recursal/Fanatic-Fandom huggingface dataset:
Domy wiejskie

**Domy wiejskie**

Domy
wiejskie to domy, które mogą być umieszczane na działkach
wiejskich i większych. Jeżeli są to domy wodne, to mogą być umieszczane
wyłącznie na działkach przybrzeżnych.

Kosztują
one 1000 sztuk złota dziennie, jeżeli działka nie jest związana wolnym od
podatku aktem własności.

**Europejskie średniowiecze**

**Szogun**

**Elfy**

**Kobold**

**Obsydian**

  Obsydiański
 dom-wieża
 dom wiejski
 gospoda

**Cegła suszona**

**Wiking**

**Wiktoriański**

**Różne**

**Posągi**
Clone troopers

The **Clone troopers** were highly trained soldiers in the Grand Army of The Republic. Bred on the planet Coruscant, **clone troopers** were engineered by Coruscantian scientists - using the human bounty hunter Dr. Rustic Shieldsteel as a genetic template for the entire clone army - and represented the latest evolution in galactic warfare, having been designed to be superior to battle droids.
War of the Wolves

The civil war ignited by Warlord Yeshin aren dar Orenar of Oren-yaro and Warlord Lushai aren dar Baraji of Bara as a direct response to the late Dragonlord Rysaran's rule, which ended with the release of a dragon-like creature that razed both cities of Oren-yaro and the capital of Shirrokaru.

Warlord Yeshin, who lost all his sons to Rysaran's dragon, is often credited for this war. Oren-yaro holds the largest army in Jin-Sayeng, while Warlord Lushai is simply a known opportunist.

At the onset of the war, both of Rysaran's eldest sisters Ran and Roa were killed, along with the rest of the Ikessar's councils in Shirrokaru (including the acting regent, Ryabei aron dar Ikessar). Yeshin's rise to power would have gone uncontested if not for the escape of the youngest daughter, Ryia. She partners with her father's old adviser, Ichi rok Sagar, and Sume alon gar Kaggawa. Both of her advisers were able to put together allies for her, giving her enough power to challenge Yeshin.

The war grew bloodier as it went on, lasting a good five years. The history notes suggest that by the end, both Ryia and Yeshin's resources were taxed to the limit. Though each were convinced they were close to winning, they eventually agreed to an alliance suggested by Sume Kaggawa, in which both Yeshin's daughter Talyien and Ryia's son Rayyel would marry and act as joint rulers of Jin-Sayeng. The betrothal marked the end of the war. Yeshin retreated to Oren-yaro, while Ryia returned to her city in the mountains.
The Republic

The **Galactic Republic**, commonly known as the **Republic** and remembered as the **Galaxian Republic**, was a federal parliamentary republic comprising thousands of worlds spread across the galaxy. Adhering to a democratic constitution, the Republic was governed by a legislative body of three thousand senators, known as the Galaxian Senate, appointed to represent the interests of their respective homeworlds on the galactic stage. It was led by the Supreme Minister, who was chosen by the people of Naboo to arbitrate congressional sessions and represent the Republic as a whole. Naboo was the capital of the Republic and therefore, where the Senate was headquartered.

The official language of the Republic was Galaxian.
Luc son of Jak

A foundling of Gorenten descent that Jak, a Jinsein living in Hafod, saves from a sinking ship. Jak calls the boy "Lucky"--Luc, for short--and raises him as his own. Later, Jak has his own family, including a son, Alun, that Luc fully embraces as his brother.

Luc is described as an easy-going, responsible, upstanding young man who displays tremendous patience with his brother Alun, whom he protects against bullies. He feels like he owes everything to his father Jak and does what he can to show himself as a worthy son, even if they don't share the same blood.

## Blackwood Marauders

Though he doesn't really want to leave their farm, he takes the military entrance exam in order to save his family from destitution. This backfires when he not only fails the exam but finds himself stuck with ruthless, bloodthirsty mercenaries as a result. Luc's upbringing and outlook in life clashes against the mercenaries' own beliefs, which eventually result in the murder of Jak and the razing of Luc's family farm.

Even though he lost his own father, Luc decides to remain true to his memory and rises up to protect Roena's. He later becomes co-leader to the mercenary group Blackwood Marauders, whom he tries to steer towards the same values Jak imparted him with.
Caiso son of Willen

Caiso travels the Kag lands in an attempt to escape his responsibilities as Lord Caiso Andahl, Duke Willen's son and heir. Frequently a mercenary, occasionally a bard, he has a relaxed, friendly demeanour that he uses to mask his true intentions. He displays surprising fondness for naive but kind-hearted types like Luc and Kefier, perhaps because he sees how difficult it is to maintain such attitudes in the face of the ruthless, cold people they associate with.

## Caiso's Poetry

### Untitled Poem, Written During the Night of the Battle at Fort Oras

If
I should fall here, cloaked in my own blood,

The
shards of sweat a jewelled necklace around my throat,

As
long as I can remember,

Real
or imagined, the sweetness of your voice,

Then
I think I would not mind at all.

### The Gift

For
over two hundred and twenty hours,

I
said my goodbyes.

Given
time like that,

what
should have felt like a dagger to the chest,

sounded
like a gift.

Two
hundred and twenty hours.

A
little over nine days.

I
washed his feet and dressed his wounds,

and
reminisced of quiet, sun-filled days,

the
yesteryears of our boyhood

spiralling
away from us into the realm of memories.

Loss,
creeping up like that, could be a gift.

Loss,
sudden loss, seems harder to bear.

Cleaner,
others say, but I did not know that,

counting
the hours,

every
passing moment bringing us closer to the end,

the
poison in my chest a reflection of my love.

Like
children learning to swim, we think we drown in sorrow,

only
to awaken on the shore to tempt the tides again.

He
dies in my arms.

