnrad in the present is one of poverty, lack of economic opportunity, and continued repression by Murdovan authorities.

## History

Havnrad was settled somewhere around 1500BW by badgerkin who had first migrated east from Ephelia and would later be separated from a larger nomadic group that would later found Barsukja. The settling badgerkin would find a land very different from where their sister tribe had already found themselves. Havnrad was a region that was surrounded by constant warfare and many different proto-states that were each vying for power.
Martial Artist Feats

## Martial Artist

##### Master of Hands

Add your base attack modifiers to any attacks made while wielding a weapon weighing less than 3 lbs. Double your base attack modifiers while empty handed. You can add skill ranks to unarmed combat.

##### Clear Mind

Can use 1 action to add +10 to your WILL until the following turn.

##### Expert Grappler

Take only one action to grapple instead of two. Add your DEX or WIS MOD to any grapple checks.

##### Mind over Matter

Can take one point of exhaustion to take an extra action once per round.
The Corsarian Belt

The Corsarian Belt is a large archipelago that sits to the south of Kerremett and to the north of a southern continent. It is the homeland of the goblinoids and is encompassed by the nation of Corsaria.

The Goblinoids are seafaring for the most part and are at war with themselves over sea trade. The result is a lot of merchants becoming privateers. Most of their governing is ruled by the common knowledge of their culture and the hierarchy developed thereof.
Skills and saves

## Strength (STR)

##### Climb

Determines your ability to navigate vertical surfaces. A successful climb check allows you to take multiple moves vertically. Dashing requires a second successful climb check.

##### Lift

Your ability to successfully move objects or structures beyond your carry weight

##### Swim

A successful swim check allows you to move like normal in water. A failed check takes two moves for one move in water. A critical fail results in a cramp.

## Dexterity (DEX)

##### Acrobatics

Determines your success in balancing acts or airborne feats.

##### Manipulate Contraption

Determines your success in setting or dismantling traps, as well as working with fine machinery in general.

##### Stealth

Determines your success in hiding or remaining hidden. Opposed by PERCEPTION.

##### Sleight of Hand

Determines your success in obscuring activities accomplished with your hands.

## Constitution (CON)

##### Resist

Each rank directly correlates to 1 extra point to your total (+CON). Each point of resist is equivalent to 1 hit to your total.

## Intelligence (INT)

##### Arcane

Determines your success in manipulating magical items or interpreting magical enchantments. Also used to determine your success with some spells.

##### Investigation

Determines your success in finding clues or details on a micro scale.

##### Lore (x3)

Pick a topic of lore at the time of training. Determines your success at recalling or studying information related to that lore.

##### Crafting(x3)

Pick a craft at the time of training. Determines your success in creating items or structures related to that crafting ability.

## Wisdom (WIS)

##### Insight

Determines your success in seeing people's intentions. Can be used to determine if someone is lying or not. Contested by DECEPTION.

##### Medicine

Determines your success in healing, triage, or understanding anatomy. Can be used to stabilize an individual for two actions (DC 15).

##### Nature

Determines your success in interacting with nature and animals. Also used to determine your success with some spells.

##### Perception

Determines your success in spotting details in your environment. Also used to spot hidden things. Opposed by STEALTH.

##### Survival

Determines your success in finding essentials for living such as food and water. Also determines your success in finding specific materials and ingredients.

## Charisma (CHA)

##### Deception

Determines your success in deceiving others and hiding obscuring information. Opposed by INSIGHT.

##### Persuasion

Determines your success in ingratiating yourself to others and opening them up to your ideas.

##### Intimidation

Determines your success in causing fear and controlling people through aggression.

## Saves

##### Fortitude

A combination of your STR and CON modifiers. Determines your ability to resist physical strain.

##### Will

A combination of your WIS and CHA modifiers. Determines your ability to resist mental strain.

##### Reflex

A combination of your DEX and INT modifiers. Determines your ability to avoid incoming attacks.
Odessza-lakótelep

Az **Odessza-lakótelep** Szeged egyik városrésze Újszegeden.

A téglablokkos lakótelep 1960 és 1964 között épült, 1962-ben Szeged egyik testvérvárosáról, Odesszáról nevezték el. Az 1970-es években nagypaneles épületekkel bővítették. A Székely sor, a Temesvári körút, a vasúti töltés, az Alsó kikötő sor, valamint a Torontál tér határolja. 2496 lakásában hozzávetőlegesen 6200 ember él, a lakások közül 1209 (48,4%) tégla-, a többi panelépületben található.

