recursal/Fanatic-Fandom huggingface dataset:
Session 21: Blood Hunters Return

After Elder Semoron disappeared, the group turned their focus to Aristrianna, who wouldn't give up the ring Elder Semoron gave her. Viktor knocked her out, and Katric removed the ring with a bolt, placing it in his bag. Later, Katric gave Kharur Anayano's amulet, and Elder Semoron's ring to examine while they went to the jail to talk to Anayano. After a long discussion, with morally questionable ways of getting information out of her, they had learned all they can. Essentially that Elder Semoron had turned the Elder Circle into a cult to worship Verona, the Kraken God of Destruction. Afterwards, Anayano pledged herself in Aristrianna's service, and agreed to return to Keep Lamiak to aid with the construction and maintenance of it.

Meanwhile, Kharur was examining the items and managed to break Nyraevyn out. Afterwards, he gave her the amulet, but kept the ring for further study. Odetta gave Katric a hammer. It was a magical hammer that would aid him in battle, but, should the need arise, it would allow direct communication back to Ranem. Kharur, Odetta, Anayano, and the entire town thanked the group on their way out, and they boarded the ship.

After a few days' travel, they arrived in Yorelstein, the only city in all of Riverdale. There, they fought a group of Blood Hunters who had been chasing a young boy.

And... that is where we left off.
Session 4: The Semoron Forest

After escaping from Kois and prison, the group went to go talk with Anastra, Lady Irica's personal Mage. After a bit of a freak-out from Augustus, they decided to just go help Aristrianna with her stuff, and went to the Elder Circle. After being attacked by a large wolf pack, and Trildon nearly dying twice, they finally got to the clan where they healed the whole group. After a lengthy discussion, and allowing Aristrianna to join the Elder Circle, Trildon woke up, believing that he was a wolf, and is going to be like that for a few days. Elder Semoron completed the joining ceremony for Aristrianna, which involved going to the Spirit Realm and facing her fears and regrets. She got a new staff in the process, and Elder Semoron is now ready to talk with Aristrianna about the communications between the Circles.
Habitants du Wiki

Hey! Je repertorie ici tous les utilisateurs actifs. Il y a quatre catégories d'utilisateurs sur ce wiki: les Habitants de Clariness sont ceux qui s'occupent en priorité des pages sur les personnages, les Habitants de Tanbarun sont ceux qui s'occupent en priorité des pages sur les lieux, les Habitants de Laxd sont ceux qui s'occupent des pages sur les épisodes, les Habitants indépendants sont ceux qui ne désirent pas s'occuper d'une catégorie en particulier. Je rappelle que ce n'est pas parce qu'on fait partie d'un Royaume qu'on doit forcément ne s'occuper que de cette catégorie, ce sont juste des catégories prioritaires de référencement. Chaque royaume est géré par un utilisateur.

## Habitants

### Royaume de Clariness

La gérante de cette catégorie est l'Habitante  Kaliska la licorne.

* Kaliska la licorne

###

### Royaume de Tanbarun

Ce Royaume n'est pas encore habité, soyez le premier!

### Royaume de Laxd

Ce Royaume n'est pas encore habité, soyez le premier!

### Habitants indépendants

Ce Royaume n'est pas encore habité, soyez le premier!
Vohlef

Vohlefs are a race of quadrupedal mammals that are unique in their ability to cast magic from birth.

They are the most populous species on Ethra, forming up to 60% of all animals. This is likely a result of the magical diversity within the species.

## Common Traits

Despite the diversity within the species, there are a few common aspects you can always find.

### Quills

The strength of a vohlef is marked by how many quills they posses, there have never been any reported cases of a vohlef being born with no quills. The amount of quills a vohlef has usually denotes their standing within the community.

* Three -
* Four -
* Five -
* Six -

### Semi-Opposable Digits

On their front paws they posses elongated dew claws that function similar to a human thumb. It allows them the ability to grasp and manipulate objects to an extent.

### Long tails

All vohlefs will have long tails, there does not however seem to be any evolutionary advantage to having them.

### Secondary Circulatory System

Along with a heart to pump blood through veins and arteries, they also have a secondary set of similar organs that pump liquid magic through them.

## Common Vohlefs

### Unique Traits

They posses no striking features, except for perhaps they come in the widest range of colours.

### Elemental Control

They have very limited telepathy, able to communicate with other vohlefs.

### Purpose in a Community

As they make up the bulk of the community, they fill in many purposes and jobs. Though they might not be specialized for any in particular, this means they can help with any position.

## Primary Magics

The first elements vohlefs were known to posses before cross-elemental breeding became common practice.

Water, earth, air, nature and fire.

*See primary magic for further details,*

## Secondary Magics

These are elements that can only be achieved through breeding of two different element types.

## Void Magic

Pure vohlefs cannot use this magic.

*See Bone Dog.*
Ethorian Legends Wiki

## Welcome to the Ethorian Legends Wiki

This is a collection of information on the the series Children of Destiny written and created by Chrys.

This is a more in depth version of the Ethorian Legends blog but will contain much of the same content.

## This Wiki is incomplete!

It is being used as a place for Chrys to store all information on the series while working on it, and such is subject to change frequently.
Black Ooze

Black ooze is a tar like substance that makes up 90% of a serpentine. It is also present in bone dogs, though to a lesser degree.

