recursal/Fanatic-Fandom huggingface dataset:
Silence

*"Always be silent for the thunder. It is the echo of Silence speaking."*

*"How does it sit?" - Frank*

Silence is a Titan, created during the Behemri extermination by The Sung God purely out of a rare metal known as singulum. The Sung God reached into the heart of a black hole to draw forth the singulum, shaping the densest and most resilient metal known into the Titan.

## Physical Appearance

Silence is shaped similarly to other Titans, though his figure is decidedly more mesomorphic. He has black skin that seems to absorb light far more often than reflect it, and shard wings to match. His head looks much like that of a hawk, featuring red eyes that glow dully, complementing the extra joint in his lower legs and the clawed feet that they end in. His hands are similarly clawed.

## Perception by other Mortals

Mortals with lesser technology and understanding that have encountered Silence have treated him as a God in his own right. This fallacy is likely unavoidable, even with lesser Titans, as their appearance alone would be enough to inspire fear and reverence. Silence has been perceived as a god of hunters in some cultures, and a god of lightning, thunder and the night sky in others.

## Speculation

It is speculated by scholars that the word for silence, in reference to the lack of sound, originates from the name of this Titan. When he draws near, sound lessens as a result of his singulum composition. It is also theorized that Silence is the leader of the Titans, though this cannot be verified easily.
Dravogneia

Dravogneia is a world in Primordia, home to the Dragons and Fairies. Sahemrofirrha's influence upon this planet is so strong that its connection to the universe became tenuous.

Dravogneia is, above all, changeable. Though the weather will sort itself out if left to its own devices, it is by-and-large at the whim of the dragons and dragon-speakers. Mountains rise and fall, rivers carve new paths for themselves, deserts turn to wetlands and wetlands become deserts in the span of a single century. However, some things are stable throughout the endless change: Dravogneia is generally warm-temperate, wet, lush, and mountainous.

Though no people are native to Dravogneia, people of many races have made settlements there. Nomadic and seasonal societies are more common than long-term cities, but intriguing ancient ruins can be found throughout the land.

The Spectral Ascendant Felatreme resides in its sun.
Konnylep

A deer centaur race from the planet Hartston in the Verdance, they are primitive, warlike, and hostile to outsiders.

## Physical Characteristics

A centaur like species, their deer bodies are between the size of a white tailed deer and a reindeer at between three and nearly five feet at the shoulder, with a human torso coming seamlessly from the deer shoulders. They tend to stick within normal deer coloring, being various shades from beige to brown, and their deer body coloring dictates skin and human hair hues aka monochromatic deer people. Though melanism, or a dark coloration of their fur, skin and hair, is not uncommon.

## Culture

Warlike and tribal, they are split into different factions that conflict with each other. Family lines hold intense importance and family names are cherished and held highly. Thus feuds between families is held on to bitterly. They wear little to nothing in regards to clothing but will fully armor for battles. Weaponry wise they have compound bows and spears as weapons, but also firearms due to trading with the Kethlep. Have a two gender system and worship Ahorham and Mahroha, but both genders have antlers, they just have antlers at different times of the year. The gender associated with Ahorham has antlers in the spring and summer, and the gender associated with Mahorha has antlers in the fall and winter.

Having not yet even hit their agricultural revolution the tribes exist of hunting and gathering, having no qualms with taking down true deer but tending to stick to smaller game and fowl. Keep wolves as pets, though the wolves have been domesticated enough to be docile and respond more readily to commands. However they mostly train them to be attack dogs against their rivals.
Tribes are mostly monarchies of sorts, with one to several families controlling each tribe. There is never a single leader, but the adults of the family act as joint leaders.
Demei

The Demei are a race that once inhabited a world in Empyrea. Their species vanished over 74,000 B.S.E. Nothing is known of what the Demei looked like, or what happened to them. At some point, apparently during the Behemri conflict, they vanished, leaving little record of their race behind. Legends of the Demei paint them as perfect, harmonious beings, though this may simply be due to the fact that their world, Whiteshore, is essentially a paradise.
Salatut elämät (kokoelma)

**Salatut elämät (kokoelma)** on BMG Finlandin julkaisema kokoelmalevy, joka julkaistiin vuonna 2001.

   Kokoelman kansilehdissä on samannimisen televisiosarjan roolihenkilöiden kuvia ja perusteluita miksi valitsivat albumille juuri kyseisen kappaleen.

