recursal/Fanatic-Fandom huggingface dataset:
Koalko

The koalko is a legendary beast, boasted to have three heads extending from elongated necks that protrude from a central meaty node of a torso. The beast also has an untold number of arms that are capable of gripping with over twenty tons of pressure. In addition to its enormous size and deadly limbs, the koalko is also told to be exceedingly intelligent, with the ability to utilize usage of tools, ambush its prey, and think up complex plans for how to win in an outmatched fight (which is rare).

### Sightings:

* Mont Cham of Portsmyth claims that he once had the pleasure of meeting a Koalko, though his explanation of it is unreliable at best and he seems to hold the conviction that it is a gentle beast and merely wishes for companionship.
* The Forlorn are said to have done battle with a Koalko and lived to tell the tale.
* Jamelia Prybarrion once spotted one surfacing near her vessel and quickly ordered the crew to alter its course, narrowly avoiding the creature.
Prince

Prince was a xuag hero in training who so far excelled the other students that he was promoted to hero within minutes of the instructors seeing him in action. It is said that the teachings of the Heroes of Eastmere were what got through to Prince and enabled him to tap into his fighting potential. After becoming a hero, he was recruited into Team TBD by Giovanni McCormick where he would quickly become a beloved member of the team, known for his charm and foreigner's naivety. After the events of the Great Betrayal, Prince was named Barbeque-Master by Guild-Master Vaavwil to commemorate his affinity for social gatherings to cook meet.

### Relationships

* Prince is a member of Team TBD
* Prince is in a pseudo crime-fighting duo with Dennis.
Calender

**Miglian Calender:**

The Miglian year is actually 465 days, one hundred days longer than a year on Earth.

**Days:**

1. Zaerpai
2. Dutzpueh
3. Duqqai
4. Nesdai
5. Findai
6. Satindai
7. Cayyovr

**Months:**

1.First-ember - 31 days

2.Janiari -31 days

3.Febuary -31 days

4.Marsh - 31 days

5.Avril - 31 days

6.Mai - 31 days

7.Sune - 31 days

8.Julee - 31 days

9.August - 31 days

* August 5th, "Finishing Day"

10.Septus-ember - 31 days

11.Octobia - 31 days

12.Nova-ember - 31 days

13.Dies-ember - 31 days

14.Aftober -31 days

15.Final-ember -31 days
Augustus Prybarrion

**Augustus Prybarrion** was the ruler of Old Prybarrow in 388AA - 426AA. He is known for both being the youngest to ever rule the Prybarrions, and also for being the first to end a war.

**Descendents:**

* *James Prybarrion*
* *Leviat Prybarrion*
* *Lion Prybarrion*
* *Simon Prybarrion*
* *Persephone Prybarrion*
* *Anna Prybarrion*
* *William Prybarrion*
* *Hanley* *Prybarrion*
Religion

**Religions:**

Visharianity: Worship of the God-Queen Vishara of the Quee, moon mother to the undying and vanquisher of evils. Followers of this belief system obey the ancient texts known as the Goridean.

Existism: Belief that there is only the "ten-hells of existence" .

Cuuvu: Belief that there is an ancient entity that sleeps beneath the ocean. Anaizamuulu is revered as the being who will one day drink the oceans and devour the lands.

Followers of Sol: The all-but abandoned religion of the Agassi in which Sol is the grand creator, and the world is his finest works.

Yag'vor'il: The orcish belief system adopted by early mig on expeditions to Obliva that tells of a warrior stronger than all others who once swung his axe so hard that it gave every creature its blood and doomed it all to one day spill.
Katrina

Katrina is a former prybarrion gentry who now works alongside the best blacksmiths in the region at the Hall of Heroes. She is the eldest sister of Borukhan and Sigurd, and the daughter of Alexa.  She is very tall and strong like her father, being larger than most men and much larger than her younger brothers. Along with being a skilled blacksmith, she is also very handy with a battle-axe, her weapon of choice.
Kids Rollerskating

The Teletubbies do the Up and Down Dance until the Magic Windmill spins and the Teletubbies watch some kids rollerskating in the New York City. The Teletubbies play a 'Peek-a-Boo' game. Then, the Magic Windmill spins again and watch the Animal Parade. Afterwards, the Teletubbies do the Round and Round Dance before Tubby Bye-Bye.

## Trivia

* When the Teletubbies where about to watch the Animal Parade, the Elephant trumpet was heard as they arrived in the destination. After the Baby Sun is shown giggling, it cuts to the beginning of the Magic Event.
* This is the only episode also has the shortened version of The Up and Down Dance before the TV event, even though it has The Round and Round Dance at the end.
* Laa-Laa was the missing Teletubby.
* Tinky Winky was picked for the TV Event.
* Po was the boo shouter.
Drugs and Narcotics

**Gustijm** - an injectable that puts you into a dreamlike trance and can cause your body to act without your control. It is said to cure a number of ailments and improve your emotional and mental state once the experience is over. Some individuals to get strung out on the stuff and are called Gustis by the locals; these individuals are locked in a zombie like trance and can even become corruped to the point of lashing out and attempting to kill and eat other people.

**Powpow** - snorted or eaten, this green powder gives you a jolt of energy and a burst of super-human strength. It however can very easily promote dependency problems.

**Pugenza** - a favorite smokable drug among the washouts and junkies of the strange. It is said to allow you to see a different reality inlayed with the normal world.

