recursal/Fanatic-Fandom huggingface dataset:
Pour le Capitain

*Pour le Capitain* is a popular folk ballad that arose sometime after 543 A.F.

## Lyrics

Someone stands at the bow of the ship/ a seeing glass raised high

The sea she throws, the wind she blows/ the ship sails give a cry

We’d follow him through any storm/ until we’ve all gone mad

For he shall be the grand preneur/ of la cavalcade.

*Chorus*

Oh ho, pull on those oars, the captain is in need!

O! Ho, pull on those oars to the Eye of Umberlie.

O! Row-- row my boys, the captain is in need!

O! Row, row my boys, We die at Lathander’s Leap.

*Verse 1*

His ship is home to many folk / a vast and varied crew

Many lived to join his ranks / and died to do it, too.

*Chorus*

Oh ho, pull on those oars, the captain is in need!

O! Ho, pull on those oars to the Eye of Umberlie.

O! Row-- row my boys, the captain is in need!

O! Row, row my boys, We die at Lathander’s Leap.

*Verse 2*

The captain has my shooting eye/ my bullets and my breath

I’ll answer when he calls for me / til I have nothing left.

*Chorus*

O! ho, pull on those oars, the captain is in need!

O! Ho, pull on those oars to the Eye of Umberlie.

O! Row-- row my boys, the captain is in need!

O! Row, row my boys, We die at Lathander’s Leap.

*Verse 3*

He walked with us on every path/ to help us right our wrongs

And that is why upon his head/ the brine-burned crown belongs.

*Chorus*

Oh ho, pull on those oars, the captain is in need!

O! Ho, pull on those oars to the Eye of Umberlie.

O! Row-- row my boys, the captain is in need!

O! Row, row my boys, We die at Lathander’s Leap.

O! Ho, pull on those oars, the captain’s debt is due

O! Ho draw your swords, we are our captain’s crew!

## Alternate Versions

As is usual with sea shanties and songs sung in taverns and on ships, there are a number of alternate lyrics. It was common for sailors to improvise new lyrics after one two many drinks, usually personalized with gibes at their own captains.

#### I Need a Hero Variant

One popular version involves the unnamed captain traveling around saving various maidens and their village, earning their affections. Oblivious, the captain moves from village to village, as the ladies fall for him.

*He saved my village from the blaze/ he killed the ones to blame,*

*But little does the captain know / he sets my heart aflame!*

.

*His cannons sunk the pirate ships/ sent sea-thieves to their graves,*

*But then he left us and my heart/ was stolen quite away!*

.

*The captain saved my lover from/ a maelstrom in the rack,*

*I'd gladly push my love back in/ to bring the captain back!*

.

#### Party Anthem Variant

*The captain gave me coin for drugs/ we emptied out his purse,*

*When we partied in the hold/ the captain blacked out first!*

.

*The captain's mind is quick and keen/ he's never steered us wrong!*

*But what I love about him most? (beat)/ he likes his moonshine strong!*

.

*When we find a friendly dock/ the captain goes ashore,*

*That night you'll surely see him getting/ turnt on the tavern floor!*

.

*The captain's studied sails and sea/ he's honed his seaman's wit!*

*But best of all, the captain knows/ how to get fuckin lit!*
Greenbriar

Old Violet

Constable Gergis and Assistant Constable Bill

*Green hills and farmland surround this quaint hamlet, complete with a few shops, an inn, and a town square.*

--

Greenbriar is a village to the south of Precipicen. Quiet and slightly off the main road, Greenbriar is mostly made up of farming families, but it earned repute, an inn, and a few shops by virtue of Anton Herzog, an elvish toymaker who lives in the village. Now, with Anton retired and few reasons to visit the small hamlet, Greenbriar has become a quiet, often-forgotten pit-stop between the southern border of Precipicen and Hildove, the larger city to the north.

## Key NPCs

*The Herzogs:* Anton and his niece Yulia live in a small house down the road from the town square. Anton and Yulia adopted Woad after he was found in a field, and both look on him as a member of the family. Uncle Anton also seems to have a connection to Demelov, though he hasn't fully revealed his past to the brothers.

*Constable Gergis and Assistant Constable Bill:* Constable Gergis is a blowhard suck-up, who does little to keep the town safe. He and Assistant Constable Bill live in a tent outside Constable Gergis's house.

*Old Violet:* A once old, now middle-aged woman who runs Violet's Apothecary. She can do strange magic, but is now mild enemies with Woad after he tried to renege on a deal with her.

*Villagers:* Greenbriar is home to a number of villagers.

* Xerxes Wulfsfriend: now in the employ of the secret brothers, protecting Yulia and Anton
* Hana and Meat, and their dog Bob
* Rankin Wulf and his kids
* Felkson
* Gareth, Kilnen, and Evette

## Key Locations

*The Rosewater Inn:* Run by Rankin Wulf, the Rosewater is a reasonably well-priced establishment with clean rooms and food that could be improved.

*Herzog House:* Home to Yulia and Anton Herzog, and now Xerxes.

*The Life Bloom Hospital:* Half a church, half a hospital, the Life Bloom was once a community center. Beneath it lies Ekell/Leelk's complex.

*Shops:* Greenbriar has three small shops: Felkson's General Store, The Meat Shack, and Violet's Apothecary.
Continents

## Joniatsu

Joniatsu is a continent that runs from the northern to southern hemispheres. It lies in between Torrovion on its West and (presumably) Faronne on its East. This positioning has given Joniatsu the moniker of 'The Eastern Continent' or 'The East'. While it is generally accepted that Faronne must be to its East, no one has survived travel by sea that way. Besides some smaller kingdoms and free tribes it is almost entirely controlled by the Elven Metsun Dynasty.

## Faronne

Faronne is a western continent. Split into four main regions—the Northern Plume, the Westerly Islands, the Greenering, and the Spike—Faronne is home to a wide variety of folk and principalities.

It is home to the Strahd-Gang and the Grove-Gang and is an extended ship's sail from Torrovion.