A
gift. Others are not so lucky.
Blackwood Marauders

## Plot Description

Set immediately after the events of the first few chapters of *Jaeth's Eye*, when Kefier flees the mercenaries at the wake of his friend Oji's death. *Blackwood Marauders* follows a farmboy, Luc, whose life is turned upside-down when he encounters some of the mercenaries whose own lives were ruined by what appeared to be Kefier's treachery.

## Synopsis

Luc is a young man content with life at their farm. A foundling, he feels like he owes everything to the man who took him in as his own. When he realizes their farm is failing, he decides to take the test to join the Hafed military, and is crushed when he fails due to no fault of his own: the professor in charge believes his unknown status as possible Dageian property makes him too risky.

He drinks his sorrows away, and inadvertently stumbles on a crime that results in the death of at least one mercenary, new in town. The mercenary's companions force Luc to assist them. Troubles at home causes Luc to decide to take them all the way to the city of Blackwood, where Duke Iorwin Blackwood is calling for mercenaries to take care of mysterious attacks on some of the villages. The arguments between the mercenaries causes the naive, inexperienced Luc to sign himself up as their leader, which the mercenaries grudgingly agree to in order to keep each other at bay.

Luc manages to kill the creature terrorizing the town, all while encountering mysterious ka-eng and becoming lost in the forest. He returns to town in triumph. Duke Blackwood's daughter, Roena, takes charge of ensuring he gets his reward--which is much more than he bargained for. His success also seems to have reaped more jobs for his crew, who still don't fully accept him as their own.

However, with the client dealing exclusively with Luc, they have no choice but to follow him onto the next mission, which is to extract journals from a library in a lost city. Roena Blackwood follows them. They all manage to work together to get the journals, which is seized by the ka-eng and Luc's mysterious benefactor, who turns out to be Hertra Ylir yn Ferral.

The turmoil between the mercenaries finally break out, causing a rift that ends with Luc's father's death. As he tries to piece his life back together, he learns that the mercenaries' next target is Roena's father, Duke Blackwood. He and Roena fight back to prevent Blackwood's assassination, which is later revealed to be an elaborate ploy by Ylir to secure his company's partnership with Blackwood.

Luc takes the remaining members of the mercenary crew back under his wing and establishes a true group, which Roena later assumes half-ownership of. Together, they become leaders of the Blackwood Marauders.
The World of the Bitch Queen Wiki

## Welcome to the Agos-agan Wiki

An encyclopedia for K.S. Villoso's Agos-agan, a world which encompasses the Chronicles of the Bitch Queen, The Agartes Epilogues, and Blackwood Marauders series.

This unofficial wiki containers SPOILERS for all novels in this world.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Ryia aren dar Ikessar

The youngest child of Dragonlord Reshiro Ikessar, and the sole survivor of the turmoil that marked the beginning of Warlord Yeshin's War of the Wolves.

The transformation of Ryia from the meek, gentle priestess of her youth to the woman they would call the Butcher's Bane and the Witch Who Defied the Wolf is the talk of many history books.

A few years into Yeshin's war, she gave birth to a son, Rayyel, whose betrothal to Yeshin's daughter brought it to a peaceful resolution.
Śmierć

Po śmierci zostaniesz duchem. Minutnik pokazuje czas do automatycznego wskrzeszenia, jednak można przyśpieszyć ten proces przez sięgnięcie po symbole Anch (Ankh), znajdujące się przy wejściach do stref. Każda śmierć wydłuża czas do wskrzeszenia do momentu, aż kara dobiegnie końca. Po wskrzeszeniu wszystkie posiadane przedmioty będą dostępne, ale na ziemi widoczne będzie widmo szkieletu. Wraz z każdą śmiercią dodany zostanie zanik umiejętności.

Pomiędzy śmierciami gromadzi się zanik umiejętności niezależny od stanu logowania. Maksymalny ubytek PD gromadzi się po 24 godzinach pomiędzy jedną śmiercią a drugą. Przy pierwszej śmierci połowa liczby ubytku PD (w lipcu 2018 roku wynosi ona 0,04% każdej umiejętności z wyjątkiem oswajania, przy którym czas gromadzenia ubytku wynosi 12 godzin) jest dokładana do puli PD lub usuwana z umiejętności, kiedy pula PD jest zbyt mała. Przy drugiej śmierci dokładana jest jedna czwarta liczby (0,02% = 6 godzin gromadzenia ubytku). Przy trzeciej śmierci jest to jedna ósma itd. 0,04% oznacza, że dla umiejętności na poziomie 80 traci się 82 punkty umiejętności, a dla umiejętności na poziomie 100 – 500.
Ka-eng

Along with the kusyani, the ka-eng are the long-lived, original inhabitants of the continent of Vir. Described as vaguely human-like, but with bluish-tinged skin and faces that show how deeply entrenched they are to the *agan*. They have long ears and expressive faces that some have described as angled like a canine's, though their appearances seem to vary across the continent. Over the years, they have retreated further and further into the wilderness, and are rarely seen amongst humans.
Boarshind (mercenary group)

A mercenary group stationed in Cairntown, in lawless Kago. Partly owned by Yn Garr Industries, Baeddan Siromer, and a few other parties throughout Hafod. Gorrhen yn Garr worked tirelessly over the years to seize control of the group and eventually plant his grandson Kefier as Commander so he could use it as an army to incite the Hafed lords into declaring war against Dageis.

