recursal/Fanatic-Fandom huggingface dataset:
Caravel (Ship)

## Description

Not designed for use in space, the Caravel is one of the most common craft used by groundlings who first discover space travel and acquire a spelljamming helm. While more suitable for space travel than some other groundling ships, the Caravel suffers from the same drawbacks as most groundling ships taken into space. The Caravel has poor maneuverability and armour, little capacity to carry more crew than the minimum required to operate it, and insufficient weaponry to make up for these drawbacks in combat. Most spacefarers using a Caravel will upgrade to a more suitable spelljammer as soon as they can; assuming that they survive long enough.

## Crew

When used as a spelljamming vessel, the number of crew required to operate the Caravel is somewhat lower than the crew required to operate it as a sailing ship, however it is still high relative to the ship's size. Whereas a seafaring Caravel will usually have a crew of about 20 men, and may even have a crew as large as 40 with as many as 20 passengers, a Caravel which carries this number of men into space will quickly foul its air envelope. Most spelljamming Caravels carry a full crew of 10 men, although for shorter voyages double this number is frequently carried. The intent is that the extra crew will be able to help fend off any attackers.

## Ship Uses

Trader: Most Caravels in space are used as trading vessels. The only advantage that such a ship has over more capable ships designed for spelljamming is the fact that a Caravel can land in the water, and trade with groundling ports without attracting undue attention. In some of the safest areas of space using a Caravel as a trading vessel is actually a viable option, however most of wildspace is not safe for the Caravel.

## Other Configurations

Modifications to the Caravel are rare, since it is usually more cost-effective to simply purchase a better ship.
Garl Glittergold

**Description**

Garl is depicted as a handsome, golden-skinned gnome with sparkling gemstones for eyes. He wears a flowing silk cloak and usually a substantial amount of gold decoration.

**Realm**

Garl lives in the gnomish realm of the Golden Hills on the plane of Bytopia. The Golden Hills are a set of seven hills, one for each of the deities who dwell there. The whole realm glows with a golden hue. Garl's hill is known as Glitterhome, but he prefers to wander throughout the realm, often in disguise.

**Dogma**

A sense of humor is an important thing for anyone to cultivate, regardless of their hardships. The inhabitants of a community ought to cooperate for the greater good. Pranks are a sacrament. Authority figures shouldn't take themselves too seriously. The tales and jokes of the gnomish people should be preserved, but change should not be feared.

*Worshippers*

Garl Glittergold is the most popular of the gnomish deities, and honored, in one way or another, by nearly all gnomes.

**Clergy**

Garl's clerics wear war helms and gold belts. On ceremonial occasions, their helms and armor are plated with gold as well. Novice priests are known as the Uncut, while full priests are called Jewels. The ranks in Garl's hierarchy are, in ascending order, the Amethyst, Topaz, Opal, Jacinth, Diamond, Emerald, Ruby, and Sapphire priests. High priestesses are called Star Rubies while male high priests are called Star Sapphires. Specialty priests are called glitterbrights. Priests of the Sparkling Wit serve as crafters, teachers, goldsmiths, miners, entertainers, mediators, councilors, and protectors. They defend the community against outside threats, often with axes, their god's favored weapon.

*Temples*

Temples to the Priceless Gem are unassuming and often hidden. They are normally worked caves just beneath the surface, in the heart of a gnomish community. They are usually circular with a domed ceiling divided into four quadrants, the walls and ceilings decorated in gold leaf and studded with gold nuggets when this can be afforded. Comedians, illusionists, and other entertainers use the space to bring joy and laughter to the faithful. Priests there are usually glad to help traveling gnomes in need.

*Rituals*

Ceremonies in honor of Garl are flashy, full of illusion and mystery. They extol gnomish virtues such as cleverness and craftsmanship. During the Communion of Laughter, the faithful are expected to sacrifice a bit of gold or gold dust to the church, who use it for the good of the community. Prayers to Garl are typically composed in call-and-response style, with the priest asking a riddle and the flock calling out the answer.

*Holy days*

Worship services are held on the 13th of each month in a holiday known as the Communion of Laughter. Lasting the whole day, the Communion of Laughter includes quiet contemplation, prayer, communal eating, dancing, storytelling, and joke-telling contests.
Angler (Ship)

## Description

This odd-looking ship is quite new to arcane space, mostly because the races that primarily use the ship have only recently been introduced to the concept of spelljamming. The Arcane sold this design to various undersea races in hopes of increasing their clientele. The races the design was introduced to included locathah, sahuagin, merrow, and some lizard men. Mermen and tritons were not interested in the Arcane's offer, and the sea elves already had close ties with the elven fleet. Unfortunately, the kuo-toa have somehow got their webbed hands on a few of these ships also.

Like lizard man ships, the Angler is built with an amphibious lifestyle in mind. The lower two decks are almost always flooded, with magical water-producing items (supplied by the Arcane) keeping the water fresh. The entire ship can be flooded if needed, and often will be for the comfort of the crew. In extreme emergencies, the lower airlock can be opened to dump the water, which creates a one-shot water jettison. To avoid losing the crew and cargo in such a maneuver, everyone aboard has a handhold to grasp and anything inanimate is usually nailed down.

Due to it's unusual configuration, the Angler cannot land in the usual fashion. Both the upper and lower hatches can be sealed so the ship is airtight or watertight. Its design necessitates the ship to submerge completely to dock in a stable fashion. Special underwater wetdocks have been built for this purpose in places where the needs of this ship are known. One is currently under construction in Lake Bral on the Rock of Bral.

