recursal/Fanatic-Fandom huggingface dataset:
Haylle Starrett

**This page is about the character who is currently only known as *Autumn.*For more information about the position of *Autumn* see The Four Seasons.**

## Haylle

Autumn as she appears in the "SeasonS" prologue

## Physical description

### Eye color

Blue (human), Red (Season)

Autumn is one of the seasons, the guardians and disciples of MoNa. She is a very friendly and shy person, very empathetic and in tune with nature and small creatures.

This does not mean, however, that she is weak. Her daily training regime has included a bicycle ride (a long one), and boxing (see https://tapastic.com/episode/329438 for more details).

### History

Haylle was born in 1036 in Scotland. When she was young, certain events brought her to Japan and with scars on her face and a blind right eye. In 1057 she succumbed to a deadly virus that was spreading through her village.
Harley

-Tipo:mago genio/Asesino.

-Daño: mágico.

-Habilidad:75.

-Ofensivo:65.

-Durabilidad:40.

-Daño a jungla:50.

-Dificultad:55.

## Historia

Allí vivía un famoso joven mago: Harley en la Academia de León de la Ciudad Mágica. Él es bendecido por la Diosa Mágica y, como la estrella de la Academia, puede aprender rápidamente y dominar cualquier hechizo mágico. Los niños necesitan aventura cuando Harley y sus amigos exploraban la jungla en medio de la noche, escucharon la malvada conspiración de la organización llamada \ "Dark Wizards \". ¡Los valientes jóvenes deciden detenerlos! Primero, necesitan encontrar la base secreta de Dark Wizards e informar al director. Pero durante la investigación, accidentalmente activó el portal espacial y se teletransportó al otro lado de la Tierra del Amanecer - Scholar City. Con la ayuda del maestro mecha - Rooney, el chico valiente y enérgico y su compañero Lolita, Bruno, Alpha y Sabre regresaron a la Ciudad Mágica para destruir el núcleo de Demorte, el Jefe de los Magos Oscuros. Para mejorar sus técnicas de batalla, Harley comenzó su aventura en el País de la Aurora.

# =Habilidades

1-**Truco de póker**
Dispara 3/3/4/4/5/5 rondas de cartas que infligen 200/240/280/320/360/400 de daño mágico al primer enemigo golpeado (el daño se deteriora cuando el mismo objetivo es golpeado por 3 o más veces) y aumentando su velocidad de ataque en un 5% en cada golpe, hasta 10 veces, con una duración de 5s.

2-**Escape espacial**
Desaparece de inmediato, dejando un sombrero mágico en su lugar y luego aparece en el frente, aumentando su velocidad de movimiento en 30% por 2s; usa esta habilidad nuevamente en 4s para regresar al sombrero.
Creatures of Caligoven

Above the fogline are scattered islands and thin air. Below are distinct strata of highly toxic and corrosive fog. This unique environment houses numerous unique creatures adapted to it, and these creatures are listed here.

B

* Balloon Worms
* Bloat Crabs
* Bronze Caprea

C

* Chrieks

D

* Dragon Fish

F

* Floaters
* Flying Frogs

M

* Murkers

S

* Shadow Moths
* Shriekers
* Smoggler Worms
* Stone Lions
Moon Cycle

The Moon Cycle is Significant for Arcturus' surface, as the phases of the Moon influence various things about Arcturus, such as the oceans, curses, monsters, insanity, and the ability to visit the Moon. Every month is equal to one Moon cycle. There are eight phases of the Moon, each lasting a total of five days. Besides the standard phases, there are also occasional phases of the Moon, such as a Blood Moon.

## Phases

### Standard Phases

* New - 1st Aurasemel to 1st Penobcas
* Waxing - 1st Parasomna to 1st Lucemos
* First Quarter - 2nd Aurasemel to 2nd Penobcas
* Waxing Gibbous - 2nd Parasomna to 2nd Lucemos
* Full Moon - 3rd Aurasemel to 3rd Penobcas
* Waning Gibbous - 3rd Parasomna to 3rd Lucemos
* Third Quarter - 4th Aurasemel to 4th Penobcas
* Waning Crescent - 4th Parasomna to 4th Lucemos

### Unique Phases

Occasionally, a unique Moon phase will occur that affects the surface of Arcturus strangely.

#### Blood Moon

When a Blood Moon rises, it is usually best to hide indoors or to sleep the night out. Blood Moons are usually when werewolves are at their absolute peak, the mad are in absolute frenzies, and the Moonlight Path is unstable. Malevolent monsters and creatures also bask in the crimson moonlight of a Blood Moon, making the night a much more dangerous place all in all. Blood Moons can only occur on a Full Moon night, and thus may take place on 3rd Aurasemel, 3rd Chordamane, 3rd Terdiam, 3rd Meritrade, or 3rd Penobcas of any month. To determine if a Blood Moon is rising, roll a d20. If the die rolls on an 20, that night is officially a Blood Moon. If it does not, it is a normal Full Moon.
Umbau

The Umbau are a race of shapeshifters native to the Underhollow, beneath the surface ofArcturus. Due to their deceptive and tricky nature, most civilizations in the Underhollow shun them from their cities and communities. Due to their race being a large amount of social outcasts, many Umbau turn to lives of crime. Some Umbau also take to the surface of Arcturus.

**Damage Immunities:** acid, poison

**Condition Immunities:** frightened

**Senses:** darkvision 60 ft.

**Languages:** Umbauese, Undercommon, other languages determinant

## Abilities

### Traits

***Shapeshifter:*** The Umbau are a shapeshifting race, and are able to change their appearance to appear as many different races, creatures, and objects. The following are the abilities for shapeshifting as an Umbau becomes more experienced in the world.

