recursal/Fanatic-Fandom huggingface dataset:
Core Narrative 5

Title: Barrow: (Allison)

Short Story: Johnny Scarlett escapes from the government's capture and in his journey he stumbles upon the man made shelter made out of plane pieces. He sees that someone is alive and moves closer hoping that this person can help. He sees the dead pilot and assumes that the person did it. So he becomes defensive and attacks the person. After a while of them wrestling around, the person, Robert Peets, stops him and restrains him. He apologizes and they begin to discuss how they got to this very spot. Having something in common, both running from the government, Robert welcomes Johnny into his shelter. They both agree that when the storm is over they will start their quest. With Johnny being in Alaska a lot longer than Robert he gives him a little more insight about direction and which way they should go.

Genre: Drama

Protagonist: Johnny Scarlett

Antagonist: The Storm

Main Supporting Character: Robert Peets

Primary Location: Barrows

Additive Comprehension: Other micro story reveal. (This continues from “The Plane Crash” and goes into “The Widow Makers”

Target Market: Women ages 25-40

Media Habits: More into social media; facebook, instagram, etc. They are very much so movie goers, apart of the more mature crowd.

Medium: Live Action Feature

Why: Part of the feature film.

Platform: Standard Movie Theater

Why: Because it is an action packed movie
Act II

1. Enter bizarro world: Johnny gets taken
2. Grande success: Heather's PTA group and Thomas' curling friend Furman offer help
3. All in: Scarlett's decide to follow their gut instincts about gov't conspiracy and track down Johnny's captors. Beginnings of 2-way communication with taken son, Johnny, stem from Furman's help.
4. Venti failure: It turns out the PTA group is helping gov't in exchange for gov't turning blind eye to their true identities as cult murderers. Scarlett's other 2 children are taken as show of power on gov't part.
Character Groups / Alignments

The Scarlets: Just another family trying to live the American dream in Alaska. Heather (mom) is the typical stay at home mother. She makes the kids breakfast, lunch, and dinner, as well as attend all the PTA meetings. Thomas (dad) is a hard working dad trying to make sure his family can live a comfortable life. He is also a curling fan and an occasional drinker. Julia (oldest daughter) is a 9 years old who loves soccer and arts and crafts. She's the kind of kid that likes to cut in sandwiches into fun shapes. Jade (youngest daughter) is a 4 years old still discovering the world. She is the mischievous baby of the family. Johnny (son) is the oldest of the 3 siblings. He is 11 and full of wonder. He loves playing race car video games and pretending to be a survivor like Bear Grills.

Manipulators: A rare condition that allows individuals to control different aspects of their surroundings and environment most are kidnapped by HAARP at a very young age. The older a Manipulator gets the more powerful they become. A very common Manipulation is the manipulation of weather. Manipulators look like normal people except for their brains they are born with can access a section of the mind known as the third eye giving them higher brain function. Most are born with double iris in their eyes.

Widow Makers: They work at their children school on the PTA board. The women work with the government and know about the kids with supernatural “powers” who attend the school. In exchange for their help the government allows the widow women to hunt and kill the men they prey on each year, with no questions asked .

HAARP Employees: These employees work on capturing these special children and also work closely with the aliens.
Ancillary Narrative 3

Title: Chicken Fried Stakes (Chris)

* Corresponding macro story: HAARP
* Synopsis/logline: Thomas Scarlett, having found the nearest curling club - he is an avid curler - to be way off in Chicken, AK, travels there for a club meeting. He's intrigued by the town's chicken statues, and as a result of investigation due to hearings of strange occurrences, discovers that the chicken statues are in fact signal amplifiers for the HAARP communication network.
* Genre: Crime/adventure
* Protagonist: Thomas Scarlett (father)
* Antagonist: Gov't agencies, namely HAARP
* Main supporting characters w/ descriptions: Furman Blockley is the first person in the Chicken Curly Club, 3C AK, to reach out and befriend Thomas. He curls because his wife has asked him to get out of the house more, on account of him being a bit of a government conspiracist that would rather be in his office (basement) poring over what he believes to be evidence of massive government extra-terrestrial cover-up that is centered in Alaska.
* Primary locations w/ descriptions: Chicken, AK. The clubhouse of the 3C AK located downtown, which is a handful of old curling lanes attached to a wood-paneled common room. The towns iconic chicken statues, and the surrounding woodland areas, namely a nondescript clumping of seemingly abandoned shacks located off the beaten path just outside of town (this is the entrance to the governments monitoring installation for the chicken transmitters in town).
* Medium: illustrated lit (web comic), could also have an accompanying Instagram tag that pulls up doctored photos of strange phenomena surrounding Chicken's chickens
* Why it works in this medium: There is valuable information about Thomas' connections and understandings that can be told concisely as a quick read. It would cost too much to produce visually, but the story benefits from inclusion of visual content.
* Platform: web/app comic
* Why it works in this platform: multiple access points to the online content for experiencing on mobile/tablet/pc makes more opportunities for consumption of short form story
* Additive comprehension: Thomas gains a greater understanding and appreciation for the scope of this apparent government cover-up of ET existence. The backstory of Furman Blockley's relationship with Thomas is explored in more detail.
* Target market: older Millennials and Gen Y
* Target market media habits: digital natives and users of nearly all things online/digital. Smartphone dependent and quick to use online resources to find out what they want to know. The target nerds of the group (stated with upmost respect) are the most likely to stumble across this material and/or download the app containing the content.
Fen

A Human Monk who briefly travelled with the party.

