recursal/Fanatic-Fandom huggingface dataset:
D20 System: Defensive Rolls

You use your own AC.

*"WHAT'S AN AC?? WHAT DO I DO FOR NOT BEING HIT??"*

"*ALL THESE NUMBERS ARE DIFFICULT TO KEEP TRACK OF. WHY THIS. WHY HAVE YOU FORSAKEN ME, TRADE BARON."*

Your **AC** is your **Armor Check**. That's the number a mob needs to break to hit you.

**EVERYONE STARTS WITH A BASE AC OF 8. THIS CAN GO UP OR DOWN DEPENDING ON YOUR STATS.**

## How Mobs Hit You (Or Don't, Preferably)

DMs will **always** roll for the attacks of mobs during normal events.

**UNLESS OTHERWISE DIRECTED**, you don't need to roll to defend yourself; the result of the rolls by the DM as the enemies are what you're passively defending against for that round.

### SCENARIO:

Bakuzan is fighting against three groups of spiders in the Outpost.

The DM would designate what target marker(s) are the enemies in question that are currently attacking for that round, then, they'd roll **FOR THEM**. Bakuzan's player **doesn't** have to roll to defend against them. Their defensive results are their static AC, and what Bakuzan's player is hoping to beat.

Let's say Bakuzan's got an AC of **11**.

The DM rolls out of 20 *-three times-*, one for each marker, getting **8**, **13** and **17**. This means that Bakuzan's hit at least **twice**, thanks to two of those rolls being **GREATER** than **her AC**. She'll take the damage listed by the DM for failing the defensive check.

**OR**

If her active buffs kick in **or** if a tank is taking that damage for her, it goes to that tank, hitting them instead.

## Modifiers & Your AC

*"BUT!! BAKUZAN! WHAT. YOUR HYPOTHETICAL DM IS ROLLING OUT OF 20 AND I'VE ONLY GOT AN 8 FOR DEFENSE! THIS IS UNFAIR WHAT THE FRICKFRACK."*

**Your AC** is modified by your **Strength** or **Dexterity** modifiers, respectively.

• ARE YOU A POWERHOUSE BULLDOZER CHARACTER THAT PUNCHES THROUGH SHIT? NEAT. YOU'RE STACKED AND YOUR **STRENGTH** SHOWS THAT. ADD IT TO YOUR AC.

• ARE YOU A CRAFTY, DODGY THING WITH PLENTY OF **DEXTERITY**? ADD THAT TO YOUR AC.

> KEEP IN MIND THAT ACs HAVE A HARD CAP OF **12**, TANK OR NOT; UNLESS -
>
>

> • If you're a Tank with **Juggernaut**, or
>
>

> • There's a Tank in party with **Unshakable Pillar** that raises your base AC by +1.
>
>

**HYPOTHETICALLY** you could have a base AC of **12**, if you've maxed out your **Strength** OR **Dexterity**. Add two more to your AC if you're a Tank and have picked the Juggernaut talent. That's nearly a *3 in 4* chance to dodge or brute-force your way through defensive rolls.

*"BUT BAKUZAN MY CHARACTER IS A HEALER/SPELLCASTER AND IS GETTING HIT."*

• Okay. Step behind a Tank, my friend. You don't see priests tanking oocly, do you?

**NEAT. NEAT? NEAT.**

DIFFERENT ACs WILL BE AFFECTED BY DIFFERENT COMBAT BUFFS. BE SURE YOU KNOW WHAT YOUR BUFF DOES // WHEN TO ACTIVATE IT, IF IT'S AN ACTIVE *(REQUIRES AN ON-USE)* OR A PASSIVE *(DO THE MATH IN YOUR EMOTE)*.

## FINAL NOTES

• For larger-hitting bosses OR OTHER SUCH SHENANIGANS, A DM CAN and WILL revert back to traditional perimeter rolls ( 1, 2-5, 6-10, ETC.). YOUR AC TOTAL HAS NO BEARING ON THIS, AND your MODS MIGHT NOT EITHER, DEPENDING on what effect your DM chooses to have on roll results.
Mushroom Punch

"*Mushroom Punch'*" is a song by American singer-songwriter Zella Day. It was released on August 26, 2022 as the 5th single from her second full-length studio album, Sunday In Heaven.

## Background

The single was announced with a teaser snippet from the official music video on Zella Day's instagram page on on August 24, 2022. The song was released August 26, 2022. The official music video premiered the same day.

The release of "Mushroom Punch" served as the official album announcement. The tracklist, album artwork, and a pre-order for Sunday In Heaven were released alongside the single.

## Lyrics

[Verse 1]

My baby lives in psychedelic

Down the street from Lizard Acres

He has my heart and tries to sell it

For a guitar and rolling papers

[Pre-Chorus]

And I run, run, run and I choo-choo-choo

'Fore somebody else is your somebody new

I run, run, run and I choo-choo-choo

'Fore somebody else is making love to you

[Chorus]

All this time, I've been waiting

Making tea for my baby

What is hot is growing cold

He don't appreciate it

And I'm aware that I'm crazy

But ain't that always how it goes?

[Post-Chorus]

And I drink too much and think too much, no self-control

I'm gonna mushroom-punch my way down the rabbit hole

And I drink too much and think too much, no self-control

I'm gonna mushroom-punch my way down the rabbit hole

[Verse 2]

He takes his naps in a dimension

Where I can't reach his full attention

And whilе he sleeps, I'm busy brewing

That mushroom tea, it's all I'm doing

[Pre-Chorus]

And I run, run, run and I choo-choo-choo

'Forе somebody else is your somebody new

I run, run, run and I choo-choo-choo

'Fore somebody else is making love to you

[Chorus]

All this time, I've been waiting

Making tea for my baby

What is hot is growing so cold

He don't appreciate it

And I'm aware that I'm crazy

But ain't that always how it goes?