* Level 1 - You may shapeshift into any humanoid race that you have seen, as well as any land beast that is challenge rating 1/4 or lower. You can only shapeshift into a new shape twice per long rest.
* Level 5 - You may shapeshift into any land or water beast previously seen that is challenge rating 1/2 or lower. You can only shapeshift into a new shape three times per long rest.
* Level 10 - You may shapeshift into any land, air, or water beast previously seen that is challenge rating 1 or lower. You can only shapeshift into a new shape four times per long rest. You natural body can also now act amorphously.
* Level 15 - You can shapeshift into any beast previously seen that is challenge rating 2 or lower, and large sized or less. You can also now selectively shapeshift parts of your body, such as give yourself wings and gills. You can only shapeshift into a new shape five times per long rest.
* Level 20 - You can shapeshift an unlimited number of times. You can shapeshift into any previously seen beast that is challenge rating 3 or lower, and huge sized or less.
Roch Lefevre

Winter is one of the four seasons, the guardians and disciples of MoNa.

Winter being the coldest season seems to be a bit more withdrawn than the other seasons, and generally more introverted. Though he is definitely not as invested as the other seasons he has still become close friends with Dave and is clearly capable of making connections and friendships.
Detective

Detectives are a type of law enforcement almost exclusively found in the Sterling Commonwealth. They specialize in investigating crime scenes and tracking down suspects. To make ends meet, detectives sometimes may bend a few minor laws. There are also some detective -- known as private investigators -- that offer their services for anyone willing to pay. The best detectives usually have some range of ability to use magic.
Tobias

**Tobias**, also known as **Toby**, is the **God of Trade** and a Medial Divine. Prior to the Resurgence Era, he was not particularly powerful and was actually a Lesser Divine. However, once the mortals on Arcturus began to engage in trade on a global scale, his governance became so relevant and significant that he immediately rose to Medial level. Tobias is also a god who rather adores the mortals -- mainly due to them being the lifeblood of his governance.
Sword of the Wicked King

The *Sword of the Wicked King* is a legendary longsword and a cursed item. It can only be found somewhere in the Ruins of the Wicked King's Keep. It is a well-known object among historians, wizards, and denizens of the continent of Hubris. Despite knowing of the weapon, few know its special properties, and even less know the toll it takes on any who wields it.
R.R. Usher

**R.R. Usher**, simply known as **Usher** and known posthumously as the **Ghost of Usher**, was a rather reclusive man of wealth living on the continent of Varclera long before 85 TE. In his life, he was a man of fortune who owned a very large, ostentatious mansion named Usher Estate. At his mansion, he lived with relatives and his servants. Usher Estate also had its own private observatory, with a farseer in the confines of its bronze dome. Usher was captivated and obsessed with the night sky, and what existed beyond Arcturus. He spent many years and much of his fortune studying the night sky, constellations, the Moon, and other planes of existence.

Sometime near his death, Usher was given a large, ornate mirror as a gift from his demonology-obsessed nephew. Unbeknownst to Usher, however, the mirror was cursed, and released an evil reflection of himself into the world. The reflection of Usher murdered him in his own bedroom, and then took his place. Soon thereafter, the Reflection of Usher went on a massacre, killing everyone within Usher Estate. After Usher's death and the death of his relatives, the Ghost of Usher became trapped within the confines of the mansion's foundation, and was damned to roam the many halls, corridors, rooms, and chambers of the mansion. It is unknown if the Reflection of Usher escaped the mansion, or was entrapped and tormented by the Ghost of Usher.
Notas del Parche 1.7.08

Se lanzó una actualización para Mobile Legends: Bang Bang en el servidor oficial el 8 de Agosto de 2022 a las 19:00 hora del servidor en Apple App Store y Google Play Store. Esto incluye al Nuevo Heroe  Fredrinn, junto con ajustes.

## Ajustes de Héroe

**(↑) (↓) (~) (→) para indicar fortalecimiento, nerfeo y ajustes.**

  Ultimate (Guardia Eterno) BUFF ↑* Nuevo Efecto: El caballero No Muerto ya no regresa automáticamente a Vexana cuando está demasiado lejos
* Nuevo Efecto: Vexana puede relanzar la habilidad para llamar al Caballero No Muerto de nuevo a su lado
* Se corrigió un problema por el que el Caballero No Muerto no podía heredar los atributos de Vexana y equilibraba su daño. Ahora inflige un daño menor en el juego temprano y un daño más alto en el juego tardío

  Ultimate (Altar del Culto) NERF ↓* Esta habilidad ahora se puede usar cuando se mueve.
* Se redujo el HP adicional en el efecto Espectral.

