recursal/Fanatic-Fandom huggingface dataset:
Death Helm

**Cost:** 50,000

This rare spelljamming helm appears identical to all sorts of helms—that is, it may be a seat of any design or style. A death helm drains the lifeforce of the being using it to spelljam, precisely as a lifejammer does (draining 2d6 hit pints per day of operation).

It has one horrible refinement, however.

Any intelligent being sitting in the helm must save vs. Spell at -3, or be charmed (as the first level wizard spell charm person.) The powerful charm makes them intensely enjoy the feeling of spelljamming and regard the helm as a place of comfort and safety. Charmed helmsmen act normally in all respects, except that they resist attempts to remove them from the helm. Its magic prevents them from feeling any weakness or other ill effects as they waste away.

Spelljammers in a death helm have been known to fight comrades trying to remove them—soldiering on at the helm until they suddenly crumple and die as the last of their lifeforce is taken. Any being who successfully saves against the initial charm of a death helm senses something is wrong or dangerous about the seat, and will ever after mistrust it (+2 on all future saves against that particular helm's charm, not -3).

A death helm's charm does not extend beyond the seat itself, and is not detectable separate from the spelljamming power of the helm itself. In spelljamming performance, it is identical to a lifejammer, except that it can move spacecraft as a major helm.

The death helm is not a creation of the Arcane, and was likely invented by the Neogi as a more powerful analogue to the Lifejammer. The Xorn have discovered a way to operate these helms in series, moving their 300 ton stoneships while doing 4d6 damage to any creatures entering the helm instead of the usual 1d8, necessitating a large supply of captives to sacrifice for propulsion.
Laurus Finch

Laurus Finch, Magical Item Collector. A merchant from Baldur's Gate originally, he is staying in Neverwinter for some time to procure any items he can come across. He heard rumors of the old dwarven forge and hired Mandrake to investigate to find something, anything. He paid Mandrake in advance for the journey (the 50 gold you gave me at the start) and will pay him again if he finds any magical items.

He is human, tan skinned, fat, and wears fine clothing. He is clean shaven and bald.

Finch is a member of the Zhentarim. He is a Viper (Rank 3).
Bugbear (Monster)

Medium humanoid (goblinoid), chaotic evil

Armor Class 16 (hide armor, shield)

Hit Points 27 (5d8 + 5)

Speed 30 ft.

STR 15 (+2)

CON 13 (+1)

WIS 11 (+0)

DEX 14 (+2)

INT 8 (-1)

CHA 9 (-1)

Skills Stealth +6, Survival +2

Senses darkvision 60 ft., passive Perception 10

Languages Common, Goblin

Challenge 1 (200 XP)

Brute. When the bugbear hits with a melee weapon attack, the attack deals one extra die of the weapon's damage to the target (included below).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

## ACTIONS

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30 ft./120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage in melee.

Bugbears are cruel and unruly humanoids that live to bully the weak and dislike being bossed around. Despite their intimidating builds, bugbears move with surprising stealth and are fond of setting ambushes.
Mirna Dendrar

Mirna Dendrar and her two teenage children, thirteen-year-old Nars and eighteen-year-old Nilsa. A few days ago, the Redbrands murdered Mirna's husband, Thel, for defying them. That night, the gang returned and abducted the family from their home in Phandalin. The gang plans to sell the family into slavery. The Dendrars are grateful to the characters for rescuing them, but they can't provide much information about the Redbrand hideout. All they know is that the boss is a wizard (though they haven't met him and don't know his name), and that he has "tall, furry monsters with big ears" (bugbears) working for him.

## Side Quest: Mirna's Heirloom

Though her family has nothing to offer as a reward, Mirna tells the characters that she might know where a valuable heirloom is hidden. When she was a young girl, she and her family fled from the town of Thundertree after undead overran the place. Her family had an herb and alchemy shop, inside which a case containing an emerald necklace was hidden beneath a section of storage shelves. She never dared to return and retrieve it. The shop was in the southeast part of Thundertree.
Qualifiers: Day 1

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**"Qualifiers: Day 1"** is the ninth episode of Season 2 of *Backstage* and the 39th episode overall. Air date is yet to be announced.

## Synopsis

The CAMDA qualifiers arrive. Alya faces her stage fright.

## Plot

With the CAMDA qualifiers underway, Frances is insistent on having Miles and Alya sing duet despite Alya's ultimatum, though Miles chooses to honor the ultimatum and sing backup. Alya's mother comes to support her daughter, but that becomes a distraction while Alya gets further criticism from Frances about needing to grow up. With Alya's mother in the audience, she freezes on her solo, unable to sing a note.

As the Primas perform their qualifier routine, Cassandra gets distracted when Aidan, her boyfriend, leaves the auditorium with Scarlett. She ends up stealing Vanessa's choreography, which had been set for Mindy's solo. Despite the setback, with Vanessa's coaching, Mindy gains confidence with an improvised dance for her qualifier. Aidan explains to Cassandra that he needed to be with George while she was dancing, leading to a break in their relationship.

Cassandra reveals to Vanessa that she was the one who sent the video documenting the sprinkler incident to Principal Durani, as a test of Vanessa and Carly's close friendship. Upon confronting Carly about this news, and upset she could keep something that important from her, Vanessa wonders where Carly's loyalty stands, with her or Cassandra, and feels she can no longer trust her enough for them to stay friends.