## Crew

The crews on board these ships are as varied as the races that make use of them. Of course, there is no mixing of races when these ships take to space. Obviously, sahuagin could not get along with locathah on the same ship, except to enslave the latter race. Also, air-breathing races will be found aboard only in the most extreme of circumstances, for obvious reasons.

## Ship Uses

Colony Ship: Most of the races mentioned above have followed the lead of the lizard men in their approach to space travel, that is, to colonize wherever possible. In a typical colony fleet anglers will be used as both transports and broodships, with wasp ships as escorts. The undersea races have not taken to placing their ships close to suns (as the lizard men do) as the excessive heat simply boils the water in the ship.

Raider: As before on the worlds below, the sahuagin have taken to raiding their neighbors whenever possible, and have adapted most of their ships to serve in this capacity also. As can be expected, this has not endeared the race to their fellow space travelers.

## Other Configurations

Grouper Class: This is simply a scaled-up version of the standard angler ship, with appropriately lower MC and heavier armaments. At a distance, it is difficult to discern whether or not this is a standard angler or not, as their silhouettes are virtually identical.
Netalamin

A region of Soteu.

*Netalamin* is the capital city of the Celestial Guardians. It is the location of the Celestial Fortress where The Overseer dwells.

Netalamin houses the largest Sphekar mine in all of Kathalia.

Netalamin is a city where all are welcome but there are some rules that are strictly enforced.

## Laws

All these laws may be punishable by death or banishment from Celestial lands.

* No fighting between the factions while in Netalamin.

* No black market trading is allowed within a mile of Netalamin.
* No entering the Sphekar mine without authorization.
Netherese

**Netherese** are an ethnic group of humans residing in Netheril. Many cultures are either descendant or have been absorbed as **Netherese**, such as the Shadovar, the Halruaans, the Bedine, and the Illuskans, etc.

## Society

The Netherese have always lived in a magical society. Currently the netherese are rebuilding their mythallars so that they can once again live above "those who fear and don't understand magic". They use the orcs as slaves for two reasons: to finish the extermination of the orcs by "domesticating" them, and to rebuild their empire to heights never before seen.

### Language

The common Netherese speak Netherese while the nobles speak Loross. The reason for two languages is for separation of the classes.
Mount Hotenow

**Mount Hotenow** (pronounced *HOE-teh-NOW*), was a volcano amid the Crags mountain range, situated to the northeast of the city of Neverwinter on the Sword Coast North, deep in Neverwinter Wood. It was home to a large population of fire elementals, warming the Neverwinter River to the point where it never froze over, even in the heart of winter (hence the city's name). The volcano also had a tendency to attract creatures like fire giants and red dragons to make their homes near it.

A shadowy reflection of Mount Hotenow also existed in the Shadowfell. Unlike its Torilian counterpart, the Mount Hotenow of the Shadowfell was always spilling rivers of lava, that flowed to the city of Evernight.

## Description

After its eruption, Mount Hotenow looked like a serrated teeth many described as a "door to the Nine Hells" (or the Elemental Chaos, according to others). A river made of pure elemental fire followed a serpentine path throughout Hotenow's interior and underneath the surrounding mountains and hills of the Crags.

## History

Since Neverwinter foundation, Mount Hotenow featured in the bedtime stories and urban legends of the city inhabitants as the home of fire giants, the fearsome red dragon Karrundax, and many other blazing beasts.

In 1451 DR, a small adventuring party rediscovered the ancient dwarven city of Gauntlgrym beneath the volcano. The party, consisting of Dahlia Sin'felle, Korvin Dor'crae, Valindra Shadowmantle, Athrogate, and Jarlaxle Baenre, made it all the way to the legendary forges. There, the latter two were betrayed by their Thayan allies, with Athrogate hypnotically forced to activate the forge. This briefly awoke the primordialMaegera, who, in a fit of rage, released a burst of energy so powerful that it forced the eruption of the volcano. The resultant earthquake and combination of smoke and lava destroyed much of Neverwinter, killing thousands.

In 1479 DR, a dwarven expedition led by Vandra Hillborn was exploring Mount Hotenow in hopes to find an entrance to Gauntlgrym.

## Notable Inhabitants

* Karrundax, a young red dragon.
* Vandra Hillborn, leader of the dwarven expedition seeking Gauntlgrym in 1479 DR.
* Gommoth, a fire giant and leader of a community of fire creatures who wanted to provoke a more powerful eruption in 1479 DR.
* Qalthus, an exiled shadar-kai from Shadovar.
Misled

###

> *"Leave nothing, not even footprints; Take nothing but lives."*
>
>

## General Information

**Name:** Misled (born: Mayra Fairbanks)

**Age/Birthdate:** 73 (was 21 when turned ghoul); unknown birthdate, but born sometime in 2214. Turned ghoul in year 2234

**Occupation:** assassin for hire

**Physique:** 5'8, remarkably light for her height

**Appearance:** Pre-ghoul, she had green eyes and long, black hair. Post-ghoul, she now has short hair - most of it missing - and her eyes are red with bloodshot sclera.

**Personality:** She’s very cold and quiet. She can and will speak, but she’s very blunt and to the point. She tends to keep a quiet, calm tone about her when talking, but she’s far from shy. She simply dislikes people - whether it be smoothskins or ghouls.

**Current Whereabouts:** Commonwealth, tracking down a contract kill.

**Family:**
Unknown. Her settlement was slaughtered by raiders when she was a child. She has very little memory of her life beforehand.