His hair is often in a braid, and he wears an all-purpose sarong and occasionally, a shirt.

He loves fire, but has burn scars on his right wrist and left ankle.

He also loves dancing, and learned magical dances while in Mastolf from a hag named Laila.

He plays the panflute, and has one that was made by a friend who was a sailor with Aquan script running down the sides before he went off and gained magical powers.

He is a little scared of magic, because his ex-boyfriend became a lich. (?) He knows little about magic, and initially thought that Erdan was a wizard like Mari.

His friend / ex-boyfriend (?) destroyed his cloister and killed his teachers and friends in front of him.

He was the host body for Grigoris for a while, who told him about Laila and the possibility of power in dance.
Ancillary Narrative 2

Title: The Start of Widow Women (Chris)

* Corresponding macro story: Widow Women
* Synopsis/logline: The real story of the Badarka Road incident that tells of a father, Julius Trembler, turned around while chopping wood to find his daughter crushed by a tree. She had removed the ax holding the tree up while he wasn't watching. Filled with guilt and sadness, he  rushes home to tell his wife the devastating news. His wife, Ardent, filled with mournful rage, lashes out at Julius and condemns his negligent parenting. Her outburst of uncontrollable fury results in the murder of her husband, and a belief that men, in general, are incapable of upholding the responsibilities of child rearing beyond assisting conception. Ardent seeds this belief in the minds of women in Chugiak, which ultimately spreads to Anchorage.
* Genre: Thriller/horror
* Protagonist: Julius Trembler
* Antagonist: Ardent Trembler
* Main supporting characters w/ descriptions: Pippin Trembler, daughter of Julius and Ardent
* Primary locations w/ descriptions: Badarka Rd forest where Pippin dies by fallen tree. The woods are lush and green this time of year, with a faint chirping of birds the only sound aside from the smacking of steel against wood. Ardent and Pippen plan to have lunch here, and set up a picnic to be had once the tree is felled. The other location is the home or the Tremblers. Set at the end of Beach Lake Rd, it is a simple log rambler with 2 bedrooms and a shared bathroom. Old family photos hang on the walls of the small kitchen, where Ardent's occult books can be seen lying dog-eared. The living room is covered in Julius' hunting trophies and a fireplace in front of which Pippin likes to draw with charcoal.
* Medium: interactive illustrated lit
* Why it works in this medium: With all of the emotion involved for the characters of the story, the interactivity allows the readers/viewers to explore what is going on inside the heads of the story's characters. This creates a deeper connection to the characters and, in turn, a greater reaction to the outcome of the story, which does not change depending on what communication choices the viewer decides.
* Platform: mobile/tablet/pc
* Why it works in this platform: the interactivity lends itself to touchscreen or mouse navigation of the communication trees, while experiencing on high resolution screens allows for optimal conveyance of the dramatic nature of the stories events
* Additive comprehension: This story elaborates the backstory of the group of widowers that Heather comes into contact with.
* Target market: older Millennials and Gen Y
* Target market media habits: digital natives and users of nearly all things online/digital. Smartphone dependent and quick to use online resources to find out what they want to know. The target nerds of the group (stated with upmost respect) are the most likely to stumble across this material and/or download the app containing the content.
Core Narrative 2

Widow women: (Corinne)

Being new in the town, Heather tries to make friends with other mothers in the neighborhood and at her children’s school. She becomes friends with a group of women that she meets on the PTA board at her children’s school. Little does she know, these women are apart of a cult that seek out men in the spring, summer, and fall and kill them that same winter. The snow covers and freezes their bodies making them unseen by many. When summer rolls along many months later and the snow melts, the bodies are uncovered with no knowledge of how they got there, who did it, and how long they have been there since it happened. With these wives in the clear thankful for mother nature, these murderers hunt their next prey of a husband to capture and kill when the time rolls around again and winter takes over; where the darkness of night turn into days causing the unthinkable to occur.

The PTA women work with the government and know about the kids with supernatural “powers”. They tell the government which kids have these powers in protection for their own kids. They befriend heather because they know her child Johnny is special and they help the government get to the Johnny. In exchange for their help the government allows them to kill the men and not get caught.