## Cast

### Main

* Devyn Nekoda as Vanessa
* Alyssa Trask as Carly
* Josh Bogert as Miles
* Aviva Mongillo as Alya
* Julia Tomasone as Bianca
* Mckenzie Small as Scarlett
* Romy Weltman as Kit
* Thomas L. Colford as Beckett

### Recurring

* Madison MacGregor as Cassandra
* Robert Bazzocchi as Aidan
* Joshua Kilimnik as George
* Hailey Fauchere as Mindy
* Stephanie La Rochelle as Frances
* Hannah Richardson as Amy
* Dewshane Williams as Principal Durani (mentioned)

### Absent

* Matthew Isen as Jax
* Colin Petierre as Sasha
* Adrianna Di Liello as Jenna
* Kyal Legend as Julie
* Jane Moffat as Helsweel
* Chris Hoffman as Mr. Park

## Trivia

* Cassandra gives her first confessional unlike last season.
* Mindy gives her first confessional.
* Cassandra steals Vanessa’s choreography for Mindy.
* Cassandra confesses to Vanessa that she sent Durani the video for her and Carly setting up the sprinklers and admits that Carly told her.
* Alya freezes up before her solo.

## Gallery

This page has a gallery. To view it, click here.
Blibdoolpoolp

In the *Dungeons & Dragons* roleplaying game, **Blibdoolpoolp**is the deity worshipped by the kuo-toa race. She is also known as the "Sea Mother."

## Description

Blibdoolpoolp usually takes the form of a 20-foot tall nude human female, with a lobster's head and claws in place of humanoid parts. At close range, her gaze causes insanity.

## Relationships

Though the demon lord Dagon also has followers among the kuo-toa, Blibdoolpoolp's feelings on this are unknown.

## Realm

Blibdoolpoolp's realm is called "The Murky Depths," and is located on the Elemental Plane of Water.

## Worshippers

Blibdoolpoolp is worshipped chiefly by kuo-toa.

### Clergy

Priests of the Sea Mother are called "whips" and wear pearl-colored vestments, shell helms, and drape themselves in nets as part of ceremonies.

## Holy days, temples, and rituals

Blibdoolpoolp's holy day is the new moon, and rituals are held in underwater shrines. Gems, pearls, humans, and lobsters (her sacred animal) are sacrificed to her monthly.
Meadowlark

## Amberlee

*Meadowlark* is a member of Captain Charlotte's crew. When the adventuring party of Phoenix, Quinn, and Rysarian boarded their vessel, she turned on her own crew becuase of the disapproval she had for destroying a small village for no reason. Helping to kill all the crew except for the captain and the first mate, Corben, they agreed to search for the Path of Fortune together along with most of the villagers from the hamlet of Everest.

Back to Characters.
1489 DR

1489 DR
 MulhorandCalendar

## 1489 DR in conflicts

* The town of Greenest comes under attack from the Cult of the Dragon.
* The *Green Dragon Mask* is recovered from the lair of Claugiyliamatar in Kryptgarden Forest. Old Gnawbone herself was injured while blows were struck against Thay, the Cult of the Dragon and the Zartruss hobgoblin clan.
* Vorgansharax attacks and conquers Phlan with the aid of an army of dragon cultists that boil up from beneath the city. The dragon erects a cage of magical thorns around Phlan, sealing it off from the outside to ensure the dragon's dominance.

## Deaths in 1489 DR

* Ector Brahms is killed by Vorgansharax and his body destroyed.

## Migrations in 1489 DR

* The rebellion against the rule of Vorgansharax, having failed, causes Phlan's refugees to flee to Mulmaster.

## 1489 DR in people

* Severin Silrajin, under orders from Tiamat, attempts to create the *Mask of the Dragon Queen* to free her from the Nine Hells and collect a treasure hoard that she might deem worthy.
* The dragon Throstulgrael achieves dracolichdom.
* Tyranthraxus returns to the Realms through a newly unearthed *pool of radiance* and possesses the body of Vorgansharax.

## 1489 DR in politics

* The Harpers form a pact with the fey of Kryptgarden forest serving King Witchthorn, an Unseelie lord.
* A variety of new priesthoods spring up across the Realms to discern the will of the gods in the wake of the Second Sundering.

## References

1. ↑ 1.0 1.1 Template:Cite book/Hoard of the Dragon Queen
Template:Cite web
3. ↑ Template:Cite book/Pool of Radiance Resurgent
4. ↑ Template:Cite book/Sword Coast Adventurer's Guide

de:1489\_TZ\_
Nezzar: The Black Spider

Medium humanoid (elf), neutral evil

Armor Class 11 (14 with mage armor)

Hit Points 27 (6d8)

Speed 30 ft.

STR 9 (-1)

CON 10 (+0)

CHA 13 (+1)

INT 16 (+3)

WIS 14 (+2)

DEX 13 (+1)

Saving Throws int +5, Wis +4 Skills Arcana +5, Perception +4, Stealth +3

Senses darkvision 120 ft., passive Perception 14

Languages Elvish, Undercommon

Challenge 2 (450 XP)

Special Equipment. Nezznar has a spider staff.

Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.

Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.

Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:

* At will: dancing lights
* 1/day each: darkness, faerie fire (save DC 12)

## Spellcasting

Nezznar is a 4th-level spellcaster that uses intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list:

* Cantrips (at will): mage hand, ray of frost, shocking grasp
* 1st Level (4 slots): mage armor, magic missile, shield
* 2nd Level (3 slots): invisibility, suggestion

## ACTIONS

Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 -1) bludgeoning damage plus 3 (1d6) poison damage.