## Kappaleet

1. Soundfreak – Tunteisiin -remix
2. Disco – Ilkeitä asioita
3. Westlife – My Love
4. Alcazar – Crying at the Discoteque
5. ATC – Around the World
6. Waldo's People – Wild Wild Thing
7. Darude – Out of Control
8. Bomfunk MC's – Uprocking Beats
9. JS16 – Love Supreme
10. Fintelligens feat. Petter & PeeWee – Stockholm-Helsinki
11. Ezkimo – Salainen agentti 998
12. 'N Sync – Tearin' Up My Heart
13. Five – Keep On Moving
14. Pink – Most Girls
15. HIM – Bury Me Deep Inside Your Heart
16. Cliché – Even You
17. Cue – Crazy
18. Anna Hanski – Tunteisiin
Narkesh

Narkesh is the homeworld of the Oburkaan

Narkesh
is a planet of immeasurable resource. Made almost entirely of a stone-like
resource called Kortum, the planet supports the constant war of the Oburkaan
with ease. Kortum's miraculous nature as a fuel, a tough metal, and even an
edible nutrient-rich paste has only ever encouraged the warring nature of the
Oburkaan , and has attracted attention from outside the planet, though the
dangerous and territory nature of the Oburkaan have, for the most part, forced
others to reconsider. Narkesh today is darkened by a thick screen of space
detritus, war smoke, and Oburkaan remains. The smog settles eventually into a
thick layer of ashy, sand-like  material that covers the planet entirely.
The surface of the planet, if it ever catered to life besides the Oburkaan , no
longer does, and any evidence has been long ago erased by detonation of weapons
or battery cores. Narkesh's surface is a rocky, pockmarked hellscape covered in
craters and the remains of the constant war of the Oburkaan . There is no reason
for the species to recycle, since they live on a planet that is almost entirely
a resource. This results in massive graveyards of bodies, tech, and spent
rounds that are pushed into piles by gigantic bulldozers. If Narkesh was ever
beautiful, the war to control it has long ago prevented such beauty from being
seen. Most species see this as a nearly unforgivable sin, but it begs to be
understood that the Oburkaan have never done anything else. We breathe, pursue
happiness, and try to figure out why we're here. They wage war; they breathe
the smog of battle, they are happy when they kill for their clan, and they are
here to kill. Simple. Oburkaan have long ago spread out from Narkesh in search
of resources, but war is still waged on the world despite the species having
moved out into the Desolus region.

Narkesh is located on the edge of the Desolus region, on the area that borders Stormfront.
Myrac

Myrac is the homeworld of the Vectorii and the Aruska

 Myrac is a lush green world in the Verdance cluster.
Myrac has many pockets of trees and massive, rolling green plains. Evolutionary
theory states that these plains are largely responsible for Vectorii speed.
Having the ability to flee over huge distances and catch prey slowly molded the
species over time into the blisteringly fast runners of today. Myrac sees a
large amount of sun, which helps the vegetation grow, and its atmosphere is
very humid. Vectorii long ago became fast enough to run over water without too
much trouble, and Myrac's thin, long, river-like oceans ceased to prevent travel
for the species. Large cities are built pretty much wherever. Vectorii speed
makes it less relevant to be extremely close to resources, and the planet's
natural abundance of edible wildlife, edible vegetation, and water-holding
plants make it easy to inhabit. Myrac's wildlife almost all eat vegetation.
Aside from Vectorii, who are omnivorous, there is only a single predatory
species on the planet, and it is an apex predator. This predatory species are
called Aruska.

The forests of Myrac are not large, but they do house a remarkable amount of life. Many small species of life exist within the dense forests, safe from the diving Aruska, and from the inquisitive, if not always predatory Vectorii. Myrac is home to a wide assortment of life, but the most diverse is its vegetation. Millions of different plant species live on Myrac, and there are probably more that have yet to be discovered. Myrac's fields of grass alone house a multitude of different grass-like life including ground-covering mosses, grasses, shrubs, vines, and small bushes. Myrac's plantlife is not predatory...in most cases.
Iyaroh

*"Who are you?"*

*"Reaping, ending, violent death, disease, war. I am Iyaroh."*

Iyaroh is the second Ascended God, and could be considered the most dangerous.

## Origin

Iyaroh was created on Agreon in the capital city of Sulia in the year 54 A.S.E. when the Sulian Emperor Jorius Cain IX was slain, also slaying an Ascendant. The scream of the dying Ascendant shattered the four ritually placed Watcher Stones, each containing a stolen essence of a God. The resulting conflux of energies, dying Ascendant, and Jorius gave birth to Iyaroh.

## Appearance

His appearance is that of an immense humanoid being robed in white. His hands are skeletal and metallic, though rusted at the joints, causing a terrible sound to be heard when he moves them. His face is cadaverous, with a mouth cavernous when opened, and eyes that are black pits with a single point of bright light where a pupil should be. He carries a scythe, plain save for the blade, which is mirror-like in quality.