Notable associates include Kefier Tar'elian, Oji alon gar Kaggawa, Caiso son of Willen, Algat, Gaven, Eswenna, Robaz, Dasten, Rokarsh, Aden, and Sevlor.
罗马尼亚王国

Template:需要擴充
Template:過期的版本

## 羅馬尼亞王國

羅馬尼亞王國的國旗

羅馬尼亞在團結協定的位置

羅馬尼亞行政區劃，虛線為宣稱但未實際控制的貝特蘭希瓦尼亞區域。

**罗马尼亚王国**是位于巴尔干地区的君主制国家。成立于1881年，当时霍亨索伦-锡格马林根家族的卡尔王子被加冕为罗马尼亚国王卡罗尔一世，他是第一个拥有这个头衔的人。罗马尼亚是参加第二次世界大战的前轴心国成员，位于巴尔干半岛，目前是其邻国中最大，也许是最强大的独立巴尔干国家。

历史
--

铁王冠沉重地砸在了这个带血而胜利的王国身上，而就在20年前，王冠低垂，罗马尼亚处于历史最低点，她割让了北特兰西瓦尼亚和其他领土，以安抚匈牙利王国和他们新的主人大日耳曼国，还将领土割让给苏维埃社会主义共和国联盟，被其羞辱。一个接一个的屈辱，让铁卫团在前空军和海军部长扬·安东内斯库的领导下上台执政。

权力的继承，让这个巴尔干国家响应了德国反对布尔什维主义的东征的号召。虽然罗马尼亚的人民被这个号召吓坏了，但正如阿道夫·希特勒宣称的一样，巴巴罗萨行动成功了。腐朽的大楼倒塌，罗马尼亚王国的领土甚至扩大到支离破碎的苏联的前领土。

上帝继续保佑罗马尼亚，50年代成为了大罗马尼亚之梦的最后一块垫脚石。德国经济的崩溃，让许多欧洲国家陷入动荡，邻国匈牙利也不例外，其以近乎陷入无政府状态。匈牙利陷入困境，为铁卫团提供了一个渴望已久和备受追捧的“宣战理由”。

罗马尼亚王国仍然怀着挥之不去的怨恨和愤慨注视着被割让的北特兰西瓦尼亚，在好战的铁卫队和似乎永远统治着铁卫团的扬·安东内斯库的煽动下，罗马尼亚采取行动，以与德国的共同利益为幌子，与德国达成看似一边倒的交易：德国将支持罗马尼亚和斯洛伐克进攻匈牙利，罗马尼亚放弃多布里奇的宣称，并承诺向德国提供经济援助。德国希望通过牺牲匈牙利来满足斯洛伐克、保加利亚和罗马尼亚，将这三国留在其势力范围内。

匈牙利在罗马尼亚-匈牙利战争中没有任何获胜希望，罗马尼亚再次成为整个特兰西瓦尼亚的统治者。然而，铁卫团发现虽然他们恢复甚至扩大了罗马尼亚王国的领土，但它现在面临着停滞不前的经济，以及特兰西瓦尼亚剩余的匈牙利人持续不停的叛乱。由于铁卫团未能解决或避免罗马尼亚的困境，国王米哈伊一世与他的支持者一起发动政变，夺取了政权。1962年，国王仍然在领导着罗马尼亚。

政治
--

罗马尼亚王国是一个君主立宪制国家，由国王米哈伊一世领导。截至1962年，罗马尼亚王国被认为是巴尔干半岛军事上最强大和最有能力的国家，在1950年代的罗马尼亚-匈牙利战争中击败了匈牙利。

军事
--

罗马尼亚王国开局时没有将军或任何陆军元帅，也没有空军或海军，只有21个装备数量参差不齐的师
Latham

**Latham** is a goliath paladin and leader of The Shielding Hand.

## Personality

Latham is full of inspiring and cautionary tales from their military experience relevant to almost every combat situation.

He can stare down a hell hound without flinching.

Goofy fun uncle type, very jovial.

### Ideals

Greater Good. He believes in laying down his life in defense of others.

### Flaws

He'd rather eat his armor than admit when he's wrong.

### Bonds

Those who fight beside him are worth dying for and he fights for those who cannot fight for themselves.

## Sessions

* Session 02: Umbrage Hill
* Session 03: Butterskull Ranch
* Session 04: The Logger's Camp
* Session 05: Falcon's Hunting Lodge
* Session 06: The Giant's Tower
* Session 07: The Shrine of Savras
* Session 08: Axeholm (Part One)
* Session 09: Axeholm (Part Two)
* Session 10: The Dragon Under the Hill
* Session 11: Life in Phandalin
* Session 12: Return to Falcon's Hunting Lodge
* Session 13: The Woodland Manse
* Session 14: The Circle of Thunder
* Session 15: Dragon Barrow
* Session 16: A Dragon Over Phandalin
Клёдд Тарвазор

**Клёдд Тарвазор** (ард. *Klödd Tarfazor*, 28 ноября 1907, Тарвенсуд - после 1951) - отец Эрнады Тарвазор, сын Форада Тарвазора.

Родился в 1907 году. Детство Клёдда пришлось на неспокойные годы политической нестабильности в Западном союзе, юность - на годы гражданской войны. Из-за этого он терпеть не мог коммунистов, социалистов, ардских националистов и собственного отца, ардского социалиста Форада. Клёдд всеми силами старался устроиться в жизни спокойно.

С начала 30-х работал в неизвестной уже земельной конторе в Артуде. Воспитанием дочери занимался слабо, спихнув её деду. По-форенски говорил лучше, чем по-ардски, используя ардский язык только в семье. С началом политической деятельности дочери порвал с ней: после её первого ареста в 1946 выгнал её из дома и отрёкся от неё, после чего ни разу не общался ни с ней, ни со своим отцом Форадом.

С провозглашением Ардской Народной Республики и началом войны несколько лет жил в Артуде, в 1951 году попытался бежать из города. В декабре 1951 на колонну беженцев, бежавших на юго-запад, налетела авиация, колонна разбежалась. После этого Клёдда больше никто не видел. Его объявили пропавшим без вести, в 1952 году по приказу Эрнады его признали мёртвым, а имущество экспроприировали: в квартиру Клёдда заселили беженцев из Мехта.