  Primera Habilidad (¡Cayendo!) ADJUST ~* Enfriamiento: 7s → 8.5s-7s
  Segunda Habilidad (¡Ojos en Ti!) NERF ↓* Enfriamiento: 1.5s (se enfría después de que Muddles desaparece) → 7s-6s (se enfría despues del lanzamiento de habilidades)
* Costo de Maná: 75-0 → 60-10
* Nuevo Efecto: Muddles desaparecerá temprano cuando no hayan enemigos vinculados.
* Eliminado: La habilidad se enfría cuando Muddles desaparece
  Ultimate (¡Fuera!) BUFF ↑* Aumento de Defensa Cuando la Habilidad Está Activa: 3 veces → 5 veces

  Primera Habilidad (Puños de Viento) ADJUST ~* Nuevo Efecto: Badang almacena hasta 2 cargas de habilidad y restaura una cada 13s-10s (Disminuye con el Nivel)
* Enfriamiento: 7s-5s → 2s
* Daño Inicial: 250–400 (+70% Ataque Fisico Total) Daño Fisico → 210–360 (+90% Ataque Fisico Total) Daño Fisico
* Daño Posterior: 155–280 (+50% Ataque Fisico Total) Daño Fisico → 115–215 (+60% Ataque Fisico Total) Daño Fisico
* Previsión ligeramente reducida

 Segunda Habilidad (Cadena) NERF ↓* Daño Sostenido Base: 80-112 → 64-96
Varclera

The continent of Varclera is the continent found between Hubris and Nauphrom. It is the longest in a north-to-south regard, and also has the largest inland sea of all the continents. It has had a diverse history of different races, conflicts, and sovereign states.

## Features

On the continent of Varclera, both political and geographical features may be found.

### Political

#### Sovereign Centralized States

* **A'hanas** Federal Republic
* **Alaialul** Alliance
* Northern Kingdom of **Algruen**
* Queendom of **Alveos**
* Federation of the **Asharin Cities**
* **Avaluma** Republic
* **Cerullis** Kingdoms
* Kingdom of **Coaris**
* **Corsan** Sovereignty
* **Diamondshore** Confederation
* **Ebul** Republic
* Republic of **Ecera**
* **Ewo​s** Queendom
* Royal Island of **Irrannora**
* **Kingdom of Sheapis**
* **Kulbrick Trikingograt**
* **Lacerta** Confederacy
* **Letrall** Republics
* **Luedras Empire**
* **Nucia Kingdoms**
* United **Nysprey**
* **Oceansong Kingdoms**
* **Rampart Pact**
* Coastral United Kingdoms of **Saracorva**
* **Solidarity of Ferlekin**
* Kingdom of **Stagfree** Island
* **Talgetta** Principalities
* **Tethloch** Confederation
* Kingdom of **Torial**
* Unified **Tribivias**
* **United Kingdoms of Clearview**
* Unified Sovereignties of **Wraile**
* **Zustra Enclave**

#### Unorganized Sovereign State

* Backcountry
* Balehound Territories
* Broken Noscein
* Nestorai
* Outstretch Territories
* Respit Stretch
* Sovereign Cities of Love
* Thief's Paradise
* Tribal Holdouts
* Unorganized Oceansong

### Geographical

#### Regions

* Clearview (Grasslands)
* Great Quagmire (Swampland)
* Malcurta (Wasteland, cursed land)
* Meadows of Ferlekin (Plains, grasslands, forest)
* Parched Sea (Desert)
* Torban Outstretch (Jungle, plains)

#### Foliage

* Coome Forest
* Great Quagmire (Swampland, region)
* Varclerical Thicket (Thicket, forest)

#### Islands

* Citadel Island
* Diamondshore Archipelago
* Ferlekin
* Island of Vargeret
* Island of the Bonewhackers
* Kulbrick Island
* Lover's Island
* Meoth Cay
* Outspoken Islands
* Runner's Isle
* Steadfast Island

#### Bodies of Water and Waterways

* Cad Bay
* Cortep Strait
* Dragonest (Bay)
* Hemorra Pass
* Mainstay Cove
* Rampart Sea
* Respit Lake

#### Mountains

* Aegis Ridge
* Blackguard Mountains
* Mount Excelsior
* Stonewalk
* Talgettian Mountains
* Torbal Mountains

#### Miscellaneous

* Cape of Charms
* Coast of the Cluttered Landing
* Horn of Discontent
* Oceansong Bluffs
* Quagmire Coast
* Reaper's Fist
* Scoundrel's Point
* Slope of the North
* Stamparm
* Twigger Coast
Gorath

**Gorath** -- known by many other names such as the **Lord of Horrors**, **Scourge of Thoughts**, and the **Dreamless One** -- is the God of Fear and one of the Elder Gods. The Lord of Horrors was a malignant force since its very conception prior to the Era of Creation. Much like time, fear was present in the creation of Totality from the very beginning. As Arcturus and other planes of existence began to become filled with mortals who could dream, Gorath became more powerful and spread his fears into their sleeping minds, creating nightmares and night terrors. On several occasions during the Unspeakable Era and the Era of Unyielding Darkness, Gorath wreaked havoc on the surface of Arcturus, storming entire kingdoms with legions of demons and hellspawn. Gorath, however, was defeated by the God of War, among others, during the Terror Wars. Upon his major defeat, Gorath was dragged into hell where he would spend 'seven eternities'.

Despite his punishment, Gorath still is able to influence terror and nightmares in the Plane of Mortality -- as his governances were never usurped from him. Since the waning days of the Unification Era, Gorath has also been slowly amassing an army of demons for his nefarious deeds.
Wizard (NPC)

Wizards are people who have devoted their lives to the study of magic. They are not born with the natural ability to use magic, but instead learn it through studying and education. They are often regarded as high-class civilians, as they are well-read and academically smart. Wizards find opportunities in being advisors to monarchs, politicians, economists, et cetera. There are various kinds of wizards -- depending what type of magic they specialized in learning.
The Omniverse Wiki rules and guidelines.

These are The Omniverse Wiki Wiki rules and guidelines. Before editing or leaving a comment or a message on a message wall, you must read and abide by these rules. If you do not follow these, you will be banned.