## Associations

Iyaroh had initial associations with violent ends, such as famine, plague, and war, and shows a general association with death. His presence is marked by dead rising in various forms. The most notable of forms is the Splinter Walkers, the appearance of which followed his initial birth on Agreon.
Human

## Physical Characteristics

The Human of Agreon is a bipedal sapient species that has a potential for resilience and versatility. Humans feature skin tones varying between olive and dark brown, and straight black or brown hair. By the universe at large, they are considered an average of the evolution of sentient life due to the fact that other species often share many biological traits with the Human, but have some element of variance.
Dasren

Dasren is the home planet of the Daithen, situated in a part of The Isles that connects to The Heartworlds via Empyrea.

## Geography and Climate

Made up predominantly of desert, scrubland, grassland, and hostile tundra, the only truly habitable areas are between what would be the tropic lines and around the dead zone desert of the Forge, where the Lattice Portal of the planet exists. There is a single large continent surrounded by a calm ocean dotted with uninhabited islands that bear ruins the Daithen do not speak of. The calm ocean gives them winds, and windstorms are the most dangerous natural disaster of the planet. The grassland is minimally fertile but all of the land, even desert, lends itself to growing strange herbs and scraggly plants. Small thickets of trees exist around oasis in the desert and scrubland, but are often thin, spindly trees, and the earth does not lend itself to metals except near the poles, where a few small mines exist. However most of the metals they use comes from surface deposits present in the many rocks.

## Races Present

The Daithen are the only race currently existing on Dasren, though it is conceivable that they did not originally inhabit it. They also do not take credit for the ruins on the islands in their ocean, so they are likely not the first race to exist on the planet.
Nelo

*"Though your eyes are open you have not sight. Take my hand. See."*

Nelo is a Titan, elevated by The Sung God to a place of seeming authority among the Titans during the Behemri extermination. She was one of three titans to survive the conflict on Petrl, for the longest. Upon her elevation, she took the role of an adviser, gaining many features unusual for a Titan.

## Physical Appearance

Nelo is the only Titan to seem explicitly feminine, as her face at times looks like that of a human woman in form. Otherwise, her face is that of an owl. Her body also is female humanoid in shape. She is also the only Titan to simulate hair on her head in her human-like form. Beneath direct sunlight, her skin looks to be a greenish oxidized bronze, though at night it shifts to seeming glass-like. In this glass like state it seems as though stars are sharper in their reflection than in the actual sky. Some have described looking at her as looking at a window into the universe. Her shard wings are in the shape of smooth, extremely elongated tears that one might easily use as a spear.

## Role

Nelo is labeled as the seer of the Titans, though this foresight is grounded more in extremely complex probabilities than in mysticism. It does walk the line between the two, however, and even seems more the latter than the former. She is also their emissary, and has also been called the "eyes of the Titans."
Sahemrofirrha

## Sahemrofirrha Tells of the Beginning

Sahemrofirrha, the God of Spectra, That Which is Beyond Dualities, arose with the birth of Creation. It, and the world we know, was a formless mass of light, of possibility and wild harmony, and Sahemrofirrha played dreamfully with all that could become.

But then arose the Duality of Ahorham and Mahroha. With their coming, all of the new creation was thrown into opposition to itself. Because there was Light, there must be Darkness, and these must be in conflict. Because there was Life, there must be Death, and these must be in conflict. From then on, for any non-duality Sahemrofirrha put forth, Creation would find something to call its opposite, and they would be in conflict.

## Appearance

Sahemrofirrha is not fully manifest in the universe except at the heart of Karysaniel, in a crystal prison. There, it looks like a formless mass of light, divided and refracted by the crystal walls.

## Domains and Associations

Spectra. Anything beyond dualities. Light, and all forms of radiation. Fantasy. Immortality.

## Other Stuff It Has Done

In the creation of Bain and Sama, Sahemrofirrha gifted the children with free will.

Sahemrofirrha persuaded the magma, earth, water, air, and trees of Dravogneia to become the dragons, and created the fairies.

Sahemrofirrha persuaded five of the Ascendant to abandon their physical forms and become the Spectral Ascendant, serving the cause of Non-Duality and freedom.

The Spectral Ascendant tried and failed to give Sahemrofirrha the stolen Voice of The Sung God, succeeding only in returning it to him. This is just as well, as Sahemrofirrha would have destroyed the universe as we know it.
Olderin

*"No."*

Olderin  is the first Titan to be placed above the rest, intended as a coordinator of defense.

## Physical Appearance

Olderin has opalescent white skin, and a head the shape of a bull. Horns were not originally part of appearance, but he added them as a reminder of the first two worlds to fall under his watch during the Behemri extermination. He is stockier than other Titans, and his shard wings feature larger, more angular pieces than other Titans.