## Properties

For a serpentine, black ooze is their organs, skeleton, muscle and skin. It is somehow solid enough to hold a vaguely animal form, but liquid enough to constantly drip off of them. If separated from a serpentine it no longer hold a solid form, and seems to lose all magical properties.

The ooze that drips from a bone dog is far less potent, and does not hold any sort of solid form.

It is currently unknown if the ooze is what allows serps to preform their magic, or if the ooze is a result of the magic. It is known however that the two traits are connected, as a bone dog that doesn't produce the ooze cannot preform void magics.

## Effect on Environment

Black ooze is notorious for ruining vast landscapes, when it mixes with the earth it becomes toxic to any vegetation and immune to any elemental magic.

### Void Sands

The Void Sands are a result of this, an area that use to be a vast field of tall grasses now reduced to a desert. A small portion of this, known as the Serpents Jaws is where the serpentines can be found.
Kiki Seiran

**Kiki Seiran** (木々・セイラン, Kiki Seiran) est l'un des personnages principaux de la série Akagami no Shirayukihime. Elle est l'assistante de Zen et partenaire de Mitsuhide.

## Apparence

Elle a des cheveux blonds mi-long, qu'elle lège normalement, et des yeux indigo. Elle est de taille moyenne.
Quand elle était plus jeune, avant d'avoir rencontré Zen et Mitsuhide, elle avait ses cheveux coupés, et dû à cela, Mitsuhide l'a confondue avec un garçon.

Elle porte des vêtements formels, rien de révélateur. Elle porte habituellement une tenue royale. Elle porte un dessus noir sans manches en sous-vêtement et en jambières noires. Au-dessus d'eux, elle porte une sorte de tee-shirt avec un collier de style chinois et d'embellissements en or. La partie centrale et le collier sont plus foncés, tandis que la partie inférieure a été divisée en 2 parties. Il y a 3 volets de tissus sur l'extérieur, et une pièce jointe qui tient son épée. Elle porte de longues bottes pourpres avec des embellissements en or. Elle porte une paire de protecteurs métalliques sur ses deux mains.

Le fourreau de son épée est bleu foncé, tandis que le médaillon et le chape est en argent. La poignée est couverte de bandages et il y a un bijou / pierre de couleur bleue sur le dessus.

On l'a vu porter une robe deux fois, dans un bal quand ils (Kiki, Mitsuhide et Zen) étaient plus jeunes et lors d'une "réunion de mariage" (entrevue) avec Zen.

Quand elle a été "capturée", elle était habillée comme une femme plus pauvre, portant un dessus tricoté et une chemise avec les cheveux tombés. Plus tard dans la série, elle coupa de nouveau ses cheveux, rappelant son début comme assistante de Zen.

Dans l'anime, ses cheveux sont une nuance jaune plus claire et ses yeux sont bleu foncé.

## Personnalité

Kiki a une personnalité très stoïque, comme l'a noté son père, rappelant sa mère. Elle montre rarement une autre expression autre qu'un visage désintéressé, et est une excellente épéiste. Elle s'ouvre plus uniquement en présence de Mitsuhide, Zen, Shirayuki ou Obi. On la voit souvent en train de remuer le couteau sur la plaie ou plaisanter. Quand elle a rencontré Zen et Mitsuhide, elle était très fermée sur elle-même. Au cours des années passés ensemble, elle s'est ouverte à eux. Elle est également très têtue pour se marier, car son père a essayé plusieurs fois de la mettre en contact avec quelqu'un, même si elle admet plus tard qu'elle envisage de proposer à Mitsuhide quand le moment viendra.

## Histoire

Kiki a été l'assistante de Zen pendant 5 ans avant de rencontrer Shirayuki. Elle est également l'héritière du chef de la famille Seiran, l'une des plus anciennes familles nobles du Royaume de Clarines.

## Citations

* "Tu devrais aller la voir avant d'écrire Shirayuki partout sur tes papiers" (à Zen, quand il était très inquiet pour elle au point de ne penser qu'à elle à longueur de journée).
Language

Ethra has many languages, but there are a few widespread languages that you can almost guarantee a creatures speaks at least one of.

So far there has only been one creature to learn every language, a mutant named Kesh.

## Common

This language was designed to be as basic as possible so that many species could learn it. It was made using roots from many different languages. Because of this it has many different sounds, ranging from harsh throaty noises to soft whistling tones.

It is the only other Ethorian language the humans are capable of learning.

## Vohlephian

This language is a very soft and elegant. It sounds more like singing rather than speaking.

While many species are capable of learning this language, it is strictly controlled. Only vohlefs are allowed to teach it, and therefore learn it.

## Earth Common

Most Ethorians call the language 'Earth Common' but it is actually just a dialect of English. According to certain Earthlings the amount of words has shrank considerably since their arrival on Ethra. Most Ethorian creatures don't bother to learn it.

## Serpentine

Serpentines don't rely heavily on spoken word and so their language is extremely primitive. It is made from a a limited amount of sounds ranging from harsh throaty noises to sharp hisses. It is extremely difficult for other species to learn this language.
Mutant

Mutant is blanket term used by vohlefs to describe anything that is part vohlef, excluding bone dogs. It is also used when referring to vohlefs who don't fit the standard.