Drow (dark elves) are a devious, scheming subterranean race that worships Lolth, the Demon Queen of Spiders. Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards.
Lanceship (Ship)

## Description

The Lanceship is a fully-enclosed Calidian design intended as a multi-purpose craft. It strongly resembles its namesake, especially at a distance. Maneuvering is accomplished through the use of a sail rudder which can be manipulated by a single sailor from within the ship. If attacked, only crew manning the ballista turret are exposed. Lanceships have not been seen outside the Astromundi Cluster.

## Crew

The Lanceship is  very easy to operate, requiring only a minimal crew. While only two crewmen are required, a typical crew will number about 5-8 men, which allows enough crew to man the ballista, as well as providing a small party for ship defense.

## Ship Uses

Smuggler: The Lanceship has become infamous as a smuggling ship, since its size and maneuverability make it a logical choice for threading through an asteroid field and avoiding notice. For this reason, Lanceship crews in port are often closely watched by the authorities.

Scout: The same qualities that make the Lanceship suitable as a smuggling ship make it ideal for small scouting parties over both long and short ranges.

Adventurer's Ship: Lanceships are ideal for small adventuring parties, since they are easily operated without a large number of hirelings.

Military: Although its light construction means that it cannot stand up to much punishment, the Lanceship makes a good light support craft, especially when carrying an elite boarding party.

## Other Configurations

Heavy Lance: A military version of the Lanceship, the Heavy Lance has its hull rebuilt out of metal, granting it AR 4 and 18 HP, although MC is reduced to C. Usually the ballista is replaced with a greek fire projector. The Heavy Lance is used to ram enemy ships, unleashing a squad of marines after first raking the deck with greek fire. Unlike the standard Lanceship, the Heavy Lance is much more likely to survive long enough to successfully perform such an attack.
Monastery

A large Redwood gate with metal bands. Surrounded by sandstone brickwork. Grass on the inside courtyard. Training rooms down below.

The monastery was attacked 10 years ago. Most of the students were killed. The master and C were the only ones to the survive. The master went into hiding so that others could not find the artifact.

## People

* C. (Female student)
* The Master
Gond

**Gond** (pronounced *GAHND* [3]), the **Lord of All Smiths**, was the intermediate deity of craft and smithwork, whose faith was the state religion of Lantan. The church of Gond was tolerated across Faerûn and members were found in both good and evil aligned human populations. He had an increasing following in rock gnomecommunities. In Durpar, Estagund, and Var the Golden, he was known as **Zionil**, patron of craftfolk, inventors and creators.

## Worshipers

The heart of Gond's church was the High Holy Crafthouse of Inspiration in the city of Illul in Lantan. This monastery was run by Danactar the High Artificer, Most Holy Servant of Gond. Danactar was the highest ranking mortal cleric of Gond; he was the supreme voice in ecclesiastical matters and he served in Lantan's ruling council, the Ayrorch. The church of Gond consisted mostly of wandering clerics who traveled from settlement to settlement, finding work as artisans and engineers. Settling in one area was only encouraged in centers of innovation that warranted constant observation, such as Zhentil Keep, Waterdeep, Athkatla, and Suzail. The church encouraged wealth, as it demonstrated the benefits of following Gond. As they traveled, clerics took samples of any inventions they discovered and assisted innovators they encountered, filing regular reports to their superiors.

Gond was accepted among the Gnomish pantheon as **Nebelun**the meddler, though a small gnomish cult believed that Nebelun was a separate deity.

Temples to Gond were imposing, boxy stone structures surrounded by porticoes. The only internal decorations were sprawling exhibits of items, some of historical interest, some representing the latest work of master crafters. The central altar consisted of a massive anvil surrounded by spinning cogs in a giant machine. Backrooms consisted of workshops.

Clerics of Gond had a unique dress. They wore saffron robes, sashes that held tools, and sun hats.[4] They had great belts of large linked medallion ringlets. In North Faerûn, they served rural communities as tinkerers, carpenters, and civil engineers. All clerics of Gond kept a journal in which they wrote down ideas for inventions to be worked on and contemplated. Journals kept by wandering priests were given to temples they visited. Their notes were recorded and added to the temple library for everyone to gain insight.[5]

The center of Gondite religion was the High House of Wonders in Baldur's Gate. The cities' faithful also built a great museum, the Hall of Wonders, to display Gondite inventions.[4]

## Relationships

The church of Mystra opposed Gond, believing he held technology above magic; in truth, Gond viewed magic as a tool to further his creativity. Merchants cultivated relationships with Gond's clergy in the hope of profiting from trading in Gondar inventions. Periodically, an invention of the followers of Gond would have an adverse economic effect, resulting in hostility from other faiths.[*citation needed*]

### Deities of Knowledge and Invention

*Main article: Deities of Knowledge and Invention*
Along with Milil, Deneir and Oghma, Gond was one of the Deities of Knowledge and Invention.
Lightbringer (Magic Weapon)

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

This weapon was created using the Forge of Spells within the Wave Echo Cave before the forge had its power reduced.
Great Galleon (Ship)

## Description

A larger version of the Galleon designed specifically for warfare, the Great Galleon is an evolutionary step between the more common Galleon and the more advanced Clipper, and was introduced by the same groundling nation which went on to develop the Clipper. Only a small number of Great Galleons have made their way into space when compared to Galleons, however they have proved themselves to be highly capable ships considering their groundling construction, and when used as a spelljammer they can be considered superior to the more recent Clipper in some respects.