## Torrovion

Home to a variety of cultures and populations, Torrovion is one of the largest continents on Ilradus. Faronne lies to its west, beyond The Expanse, and Joniatsu lies far beyond the eastern plains of the Keriddian Conglomerate. Little is known about the lands beyond the coast of Norgarron, and even less about the lands beyond The Northern Frost.
Gakdroc Orebrow

Gakdroc Orebrow was a dwarven follower of the Green-Moon Goddess. For almost 300 years he cared for Gakdroc Grove, keeping it alive and thriving. Gakdroc Grove is one of the last few druidic groves in the Withering Wood.

When a young firbolg showed up hoping to learn his ways and protect the land, he gladly took her under his wing, and thus, Daphne Dilly became the next in line to watch over Gakdroc Grove.

## Gakdroc

Gakdroc became a druid of the Green Lady as a young dwarf. He says that he had been eating mushrooms when the trees spoke to him. He would have dismissed this as merely a bad mushroom, if it weren't for what they said. They spoke of a past where gods walked the earth, and gave him directions to a great tree in the north-east. On a gut feeling, he followed the instructions and found the Grove, and an ancient, dying tree, which he nursed back to health.

## The Grove

Over time, the tree began to speak with him. It mostly whispered in druidic, stories and poems and rhymes, that he eventually learned to parse. The tree had quite a bit of knowledge, and spoke of its Green Lady. Gakdroc soon learned to make candles enchanted and infused with hearth-magic that helped restore the tree.

The tree proved to be a powerful entity in its own right, ancient, and directly linked to the Feywild by its roots. Gakdroc compiled what information he could, but his details were far from complete. He worked his entire life, learning the Green-Moon ritual of the Chalice and becoming fluent in druidic.

## The Arrival of Daphne Dilly

Daphne the firbolg had fled her father, Richard "Dick" Dilly's growing love of industry and disdain for nature. When she arrived in Gakdroc Grove, the tree told Gakdroc that she would become one of the greatest druids to walk the wood since the Time of Legend. Unfortunately, Gakdroc's life was coming to an end. He passed on everything he could in the time he had, but never got the chance to fully explain the grove and the Green-Moon goddess to her.

Daphne is now linked to the tree, even more closely than Gakdroc was, though she did not rename the grove as most druids did when they took charge of it.
Barovia Town

*Weary-looking houses crouch in the swirling mist as you approach the town. Some firelight can be seen, but most activity is quenched, drowned out by the miserable cold and the air of exhaustion that hovers over all. A devastated wailing can be heard in the distance, starting and stopping, filled with gut-wrenching sorrow. Rats watch with beady eyes from dark alleyways, and your boots sink into thick, gluey mud.*

--

The Town of Barovia is the eastern-most settlement in the valley. Not far from the Eastern Gates of Barovia, and in the shadow of Castle Ravenloft, it is a miserable place. Ireena and her brother Ismark grew up here, and Ismark was set to be the next Burgomaster of the tiny, miserable town.

## Key NPCs

Ismark Kolyanovich (Deceased): Ireena's adopted brother, Ismark the Lesser, is known for his quiet nature. Few believe he can live up to his father's reputation for kindness, nobility, and wisdom, but he tries his best. In the wake of his father's death, the secrets old Kolyan kept from him, and growing attention from a mysterious, pale visitor, he's not sure what to do, but he knows he must get Ireena out of Barovia. Her sick spells and their father's death are linked, and he has a dreadful feeling he knows who the visitor that always charms his way inside the manor really is.

Father Donavich: The priest of Barovia Town, Father Donavich has canceled church for the past few months. His son Doru vanished when a small party of strangers arrived and convinced him to help them go to Castle Ravenloft. He returned several weeks ago, looking... strange.

Arik the Tavernkeeper: Dull, lifeless Arik has little to say. He hasn't been sleeping well thanks to the hullabaloo going on at the Burgomaster's house every night, and in the day he can't nap, because Mad Mary's always screaming and wailing.

## Key Locations

Indirovich Manor: Home to Ireena and Ismark.

The Church of Barovia: Father Donavich and his vampire spawn son, Doru, live here.

Cemetery of Barovia: You dashed out of the collapsing Death House into this cemetery. A filthy man in rough clothes welcomed you to Barovia and pointed out the way to Barovia Town.

Death House: You're not entirely sure where to find Death House. You know it's near Barovia Town, but time and space seem to get twisted when it comes to this mansion.
Woad

"You see, they've actually blundered into my trap [Trademarked Woad Laugh]"

Woad is a member of the Qwertians.

After awaking beneath a yellow tree a little over a month ago, Woad spent time with Yulia and Uncle Anton. He went on to join the Secret Brothers/Qwertians, hoping to uncover his past and take charge of his future.
Ezmerelda D'Avenir

Ezmerelda D'Avenir

Ezmerelda D'Avenir is an adventurer's protege, and a formidable warrior in her own right, though she really rolls poorly (just like Ireena!).

A vistana, adopted and trained by Van Richten, she has a... complicated home life.

She has referenced something about him being involved with her family's deaths. Van Richten told you that Ezmerelda's family kidnapped his son, Erasmus, and sold him to a vampire.

She has stated that she's a distant relative of Madam Eva.

## Character Traits

Ezmerelda likes to be in the thick of things and will gladly put herself in danger to get there, particularly if she's with trusted allies. She can be argumentative and hates feeling awkward or out of place. She talks very quickly, as if to get the speaking part out of the way.

## Background

Ezmerelda was born in the demiplane of Barovia, but the Vistani are the few folk who know how to reliably use Ghost Circles to travel, so in her first few years of life, she'd been to a variety of demiplanes, from the primary plane of Ilradus to *"The Core"* a selection of planes suspended in time.
Vistani Camps

The Vistani are a nomadic, typically matriarchal culture. Most caravans are in constant motion, traveling daily, even across planar lines.