## Jegyzetek

1. ↑ Tóth Krisztina - Keserű Imre: A lakótelepi panellakások árainak területi különbségei Szegeden Sablon:Pdf Földrajzi Konferencia, Szeged, 2001

## Külső hivatkozások

* Szeged honlapja
* Szegedi séták – útikalauz képekkel Archiválva 2008. május 24-i dátummal a Wayback Machine-ben
* A régi Szeged képei

Sablon:Szeged városrészei
Sablon:Csonk-dátum
Session 2 Prep Notes

## Clues

The red circle is implicated by:

-An amiability charm on the two Tauri

-Libelle knows to look for a circular brand on the Arcanists right pectoral with a red rune tattooed inside. It reads "Forbidden" if anyone can roll a high enough intelligence history or arcana check (DC25 if not trained in history. DC20 is trained)

## Helpful NPCs

Detective Soucntente can help Ivanov and Mibek free the party if they get taken to holding for some reason.

Mother Rianna can help them to lay low if they so choose.

If they decide to thwart the Red Circle through legitimate means Ukkendar can help.

## Antagonistic NPCs

Detective Ukkendar may try to get investigate them and cause them some amount of trouble.

*Rival red circle members may become named npcs during the potential heist.*
Elves

Nobody knows much about what they’re doing over in Mellon’dolon. Secretly though, they’re mastering genetic modification and mutagenic magic. Some elves who left their country and formed a long term relationship with non-elf people developed a pill that would allow different races to breed together called “the Family Pill.”
Elanah

Elenah is a dryad and is best friends with Faraday. Elanah is known to the dryads as someone who is extremely rebellious and doesn't fit the mold as to what they think a dryad of Edelvine should be. She is very interested in technology and furthering the development of Edelvine. She is very well traveled and gains inspiration from her adventures. She can often be heard lecturing the people of Edelvine for their old fashioned ways and pushing for progress. With the dryads more traditional views and stigma around traveling outside of Edelvine Elanah is a very controversial figure. Faraday has always loved and appreciated Elanah and was somewhat jealous of her travels. When Elanah got kidnapped Faraday left on her own adventure in pursuit of her best friend. she knew her people were much too passive to do anything to save their people so she vowed to do whatever it took to protect her people and Elanah.
Southern Steppes of Zuberon

The Southern Steppes of Zuberon is a geographical feature in southern Zuberon that borders the land of Havnrad. The area is mainly characterized by grasslands and playing host to cultures that are nomadic and give little regard to laws. Most of the inhabitants of the region are coyotekin. The most southern part historically was a part of Barsukjan Havnrad, but was annexed by Zuberon following the Great Continental War and was the main site of the Barsuk Genocide.
Great Continental War

The Great Continental War was a major war in Kerremett that saw the eastern feudal nations reorganize into highly centralized empires and war against each other in a great series of civil wars and invasions. The war commenced around 352 years prior to the beginning of the campaign with the outbreak of several civil wars and unifications in Murdova, Zuberon, and Mellon'dolon. It lasted a little longer than fifty years, and would only conclude after the three new kingdoms emerged as centralized empires and pushed Barsukja out of mainland Sekt'Amund through the conquest of Havnrad. The start of the Great Continental War is often considered to mark the end of the Barsuk Golden Age.
Edelvine

Edelvine is a region of land on the continent of Kerremett. It lies to the west of Havnrad and to the east of Mt. Dracon Abriv. It is held as a part of the nation of Murdova's territory, although it does not officially have any sort of population whatsoever. In reality, Edelvine is the homeland of the dryads, a secretive and elusive race of people that worship a goddess of nature. Aside from a few moments in their history, Edelvine has been completely isolated from outside contact. Faraday the dryad comes from Edelvine.
Murdova

Map of Murdova

Murdova is a nation on the Southern part of the continent in the world of Sekt'Amund. Its capitol is Teiros. They are the center of magitech industry in the world.

## History

The people of Murdova are the most ethnically varied of all the world’s superpowers. In times past, they were feudal on the best of days, and warlike every other day. What’s more, they were generally disliked by the neighboring countries and when they started to gain power, the land of Murdova was the first target. That is until three hundred and fifty two years ago, when the Crowkin organized and enlisted five feudal tribes of “Kin” in order to defend their land. As they gained power and influence, other factions of “kin” either threw in their support, or were quelled and subjugated. By the end of a fifty year war, the entire land was unified under the name and banner of the Crowkin as “Murdova.” The borders were defined and they had enough power to enter peace talks with their neighbors Zuberon and Mellon’dolon.

## Government

Murdova is ruled by the Council of Murdova in Teiros. All bureaucratic debate and lawmaking takes place in the Anvil beneath Ruvan Abriv.

## Culture/Technology

To this day, the kin no longer identify by old names, instead opting to call themselves “Murdovan’s.” But old tensions die hard and most kin have a colored perspective on one kin or another. Most kin brought important knowledge and cultural practices to their budding society, and a lot of them end up typecast into the roles their kin were in when Murdova was founded. It’s a difficult truth that only leads to greater tension and oppression, but hopefully they might overcome prejudice and corruption before it leads to full rebellion.
84-es busz (Szeged)

Sablon:Viszonylat infobox

A szegedi **84-es jelzésű autóbusz** a *Makkosház* és *Újszeged, Gabonakutató* között közlekedik munkanapokon, csúcsidőben. 2016-ig **84A** jelzéssel betétjárata is közlekedett munkanapokon, csúcsidőben a *Tarján, víztorony* és *Újszeged, Gabonakutató* között. A 84-es busz Újszegedet kapcsolja össze a Bertalan hídon át Felsővárossal, Tarjánnal és Makkosházzal. A járatot a Volánbusz Zrt. üzemelteti. A vonalon Mercedes-Benz Conecto és Scania Citywide típusú autóbuszok fordulnak elő a leggyakrabban.