## Rules

### General

1. You must be 13 to have an account here as per Wikia's Terms of Use. Any users caught under 13 will be banned until they are 13.
2. Keep swearing to a minimal, unless you are using words said on The Omniverse Wiki (or me). Excessive profanity will get you banned from this wikia.
3. No advertising inappropriate images and/or videos, including pornography, unless the images/videos are explicitly from the show. This is the most important rule.

### Article Editing/Creating

1. Vandalism is absolutely not allowed. This is very simple.
2. Do not plagiarize. In most cases, this is illegal.
3. No pornography/nude images is allowed unless it is contained in an official Omniverse Wiki. Any pictures that contain inappropriatness will be removed from the article.
4. Do not add any information that has nothing to do with Omniverse Wiki unless you are making a reference.
5. Do not add any opinions in any articles.
6. Make sure you use proper English and grammar.
7. Do not use article pages as a chat page.
Sterling Commonwealth

The **Sterling Commonwealth**, sometimes referred to as simply **Sterling State** or **the Commonwealth**, is Arcturus' largest sovereign state geographically. It expands to the very top of the continent of Hubris, to its southernmost coasts. Likewise, it stretches from the east and west coasts of Hubris. The Commonwealth is revered as Arcturus' economic powerhouse, as it controls many of the most active trade routes and ports used by modern sovereign states. It is ruled by an aristocratic oligarchy who do what is best for the economy and the Commonwealth's denizens.
God of Chaos

The **God of Chaos**, or simply **Chaos**, is one of the Elder Gods, as well as one of the oldest. Due to its very nature, it has no name and no form. Since the ending of the Unspeakable Era, the God of Chaos has resided in the Chaosphere, and has only affected the Plane of Mortality through sheer consequence of its governance.
Merfolk

**Merfolk**, also known as the **Deepfolk**, are a humanoid race native to the Whistian Ocean and Lastras Deep. They are at their physical peak whilst in water, and are at a great disadvantage if stranded on land -- though they can breathe air. There is currently only one major sovereign state mainly populated by the Merfolk, and that is the Kingdom of the Deep -- located between the coasts of the continents of Hubris, Ceryl, and Nauphrom.
Divine Schism War

The **Divine Schism War**, also known as the **War of Gods**, was a massive conflict between the Gods on the Arcturian pantheon. It began after Crudal, the God of Murder, began to plant seeds of dischord and subterfuge among the Gods. When his plan succeeded, a group of Gods -- led by Gorath, Ehaloth, Ragnos, Zarloch, and Crudal -- named themselves the Lord of Dissidence and attempted to take control of Arcturam and oust the 'Standing Gods' --Lucaelis,Aevatas, Jovias, and those who sided with them. After the war began, the God of Chaos openly attacked both sides in an attempt to plunge the Plane of Mortality into total discord; Clyde, the God of Trickery, joined the God of Chaos. The war pitted not only the Gods against one another, but the entirety of mortalkind -- and any eldritch being that chose one of the three sides.

The conflict saw the death of eight Gods in total, and millions upon millions of mortals. The following are the Gods who were killed in the war, and had their governances usurped: Gaverah the God of Law, Alken the God of Spring, Vastis the Goddess of Spring, Postulian the God of Messages, Jurven the God of Revenge, Zarloch the God of Magic, Ragnos the God of War, and Kimesha the Goddess of Fate.

Due to the fact that the Gods had massive infighting that lasted several centuries -- during which several Gods were killed or incapacitated -- much of the Plane of Mortality, and the very workings of Reality, began to fluctuate and destabilize. During the Divine Schism War, Arcturam became environed with a perpetual Winter and Fall -- with it finally ending when all of the Gods resumed normal activities.

The Divine Schism War resulted in the creation of the Aetheral Veil and the Circles of Hell, as the Gods realized they could no longer all be together and keep the balance of Reality from distorting. Many of the Gods who did not remain in the Plane of Mortality nor left to inhabit the Aetheral Veil, created their own realms to rule over. Many who remained on Arcturus -- or in the Plane of Mortality -- were the Lords of Dissidence. Despite failing to remove the Standing Gods from Arcturam -- now called Arcturus, by the mortals -- during the war, they found their opportunity to rule the planet now. Several centuries later, Gorath, Ehaloth, Crudal, and other Lords of Dissidence would usher in the Unspeakable Era.
Unkempt Terror

The Unkempt Terror is an aberration from the Outer Plane, a realm of eldritch horrors and unimaginable horror.

**Armor Class:** 15

**Hit Points:**  150 (14d10+80)

**Speed:** fly 60 ft.

**Proficiency Bonus:** +5

**Damage Resistance:** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

**Damage Immunities:** psychic

**Damage Vulnerabilities:** radiant

**Condition Immunities:** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

**Senses:** truesight 120 ft., passive perception 16

**Languages:** Deep Speech

**Challenge Rating:** 12 (8,400 XP)

## Abilities

### Traits

***Incorporeal Movement:*** The unkempt terror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

***Outer Horror:*** The unkempt terror is from the Outer Plane, a realm of eldritch abominations, unimaginable horrors, and aberrant logic not known to Arcturus, the Aetheral Veil, or even Hell. A target fighting an unkempt terror for the very first time must make a DC 18 Wisdom saving throw, or gain disadvantage on all attack rolls and saving throws against the terror. If the target has fought a terror before, then it must succeed on a DC 14 Wisdom saving throw.