**Krillpippa** - a commonly used intoxicant which comes from the fruit buds of the Krill bush; it lifts the user to a level of high euphoria and relaxation. but its sideffects are devastating as it eventually rots the teeth and the skin.  People who are chronic long-time users of Krillpippa, called Pipers or Krillers, will have jagged black teeth and deeply contoured red thin skin that is prone to fits of bleeding, aswell as thick patches of infected and corroted of skin, limbs, and even facial features. It is known to inspire creativity and growth of mind, but can also very quickly become toxic and even lethal if not prepared in the right way.
Analasalar

**Analasalar** was a half-xuag scammer, con-artist, poisoner, and highwayman. He ran a racket with a group of thugs to lure passerbys to an underground cavern where they would be drugged, looted, and thrown in to their death. However, unfortunately for Analasalar, three of his victims, Borukhan, Sigurd, and William Leicester, would all survive the fall and work their way back to the surface where they would confront and kill Analasalar.
Nolla

Nolla is a skilled blacksmith from Kemble who took up work selling armor in Bardic Fields. She quickly gained renown for her talent due to her ability to forge Miglian Steel. The Rosewoods noticed her prowess as a blacksmith and hired her to outfit their guards in Upper-Migton. She accepted, however she kept in contact with her friends, including the Heroes of Eastmere.
Lord Cylus Rosewood

**Lord Cylus Rosewood** is the Lord of the Rosewood estate, the High Chairman of the Migton Council, and a very powerful political influence upon the Kingdom of Miglia. He is married to Abigail Rosewood and the two are virtually inseparable. Lord Rosewood is at all times accompanied by his team of royal guard which wear the Rosewood sigil and adorn royal purple velvet fineries beneath their armor.
The Solar System

Inside the house, the Teletubbies play with the Control Panel, until the Magic Windmill spins. Then, they watch a boy look at the solar system. Then, the Magic Windmill spins again and the Teletubbies watch the Animal Parade and do the Twisty Dance before the Magic Windmill stops spinning for Tubby Bye-Bye.

Featuring: Alan Henderson, Sharon and Ramone Moody

## Trivia

* This episode re-uses the playing with the Control Panel segment from Sea Lions. The only differences are the Teletubbies costumes and their voices are re-dubbed.
* The music that plays before the Twisty Dance is re-used from Animal Rhythms.
* When the Teletubbies where about to watch the Animal Parade, the Elephant trumpet was heard as they arrived in the destination. After the Baby Sun is shown giggling, it cuts to the beginning of the Magic Event.
* Laa-Laa was the missing Teletubby.
* Dipsy was picked for the TV Event.
* Po was the boo shouter.
Orc

**The Orcs / Oraks**

The orcs can hardly even be considered a sentient race. They are near incapable of complex thought and emotion, solely relying on their undisputed superior raw physical strength to gain power. A few basic societies have formed in Eastmere, claiming all of Oblivia and taking claim also in a few multi-cultural Human/orc towns in Dirk. While tensions are high along the border, and war between orcs and humans seems inevitable,one of the royal orc chieftans, Yar-Mergigoth, has declared a cease-fire with the humans native to Mig and Prybarrow while his civilization hopefully has time to develop. The orc civilization is as primitive as it gets; the strongest male ruling over all others of a pack, men hunt for food,build and fight while women gather berries, cook meals and service their husbands.
Little Baby

Then, the Teletubbies do The Twisty Dance. Then, they watch Alex Pascall sing a song called "Little Baby" in a nursery. Back in Teletubbyland, Tinky Winky, Dipsy and Laa-Laa want to go for a walk, but Po is still asleep. A voice trumpet sings a wake up song. Then, the Teletubbies sing the wake up song to try and wake Po up. But, Po is still fast asleep. Then, the Teletubbies go to sleep and then Po wakes up. While, Tinky Winky, Dipsy and Laa-Laa are asleep, Po goes for a ride on her scooter before Tubby Bye-Bye.

Featuring: Alex Pascall with Swayze Bishton, Tyrone Francis, Josh Kellerman, Jee Su Kim, Bethanie Sadler and Dwayne Stewart

## Trivia

* This is the first episode to have the Twisty Dance as well as the first episode to open with it. The other episodes are Rollerblading and Making Kebab.
* This is the only episode where Alex Pascall does not sing a song with a group of kids (though the video does open with a group of children saying hello).
* However, the part where Tinky Winky, Dipsy and Laa-Laa are asleep is cut out. Instead, it cuts to the windmill stopping.
* Tinky Winky was picked for the TV Event.
* Po was the missing Teletubby.
* Dipsy was the boo shouter.
* This is also the first episode to have the 1997-2021 BBC logo.
* This is the first episode to have Season 4 in the UK airing.
Bolorma

Bolorma was a tremendously powerful Orcish warrior from a Tricedonean war-band known as "The Hero's Bane" operating under the banner of Ophor. He was known for his massive stature, ignorance of pain, and unrelenting, self-destructive approach to combat. He was slain by Chandrel during the Siege of G'van South.
Fun with Mr. Bones

**Fun with Mr. Bones** is the 28th video of Teletubbies. It was exclusively to the UK.

## Chapters/Segments

### UK Version

* Laa-Laa and Po Takes Riding Her Scooter **(from Wild Wild West)**
* TV Event - Aiken Drum (Tinky Winky was chosen)
* Birthday Cake **(from Making Tortilla Rolls)**
* Laa-Laa Eating Some Tubby Custard **(from Flamenco Singing)**
* TV Event - Badminton (Dipsy was chosen again)
* The Teletubbies play with the Control Panel **(from The Solar System)**
* TV Event - Baseball (Laa-Laa was chosen)
* Tinky Winky, Dipsy, Laa-Laa and Po go down the slide **(from Washing the Pig)**
* TV Event - Jigsaw: Dog (Po was chosen)
* The Magic Bomb **(from Halloween Costume)**

## Trivia

* Laa-Laa was the boo shouter.
* Tinky Winky was the missing Teletubby.
Rathmen

((ARTICLE CONTAINS SPOILERS))

**Rathmen (Wrath of Men):**

Also known as the Paegia, A sentient race of human-like beings with skin made of wood, and thick flavorful syrup blood, native to The Heart of Paegia and The Rathmapolis Isles.