## Hybrids

With the introduction of animals from Earth, there are many vohlef hybrids showing up. The most common are canine species, though there are reports of other hybrids. Most vohlefs think the act of mating outside the species to be a disgrace however, and that has kept hybrids to a minimum.

## True Mutants

True mutants are born of two vohlephian parents, but have a trait not normally seen in the species.

### Bipedals

This is the most common mutation present in vohlefs, and with each generation it is becoming even more widespread. As the name might suggest, vohlefs with this mutation have developed in such a way they can stand on their hind legs.

### Non-canine

Much less common, this mutation is far more extreme as far as appearance goes. So far there have only been sightings of feline semblance.
Serpentine

The ultimate invasive species, serpentines can adapt and ultimately destroy any environment they find themselves in.

Originally not from Ethra, that are many conflicting opinions on how they got there. The only confirmed information is that they all emerged from the volcano located at the center of Kraton, and that they didn't evolve from some creature living in the magma.

## Reproduction

Since they lack organs of any kind, serpentines do not reproduce. It is not known if they are capable of producing more of their kind, or if there is a finite number of them.

## Language

*For spoke word see language.*

Serpentines very rarely speak verbally however. Their main form of communication is instead through telepathy. They can speak with another serpentine from any distance, but to speak with creatures of other species it requires them to be within visual range.

## Magics

Unlike the vohlefs who use what is called elemental magic, serps instead use a magic that has been dubbed void magic.

### Matter Manipulation

Should the need arise, a serp could create anything they required out of thin air. As a species however, they don't seem fond of using their magic in this manner.

### Mass Creation/Reduction

Serpentines don't eat, and therefore don't grow. Naturally. They can however consume matter of any kind and through void magics convert it directly into black ooze. As long as they have enough ooze to cover their skull, they can do make more.

### Solidification

As an absolute last line of defense, a serpentine can solidify it's ooze into a fully functioning body coated in a thick carbon shell. Once solidified they resemble what might be described as a wingless dragon, and forfeit any use of their magic.

## Trivia

* They were named serpentines on Ethra because of their long slender bodies and reptilian heads
	+ .It is speculated many of Earths mythical creatures were in fact serpentines.

* They don't have a name in their language to represent themselves.
Kesh

## Kesh'Vestar

Kesh is known Ethra wide for his skills as a linguist, and for being notoriously difficult to get rid of. He is also one of few Fire Vohlefs not banished to Kraton.

## Unique Traits

* **Fire** **Vohlef:** Kesh has four tusks, and extremely coarse fur. Unlike some fire vohlefs however he has no bald patches (which he prides himself in.)
* **Mutant****:** He was born with two mutations, being both bipedal and more feline in appearance. Because of this he does not have the deeper chest usually present in fire vohlefs. His magic does suffer because of this however.

## Magic

As a fire vohlef, Kesh has the natural ability to create fire. However due to his mutation his chest does not have the space required for the secondary set of lungs fire vohlefs usually posses.

With reduced lung capacity, he can't create large flames and is incapable of a fire vohlefs signature flamethrower ability.

Instead he opts to use his fire for simpler means such as torches and food preparation.

## History

### Exile on Kraton

Being born a fire vohlef, Kesh was instantly banished to Kraton. He was quickly adopted by an elderly couple, Asha'Vestar and Tekka'Vestar.

There weren't many other pups his age, so Kesh received a very one-on-one tutelage.

## Relations

### Vohlefs

As with all fire vohlefs, at birth his own species disowned him. This has left him with a bitter taste towards all vohlefs. They have only started to acknowledge his worth now that he is one of the few creatures who can translate between all species.

### Serpentines

As a whole, Kesh is still wary of them. But he has found they are actually extremely knowledgeable.

### Humans

Kesh has fallen in love with the human race, and due to his smaller stature and cat like features human children adore him. He spends most of his time living among human colonies.

## Trivia

* He enjoys using his knowledge of serpentine as a scare tactic.
	+ Most people doubt he actually knows the language and is just imitating the sounds. That doesn't make them any less terrified however.
* Despite being a vohlef, common is actually his first language.
* Human society has always been more interesting to him than Ethorian.
	+ He does have trouble separating their recent history from their actual historical events.
Bard/Merchant

Bards and Merchants (also nobles, poets, artisans, and courtesans) are students of cunning, wit, gathering of information. Less confrontational than most, and focusing more on talking their way out of danger or having someone else fight for them in general, bards and merchants ARE seasoned travelers who tend to know their way around. They prioritize their dexterity and charisma, and are the only class to cast spells using charisma. They enjoy bonuses to any interaction involving speech, spectacle, or distraction.

See Also:

-Magician

-Rogue

-Warrior
Dreameater

## Domestication

Vohlefs have domesticated dreameaters to the point it is unknown if any truly wild populations even still exist. They have become significantly less aggressive than their true wild counterparts.

They have a few several key uses within a vohlef pack.

* Vohlephian royality use dreameaters as mounts instead of walking.
* Their manes are used in the process of creating wool.
* More aggressive dreameaters are used as protection.