Genre: Drama

Antagonist: Cult of women

Main supporting character: Heather

Primary location: Anchorage

Target market: Women ages 20-35

Media habits: television, books, social media, apps, Internet

Medium: Television or Netflix

Platform: Digital Smart TV
Core Narrative 3

Land of the Lost: (Devin)

* Genre: Documentary/Mockumentary
* Protagonist: Ferman (a conspiracy theorist from Chicken)
* Antagonist: HAARP (secret government organization)
* Main Supporting Character w/Description: Johnny (the Scarlet family’s 11 year old son)
* Primary Locations w/description: Anchorage Alaska (the most populated city in Alaska, where most families live). HAARP Headquarters (secret government agency in the center of the Alaskan Triangle.)
* Medium: Television
* Why it works in that medium: It is a new medium that our other stories do not go onto therefor giving it a new demographic. It is the easiest way to get people to watch a documentary.
* Platform:  Discovery Channel
* Why it works in that platform: Many convincing mocumentaries are shown on the channel. We want viewers to believe in this story as if it were real. It also broadens our demographic.
* Additive Comprehension: The story tells of what people see HAARP as and what they really do. It is also a right before pivotal time in the main story where Johnny gets kidnaped.
* Target Market: Middle Aged Men
* Synopsis: While Thomas and Heather are out at a board dinner one night, Ferman comes over to watch the kids. As Ferman is making sure the kids go to bed, Johnny asks him if Aliens are real because a boy in his class was talking about aliens kidnapped his dad. Ferman then explained that 12 children went missing in 1963 and no one knew why. As he began to research to find out why he comes to no conclusions. In 2006, 12 more children go missing and this re ignites Fermans quest to unearth the truth behind the disappearances. THe town believes there is a murderer on the loose and police say the winter storms carried the kids away. Ferman begins to uncover that HAARP has uses Widow Makers and ALiens to take the children. THese children are manipulators of the elements and HAARP is harvesting them to make the ultimate weather machine.
Salable Description

Alaska, the land of misconceptions. It has been here all along but does anyone really know what goes on in Alaska? We know that it is covered in snow a lot and people fish there but Alaska has so much more going on. There are is a town where all the people live in one hotel. There is a fishing wharf where a young teen has power to control the weather. There are strange disappearances that occurs and a corrupt government secret terrorizing the state. Can you survive in the Last Frontier?
Broad Boundaries

Our boundaries of this world end where the state of Alaska ends. Though it is just one state, Alaska is very large. It spans the length of 663,300 miles squared. That is about twice the size of Texas. Not only is there main land, but there are also a series of Alaskan Island that we don't explore in out main story. Alaska is full of mystery and endless stories.
Special Sauce

The special sauce about our IP and story world is that it is the land of the unknown. Not many people can name more than one city in Alaska. They don’t know about the dark winters where there is only 5 hours of sunlight on the days in December.  It unfamiliar, and unfamiliarity creates interest. It is real world unfamiliarity because Alaska is a real place, but just a place that no one knows about. So we give you supernatural stories with a dramatic play on it to help indulge audiences into our story world.
Room for History

The 7 stories we teak take place in modern times. This leaves a lot of room for history. We can go very far back in the time line to tell the story of how/ why people came to Alaska, what manipulators were like before modern day civilization, and how/ why HAARP came to be in Alaska. Our time line can talk about native Alaskans (from the real world) and how they work in our world. There are many interesting stories in from the native Eskimos and we could uses their religion and culture to tell stories about manipulators. There is a lot of room in the time line that opens our IP up for more stories then ever.
Fence Post Beats

Monkey Wrench: Mysterious job offer for Thomas

Enter Bizarro World: Johnny gets taken

Grande Success: Help is offered by friends made in new town

All In: Family learns all about HAARP

Venti Failure: Heather finds out PTA group is actually involved in HAARP

Soapbox Revisited: When Johnny meets up with convict who is also on the run

Main Event Showdown: Johnny does not survive
Media Blurring

Media Blurring:

**Insta for the chicken or # for chicken**

Weird things connected with It

Weird stuff happening pictures

Photoshopped pictures covering up HAARP

**Facebook: For widow wives**

PTA “facebook” cover

But actually for the planning of murders of men and children with “powers”

**Twitter for fisherman in Nightmute**

Emo kid on twitter

Says angry hate stuff and weather changes because of it

Weather is always so bad there because he is upset
Core Narrative 7

Control: (Shane)

* Corresponding macro story: Nightmute
* Synopsis/logline: How can you control the world when you can’t control yourself
* Genre: Crime/Adventure
* Protagonist: Cay
* Antagonist: HAARP
* Main supporting characters w/ descriptions:
* Primary locations w/ descriptions:  Nightmute Alaska for six months out of the year it is a completely frozen fishing town with a population of 208
* Platform: HBO/ Netflix
* Why it works in this platform: Following Cay through his understanding and teaching himself to control his
* Additive comprehension:
* Target market: Male and Female ages (18-65)
* Target market media habits:
Buildings

Buildings can be added to your map using the Build button as long as you have the required space. Building and leveling up your buildings will give you higher R-Energy and money income as well as give your Riders boosts to HP, Defence and Attack during quests. Level up your buildings to increase their HP and effectiveness. Unlock new buildings and levels by leveling up your HQ.

There are 4 types of buildings:

* 1 - Production Facilities - Produce money and R energy.

HQ lv 20

* 2 - Production Assistance Facilities- Increase the productivity of production facilities.

* 3 - Battle Support Facilities - power up rider's abilities in battle.