[Bridge]

And I choo-choo-choo

Down the—

Choo-choo-choo

Down the rabbit hole

Choo-choo-choo

Down the—

Choo-choo-choo

Down the rabbit hole

All the way down, all the way down the rabbit hole

All the way down, all the way down the rabbit hole

[Chorus]

All this time, I've been waiting

Making tea for my baby

What is hot is growing cold

I knew, I knew he don't appreciate it

And I'm aware that I'm crazy

But ain't that always how it goes?

[Post-Chorus]

And I drink too much and think too much, no self-control

I'm gonna mushroom-punch my way down the rabbit hole

And I drink too much and think too much, no self-control

I'm gonna mushroom-punch my way down the rabbit hole

[Outro]

All the way down, all the way down the rabbit hole

All the way down, all the way down the rabbit hole

## Videos

### Music Video

The official music video, directed by Sophie Muller, was released August 26, 2022.
D20 System: Tanking & Taunting

## TANKING & TAUNTING

A major part of the Winds' combat systems comes from its role-based roll system.

Taunting requires three things;

* A large AC, or Armor Check;
* A successful Taunt roll; and
* Enough health to eat hits absorbed.

It might seem a bit overwhelming at first, but everything is easily explained, and soon becomes second nature in combat!

## YOUR ARMOR CHECK

Your stat sheet contains everything you need to successfully tank. You've very likely either put points in Dexterity to skillfully dodge your way past your attackers or Strength to avoid hits with a high Armor Check.

Those two stats are going to add to your AC - your Armor Check, which is the number that enemies need to roll OVER to land a hit on you. Your AC is boosted by your **Strength and Dexterity**.

Your AC is typically going to be in the **9 - 11** range; considering you start at a baseline of 8, like everyone else with a FWTC d20 sheet.

## TAKING DAMAGE

**The higher your AC, the less chance enemies have to hit you!**

The DM will roll out of 20 for each enemy, just like you roll out of 20 to hit them.

If your AC is higher than their roll (their DC), then you **don't** take damage!

**Hypothetical scenario:** An ogre is trying to hit you with a club. The DM rolls out of 20 for the ogre's attack - and gets a result of 11. For this turn, you **don't** need to roll to defend!  You've already got your defense rolls built in - that's your AC, which you've already calculated by making your sheet! If your AC is **at or above 11,** you don't get hit and don't take damage. If your AC is **below 11**, you take however much damage the DM says the ogre hits for, and subtract that from your health pool!

## Taunting

Taunting is simple. If there's a group of enemies, you're able to pick from one in that crowd ( or two, if you have the Combat Buff for it! ) and attempt to taunt it onto you for the following defensive round.

You do this the same way you'd attack it normally - by rolling to beat its DC, given to you by the DM. This means that you forfeit your attack, though, so be wary - you won't be able to do any damage to an enemy if you're trying to taunt it!

If you're successful in your roll, you have the enemy's attention for the next defensive round, guaranteed - this means you'll be taking **all** the damage it deals, if it beats your group's DC.
Endiras

Artifact Gallery of Vyr

**Endiras** was the manager of the Artifact Gallery of Vyr, and thus owned one of the largest collections of Sarinian antiquities in Arath. He was born in approximately 2622 in the city of Vyr, and lived there for about forty years until his death in 2662 during the appearance of the horror Ghaodor.

Endiras was also Asha's employer, and taught her much of what she knew about the ancient civilizations and relics of the world. As a result of a certain collection of tomes from the south ilis, they were some of a select few people across Arath who realized the existence of the horrors- or, more specifically, the existence of Amholos and Eyragh- before their release by the Riftcallers of Sarn.
Shen-zin Brew

Shen-zin Brew is a type of tea blended and packaged by the Four Winds' many sub-businesses; marketed as an homage to the Wandering Isle *( even though Bakuzan is, oddly enough, a Mainland Pandaren and thusly could care little for the Turtle )*, it's a hit with those looking to purchase gifts for a hostess that they know little about, and want to make a good impression.

A simple green tea, the Brew has little in the way of nutritional content or healing capabilities; essentially the ingested equivalent of decoratively packaged soaps or unscented potpourri.

Nothing says *'thanks for inviting me to your guild's bonfire'* like a decorative box of fancy teas!
D20 System: Augments

### **THIS SYSTEM IS NOW DEPRECIATED; VISIT http://www.thehighguardmg.com/d20-start-screen FOR THE NEWEST COMBAT SYSTEM THE WINDS WILL UTILIZE DURING EVENTS AND RPs.**

Augments are a relatively new addition to the Four Winds' d20 system; utilizing the Charisma modifier of a player, they can roll to influence partners or harm enemies with feats of fantastic willpower, compelling behaviors or outright intimidation.

Augment rolls correlate directly to your character's Charisma stat. The more they have, the better roll result your target will receive. Those lacking in the charm department may want to explore other avenues of enhancing their rolls, like punching things, or shouting loudly. However, anyone can *gently urge* someone in unforeseen peril to move out from below a falling rock, or to hit the boss harder, etc, but it takes a bit more *gentle prodding* to influence friends and win enemies over.

## Augment Rolls

Augment usage is limited to the player's base Charisma modifier. This means that if you've got a CHA of +3, you can affect up to three individual rolls per event.