## Trivia

* The species was named because the horrible sounds they make while fighting, which is done primarily at night.
Bone Dog

A bone dog is a name given to the offspring of a female vohlef and a serpentine. If the vohlef is male however, the resulting child will always be serpentine.

## Appearance

Bone dogs are canine in appearance, standing an average of 4ft at the shoulders. Their coat is wiry and sparse usually sporting shades of brown. Their legs are thin, ending in large paws with thick dulled claws. Their fur ends about a quarter of the way down their tails.

Their most defining feature however is their head. The top of their head from their nose to just before their ears lacks any fur or muscle, instead leaving bare bone. From their eye sockets and mouth there is a constant flow of black ooze. It is speculated that the ooze behaves similar to how it does in serps and acts as muscle instead.

They do not seem to have reproductive organs of any sort.

## Magic

A bone dogs magic is very limited. Unlike most vohlephian offspring, they can only ever posses void magic inherited from their serpentine half.

Their void magic is extremely limited, only allowing for minor alterations of already existing materials.

In some specimens void magic has been absent all together. In these few individuals black ooze was not present. They also lost all mobility in their ears and a portion of it in their lower jaw.

## Life Expectancy

As far as hybrid species go, they are not known for their longevity.

Vohlefs cannot survive black ooze in their system, and so when a child is conceived it's own body is constantly at war with itself. Those that manage to survive the first few months are usually driven mad before the end of their first year due to constant pain.

Due to the presence of black ooze constantly leaking from their eye sockets and mouth they are prone to choking if not careful. This can at least be avoided by keeping their head tilted forward.
Lich

Liches are a species consisting of quasi-dead formerly-mortal voidist magicians that live and breathe in deteriorating, corpse-like bodies sustained by pure magic. A lich ties him or herself to a bewitched object, which through void magic, is purposed to contain the lich's soul. So long as that object remains in tact, so shall the soul linger in the world. Whilst a lich does not need to remain in the same body and the destruction of the body is no true danger, any body the lich takes possession of will begin to deteriorate and any body with a soul therein will resist the lich's influence. Thus most liches remain walking corpses and learn to disregard the normalcy of mortality as they indulge themselves in the vice of power.
The Pact

The Pact is a name attributed to a binding agreement with the minor gods, the event in which the gods made said agreement, and the time in which that event took place. The agreement came at the end of a bloody and unpredictable period of history during which the world was nearly destroyed multiple times due to the excess and unrestrained use of magic. Magic being so often provided to mortals by the minor gods, angels, and demons, a meeting was held during which the gods agreed to restrict themselves. Magic was limited severely under specific laws crafted by the gods over time. This allowed magic to be exhausted more easily and prevented the rise of mortals capable of rampant mass destruction. This Pact did not remove the temptation, however. Many gods continue to wish to supply champions and servants with undue strength, and a number of magical items exist still that were forged in the centuries before the Pact. To prevent war in the heavens, the gods enlisted a mortal arm of the Pact to hunt down any dangerous items and any attempted violators of the Pact on Earth. The Knights of the Round Table, founded by King Arthur of Caerleon, took up the duty of acting as this mortal arm. As such, history since those days has been rather less peculiar.
Liquid Magic

Liquid magic is the source of a vohlefs elemental properties. It is pumped through their bodies by an organ similar to a heart called the corcillumedeis.

## Properties

Similar to blood, liquid magic flows through a vohlefs body. However it only needs to provide to certain parts of the body, such as the quills and the brain.

Where the liquid magic is pumped to also varies from each element of vohlef, concentrated in areas that help with their specific magics. That can manifest in either boosting certain organ performance, or allowing for easier manipulation through paws.

### Fire Vohlef

Fire vohlefs and any secondary magics branching of from them, are unique in that they use liquid magic externally. When mixed with their saliva it makes an extremely flammable fluid which they can then ignite.

## Harvesting

A few other species have made agreements with vohlefs to harvest liquid magic to use in medicines.

The process is fairly simple, a small incision at the base of a quill is all that's required. Once healed it's as if nothing happened at all.

Another, far less socially acceptable, method is to harvest directly from the mouth of a fire vohlef. This method is similar to milking a snake and does result in much larger quantities of liquid magic. It is however frowned upon, and generally any who practice this method can't sell their products on the open market.
Demons

Demons are fallen Angels, rebellious against the Most High, cut off from the divine light of their creator and living as creatures of darkness. Their malevolent impact has been felt on the world time and time again and they are known for trading power to mortals in return for the payment of a terrible price.
Svallorn

Name: Svallorn

Age: 1368

Race: Human/Lich

Basic Class: Wizard

Team Affiliation: Egypt

-Svallorn's Cult

-Dragon Council

Strength: 4

Dexterity: 6

Constitution: 7

Wisdom: 9

Intelligence: 9

Charisma: 8

Schools of Magic:

-Major: Void, Destruction

-Minor: Conjuration

Elements of Magic:

-Void

-Ice

-Shadow

### Armor or Clothing:

-Two pairs of robes: the first being a nice dark blue set of robes with silver trim in the form of ancient runes. The second being an old pair of simple black robes.

### Character Feats:

-Eyes of the Lich: Svallorn is able to sense his creations and if he focuses he can see through their eyes and even act through them if their bodies can withstand it.