Есть сведения, что Клёдда видели в 1953 году в деревне возле Эгринда живым, инкогнито, однако в 1958 деревня была сожжена. После этого любые следы Клёдда теряются.
Sapphire Orsalian

The elder daughter of a Jinsein woman and Bearer Osog rog-Bannal, a descendant of the famous mage Raggnar rog-Bannal. Raised in a town at the border of Gaspar and Jin-Sayeng, her powers manifested early. Her father came for her and her sister Moon to take them to be educated in the Empire of Dageis.

Sapphire took to her studies religiously. Later, she chooses to serve with the mages of Lake Enji, tasked with making sure the parts of Naijwa's Beast are not revived and wreak havoc in the world. She takes her responsibilities seriously, even when she is overshadowed by her elder half-brother, Kastor rog-Bannal.

Though seemingly unaffected by the events around her, Sapphire actually cares deeply, to the point that she shuts herself off in order to function in everyday life.

### Relationships

#### Moon Orsalian

Her younger sister was, for the longest time, Sapphire's one true companion, knowing Sapphire even better than Sapphire knows herself. She cherishes Moon's company and respects her thoughts, though she doesn't show these affections to anyone, including Moon. It is only after Moon's death that much of her feelings about her sister surface.

“Moon had this notion that life is not a
random occurrence, or at least that even if it were, we owed it to ourselves to
make something more from it. It is not just about waking up to go through the
motions and then die. She talked about purpose, about changing the world beyond
ourselves. How else do we give meaning to the mundane, and make sense out of
needless suffering and the transience of this all?"

#### Ceres rog-Bannal

Keeper Ceres of Eheldeth is Sapphire's cousin through her father, whom she met during her studies at the mage school of Eheldeth in the Dageian Plateau. Like Moon, Ceres seems to know Sapphire more than she realizes, while also allowing her the space she needs--particularly crucial after Moon's death.

#### Enosh Tar'elian

Sapphire considers Enosh an errant, irresponsible mage, while secretly regarding him as a trusted colleague and possibly friend. While he respectfully banters with her, she isn't as guarded and will throw scathing insults his way at every opportunity. Ceres alludes that Sapphire might possibly be attracted to him, while coyly admitting she wants him for herself.
Blackwood Marauders (mercenary group)

A group of mercenaries stationed in Lionstown. It is run by Luc son of Jak and Roena Blackwood. Notable associates include on-and-off member Caiso son of Willen (Lord Caiso Andahl), Demon, Treda, Hana, and Tasha. Started out as a small group that within ten years has grown enough to rival the Boarshind; they were the mercenaries responsible for the surprise attack on Drusgaya under Gorrhen yn Garr's orders during Yn Garr's War.
Yeshin aren dar Orenar

“Frightened of *me*, you mean...I should have never gone through with those beheadings. Worked far too well, if you asked me.”

Warlord of the Oren-yaro lands, he was actually born the youngest son and did not know he would inherit the title until late into adulthood.

This meant that Warlord Yeshin grew up mastering skills meant to support his brothers--swordsmanship, archery, horseback riding, and soldiering. When he found himself outliving his brothers, he quickly took pains to educate himself, calling on scholars to help him learn how to rule.

As he rose to power, Jin-Sayeng grew to see Yeshin as a true representative of his people's reputation: strong, dutiful, and steadfast. They also saw everything they feared of the Oren-yaro in him: aggressive, impatient, unforgiving, and with a penchant for recklessness. This made Yeshin an imposing figure, one to be wary of. During the War of the Wolves, he was called Yeshin the Butcher, alluding to the thousands of innocents he cut down on his path to power.

## Aina's Breath

Warlord Yeshin is introduced in *Aina's Breath,* when he is coming to terms with his second wife leaving him for another man. His first wife died of childbirth, but left him with four strong sons: Taraji, Senjo, Lang, and Shoen.

He seizes a convoy Dragonlord Rysaran has ordered him to keep an eye on, suspecting it was more important than his liege made it appear to be. He learned it was in fact what Rysaran believed to be a dragon. Yeshin breaks the creature from its cage, which escapes and destroys almost everything in the keep, including Yeshin's sons.

Though half-mad with grief, Yeshin himself manages to trap the creature in the debris while barricading the gates, indirectly causing a famine in Oren-yaro. This attracts the attention of both Sume Kaggawa and Ichi rok Sagar, whom Rysaran had sent to Oren-yaro to investigate. Sume extracts the truth from Yeshin, who blames Rysaran's carelessness.

## Sapphire's Flight

Yeshin recovers from his ordeals at the end of *Sapphire's Flight* to declare war against the Ikessars and seize control of Jin-Sayeng for himself in recompense for his sons, leading to the War of the Wolves.

## The Wolf of Oren-yaro

Yeshin dies of old age sometime before *The Wolf of Oren-yaro*, but shows up in flashbacks and memories of his daughter, Talyien.

## The Ikessar Falcon

Talyien's flashbacks grow more intense as she slowly uncovers the extent of Yeshin's involvement in her brothers' deaths and the true nature of his war.

## Legacy

Far from bringing peace, Warlord Yeshin's actions caused turmoil in Jin-Sayeng that would last close to three decades. His daughter Talyien aren dar Orenar's rule is marked by dissent and further fracturing of alliances throughout the land. Over a decade after his death, his shadow continues to haunt Jin-Sayeng.
Session 00: Bullied by Bregan D'aerthe

The cold bite of winter was finally waning on the City of Splendors. Unfortunately, the cold cruelty of others had not...

The common folk of the Field Ward had been bullied by a local drow named Nassil. The drow claimed to be a part of the Bregan D’aerthe, a group of powerful drow criminals, and had taken to extorting “protection money” from a small block in the Field Ward.

Many folks in Cat's Alley had collected Nassil’s protection money, entrusting the collection to Ryzalor, an elderly male dragonborn.

## Summary

A clamor in a small neighborhood of Waterdeep's Field Ward led to the formation of a rag-tag party of folks on a mission to solve a kindly old dragonborn's murder. The murderer was caught but the party found themselves caught in the middle of a group of mysterious folks in disguise as watchmen.