If a player wants to buff an ally's roll result with an augment to their roll, the table for the results are as follows:

## Single-Target & Party Buffs

Buffs are temporary, and only last for one combat round - both an offensive **AND** a defensive turn. Rolling to buff the party consumes your active turn; you cannot damage, heal or defend if you're rolling to buff!

To successfully buff, you need to roll against either the DM's set number or their own.

A player may only have *TWO* active buffs on them at any time *( their own, and an external source's )*, and for a maximum of **+5** to their roll results. Keep this in mind so you don't waste a buff! Communicate with your team members!

*EXAMPLE:
If someone buffs the whole team with a +2, and someone else buffs Bakuzan's attack with a +5, Bakuzan **only gets +5 as a maxed-out buff**, not **+7 total**.*

 Increased damage on a single hostile target by +3. | +2 to the party's stat of player's choice.
D20 System: Rolls & Numbers

HOWEVER, if a DM needs it as a reference, consult this post for any perimeter-based attack, defense, healing and AOE base results!

> These results assume you've already done the inputs for your collective modifiers, buffs and augments! Don't forget to add those to your emote result so the DM knows.
>
>

Use these numbers when a DM announces a perimeter roll - **one not affected by ACs**.

## Healing Rolls [ Single Target ]

Anyone can perform a healing roll in lieu of an attack roll, but only Healers get a built-in bonus.

## Healing Rolls [ AoE Targets ]

Healers attempting AoE rolls must announce the intent to do so [before rolling]!

AoE healing is spread to at least two targets in the party.

**Only Healers** can roll to AoE heal!

Any one target cannot be healed for more than the tier's corresponding single target heal **-2.**
Urt-Valis

A member of The Order of Unity.

A strange Fracture in which life energy has become stagnant and permeable. Death in this fracture is significantly less permanent than on others. The art of necromancy and soul magic are common practice with most fighters, using a familiar or an undead warrior instead of fighting themselves. Despite the grim nature of the practice, the fracture's residents uphold a strict set of ethics when conducting summoning and necromancy.

Despite much prejudice against them from other members of The Order, they are reasonable, and by no means evil people.
Burlycloud Brand Instant Noodles

The backbone of Bakuzan's fledgling empire is a humble noodle bowl.

Developed after her determination to make a name for herself in aiding the Alliance, and inspired by Celestial monks' diet during rigorous training.

After a period spent in meditation, Bakuzan left the Black Ox temple at which she'd holed herself up into and headed for the first portal back to Stormwind. She had work to do. Many sleepless nights passed, and Bakuzan perfected, of all things, an instant noodle ration that Alliance infantry could keep with them for sustenance during long campaigns. Sure, a mage can magically conjure food with the Arcane arts, but nothing like what the Pandaren are capable of cooking - chiefly when its ingredients are enriched by Valley soil and Vale waters.

When tested with late-night patrolling members of the Stormwind Guard, the meal was a resounding success - using the kit provided the customer with a piping hot bowl of nutritious and filling noodles. The profit of these instant meals, in addition to the funding provided by the Tillers' Union and Bakuzan's witchberry near-monopoly, have aided in kickstarting the funding for the Four Winds Trade Company's operations. While they're now self-sufficiently employed, the Trade Baron will never forget her roots, and often oversees production of these kits herself during Company downtime.

Bakuzan's instant meals continue to be produced at a local level in the Jade Forest and shipped out to Alliance encampments all across Azeroth; primarily in the Ashran territories, where they're a local favorite with Pandaren conscripts (for obvious reason).
D20 System: Traits

### **THIS SYSTEM IS NOW DEPRECIATED; VISIT http://www.thehighguardmg.com/d20-start-screen FOR THE NEWEST COMBAT SYSTEM THE WINDS WILL UTILIZE DURING EVENTS AND RPs.**

Traits are passive bonuses to rolls used in noncombat or combat situations by Employees that correspond to their IC knowledge, temperament or preferred hobbies. They add an additional layer of immersion to d20 events by allowing bonuses to helpfully skew results regarding relevant topics in their favor, instead of the player just piping up OOCly mid-event with 'but my character would know about this!'

An Employee is only allotted **two** traits, but they can change them out at any time (except in the middle of an event!). Nobody is locked into a Trait during character sheet creation. New Traits are added all the time.

You can only use the bonus from ONE Trait at a time - no double dipping!

The majority of traits listed are going to be interest-based and profession related, and by nature should not affect combat unless the DM calls for it.

Traits are inspired by the World of Warcraft tabletop RPG, but are mostly written by Bakuzan & the Winds!
Crabster

Formerly a flagship desired item for the Four Winds' vendor operations, the Crabster - or, as it's better known, the recently-hatched spawn of the malefic **lobstrok** race - was set to be a deliciously rare, decadent imported foodstuff exclusive to the Company. Versatile in anything from simple humanoid consumption to enhanced fishing bait to adorable pet, an expedition to recover 'Crabster' spawn from an unexplored cave lead to two of the Winds' most prolific members - Ulyon and Tinkaa - to be trapped in the Abyssal Maw, only to have to be rescued at the expense of thirty Kirin Tor mages' lives.

Bakuzan suffered heavily due to the infraction and responsibility placed on her leafy shoulders as acting Trade Baron; she was heavily fined, the majority of her business licenses suspended and finally made to serve hours of community service - an intensely lowered sentence due to the aid of her 'lawyer' Calexa - it took several weeks for the Company to recover and resume minimum level operations.

All for the love of the abjectly adorable hard-shelled delicacy.