## Statistics and Favored Gear

**Favored Weapons:**

* Knives
* Daggers
* Needles
* Poisons

(Temp stats - perks to be added later)

* S - 2
* P - 7
* E - 3
* C - 1
* I - 8
* A - 7
* L - 3

## Backstory

Misled was born on a small settlement in the Capitol Wastelands. When she was around 5 years old or so, her home was attacked by raiders. She was taken by them and turned into a slave. When she was around 19 or so, the raider

camp she was at got attacked by the Enclave. Mercy, who was a ‘collector’ for the Enclave at the time, was one of the people who slaughtered the camp.

Misled was spared, but became a specimen for an experiment the Enclave had for ghoulification at a place known as "the Facility". Years of excruciatingly painful experiments gradually turned her into a ghoul. She was freed when Mercy broke out some people from the Facility. She hung around Underworld for awhile, not certain where else to go. She didn’t really make much in the way of friends there, as she kept to herself for the most part. She started taking on bounties and, eventually, assassination contracts. Eventually one of the contracts sent her to the Boston area, where she is now.

## Gallery

Avery and Misled go fishing, by railroad-bluesOne of the few times she actually showed emotion.... by vectober
Heather Roth

**Heather Roth** is a recurring character in the Netflix Original sitcom series, *The Ranch*.

## General Information

Heather first meets Colt Bennett in his mother's bar and went home with him, although at first, they didn't quite manage to hook up due to an interruption.

Heather has 4-H training (head, heart, hands and health) which gave her the ability to participate in rodeos and care for livestock. She had a calf during this named 'Dairy Potter', which at some point got sick and was nursed back to health, and then unfortunately was mauled by a mountain lion.

She has a light-hearted approach to the relationship and seems to be fine hanging out with Colt, drinking and having sex with few strings attached. They accidentally set Maggie's Airstream on fire whilst trying to have sex on the Kitchenette.

She and Colt hook up and eventually start dating, after Abby pressures Colt to buy Heather a birthday present and he doesn't seem to realize the significance of the gift. However, he decides to break up with her and she seems fine with it. Instead, she proposes that they could just be buddies or continue having sex with no strings attached, to which Colt agrees.

Colt soon gets back with his ex-girlfriend Abby Phillips. During this time, Heather finds out that she is pregnant with Colt's child. Due to unfortunate circumstances, Heather has a miscarriage. Nevertheless, she still keeps friendship with Colt.

## Trivia

* She's had a lot of firsts in a trailer; including her first time, her first hookup with a girl, and was even conceived in a trailer.

## References

1. ↑ Deadline - "Johnny Ray Gill Joins CBS’ ‘BrainDead’; Kelli Goss In Netflix’s ‘The Ranch’" (October 26, 2015)
Precious

*"Grandpa cries over everything--if he steps on a flower he'll sit there, sad about it for hours. Kick a tin can? Cries. Tell a mean joke at someone else's expense? You guessed it---Cries!" -Rosie*

## Isaiah Wilson

### Relatives

Ronald Wilson (Father, deceased)Agatha Wilson (Mother, deceased)

Marjorie Ann Wilson (Wife, deceased)

Georgie Wilson (Son, deceased)

Martha Wilson-Jones (Granddaughter, deceased)

Harriet 'The Hatchet' Wilson (Great Granddaughter, Unknown)

Rosianna 'Rosie' Wilson (Great Great Grandaughter, Alive)

## General Information

**Current Whereabouts:** Wanders, but has a home in Concord that he constantly comes back to.

**Strengths:** Radiation immunity. Resilient to the negative effects of bad food and water. Above average strength. Surprisingly stealthy. Very friendly. Good vision. Good with most animals. Sometimes has moments of clarity where he recognizes words.

**Weaknesses:** Docile and non-violent. Shambling, suffers from lingering injuries. Malnourished. Depleted intelligence. Too friendly. Cannot speak coherently. Overly familiar with strangers.

## S.P.E.C.I.A.L Stats

Strength- 8

Perception- 5

Endurance- 6

Intelligence- 3

Agility- 3

Luck- 3

## Perks

**Strong Back**: While he is no hand-to-hand dynamo, Precious can carry a great many things at once without fear of being over encumbered.

**Toughness**: Years of taking beatings and exposure to the elements have created a literal walking callous of Precious. It takes a lot to take this sad sack down.

**Rad Resistant**: Exposure to radiation, be it through ingesting food or sitting in contaminated water, has little to no negative effect on Precious. As per all ghouls.

**Ghoulish**: Radiation heals Precious over a period of time.

**Animal Friend**: Animals know best! His docile and harmless nature has granted Precious a unique relationship with most all animals of the Wasteland.

## Notes

* Wherever he goes, Rosie is usually close behind him.
* He can be a bit of a kleptomaniac. Keep your eyes on your possessions.
* Loves radios, and will usually make a beeline for any that are turned on.
* Missing a toe on his right foot.
Gomeisa

An eccentric former astronaut who now makes a living wandering the Wasteland with a Robobrain at her side, selling scrap and doing repairs.

Age: 244

Pre-war occupation: Astronaut/Mechanic

Height: 6’ 3"/191 cm

Weight: 175 lbs/79 kg

Hair: Bald

Eyes: Green

Current whereabouts: Wanders the whole of the Wasteland; last seen poking about near the General Atomics Galleria

Strengths: Physically strong, quick-witted, skilled with both stripping and rebuilding of machines

Weaknesses: Somewhat easily distracted (by shiny things and attractive people), unstealthy, quick to anger if people are being cruel/uncooperative

## Pre-War

Before the bombs fell, Gomeisa repaired rocket ships and space stations. She took up boxing to stay in shape/stave off boredom during long stays in space, and liked to spend her days off taking her girlfriend to the drive-in theater (though more often than not, she was looking either at her girlfriend or the stars rather than the screen.) Though she much preferred the kind of rockets that wouldn't come back down any time soon, the coming war meant she did a lot of work trying to reconfigure her beautiful rockets to blow up whole countries.