However, there are often permanent Vistani camps with rotating residents. In Barovia, there are two such camps: the camp at Tser Pool and the Vallaki Camp.

## Tser Pool

This camp can be found about a mile off Svalich road, down a muddy hill, towards the base of Luna Falls.

It is home to Madam Eva as a semipermanent resident, and an ever-changing roster of her extended family.

## Vallaki Camp

This camp is to the west of Vallaki, roughly a quarter-mile from the Sunset Gate.

It is headed up by Luvash, who is its permanent resident. He and his brother Arrigal (now-deceased) often worked with Strahd, spying on Vallaki, keeping tabs, and killing as requested. Arrigal admitted that he was the real reason that Kolyan, Ireena's father, died.
Buildings

* Collectable buildings require puzzle pieces to build
* Evolving buildings require tokens obtained during events

## Collectables

Collectable buildings require obtaining enough puzzle pieces in order to build. The buildings become more powerful as they are levelled up.

 3x3

**Availability**Bronze Age

 2x2

**Availability**Minoan Era

 2x3

**Availability**Classical Greece

 3x3

**Availability**Bronze Age

 5x4

**Availability**Bronze Age

## Evolving Buildings

The era of the building is determined by when the player obtains the first token, not when the building is built. The era of the building can determine the type of goods it produces, quantity of resources or happiness. To upgrade the era of a building, an Age Up Kit item is used. Using this item will increase the building by one era (e.g. Bronze Age to Minoan Era) but a building can not go above the era of the player.

These buildings have no build time. Goods and resources are produced every 24hrs and require no workers.
These buildings can be stored in the Inventory by selling them. Stored buildings will retain the level and era.

Increases the Age of the selected Evolving Building by one, updating its output. It can't be increased higher than your currently researched Age.
Using this item does not reset any production timers.
**Availability:** Events

 6x4

Season Pass

 5x5

Alliance Treasure Hunt

 4x4

Hercules Event (2021)

 4x4

Halloween Event (2021)

 4x4

Winter Event (2021)

 3x3

Hercules Event (2022)

 4x3

Celtic Event (2022)

 4x4

Persian Event (2022)

 4x4

Mongol Event (2022)

 4x4

Mali Empire Event (2022)

 6x3

Thai Event (2022)

 4x4

Halloween Event (2022)

 4x4

Winter Event (2022)

 3x4

Celtic Event (2023)

 4x4

Mongol Event (2023)

 5x3

Ancient Greek Event

 4x4

Persian Event (2023)

 3x2

Mali Empire Event (2023)

 4x4

World Fair Event
Madam Eva

*"Adventurers... I have been waiting for you..." The crone's long fingers manipulate a faded deck of cards with practiced ease. "I will look into your futures. You are here for a reason... Time spins on and we see it over and over, repeating endlessly."*

## Appearances

### Debut

Session 03, 9.17.2021 | "My Sister's Keeper"

--

The only permanent resident of Tser Pool Camp, Madame Eva is the Raunie of the Eastern Vistani. Her exact goals are unknown, but she appears to have the power of foresight.

## Encounters

The gang has encountered Madam Eva twice: once in Tser Pool, and once inside the Gulthias Tree, where they encountered either Madam Eva or a lookalike.

## Madam Eva's Predictions

Madam Eva gave the gang a reading when they first arrived in Barovia, with a five-card spread.

* *This card tells of history. Knowledge of the ancient will help you better understand your enemy. I see a woman. She stands scheming in the moon, deception shrouds her as she lives a double life as a dutiful wife to a husband who lies cold and empty, and a benefactor of good with hands corded with red.*
* *This card tells of a powerful force for good and protection, a holy symbol of great hope. I see the King of Cups, a man to be trusted, warm hearted with a loving family. He knows the whereabouts of this symbol.*
* *This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight. I see the Hierophant. He stands in a place of great significance, a place of rules and learning. You will find the sword there. With it, you may prevent the past from coming again.*
* *This card sheds light on one who will help you greatly in the battle against darkness. I've drawn the Wheel of fortune. The wheel of fortune turns on, but this girl can read it, much as I do. Take haste, you must hurry, for her fate hangs in the balance. Find her at the lake!*
* *Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him. It is the Knight of cups, a powerful but impetuous force. I see a girl who follows her heart. You will find your enemy behind a portrait of his lost love...*

## Theories

The gang has had a number of theories as to who and what Madam Eva is.

Van Richten has suggested both that Madame Eva is Strahd's twin sister and that she is a disguise for Baba Lysaga. He has also suggested that she is an agent of Strahd, along with Arrigal.

The gang has posited that Madam Eva is Sergei's long lost lover who wishes to see Sergei resurrected.
Blood Mages

The Blood Mages are an illicit organization of mages that practice a new form of magic.

Moki has been on the trail of these mages since meeting the Hildove Peacekeepers and beginning to work with them.

The Bloodmages seem to be controlled by Sarmaris Sylqen and his emissaries: Volen Marr and Svalia Asphodel.

## Known Bloodmage Leaders

* Vrat (Deceased)
* Manfred (Deceased)
* Helwyth (Deceased)
* Triplets (Deceased)
* Scallion Mite (Deceased)
* Anson the Ditchdigger (Deceased)
* Magnolia Bluebell (Deceased)
* Ekell (Deceased)
* Cag End (Deceased)

## Hideouts

Greenbriar: Under the Lifebloom Hospital, accessible through Cag End's grave behind the chapel. Inside, there was an office, a cellblock, and a room filled with blood pits.

Bluebell: Under the lake nearby, accessible by entering a fishing sack and unlocking a trapdoor. Inside, there are flooded hallways, an experimentation room, Anson's room, and a main gathering room where prisoners are held. Below the main level there is a flooded level that leads to a water passage.

Horsehead Lake: One mile west of Horsehead lake there is a cave with "Home" written above it in Blood Cipher. Inside, another cipher states: "Come Together. Out of Many, One"

Dansalen: Beneath the streets of Dansalen is a hidden cave complex. It can be accessed through a ruined house (according to Clover). The brothers accessed it by boating up a subterranean river from HHL. This complex contains three main areas.