It remains to be seen if the Winds will pursue it again.
Lotus Pin

The Lotus Pin is a small, coin-sized pin made of truesteel, wrought in the shape of a lotus with outstretched petals.

Given to new hires of the Company, it symbolizes their affiliation and serves as a marker for those employed, without the use of garish, clashing colors or eye-sore banners.

Employees are free to wear the pins wherever they'd like to affix it. Some go for the tried-and-true tabard or shoulder-pinning, others keep it displayed on hats. More uniquely so, the pins are soldered to ever-present armor, stuck into hardened bark outcroppings or pinned to exposed muscle fibers.

### **New Hire Pin**

This pin is given to those first joining the Company. Its almost-opening buds symbolize the potential the employee has within the ranks of the Winds.

### **Employee Pin**

The employee has graduated from their temporary new hire status, and with it, their career really starts to blossom - as has their steel-wrought lotus. The petals point upwards, as well as the leaves. Shiny shiny.

### **Blackjack / Freelancer / Dealer Pin**

The employee has climbed the ranks of the Company and now has their fully-fledged, five-petaled lotus pin to show for it. Named ranks in the company receive this pin, as well as their specialized division pins.

### **Director Pin**

Directors of the Four Winds receive specialized gold-plated lotus pins; signifying their importance and worth to the Company's growth. The pin has additional filigree underneath the fully opened lotus.

### **Underbaron Pin**

Underbarons are the Trade Baron's right hands, and as such, recieve special pins with leafy greenery sprouting throughout, along with four lanterns representing the four directions of the Winds.

### **Trade Baron**

The Trade Baron of the Four Winds gets the neatest looking pin because *yeah yeah hell yeah trade baron*. Leaves, greenery and other filigree choke out this pin, along with four bejeweled lanterns representing the four directions of the Winds.
Louise Walker

Ryan Walker (grandfather)

Veracity Campbell (grandmother)

Ryan Walker Jr. (father)

Winter Quimby (mother)

Ryan Walker III (brother)

**Chyna Louise Walker** (born late 2057), also known as **Louise Parks**, is the daughter of Winter Quimby and the late Ryan Walker Jr. She bears a strong resemblance to her great-grandmother Chyna Quimby and is much like her, being very musically inclined. However, Louise is also prone to fits of insanity, though Berry III has tried helping her with it after seeing it happen to his father. She was given to her great-granduncle Cameron Parks by her mother after Cyd Montoya's "death" in 2058.
Thraist

## Thraist Adrian Powell-Rodram

WIP

## Character Sheet

* **Class**: Damage - **[** DPS **]**
* **HP**: 20/20
* **AC**: 12
* **Favored Weapon**: Rifle (Gun), Buckler (+3 AC)
* **Damage Dice**: 1d7**1** (Firearms), 1d4 Buckler

**ABILITY SCORES**

* **MUS**: + 4
* **MOX**: + 1
* **MET**: + 2
* **MIN**: - 1

Attacks do an extra +1 point of damage baseline UNLESS you've rolled a 1 or otherwise failed a roll check.

Being a natural damage-dealer affords you the ability and training to break out of traps, snares and roots much easier than a stalwart, immovable Tank or a focused Healer. Your DC to do so is always lowered by -1.

When attacking in tandem with a partner, you may combine successful attack emotes for a +2 bonus to total damage dealt toward a boss creature.

Residual poisons, fire damage, frost damage, physical damage, movement impairment, AOE effects, ground-changing effects, etc. are allowed as a critically successful result depending on the type of attack you're going for.

You receive an additional +2 to your successful Weapon roll results if anyone in your party collapses (reaches 0/20HP).

**Sniper Training**: +3 to Attempt rolls requiring hitting a target from long-range, but -2 to your melee attacks. Damage tripled on long-range critical Weapon hits.

*Below are listed the two traits which Thraist will passively use unless otherwise stated at an event.*

* **Leatherworker**: +5 to rolls involving the tanning, crafting, and curing of animal hides.
* **Geographer**: +5 to rolls involving knowledge of lands and terrains as they are. [ not stationary maps, but in-the-moment awareness of what's going on with the ground beneath their feet ].

### Current Inventory

* Satchel - Carried about the shoulder is this well-worn leather satchel that never seems to leave his side.

1: Damage dice modifier changes to a **+3** if assisting in boss battle or if ally drops down to 0 hit points and is considered knocked out. Rolling effective a 1d9 for damage.
About

## **In Character**

Afternoon, bud! Yer lookin' mighty nice t'day. Bakuzan Burlycloud a'th'Stoneplow Burlyclouds. Trade Baron a'th'Four Winds. Whut brings y'out t'Stormwind t'day?

< While she's yammering on in her thick Valley accent, the Pandaren nearly forces a cup of tea on you with a grin and nonchalant wave of her odd extended Druid-like vines, bulging from a blossoming bloom on her back. An innumerable amount of equally odd, eyebrow-lofting characters are amassed on the planter behind her, all bearing metal pins in the shape of five-petaled lotuses. The Pandaren picks back up speed, her previously extended vines rolling lazily about her collarbones. >

While yer here - y'innerested in buyin' some Draenic oils? Light-based relics? Dwarven ales? Elven coi-ture? Crabster? S'fresh! ... Pandaren teas? Bit generic, but whutever. We got it all, bud, an' if we don't, we're li'ble t'head out an' get it.

<Baku counts off on her fingers with a well practiced motion, her blue Titanium eye gleaming.>

We got us farmland in th'Valley, th'Outpost in Draenor, a handful'a boats, some caravans, allies in high places - th'works.