## Role

Olderin is the defender of realms, concerned with matters of defense, rather than offense. He is rarely seen beyond the borders of Empyrea.
Desolus

- Universal Region - Desolus -

All planets in this system are sun-baked husks
where nothing grows. Life itself is almost completely absent. Almost. There is
no night on any of these planets, and brief periods of shade offered by
eclipses are not enough to offer respite from the hellish suns.  Desolus
is located on the outer edge of Stormfront , and has space matter present in it
from the galactic event wherein The Sung God punctured Nef ’s Realm and began the
Fracture Storms. Desolus is comparatively large, nearly three times the size of
the Heartworlds. However, there is only one connection to Desolus from outside
Stormfront , and this leads to the tri-sun cluster that gave the region its
name. The planets were baked charcoal husks and the Empyrian military turned
their backs on the system having seen the barren lifeless rocks. In terms of
special relations, Desolus has few connections to Empyrian Space. However, its
connections to Stormfront are multifarious. Desolus’s physical connecting region
to Stormfront has a massive collection of extremely useful space matter, and
the two regions have been fighting over it for almost 100,000 years, on and off
as the species needed time to recover (NEED NAME FOR THIS REGION). Desolus is
home to many species, all of whom are very used to survival, and are bitter
fighters in the battle to survive in a barren region. The Oburkaan are the most
multifarious, however, and have spread out greatly, though infighting and
constant resource wars have kept their population from exploding.
The Sung God

***The Sung God** is one of thirteen beings native to the local universe. He expresses associations with metals, gravity, song, and raw creation.*

The Sung God is named such due to his true name consisting of musical notes of different combinations. He is known as The Sung God due to the difficulty of stating these in common conversation.

### **Physical Appearance**

When The Sung God appears to mortals, he appears as an immense humanoid figure with metallic skin that shifts in color, and carries an equally imposing hammer of seemingly glass inlaid with various metals, named Almal. His eyes and hair glow golden, and are described as bright as the sun.

### **According to Myth**

The Sung God manifested with the rapid expansion of the universe, and is considered the twin of Neyja in some cultures, as they are said to have started their existences at the same moment. Some cultures also attribute The Sung God to the birthing cry of the universe, and Neyja to its labor pain. Myth states that after the Sung God began his work forging worlds, it was an affront to the existence of Nef, and the conflict of purpose brought Darcyam into existence.

He is named the "Forger of Worlds" by some, as legend states that he brought stars and worlds into existence following the birth of the universe. He is said to be responsible for the uncounted perfect spheres entirely composed of one element or metal that can be found throughout the universe: the results of his tinkering with world creation. Credit is also assigned to him for the creation of twenty two races after the creation of mortals.
Pathjammer

Pathjammer is the current campaign being played by Water Street RPG. Pathjammer is a homebrew mashup of Spelljammer AD&D settings and the Pathfinder universe. Although originally created for the players to partake in grand space battles, it's turned into the players visiting different planets and running different adventures.

Ships/Stations: Starhome - The Death Star
Current Characters: Bergrim - Haldor - Luminous Arelious - Mactivar - Messa - Spade Knight
Past Characters: Boogie - Dexter - Trevik

Current Campaigns: **Pathjammer**
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
The Visionscape

The Visionscape is a region of the universe that existed before in a pocket universe.

## Composition

The Visionscape is a region of space that is characterized by several small galaxies linked by unstable portals, and all galaxies are devoid of life, save the one with the planet Zatha and potentially the center galaxy. The goddess Caeli was awakened from a dormant state on the planet closest to The Heartworlds, and is the only being that can traverse the unstable portals safely. Many of the barren planets house ruins from societies and races that once existed, and though the reason for their desolation is unknown it is theorized that the ripping of the Visionscape from its pocket universe into the current one is what caused it. That does not, however, explain the survival of Caeli and the Zelen.

## Government Structure

Due to the unstable portals both to and throughout The Visionscape there is no regional government structure, though Caeli keeps a close eye on it and considers herself its guardian. The Zelen stick to their own planet and avoid the portals, choosing to remain isolated rather than colonize the barren worlds.
Silver Orc

Silver Orcs are natives of Alipya, known for their gift in metalworking and reclusive nature. They are perceived to be cousins of the Golden Orcs due to coincidental extreme biological similarity.

## Physical Characteristics

Silver Orcs  feature physiques extremely similar to humans, although Orcs have a greater tendency toward muscularity. Their hair varies in shades of grey, silver or white. Their hair follicles (for their entire body) have a growth rate twice that of humans as well, causing longer hair to be a norm. Their skin comes in shades of grey, and features lighter leapoard spots in patterns that vary from one individual to another. The spots of a Silver Orc are akin to a fingerprint: no two will have exactly the same spots. Their canine teeth are more pronounced than that of a human, but not so much as to be evident without them opening their mouths. The irises of their eyes come in white or a steely grey, though very rarely one will have an icy purple color to their eyes. Silver Orcs range in height between 5'4 and 6'3 when not in Korm.