## Története

Sablon:Csonk-szakasz

14-es
A járat elődje a 14-es busz volt, amely a *Tarján, Víztorony tér* és a *Füvészkert* között közlekedett 1979. november 5-étől, a Bertalan híd átadása utáni hétfőtől.Sablon:Forrás

84-es
A **84-es** 1985-ben a *Makkosház* és a *Füvészkert* között közlekedett.

84F
A **84F** 1997-ben és 1999-ben a *Tarján, Víztorony tér* és a Füvészkert között járt, csak munkanapokon, de ezeken belül is néhány indulása csak az iskolai napokra korlátozódott.A legutolsó menetrendje szerint munkanapokon Tarjánból 5.10-kor, 6.45-kor, 7.05-kor (csak iskolai előadási napokon közlekedett), 7.15-kor (csak iskolai előadási napokon közlekedett), 7.35-kor (csak iskolai előadási napokon közlekedett), 13.10-kor és 13.50-kor, a Füvészkerttől 5-30-kor, 7.05-kor, 7.25-kor (csak iskolai előadási napokon közlekedett), 7.35-kor (csak iskolai előadási napokon közlekedett ), 7.55-kor (csak iskolai előadási napokon közlekedett), 13.30-kor, 14.10-kor és 15.35-kor indult.

84A
A 84F 2004. július 2-án járt utoljára, helyette **84A** jelzéssel indult betétjárat *Tarján, Víztorony tér* és *Újszeged, Gabonakutató* között. 2016. június 15-én a 84A busz megszűnt, pótlására a 90-es buszt Újszegedig hosszabbították. Ennek eredményeként a 84-est nagyon megritkították.

## Megállóhelyei

*Az átszállási kapcsolatok között a Makkosházi körút és Újszeged, Gabonakutató között azonos útvonalon közlekedő 90-es busz nincs feltüntetve!*

## Jegyzetek

1. ↑ Sablon:Cite book Sablon:ISBN
2. ↑ Sablon:Cite book
3. ↑ Sablon:Cite book
4. ↑ „Tömegközlekedés változása”, *szegedvaros.hu*. [2013. október 4-i dátummal az eredetiből archiválva] (Hozzáférés ideje: 2013. október 3.)
5. ↑ Szeged autóbusz-közlekedésének menetrendje 2016. június 16-ától. DAKK Dél-alföldi Közlekedési Központ. Retrieved on április 9, 2017.

## További információk

* A **Lua-hiba a(z) package.lua modulban a(z) 80. sorban: module 'Modul:No globals' not found** buszjárat menetrendje. Volánbusz Zrt..

* [[Fájl:
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	• összefoglaló, színes tartalomajánló lap|25x25px|közlekedés]] **[[Portál:közlekedés|**
	+ **[[Fájl:Végtelen ciklus a következő sablonban: Sablon:Portál/speciális|25x25px|közlekedés]]** [[Portál:közlekedés|Végtelen ciklus a következő sablonban: Sablon:Portál/speciális]]
	• összefoglaló, színes tartalomajánló lap]]
• összefoglaló, színes tartalomajánló lap
Gaean Minerals

## What are Gaean Minerals?

Gaean Mineral is a classification of rare metals used in artificing or creating magical constructs. The only known harvesters of Gaean Minerals are the dragonborne priests of Mt. Dracon Abriv who use their contracts with Quaal'Ataka to draw them directly out of the planets core via the dormant volcano. They are characterized by being especially pure and are thus more predictable under the direction of enchantments though would otherwise reflect the properties of more readily accessible minerals. Gaean Minerals can be created through various exhaustive magical processes though it is considered dangerous work to most. This makes Murdova the primary supplier of Gaean Minerals with trade on them being heavily restricted. Outside of restricted sections of Murdova, the minerals are prohibitively expensive. Unique elements such as platinum and palladium are still being experimented on by arcanists for their potential mechanical or catalytic properties.

## Applications

Gaean Minerals are usable for the mundane purposes of their element though it would be wasteful to do so. They are exceptionally pure and as such, seldom have conflicting elements or defects to interfere with enchantments. Whereas most enchantments would fade over time or become unstable, enchantments made on Gaean Minerals tend to last almost indefinitely.
Krela's Prosthetics

## Prosthetic Arm

Type: Body, Weapon(Fist), 1/Hand, Melee, Wondrous

Qualities: Irremovable, Self-Regenerating

Attack: INT V.S REFLEX, Bludgeoning, 3 Damage

Ability:

Extra-Functional Limb: Can be used in place of a normal limb. Must replace an existing limb before it can be attached. Can be used as a weapon instead of your BASE ATTACK.