-Soul Vision: Svallorn sees the world on a much more dull scale than others but has the ability to see souls.

### Backstory:

Born long ago he live a mortal life as a wizard. He eventually grew in his necromancy to the point where he became a lich. Svallorn's memories of the specifics has faded but he knows there was a reason he had to become a lich. Over the centuries Svallorn has grown a small cult under the promise of immortality. His cult had grown quite large before the last war and with their training in Void magics they were quite effective at collect souls and information for Svallorn. A few centuries ago he became affiliated with the draconic council by turning Drejiek into a Dracolich. In the last war he became associated with Egypt aiding them with undead fighters and portals. Since the last war Svallorn's Cult has been rather quiet as most of the people were put into a magical slumber.
Dragons

Dragons are winged creatures of immense size, strength, power, and intelligence. It is unknown if they are older than humanity though they are undoubtably far, far fewer. The species is long-lived though slow to reproduce and highly sought prizes for hunters and champions. Their body can be considered magic made flesh as it has been shown in history that a dragon with magic drained often takes human form. Or one that appears in such a manner. As such, it is reasonable to consider that dragons exist in bodies matching each element of magic though the most commonly known is fire.
Character Sheet

STATS (The default for each skill is 5, though skill can be reduced to 3)

Strength: 5

Dexterity: 5

Constitution: 5

Wisdom: 5

Intelligence: 5

Charisma: 5

Points Remaining: 13

Schools of Magic: (1 major, 2 minors. Magicians may have 2 majors and 1 minor. A minor may be made a major at the cost of 4 skill points)

Elements of Magic: (You may have 3 in total)

Special Weapon: (The weapon that is uniquely and unmistakably yours)

Weapons Used: (Any other weapons you may use)

Armor or Clothing: (Only Warriors may wear heavy armor such as plate)

Character Feats: (Your character's background, specialty, or racial traits. You may have 3. A 4th feat may be purchased at the cost of 4 skill points. The maximum cap for feats is 4)

Limitbreaker: (Your one time use ability to make an uniquely extraordinary display of power)

Backstory: (Your character's history, motivation, and personal lore)
Magician

Magicians (Sorcerers, Wizards, Witches Druids, Mages, Theocrats) are masters of magic, sacrificing certain physical excellence for magical knowledge and mastery of multiple schools of magic. Magicians prioritize wisdom and intelligence, using either to cast their impressive spells. Magicians by definition are majors of at least 2 schools of magic.

See also:

-Bard/Merchant

-Rogue

-Warrior
Irena

Name: Irena Plevone

-Called Chaton by her crew

Age: 23

Race: Human

Basic Class: Rogue

Group Affiliation: Captain of the Pirate team

Strength: 6

Dexterity: 9

Constitution: 5

Wisdom: 7

Intelligence: 7

Charisma: 9

Schools of Magic:

-Major: Alteration

-Minor: Alchemy, Illusion

Elements of Magic:

-Divine

-Water

-A large variety of knives

-Needles

-Black pants

-Boots

-Belts around her torso to hold her daggers

### Character Feats:

-Lucky Bastard- She is unnaturally lucky, things tend to just work out perfectly around her. When actions tend to defy logic or physics, they happen to work for her. (Think Jack Sparrow lucky)

-Mimic- she is able to alter her appearance using her Illusion magic. Taught to her by her captain, so she is proficient in it

-Naturally Charismatic- She is naturally extremely charismatic. She leads her crew with her charism and is able to talk herself out of situations

### Limit Breaker:

Soul Power- In great times of need a sacrifice must be given to save the greater good. Irena is able to use the power of someone’s soul to generate her magic. The more souls she has the greater her ability will become. She is like a channel for the power to be used elsewhere. This power can only be used for Divine or Water magic. Once used, she will fall unconscious for many days and her hands will be severely injured.

### Backstory:

The bastard of a wealthy merchant and a whore who worked in a tavern. Her father never knew of her existence. At age 12 she left her mother behind in France and disguised herself as a boy to gain passage unto a ship as a basic deckhand. Over the years, she grew up with the crew men and they slowly got used to the idea of having a woman on board. When she turned 19, Captain Andrew, or Calico Drew named that for his colorful language and his fickle, cat like attitude, named her his first mate. For the next 3 years, he forced her to work night and day, both mentally and physically. He made her stay up late studying strategies and economics. During the day, he taught her all he knew about ships and leading a crew.

After a large skirmish between the Scottish ship Whiskey Mistress and Calico Drew’s Ghostly Rose, the ship Ghostly Rose took heavy damage. In the end, they sank the Whiskey Mistress but at the cost of their ships and many crew members. They managed to make it to shore while the wounds of their captain festered and threatened his life. Irena wouldn’t give up on her captain, so she took what remained of her crew and with the loot they scavenged from the Scottish ship and bought another ship. It is a pale wood, bleached cedar, with dark accents decorating the back and front. She named it the Pale Rider as a twisted joke, for this ships sole purpose was to find the Fountain of Youth to save the captain.
Session 11: Aiding Vornastries