### The Korm

The term Korm is common among all orcish cultures. It is unknown which culture first used the term. Korm refers to the physical size change that Orcs are capable of. The science of this is not fully understood, but an average Orc may increase their size by as much as fifty percent. This percentage varies. Some Orcs reach a 60% increase, some as little as 30%. Legends speak of Orcs that were able to double their size, or more, though these figures may be the result of mythological exaggeration. When in "Korm," also stated "under Korm," or just "when Korm," an Orc tends to perceive an influence of bloodrage, though there is no actual mental change in physiology. The mental change to favor aggression and feel less pain with injury in Korm is entirely psychosomatic. The change is also at will, but burns calories at an extreme rate, preventing one from staying in Korm for very long. A Golden Orc will revert to normal size once a certain amount of the bodies fuel reserve has been utilized.

## Culture

Silver Orc culture is enigmatic. Their cities are constructed underground for the most part, due to their homeworlds long and harsh winter seasons. The underground cities are supposedly constructed near weak parts in the crust to utilize geothermal energy, and provide warmth for the populace. How these cities are fed is unknown, but it is theorized that underground caverns connected to their cities are home to fungal and subterranean life which may be cultivated.

The society of the Silver Orcs is very isolationist as well. They rarely trade with outsiders, and the harsh climate tends to discourage visitors. What visitors manage to find their places of habitation are kept from entering too deeply into their homes, and are requested to leave as soon as possible. When trading does occur with this civilization, finely worked goods of metal are often sought from them. Their weapons in particular are known to last decades longer than any other in The Heartworlds.
The House of Scribes

Type
 Location

The House of Scribes is a well maintained library near the north east of Starhome. The House contains not only official records for Starhome but also a history of the surrounding area, information on planets in the system, and what small knowledge has been gained outside of the Golarian Sphere. The House of Scribes is run by the Fermanic Order of Four. The members call themselves brother and all hail from other spheres. They let none join their order, and are not openly recruiting.

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
Water Street RPG Wiki

## Welcome to the Water Street RPG Wiki:

We are a group of gamers based out of Stevens Point Wisconsin that play pen and paper RPGs such as Dungeons and Dragons, Pathfinder, d20 Modern, etc. We needed a place to compile resources like maps, descriptions of geographical landmarks and characters, and other miscellaneous items important to our games.

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
South Sea

Capital City

South Sea is a dangerous place for anyone to visit. The area is dotted with thousand of small islands centered around one large central island. It’s landscape was formed a millennia ago when five different fault lines converged and merged their respective island chains. Many of the smaller islands are home to ancient ruins, although most of these have been fully explored by treasure hunters, there are rumors of undiscovered ruins still lying in the deep. The kingdom was recently conquered by a wealthy pirate who’s iron fist rule and large pirate army have ruled the lands for just under twenty five years. This pirate kingdom rules the outlying lands with heavy taxes levied on anyone not native to the island chain. It wasn’t until recently that this pirate kingdom was recognized as a legitimate kingdom by the other residents of Brenael, but with their official inclusion into the governance of Clarion five years ago, its status as a kingdom was secured.
In the Shadow of Zon-Kuthon

This was a previous campaign where the players tried to stop a dimension hopping Alienist from giving Zon-Kuthon a physical body and takening him to her dimension, a dimension where all gods had been killed years ago.

Past Characters: Cale - Rai - Rogue - Seldeles - Strax - West

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - **In the Shadow of Zon-Kuthon**
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
Laeornin

Kingdom Size
 Capital City

Laeornin, High Palace, Elfhome. Laeornin is a deep secluded city sprawling though the Laeorn forest. Its approximate size is hard to judge as the city is not open to outsiders. The ruling class of Laeornin are fiercely biased against Gnomes and other non-elven races, and will kill most on sight.

## History

Laeornin was founded by Elven travelers from the Inner Sea lands. They sought an untouched forest but what they found in Brenael was a paradise. Large old growth forests that stretched hundreds of feet into the air, but the land was ready for harvest, in need of nurture, and craving a guiding hand. The Elves quickly mastered the land, and brought about an age of prosperity, not just for themselves, but also to the other outposts that had settled the lands.

## Elven Scorn

The elves that rule Laeornin are very cautious of all outsiders after an ancient betrayal, which they still view as recent. In the year 3047ARRL, a gnomish enclave from Velsparia arrived with treasures and goods. These gnomes were not, in fact, merchants. They were assassins sent to rid the city of its ruling class, the High Enclave. Although their plans where stopped, Laeornin still suffered a loss. Hidden deep in their traveling wagons of the Gnomes were magical explosives that destroy a majority of the city and thousands of lives. After an extensive investigation the perpetrator was not found, the High Enclave saw fit to blame the all Gnomes and purged their lands of the “short vermin”. To this day, should a gnome near Laeornin, it's rumored that they will be followed through the forest by invisible stalkers, looking to snuff out their life should they attempt to seek rest.
The Bloated Spacewhale

Type
 Location

The Bloated Spacewhale is a run down tavern at the center of Starhome. The main room holds six tables that seat five each, there is a bar that seats ten and a fireplace to heat the main room. Across the room from the main entrance is the entrance to the kitchen next to the stairs to the upper rooms of the Inn. The walls behind the bar are lined with different casks and barrels of alcohol. Dorane has three employees, two bar maids and a part time bartender and janitor.

