recursal/Fanatic-Fandom huggingface dataset:
Notas

Todos subiram de nível, Ramon não marcou o nível mas jogou hp (hp impossível de alcançar no 2o nivel).

Ramon estava indo para a sala ao norte.

###

### A conversa entre Sune e Annatar

- Annatar! O que faz aqui criatura de grande poder?

- Para você eu não vim como Annatar O Senhor dos Presentes, para você eu sou Sauron e vim garantir que você nunca mais me chame por Annatar ou qualquer outro nome, criatura traiçoeira.

Trilha final

Da caverna :

☀https://tabletopaudio.com/index.html (tarrasque interior)

Batalha final:

https://www.youtube.com/watch?v=PXI1mx98nyM (carmina burana fortuna)
Wiki Fronteiras XI - Lähi-maa

**Wiki Fronteiras XI - Lähi-maa**
Fronteiras XI é a 11a campanha criada pelo Mestre Gand, o nome Lähi-maa (pronuncia-se Lé hi má -r fraco no lugar do h ) significa em filandês Terra-Média.

Nesta campanha os jogadores jogarão no mundo primordial da Terra Média Tolkiana, porém sem saber disso.

### Checkpoints:

* Saberem sobre a ameaça Sune , uma sombra que está surgindo e parece-se com uma sombra das profecias dos primeiros humanos, os homens não nascidos.
* Conhecerem os elfos, e com eles conhecerem como fazer armas melhores (todas as facas e arcos atuais dos humanos tem -2 no dano e desvantagem no ataque). Também armaduras leves.
* Procurarem um sábio, indicado pelos elfos. O sábio é um ser de luz e ele nunca vem a terra, então para achá-lo terão que procurar ele nos sonhos, sonhos induzidos pelos elfos. O nome desse sábio é Íncanus  na realidade é um dos muitos nomes de Gandalf.
* Buscarem um item baseado numa história do sábio, um item feito por Annatar para vigiar seus soldados.
* De posse do item irão até Sune para enfrentá-lo, o truque é deixar o item agir e chamar Annatar que saberá dos planos traiçoeiros de Sune para tomar seu lugar.

### Sumário :

* Prefácio
* Capítulo 1 - Onde a sombra surge
* Capítulo 2 - Um povo lindo
* Capítulo 3 - O sonho e o sábio
* Capítulo 4 - O ceptro do mal
* Capítulo 5 - As entranhas do pesadelo
* Epílogo

### Observações

#### Símbologia de marcações :

##### Textos Reservados (##=><=##) :

Sempre que tiver no texto algo separado por ##=> e <=##, como por exemplo:

##=>O inimigo porta uma adaga<=##

Não deve ser lido aos jogadores o que tiver entre ##=> e <=##.

##### Textos Reservados Inline (##) :

Sempre que tiver numa linha algo separado por ##, como por exemplo:

Você levou dano por fogo assim que pisou na lajota #role 3d6 de dano#.

Não deve ser lido aos jogadores o que tiver entre # e #.

##### Trilhas Sonoras (@) :

Sempre que tiver no texto iniciado com @, é a indicação de uma trilha sonora e vai explicar como chegar nela.

Ex: @Trilha 1 do CD X.

### Limitações:

Os jogadores podem jogar com um elfo, desde que tenha apenas um elfo e tenha uma boa explicação pra isso.

Os jogadores podem ter um anão no grupo, e desde que tenha uma boa explicação pra isso

Não se pode ter magia arcana no grupo e magia divina, apenas buffers.

## Páginas Úteis

* Trilha Sonora 1 ou 2
* Editor de Mapas 1 ou 2
* Gerador de encontros ou 2
* Idioma Orc
* https://geekdeverdade.blogspot.com/2016/03/a-historia-da-terra-media-em-ordem.html
* https://www.valinor.com.br/category/mundo/as-eras-do-mundo
* https://pt.wikipedia.org/wiki/Elfos\_(Tolkien)
* Deuses https://en.wikipedia.org/wiki/Vala\_(Middle-earth)
* Regras da casa
* Resumo de Regras de Condições (como envenenado) e de Combates da 5ed http://orbedosdragoes.com/2015/09/resumo-de-regras-para-dd-5-edicao.html
* Notas Importantes
Regras para mergulho

Depois de mergulhar, a partir da rodada seguinte deve-se fazer um teste de resistência de CON ou atletismo -o que for maior - contra DC 0 por rodada, a DC vai é o número de rodadas que o personagem esta nadando, somando um a cada rodada, na primeira é 0, depois 1 e assim por diante.