< She pauses, likely to stop your head from spinning, then notices with a waggling eyebrow your lack of colors or sigil denoting affiliations or hire.>

Don't s'pose yer lookin' fer work, are y', bud?

## **Out of Character**

The Four Winds Trade Company is a casual-heavy Alliance RP-PVE/d20 guild on Moon Guard-US that focuses on the fictional World of Warcraft from a comedic/laid-back supply, trade and adventure perspective. We strive to provide a safe and entertaining environment for all members, ICly and OOCly, and to act as a paragon of goodwill and active Moon Guard community support; providing an enjoyable experience in context of the game where a player can flesh out their character's stories through immersive group-based roleplay, or enjoy a casual and social environment whilst working on their personal PVE or PVP progression.

We have other pages, too! If the information you're looking for isn't here, you might find these helpful:

* IC Landing Website
* Guild Shivtr
* d20 Information
* Applicant FAQ

*The contents of this page written by Blizooka; original content can be viewed here.*
Sadrin

The **sadrin**is a species of large crocodilian endemic to the Arenie Delta and other surrounding wetlands of Adralorn Province.

It bears a resemblance to the Earth crocodilian *Kaprosuchus saharicus*, pictured to the right, in its upright stance, and is approximately 5.72 m (18.8 ft) long.

Sadra are well-documented in Adralorn Province, and some individuals can be found in Varen Province on the banks of the Arenie. Due to their range's close proximity to human establishments such as Adralorn and Koros, sadrin attacks are relatively common, and are often fatal due to the strength and amphibious attributes of the sadra themselves.

Sadra are considered to be inspirations for many creatures of Arathian legend, as recorded by Fare Traigian and others.
The Storefront

One of the best things about owning a trade company is being able to sell for profit the goods acquired, either through partnership or outright hard work by its loyal employees! The Winds' storefront facilitates this very action. Located conveniently near the opening of Stormwind City's Mage District, the newly established storefront holds the majority of smaller trinkets and goods made available for sale to the general public, as well as acting as an impromptu pawn and consignment store to a casual seller.

The Trade Baron's office is kept in the upper alcoves of the store, along with access to the Outpost and its Vault via wormhole generator to Draenor. Currently said generator is shut down, as Steelspindle Spiders have completely webbed the place up - leading the pared-down staff of the Winds to be blocked off from entry by a paranoid Bakuzan.

Barring this, the storefront is opened to the general public, and Bakuzan herself can often be found wheeling and dealing to hapless visitors to Stormwind; at home in her natural element of salesmanship, thanks to years of Halfhill bartering, arguing and talking-down of much-valued goods.

[ WIP ]
Banana Hammock

The races of Azeroth are excitingly varied; working with the Winds guarantees an Employee a fair chance to see and/or punch many of them that engage in activities of nefarious intent. The most common of these races, thanks to their involvement in rival cartels like the Goldgrinder Cartel or Venture Co., is the typical Goblin.

While this typical Goblin might not have much to do with their brothers or sisters, the disturbing trend many Winds members have come across in their travels, bartering and villain-punching is the favored brand of undergarment worn by such creatures - namely, a revealing type of undergarment affectionally referred to as the 'banana hammock' - for obvious, graphically detailed reasons.

It's not uncommon to see a member of varying Cartels scatter with their metaphorical tails between their legs, depantsed and revealing a host of festively colored, poorly decorated undergarments - even more so, they're often stuffed with tissues, bags of gold or lewd magazines, to put further emphasis on the owner's - er - goods.
FWTC Wikia

This wikia serves as the archives, records and scribbled detritus of the **Four Winds Trade Company**, a heavy World of Warcraft-oriented roleplaying guild on <MoonGuard-US>.

At its core, the Four Winds is somewhat of a cross between Planet Express, Inc. from Futurama and the Steamwheedle Preservation Society in execution of our guild stories and campaigns; we've got storefront operations to buy and sell rare items, but also function as an effective trade routing company - with stops and caravans in nearly every nook and cranny of Azeroth.

Nothing's too big or too small to be delivered, nor too cheap or expensive to buy or sell! The Winds hire all kinds, from the humble merchant or sellsword, up to those most practiced in the money-making arts; former Faire workers, soothsayers, crafters and more.

Pre-Legion-lead-up, the Winds are taking more of a domestic turn; focusing on a storefront & for-hire approach, as the majority of the Outpost's trade route will have been disrupted by the Legion. In addition to that green-fire-tinged disaster, what inventory we've had has been lost to an impressive maze of webbing from a Steelspindle Spider infestation. Tragedies all around, but nothing the Winds can't bounce back from.

Once Legion's launch hits, we'll be **RAISING OUR EYES TO THE SKIES AND OBSERVING** our brand new location in Dalaran, conveniently located next to the Fountain in the Eventide ( using Glorious Goods as a proxy store ), along with conducting expeditions to acquire goods, hawk services and establish a foothold in the strange new lands of the Broken Isles the best way we know how.
M.G.D.s

The is committed to acquiring the highest quality product they can get their hands on - but there are occasions in which getting said product to said client proves to be too dangerous, even for their 's admittedly lax safety standards in the name of good business practice.

The Baron, to that end, has funneled untold amounts of profit into securing the Winds' established routes and , along with commissioning the construction and usage of automated *gyrocopter delivery systems ( Miniature Gyrocopter Delivery Systems, or M.G.D.s for short)*for long distances, contested territories or areas otherwise deemed too much of a political, physical, mental or spiritual risk for Winds employees to embark upon.