* 4 - Special - Adds special boosts to riders of one Attribute or one select rider.

> **All building (except for special) have a mission associated with leveling them up. You can recieve 5 Herostones at level 1 and 75 Herostones for reaching level 10 with the exception of the HQ which requires you reach level 20.**
>
>

## Production Facilities

Production Facilities allow you to generate money and R Energy. You will need a lot of both for leveling up your cards and increasing your Rider's stats.

## Production Assistance Facilities

Production Assistance Facilities add boosts to your production facilities allowing you to collect more money and R Energy at a faster rate. Leveling up a building to level 10 will earn you bonus Hero Stones. Some buildings require that they are next to the type of building they are boosting to take effect.

### Money Production Assistance Facilities

###

## Battle Support Facilities

Battle support facilities provide boosts to your city's buildings and Rider's max HP. The boost is applied if the building is on your map when you start a quest. The Boost while not be applied if your building is in the middle of upgrading.

## Template

here

here
The Sapphire Eye

The Sapphire Eye is a giant lake in a crater near Ilu'Oju.

The sahuagin have lived under the lake for longer than the elves have been in Ilu'Oju. There are many pre-fall ruins under the water (currently being researched by scholars), which are also home to the sahuagin. They use the eastern coast of the lake as a spawning ground, although this has currently been overrun by an Orc encampment, and the sahuagin have lost most of their current clutch. These sahuagin are adapted to freshwater in that they are smaller and more fish-like, with spindly fingers. They were working with the orcs to do freeze the lake over because of the holding of the eggs captive, although they are not normally hostile due to a treaty between the elves and the sahuagin.

The lake has a lot of treasures underneath the surface amongst the ruins. Somewhere in the north east of the lake, there was a part of Scalibor (the sword) that was long-lost. This was hidden in an area filled with water that looked clear but actually was dark when submerged in it, and has tentacle-creatures in there. This area is filled with nests of clothing and magical items. In a similar area, there is a mansion underwater guarded by a construct that was explored by the party. Mari unwittingly picked up an artifact that gave her ownership of the mansion, and she is now allowing access to this mansion to members of her school and

Fishermen from Ilu'Oju go out onto the lake often. There are tour groups that go swimming into the lake at times.

There are creatures in the lake that could count as dangerous, including reptiles. Lights can be seen towards the bottom of the lake. Fish of various sizes called slaughterfish - these are the biggest threat to the fishermen, because they steal their catches. Not too far out from the docks, there is one of these tentacled creatures, which tried to pull a boat under that was filled with those rescued from the orc camp.

There are tentacle beasts at the bottom of the lake, and exoskeletal creatures (crustaceans and uriptorids) as well that sometimes attack creatures they think they can eat. Some of the seaweed at the bottom of the lake is alive and can grasp at people to restrain them. There are legends of other larger creatures under there.

The centre of the lake is known as the Iris. According to the gods, it is best to avoid this area of the lake for the party as they cross the lake.

On the north of the lake is a port town called Gebudo.
Elie

Elie is a brown bear who is travelling north with the party to meet up with her master. She has been provided with armor by Jon throughout the journey, also allowing her to be mounted in battle.

Her master is a burly green dragonborn who wears plate armor, and has only half a tail. This was learned by Ogbin during the journey north and conveyed to Jon and the party.
Manager's Monocle

Uncommon.

As an action, a creature can activate this item by breathing on the lens and wiping it with cloth. For one minute afterwards, any creature wearing this lens will be able to peer into the ethereal plane. This effect ends if said creature uses the dash action, moves through difficult terrain, or takes any damage.

This item may be used once per long rest safely. After the first use, there is a 10% chance a creature using this item without resting will go blind until they finish a short or long rest.
Core Narrative 4

Title:  The Building (Whittier): (Shane)

* Synopsis/logline: Playing as an investigator you will search for clues throughout the Begich Towers to solve these recurring murders in a small town under one roof.
* Genre: Crime/Mystery
* Protagonist: Officer Robert Fett
* Antagonist: Variable/ HAARP
* Main supporting characters w/ descriptions: Residents of and guests of the
* Primary locations w/ descriptions: Whittier, Alaska Begich Towers is a 14 story building that houses an entire town as well as it’s school police station and store
* Medium: VR Game
* Why it works in this medium: You will be able to explore and find clues all around the place.
* Platform: Console and VR Game
* Why it works in this platform: People will be able to explore a new environment in their own homes
* Additive comprehension: You will use powers and greater understand the universe as well as get more information on HAARP as you figure out The Building is a HAARP testing facility
* Target market: Teenage to Mature Gamers
* Target market media habits: Twitch, Youtube, Facebook, Twitter
Tescovax

Tescovax was the dragon cursed by having his heart removed that asked Mari to be killed while she scried on it. It appears as a living dead dragon with its skin flaking off. His name was learned by asking the talking head.