* The classrooms, where new bloodmages are taught, implicated in crimes, and initiated.
* The Living Quarters, where initiated bloodmages experiment, are sent on missions, and convert mass amounts of blood to crystal and activated vials.
* The Central Complex, where the bloodmage leaders spend most of their time, trainings are held, worship ceremonies for Loviatar and Qanalir take place, and plans are made. Vrat was killed in the main sanctum.

## Clues Uncovered

* The Five Lieutenants
* The Fable of the Paragon
* "Wakings" held along a line
* The Hungerers
* The Emissaries
Kirn Dorul

Kirn Dorul is an ancient Hold of the dwarfs, located within Moradin's Pinnacles, south of Coinbraid's Hold. Founded thousands of years ago, it is considered to be one of the most storied and prominent dwarfen locations throughout all of Tedoria.

## History

Like much of dwarfen history, the exact mechanism and date of Kirn Dorul's creation have been lost to time, and the currently accepted tales are equal parts embellished myth and historical fact. The dwarfs of Coinbraid's Hold, true to their nature, are the only mortal creatures with the exact records of Kirn Dorul's founding, and they are loathe to reveal any information at all.

The generally accepted tale of Kirn Dorul's founding is equal parts embellished myth and historical fact. Some tales claim that All-Father Moradin himself carved the Hold out of the Pinnacles before bestowing it on dwarfenkind, while others contend that the original inhabitants were refugees from the north fleeing some great calamity. Nonetheless, all stories contain one commonality: Kirn Dorul was founded, and subsequently ruled by, a council of four dwarfen Great Clans. These Great Clans were each gifted a powerful, holy relic by members of the dwarfen pantheon. Until the betrayal of King Dagmer II Battlejaw during the Blessed Green Feast of 201 AF, these Clans ruled over Kirn Dorul as an elective monarchy.

### Great Houses of Kirn Dorul

#### The Throne-Stones

"One Clan, One Family."

Founded millennia ago by Thorim Throne-Stone, the dwarfs of Clan Throne-Stone were primarily known for their administrative role within Kirn Dorul. Devout worshippers of Sharindlar, the Throne-Stones were primarily responsible for the mundane, everyday happenings of the Hold: meeting payroll, calculating logistics, collecting taxes, and similar ventures. Though instinctively wary of outsiders, the Throne-Stones prided themselves on their family's loyalty to one another, and frequently married into the Coppershield Clan. With the passing of Willem Throne-Stone, it appears that the Clan's line has officially ended.

##### Notable Accomplishments

The Throne-Stones were gifted Sharindlar's Sewing Needle, a powerful relic that enabled them to strengthen the bonds of their Clan. In 542 AF, Willem Throne-Stone, together with the members of La Victoire, would use this relic to defeat the lich Pippen and reclaim the Hold.

##### Notable Members

**Wielfred Throne-Stone** (2 AF - 201 AF): Wielfred Throne-Stone was considered by many to be a kind and justly Patriarch. After wedding Katri Coppershield, he had only one child, Willem Throne-Stone. Killed during Dagmer's Betrayal, Wielfred's promising reign over Clan Throne-Stone was cut tragically short.

**Willem Throne-Stone** (195 AF - 557 AF): Willem's accomplishments are many. See his personal records or the history of Kirn Dorul for more information.
Sweetie

****General**** •
**Images** •
**Appearances**•
**Toys** •
**Outfits** •

Sweetie

Gender
Female

Main Color
     Color 1     Color 2

Powers
Strength

Species
Chicken

Relatives
* Coop (younger brother)
* Little Boo (younger brother)
* Captain Tully (teacher and mentor)
* Dinah (mother)
* Unnamed Brothers and Sisters (younger brothers and younger sisters)

Friends
TBA

Voice Actor
Gabriella Graves

Sweetie is one of the main characters in The Chicken Squad. She is a seven-year-old chick with red hair tied side to side ponytails.

Appearance
She is a tall yellow chicken with blue eyes, a purple bow on her tail that sticks out, and red hair. She wears a long sleeved purple zipper with the Chicken Squad symbol.

Personality
She is a serious, but adorable cute little chick. She is very kind and helpful. She is compassionate to her little brothers.

Abilities
Strength
She is seen to be strong. She carries big things like a log and weights.

Agility
She Has Been Shown to move her way around with her muscles like in Chicken Squad to the Rescue

Trivia* She is the only female chicken on the team.
	+ Like how Lola is the only female Deer Squad member and Skye was the only female PAW Patrol member (prior to Everest's introduction in season 2, Ella in season 6 and Liberty in PAW Patrol: The Movie).
* She is also strong like Rammy.
* Sweetie's sounds like Molly from Bubble Guppies
Quiet Dusk Dilly

### Relatives

Daphne Dilly (Mother)Gaurqoask Dilly (Brother)

Mud Dilly (Brother)

Quiet Duck Dilly (Brother)

Bogdan Dilly (Brother)

Eorlin Sunspire (Father????)

Snake-in-Grass (Biological Mother)

Summer-Sets-Soon (Biological Father)

Unnamed littermates

## Appearances

### Debut

Session 01, "Into the Mists"—September 03, 2020

Quiet Dusk is a founding member of the Barovia Gang.

His Dark Power is unknown.
Torrovion

Torrovion

Home to a variety of cultures and populations, Torrovion is one of the largest continents on Ilradus. Faronne lies to its west, beyond The Expanse, and Joniatsu lies far beyond the eastern plains of the Keriddian Conglomerate. Little is known about the lands beyond the coast of Norgarron, and even less about the lands beyond The Northern Frost.