The Rathman rarely communicate outside of their species and have a tendency to become quite violent if provoked. It is assumed by most that the Rathmen have a telepathic link and are capable of seeing through eachother's eyes regardless of distances. This ability inspires the Rathmen to be very quite and keep to themselves, exhibiting little emotion if any, and never forming relationships with anyone but that of their own kind.

The Rathmen first existed as an AI created by the humans that was designed to help keep things orderly aboard the "lifecraft" and ensure that the humans survived the journey. Modern Rathman owe their existence to when the human "lifecraft" exploded above Miglia. The explosion propelled the ships human built "Helper Bot" AI system across the Heart of Paegia and soon began using the organic tree material from around them to re-create themselves in the image of man. The Rathmen set an early goal to ensure that this new world is not destroyed by the humans like their last two homes.

**Sterile Rathmen:** The Sterile Rathman are simply Rathman who have achieved true individualism by mutilating their reproductive organs which severs the telepathic connection that links all Rathman and keeps the Paegian empire strong. With their strong bonds broken,The Sterile Rathman become little more than emotionless humans with skin of wood.

This occult self mutilation stems from one individual, known as Hakunin, who was able to break free from the bonds of Rathmen telepathy after a being maimed horribly in battle with the Prybarrions.
Mason Prybarrion

**Mason Prybarrion** was a great leader at the time of the first men. He united the Western Juniper tribes under one empire and single handedly established what would be the longest lasting royal bloodline in Miglian history. Prybarrow owes its existence to this one man.

**Descendants:**

*Augustus Prybarrion*

*The girl with no name*

*Marcus Prybarrion*

*Anna Prybarrion*

*Sullic Prybarrion*

**Spouses:**

*Augustus' Mother*

*Cheyenne*

*The Slave Mother*
Uruki

Uruki is the town that sends travelers from the west of southern Paegia straight back to where they came from. While the land up until this point had certainly been different, Uruki takes on a life of its own and truly embodies the foreign nature of the Strange. Built half out of the spongey soft blue grass of the Droupse forest and half along the massive brimming pinkwood trees, this multi-tiered civilization is run by an independent kingdom, the Uruki Kingdom, devoted to ideals of freedom of foot attire and defense against foreign invaders. The kingdom, while claiming to be powerful and militaristic, is open to outsiders as it funds its economy on tourism and foreign-trade. The cities entrance starts low, near a dense bog, there are bridgeways leading into the Sky Villas and walkways of multi-colored cobble leading into the city proper. There are animals roaming the streets, strange exotic races, and rare and interesting people. (Despite its relationship as a central node for traffic, this entire city and kingdom is regarded as a joke by much of the world. While they are aligned with the other Central Powers, of Beckton, Perengal, and Harentcove, they are on the verge of not being strange enough for the southeast, and too strange for the west and the north.)

* Cloud Palace - Spanning from the far end of the city proper and stretching upward connecting with the Sky villas, this palace is illuminated with brilliant lights and is often painted and repainted to attract interested travelers and to entertain the locals.
* Lucky Peking’s - A popular bar owned by Lucky Peking. This bar has everything, you have to be there to appreciate it.
Ophor III

*“Surely you're joking? You think what we do is inhumane? We are not enslavers, we are liberators. We are freeing these people from the shackles thrust upon them by tyrannical rulers like Agnes and the dynasty of H’orrskarr. We are allowing an opportunity for the people of Miglia to finally be able to choose their own fate, to fight and die for what they believe in, to break up these huge nations and their infernal laws, and to not bend the knee to the Trusts of Man.  I fight, and I will die, a free man, not subservient to any house, clan, or ruler, but to myself and my own name." - Ophor III*

Ophor III is the third in a generation of rulers from a nomadic tribe known as the Herd of the Scourge. He is known for leading his people in an attack on G'van South and successfully conquering it for a brief time. His victory was short lived however as he was killed by the Heroes of Eastmere and his armies were repelled.
Borucha (Claimed Sea)

The waters of Borucha, more commonly known to the locals as "The Claimed Sea", is a large body of water contained north of Brackdoom, east of the Badlands and to the west of Lurch. The area is the subject of much folklore and horror stories, considering the large number of ships that go missing when traveling through the area. It is thought that this area is home to a nation of Mig pirates who have constructed a floating landmass out of ship wreckage — though this has never been proven, it is the most widely accepted theory accounting for the areas dangerous nature.
Mally

**Mally** was the childhood bully of Strux Vaavwil, in Kemble. During the attack on Kemble, he was presumed to be killed, however, it was later revealed that he was instead recruited into the Cultists of Yag'Vor'Il where he would eventually be promoted to TwoAxe Elite Guard. His hand was later crushed by a large wooden door when Strux infiltrated to the camp to locate the blind visionary.
Melody

**Melody** was once a powerful bard at the Hall of Heroes, and was in an adventuring party with Guildmaster Wendell, Beaudoin, Coleman Knight, Sabre, and Malefica up until the events of the Heroes Divergence.