Upon killing the 40 Greyskull Guards, and descending into the Underdark, the group and Maldrum met with a hurt Vornastries, left wing frozen and missing, guarding his young brother, Gorgonthagos. The group had a very lengthy discussion with Vorn, leading to Aristrianna and Nyraevyn teaming up to help heal Vorn's wing. Upon healing him, the group spent the rest of the night sleeping as Vornastries watched over them. In the morning, Vorn was very wide awake, and feeling much better, but informed the group of dangers lurking southwards. Dangers, that he couldn't dare face in his condition, nor allow his brother to deal with. He requested that the group deal with the dangers and return to Vorn afterwards, to collect him and Gorgonthagos. The group traveled south, and found several duergar which they disposed of quickly, but then found two more duergar and two basilisks that they had to deal with. The group, who got somewhat injured, slew the Duergar and Basilisks, reveling in their victory.
Primary magic

## Water

### Unique Traits

Water vohlefs are slightly taller than common ones, with longer and thinner tails. Their fur is shorter and sleek. They have webbing from their elbow to their side and between their toes. There is a fin like structure at the end of their tails. Their top canines are longer and protrude slightly from their upper jaw.

To allow them to swim underwater for greater periods of time they have gills as well as lungs. Their nostrils have extra muscles to allow them to seal and they have a flap of skin in their ear that seals when put under the pressure of moving water.

### Elemental Control

On a basic level they cam manipulate large bodies of water with ease. On a more advanced level they can draw water from their surroundings, the most talented can even pull water from the air itself.

### Purpose in a Community

Water vohlefs usually help maintain agriculture alongside nature vohlefs. They also provide the community with fresh drinking water.

## Earth

### Purpose in a Community

A community of vohlefs with earth magics is a strong one. They are the builders and help with maintaining structures and erecting new ones.

## Air

### Purpose in a Community

When a community has air vohlefs, you know it will be a pleasant stay. They help to keep the temperature at a more manageable range with gentle breezes. In colder regions they keep snow from piling up.

## Nature

### Purpose in a Community

When paired with water vohlefs, they can grow the most magnificent crops. They provide the community with herbs and vegetables for consumption and for medicinal use.

## Fire

### Elemental Control

The most unique in that of the original elements, they are the only ones that can create their element from almost nothing. They can control any source of fire, be it one they created or not. They can enlarge the flame through their main tusks.

### Purpose in a Community

Due to the unpredictable nature of fire, any fire vohlef born is banished before they are old enough to use their magics.
Sir Luc

Name: Lucan Rulliani, “Sir Luc”

Age: 25

Race: Roman Human

Basic Class: Warrior

Team Affiliation: Pirates

Strength: 9

Dexterity: 6

Constitution: 8

Wisdom: 6

Intelligence: 8

Charisma: 6

Schools of Magic:

-Major: Illusion

-Minor: Restoration, Artifice

Elements of Magic:

-Fire

-Water

-Wind

-Dagger

### Character Feats:

-Magical Lore: Sir Luc's time with the Knights of the Round Table has given him a more detailed understanding of magic and magical history than most.

-Seamanship: Sir Luc's time with the Pirates has given him knowledge of the sea, sailing, and naval combat.

-Armorer: Sir Luc's time with the Knights of the Round Table has given him a thorough understanding of armor, weapons: making them, and breaking them

### Backstory:

Sir Luc was born in Spain. As Hispania broke away from the rest of Rome in the wake of the capital city falling into the hands of the Egyptians, the Rulliani family maintained loyalty to imperialists in the Italian peninsula. During his time serving with the armies of the Sanguine Imperium faction of northern Italia, Luc came into contact with the Knights of the Round Table and impressed them to the point of his recruitment into their ranks. In time, their mission became the center of his person.
Azure Court

The Azure Court was a nation that existed in the years before the Pact in the land of Ireland in modern Britannia. Not much else is known about it. The subject of the Azure Court is the center of many outrageous stories and claims to the point it is very difficult to distinguish the facts. However, it is undeniable they existed and undeniable that they were a powerful, noteworthy, hell of a kingdom before their assimilation by the Paladins of the Gilded Court. Their last Queen was Aislinn, about whom many tales are told. To many of the tales, she was a noble hero. To others, the most heinous of magical villains. Some said she stood purely in defense of the Celts. Others say that she created floods to massacre cities on a whim. This adds to the confusion regarding the history of her and her people. Their last king was said to be Aislynn's consort, Sir Bismarck. He seems a rather less remarkable fellow who after the fall of the Court to the assimilation of Britannia, devoted himself entirely to the service of the Knights of the Round Table as a builder or some such.
Britannia

Britannia is the united kingdom of the British Isles under the rule of the Gilded Court, though not without some resistance. Home to the Celts, the Picts, and the Anglo-Saxons, Britannia is unique among the cultures of the world and their unique magical history has lead to the development of formidable warriors to stand against reckless sorcerers. Gilded Paladins, Silver Inquisitors, and the Knights of the Round Table each have or had a presence on the isles. The Knights of the Round Table even continue to maintain a headquarters in the independent castle of Caerleon located in the Gilded heartlands.
Angels

Angels are the servants, messengers, and soldiers of the Most High. They are the first among creation existing before all beings save for the Lord Himself. They are beings of divine light empowered by the Lord to His purpose. Though full display of their power is rare, some say they have lived among mortals before.
Shamus

Name: Shamus

Age 23

Basic Class: Warrior

Team Affiliation: Leader of the Ulster Rebellion

Strength: 8

Deterity: 9

Constitution: 10

Wisdom: 8

Intelligence: 6

Charisma: 2

Schools of Magic: none

Elements of Magic: none

### Special Weapon:

-The Hounds: A red longsword paired with a red and black round shield passed down from the MacPhilman family from warrior to warrior. The sword was enchanted by his great great grandfather Allen the Handsome one of the last war chiefs. The enchantment can send the user into a battle spasm on command.