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
Dorwynne

Capital City

The Center Kingdom. Dorwynne lies in the direct center of Brenael and is surrounded by the other five kingdoms. Dorwynne is known for its prosperous farming region, it’s moderately successful trade routes, and its former ruler’s commitment to peace.

## History

Dorwynne was first founded by Hedrik the Lost King. Hedrik was a bloody warlord looking for lands to temporarily rest is bloodthirsty war band as a staging area for continued conquest. After a foolish crusade south east to rid the area of Elves, Hedrik and his army never returned to the area. The remaining support forces in the area settled in the area noticing the fertile lands. Hedrik’s second in command, Dorwynne Lendhand was appointed ruler, but his lineage was cut short by an assassin in 4235ARRL. The next king for Dorwynne was Galvently McDonovan, who was successful in launching a Dynasty. That has survived until this day.

## King Oldonas McDonovan

the lineage of McDonovan’s has been a bloody one at best. They continued the reign of terror precedent by Hedrik for the region, although the early years of McDonovan rule were peaceful and prosperous, and in a short order an army was raised. The areas of Dorwynne were pillaged on a regular basis until the days of King Nasrit McDonovan, King Oldonas’s father. Nasrit was one of the first peaceful McDonovan’s and made sure to pay reparations to the lands his family had pillaged in his name. It wasn’t until an advisor approached him with a wild idea for how a city could be run that McDonovan knew what his goal was in life, to form the city of Clarion. It took him 15 years of diplomacy to convince the other nations to put forward as much effort and support for the city project, but in the end he was successful. He didn’t live long enough to see the 30 year build project his life’s goal to continue the ideals of his father. Oldonas also made it his mission to continue his father’s peace efforts. With Oldonas’s assistance, Clarion prospered. In just a few years Dorwynne’s capital and Clarion became like sister cities with Clarion becoming a peacekeeping force in the region.

Kingdoms: **Dorwynne** - Clarion - Thal’Umdör - South Sea - Khurt'Akhem - Laeornin
The Grand City

Size

Clarion is the name of both the Kingdom of Clarion and it's capital **The Grand City**. Clarion is a collective state ruled by an elected leader serving one year terms. The people of the city do not vote for this leader, as it’s decided by the Coalition, a group of high ranking members or royalty of the five kingdoms of Brenael. The five figure heads will vote and the winner serves as Viceroy for one year. All decisions made by this Viceroy must be approved by three of the remaining four Coalition members. Because of the relationship afforded by this union, Clarion is known as the trading kingdom of Brenael and holds one of the largest standing armies(should the squadrons of each of the five kingdoms ride under a single banner.) The Kingdom of Clarion also boasts one of the largest port cities in Brenael and is considered the gateway to reaching the far kingdoms by way of sea. Clarion also uses its considerable wealth to enforce peace in the region with the other kingdoms, as war between any of the other kingdoms could cause a loss of profits and a potential for those involved to bring war to the city.

Kingdoms: Dorwynne - Clarion - Thal’Umdör - South Sea - Khurt'Akhem - Laeornin
Starhome

This floating city resides in space thought a complex interaction of four different Spelljamming devices affixed to the city. This location had acted as a base of operations for the party as they have traveled around their local galaxy.

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
Jesse G.

Jesse G. is a frequent player of the Water Street RPGs. He has been included in The Dragon Campaign, The SCP Foundation, and In The Shadow of Zon-Kuthon campaign settings. Jesse G. is known for making characters who are very normal (and often do little well) in heroic situations.

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - **Jesse G.** - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
Noda Asuka

Noda Asuka is a Human Caviler and Battle Herald bound to the Order of Tajiya. He fights with shield and katana, but also uses his skill as a Battle Herald to rally his allies in battle.

 Height

## Mi Goka, Su Goka

Noda hails from the hidden City of Goka where he was the Master of Arms for the Yan Fei clan. Although no matter the family in control, the Master of Arms is always sword to defend to the City from attackers. Through is duties with the city he has mastered the art of motivation, leading countless armies to victory though his leadership.

## Favors of the Church

Early in his command Noda was assigned to protect a contingent from the Church of Abadar as they traveled to the Grand City Clarion. He was honored to be chosen for this task as it would also afford him the opportunity to fulfill the primary task of his Order, protect the lands of men from the predations of supernatural foes. While with the Church, Noda assisted in eliminating many small groups threatening the lands they encountered in their travels as well as eventually defending Clarion. When the City of Aelmont was openly attacked by the forces of Zon-Kuthon the Church of Abadar asked for his assistance in further defending Clarion should it also come under fire. This led directly to the defense against the undead attack and joining the party of adventurers with their goal of eliminating the pressures of Zon-Kuthon.