### Heroes Divergence

After some time, there was a disagreement among the guild leaders about the direction the guild was taking, as it continued to grow larger and larger and devolved into another simple mercenary organization. Sabre valued the Hall's rapid growth and expansion and refused to deny assassination jobs, including of political leaders. In Eustace's eyes, the reputation of the title Hero was being slandered and so he conspired with Battle-Master Beaudoin, Melody, and the rest of the party, to overthrow him.
Daniel

**Daniel** was a timid intellectual attending Migton University. He was a member of close-knit friend group that included Tiny, Scotty, Alexandra, and himself. The group of them, while already friends, were bonded for life after battling through the affliction together. Unfortunately, this wouldn't last long, as Daniel and Alexandra would die some time toward the end of the affliction at the hands of the Rosewoods and their extreme quarantine methods.
Tiny

**Tiny** is a young orcish fighter attending Migton University. He  is a member of close-knit friend group that included Daniel, Scotty, Alexandra, and himself. The group of them, while already friends, were bonded for life after battling through the affliction together. Unfortunately, this wouldn't last long, as Daniel and Alexandra would die some time toward the end of the affliction due to mysterious circumstances.
Malcolm Dallian

**Malcolm Dallian** is the owner and proprietor of Dallian Ranch, as well as host of the Dallian Archery Tournament. He is a stern and powerful man with a small private army at his disposal. His Ranch is massive and extends into wild untamed territory which is home to the Posh-Koor Tribe. He owns several small fletcheries and taverns in various big cities. He was once a diligent hunter and woodsman, which sparked his passion for archery and survival, inspiring him to launch the Archery Tournaments. When a competitor in the tournaments was suspected of cheating, Malcolm hired Sigurd and the Heroes of Eastmere to investigate.
Gopher

**Gopher** is a powerful and deceptive wordsmith who uses his abilities to help his longtime friend Drake Kroff to win archery tournaments across Miglia. Gopher is extremely intelligent and empathetic -- he truly understands and respects opposing points of view. This is expressed through his relations with the Heroes of Eastmere, in which he is largely forthright and honest about his intentions. He was exiled from Dallian Ranch to live with the Posh-Koor tribals along with Drake, as penance for their trickery and deception.
Aruk TxacTxarra

Born into the renowned clan TxacTxarra, Aruk was pushed by the public eye to become successful. He was pushed to his life of being a musician. He enjoyed this limelight for a long while, but a few months prior to his adventures started, his father was caught in a scandal involving a large amount of lard and a female Zaldil. He has left his clan behind to go off and seek his to bring glory back to his name, embarrassed of his father's actions.

**Bard:**

* [*Gains tags in Charisma and Knowledge.]*
* **Historian -**When you enter a new location you can ask the DM for one fact from the history of that location and gain +1 forward when using this information to your advantage.

* **Motivate** **-**Play your instrument of choice to promote a surge of adrenaline in your party. Everyone gains +1 to Vitality and Might modifiers, but you lose a turn.

**Cuervin's Loophole:**You're a walking enigma; even to yourself. Whenever someone tries to Charm you or get a read on your stats, specs, alignment, or goals, they fail and you find out about it and take +1 forward against them. However, you will never know how much experience you need to progress in a level, or when you have succeeded in a Charm attempt, and whenever you accrue a bounty, it is automatically tripled.
**Xuag**:

* 5 HD
* Gain +1 to Judgement and Precision modifiers when on coastlines / land, but near water.

* Gain +1 to Dexterity modifier when climbing.

Dexterity: 4
Judgement: 5
Recursion: 4
Charisma: 8
Knowledge: 6
Vitality: 4
Might: 2
Stealth: 1
Precision: 4

*Good Vibes —*When playing a musical instrument, or singing, anyone within earshot lowers the aggression of anything with less knowledge than you. Also can be used to convince merchants to lower the price of their goods by 10%

*Bilingual* *—*Learn an additional language of your choice:

Cuuka

**Inventory:** 10/25 CW

Waist-bag

Bronze Rapier 4u

Held Sitar 3u

Smoke-bombs x2 2u

Quill 1u

Paper x3

Medic Bag

Silver x5

Noble Clothes

Lucky Pick
Guild-Master Wendell

The headmaster of quests, heroes, and mercenaries for hire within the Hall of Heroes. He served as a mentor and an adviser to the Heroes of Eastmere in 3240 AA. He was unfortunately killed at the age of 113 by his former adventuring partner and colleague, Battle-Master Beaudoin. After his death, a library was constructed at the rebuilt Hall of Heroes in his honor.

## Guild-Master Wendell

### Family

NA

In his earlier years, Eustace Wendell was a member of an adventuring party including himself, Beaudoin, Melody, Sabre, Coleman Knight, and Malefica. The group went on many adventures and defended the people of Eastmere from many a threat. This group is said to be the first adventuring party to be given the working title of professional "Hero". As the group continued to grow and expand, taking on new members and associates at an alarming rate, the group leader at the time, Sabre, made the decision to settle down and build a Guildhall where they could more easily operate on a large corporate scale. Sabre named himself the Guild-master, while naming Eustace Wendell as the Quarter-master.