##### MOTE of REKTAN’S ESSENCE #1

Prosthetic Arm Enhancement

Ability:

Unstable Touch: Your arm now has the ability to change the state of matter through a strange combination of electrification, sonic technology, and eldritch magic. For 1 action you can target 5 square feet of matter with which you are chemically familiar and change the state of that matter (Solid, Liquid, Semisolid, Gas, Plasma, any other state of matter with which you are familiar).

Eldritch State: You are now familiar with a strange new state of matter known as “Eldritch State.” It is like a semisolid but is reactive to sentient influence and will change shape to mimic the intention of an intelligent entity. Using unstable touch to achieve “Eldritch State” requires magical infusion and cannot be used for 1 hour after use.
MJF

**MJF** is a male American superstar. He is currently working for the WWE as a part of the current roster on **NXT**

## **Notable and Signature Moves:**

* **Salt of the Earth**
* **Heat Seeker**
* **Cross Rhodes**
* **Double Cross**
* **South Hamptons Plunge**
* **Swanton Bomb**
* **Tombstone Piledriver**
* **Powerbomb Backbreaker**

## **Championship History:**

### **NXT:**

* **NXT Championship** (1 time)
* **North American Championship** (1 time)

## **Event History:**

### **Stats:**

#### **Royal Rumble:**

* Times Entered - 1
* Times Won - 0
* Eliminations - 2
The Workshops

An entire section of Teiros dedicated to Magitech and magical study. Promising students of the arcanum are granted internships and apprenticeships to pay their way through the education in various workshops and store fronts throughout “the Workshops.” Some parts of the workshops are highly gated, only allowing verified individuals to access them due to either the danger of the work or the danger of the products being created.

## Places

##### Terion Metrology Foundation

A storage facility and study in the workshops dedicated to measuring arcana and identifying enchanted artifacts.

##### The University

The center of the workshops where exceptional Arcanists train up in coming arcanists. A study with vast amounts of knowledge stored up and space for tenured professors to engage in magical experimentation.
Humanoids

## Summary

Humanoids have been the predominant species and culture of Zuberon for time immemorial. It is thought that they migrated from the southern continent for reasons unknown, only that there is evidence of migration across the islands of the Corsarian Belt. They are comprised mainly of three subspecies: Humans, Dwarves, and Gnomes. They have no trouble mating with each other, though their offspring almost always takes after one parent or the other in overall build. Much like eye color, with a few notable exceptions, their shades do not seek medians.

## Humanoids of Zuberon

Humanoids are intensely spiritual and are defined by their need to create meaning for themselves, often by finding new ways to stand out and create. In Zuberon they do this by refining niche skills and martial arts. They are the forefront developers of powder based weapons and technology, as well as the hosts of the first Adventurer's Guild Headquarters. This drives them to seek valor through martial arts based on the technology and new developments in that technology. They are also intensely secretive as they understand withholding trade secrets and arts gives them a stronger claim towards its ownership, thus allowing them to stand out more and retain importance. All of their weapons are associated with names that give them their own legend. This mindset also led to the formation of martial schools where their legend can be developed collaboratively. They each are built on different principles and styles of combat, and are of varying receptiveness to outsiders. Some schools will teach anyone as that only serves to spread their legend further while others covet their secrets only to teach them to individuals that prove themselves to the school. It is considered a high honor to achieve a rank in multiple schools and usually earns the right to government patronage and an esteemed rank within Zuberonian society.

##### Zuberonian Honor

Zuberonians believe that valor is achieved by distinguishing oneself and extending ones power to do right by the people around oneself. There is no more noble pursuit than increasing your own strength, and then restraining it except to defend one's ideals. It is considered an even higher case of valor to swear oneself to a noble set of ideals, and to teach others to live similarly so that one's own enlightenment can become other's. The only divisive point is whether to teach many so that they may prove themselves or to only teach those who have proven themselves. This code applies to the teaching of martial arts, artisan crafts, and alchemical sciences of which Zuberonians are adept.
Fawni

Originally migrated out of Mellon’dolon to get away from elf oppression. Technically they are a distant cousin to elves, but due to their goat features they were seen as a lesser class for many centuries. Now they use their druidic magic and knowledge of genetic modification to enhance the agricultural economy of all of Murdova. They have a sadistic sense of humor, and get along with Ephelians when their caravans visit Murdova. Historically, Ephelians were very kind to Fawni before the coming of Ravan, and sometimes a third or fourth child of a Fawni family will join the Ephelian caravans when they pass through their homesteads.
Mellon'Dolon

Mellon'dolon is a nation on the continent of Kerremett. It is located to the west of the continent, and borders the Ephelian Wastes to the north and Murdova to the east. Out of the four major powers of Kerremett, Mellon'dolon is by far the largest in area, being about as large as the other three nations of Murdova, Zuberon, and Barsukja combined. Despite this massive size, however, Mellon'dolon has, by far, the smallest population of the four empires. In addition, much of its land is unsettled by the elves, leaving much of the nation either uninhabited or ruled by local peoples who have little contact with the ruling elves in the capitol city of Tanenwё.