Much like the Clipper, and some variants of the standard Galleon, the Great Galleon mounts an impressive broadside of bombards, which makes it highly popular with giff. This also discourages attack from any pirates who are able to distinguish it from a common Galleon. In fact, although larger than a Galleon, and with a somewhat different configuration, the Great Galleon looks similar enough to her smaller cousin that she is often mistaken for one. In fact, the Sky Ranger, perhaps the most famous of all Great Galleons, enjoyed an incredibly successful pirate-hunting career in no small part because many pirates mistook it for a less powerful Galleon.

## Crew

The full fighting crew for a Great Galleon is usually 90 men, which is somewhat more than its air envelope can comfortably support. As a result, Great Galleons usually need to refresh their air envelopes regularly. Giff crews usually number about 60, including a pair of hired spelljammers. Great Galleons tend to have military crews with a fairly strict chain of command.

## Ship Uses

Warship: The Great Galleon was designed as a sea-faring warship, and when taken into space it continues to perform well in this role. Standard tactics for a Great Galleon in combat involve firing the catapults at any targets while closing within range and position to fire a devastating broadside with the bombards and ballistas. Great Galleons perform well as 'fleet-busters' since they are capable of flying between enemy ships and simultaneously unleashing a broadside attack to port and starboard.

Trader: While it is not a cheap vessel to operate, and it does not have a great deal of cargo space for a ship its size, the Great Galleon has carved out a small niche for itself as a trader. Using such a ship as a merchant craft is only feasible in situations in which profitable trade can be undertaken with groundlings who are unaware of spelljamming (since the groundling appearance of the Great Galleon will not attract too much attention), and in which a heavily-armed vessel is needed to fend off pirates.

## Other Configurations

The Great Galleon is not a common craft, and other configurations have not appeared in significant numbers.
Cygnet (Ship)

## Description

A fairly recent innovation, the Cygnet is actually one of the few halfling-designed ships in wildspace. Originally intended as launches to be carried by the larger Swan Ship, Cygnets have become popular with elves, and can now be seen being carried by many different types ships. This popularity is partly due to the elegant design of the craft, which appeals to the elven sense of aesthetics, and partly due to the fact that the elves have been unable to grow new Flitters quickly enough to keep up with demand since the start of the Second Unhuman War.

Most Cygnets are equipped with non-magical engines and used for short-range purposes only, however the ships are sometimes given boat helms or minor helms, allowing them to be used for escape craft, long-range scouts, or other purposes.

## Crew

The Cygnet is designed to be handled by a single individual, regardless of whether it is powered by a magical or non-magical helm. For short journeys a Cygnet can comfortably seat six, and more can be crammed in if neccessary. When used as a fighter craft, a Cygnet will typically carry a pilot and a passenger who will be either an archer or a mage. The passenger serves as the weaponry of the ship, much as on a Flitter. In some cases, a fighter Cygnet will carry multiple archers or mages, since a Cygnet can carry extra passengers more easily than a Flitter.

## Ship Uses

Ship's Boat: Virtually all Cygnets operated by halflings are used as ship's boats. Most of these Cygnets are equipped with non-magical helms, but a ship carrying multiple Cygnets will often mount a boat helm or a minor helm on one of the small vessels for added flexibility.

Elven Craft: Perhaps the majority of Cygnets are now in the hands of elves. These Cygnets are used for all of the same purposes as Flitters. When used as fighter craft, Cygnets are somewhat less effective than modern Flitters, since they lack the organic means of propulsion which provides Flitters with SR 2. Despite this, the ability to carry more passengers comfortably somewhat makes up for this fact.

## Other Configurations

The small Cygnet does not lend itself well to modifications.
Fresh Out of Forgiveness

**Fresh Out of Forgiveness** is the eighth episode of the third season of *The Ranch* and the forty-eighth episode of the series overall.

## Synopsis

When Colt lands in trouble covering for Rooster, he tries to cash in a favor. Beau invites Joanne to stay at the ranch. Colt plans a surprise for Abby.

## Cast

### Starring

* Ashton Kutcher as Colt Bennett
* Danny Masterson as Jameson "Rooster" Bennett
* Sam Elliott as Beau Bennett
* Debra Winger as Maggie Bennett

### Guest Starring

* Megyn Price as Mary
* Kathy Baker as Joanne
* Wendie Malick as Lisa
* Josh Burrow as Nick
* Grady Lee Richmond as Hank

## Soundtrack

* Amanda Shires - "You Are My Home"

**Scene:** Beau and Joanne talk.
* Randy Travis - "Mining for Coal"

**Scene:**
* David Ramirez - "Harder to Lie"

**Scene:** Closing credits.
Lancer (Ship)

## Description

The Lancer is the light craft of the Company of the Chalice, and has never truly become popular with any other organizations, although the Pragmatic Order of Thought uses a small number of the ships. The Lancer appears much like a cross between an arrow-head and a stylized flattened lance, with a ballista on one side. A set of lateen sails at the rear of the craft can be operated from the helm, which is located just aft of the weapons pit. The 'haft' of the ship is a small cargo hold for ammunition and personal equipment. Lancers are usually equipped with either non-magical helms, or with a single set of oars of the void, although boat helms may also be used.

## Crew

Only the helmsman is needed to operate the Lancer. A standard crew is the helmsman, and a single weaponeer. A third man will be added if oars of the void are used. All crewmen on board a Lancer are usually young members of the Company of the Chalice looking to prove their worth (1st-2nd level paladins).