### Nations

* The Wilder
* Tedoria
* La Cavalcade
* Norgarron
* The Miznir Sultanate
* The Keriddian Conglomerate
* The Free Cities
* Coinbraid's Hold

### Independent Groups

* Kirn Dorul
* Malgate
* Nid de Slissik
* La Peu
* The Tiramarn Clan

### Individuals of Note

* Grand Preneur Francois Vanpeur
* High Hierophant Hergem Shask
Escaping Strahd and Barovia

5 Weeks of Hell

A dark valley, shrouded in mists, awaits.

In the fog, all is hazy, shapes change, truth shifts.

The one certainty? A great black castle, rising above the mist, above the trees, above the earth, silhouetted against the indistinct fog—Castle Ravenloft.

In the tower sits a man, draped in mourning, drenched in want for something that he lost long ago. He has waited for this day for years. Once again, the one intended for him, a soul reborn, time and time over, has returned to Barovia. After two decades of waiting, he has finally found her.

He will descend to the village in the morning.

Her father is dead by an assassin's hand. Her brother little more than a paltry defense. None can stand against him. None will deny him the soul that he has waited for for twenty years.

But when he arrives in Barovia Village, his black carriage rattling and a rose in his lapel, he finds her home empty. Cart tracks lead east, and the scent of her brother drifts in their wake, but six sets of footprints lead west, carrying an unfamiliar air.

The Barovia Gang has arrived, and they're ready to throw a wrench in the plans and pleasures of Strahd von Zarovich.

## The PCs

* *Daphne Dilly*
* *Gaurqoask*
* *Quiet Dusk*
* *Eorlin Ravencrest/Sunspire*
* *Zevrin Timekeeper*

Session Round-Up

## Party Followers

* Ireena Kolyana (Deceased)
* Ezmerelda D'avenir
* Lancelot
* Dr. Rudolph Van Richten
* Zuleika and the Wolves

## Key Allies

* Ismark Kolyanovich (Deceased)
* The Keepers of the Feather
* The Weaver/Jeny Greenteeth
* The Huntress/Laura Stoneheart
* The Seeker/Maggie Treenail
* Sir Godfrey Gwilym and the Knights of Argynvost

## Enemies

THE DARK GOD VAMPYR (Destroyed)

* Strahd von Zarovich (Deceased)
* Rahadin (Deceased)
* The Brides (Deceased)
* Luvash and Arrigal of the Western Vistani
* Baba Lysaga (Deceased)
* Kiril Childsbane (Deceased)
* Fiona Wachter (Deceased)
* The Abbot (Deceased)
* Vargas Vallakovich (Deceased)

## Locations

* Amber Temple
* Argynvostholt
* Barovia
* Barovia Town
* Berez
* Bonegrinder
* Castle Ravenloft
* Forest Fane
* Krezk
* Mountain Fane
* Swamp Fane
* Tsolenka Pass
* Vallaki
* Vistani Camps
* The Winery
* Yesterhill
Berez

"Daughters of the night, do not let your mother's death stand..."

*Foul swamp water lies stagnant in pools. The quagmire appears shallow, but the mud and still water clings to the foot, and every other step could bring you into treacherously deep waters. The crumbling remains of houses, at least two centuries old, huddle in the muck, overgrown with thick, foul-smelling weeds. Scarecrows waver in the swamp, little more than black shapes in the fog.*

--

Berez was once a lively little town on the river. Now it's nothing more than a drowned ruin, slowly rotting away to a watery grave.

## Residents and NPCS

* Baba Lysaga (deceased) -- Strahd's Nursemaid and mentor, a witch with unusual powers. While haglike and ancient, she is still very much human.
* Lazlo Ulrich -- Father of Marina Ulrichna, a previous Ireena who wanted to go with Strahd and was stoned to death by her father and the priest to "save her soul".
* Goats -- Goats.

## Key Events

The gang first visited Berez to kill Baba Lysaga, Strahd's adoptive mother. She, her hut, and her scarecrows, made them work for a victory. They very nearly lost their lives, and, in fact, Eorlin did die, but was revivified by Gaurqoask. At very end of the battle, Daphne had fallen, Eorlin had fallen, Quiet Dusk was unconscious, and Van Richten was a weasel. Baba Lysaga herself was looking rough, but she was still stubbornly alive. A timely intervention by Serena got Daphne back up on her feet as she rolled her final death saving throw. Daphne was empowered and with two hits struck Baba down.
Willem Stone-Throne

Willem Stone-Throne is one of the last Dwarves that survived the disaster of Kirn Dorul. Though ousted from his home at the ripe age of ten, Willem would one day return to the halls of Kirn Dorul and reclaim the throne that was taken from his people.

## Early Life

Willem was born in 195 A.F. to Wielfred Stone-Throne and Katri Coppershield-Stone-Throne. Descending from two of Kirn Dorul's four Great Clans, Willem experienced great privilege in his childhood. His bedroom was decorated in Sharindlar posters, and his car was a beautiful replication of the strange dwarven contraption referred to as a "race-car". As a child, Willem was known to spend many hours in his bed, clutching the sides and yelling "VROOM, VROOM" repeatedly.
Bonegrinder

*The windmill is a black shape against the gray sky. Its vanes turn—slowly, slowly, steadily. Like an old woman, hunched and broken, it creaks and groans. The scrubby bushes and small trees that surround it shield it some from the wind. As you approach, you see shimmering fruits on the branches, silhouetted against unexpectedly dark trunks. The smell of fresh pastry drifts down on the wind, and light streams from an open window.*

Old Bonegrinder was home to the three hags of Vallaki. Granny, Bella, and Offalia. In this windmill, they baked their Dream Pastries and ground up the bones of children they had traded for. The hags planted a variety of strange trees with black, slightly squishy skin, and bright fruit. The three megaliths hidden behind the windmill feature poems carved in druidic, splashed with blood of varying freshness.

**The Poems:**

*The Ladies Three of Barovia*

Here you find the standing stones/ The marker of the fanes/ Where the wind through menhir moans/ A fading spirit wanes

The ladies three fought zealously/ To hold fast to this land/ But devil dark did jealously/ Strip it from their hand

With darkest rite in darkest night/ With profane deed and thought/ The devil dark did strip the light/ From this sacred plot

A Lady stands before, behind/ A lady stands beside/ The Ladies three you will not find/ Their spirits now preside.