Mellon'dolon is one of the most mysterious places in all of Sekt'Amund, as despite its size, very little is known about it. Its principle foreign policy point has been near-complete isolationism and secrecy, which in turn has led to the development of a culture that makes foreign travel unthinkable and speaking about the nation's most minor secrets as being deserving of death. Those few elves who end up leaving Mellon'dolon are effectively excommunicated from their country, and yet still often are so ingrained into the culture of secrecy and loyalty that even they will remain tightlipped about elvish secrets. Entering the nation is just as difficult as escaping it, as Mellon'dolon has some of the most tightly controlled borders in the world.

The waters around Mellon'dolon are known to be dangerous, although exactly why is not clearly known. They are so dangerous that even the naval superpower Barsukja is hesitant to exert any sort of influence in the waters outside of Mellon'dolon.

## Magic/Technology known outside of Mellon'dolon

##### Nac'Bnolmio (Necro-Biomancy)

The only known user is of Dead Specialist Ririma in Teiros. She uses it to salvage and attempt to interpret memories from the dead. It likely has many other uses that she refuses to acknowledge.
Devout of Volgora Feats

## Devout of Volgora

##### Anointer of Blessings

You can beseech your patron deity for blessings to bestow upon members of your party. You can have up to one blessing active on a number of creatures equal to your WIS MOD. It costs 2 actions to apply a blessing or change a creature’s blessing. If you fall unconscious, the blessings do not remain active.

1 blessing per creature:

-Camouflaged: +5 bonus to STEALTH checks.

-Poisonous: Adds 1d4 point of poison damage to attack rolls. Damaged enemies must make a successful FORTITUDE SAVE (DC: 13) or become poisoned.

-Intimidating: +5 bonus to INTIMIDATION checks.

-Scaled: Gains 2 temporary HITs.

## Advanced Devout of Volgora Feats

##### Crusade of the Anointed

For 1 action on your turn you can concentrate on a creature that has received a blessing from you and either apply a second of the same blessing or during their next turn if they land an attack you can apply one of the following debuffs to their target.

1 debuff per target (DC 15 FORTITUDE at the end of the targets turn to resist the effect):

-Anemic: Loses 1 action on their turn.

-Spiked: An ethereal barb sinks into their wound dealing an extra 1 hit to the target for every attack landed on it.

-Disoriented: -2 to WILL and REFLEX saves.

-Infatuated: Charisma checks made towards the target gain +5.

##### Champion of Volgora

You learn the spell “Avatar of the Divine.” Once a month, you can cast it with no material costs.

##### Healing Essence(Prerequisite: Anointer of Blessings)

Once a day, you can release pollen from your pores in a 30ft radius. Any Blessed creatures within range restore 1d4 Hits.
Music/Entertainment

## Instruments

##### Coppertwang

A Corsarian/Goblinoid instrument. At first glance it looks somewhat like a lute, but it's made almost entirely out of metal. It plays similarly to a banjo except some of the strings are attacked to clunky looking mechanisms that activate a number of percussive attachments. When played by a talented Corsarian Bard, it often sounds almost grating but in a way that loops right back around to sounding good. It's especially popular for solo musicians in taverns or on ships.

### Baliljutnja

A Barsukjan instrument. It is rather similar to the coppertwang, as it was adapted from said instrument after it was introduced by Corsarian traders. As opposed to the coppertwang, which is principally a mix of a lute and a banjo, a baliljutnja is exclusively a mix of a balalaika and a lute. It is also made of wood, as opposed to the metal coppertwang, and does not include any percussive attachments, making it a much more simple instrument. As opposed to the harsh tones that a coppertwang is known for, a baliljutnja is noted for its sharply cold yet delicate tones. It is rather rare outside of Barsukja.

## Games

##### Tinker Tankard

A card game favored by the goblin Bentley, and commonly enjoyed in the Stacks of Teiros. A trick-taking game with similarities to poker or hearts.
Arcane Initiate Feats

Learn one Spell of your choice that does damage.

##### Eye for the Arcane

Having a spell used on you gives you a hint at how it was cast. You may potentially have the option to learn a spell cast upon you when you rank up. Learning costs a day of downtime to practice the spell.

You learn the spell “Will Break.”

## Advanced Arcane Feats

##### Magician of Knots

Spells that apply the “grappled” condition can now affect a number of targets equal to your INT modifier. It costs one less action to use a “strangle” action.

##### Spell Mastery

Boost one frequently used, hourly spell (GM Discretion) to At-Will.

##### Spell Surge

Your next spell is cast with increased effect. Roll an arcana check in addition to any other checks made to cast the spell to determine the strength of the spell surge.

DC10: 1 boost, DC15: 2 boosts, DC20: 3 boosts, etc.