***Sunlight Sensitivity:*** While in sunlight, the unkempt terror has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

### Actions

***Multiattack:*** The unkempt terror makes three attacks.

***Gnash:*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (2d10+10) piercing damage.

***Horrifying Visage:*** Each non-undead creature within 60 feet of the unkempt terror that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this terror's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

***Withering Touch:*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 25 (5d6+10) necrotic damage.

***Mind Infiltration:*** One target within 60 feet of the unkempt terror must succeed on a DC 14 Wisdom saving throw or take 18 (6d4+6) psychic damage and be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this terror's Mind Infiltration for the next 24 hours. The unkempt terror heals a number of hitpoints equal to the damage dealt.
Yeti

Yetis are a race of large mammalian humanoids only found on the continent of Anthiem. Yetis prefer to live in seclusion and be occasionally visited by foreigners -- rather than be surrounded by them perpetually. They also find the political system of interdependent tribes and clans to be the best fitting to their culture and society. Due to their large stature, yetis are extremely strong. They are also able to jump long distances, which makes traversing icebergs and the frozen wastelands of Anthiem much easier.

There are two factions of Yetis on Anthiem: the Jakoba Tribes west of the Soulfreeze Sea, and the Zilizim Clans to the east. These two clans have high tensions between them, and several wars and conflicts were fought between the two throughout history -- the first record of such a conflict being from the Era of Unyielding Darkness.
Sea Giant (Race)

Sea Giants are massive sea-dwelling giants found on the Ocean Floor across Arcturus. They are renowned to be gentle; nonetheless, Merfolk hate their kind and have unsuccessfully attempted to destroy them throughout history. Due to their life expectancy, sea giants also may know much more about the world than most individuals. Due to their sheer size and their nature, there is a limit to how many sea giants walk the ocean floor at any given time -- this quantity is approximately 8,000. According to the historical records concerning Sterling City, sea giants helped the humans construct the city.
Edwin Havenheart

**Edwin Havenheart** is a Human warrior, and a player-controlled character in *We Who Endeavour.*

### **Background**

Edwin Havenheart, born 54 TE to Dianne and Arnhold Havenheart. At the age of 17, Edwin joined the military in order to fight in the Theatean War which had recently begun. After leaving the training academy in 74 TE, Edwin quickly rose up through the ranks, eventually becoming the commander of his own battalion. In 77 TE, Edwin and his battalion were tasked with obtaining information critical to the war effort from a heavily defended North Theatean base, Boulderkeep.

Although triumphant, the win came at a great loss for Edwin. His entire battalion was wiped out, leaving him as the sole known survivor of the battle. Despite the losses, Edwin was hailed as a war hero for his success. Out of commission for a few months, Edwin returned to combat for a brief period before withdrawing prior to the war ending.

Wanting to taste combat once again after 7 years, Edwin decided to enlist as a mercenary to fight on the side of the Empire of the Sun in the Solar-Slorid War.
Slorin Scamp

Slorin scamps are slightly less annoying creatures than kobolds. They are relatively small in stature, and thus are seen as inferior by their Grunt counterparts. However, Slorin scamps usually serve more strategic roles in the Slorid Empire. Such an example is that scamps are regularly sent on scouting and reconnaissance missions. Depending on their fighting ability, scamps may also be in the Slorid infantry.
Moonfolk

The Moonfolk are an enigmatic and mysterious race that reside on the Moon of Arcturus. The Moonfolk were unknown to exist to the inhabitants of Arcturus until 382 AU, when it was discovered that the Moon could be visited by mortals on a clear night of a full moon, as the moonlight was palpable enough to be walked on.
Gnome

Gnomes are small humanoids native to Ceryl, but are more commonly found on Northern Anthiem, Hubris, Nauphrom, and Caesula since the middle of the Unification Era. Gnomes are excellent shoe-makers and hat-makers. They are also very mischievous individuals, and worse-off gnomes may turn to a life of grifting and flimflam scams.
Tharanok

**Tharanok** (known by many names, including: the **Lightning After the Thunder**, the **Stormbringer**, the **Warrior-God**, and the **Blessed Battler**) is the **God of War**, and a High Divine on the Arcturian pantheon. He is, however, not the first God of War -- but instead, the second. During the Era of Creation and the Divine Era, the first God of War was Ragnos. During the Divine Era, Tharanok was a Medial Divine and subserviant to Ragnos as the God of Glory. After the Divine Schism War began, however, Tharanok fought alongside the side of Lucaelis, whereas Ragnos fought alongside Crudal and Ehaloth. During the war, Tharanok confronted his master and they fought eachother, in the Battle of Battles. The conflict ended with Tharanok killing Ragnos, and usurping him of his governance.
Planes of Totality

**Totality** (also known as **Creation**, the **Multiverse**, and **All That Exists**) is the entirety of all that has ever existed, all that does exist, and all that ever will. It contains all known planes of existence, pocket dimensions, demiplanes, echoplanes, parallel universes, and timelines in existence.

## List of Major Planes

### Primary Planes

The primary planes are the most essential planes that exist in Totality. Without them, they would cause a cascade of total destruction, bringing an end to all things.

* Aetheral Veil (Plane of Paradise)
* Celestial Void (The Void; the infinite expanse that separates the Veil, Hell, and Harmonia)
* Chaosphere (source of the forces of chaos in Totality; governed by the God of Chaos)
* Harmonia (Plane of Mortality; location of Arcturus and its Moon)
* Hell  (Plane of Punishment; contains various pseudoplanes known as 'circles')
* Plains of Time (source of the time continuum and all timelines; goverened by Aevatas, the God of Time)

### Secondary Planes

The secondary planes are significant planes that affect all of Totality, though their destructions or disarrangements would not destroy all of creation.