## Ship Uses

Fighter: The Lancer is designed to strike at and harry larger opponents from a distance. The ship will stay out of range of most large weapons, as a single hit could easily destroy it.

## Other Configurations

Scout: A Lancer outfitted as a scout will be equipped with a boat helm (operated by a priest of 1st-4th level), and will be stripped of non-essential weight. This increases MC to B, but reduces the AR to 9. Scouts represent perhaps 10% of all Lancers.
Garden (Planet)

* Type: Cluster earth body
* Size: A
* Day Length: 128 hours
* Year Length: 1,022 months
* Distance/Time To:
* The Sun: 1,200 million miles; 12 day travel
* Sphere Wall: 2,000 million miles; 20 days travel

**Garden** the seventh planet orbiting The Sun in the crystal sphere called Realmspace. It is an earth cluster that is anchored togehter by a plant called Yggdrasil's Child. The Shou Lung define Garden as a liveworld.[2] It is possible for a spelljamming ship to fly in the gaps beween the small asteroids that make up the cluster and the roots of the plant that hold them together. These asteroids, and the plant, share a common spherical air envelope. There are a number of natural places where a ship can dock, but no manmade ports. There are several pirate dens in the mazes below the surface of Garden.

## Land Features of Garden

The surface of Garden is covered in thousands of small plants. These sit in the gaps between the sail-sized leaves that grow on the branches of Yggdrasil's Child. The trunk of Yggdrasil's Child is actually made up of several hundred trunks (all over 100 feed in diameter) that are fused together. These trunks stretch out over the entire surface of the planet and mean that part of the plant is always in sunlight.

Many small animals live on and in Garden. These include: rabbits, mice, foxes and ferrets. There are people living on Garden, but most spacefarers travel to the planet to refresh their air envelope and collect food and water.

### Northern Hemisphere

The northern half of Garden is home to at least one established community. This is the northmen who gave the name Yggdrasil's Child to the giant plant that holds Garden together.

### Southern Hemisphere

Little is known of any of the communities living on the southern half of Garden.

### Garden's Underdark

The inside of Garden is a natural mazework of passages that exist between the asteroids in Garden's cluster and the roots of Yggdrasil's Child (the plant that hold the asteroids together). The gaps between the asteroids and the roots are mostly as small as 100 feet in width, but some of them are 100 yards wide. The roots of Yggdrasil's Child touch all parts of the inside of the planet. Some of them are 1,000 feet across, but they fork off into smaller and smaller roots. The smallest roots grow into the asteroids that make up Garden.

## Yggdrasil's Child

*Main article: Yggdrasil's Child*
Yggdrasil's Child has the ability to rapidly regenerate damage. It is not immortal. It has a life span of 2,000 years and is half way through its life. It is a sentient plant, but none of the hundreds of attempts to talk to it have been successful.

## Retreat of Anchors

The Retreat of Anchors is a pirate cove well known among the raiders of Realmspace. It is protected from being cleared out by the Elven or Shou Fleet because the pathways are so small and confusing most of the time, the fleets are worried about being ambushed and losing so many ships.

### Buildings

* Inns - Lovely Lion, Gray Fiend, Adventuring Beard, Sign of the Gnome
* Docks
* Smiths (3)
* Carpenters (5)
* Ropemakers (3)
Oars of the Void

An alternative to spelljammer helms, Oars of the Void are used to propel vessels at tactical and spelljamming speeds without the need for a spellcasting helmsman. Oars of the Void are always found in pairs, and a pair can be purchased from the arcane at a standard price of 2,000 gp. A pair of Oars of the Void can power a ship up to 5 tons in size, with larger ships requiring an additional pair of oars for every 5 tons or fraction thereof. The largest ship that can be moved with Oars of the Void is 100 tons, which would require 20 pairs of oars, while there is no effective minimum ship size, beyond the fact that the ship must be large enough to seat a crewman to operate the Oars. In addition to the normal crew requirements of the ship, each Oar of the Void must be manned by an oarsman, however a ship of 2 tons or less in size can be powered by a single oarsman operating both Oars of a pair simultaneously, as in a standard rowboat.

    If the minimum number of Oars of the Void are used, they will propel the ship at SR 2. Unfortunately Oars of the Void are notoriously difficult to handle, and any ship powered by them will suffer a -1 penalty to MC (MC will not be reduced past F by this). One advantage of Oars of the Void is that additional Oars can be used in order to increase the SR. If the number of Oars used is double the minimum they will provide SR 4; if it is triple the minimum they will provide SR 6; and if it is quadruple the minimum they will provide SR 8 (the maximum SR that can be attained). Thus, through the use of large numbers of Oars of the Void ships can be propelled at impressive speeds. This is quite crew-intensive, however, and is therefore usually only done on ships which will only be traveling short distances. Likewise, the expense of purchasing so many pairs of Oars of the Void tends to make it impractical to power large ships at high speeds.