Boosts:

-Increased Range(Range x2)

-Increased Damage(Damage x2)

-Increased Duration(Duration x2)

-Reduced Action Cost(1 action)

-Additional Targets(1 additional)

-GM’s Discretion

If the spell is At-Will or Hourly, you cannot use the spell for the rest of the day. If the spell is Daily or Ritual, you cannot use it for the rest of the week and your spell limit is reduced by one during that time.
Cruz Del Toro

**Cruz Del Toro** is a male Mexican superstar, he is currently working for the WWE as a part of the current roster on, **Raw**.

He is a part of the stable known as, **Latino World Order**.

## **Notable and Signature Moves:**

* **450 Splash**
* **Suplex to Lungblower**
* **German Suplex Hold**
* **UAM Terminator**
* **Shining Wizard**
* **Enzuigiri**
* **Diving Hurricanrana**
* **Corkscrew Plancha**
* **Corkscrew Arm Drag**

## **Stable History:**

### **Latino World Order** - Present:

* **Eddie Guerrero**
* **Joaquin Wilde**
* **Rey Mysterio**
* **Santos Escobar**
* **Zelina Vega**

## **Championship History:**

### **WWE:**

* **Raw Tag Team Championship** (1 time) - with**Joaquin Wilde**

### **NXT:**

* **NXT Tag Team Championship** (1 time) - with **Joaquin Wilde**
Badger-chan

Badger-chan is the popular pseudonym for Lev Petrov, an autistic badgerkin that lives in a small town near the city of Arzalsk in the Domen of Nizhmenja. He is known for his ludicrous antics that have caused many Barsukjans to chronicle his life with great incredulity. He is considered to be one of the most documented badgerkin of all time.
14-es busz (Szeged)

Sablon:Viszonylat infobox

A szegedi **14-es jelzésű autóbusz** *Tarján, Víztorony tér* és a *Gumigyár* között közlekedett, Rókus érintésével.

## Története

Sablon:Csonk-szakasz

M14
Az **M14-es** járat a *Tarján, Víztorony tér* és a *Gumigyár* között közlekedett 1985-ben.

14-es
Az „M” betű elhagyásával a járat jelzése **14-es** lett 1996-ban.Sablon:Forr A *Tarján, Víztorony tér – Budapesti krt. – Csillag tér – Retek utca – Rózsa utca – Csongrádi sgt. – Rókusi krt – Dorozsmai út – Budapesti út – Gumigyár* útvonalon közlekedett 1997-ben és 1999-ben. A legutolsó menetrend szerint munkanapokon Tarjánból 5.15-kor, 5.25-kor, 6.00-kor és 13.15-kor, a Gumigyártól 5.35-kor, 5.45-kor, 6.25-kor, 14.30-kor és 15.30-kor (ez a járat csak hétfőtől csütörtökig munkanapokon közlekedett) indult. A 14-es járat 2004. július 2-án járt utoljára.

## Jegyzetek

1. ↑ Sablon:Cite book Sablon:ISBN
2. ↑ Sablon:Cite book
3. ↑ Sablon:Cite book
4. ↑ „Tömegközlekedés változása”, *szegedvaros.hu*. [2013. október 4-i dátummal az eredetiből archiválva] (Hozzáférés ideje: 2013. október 3.)

* [[Fájl:
	+ [[Fájl:Végtelen ciklus a következő sablonban: Sablon:Portál/speciális|25x25px|Közlekedés]] **[[Portál:Közlekedés|Végtelen ciklus a következő sablonban: Sablon:Portál/speciális]]**
	• összefoglaló, színes tartalomajánló lap|25x25px|Közlekedés]] **[[Portál:Közlekedés|**
	+ **[[Fájl:Végtelen ciklus a következő sablonban: Sablon:Portál/speciális|25x25px|Közlekedés]]** [[Portál:Közlekedés|Végtelen ciklus a következő sablonban: Sablon:Portál/speciális]]
	• összefoglaló, színes tartalomajánló lap]]
• összefoglaló, színes tartalomajánló lap
Background Feats

## Introduction to Backgrounds

Each background represents both existing training and options for additional training. Each document lists the Feat or Feats available to an Adventurer Rank 0 player character, and advanced feats that may be offered by the GMs discretion at higher ranks. The Feats offered should reflect the actions of the adventurer, and may not necessarily be related to their original background.
Mibek

## Introduction

Mibek is a fledgling Ratkin Druid from the Ratlands who is traveling to Teiros for an undisclosed reason. Prior to the events of the game, he met Faraday on his travels and they ended up traveling together.

## Ability Scores/Training

**Strength**(STR) - 10

**Dexterity**(DEX) - 12

**Constitution**(CON) - 12

**Intelligence**(INT) - 15

**Wisdom**(WIS) - 16

**Charisma**(CHA) - 8

### Training

Stealth Rank 1

Resist Rank 1

Arcane Rank 1

Nature Rank 1

Survival Rank 1

## Feats

##### Born Unto Nature

Your natural understanding of nature’s dangers and the interactions of various plants and herbs in nature has granted you a special understanding of toxins. Gain access to the “Resist Toxins” spell. Additionally, at the cost of 5 SN worth of healing herbs, you can cast the spell At-Will. Once a day, you can spend 30 minutes and roll a survival check to see if you find the necessary herbs out in nature.