She hated it until the last moment, when the call went out to fire all of them and something malfunctioned, trapping her and her crew inside a half-stripped ship with a pierced core.

Those who didn't die of the impact either starved or succumbed to radiation poisoning. Gomeisa slept feverishly, on and off, until a falling crane knocked away the bit of rocket that had her pinned, and she crawled to freedom. It wasn't until she had walked for days and seen no other living thing that the shock wore off, and she started to wonder how she'd survived.

### Extra Info

The suit she wears near-constantly wasn't originally hers--she found it a few decades back, and wears it because it reminds her of home--and because it's radproof on the inside, too, which makes it easier to interact with humans without accidentally hurting them.

She flirts with everyone, but it's not to tease--she just generally likes people, and for her, flirting is fun, regardless of whether or not it goes anywhere. That said, she is surprisingly weak to compliments, and can be caught off-guard by them.

She got her scar before the war and before she was an astronaut, back when she was in a gang she was trying to get out of.

She loves the stars more than maybe anything, and makes a point to look at them each night wherever she goes. This has led to some hilarious moments, like when she climbed to the top of a building and startled a group of raiders who were squatting there.

Her Robobrain's name is Shirley. Shirley helps with repairs and security, and helps keep Gomeisa company on the sometimes very long walks between settlements. Shirley doesn't really understand Gomeisa's attempts at humour, but she's learning? Maybe??

(Created by Sarsaparillsunset/overtaken-by-undertale)
Al-Mi'raj (Ship)

The Al-Mi'raj is the first design approved by the joined wildspace Halfling—Centaur community to create ships designed for their unique purposes. The ship is a small scout uniquely designed to land in rural setting and quickly extract items or persons from the site, before taking off. The four limbs make landbased landing an easy activity and the long ears makes the ship very stable, even in volatile weather. All in all this is a first attempt to launch the unique roguish ways of halfling adventurers in wildspace. The piercing ram was included in this ship design primarily to make it look dangerous in an attempt to discourage attack. The fact that the ram attack actually is quite dangerous against small vessels is an added bonus, although against larger opponents the Al-Mi'raj is intended to flee.

## Crew

The owners and crews of the Al-Mi'raj ships are almost always halflings. Centaurs are too big for the ships but profit mostly from the spoils made by these ships. Since they mostly financed the building of these ships they receive a fair share. Because of the bizarre and exotic looks of the ship, some gnomes are attracted to the design as well.

## Ship Uses

Trading/Smuggling: As with other ships this size, the Al-Mi'raj gets a good share of use from individuals moving goods. Basically that was the purpose of the ship's design on the drawing boards. Of course, which side of the law these people tread upon varies from person to person. They are likely to modify their ships to some degree according to their personal tastes.

Adventurer's Ship: The ability to land this ship in almost any weather combined with the stable landing capability makes this ship a good option for a small party. As with any adventurer's vessel, many personal modifications can be expected to be implemented.

## Other Configurations

Boarding Boat: While the centaurs and halflings who build the Al-Mi'raj are not warlike in any respect, the Imperial Elven Navy has purchased a small number of the ships to be used as Boarding Boats. These ships have been modified with armour plating and additional internal bracing to provide AR 4 (MC drops to B, and cargo space is reduced to 2 tons), while the aft jettison is stripped out, and replaced with a greek fire projector on the top deck. The intent is that these ships will ram an enemy ship, rake the crew on deck with the greek fire projector, and then then serve as a platform from which a squad of crack elven marines can board the enemy ship. These vessels are an experiment of the elves, and it seems unlikely that any more will be purchased. Although they are quite effective in their intended role, that role is one which runs contrary to most elven strategy, with the result that the experiment is shaping up to be a failure. Despite this, some human groups have begun to express interest in this version of the Al-Mi'raj.
Sharon Coins

Originally from: Newark, NY

Residence during *Great War*: Ossining, NY

Pre-War Occupation: retired Army Captain, Agent for Pinkerton Security

Family: Diane Robbie (ex-wife), Loretta Daughtery (daughter, deceased)

Age: 51 when she was ghoulified, currently about 262 years old

Height and Weight: 5′11″ (180 cm), 190 lbs (86.2 kg)

Companions: currently travelling with the Bullit Sisters

Likes: whiskey, cigarettes, teaching

Dislikes: subterfuge, bad beer, over-complicated anything

Weapons: .45 revolver from before *Great War* named the Final and Surest Argument aka Finn

Notable Perks

Big Leagues, Penetrator, Locksmith, Toughness, Life Giver, Cap Collector, Gunslinger, Better Criticals
Gunnar

((copy-pasting info till I rewrite it better lmao))

Gunnar, because he got DEM BIG GUNS. It was a nickname by others that he adopted as his real name, don’t ask because he won’t tell you his original name. That life is long past.

Willing to do *anything and everything*, so long as he’s paid worth the effort (and there’s at least a 20% chance of him surviving) for some caps, though nobody is sure why because he doesn’t really live anywhere for too long or own much (where is your shirt).

Rumors have it that he’s actually got a lavish home somewhere which he disappears to for months at a time without warning, but there’s no sign of where that might be. Probably started by him, if we're honest.

He turned willingly, used to be a security grunt for whoever was developing the drug and got bored enough to partake.