Movimento na água é de 3m por quadrado que o personagem se move. Se ele estiver com equipamento ou armadura de metal é metade.

Para ajudar a contar as rodadas, use um dado de 20 faces, coloque o número de rodadas para cima e vai subindo um por rodada.

Falha: No caso de falha o dano é de 1d6 por rodada - CON (mínimo de 1)
Regras de lutar debaixo dágua

### LUTAR SUBMERSO:

Lutar submerso, para criaturas da superfície, não é nada simples. Quando realiza um golpe, a resistência da água reduz o efeito do golpe, sendo
assim, some apenas 1⁄2 do seu dano pela força (arredondado para baixo).

Para se defender, também será prejudicado, utilize apenas 1⁄2 do seu atributo de combate DEFESA na hora de se defender (arredondado para baixo), uma vez que mover-se
e esquivar-se sob a água não é tarefa fácil.

 A velocidade para se mover sob a água é de 1 ponto de movimento para cada dois pontos de ação gastos para esta finalidade.

### Resumo:

Dano, CA, movimento caem para metade arredondando para baixo.
Exorpiões Gigantes

Escorpião Gigante

Ações

Garra : Arma corpo a corpo Ataque: +4 para atingir, alcance 5 pés, um alvo. Acerto: 6 (1d8 + 2) de dano por espancamento e o alvo éAgarrado (escape CD 12). oEscorpião tem duas garras, cada uma das quais pode agarrar apenas um alvo.

Multiatack : O escorpião faz três ataques: dois com suas garras e um com sua picada.

Picada : Arma corpo a corpo Ataque: +4 para atingir, alcance 5 pés, uma criatura. Acerto: 7 (1d10 + 2) de dano de perfuração e o alvo deve causar CD 12Lance de resistência à constituição , recebendo 22 (4d10) de dano venenoso em um salvamento com falha ou metade do dano em um sucesso.
Orc

Um grupo de raças deformadas criadas inicialmente por Morogofe e depois por Sauron

### Habilidades

STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 7 (-2) WIS 11 (+0) CHA 10 (+0)

### Desafio

100 XP

Eles atacam com lança e escudo (+5 no ataque e +1 na CA) (1d6+3) ou machados de batalha (+5 no ataque) ( 1d12+3)

## Traits

**Aggressive**: As a Bonus Action, the orc can move up to its speed toward a Hostile creature that it can see.

## Actions

**Greataxe**: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

**Javelin**: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

* Skills Intimidation +2
* Senses Darkvision 60 Ft., passive Perception 10

## Actions

* Greataxe. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*(1d12 + 3) slashing damage.
* Javelin. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:*(1d6 + 3) piercing damage.
* Javelin. *Ranged Weapon Attack:* +5 to hit, reach 30/120 ft., one target. *Hit:*(1d6 + 3) piercing damage.
Uusy Kilä

vila, uma grande floresta se estende até muitos e muitos dias de viagem, a maior parte inexplorada, a vila mais perto da vila de vocês está um dia de viagem e se chama Uusy Kilä (pronuncia-se Usi kilá) e eram habitantes de Varnhun Perhe que se desentenderam e decidiram morar afastados, hoje os habitantes são aliados da sua vila.

## Uusy Kilä

### População

22

Vila com poucas pessoas originada da vila primordial de Vanhin Perhe, a vila é comandada por Loreno, filho de Lorin que se desentendeu com Ozure 22 anos atrás e saiu com parte da população para fundar Uusy Kilä (pronuncia-se Usi kilá) que significa nova família no idioma antigo.
Hobgoblin

### Especiais

Vantagem marcial . Uma vez por turno, o hobgoblin pode causar um dano extra de 7 (2d6) a uma criatura que acerta com um ataque de arma se a criatura estiver a menos de 10 m de um aliado do hobgoblin que não está incapacitado.