##### Learn Spell:

Learn two spells of your choice.

(Grove Practice, Vine Grapple)

##### Eye for the Arcane:

Having a spell used on you gives you a hint at how it was cast. You may potentially have the option to learn a spell cast upon you when you rank up. Learning costs a day of downtime to practice the spell.

You learn the spell “Will Break.”

## Spells

##### Vine Grapple(At-Will):

Somatic, Verbal, 1 action, 15ft range, Nature V.S FORTITUDE

Release a tangle of vines at a single target. On a successful hit, the target is grappled. Two actions may be spent to strangle the target for 1d4 damage. 1 action may be spent to move the target 10ft in one direction.

##### Will Break(Daily):

Verbal, Material(3 SN, Opioids), 2 actions, 20ft range, Arcana V.S WILL

On a success, force a sentient entity to take a full round of actions per your instruction. They do not take their next turn in combat.

##### Grove Practice(Ritual):

Verbal, Somatic, Material(50lbs petrified wood,), 1 hour, 10 feet

All willing creatures within range gain an additional number of hits equal to your ranks in nature. They can only benefit from this effect once. It wears off after 12 hours.
Vmeste

The vmeste is a symbol that is held as one of the national symbols of Barsukja. It is an extremely old symbol, dating back to the unification of Barsukja and Havnrad. The symbol represents this unification, with a trident head representing the naval culture of Barsukja combining with the head of a pike that represents the strong land armies of Havnrad. The vmeste appears all over Barsukjan society. It is featured in reliefs on buildings, on the national flag, on traditional clothing, and as metallic emblems on Barsukjan's ushanka hats, to name just a few areas where it is commonly featured.

## History

The vmeste first entered use following the discovery of Havnrad by Barsukja in 1185PE, when a large amount of the population from both societies called for the unification of the two nations. The symbol represented this desire, and within four years, the unification was achieved. The vmeste was placed upon the existing flag, where it would remain for hundreds of years. The vmeste began to work its way as both a national and a cultural symbol of Barsukja, and began to commonly be placed in Barsukjan art, architecture, and politics.

Following the invasion and subsequent annexation of Havnrad, Murdova would ban the vmeste from any sort of display in an attempt to quell any rebellious movements in the newly acquired territory. Any buildings remaining in Havnrad that had the vmeste on them would have them forcibly removed. To this day, displaying the vmeste in Murdovan society can land one in prison, although the symbol is still known by the badgerkin who remain in Havnrad as a symbol of the resistance that they hope to one day show. Barsukja, after the loss of the territory, would keep the vmeste on its flag, as they did not recognize the annexation and still laid claim to the territory.

Following the isolationist *coup d'etat* in Barsukja in 1853PE, the new government would change the flag of Barsukja for the first time in 664 years. As the new government had recinded the Barsukjan claim on Havnrad, the new flag would notably not feature the vmeste, although the vmeste is still featured in Barsukja aside from the flag.
Faraday

## Introduction

Faraday is a Dryad that is currently traveling the world in hopes of finding her lost friend, Elanah. Prior to the start of the game, she had met Mibek on her travels and begun traveling with him.

## Personality

Faraday is a quiet person but not afraid to let her opinions heard. She is very caring and protective of the people she loves and never strays away from danger in the name of the things or people that she cares about. She is the apprentice head healer of the people of Edelvine and is very passionate about helping her people. At age six she was diagnosed with a disease known as Khashal that only effects dryads. This disease causes the victim to become almost incased and petrified in wood. Edelvine's medic, Mariedynn was able to stop the spread of the disease but not before it had already taken faradays arm. With a mix of physical therapy and spell-work Faraday was able to not only gain control back of her arm but use it to her advantage. This experience sparked her interest and passion in a career of medicine

## Ability Scores/Training

**Strength**(STR) - 8

**Dexterity**(DEX) - 14

**Constitution**(CON) - 10

**Intelligence**(INT) - 12

**Wisdom**(WIS) - 16

**Charisma**(CHA) - 14

### Training

Stealth Rank - 1

Crafting: Alchemy Rank - 1

Medicine Rank - 2

Nature Rank - 2

Deception Rank - 1

## Feats

##### Natural Salve

Dryads produce a natural healing ichor that can be used to treat wounds. Gain access to the “Heal Wounds” spell. You don’t need Verbal or Material components to cast it. Once a day you can cast it at 1 action instead of 3.

##### Anointer of Blessings:

You can beseech your patron deity for blessings to bestow upon members of your party. You can have up to one blessing active on a number of creatures equal to your WIS MOD. It costs 2 actions to apply a blessing or change a creature’s blessing. If you fall unconscious, the blessings do not remain active.