## The Death of Noda

On only his first stint with the adventuring party, he was struck down by "The Man in Black Armor" who removed his head with a single strike.

Past Characters: Cale - Rai - Rogue - Seldeles - Strax - West
Bone:Radius and ulna:Attachments of muscles

RADIUS

Proximal end:

•Biceps brachii: posterior lip of
the radial tuberosity.

•Supinator: between the anterior and posterior oblique line

•Pronator teres: greatest convexity of the radius at the middle of its lateral border beteen the anterior and
posterior oblique lines

•Flexor digitorium superficialis: along the anterior oblique line

Shaft:

•Flexor pollicis longus: anterior aspect, below the flexor digitorium superficialis and extends down to the pronator quadratus

•Abductor pollicis longus: below the posterior
oblique line

•Extensor pollicis brevis: distal to the
abductor pollicis longus

Distal end:

•Pronator quadratus: anterior surface

•Brachioradialis: anteriorsurface

ULNA

Proximal end:

•Posterior olecranon:Distal attachment of the triceps brachii

•Medial olecranon:flexor carpi ulnaris and flexor digitorum profundus

•Lateral olecranon: anconeus

•Anterior coronoid process: brachialis

•Lateral coronoid process: flexor pollis longus

Shaft:

•Flexor surface: Flexor digitorum profundus, Pronator quadratus, aponeurosis to common attachment of the flexor digitorium profundus, flexor carpi ulnaris and extensor carpi ulnaris.

•Extensor surface: Abductor pollicis longus, extensor pollicis longus and extensor indicis
Merdon Srek

Nationality
 Occupation
Land Owner
 Location

## The Man

Baron Merdon Srek was a shrewd businessman hailing from Cliffhome. Through political trickery, he was able to get his family granted additional farming rights to the lands surrounding his home Village of Cliffhome. This move propelled his family into the heights of power in Cliffhome and then Aelmont. Because of his status and wealth, he made many journeys to Aelmont to donate to the poor and assist the king in his peaceful missions. This granted much favor to Merdon. It was only after a few years of these peaceful trips he was granted the title of Baron, the only one to hold that title in the land.

## Becoming Regent

In a rather recent event, King Oldonas McDonovan fell deathly ill with an unknown sickness. No matter what magics or remedies were used, he could not be healed. Luckily for Merdon, he was present in Aelmont when this occurred. The King's council voted to elect a Regent in the King's stead, to hold position until the Princess would come of age. Taking the sick kings advice, the council voted to elect the Baron into the position of Regent. In the first week of his rule, Merdon had raised taxes, begun gathering weapons of war, and installed a secret strong-arm police force known as the Fisherman's Guild.

## Play for Power

Within the first month of becoming Regent, Baron Merdon Srek has enacted many rules and laws, but his most striking ones where yet to come. In a swift action he moved to disband the King's council and announced a planned marriage between him and Princess Eliandra. This brought much ire for the Baron, but with his power secure for the moment, he quashed an resistances and naysayers. He also used his considerable wealth to place only high ranking guards loyal to him into positions as the Fifth of the King, the King's personal guard. He dispatched these men to enforce his will on the different cities and villages of Dorwynne.

## Running for His Life

All in the same week notable Fisherman and others loyal to the Baron died in a bar fire, which was quickly followed by an attempt for his life. Seeking to escape a potential assassin, the Baron moved his marriage to the Grand City of Clarion. On the day he was set to secretly leave the city, Aelmont was attacked in a not only another attempt of his life, but also an attack on the city, and a challenge to his rite to the throne. The Baron quickly stole away in the confusion with the Princess to escape to Clarion and marry the Princess.
Behemri

The Behemri, sometimes called the Crimson Titans, are the precursors and cousins of the Titans. They are presumed extinct, but this cannot be verified.

## Physical Characteristics

The Behemri are similar to Titans in most respects, though there are some notable differences. The Behemri's skin is a metallic crimson color, and their heads are feline in form. The Behemri feature shard-wings like their Titan cousins. Behemri mutated themselves during their fall, so this may not be consistent with every Behemri.
Shirohime

**Shirohime** (白姫) is a white white horse that was raised to become Yōtarō Hanabusa's steed. She is usually seen with Alice Cleveland; although, there are instances that show her in a human form and being able to talk like in episode 1 with Alice, however, it is not confirmed as to whether it really has a human form or the ability to talk (more-so on the ability to talk). However, it is shown that it can understand human language.

## Appearance

### Human Form

Shirohime has neck-length white hair and emerald-green eyes.