Mari researched Tescovax in the library at the magic school. One book merely mentions "Tescovax the Kindheart" as having been a very foolish lord. There were several other mentions of the name in historical texts but they were mostly just lists of names that teach that he was likely a silver dragon. Another book, "The folly of Kindheart", is a children's book that tells the tale of a kind hearted lord clad head to toe in silver threaded clothing. He was kind and honest to a fault, and for this, his subjects loved him. Throughout the tale, his kindness often causes him to be used by those closest to him, but he does not retaliate except by weeping openly in front of those who have wronged him. The book describes his tears being so powerful that the wicked would repent before him and confess their wrongdoings. One such occasion caught the attention of a nearby lord clad all in copper, who introduces the kind lord to his daughter, a beautiful lady in red. The kind hearted lord is immediately smitten by her charms, and a match was made, but it was all a deception in the end. The lady in red was actually the wife of the copper lord and together they plotted against the kind heart, to steal his lands and subjects. The kind hearted lord was led away from his lands to honeymoon in a hidden glade among the wildwoods, from where he never returned. In the end, the lady in red stole more than his heart, and offered it all to the copper lord.
Onyx Chest

This small square chest is only about a foot large in all dimensions. It is beautifully crafted out of some unknown black material. The chest is gilded with gold trim around the edges and on the top in a cross-like pattern. It feels very solid but only weighs about a pound. In the center of the cross on top of the chest is a small hole, possibly for a key of some kind, but just large enough for a finger to be inserted. The details inside the hole seem to be magically obscured in darkness.

This chest requires blood to be attuned to a single user. To attune to this item a creature must insert a finger (or other appendage small enough) into the hole in the top of the chest, at which point they will feel a sharp pain in said finger and suffer 1 point of damage as the chest extracts a drop of blood.

Once attuned the user may use an action to physically open the chest. Once opened, if empty, the chest expands into a shape defined by the user up to 12 cubic feet. While open, any objects that fit can placed inside the chest until the lid is closed. The chest can only hold up to 300 pounds. Once closed the chest immediately reverts to its original size and any objects contained within are magically compressed and have their weight reduced to 1/10 of their original weight. Once opened again, the chest resumes it's previous size, until all items are removed.
Ring of the Ram

Requires Attunement

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Plot

This section is for an overarching plot. For a session by session summary beginning April 2020, see Session Summaries.

The Party met Potin the Enchanter.

Eventually, the Party has boarded a ship called the Omo Nala captained by a sarcastic young human named Tomaas Encini

On the ship, they met a curious little boy felin name Bayne Encini

They are bound for Yoikoko once again, where Alyef intends to continue her mission to bring Jirra to justice.

The trip was uneventful, Jissa spoke with Maskan about stalking Jirra to figure out what she's hiding. Jissa also spoke to Captain Tom about earning his friendship, Tom asked Jissa to steal a ship in a bottle from the harbor master(Heinrich Oaken-Hull) of Yoikoko, and/or to deliver 10 healing potions to his ailing sister in the town of Rivers. Jissa decides to do both.

Windsday, week 2: The party arrived back in Yoikoko and go their separate ways. Jissa managed to steal the ship with no ill effects while Kiro distracted the steward Lisbeth Sturmwind. Jissa opted to turn the ship in immediately and was forced to fight as a bar patron attacked him. He did not fair well and it turned out to be a test. Jissa has access to a fence known as "Steve", the bartender of The Flowing Bowl.

Once the party reunited at the Guild Hall, they set out to find Arvena Theles, who appeared to have been kidnapped while her nephew was slain violently. His blood had been drained while he was nailed to the wall in Arvena's home.

The party, with the help of Captain Ishmere Frey, ventured into a cave beneath the city walls that led them far to the north (mile or so) beneath the earth. They found the entrance to an ancient crypt at the end of the tunnel. Having no other leads, the party ventured in and soon discovered that the crypt was littered with undead. After some combat and traps, the party encountered two vampire children Hans Thelas, and Greta Thelas ended up slaying them.

The party travelled to Koja where they discovered a plot of necromancy committed by the mayor, which resulted in a possession and discovering a strange undead-construct. In an attempt to make the continuation of their journey north possible, the party went to investigate the disappearances that have happened from the road. They discovered that it was the work of a group of intelligent trolls. By defeating the leader of these trolls in battle, the other trolls froze. Within the next 24 hours, they had disappeared. Three trolls had been out of the cave at the time. They remained but scared off. The Party has freed one from the control of its magic item, and killed the other two, allowing them to connect with the three items: knives (Erdan), a greatsword (Ishmere) and a wizard's hat (Mari).

The party are now on the road north once more, leaving behind a number of children but adding Avantine Morris to the travelling band.
Keeper's Robe

Requires Attunement

This black and silver robe was designed to ward off necromantic forces during advanced conjuration rituals.

The wearer gains +1 to Wisdom. In addition, this robe has a pool of 100 hitpoints. Whenever the wearer takes necrotic damage, they reduce the hit points of the robe instead of their own HP. If the robe ever reaches zero HP it is destroyed, and the wearer gains vulnerability to necrotic damage for 10 minutes. Hit points of the robe are restored by the same amount whenever the wearer rolls hit dice.
Avantine Morris

Ava is an unusual creature. Detect Magic reveals she is a magical construct made by the gravekeeper and the ex-mayor of Koja. It is possible she has a soul.