    The vessels most often found using Oars of the Void are various types of groundling galleys (which usually see little effective reduction in maneuverability caused by the oars, and which usually carry large numbers of men over short distances anyway), and ships launches or lifeboats which are too small to warrant a full helm, but which require a power source capable of achieving spelljamming speeds.
Erathis

In the *Dungeons & Dragons* role-playing game, **Erathis** is the unaligned goddess of civilization. She is a founder of cities and writer of law, revered by warlords, rulers and inventors. Erathis is a member of the 4th edition core pantheon.[1]

## History

Before the Dawn War, Erathis dwelled in an open city upon an earthmote in the Astral Sea. She worked hard to establish a "lattice of heaven", a network of Astral Dominions forming a divine community (not unlike the Great Wheel cosmology of previous editions).[3] The unformed lattice was however broken at the outbreak of the war against the primordials and Erathis was forced to fuse her dominion with those of Pelor and Ioun forming the city of Hestavar. She dwells with Pelor in the magnificent palace of Aurosion. The pair are known as the "King and Queen of Light" and are the nominal diarchs of the city (Ioun takes no interest in governance).[4]

After the defeat of the primordial Baphomet, Erathis claimed the patronship of his former creations, the Minotaurs.[5] Erathis is closely allied to Pelor, Ioun and Moradin, and is perhaps the only god who is on cordial terms with Asmodeus, since tyranny and dystopia are some of the forms that civilization can take. As the goddess of civilization, she is the antithesis of Melora, the embodiment of wilderness.

## Temples

Erathis has two places of worship in her own dominion of Hestavar; the Cathedral of Aurosion and the University Chapel of Kerith-Ald. Temples dedicated to Erathis includes the Aposkos in Gloomwrought, the Temple of Law in the Ninth Bastion (together with Bane). Located in the heart of the workplaces of Zerthadlun is the Temple of Making, dedicated to Erathis and Moradin.[6]

## Worshippers

Edarmirrik, an elder gold dragon, was elevated to exarch by Erathis for his achievements in trade which made him extremely wealthy.[7]
Keiveine

* Orglarg
* Qudimet
* Trred
* Zodem
* Cremonos
* Mawsil
* Lopareq
* Xaleis
* Ja'kutah
* Qalsteg
* Codairro
* Slecam
* Genoi
* Mernuiv
* Aiotahn
* Irukasem
* Jagumulth
* Tego
* Rotep
* Luzial
* Nakvrii
* Brevaesk
* Chesitey
* Elkiyo
* Nerimek
* Layareso
* Taneduir
* Uaison
* Luurura
* Celinia
* Halonnem
* Sehadain
* Jaxor
* Kreiih
* Kokalis
* Sohima
* Resolaren
* Valjeza
* Cheroick
* Igoata
* Seratiss
* Uphovec
* Lino
* Crymectian
* Wakenimei
* Tama
* Secornis
* Esseanta
* Gupuay
Knarr (Ship)

## Description

Used by the same groundling cultures that produce Longships and Drakkars as their vessels of war, the Knarr is a simple, yet effective trading ship on water. In space, however, the Knarr is a less than ideal ship. Although not as clumsy as many groundling vessels, the Knarr still requires more crew to operate than it can safely support in space for extended voyages. Further, a Knarr cannot stand up to any combat, being fragile, and typically unarmed.

## Crew

When used on water, a Knarr typically carries 6-12 crew, and may carry as many as 20-30 passengers. In space, however, a Knarr will typically operate with a full crew of 6-8 men. If a Knarr is powered by Oars of the Void, then it may have as many as 14 crew, depending on how many pairs of Oars are used. Except for very short journeys, Knarrs in space will rarely carry any passengers beyond their crew.

## Ship Uses

Trader: The Knarr is ill suited to any use other than as a light trading ship. Even for such purposes, Knarrs are usually used only for short hops in safe areas of space. The only niche in which Knarrs have seen any real success is in transporting cargo from worlds which lack organized spacefaring cultures, to their moons.

## Other Configurations

Modifications to the Knarr are virtually unknown.
Crystal Ship (Ship)

## Description

One of the most feared vessels in the Astromundi Cluster, the Crystal Ship is unknown outside that sphere. Within Clusterspace, the distinctive Crystal Ship is known and despised by all free races. The ship's main body looks very much like a bisected egg, round side down. The deck is open, but angularly-curving spines rise from the craft's sides like great ribs. Some of these spines serve as mounts for light ballista platforms, while others are used to support the sunsails that make the Crystal Ship so formidable. The whole vessel is built from incredibly strong translucent crystal which reflects light in dazzling shards of rainbow illumination. Anyone attacking a Crystal Ship when it is in full sunlight suffers a -1 attack modifier.

The magical sunsails that are standard equipment on every Crystal Ship can only be used when the vessel is in full direct sunlight, and only the sun of the Astromundi Cluster provides the proper energy. When the sunsails are used, they increase the Crystal Ship's SR by a full 3 points, making it one of the fastest ships in the Cluster. Unfortunately, with the sunsails deployed, the ship is much less maneuverable, making the decision to use them a difficult one for the Crystal Ship's captain.

## Crew

Often carrying as many as 70 heavily armed men, Crystal Ships are incredibly dangerous to attack, not in the least because every officer on board will be an experienced sun mage. Typically a Crystal Ship will carry 10 officers, while the rest of the crew will be veteran warriors.

## Ship Uses

Warship: Crystal Ships are weapons of war, and serve little other purpose. They are never used as trading vessels, as the Antilans prefer to hire out such menial tasks to 'lesser' races. Although well-armed in conventional terms, the true danger of the Crystal Ship comes from the magical skills of the sun mages who operate it, with the result that Crystal Ships rarely suffer defeats.