### Weapons used:

-Sword

-Shield

### Armor/clothing:

-Black and red shirt

-Black pants

### Character Feats:

-Intense training: ever since he could hold a sword the training process started, by father, Katsumi or teacher. Shamus has always had a blade in his hand he is a swords man.

-Agent of chaos: with great sacrifices comes great reward and this is what he was given for trading his peace of mind to the Morrigan the goddess of war and chaos. Rather it be theft or destruction Shamus will find a way to disrupt the flow of things.

-Rebels heart. “Our revenge will be the laughter of our children” his heart is pure in the way that all men should be free he has a pure love for his country and for its people and for those he cares for and he feels he must fight to provide for them.

### Limit breaker:

Battle spasm, he can turn into a hulking monster this increases his strength but drains everything else for a short period of time the spasm is a onetime use for it is a last resort and will kill the user.

### Backstory:

Shamus son of Cormac the former knight of the round table, Shamus at one point and time was a magic user until he found out it harmed him so he made the choice to trade his magic and peace of mind to the Morgan the goddess of chaos and war. He was raised by Katsumi after his father’s death at the orders of the gilded king. This triggered a hate for the English in the young boy this hate has lead him to rally others to the cause of northern Ireland.
Caerleon

Caerleon is an independent castle located in Britannia, the castle of the late King Arthur, and the headquarters of the Knights of the Round Table, as well as the location of the Excalibur Vault, which contains many magical weapons sealed away for their danger in accordance with the Pact. Though located in Britannia, the independence of Caerleon has always been respected by the Gilded Court and many have flocked to its ideal that despite personal national allegiances, everyone should be able to unite in not wanting the complete destruction of the world.
Silver Inquisition

The Inquisitors of the Order of the White Rose were an order of magic hunters during the closing days of the Seasons of Chaos. Formed from refugees or other like-persons affected negatively by the impact of magic in those days before the Pact, the Inquisition set out to the task of challenging and slaying magicians in positions of power. It's safe to assume they failed or the Pact may not have been necessary. The bulk of the Inquisition came from the British Isles or from the nordic lands of Scandinavia.
Roax

Name: Roax

Age: 82

Race: Symbiont Parasitic Abomination...Monster...Thing

Strength: 10

Dexterity: 8

Constitution: 8

Wisdom: 3

Intelligence: 7

Charisma: 6

Basic Class: Warrior

Group Affiliation: Svallorn's Cult

Schools of Magic: None

Elements of Magic: None

### Special Weapon:

-Shifted weapons: Is able to use their shapeshifting ability to mold his appendages into weapons such as blades, claws and tentacle/whips

### Weapons Used:

-Swords

-Axes

-Daggers

### Character Feats:

-Absorption: they feed off of biomass preferring sentient creatures and animals when necessary. The absorption process is rather bloody and it requires access to the spinal cord for the parasite to overwrite and absorb the biomass as it orbits the parasite before being fully consumed. Absorbing biomass in this way gifts the parasite with superhuman strength, speed and resilience.

-Shapeshifter: The parasite is able to take on any humanoid form it has previously absorbed retaining mannerisms, language and scattered memories of the form.

-Implement of Svallorn: Being created by Svallorn affords them a connection to their creator stronger than most spells allowing the two to communicate and Svallorn to act and cast through them.

### LimitBreaker:

-Parasitic Wave: Dozens of tentacles erupt from their current form in dome-like arc piercing stone and steel alike. Those killed by this attack are then reeled in and absorbed.

### Backstory:

Svallorn created them using a rare substance he could only get enough to create three. The first creation was an utter failure it was uncontrollable, which forced Svallorn to bury it. The last two creations have been great the last eighty years.

Roax- "Born" a little more than 80 years ago, he was meant to be a cruel joke to a now dead queen. Roax has been in and out of slumber for the past 80 years only being used occasionally to carry out Svallorn's will… and sometime ludicrous plans.
Rogue

Rogues (thieves, blackguards, assassins) are masters of stealth and indirect operation. Rogues in general are the most adept at filling their own coffers through unlawful means. They thrive in the shadows and strike when unexpected. That's not to say rogues cannot fare well in open combat. A rogue's dexterity and skill comes in quite useful in circumstances where heavy armor is ill advised such as at sea. Rogues focus on developing their dexterity and intelligence, using intelligence to cast spells. Rogues enjoy bonuses to anything involving stealth, illusion, or slight of hand.