He’s very good at most things except holding grudges and bringing himself to care for things like rules or common sense. Basically pretty laid back.
Keagan

## General Information

**Name:** Keagan Anies O’Kane

**Age:** 233

**Pre-war Occupation:** Student

**Height:** 6′11″

**Weight:** 393lbs

**Hair:** Ginger (Now White)

**Eyes:** Light Blue

**Bloodtype:** Radioactive

**Family:**

* Father : Norn O’Kane (dead?)
* Aunt: Charlie Mire

**Current Whereabouts:** Commonwealth, hangs around @galoogamelady‘s Buttons.

## Statistics and Favored Gear

**Favored Weapons:**

* His fists.

**Strengths:** Anything physical. Eating. Being a ghoul. Being Big. Being a walking organic nuclear reactor.

**Weaknesses:** His legs are weak. He has to keep eating all the time. He’s very radioactive to the point where sometimes it can hurt non-ghouls if they don’t take some precautions.

## Notes:

**Fun Facts:**

* He has one testicle. (Don’t ask.)
* He is a mix of half black, half white, South African and Irish.
* He’s ginger under all that radiation.
* He is terrified of water and can not swim.
* If he doesn’t eat he becomes lethargic and almost narcoleptic until he can consume again.
* Don’t touch his head.
* He doesn’t like bugs, birds or cats.
* He is a reaver which makes his organs glow slightly.
* Can play the guitar.
* His favorite food is Blamco Mac n’ Cheese with bits of Brahman sausage mixed in.

**Other Notes:**

* Keagan used to be engaged and misses his fiance more than anything.
* He's very awkward around people, and doesn't like being stared at.
* He doesn't really consider anyone currently alive a close friend.
* Keagan is afraid of water, and is unsure if he can technically drown.
* Despite being extremely physically powerful, Keagan can't move very fast, doesn't like himself or his 'powers' and would often times be categorized and nervous, jumpy, and depressed.
* He would much rather be normal sized.
* Railroad's "Charlie" is his Aunt. His mother is dead, his father is MIA.
* Keagan has a Carrie complex, where he thinks if anyone is doing something or saying something nice to him, it's all leading up to a big prank.
* He doesn't think anyone actually likes him, and everyone is probably plotting something, or laughing at him when he's not around.
* Keagan likes collecting sneakers.
* His least favorite animals, are birds.
* He does not like being touched by strangers, or even people he knows, very much.
* He likes reading romance novels.
* He spends 3/4 of a day asleep.
* Belongs to @rannef-art
Hruggek

**Hruggek** was the chief deity of bugbears, and was the god of violence and combat, as well as an exarch of the greater godBane. Other gods worshiped by the bugbears included Grankhul, the god of hunting, senses, and surprise; and Skiggaret, the god of fear.

Prior to relocating to Banehold, Hruggek lived in a large cave in Pandemonium called Hruggekolohk. His home was adorned with the severed heads of his defeated opponents.

## Description

Hruggek appeared as a massive, powerful bugbear, 12 feet (3.7m) tall. He had great fangs and clawed hands and feet, and wielded a 10-foot long morningstar.

## Worshipers

### Clergy and temples

Hruggek's priests dressed in black and wore skulls on their heads. He was worshiped on the full moon in bugbear cave halls. Bugbears sacrificed the blood of their enemies to Hruggek every month.

Shamans of Hruggek could achieve the ability to cast up to 5th level divine spells.
Ioun

In the *Dungeons & Dragons* role-playing game, **Ioun** (/aɪˈuːn/ ***eye**-oon*[1]) is the unaligned goddess of knowledge, prophecy and skill, and is a patron of the study of magic and mental power. She is revered by wizards, scholars and tacticians. Ioun is a member of the 4th edition core pantheon.[2]

## History

In the time before the Dawn War, Ioun's dominon in the Astral Sea was a vast lagoon, surrounded by beaches of white sand, used by Ioun as a scrying pool. As the conflict between the gods and the primordials erupted, Ioun fused her dominion with those of Erathis and Pelor, forming the Bright City of Hestavar. The primordial Heur-Ket lay siege to the city shortly after. After the war Ioun relinquished her rule of Hestavar and retreated into the Hall of Enlightenment at the Swan Tower of Kerith-Ald.[4]

Ioun is an ally of Corellon, Erathis and Pelor. She is the antithesis of Vecna, as she urges her followers to share all knowledge that he would keep hidden.

## Temples

Ioun is worshiped in the Temple of the Mind of Zerthadlun alongside Corellon, Vecna and the Raven Queen.[5] Ioun has a shrine in the Temple of Erathis in Fallcrest.[6]

## Worshippers

Ioun is the second most popular deity among metallic dragons, second only to Bahamut. Among Ioun's exarchs is the mithral dragon Athearsauriv, known as the Eye of Heaven.[7]
Desperation Blues

Desperation Blues is the followup to Western Medicine.  It's a comic series drawn by Vectober, Railroad-Blues, and Skizoh, which starts out fluffy and nice and soon escalates to being full of feels that keeps you up all night wondering what the fates will be of everyone involved (DAMN YOU GUYS, I WAS NOT EMOTIONALLY PREPARED FOR THIS). It stars Travis, Avery, Charlie, Maul, Mercy, Cory, Abby, Molly, and Trish, featuring appearances by Whitechapel Charlie, Hancock, and several other canon NPCs in the background.  One unfortunate unnamed ghoul casualty has been affectionately dubbed 'Kenny '.

Its original Tumblr posts can be found here:

* Part 1
* Part 2
* Part 3
* Part 4
* Part 5

**Please Note: This comic series is not yet finished and will be updated as new panels are released.**
Ray

A sheltered person from the outskirts of Boston who now resides in the Slog, where they help with farming and knit in their downtime.

Name: Ray Celeste Bagni

Age: 229 (19 when the bombs fell)

Height: 6' 0"/183 cm

Weight: 130 lbs/58 kg

Hair: Bald (was brown)

Eyes: Gray

Family: Father: Raphael Marzio Bagni (Deceased)

Cousin: Gabriel Sahar (Deceased?)