Now that she has been discovered and deemed to be not a threat, she is being taken north with Alyef.

She has recently been provided with new feet by the family of a peasant girl who didn't survive after the journey back from the orc camp.
Farren Rill

Nerraf Rill - brother

Alyef Rill - sister

The eldest brother of the Rill siblings, and one of the highest ranking paladins in the Elven kingdom.

Farren and his legion have gone missing in action in No Man's Land beyond the Dragon Crown Mountains. Mari managed to confirm that he is alive by sending him a potion of healing from the palace, which he was able to accept.
Reina

A purple Tiefling Rogue who started the journey with the party.

- Kidnapped and taken to Mastolf

- Rescued, now in Yoikoko?

The tune she hums was one of her mother's towards herself when she was but a child. It always cheered her up, though she'd doubt anyone would quite understand the lyrics if she sung them out loud as they were spoken to her in an Infernal language. She had tried to translate the song into common wording, but it never quite sounded right as it had in infernal.  / - RP Forum, 29/06/2017
Gebudo

Gebudo is a small port town on the north edge of the Sapphire Eye. It is likely to be the main port of Ominira, the capital city of the Elvish lands.

There is no dock, so a large ship would have difficulty docking here. To get ashore, the party had to anchor in the mouth of the river, and use rowboats to get to the shore.

The outskirts of the town are ruins, clearly burnt.

There is a river nearby, with a ruined tower and collapsed bridge further up.
Father Owl

Father Owl lives in the Dragonspine Mountains close to Yoikoko. The Party met him when they were looking for information about the disturbances with the weather patterns after Erdan had a late night conversation with an owl who led us to his home.

It turned out that Father Owl didn't know much more about the recent weather than anyone else, but he proved to be quite knowledgeable about several other topics, including the Silver Circle's favour tokens.

He is keeping an eye on the party via owls that watch for him, and occasionally he uses them to send messages to the party. One such owl informed Erdan that the dwarves in the crags near where Father Owl lived were all dead. Erdan used this same owl to broker another meeting with Father Owl, this time with Father Owl coming to the party in Ominira.
Umolo

Umolo is a small town nestled in the Dragonspine Mountains, consisting of nothing more than an inn and a small general store. This is where the main school of magic of Aarin is located where Maryanne studied, with a large solid stone bridge serving as the entrance to the school.

It seems to be protected by some kind of magic that tempers the environment, as it is largely protected from the mountainous winds.

From the village, you can see out for miles, as far as the ocean even - a slim line of blue. An evergreen forest is 200-300 feet down the mountainside from here, and beyond that, Ibudo can be seen.
Primera Wiki

## The world of Primera

Scholars believe the world of Primera to be far larger than the known provinces, but the common folk would tell you otherwise. The kingdoms of elves and men have existed since time Immemorial. Surely someone has been to every corner of the world by now, right?

The known world consists of three continents the massive central land mass of Aarin, the war torn lands of Orun to the east, and the wild and untamed lands of Rojava to the west. Travel between continents used to take months, but technology and magic have advanced rapidly over the last century. Now trade between continents has accelerated progress even further. New metals, magics, woods, and beasts have led civilization to dig deeper, fly higher, and dive lower. It's an exciting time to be alive, peace and prosperity prevail for most of Primera’s people, and there's no shortage of work to be found, especially for those willing to take some risks.

There are those that speak of the dangers such an unprecedented age of discovery might unearth… but what do they know? This is an age of progress, and that can't possibly be a bad thing… can it?

## The continents of the known world

Aarin

Orun

Rojava

## Quick Links

Plot

Elven History

The Party

NPCs

The Adventurer's Guild

Agents of the Patriarchy

The Elysians

The Golden Lotus

The Guilded Carafe

The Keepers of the Stone

The Silver Circle

Magical Items

Places

Homebrew Cards

## Latest activity

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

 Help

* Wiki Activity
* Social Activity
* Image Activity

No changes during the given period match these criteria.
Corona

Corona is the latest name of a sentient magical hat. It has previously been known as Salaye when worn by Telkor, the original owner.

It has a high level of intelligence, and enjoys playing chess. It wants to be used for information and to encourage experiment and rational thought.

The hat has a limited energy supply, and can draw upon its wearer for energy. It can communicate to its wearer telepathically, and read the thoughts of the person too.
Homebrew Cards

## Spells

### Soul Trap:

Components: V,S, M: An empty soul gem or some other soul container made specifically for this purpose.

You can attempt to trap the soul of a creature within 30 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can’t be trapped). The target must make a Charisma saving throw. This save is made at disadvantage if the creature is in great pain or near death (below 10% of their max HP). The save is made with advantage if the creature is confident or somewhat healthy(Above 50% hp) On a failure, the target’s soul becomes trapped in the container. On a success, the target resists your efforts to trap it, and you can’t attempt to trap it again for 24 hours.

The trapped creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.