*Megalith 1:*

A Lady stands before you soon/ Her eyes are turned ahead/ In a temple made of gold/ She sleeps entombed in dread

*Megalith 2:*

A Lady stands behind you, then/ Her gaze is caught in thread/ In a ruined village cold/ She chokes on dreams of red

*Megalith 3:*

A lady races past you now/ Her eyes on where she's led/ Beneath a tree eternity old/ She mingles with the dead.
Faronne Campaign

*Faronne, year 417 E.F. (522 A.F.), Early Fall.*

It has been three months since Barovia returned to Faronne. It crashed back into existence, bringing with it people, monsters, and tales of the “Heroic Four”. The four have since disappeared, though where exactly they went is unclear.

The entire continent is uneasy, with the sudden arrival of an entire nation. Pre-existing tensions continue to rise. Southsandrin continues to press for more territory, while Dragomir fends them off. The Greenering struggles with internal strife, along with periodic raids from the sea-faring Westerly Isles. Far to the north, ancient power seems to stir in the Plume, sending winter storms to batter the mainland unseasonably early. Political groups agitate for control, monsters roam the unsettled regions, and stories arise from Barovia of ghost circles, and a mist that allows the intrepid to travel from one dimension to the next.

## Starring

* Moki'bar Sylqen
* Demelov Severnya
* Woad
* Nippers McKraken
* Zevrin (God-mode)

Session Round-Up - The SEQUEL

## Enemies

* Blood Mages > Order of the Eye
* Sarmaris Sylqen
* Dawn and Derek's Smuggling Ring
* Gabrielle (Deceased)
* Lt. Mara of the Stonehaven City Guard

## Allies

* The Herzogs
* The Mage Handlers
* The Peacekeepers
	+ Captain Val Tammen
* The A-Team

## Key Locations

* Greenbriar
* Hildove
* Stonehaven
* Dansalen
* Accordia
* Gronnevar
* The Undergrove
Dagven the Geppe'toe

Dagven the Geppe'toe is a dark power that prefers to take the form of a dragon. He has quite a bit of power, but his greed and avarice is often his undoing. He revels in controlling others, taking possession of them through magic and manipulation alike.

He reached out to Gaurqoask early on in the gang's arrival in Barovia, offering him the opportunity to have *one million sons* if he agreed to be Dagven's champion. After some negotiations, Gaurqoask agreed, but was left unsure whether Dagven was his father, his mate, or something else.

It became clear that Dagven was just using him and had no intentions of generosity without being gifted something in return. When Gaurqoask refused to burn all the mongryllfolk of the Abbey of St. Markovia for him, Dagven grew angry and withdrew his offer of power.
Jeny Greenteeth

Jeny Greenteeth

*The hunched old woman snatches the sack of rubies. When she opens her mouth, her teeth are large, rocky-looking, and covered with moss. Her jaw seems to unhinge as she pours the rubies whole into her mouth. With a happy cackle, she swallows then reaches down, shoulder deep into her pocket to pull out your purchase.*

--

Jeny Greenteeth is an old woman who lives south of Vallaki, on the shore of Zarovich lake. Her hut, set into a hill, is crammed full with items, animals, and strange jars. She can make a variety of magic items, and sells many more. If you need something, ask her, and she will offer you something similar instead.
Rahadin

"You fought well. I look forward to our next meeting."

*Beside the black carriage stands a tall, stony-faced elf. His weathered brown skin looks as though it may have once been vibrant, but all the life has been leached from it by the cold, dull atmosphere of Barovia. He looks down on you, his grey eyes cold.* *"Guests of my master... Welcome."*

--

Rahadin, Strahd's chamberlain, has been with the Zarovich family for many, many years. Present even during Strahd's childhood, and looked on by all as a member of the Zarovich family, Rahadin is unceasingly loyal, unquestioning, and entirely used to the more unusual aspects of his master's reign.

You first encountered him driving Strahd's black carriage. An agile warrior, he is outfitted with the best items his master can bestow, allowing him to crush any that Strahd sees as irritating, but not worth taking time out of his day for.

Rahadin unflinchingly does whatever Strahd commands. Like his master, he considers himself above pettiness. Unlike his master, he doesn't mind an unfair fight.

## Lore

It is said that Rahadin is a kinslayer, though details on this are still sparse. He was responsible for the deaths of many dusk elves in King Barov's name.

## Death

Rahadin was killed by the Barovia gang. He rolled up, ready to end them for Strahd, only to get very, very ended, as depicted below.
Yesterhill

*A great mound rises from the earth. At the top, a stone circle rings in what seems to be a great wood effigy. Just beyond it, a black tree reaches to the sky, great branches carving out segments of gray. A winding path works around the mound, past cairns and torches. The flickering shadows of marching guards can be made out in the uncertain torchlight.*

--

Yesterhill is a sacred site for the forest folk of Barovia. Back when Barovia was called Cernunnen and belonged to the Fanes, the forest folk walked freely, worshiping their ladies three, particularly *The Huntress*, a goddess of life and death cycles.

At the time the party arrived, the forest folk were conducting a ritual to appease Strahd and raise a strange, monstrous effigy. Led by Dervlekk'dda (now dead), the forest folk had been targeting the winery, for reasons unknown, as well as stolen the last of the Martikovs' three magical gemstones.

After their defeat and the destruction of their effigy, the remaining forest folk vanished into the woods, leaving behind subtle marks that Daphne recognized as way-marks, essentially druidic trail-blazes.