The watchmen impersonators were apprehended at the cost of two lives; Garth and Kane.

Red-robed figures delivered ominous messages and the head of Nassil to the surviving members of the party.

## Player Characters

* **Arc** the genasi butcher
* **Deckard** the half-elf noble
* **Garth** the goliath glover
* **Jynxx** the goblin criminal
* **Kados** the tiefling outfitter
* **Kane** the goliath mercenary
* **Lyra** the elf bookbinder
* **Suthra** the dragonborn torturer

## Non-Player Characters

* **Mura**, a hard-working hill dwarf and proprietor of the The Last Refuge, one of the few taverns in the Field Ward. She works hard to one day move to the Dock Ward and be closer to her family. She admittedly has a hoarding problem.
* **Nassil**, a venomous drow and self-imposed extortioner for the Bregan D'aerthe in the Field Ward.
* **Ryzalor**, a kindly old blue dragonborn native to Waterdeep and a friendly face in the Cat's Alley neighborhood of the Field Ward.

## Allies, Enemies & Organizations

### Allies

* **Mura**: The party was able to clear out a band of ruffians that were causing trouble in Mura's tavern, The Last Refuge

### Enemies

* **The folks in red robes**: Ryzalor's murderer was clad in red robes, watchmen impostors led by a red-robed human man attacked the party, red-robed figures threatened the surviving party members

## Deaths

### Player Characters

* **Kane**: Struck down by a red-robed magic user's spiritual weapon spell in the form of a spectral, black axe.
* **Garth**: Stabbed to death by two watchmen impostors.

### Non-Player Characters

* **Nassil**: Decapitated, head delivered to party by red-robed figure during a funeral for Kane and Garth.
* **Ryzalor**: Stabbed in his home
* **Red-robed dragonborn**: Decapitated by a red-robed human man's spiritual weapon spell in the form of a spectral, black axe.
Suthra

**Suthra** is a dragonborn torturer turned bard.

## Description

Suthra has brass scales with deep teal eyes. She wears a black cloak with a golden metallic pattern and always has a musical instrument in tow.

## History

Suthra had been caught up in the criminal underworld since a young age. In adulthood, she begrudgingly but suitably, fell into the livelihood of a torturer to support her aging mother, Stevraa. She enjoyed finding creative ways to acquire intel for any denizen of Waterdeep that was willing to toss her some coin.

One night when Suthra had come home with provisions for her and her mother, Stevraa found scraps of fabric, a needle and discolored thread amongst Suthra's belongings. Stevraa presumed Suthra had become a tailor to make ends meet. Suthra took to telling this lie to cover up her disreputable profession and never had the heart to tell her mother the sordid truth about show she really put gruel and grog on the table.

After an adventure with a potpourri of personalities from the Field Ward, Suthra reveled in telling and retelling her mother the, albeit embellished, story of how she valiantly defeated a slew of warden impostors. Regardless of the inaccuracies, Suthra finally had a story she could tell her mother. A new passion was awakened in Suthra.

Suthra nurtured her new penchant for storytelling at the local taverns where she eventually met a grandiose and only mildly unsavory bard who began to mentor her and teach her to play the hurdy-gurdy.

Suthra had always been aware of the power of her words. She had the natural ability to get inside people's heads and manipulate them. She was adept at hurling verbal insults, a talent especially fostered and exercised during her torture sessions. Now she was on her way to harnessing all of her innate powers to become a bard. She now had a new life path she could share sincerely with her mother.

## Personality

Suthra is moody but patient. She is highly charismatic so she is used to other people doing what she tells them to do. She doesn't ask for permission and will usually take matters into her own hands before waiting for a consensus from the group.

### Ideals

Suthra puts those she has a bond with before all else. She will always uphold contractual obligations.

### Flaws

Suthra is used to doing everything on her own so she doesn't always want to work with others and has a hard time asking for help.

### Bonds

She is slow to trust others, but for her kin, she will do the unthinkable.

## Sessions

* Session 00: Bullied by Bregan D'aerthe

* Session 02: Whim Street Stakeout
* One-Shot: Blue Alley (Part One)
* One-Shot: Blue Alley (Part Two)
* Session 03: The Hand of Nessus
Project OEU Wiki

## Welcome to Project OEU (**Galaxian Wars**) | Project Overly Expansive Universe

Welcome to Project OEU (**Galaxian Wars**), Here you will find all the info about this universe I am trying to create as a hobby of mine.

**Some of the content of this wiki is intellectual property of Lucas Arts, Lucasfilm, and Disney. All rights reserved | Lucas Arts, Lucasfilm, Disney.**

**Rest of the things are the property of** © **Eriksson Holding | All rights reserved**

## What is this wiki about?

This wiki is all dedicated to Project OEU and all the info you would like to know about the universe will be posted here.

Planet Corellia
Astronomia

W przeciwieństwie do wielu innych gier, zwłaszcza tych należących do gatunku MMORPG, układ gwiazd, obecna faza księżyca i tym podobne mają w SotA ogromne znaczenie dla rozgrywki. Na przykład docelowa lokalizacja Księżycowych Wrót zmienia się w zależności od fazy księżyca. Układ gwiazd wpływa na oblężenia miast, co czyni astronomię użyteczną funkcją gry.

Aby
obserwować ciała niebieskie:

* użyj astrolabium (element ekwipunku wytwarzany przez gracza);
* użyj księżycowej tarczy [moon dial] (stacjonarny przedmiot, który można otrzymać jako Darczyńca lub kupić w sklepie z dodatkami; po użyciu przez pewien czas pokazuje układ gwiazd);
* użyj teleskopu (stacjonarny przedmiot, który można otrzymać jako Darczyńca lub kupić w sklepie z dodatkami; ma właściwości powiększające).