## Etymology

* **Shirohime** means "white" (白) (**shiro**) and "princess, young lady of noble birth" (姫) (**hime**).
Tanner H.

Former tenant and current visitor to the Water Street house, Tanner has been playing own and pen and paper games since he was in high school.

## Previously Characters

* Dr. Victor Adler M.D.
* Lord Kip

## Previously Campaigns

* Dragon Campaign
* SCP Foundation

## Previous Games Tanner has Run

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - **Tanner H.** - Trevor H. - Patrick P. - William B.
The Dragon Campaign

The Dragon Campaign was a D&D 3.5 campaign led by Chris M.. Main party members included Lawrence and Gwennyth (played by Nick S.), Kip the Pixie (played by Tanner H.), Bal'Dark (played by Christopher Neville), and Xannan Fletcher (played by Jesse G.). This campaign took place in the world of [???] and lasted for a decent period of time.

Current Campaigns: Pathjammer
Past Campaigns: **The Dragon Campaign** - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
Spelljammer

When your journey across the world has grown tired and stiff, your adventures do not need to end. There is an entire cosmos of reality to explore. Alien landscapes, gigantic space beasts, and the titular Spelljammers that links all worlds. Pathjammer seeks to allow adventurers a means of escape terrestrial bounds and sail the stars using magically powered ships called Spelljammers.

Spelljammer® was originally created as an expansion by TSR for the world's most famous role playing game. It introduced a comprehensive system of fantasy astrophysics and provided players a way to link all of the various campaign settings active at that time. Since that day there have been small groups of players continuing to play Spelljammer® but officially it’s been unsupported since TSR was purchased by Wizards of the Coast. Towards the end of Dragon® magazines life there was a special module included at the end of one issue of the magazine. This homebrew module was a small love letter to Spelljammer®, a 3.0 update to some of the basic rules of Spelljammer®.

Ships/Stations: Starhome - The Death Star
Current Characters: Bergrim - Haldor - Luminous Arelious - Mactivar - Messa - Spade Knight
Past Characters: Boogie - Dexter - Trevik

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
Brenael

The Gem of the Hundred Seas. The continent of Brenael is the southernmost of the three continents of the Hundred Seas region and is comprised of six kingdoms. The region spans most known geographical landscapes; mountains, deserts, forests, swamps, plains, rolling hills, and cavernous badlands. Brenael is also home to most well known humanoid races. Brenael is an older area, settled hundreds of years ago by explorers from a distant region know as South Sea. Early explorers discovered rich treasures left behind by a civilization from a distant past. These explorers plundered these ruins thoroughly but rumors persist that large troves of treasure that are still unfound. Brenael is a harsh land filled with dangerous monsters due to its relative youth in comparison to other regions of the Material Plane. Brenael has had little war since its discovery and this has led to an age of peace between the current kingdoms of the region. The peace was so withstanding that in an age past the collective five kingdoms banded together and created a new kingdom from their lands and their people. A collective state ruled by all five kingdoms that enforces peace and prosperity in the lands.

Leaders: Merdon Srek - Sabeilin Silvahlis - Elbek Stonehammer - Evanis Shoren Blacksail - Tha Hedri Yesal Jemir Akhem III

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: Chris M. - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.
Khurt'Akhem

Capital City

The Sand Kingdom. Nestled to the south west Clarion is one of the most expansive kingdoms of Brenael. Khurt’Akhem was at the forefront of an ancient conflict with the sand lich Xynn’thax. After many treacherous wars with the other kingdoms of Brenael, Xynn’thax was defeated by Sekval Akhem who originally hailed from from this desert region. After his defeat of Xynn’thax he was gifted the desert region as a kingdom for him to rule by the other rulers of Brenael. Since that day, the kingdom has still been ruled from the old lich’s fortress as a testament to the past and to honor those who died to bring an end to evil. Khurt’Akhem is framed by mountains and bordered by seas. Many towns dot its landscape as water is scarce and the wind never settles.

**People:** Tha Hedri Yesal Jemir Akhem III - Tha Hedri Yesal Jemir Akhem II - Khurt'Akhem(Person)
**Kingdoms:** Dorwynne - Clarion - Thal’Umdör - South Sea - **Khurt'Akhem** - Laeornin
Chris M.

Chris is a frequent DM and sometimes player at Water Street RPG. Over the past ten years Chris has DM'd three notable campaigns; In the Shadow of Zon-Kuthon, The Dragon Campaign, SCP Foundation. Chris' trademark DM style would be his connected worlds, with the Dragon Campaign setting actually encompassing four different games for the group.

Current Campaigns: Pathjammer
Past Campaigns: The Dragon Campaign - SCP Foundation - In the Shadow of Zon-Kuthon
Players: **Chris M.** - Chris N. - Corey P. - Eric R. - Jesse G. - Jordan S. - Matt J. - Tanner H. - Trevor H. - Patrick P. - William B.