* Font of Magic (source of the magic continuum; a plane created after the Spell Drought to reduce spell-plagues and magic droughts)
* Dreamlands (an abstract plane where the contents of dreams go after they end and of dream planes if they are destroyed)
* Plane of Madness (an abstract plane where the madness, counterintuitive logic, and nonsense runs rampant; goverened by Ehaloth)

### Transitive Planes

The transitive planes, or transition planes, are transdimensional planes that act as the spaces between the planes, separating and connecting them.

* Astral Plane
* Ethereal Plane
* Sea of Shadow (Limbo)

### Ordinary Planes

The following are the other planes that do not belong to the Primary, Secondary, or Transitive planes, and are ordinary planes.

* Candyland (a plane entirely made of candy and other confectionery treats; inhabited by various candyfolk, such as gingerbread men)
* Mindinhofkah (Dragonsgate, Dragon Heaven; the mythic afterlife for all honorable dragons; governed by Draguul)
* Gazzeer (Genie World; a spacious plane of beautiful, cloud-filled skies and fiery depths; populated by genies and other elementals)
* Herodale (warrior's afterlife for those who worship the God of War and die honorably and/or in war; governed by Tharanok, the God of War)
* Bejeweled Plane (Plane of Gems; a plane full of exotic jewels and gems from all other planes, as well as its very own)
* Outer Plane (a corrupted dreamland where unspeakable horrors have been conceived and run ramapnt; ruled by the Outer-Lord)
* Primordial Ooze (Plane of Ooze; a plane entirely comprised of ooze and slime that has existed since the dawn of Creation)
Pirate

Pirates are feared by those who sail on the High Seas, as they attempt to plunder any and all treasure available to them. Pirate ships, however, are more common in the Marauder Abyss. As many know the ocean to now be infested with pirates, much of the traffic through the waters has died out, causing pirates to begin prowling the Whistian Ocean and the Torbal Expanse. Due to their nature and where they are found, pirates almost always appear in crews aboard pirate ships. They are also usually subserviant to a pirate captain.
Undertoad

Undertoads are large, toad-like cyclopsid creatures found only in the Underhollow. However, undertoads have hooves instead of webbed feet, and have mouths full of sharp and jagged teeth. They hunt for prey through the various caverns and caves in the middle and lower layers of the Underhollow.

**Armor Class:**16

**Hit Points:**  95 (15d10+20)

**Speed:**50 ft.

**Proficiency Bonus:** +4

**Damage Resistance:** acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks

**Senses:** darkvision 120 ft., passive perception 12

**Challenge Rating:** 8 (3,900 XP)

## Abilities

### Traits

***Amphibious:*** The undertoad can breathe air and water.

***Standing Leap:***  The Undertoad's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

### Actions

***Multiattack:***  The undertoad makes three attacks.

***Bite:*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+5) piercing damage plus 5 (2d4+1) poison damage, and the target must make a DC 16 Constitution saving throw or become paralyzed for 1 minute. If a creature's saving throw is successful, the creature is immune to the undertoad's paralytic venom for the next 24 hours.

***Tongue:*** Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: 10 (1d10 + 5) slashing damage. The undertoad can decide to, rather than strike a creature with its tongue, use it to grapple a target. The target must make a DC 16 Dexterity saving throw, or become grappled by the undertoad's tongue.

***Swallow:*** The attempts to swallow a smaller target it is grappling. The target must make a DC 16 Strength saving throw or the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog and it takes 10 (4d4+2) acid damage at the start of each of the undertoad's turns. The undertoad can have only one target swallowed at a time. If the undertoad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

***Stampede:*** The undertoad moves at least 10 feet straight toward a target and then rushes into it with its head, causing the target to take 24 (6d6+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Slorin Grunt

Slorin Grunts are muscular and largely-statured Slorin who make up much of the brunt of the Slorid Empire's army. They are realtively unintelligent and barbaric in their demeanor, but follow the instructions of their supervisors concisely. They are a force to be reckoned with in one-on-one combat, as they have high constitution and very strong muscles.
Sea Giant (NPC)

Sea Giants are massive ocean-dwellers who are extremely difficult to fight. The most capable race to fight the sea giants -- the Merfolk -- have been unsuccessful in their past endeavors. The best way to fight a sea giant would be able to remove it from the sea and/or use high level magic against it.
We Who Endeavor

*We Who Endeavor* is the name of a homebrew *Dungeons & Dragons* game and universe. It was created by Jacob Lee Roberts with the help of his friends, beginning in late December of 2016. The custom components to the homebrew were completed in early January of 2017. It shares almost all of the same mechanics as normal *Dungeons & Dragons*, but its playable races, setting, and universe is distinct and original. The main setting for *We Who Endeavor* is on the world of Arcturus, which is located within the Plane of Mortality.

The mythology of the world comes with its own unique pantheon of deities, some of which are crucial and significant to the development of Arcturus' history. In *We Who Endeavor*, there is no one major campaign. Instead, the game encourages the Dungeon Master to allow the players to globetrot across the world, and all of their adventures to be created in a hybrid of planning ahead and improvisation.

## Editions

### First Edition

   The First and current edition (as of Winter 2017) of *We Who Endeavor* takes place in the Apparatus Era, specifically beginning in the year 85 TE. It has eight playable races (with their subraces and hybrids): Human, Orc, Elf, Gnome,Lacerta, Ferleon, Maialig, andLeveretian. In this time period, there are technological marvels such as steam locomotives, airships, and guns.