Engineered and retrofitted from scrap parts by top Gnomish mechanosmiths before their sudden and unexpected departure from the capital city of Stormwind, a MGD comes heavily equipped. Each is sent into the field with:

* a location tracker.
* a series of short-burst anti-gravity beams with which to pick up/deposit/withdraw product into marked areas.
* a heavy-duty self-propeller system, along with wormhole generator with precise Outpost coordinates.
* and a self-defense targeted laser system, to prevent tampering or theft of product.

A Four Winds MGDs is jettisoned into the field of choice from a safe distance, and on arrival, will lay dormant, until activated as necessary with radio signals from each Employee's communicator for pick up - or, if being sent into the field for a delivery, will wait patiently until the product is accounted for remotely by the client through specified means.
Badges

Badges are a central part of the Winds' earn-and-reward system.

Previous iterations of the badge had the Employee's name engraved; newer generations only have the Division - only Directors and Underbarons have named badges. Hey - they earned it!

## Rank One - New Hire

Upon joining with the Company, a New Hire is given a silver Lotus Pin, signifying their affiliation with the Winds.

## Rank Two - Employee

When graduating to Employee status, currently, Employees don't receive any new badges. Work harder, bud!

## Rank Three - Division

Employees gain a Division-specific badge upon promotion and choice of department that best suits their eclectic personalities. Each badge is crafted from a hardened, durable steel and lacquered, prominently displaying a five-petaled golden lotus, Company name and Division icon.

## Director & Underbaron Rank

As previously stated, Directors receive badges with their names and Divisions engraved. Each truesteel badge is typically custom-crafted to its bearer's physiology - including magnets for metal armor, noncorrosive metals for acidic blood, etc.
Bronislav

## The Mighty Bronislav

"The Mighty Bronislav" is an Alliance-affiliated Draenei Masked "Wrestler", however he has no qualms with the horde. He was born on board the Genedar, and very little is known about his past aside from when he arrived on Azeroth, he joined the circus. He seems to always be in a good mood, and wants nothing more then to make new friends and have exciting new adventures. Though he is pacifist at heart, Bron will always do what is necessary to protect his family and friends.

## At a Glance

Bron is a massive, hulking man. Large even by Draenei standards, his size and stature is only rivaled by his giant heart. He is a self described, "Masked Wrestler" and wears outfits much like a Luchadore. His standard costume is a white and gold themed mask, with similar colored spandex pants, belt and cuffs. Hating how shirts feel, whether it be because he gets too hot or feels too restricted, Bron is rarely ever seen wearing a shirt, or anything covering his chest.

Other outfits include a "Firey-Aztec" themed costume, and a "Dark Blue" Hooded costume.

Retired outfits generally become his pajamas.

## General History

Bron was born aboard the Genedar, the ship that uncorrupted Eredar, now calling themselves Draenei, fled on. He grew up and lived with his extended family, and best friend who eventually became his lover in a happy and loving household. Once the Draenei came to Draenor, he and his family found a honest living owning a restaurant. Then came the siege of Shattrath.

Bron's entire family was slaughtered, but he managed to escape, disgusted at his powerlessness to protect the ones he loved most. As he fled with the other refugee's, his heart hardened. He could never forgive the orcs for what they had done and vowed to have his revenge.

When the Exodar crash landed on Azeroth, Bron did not land on the Azuremyst Isles, but instead went spiraling off landing on Darkmoon Island, where he was found unconscious and taken in by the carnival folk part of the Darkmoon Faire. Originally paraded as "The Amazing Squid Man" Bron became a freak show attraction. Audiences were generally shocked and appalled, and would often throw rocks, or scalding hot liquids at him. The Proprietor of the Faire, Silas Darkmoon, would do his best to protect his newest child Bron, but he could not be everywhere at once. However, it was Silas' aversion to violence, and love for all his freaks and carnival folk, that truly rubbed off on Bron. Over time, he learned to forgive and forget, and soon moved on from being a freak show exhibit once the Draenei become a known race on Azeroth, and began working with the carnival Strong Men and Women, partaking in Staged Brawls for audience amusement. He donned a Mask to cover his facial scars and burns and it was here he became known as "The Mighty Bronislav, Kindest Wrestler on Azeroth" for his loving heart, and warm smile.

Bron eventually left the circus, wanting to explore what this world had to offer. It was on these travels he met Bakuzan Burlycloud, and joined the Four Winds Trade Company. He now lives with them, going on adventures and protecting his new "Family."
The Vault (The Outpost)

Ulyon's, for lack of a better term, lair.

The more valuable, yet spiritually or metaphysically upsetting, of the Winds' acquired goods are stored in this room.

Oddly enough, to the uninitiated, it only has the one large set of chains and padlock to keep it restrained and secured from prying eyes. Those who know Ulyon know better, and are wise enough to leave its contents alone - those that don't, or those with nefarious intent, are 'added' to the colorful stains comprising its otherwise innocent wooden entrance.

The Trade Baron often 'forgets' to question what it is the flesh-creature keeps sequestered in here. It's for the pair's business partnership.
Iris Wyther

Iris Wyther was a young girl alive during the events of the Purge of Stratholme.

Voluuntas, along with a handful of Four Winds, Torchlight and Te'Amun members, aided in freeing the spirits of her father, her pet pig and her bedridden sister, in order to finally grant her a lasting peace.

Scruffy and ill-kempt, Iris was a stereotypical farm girl; hair in pigtails, a simple canvas dress and carrying half a stuffed bear doll, the child was cheerful and friendly, even in her state of perpetually trapped undeath.