**The Dark Grove**

A great tree, known as the Gulthias Tree, lurks in a grove at the top of the hill, just beyond the ritual circle. The inside of the tree had been filled with undead monsters, that suppressed the remnant of the Huntress that is normally bound to the tree. The Gulthias Tree has been cleared of undead, but still needs to be reconsecrated to return the Huntress' fane to her.
Serena

Serena, Patron of Motherhood, is a dark power who reached out to Daphne shortly after Ireena was kidnapped. Daphne initially caught Serena's eye after consuming the dream pies. Serena began sending ghostly children to beg Daphne for her help. Daphne's distress and torment on discovering what dream pies are made of only made it cleared that she would be an excellent target for Serena's manipulations.
Tearing

Artic(Feb 19)

Fennec(Feb 19)

NSL town

Gas Station

DsyCocopxr(2020)

Soviet(2020)

Age:13

Template:Joined

Tearing joined in 2020 as A Allie Towards NSL Tearing Was In The Soviet War As A Spy He betrayed His Comrades to be with Dsy after battleing near the Soviet Union tearing made its own nation called the tear nation and then he joined the next server builded a jungle town on the ocean I got destroyed by a gre fire and then in the nether he put a command block and typed in /Ban @a on repeat and kept on playing and did a block vote Untill he was tired of it and left.Tearing Joined On February 16 2021 He Was On Spawn He Walked Around After Finding Devin They Both Got On A Trip Towards Devins Base When They Got There A Pillaged Happen Tearing Stole Items From The Chest To Come And Help He Left The Server For 2 Months. When He Got Back On The Server Tear Noticed Ramdom Blocks Are Every Where Tearing Went Underground And Left. Tearing Is One Of The Mods Aka Helpers He Got Banned 3 Times. The first Time was by orbit. The second was by Jayesh . And the third time was by himself .

,
Sand Pile

**All buildings can't evolve more than actual Queen level.**

Time doesn't count any bonus you have.

2nd Sand Pile requirement : Queen Lvl. 5 & Ant. Pop : 1,890

3rd Sand Pile requirement : Queen Lvl. 6 & Ant. Pop : 5,590

4th Sand Pile requirement : Queen Lvl. 7 & Ant. Pop : 7,350

6th Sand Pile requirement : Queen Lvl. 18
Naryla Criost

"Umm, actually, Lathander tells me what to do in my stomach."

Naryla Misreadi Criost was born in the underdark to the Drow Handmaiden Nary Misreadi, and the Prisoner of War, Jaravan Criost. Despite the implications here, it was totally true love and not untoward at all, and actually Lathander made it happen.

Naryla came to the surface with a group of military assassins as part of the first assault on Kirn Dorul. She, with zero hesitation, turned on her former Drow comrades to assist the Unnamed Party.

Naryla's greatest goal in life is, uhhh, ending all racism and also getting her dad to remember her birthday.
Castle Ravenloft

*Perched on a cliff, surrounded by a deep chasm, a castle of black stone overlooks the valley. Two towers stretch up, black against the already darkening sky. Red light flickers in one window, and even from hear, you can hear the wind rattling in the stonework. Clustered in its shadow are the lights of Barovia Village, though the castle offers little in the way of shelter.*

--

## Castle Ravenloft

Castle Ravenloft, overlooking the hills and plains of Barovia.

The Towers of Castle Ravenloft

### Inhabitants

Count Strahd von Zarovich, Consorts of Strahd, staff.

Castle Ravenloft is the home of Strahd von Zarovich, and the seat of the valley's ruler. Two dark spires stretch above the flat roofs of the keep, and four sturdy walls surround it. This is a fortress, a home, and a dungeon in one.

## Key Locations

*The Dining Hall:* An organ dominates the far wall of this room, golden pipes stretching up towards the arched ceiling. In the center of the room, a long table stretches, lined with chairs, and boasting a feast's worth of dishes.

The Chapel

The Garden

The Court of the Count

The Rooms of Weeping

## Key NPCs

Count Strahd Von Zarovich

His Consorts

Staff
The Ants Wiki

### Welcome to The Ants Community!

The Ants: Underground Kingdom is an English community to help all players to discover this game and giving hints.

Discover, share and contribute your knowledge !

We have for the moment **57** articles. You are welcome to **contribute.**  .

If you are new on a wiki, you could consult help area first **Help** ！

### Recent Changes

Track the most recent changes to the wiki on this page.

 Help

* Wiki Activity
* Social Activity
* Image Activity

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###  Buildings

**Basic Ressources**

* Leafcutter
* Native Fungi
* Plant Flora
* Sand Pile
* Spring
* Wet Soil Pile
* Woodlouse Colony
* Fungus Depot
* Meat Depot
* Plant Depot
* Reservoir
* Sand Depot
* Supreme Native Fungi
* Wet soil Depot

**Ant Population**

**Class**

* Pro Rally Center
* Trophy Storeroom

**Develop**

* Special Nest
* Special Barrack
* Evolution Fungi
* Trophy Storeroom
* Builder Ant Habitat
* Supreme Builder Ant Habitat
* Construction Center

**Combat**

* Sentinel Tree
* Toxic Fungi
* Troop Camp
* Shooter Barrack
* Guardian Barrack
* Carrier Barrack
* Cocoon Medium
* Healing Pool

**Alliance**

**Insect**

* Termite Farm

fr:
Argynvostholt

Argynvostholt

*An ancient castle crouches in the shadow of Mount Ghakis. Partially destroyed, this square, blockish structure features narrow windows, shattered defenses, and a high tower behind it, stretching up through the trees, into the cloudy gray sky.*

--

Argynvostholt is an old, destroyed castle in the southern region of Barovia. Northwest of Berez, it is all that remains of the order of the Knights of Argynvost.

## Key NPCs

Sir Godfrey Gwilym - A cleansed revenant of Argynvost, Sir Godfrey is one of the few members of the ghostly order to retain most of his memories. He has offered to watch over the beacon for you.

Sir Vladimir Horngaard - A revenant of Argynvost, Sir Vladimir was the leader of the fallen order. The other revenants followed him unquestioningly, except for Godfrey. Sir Vladimir was slain when Qoask, Daphne, and Quiet Dusk successfully lit the beacon.