**The Hero's Divergence**

After some time, there was a disagreement among the guild leaders about the direction the guild was taking, as it continued to grow larger and larger and devolved into another simple mercenary organization. Sabre valued the Hall's rapid growth and expansion and refused to deny assassination jobs, including of political leaders. In Eustace's eyes, the reputation of the title Hero was being slandered and so he conspired with Battle-Master Beaudoin to overthrow Sabre and take the title of Guild-Master. The two were successful and Sabre was banished to the Badlands. This, however, is said to have lead to the end of the golden age of Hero's as the guild's numbers deteriorated and the guild's funds were drained.
Mont Cham

An idiot at first glance, Mont Cham is in actuality highly educated and well traveled. Described as a tall, dark skinned man, with very large poofy hair and a voice full of a playful confidence. He is first introduced into the world of Miglia through his interactions with Cuervin, including falsely recognizing him and giving him a pouch filled with silver as compensation for a lost Lomba. After the trouble in Portsmyth, Mont Cham travelled to the Kemble docks and picked up a job there as a shipwright.
Shirea of Joey

**Shirea of Joey**, otherwise known as Yvonne Strauss, is a 17 year old half-xuag who has lived through an exceptional amount for someone so young. She is a young and markedly attractive half-xuag woman with yellow tinted skin and a rounded face. She carries a staff with her at all times and isn't afraid to use it. She keeps her past a secret and reveals her motivations to simply be a need for a "change of scenery". She is spry and active, always offering a helping hand.

After being saved by Cyprian during the ship wreck, she joined the party for several months and accompanied and aided them in many of their adventures, including one of which caused her to lose one of her eyes while defending a noble. This eventually led her to being selected to act as Councilwoman of Morscherschine to which she accepted and moved into the city, bidding goodbye to the party.
Existism

Belief that there is only the "nine-hells of existence". Miglia likely exists in the third or fourth level of hell, making it very close to being the worst, though some would argue Miglia exists in the fifth or sixth level, and is actually a relatively pleasant form of existence by comparison. A person who leads a life of sin or attempts to end their life prematurely is sent back a level. Someone who leads a virtuous and faithful lifestyle will be sent up a level in their next life. The goal is to reach the highest ascension level, a place in which you may achieve what is known as Thaav, or godhood.
Bardford

**Bardford** — A beacon for the arts amidst the rough and tumble wastelands of paegia. Bardford was constructed very recently, a few hundred years ago, by an intelligent woken rathman man by the name of Sal Graves who is still living, though in a state of advanced age, to this day. Sal, in his youth, viewed the Paegian empire to be terribly boring, and so he opened a tavern between Deathly Hall and Pickelly which grew to such an extent that its roads of influence now extend all the way to both cities. Bardford is known for its beautiful architecture, massive buildings and statues, and of course, the Graves College of Arts. Bardford, hidden away beyond its grandoise walls and banners, is a very safe and well guarded city, as it not only fully embraces the Paegian empire, but was built in cordance with it. The rathman guard, called the ‘Marshals’ by the public, are constantly roaming the streets, day or night, on strict patrols and near perpetual guard posts; they uphold the law like no other task force can. The people respect them, go to them for help, and wouldn’t dare cause them harm as they are the protectors, the overseers, and the guardians. While they may not be worshipped or offered to come over for tea, they certainly have a great deal of respect.
Israel Porfirio

Israel Porfirio is an immigrant from the Strange who fled from Beckton after the recent civil wars began to threaten his family. He lives in Kemble with his daughter Tia Porfirio, and is one of the only Queth in the area. When confronted by Alexander Scorpio, Israel Porfirio explained that Beckton was under tyranical rule of an evil despot named Demnthaga.
Marnukhan

**Marnukhan** is the deceased father of Borukhan and Sigurd. He fought during a war against the Prybarrions and was deemed a war hero, despite his struggle with alcoholism. He was killed by bandits lead by Lucien Mendeku during a raid on Davenport. There is a statue of him in Davenport to commemorate his bravery. **Marnukhan**, had a difficult time holding a job after he returned from being a soldier. Their father left when they were very young to go fight in a war and a year later when he returned a war veteran, he had changed greatly. The stress that the war had made him into drunk with a very short temper. Many people lost all respect for him as he got into many fights and was arrested a number of times. What little money he earned he spent on drinking instead of supporting his family. A few years after he had returned, bandits raided the town of Davenport. After several people were killed, Marnukhan flew into a rage and killed a great number of bandits, causing the rest to flee. In the battle, he was mortally wounded and later died. After that day he was no longer  known as the town drunk but a hero and was commemorated for his sacrifice.
Claviticus

The most southerly city under dominion of the Paegian Empire, Claviticus is well aware of the conflicts taking place beyond its borders. Unlike Morscherschine, Claviticus embraces outsiders and their customs, allowing any and all to be afforded entry. The city has a series of loosely fortified walls, turrets, and garrisons that provide a certain amount of security from outside invasion, however the city itself is largely open and unconfined. An agricultural powerhouse, Claviticus is stooped in the tradition of subsistence and has been for generations. After the Rathman conquered this city some fifty years ago,the people here have been allowed to continue growing their livelihood in the way they were accustomed. This city is also the site of great tension and mystery, as it marks the end of the massive Rathman expansion that began a few centuries ago. The empire seems stopped dead just south of the city as the resistance from local militias has become to much to press through. The city, is quite literally, the site of deadlocked warfare.
Battle-Master Beaudoin

One of the former guild headmasters, Beaudoin was in charge of training new hero's as well as overseeing the guilds involvement in domestic threats. Beaudoin served as a guide, mentor, and eventual betrayer for the Heroes of Eastmere. Beaudoin was seduced by the power of Magnus the Undying and obeyed his order to kidnap Ada Vaavwil, in order to use the power in her bloodline to activate an ancient artifact known as Sol's Tear. However, Beaudoin was intercepted and ultimately killed by the Heroes of Eastmere, but not before he killed Ada, seemingly causing some unknown event to take place.