## Expansions

### *Into the Depths*

*We Who Endeavor: Into the Depths* is the first expansion to *We Who Endeavor*. It is also an expansion that will eventually carry over to the Second Edition as part of the base game. This expansion introduces two new playable characters: Molefolk and the Umbau. It also adds a new world located beneath the surface of Arcturus, known as the Underhollow. Within the Underhollow are many new items to be found, creatures to be fought, and adventures to be had. The Underhollow, however, only runs under the continents of Varclera and Nauphrom, and thus it may only be experienced if the Players venture to either of these continents, and then enter the Underhollow from one of the many entry points.
Luedras Empire

The **Luedras Empire**, also known as the **Fourth Witch Empire** and the **Malcurta Scourge**, is a magocratic empire that is alligned with evil and dark magic. Its denizens are either slaves, the undead, necromancers, witches, or mercenaries. Luedras was founded inside the cursed lands of Malcurta, and since the beginning of the Apparatus Era, it has spread out of the boundaries of its origin and have begun taking uncorrupted land. Since 79 TE, the Luedras Empire has also been at war with the Kingdom of Noscein and its allies. In 83 TE, the capital of Noscein fell to the clutches of Luedras, and the centralized state fell into chaos. It is currently lead by the Witching King Saul Cromwell.
Molefolk

Molefolk are a race of subterranean humanoids found all across the Underhollow. Several notable city-states mainly populated by Molefolk are Roguerock, Berdoral, and Fallborn. Due to their abilities and the socially turbulent nature of the Underhollow, many Molefolk turn to a life of smuggling, bounty hunting, or thievery to make ends meet. However, since the middle of the Unification Era, Molefolk have been slowly appearing on the surface.
Safe Travels Company

The **Safe Travels Company** -- also known as **Safe Travels Co.** -- is an interoceanary passenger services company founded in Wraile, on the continent of Varclera. Most of its business is done to and fro Varclera and Hubris, but also employs passenger ships to service ports in Caesula, Nauphrom, and Ceryl.
Aetheral Veil

The **Aetheral Veil**, also known as simply the **Veil** and the **Aether**, is the paradise realm created by the Gods after the Divine Schism War. It is filled with giant floating islands made of celestial gold, with cities made of divine elements and crystals. The realm, itself, also amplifies the flow of magic, and thus magic users may feel more powerful in the Veil.
Stroddal

**Stroddal**, also known as **Mushroom People** and sometimes jokingly referred to as **Funguys**, are a race of sentient humanoid fungus indigenous to the Underhollow. They are typically relatively large, and are often taller than average humans, but they can also be extremely small -- sometimes as short as a normal mushroom. The Stroddal's civilization range from tribalism to monarchies and city-states. They are usually found in or around Undergrowths, fungal forests, or other forms of foliage in the Underhollow.

**Armor Class:**15

**Hit Points:**  124 (16d8+60)

**Speed:**30 ft.

**Proficiency Bonus:** +3

**Damage Resistance:** poison

**Condition Immunities:** blinded, deafened, frightened

**Senses:** blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive perception 12

**Languages:** Stroddese, Undercommon

**Challenge Rating:** 6 (2,300 XP)

## Abilities

### Traits

***Brute:*** A melee weapon deals one extra die of its damage when the stroddal hits with it (included in the attack).

***Decomposition Diet:*** Stroddal are able to gain nutrients from dead organisms.

***False Appearance:*** While the stroddal remains motionless and has its eyes closed, it is indistinguishable from an ordinary mushroom.

### Actions

***Multiattack:*** The stroddal makes three melee attacks, or two melee attacks if it uses its Spores.

***Slam:*** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d6+8) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

***Spores:*** The stroddal opens its mouth and releases a flood of spores into the air. All creatures within 10 ft. of the Stroddal must make a DC 15 Constitution saving throw or inhale the spores. Any creatures who fail the saving throw will take 17 (3d6+8) acid damage at the start of each of the stroddal's turns. The creatures may keep rolling the saving throw at the start of their turns until it succeeds. If a creature reaches 0 hitpoints while afflicted, that creature will begin to rapidly decay as mold covers its corpse.
Elf

Elves are a race of short humanoids that originate from the Sylvan Groves on the continent of Hubris. They are believed to be the crossbreed between humans and the Fae, but are distinct enough to be considered their very own race. Elves began to immigrate from their homewoods to other locations all across Arcturus, most notably to Nauphrom and Varclera.
Pirate Captain

Pirate captains are notorious for being nefarious and remorseless in their plundering endeavors. They are the leaders of their respective pirate groups, and are also the owners and commanders of the ship they're aboard. Captains tend to have expertise in swordfighting, and thus are a force to be reckoned with in a duel.
Lacerta

The Lacerta are reptilians indigenous to the Great Quagmire on Varclera -- Arcturus' largest swamp. Since the beginning of the Unification Era, the Lacerta have spread their kind across the planet -- most notably within Hubris. The Lacerta are renowned for their expertise in handling money and other valuable commodities; due to this, many of Hubris' bankers and accountants are Lacerta.
Bandit (Novice)

Novice bandits are either individuals who are new to the game of thievery, or are not very adept at their own craft. These individuals will steer clear from cities, towns, and even villages. They are most likely to attempt to steal someone's valuables when they're unaccounted for, or threaten someone before swinging into action.
Timeline