1 blessing per creature:

-Camouflaged: +5 bonus to STEALTH checks.

-Poisonous: Adds 1d4 point of poison damage to attack rolls. Damaged enemies must make a successful FORTITUDE SAVE (DC: 13) or become poisoned.

-Intimidating: +5 bonus to INTIMIDATION checks.

-Scaled: Gains 2 temporary HITs.

##### Crusade of the Anointed(Prerequisite: Anointer of Blessings):

For 1 action on your turn you can concentrate on a creature that has received a blessing from you and either apply a second of the same blessing or during their next turn if they land an attack you can apply one of the following debuffs to their target.

1 debuff per target (DC 15 FORTITUDE at the end of the targets turn to resist the effect):

-Anemic: Loses 1 action on their turn.

-Spiked: An ethereal barb sinks into their wound dealing an extra 1 hit to the target for every attack landed on it.

-Disoriented: -2 to WILL and REFLEX saves.

-Infatuated: Charisma checks made towards the target gain +5.

## Spells

##### Heal Wounds(Hourly):

Verbal, Somatic, Material(Purified Water), 3 actions, 5ft range

Remove 1d4 hits plus WIS MOD from a willing creature.
Cook Feats

## Cook

##### Cooking is Magic

Can concoct potentially delicious meals that help fortify and boost you and your companions. You must acquire ingredients for these meals ahead of time. Meals take 30 minutes or more to prepare.

By default they take at least 5 minutes to eat, and last for 3 hours.

10 Points per Meal:

-Boost AS by 2 (6 points)

-Long Lasting: Lasts 6 hours instead of 3 (4 points)

-Boost your next skill check by +10 (3 points)

-Boost one save by +5 (6 points)

-Gain 1 temporary hits (2)

-Quick Consumable: Can be consumed with 2 actions instead of needing 5 minutes (6 points)

## Advanced Cook Feats

##### Volatile Cooking

Gain access to new cooking options that negatively affect those who consume it.

-Contact: Effects are administered on contact instead of consumption (6 points)

-Messy: Covers a radius of 10 feet when thrown (3 points)

-Toxic: Applies the poisoned condition (3 points)

-Lacerating: Damages 1 hit (2 points)

-Noxious: Causes a stench 20 in a 20ft radius that causes vomiting (Lose 1 action) on a failed save (DC 15 FORTITUDE) (4 points)

-Sleep inducing: Applies the asleep condition on a failed save (WILL 12) (6 points)

##### Connoisseur

Gain the ability to cook rare ingredients (1 SN to 5 GC) to bolster the effects of your cooking. By default they add 5 points to the overall effects of your cooking, however different ingredients may have additional “secret” effects.
Specialized Equipment

## Definition

Specialized equipment is equipment that requires a feat to use effectively. They often come with unique abilities/different actions in combat, or allow for the ATTACK score and DMG score to be identical. Once a player is trained in a specialized equipment, they can continue to put additional ranks into that equipment, however the first training must come from a feat upon rank up.

## Specialized Melee Weapons

##### Stiletto Dagger

Type: Melee, Piercing, 1-handed

Specs: 1lb, (Illegal) 15 SN

Attack: +6 V.S Reflex, DMG: DEX

Ability:

Assassin's Tool: Critical Hits on opponents who are either surprised or or wearing less than 4 hits of armor

*A long, thin dagger with a razor's edge and a vicious point. A twist is all it takes .*

## Specialized Ranged Weapons

##### Great Longbow (Prerequisite: 14 STR)

Type: Ranged, Piercing, 2-Handed

Specs: 4lbs, 15 SN

Attack: WIS V.S REFLEX, DMG: 1d6+WIS, Range 450ft, Piercing, Costs ITEM Type: Ammunition, Arrow

*An archaic ranged weapon favored by woodsmen and soldiers. Its higher draw weight is ideal for long range stealth attacks.*

## Specialized Unique Weapons

##### Dock Hook

Type: Melee, Bludgeoning, Versatile

Specs: 6lbs, 3 SN

Attack(Melee, 1-handed): STR V.S FORTITUDE, DMG: 1+STR, Range: Melee, Bludgeoning

Attack(Ranged, 2-handed): STR V.S REFLEX, DMG: 1, Range: 15ft, Grappling. On a successful hit, the target is grapples and can be dragged into melee range on the same action.
Beverages

## Universal Cocktails

##### Cum Guzzler

A cocktail of unknown origin. Equivalent to the Earth cocktail "White Russian. Also known as "Milkshakes" to polite company.

## Murdovan

##### Cola/Soda

   Pip Cola - Pepsi Cola equivalent

Scrimblo Cola - Coca Cola equivalent

Graggle - Sprite equivalent

##### The Pit Cure

A mixture of vodka, water, and hotsauce. The locals of the Pit in Teiros swear it's the best way to cure the initial wave of nausea that the chemical smelling atmosphere causes for some people when they first enter the Pit.