[ WIP ]
'Druid Fluid'

Sometimes, in life, there's a set of rules that are universally respected and unbroken, traversing classes, races and faiths; a few of those rules can be found royally shattered in the production of the Winds' most infamous brew; a neon-blue, sparkling and sparking 'liquid' dubbed '**Druid Fluid**' by Minglian Liewen.

In addition to the cardinal rule of non-Dark-Iron-Dwarves imbibing their sacred Sulfuron Slammer, the venerated Vale of Eternal Blossoms - finally repaired after the damage from Garrosh's 'True Horde' - is tapped for the Fluid's production; topping it off is a healthy dash of Kaldorei moonwell energies.

[ WIP ]
Four Winds MK. IV Earpiece

The latest iteration of the Four Winds' communication devices, the Mk. IV earpiece is a marvel of Gnomish engineering, at half the cost and one-fourth the rate of possible inversion during wormhole generation as its predecessors.

## ​Description

The earpiece is simple to use; a myriad of buttons line the bottom and casing of the earpiece, all with different shapes for ease of locating the right function. It rests comfortably in the employee's ear, despite size differences in race; the Baron thought ahead and had several shapes and sizes of inserts ordered in preparation for a diverse workforce.

The communicators are waterproof, sweatproof, dirt- and corrosion-resistant, in addition to being imprinted with the Winds' stylish Lotus logo for identification. Due to their sensitivity and the complex parts making up the wormhole generator, they are often prone to static-burst fits or reception failures.

## Usage

Currently there are four buttons on the earpiece's slim body.

* The **largest** and most prominent rounded **button** near the back is used for speaking, and is held down much as a walkie-talkie 'talk' button would.

* The next is a **rounded toggle**, flipped outwards and held down to charge up and generate a wormhole to the Outpost.

* Following those, on the underside of the earpiece is an **elongated red button**; pressed once, it speaks the Employee's projected coordinates in a private channel to those present, and when pressed rapidly in succession, it broadcasts the Employee's location as a distress beacon for any and all on-channel.
Silver Reaver

The Silver Reaver was an immense arcane construct, intended for combat against the Iron Horde and built by Derian Silverblade of the Highguard. During the invasion of Tanaan Jungle, the construct was compromised and captured by the Iron Horde, who worked quickly to turn its programming against its 'father' - unleashing the immense colossus onto the Silver Covenant and its conscripted allies.

During a hectic brawl against the machine, Bakuzan, Barsos and Derian himself were captured and locked in the cockpit by its autopilot, and then transported to Hellfire Citadel, where they sat imprisoned for five days. Derian, being Ebon Blade, had no real reason to worry about survival in the construct, but Bakuzan, being organic, barely survived the ordeal - kept alive by Barsos' rudimentary knowledge of Blood, siphoning out impurities and damage to refilter it back through her wounds. This very nearly killed the pair - Bakuzan being without food and the most basic of water, and Barsos expending his runic energy at an unsustainable rate.

The time spent in the Reaver bonded the trio; Barsos developed a begrudging respect for Bakuzan thanks to her stubborn will to live and desire to sacrifice herself for her employees; along with Derian, despite his desire to move past the Ebon Blade hierarchy in favor of returning to his Elven roots; Bakuzan for Barsos, upon hearing comforting stories of his pre-death experiences and struggles to return to a semblance of his former life, and Derian for the pair, having only written them off as inept or incapable of performing in the line of duty.

After a mounted assault on the Citadel by the combined forces of the Highguard, the Alterac Silver Hand (now the Citrine Eagle), the Te'Amun and other allies, Bakuzan, Barsos and Derian were freed. Bakuzan understandably suffered the most from the incident; her lungs irreparably damaged from the toxic fumes of Hellfire; not without its blessings, however, as her constant suffering aided in keeping the two Death Knights somewhat sane during their imprisonment.

The Reaver was sequentially destroyed in what many consider to be Barsos' finest hour - heroically braving the climb up the overridden robot's chassis to stuff its intake ports with, of all things, a pair of Light-blessed panties, causing it to overload and begin a chain reaction that blew its arm off and leading to its implosion.
'Reno Jackson'

*"Reno Jackson needs a Reno Napson."*
The really-real Reno Jackson is not really the really-real Reno Jackson. Any intelligent member of the Winds with a passing interest in Hearthstone could tell you that the man is a caricature of the Explorers' League, drummed up in a marketing meeting to increase interest in an ever-dulling profession based on digging in small areas repeatedly for an elongated period of time.

Sally Cinderspark is not one of those members. She had mistakenly paid a washed-up, alcoholic Gilnean performer that was getting by with acting as Reno Jackson for children's parties to lead the group, satisfied with his appeareance and 'resume'. Taldarick Reynolds, an avid Hearthstone player himself, immediately recognized the booze-breathed wash-up as a phony, and steeled himself between the man and the Winds' plans.

With Sally thoroughly convinced she'd hired the Real Reno Jackson to lead the Winds on an expedition through a spooky set of troll ruins, the hapless Trade Baron had no choice but to follow through on his offer of ADVENTURE!, especially when there was already a deposit put down on his 'services'.

One trek through a jungle, fighting-of-living-ruins, bog-beast destruction and ghostly sapta adventure later, 'Reno' went through arguably the worst mid-life crisis and revamping anyone in Azeroth would ever see, utterly reinvigorated and proud of his ability to not completely eat it while punching incorporeal troll spirits.