See Also:

-Bard/Merchant

-Magician

-Warrior
Conrad

Name: Conrad Hermann

Age: 96 (youth retained via magic, so has appearance of mid 20s)

Race: Anathema

Basic Class: Rogue

Team Affiliation: None

Strength: 6

Dexterity: 10

Constitution: 5

Intelligence: 6

Wisdom: 6

Charisma: 10

Schools of Magic:

Major: Artificer

Minor: Destruction, Illusion

Elements of Magic:

-Void

-Ice

-Fire

### Special weapon:

-Manifested Blade Aatrox - the manifested blade Aatrox is Conrad's preferred weapon for serious situations. It is made of the demon that lives within him, and thus, is inherently magical. It can bypass light armors, but not medium or heavy, and in itself the damage it deals afflicts the victim as Void magic would. The drawbacks of this weapon are steep, however. If broken, Aatrox dies and all the aging that Conrad SHOULD have undergone throughout the years will affect him immediately. Also, it cannot come in contact with Divine Magic or a Divine enchanted weapon, due to its demonic nature.

### Weapons Used:

-Dual Shortswords (Manifested Magically)

-Array of Daggers

-Crossbow. (Manifested Magically)

### Character Feats:

Combat genius: while he may be only slightly above average intelligence, Conrad becomes a genius on the battlefield, more from decades of intuition than anything else. His predictive abilities are near second to none, and his movements as natural as walking

Leadership: Conrad gives off a natural air of leadership. He can call others to action and with his eloquent words, even complete strangers can be inclined to follow

Demonic touch: by giving the demon inside him a physical manifestation, he can corrupt any mundane surface with demonic energy, and he can walk on it, regardless of density or the angle it is placed at. This effect lasts for 3 minutes and the energy spreads in a 20 foot circle from point of contact. This cannot affect magically enchanted areas, or anything divine.

### LimitBreaker:

-Every member of Conrad's mercenary company (about 80 members year to date) has been marked with a brand of void magic voluntarily. Conrad can burn his own mark off his back with a special fire spell to summon all of them to his location. For a total of an hour, he controls their actions and movements via his thoughts. Any spell he casts, he can also cast them through them as well. After this time, the marks are consumed and this can never be performed again

### Backstory:

Conrad was once a collector of legendary weapons, until his ritual to merge with aatrox made him able to use magic. Now, as a renowned mercenary and artificer, he figures everything he creates is legendary in its own right, and he is frankly too busy to go collecting.

Due to decades of deadly battles the world over, Conrad has lost his left eye, left leg, and right arm. He keeps a crimson eyepatch over the eye, but much like his father figure did with his hand, Conrad has replaced the limbs with metal limbs, though they're magically grafted on and operate as normal limbs magically. He fights for any side, with his men, for the right price
Heroes

Heroes are the bane of soothsayers and fortune tellers. They are mortals who are unbound by the power of fate and thus capable of particularly extraordinary impact on the world. This occurs in many ways. A hero may be empowered by the Most High in response to a prayer to defy the fate they are given. A hero may result from a mortal affected unexpectedly by divinity. For instance, should the involvement of a god voluntarily or involuntarily save the life of a mortal slotted to die, that mortal is unbound by fate (at least until fate takes revenge and corrects the deviation) and may go on to change a great many things about the world. Because of this unique trait of heroes, things around them may gain traits as well. For instance, should a hero use a particular weapon during their defiance of fate, that weapon may become extraordinary without effort as a simple side effect. This is one of the reasons that the belongings of past heroes are such dangerous things.
Pale Rider

The Pale Rider is the ship belonging to Captain Irena Plevone, and a notable pirate ship. Irena, called Chaton by her crew, uses the ship in her nautical raids as well as her search for the Fountain of Youth. It is crewed by gifted fighters and sailors from all over Europe, who serve it proudly and bring terror to their quarry.

## Main Character Crew

-Irena Plevone- Captain of the ship and her crew.

-Sir Luc- A Knight of the Round Table who serves as a sort of interim quartermaster. His reasoning for service on the ship is that he helps to fill the pirates' coffers with rare and valuable goods, and they help him to fill the Round Table vaults with powerful and dangerous items so that he can serve the Pact.

-Kvothe- A drifter picked up by orders of the Captain. He quickly integrated himself and became welcome due to his skill as a musician and entertainer. His thieving tendencies make him a natural fit for a ship of thieves.

## Side Character Crew

+Bjorn- A viking crewman who died in a tavern brawl while the ship was at port.

-David- The son of a British wench and a Spanish sailor.

-Duncan- A Scottish lad in the crew with a thick accent and God awful singing voice.

-Jin

-Kester

-Miguel- A black haired spaniard crewmember.

-Ragnar- An old viking and veteran crewmember. Brother of Bjorn

-Yargof- Described by Chaton as a no good, cowardly viking. Yargof in truth is a bold, boisterous man with a strong sense of humor and a tendency to rile up the crew either to make merry with him, or to listen to his boasting.
Lurid Dynasty

The Lurid Dynasty was a mysterious and short-lived kingdom during the time of the Seasons of Chaos. The formation was traceable to a usurpation of the rule of Ireland from the Azure monarchy at the time. In the next years, the Lurids became powerful and expansive before the death of the original leadership. The dynasty then fell into the hands of someone alleged to be a demon. Under rather mysterious circumstances, in the next few years, the Lurids seemed to withdraw and no longer maintained the marshal might to stand as an empire in the world.