If the container is destroyed, the spell ends, the victim's soul immediately returns to their body. If their body is more than 100 feet away from the container, or if their body is dead when they attempt to return to it, they die.
Nar'Ad's Knives

Approximately what they look like

These +1 magical knives are sentient items, but can only be communicated with when both are held. They have a thirst for blood, which they literally drink upon the death of an enemy. They are designed for use by a Rogue or Ranger, but can be wielded by anyone with a Dexterity score of over 15.

These knives have what appear to be grappling hooks on the non-bladed end.

Their previous name was Blinky when they were owned by the troll, but Erdan has renamed them to Sisil (an Elvish word for Dagger).

They have a rather sadistic personality, and relish the idea of murder and chaos.

Their favourite blood type to absorb is human, while their least favourite is Elvish. There are different qualities of blood - some taste better or worse. For example, 10 common humans would be equal to 2 Julians. They seemed to like Mari's blood.

### **Known Kills (Erdan)**

- Random bandit that tried to rob the party and ran away

- Sahuagin attacker
Adnilag

Halfling

Sylvan

A Halfling Warlock with a magical eye who travelled with the party for a while. She comes across as more than just a little insane, and often has conversations with her patron verbally.

Constantly offers people cookies made with eye of newt.

Now living in Yoikoko, having reopened her potion store.

Her weapon of choice was a rapier, which she stored inside her magical glass eye.
Elven History

First there was the society in the sky - the Primal Elves. They have always been hostile with orcs and sahuagin, but were never in outright war.

Then there was the fall, when it all crashed down.

Then came the civil war between the Sun elves and Moon elves. The Sun elves won and subjugated both the Moon Elves and the Wood Elves. The monarchy that was created here ended a few hundred years ago, and efforts have been made by the Sun Elves to be more accommodating to the Moon Elves, although there is still prejudice among both sides, and especially towards Wood Elves.

Then started the war with the humans. Then the outright war with the orcs began. A truce was brokered between the elves and the humans so they would not be spread so thinly on both sides. The Moon Elves, however, wanted to continue the war with the humans. While orcs and elves have always had conflict - even pre-fall, the outright war only started around 100 years ago.

Now the sun elves and the moon elves in Ominira keep themselves separated, rather than by necessity. Elves generally don't like to have physical contact, such as handshakes, especially with people they have only recently met. They also don't really have many children as their lifespan is so long, with them effectively living forever until they are killed.

A treaty existed in Ilu'Oju between the elves and the lake sahuagin, although it remained a somewhat hostile relationship until the party got involved and helped to ease tensions a little.
Samuel Northcomb

## Fact File

Human, Eldritch Knight Fighter, ???.

Name: Samuel Northcomb

Age: ???

Birthday: ???

Alignment: ???

Height: ???

Weight: ???

Languages: Common, Elvish, Giant

Current Home:

## Appearance

...

Weapons: Simple Weapons, Martial Weapons

Skills: Athletics, History, Insight, Persuasion

Tools: ???

Arcane Charge

*Cantrips*

* Blue-Flame Blade
* Fire Bolt
* ...

Eldritch Strike

Extra Attack

Fighting Style: Dueling

Indomitable (2/day)

Second Wind

Spellcasting: Samuel can learn 10 Wizard spells up to third-level (Shield, Thunderwave, Hold Person, Misty Step, Counterspell, Haste)

War Magic

Weapon Bond

### **Magical Items**

#### *Clothes & Bags*

Head: ???

2 Earrings: ???

Neck: ???

Cape: ???

Body: ???

Hands: ???

2 Rings: ???

Belt: ???

Legs: ???

Feet: ???

#### *Equipment*

Crystals: ???

2 Accessories: ???

....

#### *Wands & Weapons*

2 Weapons: ???

...

## Backstory

### **Meeting the Party**

Samuel met the party at the the undead war refugee camp. He first witnessed the party being given permission to skip the queue to visit Jak, and his attention was drawn by writing formed in the sky by Erdan. Once the group left Jak, he met with them and was invited to Mari's Magnificent Mansion for a private conversation.

## Relationships

### **The Current Party**

**Erdan**

...

**Julian**

...

**Mari**

...

**Undrea**

...

**Vathys**

...
Aarin

Aarin is the middle, and largest, of three continents. It's features include everything from lush woodlands, to sweltering dunes and frozen mountains. There are two seas surrounding Aarin: The Western Sea and The Eastern Sea.

The northern-most part of Aarin is a seemingly impassable mountain range known as The Dragon's Crown - a snowy and cold mountain range, uninhabitable to most races. The Crown and beyond are home to the orcs, although they occasionally raid elven lands. Nestled in the center of the Crown is the elven capital, Ominira.

The lands south of the Crown are largely forests and jungles, including the Wild Woods in the northeast. The north is home to the elves and the dwarves, while the south is ruled by the human kingdom. In the central part of this region is a giant lake known as the Sapphire Eye. On the northern edge of the lake is Gebudo, a minor port town that serves Ominira.

The Dragonspine Mountains lie in the middle of the continent, acting as a sort of border between the human and elven lands, and are the primary home of halflings. Mines go into these mountains as the workplace of dwarves. The primary magic school of the continent is located here in a small town nestled in the mountains called Umolo.