### Build

* Battle-Master Beaudoin is a Level 22 Fabled Duelist Battle-Master
Daryl

Daryl was a hired mercenary who was paid by Bullseye to cripple Sigurd before he could compete in the final round of the Dallian Ranch Archery Tournament. After the defeat of Bullseye, Mustafah captured Daryl and forced him to join the group. After days of torment, Mustafah released Daryl, never to see him again.
Kashaw

**Kashaw** was a mad agassi musician with a panflute he used to tame animals. At one point he tamed a roc and began trapping lost adventurers and using them to feed his massive pet. When Giovanni Mccormick, Sentinel Justin, and Sentinel Wallace, were to be the victims of Kashaw's trap, he failed and the group captured and killed Kashaw and his roc.
Batbayar

Batbayar was a quick, violent, and unrelenting rogue from a Tricedonean war-band known as "The Hero's Bane" operating under the banner of Ophor. He was best known for his incredible speed, multicolored tantos, and his uncanny pursuit of his foes. He was captured and killed by Giovanni, who mutilated his corpse in order to intimidate the rest of the Hero's Bane.
Lyra

Bard:

* [Gains tags in Charisma and Knowledge.]
* Historian - When you enter a new location you can ask the DM for one fact from the history of that location and gain +1 forward when using this information to your advantage.
* Motivate - Play your instrument of choice to promote a surge of adrenaline in your party. Everyone gains +1 to Vitality and Might modifiers, but you lose a turn.

Sampras:

— 7 hit-dice by default.

— Gain +1 to Dexterity, Judgement, Precision, Stealth, Might and Vitality modifiers when in water.

— Have the ability to breath under water.

— Automatically gain +5 to the Charisma skill when interacting with other sampras.

— Gain unique opportunities to visit underwater communities.

— Can speak both Cuuka and Sampran by default, but are incapable of speaking intelligible English.

— Lose 1 to your charisma modifier when in the company of Agassi.

Base Skills of Sampras:

* Dexterity: 8

* Judgement: 5

* Recursion: 4

* Charisma: 0

* Knowledge: 5

* Vitality: 5

* Might: 1

* Stealth: 1

* Precision: 4

Gender: female presenting

Eyes: Large and completely whited out

Hair: None

Skin: Pale purple with freckles

Appeal: Quiet

Build: Small and fat

Disposition: Quiet

Style: Tattered and old

Markings: Freckles

Origins: From a deep rift in the ocean where a large colony of Sampras live

Story: She was happily living in the Sampras colony with her older sister, and one day when her older sister was of age, she went off adventuring towards the surface. After many years passed and her sister never came back, she went off to the surface to go find her.

Goals: To find her older sister that went missing after she had gone off adventuring on her own

Beliefs/Religion: None

Bonds: Found her washed up on the beach and almost dead from being out in the sun too long

Family: Older sister who went off adventuring

* Health: 28
* Dexterity: 7

* Judgement: 6

* Recursion: 4

* Charisma: 4

* Knowledge: 14

* Vitality: 4

* Might: 4

* Stealth: 2

* Precision: 3
* Heal Slight Wounds— When you have the tools necessary (Ie; a bandage, some healing ointment, herbs, etc) you can perform this on-touch action to restore the health of your allies both in and out of combat. Heals 1d6 damage +Knowledge level/2 (max Knowledge level bonus = 8).
* Painkiller — You can restore 10% of your targets overall health temporarily (lasts 2 of their turns).

Shy: New people make you uncomfortable, and as a result, you always try to avoid them. You gain +1 to your stealth modifier but -1 to your charisma modifier when you encounter new people.

* Waist-bag Removes weight of Kits, Matches, provisions/healing items, and Lockpicks.

* Padded Gloves (A pair) Weighs 1 unit.
* Bell Weighs 2 units
* Throwing Knives (x8) Weighs 4 units (2 units per 5) Damage = 1d4 +Might
* Bandage (2x) Weighs 1 unit (1 unit per 5)
* Medic Bag Acts as if the player has access to all medical tools necessary 3 uses
* Trinket (seashell locket with picture of her sister) Weighs nothing but can be stolen
* 138 silver
Beeten Barrows

The homeland of the fabled under-orcs, the Beeten Barrows are a series of tunnels and hovels dug into the side and base of the southernmost Camzel Mountain in Paegia, entitled Jorkruw. The under-orcs rarely come outside during the day and can most often be found lounging under mounds of mud or burrowing deeper into the mountainside. The general populace is unconnected and there lacks a general social hierarchy or central role of leadership. This does not prove to prompt in-fighting or civil strife however, as the orcish family unit is self sufficient and rarely intermingled with those outside the family. The citizens are fiercely unwelcoming to strangers and will often attack without warning, springing from the dirt and snatching up intruders, dragging them into their caves to never be seen again.
Tilley

Tilley is a salesman of fine gemstones and jewelry. He has been selling jewels in the Greatforest region. He is best known for being trapped in the Bramblewood with his partner Andreas and requesting help by means of the Heroes of Eastmere. He is married to another merchant and trader in the Bardirc Fields, Andreas.
Agassi

A race of Satyr native to Paegia that have been hunted to the brink of extinction by the Paegian empire. The Agassian empire once ruled most of Paegia.  While they aren't known for their technology or complex societies they get by with their tremendous devotion and work effort. The Agassi are highly spiritual in nature, and are among the few believers in Sol, the sun god.
Vlad

Vlad is an agent of Aercin, The Mistress of Knowledge and former member of the Celestial Conclave. Vlad, otherwise known by his "true name", Garmeli, did work in Joey as a loan shark, collecting debts on locals through a gambling scheme, in order to cash in big by bringing indebted peoples to the Celestial Keep where their youth would be drained from them as penance for their debts. At some point during his career, Vlad was convinced to aid Aercin in destroying the Celestial Conclave and thus began working as a double-agent.