Wpływa nawet na użytkowników magii – dla przykładu magia Słońca jest silniejsza za dnia, podczas gdy magia Księżyca silniejsza jest nocą. Uwaga: Nie wiadomo, czy zachmurzenie bądź nów mają znaczenie.
Torm

**Torm** is the god of duty and loyalty, revered by those who face danger to bring about a greater good. Those who favor Torm believe that one’s salvation can be found through service, that every failure to perform one’s duty diminishes Torm, and that every success adds to his luster. Those who take Torm to heart must strive to fulfill his commandment to go out into the world and be an active force for good, to right wrongs, and to help the hopeless. They must strive to maintain peace and order while opposing unjust laws. Followers of Torm stand ever alert against corruption and are expected to strike quickly and hard against any evidence of rot in the hearts of mortals. As the sword arm of justice, Torm’s faithful are expected to bring quick deaths to betrayers. Considering these tenets, it should be no surprise that most human paladins have Torm as their patron.

Most temples dedicated to Torm are fortresses built on heights. These structures offer austere quarters for residents and visiting knights, drilling grounds, and stables. White granite, lion statues, and armored figures predominate in the architecture, with the coats of arms of fallen heroes decorating the walls of the great halls.

Torm is seen as the good right hand of Tyr, and a such his symbol is a white gauntlet made for the right hand. It represents Tyr’s sword hand, but it is also a symbol of forbearance. Torm is frequently depicted with his right gauntlet extended palm forward, which worshipers call the Hand Resolute. It signifies the principle that the just and true must pause before acting to judge whether their intentions uphold Torm’s ideals. Temples, civic structures, and the homes of the faithful are often decorated with images of the Hand Resolute as a constant reminder of this principle.

Worshipers of Torm come from most walks of life, for he welcomes any who seek the best in themselves and others, who uphold his tenets of loyalty, responsibility, duty, and kindness, or who are willing to sacrifice to keep evil from gaining ascendancy in the world. The faithful know that all of them will stumble from time to time while following in Torm’s footsteps, but Torm’s priests teach that the shame of a minor fall from grace is far less severe than declining to rise oneself up to Torm’s standards.
Viego

**Viego** is a human kensei heir to the Golden Axe family of House Deocar.

## Description

Viego is a dark-skinned human man, he often wears clothing suitable to his noble status. His well-made attire contrasts against his often drunken or hungover state of being.

His left arm has the marks of an almost critical wound inflicted by a necrotic spell. It is blackened in many spots across his now-shriveled and skinny limb.

## History

Viego is the second son of the Deocar "Golden Axe" family. Each generation of a Deocar family has an heir who will wield the family weapon when they prove themselves worthy. That heir was Viego's elder brother, Dante.

### Backstory

Viego spent most of his life avoiding his duties to his family, eventually joining the city watch in order to live independently while still being able to claim his work was training.

After the untimely demise of Dante Deocar, Viego was forced to retire from the Watch and train to replace his brother as The Golden Axe. So far, Viego has failed to prove himself worthy due to his lack of discipline and destructive vices. At what may have been his lowest point, Viego lost the use of his left arm when he drunkenly intervened in a back alley fight. Now he may never be able to wield his family axe.

## Personality

Viego is confident in his own abilities and does what he can to instill confidence in others.

### Ideals

Sincerity, he sees no good in pretending to be something he is not not.

### Flaws

He has a weakness for the vices of the city, especially a hard drink.

### Bonds

Viego has a strong responsibility to uphold his family's legacy.

## Relationships

### Dominic Deocar

Viego's father, head of house Deocar, and retired wielder of The Gilded Edge.

## Sessions

* Session 01: Back Alley Brawl
* Session 02: Whim Street Stakeout
* One-Shot: Blue Alley (Part One)
* One-Shot: Blue Alley (Part Two)
* Session 03: The Hand of Nessus
* One-Shot: Once in Waterdeep
* Session 04: The Map With No Name
* Session 05: Beneath the City of the Dead
* Session 06: Dock Ward Double-Cross
* Session 07: The Maps' Location
* Session 08: Trollskull Manor
* One-Shot: Into the Shadowfell
* Session 09: Open For Business
* Session 10: A Wrinkle in the Weave

* Session 11: The Heroes of the Troll War
Spills the Stew

**Spills the Stew** is a tabaxi bard.

## Personality

He knows a story relevant to almost every situation and whenever he comes to a new place, he collect local rumors and spread gossip.

### Ideals

Spills the Stew believes in tradition, and that the stories, legends, and songs of the past must never be forgotten as they teach others who they are.

### Bonds

He will do anything for the other members of his troupe.

## Sessions

* Session 01: Gnomengarde
* Session 02: Umbrage Hill
* Session 03: Butterskull Ranch
* Session 04: The Logger's Camp
* Session 05: Falcon's Hunting Lodge
* Session 06: The Giant's Tower
* Session 07: The Shrine of Savras
* Session 08: Axeholm (Part One)
* Session 09: Axeholm (Part Two)
* Session 10: The Dragon Under the Hill
* Session 11: Life in Phandalin
* Session 12: Return to Falcon's Hunting Lodge
* Session 13: The Woodland Manse
* Session 14: The Circle of Thunder
The Yawning Portal

**The Yawning Portal** is a famous inn and tavern located in Waterdeep. It derives its name from a 40-foot-diameter well that descends into the first level of the dungeon of Undermountain.

Adventurers from across Faerûn, and even from elsewhere in the great span of the multiverse, visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons.

## Description

The Yawning Portal’s taproom fills the first floor of the building. The 40-foot-diameter well that provides access to Undermountain dominates the space. The “well” is all that remains of a wizard's tower, and now, devoid of the stairways and floors that formed subterranean levels, it drops as an open shaft for 140 feet. Stirges, spiders, and worse have been known to invade the Yawning Portal from below.

Balconies on the tavern’s second and third floors overlook the well, with those floors accessed by way of wooden stairs that rise up from the taproom. Guests sitting at the tables on the balconies have an excellent view of the well and the action below.