The elven lands in the north are now ruled by a council, and are generally against slavery. They have a good relationship with the dwarves, largely for trade purposes.

The human kingdom in the south have strong ties to slavery, often bringing non-human races from the Eastern continent to act as slaves. This is a society in which profit is a primary motivation. They are at war with the drow who take humans as slaves to the Underdark.

### Major settlements:

Erula (capital of the human lands)

Ibudo

Ilekun

Ilu'Oju

Koja

Ominira (capital of the Elven lands)

Omiru

Orajo

Quarra

Rivers

Umolo

Yoikoko
Shiabbukha Jissa

Elvish

Orcish

Ranger with a pet fey wolf, Xerxes. He has dog ears and a tail, and very pretty eyes (amethyst).

 Fact File

Canid, Beast Master Ranger, Outlander

Age: 21

Birthday: has no memory before being found, but celebrates this day on 11/08

Alignment: lawful-neutral

Height: 6'0"

Weight: 154 lbs

Languages: Common, Canid, Elvish, Orcish

Current Home: with his friends

## Appearance

Jissa is a canid with small furry white ears that stick out clearly over his hair which is pulled back tightly and wrapped into a long ponytail that hangs down to his lower back. He is thin and lean carrying himself with a strong posture. His face has a few feminine qualities and could be mistaken for a girl from a distance.

## Abilities & Magic

### **Abilities**

#### **Canid Abilities**

Advantage on perception checks involving sound and smell

Darkvision

#### **Ranger Abilities**

Favored Enemies: Beasts, and Orcs + ?

Favored Terrains: Forest and Plains

### **Magical Items**

#### *Clothes & Bags*

Bag of Holding

Comms Earring

Medallion of Thought

Winged Boots

#### *Equipment*

Capture Sphere

Blue Chain Shirt +1 (elf made)

#### *Weapons*

Crystal Arrows

Magical Arrow of Sleep

Nevermiss Arrow

***Misc.***

Fantastic Fork of Flavor

Bone Dagger of Carving

## Relationships

### **The Current Party**

**Erdan**

...

**Freedom**

...

**Julian**

Jissa may act ungrateful for the many times Julian scolds him, but he finds it loving that Julian cares about him enough to try and keep him alive. Jissa may do some stupid things. But he can rely on Julian even if he caused the issue.

**Mari**

...

**Shalahai**

...

### **Ex-Party Members**

**Adnilag**

**Fen**

**Hellan**

**Kiro**

**Kothar**

**Neraht**

**Reina**
Freedom

Fact File

Human, Rogue, ???

Age: ???

Birthday: ???

Alignment: ???

Height: ???

Weight: ???

Languages: Common, Undercommon

Current Home: ???

### **... And Now...**

Freedom joined the party in Ominira, heading out to the east. There, we faced off against an oni and some winter wolves. Free was charmed by the oni and attacked Erdan but was freed pretty quickly. From there, he survived an avalanche with the party before making his way back to Ominira.

The party then ventured to Chay, where they faced an entity that controlled the locals' minds. They ventured deep within the mines, discovering an ancient Dwarvish city, before they headed back to the surface. Attacked by a stone giant and a sorceress, the party left Chay, handing the problem over to Rerek.

When the party decided to leave Ominira, Free traveled with them to Umolo, but realised he left Erula too soon and returned to the human capital, leaving behind the things the party had loaned him.

## Relationships

### **Party Members**

**Drake Vesta**

**Erdan**

**Julian**

**Mari**

**Shalahai**
Arume Slayer

Arumes killed so far: 14

First appearance: Season 6 episode 5

## Bio

The Arume Slayer's past is unknown. All that is known about him is that he has an extreme grudge against Arumes and that his name isn't important. He owns a truck, a super shotgun, a steyr AUG, a sword, and some armor. He believes that the only good Arume is one that never comes out of it's stinking hole.
The Last Frontier Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Melvin

Melvin was the crazy old fisherman who lived in Yoikoko, who aimed only to stop any investigation of the 'spooky' house opposite the harbourmaster's house.

Erdan spoke to him and realised his memory had been addled, and so he healed him with a Greater Restoration - but this did not fix his memory as expected. Instead it de-aged him to a 16-17 year old man. His memory improved somewhat, but not enough. A day later, Erdan cast another Greater Restoration to bring his memory back.

He revealed that the house was his uncle's house, and his parents had sent him from Erula to Yoikoko 8 years ago to sell the house upon his uncle's apparant death. His uncle was a necromancer. One night when he was sleeping, he awoke feeling like he was being attacked - this was when he was cursed. Since then, he has felt compelled to watch the house and keep intruders and investigators away. This compulsion remains even after the previous two curses have been lifted.

Destin revealed that the boy looked exactly like his uncle, and that Potin had a portrait of the necromancer that he was willing to show. Erdan brought Melvin up-to-speed with the recent goings on in town. All Melvin wants is to sell the house - even willing to accept just 4500gp for it - so he can return home to Erula, although who knows if he even still has a home.

There is a door in the basement of the house that the keys given by his family do not open.