Some time after joining Aercin, Vlad came into contact with the indebted Keenan Mccormick with the intent to bring him back to the Celestial Keep. Unbeknowst to Vlad, Keenan Mccormick is none other than the brother of Giovanni Mccormick, which led to the Heroes of Eastmere pursuing Vlad into the Underglow to rescue him. Vlad would then introduce the Heroes to Aercin, who would soon help her to sieze control over the Fountain of Youth.
Bartholomew Scheiber III

**Bartholomew Scheiber III**, known to his friends simply as, Scheiber, was a mercenary for hire at the Hall of Heroes. He was eventually enlisted by the Heroes of Eastmere, however, when Mustafah Scorpio and Giovanni Mccormick fought over gold bars, Scheiber attempted to break up the fight and got himself killed.
Avatar Madhen

**Avatar Madhen** was an accomplished and well-established hero in the Hall of Heroes. Standing at six foot eight, well groomed, tan-skinned with a buzzcut, adorned in bruises and battle-scars and constantly clad in massive golden plate-mail, the Avatar is an intimidating sight. He joined the guild with his sister, Colette Madhen when the two were orphaned and quickly gained an undying sense of loyalty for the organization. The two worked their way up through the ranks, though Colette often rebelled and broke rules, stunting her ascent, while Avatar built up a legendary reputation.

A few years after joining the Hall of Heroes, Avatar Madhen participated in the Crucible of G'van South and quickly proved himself the champion. Avatar Madhen is still the current record holder in the Crucible and he has an almost deific reputation among the people there. There are even toys and dolls made for children in the semblance of Avatar Madhen, aswell as replicas of his signature weapon and armor.

Avatar Madhen was extremely competitive with the other heroes and would often sign up for any contest, tournament, or competition that came through the doors. This would lead him to working at Barlow Farmstead on the Rauflehkee Killing Contest. He nearly won this contest too, however the Heroes of Eastmere narrowly swept in and secured the victory.

After Colette was killed by the Heroes of Eastmere, Avatar Madhen began to take an angry and unapproachable disposition. Despite his great hatred, he never directly acted against the interests of the Heroes of Eastmere, and instead often aided them on their quests. He once wrestled a Bogterror in order to help the Heroes complete an assignment from Packy Gray.

### The Great Betrayal

When Battle-Master Beaudoin betrayed the Hall of Heroes, Avatar Madhen was on the front line of defense. He aided the Heroes of Eastmere in battling Beaudoin's puppets, and was eventually killed in the fighting.

### Madhen Training Grounds

After his death, Guildmaster Vaavwil ordered the new combat training grounds to be reconstructed in honor of the fallen Avatar.

### Notes

It is rumored that Avatar Madhen is named 'Avatar' because he is the mortal manifestation of a god. Though some would suggest Avatar is merely the man's first name. It is unclear the true origin of the name Avatar Madhen, though he is often referred to as "The Avatar", or simply "Avatar".
Peppy the Under Orc

**Peppy** is an Under Orc who somehow managed to wind up in the Hall Woods behind the Hall of Heroes. He is kind and simple-minded and aided Giovanni Mccormick in evacuating the citizens from the Hall during an attack. He was awarded for his bravery and allowed to join the Storm Heralds. This would lead him to eventually joining the Hall of Heroes as well after the two organizations ally.
Katana

La **katana** o **catana** (日本刀, *literalmente "espada japonesa"*) se refiere a un tipo particular de sable de filo único, curvado, tradicionalmente utilizado por los samuráis. Su tamaño más frecuente ronda el metro de longitud y el kilo de masa. El tipo de katana más difundido en la actualidad es el conocido como **"Oda Nobunaga"**, en alusión al **daimyō** creador de dicho modelo, de hoja curva y alrededor de un metro de longitud total.

## Características

Debido al carácter curvo de su hoja y a su único filo, la katana debe ser considerada realmente un sable. Como tal, está fundamentalmente orientada al corte más que a la estocada. Su curvatura única, no se debe a que el arma se haya concebido así desde su creación, sino que se debe a cambios del acero en el momento de enfriarlo en agua con sales especiales, es decir, durante el proceso de endurecimiento, la hoja de acero se cubre con arcilla y polvo de carbón; al sacar la hoja de la forja, ésta tiene una temperatura de 800 grados celsius, la capa de arcilla muy fina en el filo se enfría rápidamente lo que le proporciona su filo excepcional, contrario en el cuerpo del arma, el cuál está cubierto por una capa más gruesa de arcilla, esto hace que se enfríe lentamente conservando una mayor ductilidad, los cambios estructurales que tienen lugar durante el proceso de enfriamiento, curvan la katana hasta darle su característica forma.

La katana era utilizada principalmente para cortar y, debido a su capacidad de producir heridas muy severas, era considerada una especie de **"guillotina de mano"**. Se la desenvaina con un movimiento axial de rotación, llevando el filo hacia arriba y se la puede blandir con una o dos manos (siendo esta última modalidad la tradicional).