## History

In ages past, the mighty wizard Halaster built his tower at the foot of Mount Waterdeep and delved deep into tunnels first built by dwarves and drow in search of ever greater magical power. Halaster and his apprentices expanded the tunnels they found. In time, their excavations grew into the vast labyrinth known today as Undermountain, the largest dungeon in all of the Forgotten Realms. Halaster eventually disappeared, as have all his apprentices.

For years, the secrets of Undermountain remained hidden from the surface world. Everyone who entered its halls failed to return. Its reputation as a death trap grew to the point that criminals in Waterdeep who were sentenced to die were forcibly escorted into the dungeon and left to fend for themselves.

All of that changed with the arrival of two men, a warrior named Durnan and a ne’er-do-well named Mirt. The duo were the first adventurers to return from Undermountain, laden with riches and magic treasures. Durnan retired from adventuring and purchased the land on which sat the deep, broad well that was the only known entrance to the dungeon. Around this well he built a tavern and inn that caters to adventurers and those who seek their services, and he called it the Yawning Portal.

## Entry to Undermountain

Durnan charges adventurers a gold piece to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive.
Ilmater

He Who Endures

**Ilmater** is the god of suffering, martyrdom, and perseverance, renowned for his compassion and endurance. It is he who offers succor and calming words to those who are in pain, victimized, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other’s burden, to take the other’s pain. He is the god of the oppressed and the unjustly treated.

It is said that if he had his way, the Crying God would take all the suffering in the world onto himself, so as to spare others. Since he can’t, he blesses those who endure on others’ behalf, and he alleviates suffering when he can. Martyrs who die that others may live are always blessed by Ilmater with a final rest and reward in the god’s afterlife, should they so choose.

Ilmater’s priests take in the ill, the starving, and the injured, and his temples give most of what they receive to help offset the suffering of the world. His followers provide succor when they can, but also use force to put an end to torture and suffering inflicted on others. Ilmater’s priests travel to places where the worst possible conditions exist, ministering to the needs of the oppressed, the deceased, and the poor. They put others ahead of themselves, are sharing of all they have, and emphasize the spiritual nature of life over the welfare of the material body.

Priests of Ilmater who are on a quest to aid others can be recognized by their hair shirts, vests of coarse fur worn against the bare skin. It is taboo to harm such priests as they go about their duties, such as when they administer to the wounded on a battlefield. The taboo is so strongly felt among humans that other races respect the custom. Even orcs and goblinoids will avoid directly attacking a peaceful priest of Ilmater, as long as the priest administers to their fallen warriors as well.

Most folk deeply respect the work and the sacrifice of Ilmater’s faith, and lend aid to such endeavors where they can. When a temple of Ilmater sends its faithful to help refugees of war or victims of plague, their willingness to sacrifice their own well-being always prompts ordinary people to support them, whether they are inspired or shamed into action.
House Deocar

**Sun Spear Company**
Cloud Piercer (Polearm)

**Saint's Whip Company**
Penance (Whip)

**Stone Sword Company**
Unfettered (Longsword)

**Morning Star Company**
Dawn (Morning Star)

**Iron Aegis Company**
Terminus (Shield)

**The Unseen Company**
The Blackest Blade (Shortsword)

Neutral

**House Deocar** is one of the many nobles houses of Waterdeep.

The Deocar name is an old Noble house which bears the Mark of The Sentinel. They achieved nobility by establishing a mercantile empire, dealing primarily in the mercantile trade. House Deocar is composed of individual branches, or companies, led by a main branch.

Each company is represented by one noble heir who wields their branch's emblematic weapon.

## Families

### Golden Axe

Led by Dominic Deocar who selected his son, Viego Deocar, to succeed him after the death of his eldest son and former heir to the family, Dante Deocar.

### Iron Aegis

Led by Esmé Deocar who selected her son, Olivier "Ironwall" Deocar, to succeed her.

### Morning Star

Led by Rodrick Deocar who selected his daughter, Beatrice Deocar, to succeed him.

### Saint's Whip

Led by Esmerelda Deocar who selected her daughter, Miranda Deocar, to succeed her.

### Stone Sword

Led by Guillaume Deocar-Morel who selected his son, William Deocar-Morel, to succeed him.

### Sun Spear

Led by Martine II Deocar who selected his son, Martine III, to succeed him.

### The Unseen

Led by Ali Deocar-Dogan who has not disclosed who will succeed him.
Cult of Asmodeus

The **Cult of Asmodeus** is an organization dedicated to Asmodeus, the leader of all devils of the Nine Hells.

## Description

Members of the cult operate in secret, often wearing blood-red cloaks and golden half-face masked to conceal the upper part of their faces.

The adventurers first encountered the organization when they saw members of the cult attacking Renaer Neverember. At first, little was known about the cult's motivations to target Renaer aside from the fact that they were after something called the "stone of golorr".

## Members

#### The Hand of Nessus

This organization was a sect of the cult, it was mainly composed of dark elves under the leadership of an elf that defected from the Bregan D'aerthe.

* **Loreloth** (Deceased): The female drow leader of The Hand of Nessus, she was confronted by the adventurers before being assassinated by Fel'rekt Lafeen.
* **Zoleth** (Former member): A male drow that begrudgingly joined The Hand of Nessus when Loreloth left the Bregan D'aerthe.
Helm

Lawful Evil

**Helm** is the god of vigilance and protection, and is seen as the epitome of the guardian, the watcher, and the guard. He is venerated by those who need to remain watchful for enemies or danger. Helm is a favorite deity of people who make a living by protecting someone or something, such as bodyguards, members of the city watch, and the guards of a treasury vault.

Helm embodies the spirit of watchfulness without regard to good or evil. In legends, he is honorable and keeps his word to a fault, such as when he guarded the celestial stairways during the Time of Troubles, preventing the gods from ascending them and continuing the chaos of that period, until the Tablets of Fate were found.