## Other Configurations

Additional Weaponry: It is common for Crystal Ships to carry additional weaponry, frequently as much as 10 tons worth, which will sometimes include a grappling ram. It should be noted that the Antilans shun technology, and will only use ballistas, catapults, and jettisons on their vessels.
Melora

Melora is the god of the wilderness and the sea. She is both the wild beast and the peaceful forest, the raging whirlpool and the quiet desert. Rangers, hunters, and elves revere her, and sailors make offerings to her before beginning their voyages. Her strictures are these:

* Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires.
* Hunt aberrant monsters and other abominations of nature.
* Do not fear or condemn the savagery of nature. Live in harmony with the wild.
Dieties

* Auril
* Avandra
* Bahamut
* Blibdoolpoolp
* Branchala
* Celestian
* Chauntea
* Chemosh
* Corellon Larethian
* Deep Sashelas
* Eadro
* Ehlonna
* Eldath
* Erathis
* Garl Glittergold
* Gond
* Grolantor
* Gruumsh
* Hruggek
* Ioun
* Kord
* Kurtulmak
* Laogzed
* Lolth
* Maglubiyel
* Melora
* Mishakal
* Moradin
* Mystra
* Obad-Hai
* Olladra
* Pelor
* Raven Queen
* Rillifane Rallathil
* Sargonnas
* Sehanine Moonbow
* Sekolah
* Selune
* Semuanya
* Shar
* Skerrit
* Skoraeus Stonebones
* Surtr
* Tharizdun
* Thrym
* Tiamat
* Torm
* Vecna
* Waukeen
* Yondalla
Maglubiyel

**Maglubiyet**, known as **The Mighty One** or **The High Chieftain** was the chief deity of goblins and hobgoblins as well as an exarch of Bane.[1] He was a god of war and leadership who ruled over the goblin pantheon with an iron fist. As a god of war and a great general he was also known as **The Battle Lord**. Another of his aliases might be **The Iron One**, an aspect worshiped by the Grodd goblins.

### Description

Maglubiyet appeared as a 11 feet (3.4m) tall, black-skinned goblin with flaming eyes, powerfully-muscled arms and sharp talons. He wielded a mighty coal-black battleaxe that constantly dripped blood.[*citation needed*]

### Realm

Maglubiyet's divine realm was Clangor, located on the plane of Acheron. His capital was a fortress city called Grashmog, which translated from the goblin tongue meant the "Heart of Battle." The mightiest goblin city in Clangor was Shetring, a fortification with five bridges spanning the River Lorfang. Maglubiyet lived at the bottom of a waterfall of the river in a cavern of magnificently carved steel dripping with moisture.[*citation needed*]

From his throne of flaming iron, Maglubiyet commanded the souls of goblins, hobgoblins, and worgs to wage eternal war against the orcish petitioners of Gruumsh. He also employed baatezu, barghests, and yugoloths as mercenaries and commanders to bolster his armies.[*citation needed*]

Maglubiyet allowed the gods Khurgorbaeyag and Nomog-Geaya to live in his realm, if only just to keep an eye on them.[*citation needed*]

## Worshippers

The priests and shamans of Maglubiyet were his mouthpieces on the Material Plane. They fulfilled his demands for blood sacrifices by dispatching victims with an axe. They believed that these sacrifices strengthened Maglubiyet. His clergy was almost always drawn from the goblin and hobgoblin races. The tasloi also worshiped an aspect of Maglubiyet.[*citation needed*]

Maglubiyet communed with his priests through omens. Blood flowing from the edge of an axe, abnormal behavior in worgs and wolves, and speaking directly through shamans in a trance were all ways he makes his will known.[*citation needed*]

Maglubiyet's holy day was the new moon and his holy weapon was the battleaxe. His goblin worshipers were sometimes referred to as the "sons of Maglubiyet."[*citation needed*]

## Relationships

Maglubiyet was served by Khurgorbaeyag, goblin god of slavery, oppression, and morale, and Bargrivyek, the god of co-operation and territory among the goblins. Nomog-Geaya, patron deity of the hobgoblins, also paid fealty to Maglubiyet.[*citation needed*]

Maglubiyet was an unpopular deity with many gods, including those of the elves, dwarves, orcs, and others. Maglubiyet coveted the fertility portfolio of Kikanuti, the good-aligned goblinoid goddess of the desert goblins.[*citation needed*]

## History

### Myths and legends

In times past, Maglubiyet had two sons who served as his lieutenants. However, in true goblin fashion, he decided that they were a threat. To get rid of them he sent them on suicide missions against the orcs and dwarves until they were slain.[*citation needed*]
House Rules - LoL

## Teleportation Circles

Permanent circles are able to be activated by command word and can only be connected by dialing out with a sigil sequence. It does not use spell slots and anyone with the command word can use it. Anyone/Anything within the circle when the command word is said is immediately teleported. Teleportation circles can only fit up to 10 medium creatures. There is a cooldown time of 30 minutes before the circle could be used again. Five circles are empty but are used to draw in the sequence. They immediately disappear after use.

## Sealing Rifts

Rifts require a minimum number of Shadow Essence to close the rift through a 3 Action ritual. The crystal on top of the Essence Collector will change color from blue to purple within 15 feet of the rift if there is enough essence in the party.

If a certain Shadow Essence type is required, the crystal will glow a red color while within 15 feet of the rift.

## Enchanting and Charm Spells

If a spell of 1st level or above puts a creature under a caster's spell and states that it turns hostile immediately afterwards, instead it only has a small idea of acting out of character. If the charmed creature has high knowledge of these types of spells, it may know that it was charmed.

If the caster is nearby when the spell ends, the target has a much higher chance of knowing it was charmed.