Strengths: Pretty good speaker when motivated, can knit practically anything out of practically nothing, good with plants, good with numbers

Weaknesses: Sometimes cripplingly shy, hates confrontation, afraid of large animals, dislikes crowds

## From There to Here

Before the bombs and the terror and the loss, Ray lived with their father just outside of Boston. They were painfully shy, and had trouble expressing themself except through knitting. Other than their father, who was very supportive, their only confidant was their cousin, Gabriel, and later his wife, who helped them come to terms with who they are and be more comfortable and outgoing.

Worse even than losing their father was never knowing what became of Gabriel and Diana. They stayed in their father's house for a few months after he died, then walked in the direction of their cousin's house. They never found it. But they did eventually find an intact pair of knitting needles, which they kept for a long time before finding anything that could be used with them. They had to learn all over again how to make and dye clothes, but it was very rewarding--and may have been the only thing that kept them grounded in the long year before they found a hospitable environment. Initially, they were only making things for themself, to stay alive, to be comfortable, but eventually they found people who needed them, and wound up with a decent business (though it was a long time before they started charging. A lot of folks there at the start couldn't afford to pay at all, and Ray would feel bad about it anyway. They still feel sort of weird taking caps for things they like making, but they have to eat.)

### Extra Info

(Created by Sarsaparillasunset/overtaken-by-undertale)
Zephyr

**Name:** (Peter) Zephyr Darvon

**Age:** Born November 12, 2051, currently around 236

**Pre-war Occupation:**Fisherman

**Height:**5'9"

**Weight:** 180ish

**Hair:**None

**Eyes:**black (pre-ghoul: grey-blue)

**Family:**

**Father:** John Darvon (deceased)

**Mother:** Caitlin Darvon (deceased)

**Brother:** Dustin Darvon

**Wife:**Miranda Darvon (deceased)

**Daughter:** Lucy Darvon (deceased)

**Current Whereabouts:** Commonwealth, usually out on the water in his boat "Lucy". If not, then you can usually find him at the Third Rail in Goodneighbour

**Favored Weapons:** Is unable to use any weapons at all, tries to stay out of conflict. If all else fails, he hits quick and hard with his fists

**Strengths:** High endurance from rowing his boat, is incredibly caring and empathetic, a good listener.

**Weaknesses:** Snarky and cynical, puts up a wall between people and himself, has problems opening up to people.

**Creator:** @unromancable
Moth

## Special

Strength: 1

Perception: 2

Endurance: 2

Charisma: 5

* cap collector
* animal friend

Intelligence: 2

Agility: 6

Luck: 10

* fortune finder
* idiot savant

## Background

Moth was born in the commonwealth. Abandoned at birth she was found and raised by a ghoul couple. She was never a pretty girl but her adopted parents loved her anyway. They lived in a riverside shack close to bunker hill where they made a living scavenging parts and selling it to passing caravans.

One day while scavenging her family was attacked by members of the Children of Atom and Moth was on the receiving end of a gamma gun, eating a lethal dose of radiation. This was the event that made her into a ghoul. Her parents couldn't of been happier. It was a shame she wasn't a smooth skin anymore but now they could be together forever.

Which might of been the case until there little shack was targeted by raiders. They killed her ghoul parents with ease, laughing. Enraged mouth jumped on a raider and stabbed them multiple times with a small pen knife she had on her person, yelling "I'M FERAL I'M GONNA EAT YA". The raiders scattered and moth was left to bury her parents, take all their possessions to bunker hill and pawn them off.

She spent a lot of bunker hill afterwards, helping the caravans and eventually starting her own little shop where she sold guns. Tho this wasn't enough and she began to travel to sell her merchandise. That's when she stumbled across the Strangers...
Vala

**name:** Vala

**physical/appearance:**5'6, chubby, thick arms and legs. strong enough to hold a fatman up and blow your face off.she embroiders patterns into her skin on her arms with brightly colored thread,

wears skin tight black tank top and shorts, but usually wears stuff over the top of that like armor, **gender:**cis female (she/her)

**age:**38 ish (25 when she turned ghoulified)

usually on the outskirts of the common wealth, but spends a lot of time at sleeps house.

## personality

doesn’t trust anyone but sleeps and dusty, has a short temper and is super protective, would probably try to kill anyone that looks at her weird,  she doesn't like it being i around lots of people it makes her stressed and paranoid so she is usually on the outskirts of the common wealth

## back story

in her early years of life she lived with a small group passive wonders/traders until she was 11 when the group was attacked and kidnapped by raiders the group was tortured and died, she lived and joined the raider and worked with them ,

until they captured a ghoul (sleeps) they tortured them but they didn’t seems to care much, Vala couldn’t stand being there she had to escape or die trying she broke sleeps out, she would use them for a shield if she had to, but they both escaped with their lives and stuck together cause they didn’t have anyone else

they didn’t have anywhere to go and the raider were looking for them they didn’t have any choice, they went and hid near the glowing sea for months, Vala didn’t know if she would become ghoulifed she just want to die away from the people who had killed the only family she had and tortured her for years,

## notes

* she loves big guns, whenever she has money she likes to buy mods and guns she doesnt need.
* very gay
* dosent trust people but she is really nice if u can get past that

shes cute
Eadro

**Eadro** (*ee-AD-ro*) was the creator of the locathah and merfolkand was worshiped exclusively by those two races, though each worshiped him differently.