Although his faith has known dark days, worship of Helm never truly faded away. Most of his followers believe that the Watcher can never be vanquished utterly, and recent events have borne out that assertion.

Helm’s priests teach that one must be ever vigilant, ever aware, ever prepared for one’s enemies. Patience, clear thought, and careful planning will always defeat rushed actions in the end. Those who favor Helm strive to be alert, clear-headed, and true to their word. These traits don’t necessarily make them nice people, however, and as such many consider the faithful of Helm to be inflexible and merciless.
Renaer Neverember

**Renaer** is the estranged son of Dagult Neverember, the former Open Lord of Waterdeep and the current Lord of Neverwinter.

Some think that anyone who bears the Neverember name is an enemy of Waterdeep. Renaer just shakes his head at such accusations and gets on with his life.

Renaer met the party on the night of 1 Mirtul 1495 DR when they came to his aid after a group of red-robed individuals attacked him in the streets.

## Sessions

* Session 01: Back-Alley Brawl
* Session 02: Whim Street Stakeout
* One-Shot: Blue Alley (Part One)
* Session 03: The Hand of Nessus
* Session 10: A Wrinkle in the Weave
Thrask

Thrask is a lizardfolk ranger.

## Personality

Thrask is always calm, no matter what the situation. He tries to never raise his voice or let his emotions control him. The lizardfolk ranger is also incredibly slow to trust believing those who seem the fairest often have the most to hide.

## Sessions

* One-Shot: Blue Alley (Part One)
* One-Shot: Blue Alley (Part Two)
* Session 03: The Hand of Nessus
* One-Shot: Once in Waterdeep
* Session 04: The Map With No Name
* Session 05: Beneath the City of the Dead
* Session 07: The Maps' Location
* Session 08: Trollskull Manor
* One-Shot: Into the Shadowfell
* Session 10: A Wrinkle in the Weave
Deckard

**Deckard** is a half-elf fighter of noble birth. At one time he was a soldier for the state, now he is a self-proclaimed soldier of the people.

## Description

On the taller side for a half-elf, Deckard is generally well dressed underneath his weathered and dirty fur lined travelers cloak. Never luxurious, but usually sharp. From his adventuring lifestyle he is rather tan, very much resembling the dapper figure to our right.

## History

Deckard is the only son of Erevan and Annea Meliamne (Mel-e-am-nyeah). At a young age Deckard learned how hard it would be for him to fit in. His father an elf of nobility, and his mother a low born commoner. Not only was he a half elf, but he felt like a half noble. Spending more time with children of the field ward, and on his fathers farm than in the families Manor.

After his mothers death when he was in his twenties Deckard joined the Waterdeep Guard. Years later while garrisoned on the Long Road he would meet a young Goliath recruit Kane. Patrolling for bandits and warding off threats to travelers of Waterdeep they became like brothers. After the army Kane became Deckards bodyguard until his untimely death at the hands of Cult of Asmodeusfootmen.

Whether it being a fight against injustice or the Cult of Asmodeus Deckard uses Kane's Goliath Maul with strength that seems unnatural for a half-elf, crushing anything stupid enough to stand in his way.

## Personality

Deckard is a well meaning, polite and respectful man.

### Ideals

He has a familial, and partly self inflicted responsibility towards the greater good of others. Feeling both blessed and cursed by his noble upbringing he strives to fight for the weak, saving those that he is able to whether it be through his social station or his incredible brute force.

### Flaws

Feeling superior to the nobility around him, he feels like he is never wrong. Stubborn to a fault he will never relent on his musing of freedom for all peoples, and greater social equality between the haves and have nots. Being head on about such things, he rubs many nobles the wrong way.

### Bonds

On the other hand he is a man of the people, employing many from the Field Ward to his large farm, Annea's Rest, for shares in both the crop and the sale.

His time as a soldier during the Elemental Evil Crisis also instilled in him strong bonds with his compatriots and will go to whatever lengths possible to help them. That mentality is rather quickly transferring to his new allies in Waterdeep.

## Sessions

* Session 00: Bullied by Bregan D'aerthe
* Session 02: Whim Street Stakeout
* Session 03: The Hand of Nessus
* Session 10: A Wrinkle in the Weave

* Session 11: The Heroes of the Troll War
* Session 12: New Blood
Azir

**Azir** is a human rogue.

## Description

Azir is a lightly tanned human man. He usually wears what he considers "field gear" as opposed to the noble clothing befitting his status.

Azir considers such gaudy clothing to be over the top and prefers more inconspicuous and functional wear.

## History

Azir is the first son of the Hawkwood family. As of late, the family has fallen on hard times and with the recent loss of his father Artorias Hawkwood during a trade expedition, Azir is poised to take the family mantle.

## Backstory

The Hawkwood family has always dealt in mercenary work but with the turbulent times of war past, the house has lost much of its livelihood and has been trying to move towards mercantile trade since the time of Azir’s grandfather. The shift in occupation has not been kind to the family and has led to a sharp decline in their status. While their family name is still respected, it has certainly lost its luster as of late. The shift in occupations within the family has not blunted the edge of its members. Azir was trained from childhood according to the martial traditions of House Hawkwood.

 Personality

Azir is a motivated, duty driven individual bent on leading his family back to the glory days of old. He is confident of his abilities in a fight but usually prefers to resolve matters with words.

### Ideals

Family is everything. Blood runs thicker than water.

### Flaws

Azir hides a truly scandalous secret that could ruin the family forever.

### Bonds

Nothing is more important than the other members of my family.

## Relationships

Azir has two younger sisters with whom he has a good relationship with. His mother passed away while his siblings were young.

## Sessions

* Session 06: Dock Ward Double-Cross
* Session 07: The Maps' Location
* Session 08: Trollskull Manor
* One-Shot: Into the Shadowfell
* Session 09: Open For Business
* Session 10: A Wrinkle in the Weave
* Session 11: The Heroes of the Troll War
* Session 12: New Blood