## Making Magic Items

When making magic items, you can put in 25 gp of work into a magic item a day.

### Consumables

Consumables cost half of the lower end of the rarity chart.

### Non-Consumables

Non-consumables cost half of the higher end of the rarity chart.

 Uncommon
 Rare
 Very Rare
 Legendary
Cultist

Medium humanoid (any race), any nongood alignment

* Armor Class 12 (leather armor)
* Hit Points 9 (2d8)
* Speed 30 ft.
* STR 11 (+0)
* DEX 12 (+1)
* CON 10 (+0)
* INT 10 (+0)
* WIS 11 (+0)
* CHA 10 (+0)
* Skills Deception +2, Religion +2
* Senses passive Perception 10
* Languages anyone (usually Common)
* Challenge 1/8 (25 XP)

## ACTIONS

### Scimitar

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Cultists swear allegiance to dark powers. They conceal their activities to avoid being ostracized, imprisoned, or executed for their beliefs.
Light of Larosah

*Light of Larosah* (LoL) is a campaign based in the world of Larosah in the year 1374. Larosah is under attack by creatures known as the Shadow Horde. These creatures appear by means of rifts from the Shadow Realm. The rifts can appear anywhere at anytime. Areas that have been taken over by the Shadow Horde are darkened.

The inhabitants of Larosah have found a way to close the rifts but it is dangerous to fight these creatures. So Rift Sealers are trained to specifically take on these creatures and close the rifts to bring light back to Larosah.

## Kingdoms

*Main article: LoL Kingdoms*
* Etenki
* Mosiu
* Rohaloth

## Characters

*Main article: LoK Characters*
* Vonasar Merr
* Khilian Czorin

## Factions

*Main article: LoK Factions*
* Rift Sealer's Guild
* Celestial Guardians
* The Brotherhood
* The Army of the Council
* Shadow Horde

## Adventure Log

*Main article: LoK Adventure Log*
Latest Adventure Log: None

## Miscellaneous

* Sphekar
* Dieties
* The Coalition
* Larosahan Calendar
* Larosahan History

### Topics

1. Teleportation Circles
2. Sealing Rifts
3. Enchanting and Charm Spells
4. Making Magic Items
Klicklikak (Ship)

## Description

The Klicklikak is a distinctive, sleek-looking ship that resembles a grasshopper's head with two long antennae trailing behind it. The ship's name means "service to Klikral" in the insectare native tongue. The Klicklikak is powered by an insectare helm; a device which functions exactly as a standard helm (it may be either major or minor), with the exception that it includes a shiny copper sphere with two holes in it through which the insectare insert their antennae. Only insectare can use these helms, and conversely (for reasons which remain unexplained), insectare cannot use other helm types.

## Crew

A Klicklikak will carry at least 2 mages to serve as spelljammers. The captain is often a multi-classed fighter/mage, or fighter/wizard/thief. The remainder of the crew (which will typically number about 8-10) will usually be fighters or thieves. The exact organization of the crew is a closely-guarded secret, as with so many other aspects of insectare life.

## Ship Uses

Unknown: Klicklikaks are only very rarely encountered, and thus far none have been able to determine what missions they have been on. Insectare are much more often encountered hidden on the ships of other races, working behind the scenes on their schemes. It is unknown what might might incite the insectare to use their own ships outside of their hidden home sphere. Though adequately armed, all Klicklikaks so far encountered have endeavored to flee from any who have seen them.

## Other Configurations

No other configurations of the Klicklikak have been encountered, however considering how few have ever been sighted, it is entirely possible that modified versions exist.
Kurome Einzbern (Driagua PC)

## Painting of a Family

The parents of the Einzbern family are missing in action, and in need of a new heir. Kurome is the oldest of the children, and must take the responsibilites, of her parents before her. She gains the title of queen, a kingdom, and power. Age 20, she is the youngest woman to step up as queen, in the history of this kingdom. With her being queen, she had much to take care of for her age. Politics and War.

## Song of Corruption

Kurome's mindset and innocence, is tainted by the taste of war. Shortly after becoming queen, she began to seek more power. A deep and dark hunger, glistened in her eyes, as she went on to wage new wars on neighboring kingdoms, conquering, destroying, and taking. In the span of 2 years, she counqered 7 kingdoms, adding to her power. Tripping, and drunk with power, she was wiling to take more, and more, despite the amount of blood that needed to be spilled, in order to achieve her goal. As an Aasimar, she fell.

## Mark of Order

Kurome's younger sister, Illyasviel left home to find their mother. In her search she became a member, of the order of the gauntlet. In her years of experince, she had become a Paladin of highly respectable strength. Her weapons of choice were to blades, a Rapier, and a Katana. On the day she came back, her mother was not with her, and Illya was a changed woman. As soon as she returned, she tracked Kurome down, and challenged her for control of the kingdom. When they started the duel, they entered their Aasimar forms. Their forms were no longer protectors, but instead they were fallen. After a long fought battle, both sisters being injured inches before death, Illya managed to come out on top. She banishes her older sister, and forces her to leave home at once. Akame, being the faithful younger twin of Kurome, decided to join her sister, wanting to protect her.

## Freezing Heart

Kurome seeks vengance on her sister, for banishing her from home. Once she gains the power, she will return and challenge Illya once more. After that, she wishes to continue her conquest, and bury the world in ice.

Retainers:

* Isabella - Cartographer
* Siri - Forester
* April - Courtier