## Worshipers

### Merfolk

The merfolk worshiped Eadro with passion, making their supplications open to non-merfolk so that they might hear songs devoted to him. The songs and swimming dances they used in prayer changed with every season as well as during their numerous holidays. They were accepting of the differences in the locathahs' beliefs, but these beliefs were confusing to the merfolk.

### Locathah

The locathah worshiped him as **the Deliverer**. Only males were allowed in the clergy and their religious practices were kept secret from all others. They used prayer as a form of redemption from the punishment they believed was bestowed upon their race for improper worship, pointing to the frequent enslavement of the locathah by others and their scaly bodies as opposed to the merfolk's smoother ones. They aimed to use their prayer to be redeemed and transformed into merfolk.

After 500 years of this type of worship, some locathah began to worship other sea deities at Myth Nantar, preaching acceptance of the bodies and abilities Eadro gave them.
Roland

**Name**: Roland (previously Marjoline M. Roland)

**Age:** 250 (born September 24th , 2037)

**Pre-war occupation:**  Owned a little novelty shop in historic French Quarter

**Height:** 5'10"

**Weight:** 140lbs

**Hair:** Blonde

**Eyes:** Black sclera, grey pupils (originally green, like seaglass)

**Bloodtype:** O-

**Family:**

Mother: Madeline Roland(deceased)

father- Leroy Roland(Deceased)

Sister-Christine A. Roland(Deceased)

Sister: Avoline P. Roland (Deceased)

Sister: Caprisce G. Roland (???)

**Current whereabouts:** Commonwealth, Goes where ever she feels.

**Favored weapons:** Switchblades, derringers, Hunting rifle, sniper rifle

**S.P.E.C.I.A.L**

S-3 (N/A)

P-7 (Pickpocket, Locksmith, Awareness )

E- 4 (N/A)

C-6 (Cap Collector, Lady Killer, )

I-2 (N/A)

A-8 (Sneak, Moving target, mister Sandman, Ninja, Quick Hands)

L- 6 (Fortune Finder, Better Criticals)

**Strengths**: Charismatic, Rogueish personality, Master locksmith, big heat and always stands up for the underdogs/poor. Real sweet on the ladies. Stands by what few friends she has.

**Weaknesses:** Quick to rise to the challenge, puts other’s safety before her own, reckless, show-offy, a bit of (a lot of) A flirt/lady killer, always HAS to fuck with the powerful or corrupt. Tends to voice her opinion, even when she really shouldn’t.

**Tidbits:**

-She loves to give gifts: little prewar trinkets from her shop, keys, locks, etc… All kinds of things others could consider junk. (example: old scrap of cloth = Trish’s new bandana.)

-Has a HUGE collection of keys. Most of them useless.

-Tends to Fancy women over men, but I ain’t saying she don’t swing both ways.

-Favorite literary hero: Robin Hood, of course.
Snow Dad

## General information

**Name:** Stephen Ripley

**Age:** 270 (60 when the bombs fell)

**Birth date:** Mars 16, 2017 (Pisces)

**Pre-war occupation:** Social Worker

**Current occupation:**Unknown

**Height:** 6'0

**Weight:**140 lbs

**Hair:**White

**Eyes:**Bloodshot sclera and yellow irises

**Skin:** Discolored blue

**Family:**

* Wife: Isabelle Hopton (presumed dead)
* Youngest daughter: Gloria Ripley (died of radiation poisoning at 5)
* Oldest daughter: Patricia Ripley

**Current whereabouts:** Wandering the Commonwealth

**Personnality:**He is insanely cold (in more ways than one). He holds grudges, and his wrath often seems over the top. The people that met him wonder if he's even able to feel something. However, he is just, and will help anyone he deems needing to be saved.

**Physiology:** Most of the ghouls that turned in the harsh climate of Canada developped unusual qualities to survive the winter, the starvation, and whatever predators were outside. Snow Dad's internal body heat is way lower than any other creatures (he's actually emitting cold), and his sweat glands are useless, meaning he has to stay away from the sun most of the time. His skin is like any other ghoul's, the discoloration and the blackened extremities apart, and he is covered in thin fuzz to protect from frostbite.

**Notes:**

* His main goal in life was to find his daughters again, but his meeting with Trish didn't go as planned.
* He is blinded by rage, and wishes to kill Trish for "what she did".
* He sings himself to sleep with lullabies he sung to Gloria.
* He's been out of Canada's Nuclear Winter for less than a year.

## Gallery

Snow dad, drawn by Snackrat (click the picture for the source)First drawing of Snow Dad I ever did
Travis

###

## General Information

**Name:** Travis (Tivadar Kovács)

**Age:** 242 (born April 22th, 2035)

**Prewar Occupation:** United states Army, Air Force pilot OF­4 (Wing commander), commanding officer

**Postwar Occupation:** technician

**Height:**  5′ athletic body type

**Weight:**  143lb

**Hair:**  Ash blonde (half bald long hair after ghoulification)

**Eyes:**  blue ( black/steal gray after ghoulification)

**Blood Type:**  O-

**Languages:**  Hungarian / English

**Family:**

* Mother: Ilona Kovács (deceased)
* Grandmother: Mária Kovács, ghoul (she's living somewhere near to Salem)
* Father: Unknown (probably deceased)

**Current Whereabouts:**  Commonwealth, he owns a garage near Goodneighbor. Spends time roaming between his garage and the Slog.