## A Comprehensive Timeline of Events in "Rainy Days" and "SeasonS"

* 88
* 89
	+ March 21 – Maura De Luca is born
* 1990
* 91
	+ September 20 – Dave Sauven is born
* 92
	+ May 14 – Violet Sihu is born
* 93
* 94
* 95
* 96
* 97
* 98
	+ August 15 – Oleander Sihu is born
	+ August 23 – "SeasonS" Ch 1
* 99
	+ December 31 – "SeasonS" Ch 3 – Haylle, Roch, Thomas, and Ailana are chosen as the new Seasons
* 2000
	+ January 1 – Zinnia Sihu is born
* 01
	+ "SeasonS" sends
	+ September 24
* 02
* 03
* 04
	+ July
* 05
* 06
	+ April – Owners of the Light House die
* 07
* 08
* 09
* 2010
* 11
	+ May 15 – Violet (19) graduates university
	+ "Rainy Days" begins
	+ November 19 – Summer intros Dave (20) to the Seasons (#14)
	+ December 24 – Puddles finds Haze (#17)
* 12
	+ July 16 – Violet (20) leaves on her journey (#102)
	+ #18 – #28
* 13
	+ #29 – #34
	+ September 27 – Dave (22) meets Violet (21) (#49 – "SeasonS" prologue)
	+ October – #60 – #62
	+ November – #63
	+ December – #64 – #68
* 14
	+ #69 – Present
* 15
* 16
* 17
Gelmus

**Gelmus**, commonly known as **Old Man Winter** and **Snow King**, is the **God of Winter**. He is a Lesser Divine. He resides on Arcturus -- as that is governas its coldest season. He has no other home in any other realm, and thus his residence is on Gelmus' Isle, to the north of the Great Central Palisades on the continent of Hubris. He can be visited by mortals at anytime, but may deter any visitors with storms depending on his mood.
Assassin

Assassins are deadly individuals who work as contract killers. Assassins are difficult to come in contact with, and usually may only be hired by the wealthy, people engaged in politics, or people connected to the crime underworld. Some sovereign states may also have official assassins, whom they send out to deal with political dissidents, fugitives, or public enemies. Assassins are also adept at sneaking, which allows them to kill their targets without a hitch.
Psionic Worm

Psionic worms are large, three-eyed worms that typically tunnel and burrow underground, mostly throughout the Underhollow. They seldom surface, though there have been accounts of them popping into people's homes form the floor, or rising out from a dirt road throughout history. They are incredibly intelligent creatures and possess psionic abilities, such as telekinesis, telepathy, and levitation. Their large, oversized brain is exposed, and it glows with psionic power.

**Armor Class:**17

**Hit Points:** 93 (12d8+45)

**Speed:**40 ft., burrow 50 ft., fly 45 ft.

**Proficiency Bonus:** +4

**Damage Resistance:** acid, radiant

**Damage Immunities:** psychic, poison, cold

**Condition Immunities:** charmed, paralyzed, poisoned

**Senses:** blindsight 80 ft., darkvision 180 ft., tremorsense 80 ft., passive perception 13

**Languages:** common, undercommon, telepathy 120 ft.

**Challenge Rating:** 9 (5,000 XP)

## Abilities

### Traits

***Psychic Absorption:*** Whenever the psionic worm is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt.

***Tunneler*:** The psionic worm can burrow through solid rock at half its burrow speed and leaves a 2-foot-diameter tunnel in its wake.

***Probing Telepathy:*** If a creature communicates telepathically with the psionic worm, the worm learns the creature's greatest desires if the worm can see the creature.

***Innate spellcasting (Psionics)***: The psionic worm's innate spellcasting ability is intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

* At will: detect thoughts, comprehend languages, levitation, fly, telekinesis
* 4 times a day: dominate monster, dominate person

### Actions

***Multiattack:*** The psionic worm makes two attacks.

***Bite:*** Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 14 (2d10 + 8) piercing damage.

***Tail:*** Melee Weapon Attack: +9 to hit, reach 20 ft. one target. Hit: 14 (3d6 + 4) bludgeoning damage.

***Psionic Blast:*** The psionic worm magically emits psionic energy in a 30-foot sphere. Each creature in the area must succeed on a DC 18 Intelligence saving throw or take 26 (5d8+6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability can only be used 5 times per long rest.

### Reactions

***Mind Deflect:*** The psionic worm can add 5 to its AC against one ranged attack that would hit it. To do so, the psionic worm must see the attacker. This action can only be used once a turn.
Maialig

The **Maialig**, sometimes referred to as **pigmen** in an offensive manner, are a race of mammalians native to the area around the Gulf of Galvis, as well as eastern Caesula. As a race and society, they are renowned for their farming skills and smithing. During the Era of Unyielding Darkness, the Maialig were conquered by orcs, and were forced to make weapons en masse. One high-ranking orc once commented that the quality of a Maialig-made sword almost rivaled that of a dwarf.
Sterling City

**Sterling City**, known by many as the **Shining City** and the **Pearl of the Gilded Sea**, is the capital and largest city of the Sterling Commonwealth. Prior to the founding of the Commonwealth, however, Sterling was a sovereign city-state constructed in the latter years of the Resurgence Era. After its construction, it became a major place of trade due to its strategic position in the Gilded Sea. During the Unification Era, it was the location for the signing of the Unification of Arcturus. Near the end of the aforementioned era, and since the beginning of the Apparatus Era, Sterling has been a place for technological innovation and advancements. Currently, Arcturus' only railroad tracks run to and through Sterling -- all meeting at the Hubris Grand Terminal. Due to the endless opportunities in the economy of the city, many immigrate to find success within the Shining City. Such a dream has attracted countless Lacerta, who left their homes in the Great Quagmire to work in economics.