He was last seen in the basement of a snake sapta producing facility, foregoing any portals outward to gorge himself on literal snake-juice and bad commemorative memoribilia-level junk food.
Varanor

**Varanor** is the Arathian name for one out of three known planets in the universe in which the events documented on this wiki take place, the others being Seboan and Corendel. It has one moon, and it is very Earth-like in climate and ecology, having animals such as elephants, horses, and rhinoceroses.

Two major continents of Varanor, along with the islands of Vaire and Vedrin, were sealed off from the rest of the planet in the year 1896 after the erection of the Worldveil by Lord of Arath Relys Aithar and his advisor Io. As such, the two continents, pictured on the left, and the rest of Varanor advanced at different paces, and by the time of the Worldveil's destruction in 2662 each culture of the planet had become unrecognizable to the other.

## Geography and Ecology

### Southern Continent

The southern continent is primarily divided by the Ilis Mountains, a mountain range formed by the collision of the same two tectonic plates that formed the Ival Mountains in the north. The western side of the ilis is owned by the Kingdoms of Arath.

Much of Arath is covered by plains and prairies, occupied by megafauna such as kalathrages, riniks, and elephants. The grasslands are traversed by the River Arenie. The Arenie's spring is in the northeastern mountains of Arath, which are officially unnamed due to various disputes, and its delta is on the northwestern shore, containing the cities of Adralorn, Endril, and Koros, among others. The Arenie Delta is a large marshland, containing animals such as sadra, large terrestrial crocodilians.

Rainforests are present on the southwestern edge of Arath, and a desert area rings the ilis. This desert is primarily ruled by various kalathrage species, including large predatory ones.

The eastern side of the ilis is primarily owned by the United Sarinian Territories and the country of Ilvenraek. Nearly all of Sarn consists of plains save for the ilis area and the wetlands surrounding the River Iliense, which forms several lakes in the provinces of Indrir and the south ilis. Ilvenraek is mostly taken up by a massive jungle, which is generally unexplored save for its residents. The jungle is known to be the home of large beasts known as orrsar, which have been tamed as warbeasts by the Ilven people.

### Northern Continent

Similar to the southern continent, the northern continent is bisected by a mountain range, this being the Ival Mountains, the tallest (on average) mountain range within the Worldveil. Haelirok, on the western side of the Ivals, is occupied by vast swaths of both forest and plains.

Icar, on the eastern side of the Ivals, is the northernmost country within the Worldveil, which is shown by its boreal forests and tundras  which are home to the Lyrar and their city of Ithori.

### Vedrin

Vedrin, an island to the far east of the main two continents, is a very low-lying piece of land, and it is mostly covered by wetlands and comparatively small mountain ranges. Sarathi, large, flying, feathered sauropsids, can be found in the marshlands (known as the Starfields) of Vedrin, and are held to be larger relatives of sadra.
Sha'tari Gemstone

The first of many contracts.

The Company's first major contract was to recover a gemstone of great power that was stolen from a Draenic temple during the Siege of Shattrath; unwilling to risk propagating any racial tensions due to the aid of Lady Liadrin and her Blood Knights, but still sure that Sin'dorei of the Horde were behind the theft, a low-ranking Draenic priest approached Bakuzan with promise of payment to recover the stone for him.

Upon setting out to Nagrand, following the clues left by the thief, the Company and their allies in the Te'Amun located Grilax Goldgrinder, current head of the Goldgrinder cartel, and beat the information out of him as to who had bought the stone from his 'acquiring' team.

After quite the throttling, Goldgrinder finally relented, giving up the name and information of a Zyamine Bloodsinger; she and her lackeys had taken the gemstone to the Isle of Quel'danas to attempt to open a portal to the Nether while the heroes of the Grand Alliance were distracted in the Tanaan Jungle.

The Company was able to stop them in time, but the Draenic priest that appeared to reclaim the stone revealed himself as a Man'ari turncoat. Upon shoving the stone into his forehead and channeling its power, he tried to wipe out the last loose end of his manipulation (having hired the Goblins to steal the gem for him, then tempting the Elves with its power) - the Company.

After a grueling battle, Asyrj, a founding Board Member of the Four Winds, ripped out the foul creature's spinal cord, killing him before he could escape into the Nether. Tesserra, a Worgen Druid, recovered the stone and has contacted the Te'Amun for its safe acquisition and recovery, back to where it belongs in the temple.
D20 System: Healing Rolls

## [ So You Think You Can Heal? ]

First things first; are you a DPS or are you a Healer?

DPS players get **no** bonus to their healing.

   They are only able to perform a **single target 1d4 heal** instead of Attempting an attack.

A few DPS perks allow you to heal and attack in the same turn, though!

Are you a Healer? There's a couple rules and perks for you, then!

A healer is not only able to take a bonus to their single target healing, but also to their AoE healing. **Remember - only Healers can AoE heal!**

This is boosted by way of their Mind stat, adding the modifier to their roll result!

## [ Healer - Single Target Healing ]

The healer picks a target and does a flat **1d4** roll + their **Mind** modifier, healing them directly for the result.

## [ AoE Target Healing ]

For healing, roll **out of 20** during a normal attack roll.

Your result directly correlates to the number of people in your party you can heal on the chart below!

When successful in their rolls, Healers roll again as listed, and, depending on their modifier, add a bonus.

 6-10
 11-15
 16-19
 20

#### Example:

Bakuzan rolls to heal for four people in her party instead of an attack roll.

Her result is **8** - meaning she can heal two targets!

She'll then roll out of **4** -

*Bakuzan rolls 4 (1-4)*

This means she'll pick two people out of the four in her group to heal for **+4** each!