## Statistics and Favored Gear

**Favored Weapons:**

* .308 Sniper rifle

 **P** | 10
Sniper
 **E** | 5
 **C** | 4
 **I** | 4
 **A** | 10
 **L** | 1

**Strengths:**  Expert technician, long range weapons, pre­war army tactics, loyal, positive aura, sprinting, sneaking, can make a damn good coffee

**Weaknesses:**  coward, shy, easily gets depressed, little tolerance for alcohol or drugs, finds it hard to trust humans (with a few honorable exceptions ), panics in high­-stress situations (consequence of the PTSD)

## Notes

* He doesn't like to be called by his original name, "Tivadar"
* It's his dream to build his own Vertibird
* Has a burning hatred (primarily due to jealousy of their tech) of the Brotherhood of Steel
* In his free time, he likes to sing and play his guitar along with Avery
* inexplicably curses in Hungarian
* Chain­smokes

## Creator

Travis and all affiliated art on this page belong to @skizoh.
Colonel Eddard Rosen

> *"This world is a mistake! A mistake I will correct! I will stop at nothing to ensure that the Enclave's vision of the future is realized, and I'll be damned if I'm going to let some repulsive pissant like you stop me!!!"*
>
>

## General Information

**Age:** 46 (as of 2287)

**Pre Raven Rock Destruction Occupation:** Lieutenant-Colonel of the Enclave military, and Overseer of Research and Development

**Post Raven Rock Destruction Occupation:** Rogue Enclave Agent

**Physique:** 207lbs and 6'4". Lean, muscular build

**Appearance:**

* ***Before Ghoulification*** - Fair skin, short spiked brown hair, and emerald eyes
* ***After Ghoulification*** - Olive skin, short mid section of brown hair, and completely black eyes

**Current Whereabouts:** Traveling throughout the Commonwealth, in search of persons of interest, especially Alaelys.

**Strengths:** Strategic Mind. Very Analytical. Methodical. Adamant. Agile. Precise.

**Weaknesses:** Sociopath. Quick to anger. Blunt. Arrogant.

**Personality:** Colonel Eddard Rosen is a loyal follower of the Enclave and all of their ideals. He strongly believes that through their leadership, and the extinction of all deemed “impure”, that the world can be just as great, if not better, than it was before the war. Although capable of killing without conscience, he follows a very strict personal code. He is very respectful of the chain-of-command, knowing his place, while also enforcing it on others. He has a strong fascination with technology, and how to best apply it. After becoming a ghoul, he is left in a perpetual state of self-loathing. The only thing that keeps him going is the opportunity of fulfilling the Enclave's ultimate goal.

**Family:**

* Maria Rosen (Deceased, as of 2277)
* James Rosen (Deceased, as of 2277)

## Statistics and Favored Gear

**Favored Armor/Clothing:**

* Enclave Trench Coat + Enclave Officer Uniform, both lined with Ballistic Weave
* Enclave Stealth Suit, lined with Ballistic Weave

**Favored Weapons:**

* Modified .44 Magnum - Only used when his throwing knives or combat knife would be useless
* Handcrafted Throwing Knives, sometimes laced with poisons
* Serrated Combat Knife
* Unarmed fighting. Extensive Enclave training in various forms of Martial Arts and CQC.

 **L** | 3

**Favored Skills:**

1. Melee Weapons
2. Small Guns
3. Unarmed
4. Survival

**Favored Perks:**

1. Heave Ho!
2. Awareness
3. Concentrated Fire
4. Ninja
5. Big Leagues

## Notes

* Carries a broken pocket watch, given to him by his father. It is a family heirloom
* One part of his strict personal code keeps him from finishing off opponents that are clearly outmatched. He feels that it is a waste of time and energy, therefor leaving his opponent to die, or ordering a subordinate to finish them for him
* HATES being called "Eddie". It is an easy way to set him off.

Creator: @AnticsOfAnthony
Noah Landry

**Occupation:**

Scavenger

**Current Whereabouts:**

Goodneighbor

**Favored Weapons:**

Laser Pistol, General Pistols, Combat Knife

**Strengths:**

Excellent strategist, focused, resolute, warm hearted, trusting, open minded

**Weaknesses:**

Naive, unguarded, prideful, touchy/hot tempered, single-minded, chem addict, underactive

## **About**:

This is Noah. He became a ghoul the same way every other ghoul ever did, through rapid amounts of radiation. Lived on the streets after Diamond City banned all ghouls until Hancock took over and now lives in Goodneighbor. Picked up a chem habit from Major Hancock whom he holds in high regards.

Has a pip-boy he came across by chance and is obsessed with the holo-games he has found for it. Spends nearly all his free time (with what used to be his nose) buried in the glowing green screen. Avid game player, from checkers to chess, to cards and table top games. Will gamble if desperate for caps. Any other time Noah works odd jobs or scavenges for things to sell. Anything to make caps to buy more chems. Visits the memory den in repeated attempts to persuade someone to hook up his pip-boy to a pod so he can be “in the game”. So far he has not yet succeeded in his persuasion attempts but is absolutely certain it would be the greatest thing ever, even if it the attempt fried his brain and killed him. Often neglects his well being due to constant gaming and chems. Favorite chems: Day tripper, [Grape/Normal] Mentats, Calmex, Jet, and Buffout [Scavenging].

Wears an over sized white t-shirt and a baggy black hoodie. Favors pocketed cargo pants to carry more items when scavenging along with a black skull bandanna over his face and around his neck when not in use. Has very little fighting experience along with an average amount of strength for young man his age. Currently Noah remains homeless within the well guarded township of Goodneighbor. If he has the caps, Noah can be found bunking in a singularly favored room at the Hotel Rexford, otherwise he will find a temporary resting place either on a stray bench or corner of the street, or one of the several empty mattresses provided inside the Old State House. Will rarely stray outside small scavenging perimeters of Goodneighbor or Diamond City, and will often sneak into the latter city in disguise to frequent Power Noodles and Chem-I-Care.

```
  == Relationships: ==

```