Aunque el arte del manejo del sable japonés, según su propósito original, ha quedado en la actualidad casi obsoleto, el **kenjutsu** (conjunto de técnicas de sable) dio origen e influyó poderosamente los rituales, las técnicas y las tácticas de varias artes marciales tradicionales modernas.

## Grados

### Ō Wazamono

Existen veintiún espadas de clase Ō Wazamono (物 大业, *Ō Wazamono*). Su calidad es inferior a la Saijo Ō Wazamono. Son las 21 espadas con mejores condiciones de lucha ya que poseen una resistencia increíble y al ser su peso bastante variable a veces es más poderosa o rápida en cuanto a los golpes y las técnicas que genera.
Hakunin

**Hakunin** was a boy from one of the Zhomun tribe. He was sent on a scouting mission with George into the heart of the Paegian tundra. He was captured and transformed into a Rathman in 12 AA. George, now the leader of the rathmen at this time, names Hakunin his second in command.

After being maimed in combat with the Acolyte, Hakunin loses his telepathic connection to the rathmen and begins teaching others to mutilate themselves as well to reach this new level of consciousness and individuality. He goes on to found an army of sterile Rathman he calls "The Awoken" and sparks a civil war amongst the Rathmen.
Sampras

Little is known about the sampras as their society is formed deep beneath the ocean, and they isolate their secrets and culture from the surface world. An underwater race, what they lack for in size they make up for in their tremendous speed and capacity to analyze their surroundings. While stench is considered highly attractive in their societies, it is often a disadvantage as it it will give away the individuals location, and make cooperation with other races near impossible.

A commonly spoken language among the sampras is known as "Sampran".
Ollahm

**Ollahm** is a powerful miglian bard and folk-hero. He was once a member of Miglia's most famous and influential adventuring parties, moved on to starting his own business making and selling bardic instruments, but quit after creating what he viewed to be his 'magnum opus' in the "Instruments of Ollahm". He would then explore the world, working a number of jobs, and courting a number of mates, in order gather source material to draw from for his goal of creating a perfect musical composition. As old age began to sink in and death slowly crept up on Ollahm, he realized that he would not live long enough to create the perfect composition so he embarked on a quest to defeat death and turn back the clocks. This quest would lead Ollahm to the Underglow where he would participate in a legendary battle for the fate of the Fountain of Youth. The outcome of this battle was ultimately decided by the Heroes of Eastmere, who arranged a deal for Ollahm to work alongside Aercin and the Celestial Infant to protect the fountain and utilize it's powers for good. Ollahm, having found eternal youth, is now continuing his work on his 'Last Grand Composition', so that he can finally die in peace.
Thieve's Landing

Thieve's landing is known as a haven for crime and violent offenders. Funeral pyres and clouds of pollution bathe the city in a hellish glow.

Thieve's Landing was founded in 430 AA by Sullic Prybarrion after he was exiled from the Chushaka for murdering his lover. After winning over the native peoples, Sullic changed his name to simply "Boss", and he began running the communities with a lax view on 'law' and 'civility'.
Jamelia Prybarrion

**(Lord) Jamelia Prybarrion of Barenhal**

Jamelia Prybarrion is a recurring character in the "Journey" text adventure series starring Cuervin Regent II.

She is a woman in her early fifties, but she wears her years with a certain grace that makes her seem almost ageless. Her pale white skin is surrounded by the total blackness of her hair only making her skin look all the more colorless. Being a woman who has clearly had to adjust to many things in her life and overcome many obstacles, her face is full of strength. She is full bodied and muscular, but her lean body shape makes it seem so unobtrusive it's unnoticeable at a first glance. Her bearings and attire are decorated with bold golden trim and the blade on her hip glimmers of pure Mig steel, a blade only a noble would carry. Her speech on the other hand is not nearly as precise. Instead, when she speaks it is a mixture of many different things; clearly a well educated women, native to the common tounge, but her tone is permeated with a midwestern vibe. A small bit of the south wins out her inflections with a soft slurring that transforms her use of vowels.
Cracklewood Tree

A rare tree found only in the inner lands of Prybarrow. Its wood seems to always produce a tremendous amount of energy. The Cracklewood tree has been likened to being on fire due to the enormous amount of heat that it produces. The wood is known as "Blazewood" and its bark is known "Blazebark". The Blazebark is the most valuable part of the tree due to its ability to absorb heat, and never catch on fire. The Blazewood however isn't as valuable due to the heat it emits and how easily it catches on fire.

The Blazewood by itself without being lit on fire is hot enough to give third degree burns from touching it or just being close enough to it. When lit on fire without any of its bark it will increase the exothermic reaction 10 fold causing a fiery explosion that's heat can border on the temperature released from the atomic bomb when there is enough of it.
Magnificent Melroe

**Melroe Magnificent** also known as Magnificent Melroe, Melroe the Magnificent, or simply Melroe to his friends, is a talented craftsman and powerful buisness-man. He is the owner of Melroe's Magnificent Marvels which is a franchise of shops across Eastmere known for selling oddities and possibly 'magic' items. He travels across Eastmere in a caravan visiting all of the major cities and peddling his peculiar wares. It is unknown how Melroe is able to obtain or create these fantastical items, but they truly are unique. He is a flamboyant and dominant mig man with a taste for fashion and fun. He is a homosexual and has on a number of occasions made blatant passes at certain members of the Heroes of Eastmere, which his company sponsors.