Argynvost's Spirit - Lord Argynvost was a noble leader who came to Barovia for unknown purposes. A dragon with a human guise, he asked the gang to retrieve his skull and save his fallen knights.

Knights of the Silver Dragon

* Sir Nell
* Sir Kaeleb
* Sir Mishka
* Sir Falkan

## Key Items

The gang found a page out of Argynvost's journal, a large longsword emblazoned with the name *Godfrey* and the new Tome of Strahd, left by Zevrin.
Be Like Rex!

Be Like Rex!

Sung By
Coop (mostly)Little BooSweetie

Type
Spy

**Be Like Rex** is a song in the episode "The Bark Files", it's sung by the Chicken Squad (mostly Coop).

Lyrics

**Coop:** When Rex is on the case,
you better watch your back
He's hunting down the clue,
following the tracks

You can try to hide,
it doesn't matter where
when he's on your tail
you never know, he's there

When Rex is on the prowl like a stealthy jungle cat,
he's looking super cool in his stylish coat and hat
With his collar up
eyes hidden from the light,
impossible to see completely out of sight

(Montie:"hey Chicken Squad , nice jackets")

Be like Rex,
yeah he's the best
Be like Rex like all the rest
He's sharply dresses, never stressed

He finds the clues,
so watch my cue
We gotta look like, talk like , act like, be like Rex!!

**Sweetie** and **Boo:** Rex may be great detective,
but his way seem ineffective
We should bring our own perspective,
to achieve our main objective

**Coop:** Be like Rex ,
yeah he's the best
Be like Rex, out of all the rest
He's sharply dressed, never stressed
He finds the clues,
so watch my cue
We gotta look like, talk like , act like, be like Rex!
Critter Sitters

****General**** •
**Images** •
**Transcript** •
**Clips** •
**Quotes**

Critter Sitters

Season
1

Episode
5a

Air date
June 4, 2021

Writer
Arielle YettKarissa Valencia

Director
Becky Cassady

**Critter Sitters** is the first segment of the fifth episode of The Chicken Squad.

About
For Mother’s Day, the Chicken Squad gives their mom the day off while they watch their younger siblings.

Characters* Coop
* Sweetie
* Little Boo
* Captain Tully
* Dinah
* Chicklings
* Riley (cameo)
* Frazz (cameo)
* Scout (cameo)

Songs* Chicken Charge (instrumental only)
* Just Like Mom

Full Episode
Critter Sitters🐥 - The Problematic Puppy 🐶 - Full Episode - The Chicken Squad
Trivia* This is the first episode where it takes place on a special day (Mother's Day).
* Captain Tully only has a minor role.
Rattlesnake Bite

Rattlesnake Bite sent a letter to Gakdroc Grove, pretending to be a trapped princess named Petal Bloom Kiddlewinks in need of help. She proved to be a passable liar, aided by pretty stationery, bad handwriting, and relatively low passive insight on teh part of Mud and Surus.

She is currently proving herself useful to her Caravan. She shared that she thought she sent the letter to Quiet Dusk and Gaurqoask, and was highly surprised when Surus and Mud turned up instead.
The Wilder

### Geography

The Wilder refers to the land north of La Cavalcade and west of Tedoria. It shares its northern border with The Northern Frost, and to its west lies The Expanse. Moradin's Pinnacles serve as a natural border between The Wilder and the Tedorian Empire.

The Wilder is dominated by large, sprawling deciduous forests on its western half, and sloping hills and pines on its east. Though the majority of the Wilder is fertile and populated by a myriad of creatures, the wildlife becomes notably more sparse and deformed the nearer one gets to the Bloody Bay. This effect has been colloquially referred to as "The Rot" and is believed to be connected to the Tragedy at Malgate. Lochlan and its surrounding land suffered from this effect the worst, with undead and aberrant creatures frequently witnessed there.

The western coast of the Wilder is hospitable and temperate, with both Vethlin Conclave and Loch Ainglean Conclave being located there.
Don't Wanna Say Goodbye

Don't Wanna Say Goodbye

Sung By
The Squad

Type
sad rock

Written By
TBD

Preformed By
The Sqaud

Lyrics

**Coop:** I still recall that special day, that life got so much cooler.
I got a gift to boost my brain, A shiny brand new ruler

**Sweetie:** My wights and dumbbells helped me build my confidence and muscle

**Little Boo :** My speedy cars are how I learned my signature Boo hustle

**All:** I don't wanna say good-bye

**Sweetie** (Don't wanna)

**All:** Gonna break down and cry

**Sweetie and Boo:** (Don't Cry)

**All:** We still loive all this stuff,
letting go is so rough
Don't wanna say goodbye
We're not trying not to sound sappy,
but these toys still make us happy
They are so spiffy, swift, and shiny
Had them all since we were tiny,
let just keep them one more day
Maybe mom will say okay

**All:** I don't wanna say good bye

**Coop:** (Don't wanna)

**All:** Gonna break down and cry

**Coop:** (Don't cry)

**All:** We still love all this stuff,
letting go is so rough
We don't ever ,ever wanna
But it looks like now, we have to say goodbye

Gallery

Videos
Sweetie Undercover

****General**** •
**Images** •
**Transcript** •
**Clips** •
**Quotes**

Sweetie Undercover

Season
1

Episode
9b

Air date
July 16, 2021

Writer
Kimberly Jo MillsKarissa Valencia

Director
Becky Cassady & Kristen Pileri

**Sweetie Undercover** is the second segment of the ninth episode of The Chicken Squad.

About
When the Squad learns that someone is planning a mysterious heist, Sweetie must go undercover and save the day.

Characters* Sweetie
* Little Boo
* Coop
* Captain Tully
* Wheeze
* Snick
* Gilroy
* Dinah (mentioned only)

Songs* Chicken Charge

Trivia* **Running gag:** Sweetie acting dance, and not being focused on the plan.
* The title references to the Disney Channel series, *K.C. Undercover*.
* It's unknown if Snick and Wheeze knew Sweetie was in the costume.