### Desafio

100 XP

Hobgoblins são a segunda geração dos orcs de Morogofe, são humanos e elfos misturados e deformados para darem a cria neste ser mais resistênte e perverso. Eles assim como todos os orcs não suportam a luz do sol.

### Ações

* Espada Longa. *Ataque por arma corpo a corpo:Acerto:*
* Espada Longa. *Ataque por arma corpo a corpo:Acerto:*
* Arco longo. *Ataque à distância:Acerto:*
Lobos

Audição aguçada e cheiro : O lobo tem vantagem em verificações de sabedoria (percepção) que dependem de audição ou olfato.

## Lobo

### Habilidades

STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (-4) WIS 12 (+1) CHA 6 (-2)

### Desafio

1/4 (50 XP)

Embalar : O lobo tem a vantagem em um ataque contra uma criatura se pelo menos um dos aliados do lobo estiver a 3 qd da criatura e o aliado não estiver Incapacitado .

Ações

Mordida : Arma corpo a corpo Ataque: +4 para atingir, alcance 5 pés, um alvo. Acerto: 7 (2d4 + 2) de dano penetrante. Se o alvo for uma criatura, ele deve ter sucesso em um CD 11Teste de resistência ou ser derrubado.

Audição aguçada e cheiro . O lobo tem vantagem nos testes de Sabedoria (Percepção) que dependem da audição ou do olfato.

Táticas de matilha . O lobo tem vantagem em um teste de ataque contra uma criatura se pelo menos um dos aliados do lobo estiver a menos de um metro e meio da criatura e o aliado não estiver incapacitado.

Ações

Mordida. Ataque por arma corpo a corpo: +4 para atingir, alcance 5 pés, um alvo. Acerto: (2d4 + 2) de dano penetrante. Se o alvo for uma criatura, ele deve ter sucesso em um teste de resistência de Força CD 11 ou ser derrubado
Lobisomem

Olfato e Visão Apurados. A fera tem sempre vantagem no teste de Sabedoria (Percepção) que dependam da olfato ou visão.

Regeneração. A fera tem uma regeneração de pontos de vida. Todo turno ela recupera 1d4 Pvs.

### Ações

Ataque Múltiplo - A fera sempre realiza dois ataques com suas garras e um com sua mordida. (Três no total)

Garras: Ataque com arma Corpo a Corpo: +7 para acertar, alcance 1,5 m, um alvo.

Acerto: 14 (1d10+5) de dano de corte.

Mordida: Ataque com arma Corpo a Corpo: +7 para acertar, alcance 1,5 m, um alvo.

Acerto: 14 (1d8 +5) de dano perfurante.
Ogro

Ogros ou trolls assim como os orcs foram criados das deformações de outros seres, no caso eles foram dos entes. São seres muito fortes, grandes e cruéis. Assim como seus irmãos eles se regeneram rapidamente, 1 HP por rodada.

Fora isto não são criaturas muito inteligentes e são facilmente enganadas e controladas.
Deuses

Os deuses da terra média se dividem em 3 grupos:

* Eru o Único, Pai de Todos , Iluvatar entre outros nomes conhecidos
* Os Valar e as Valier criados do pensamento de Eru, foram eles que "construiram" a Terra-Média. Eram eles: Manwë, Varda, Ulmo, Aulë, Yavanna, Irmo, Námo, Oromë, Tulkas, Estë, Nienna, Nessa, Vána, Vairë. O mais poderosos de todos eles, chamava-se Melkor mas se corrompeu e nem é lembredo como um Vala, mas sim como o mal.
* Os Maiar eram "anjos" menos poderosos que serviam aos Valar, mas não ficamos sabendo o nome de todos eles. Alguns: Olórin (Gandalf), Saruman, Allatar, Palando e Radagast eram os magos (Istari), Ilmarë, Eönwë, Össe, Uinen, Melian, Sauron, Tilion e Arien são alguns dos outros.

Além desses três grupos existem alguns poderes que antecedem até mesmo Eru, por exemplo são eles Tom Bombadil e Shalob, que de certa forma tem poderes o suficiente para serem classificados como deuses.
Goblin

Goblin

Os Goblins são os primeiros tipos de orcs criados por Morogofe. Eles são sensíveis à luz, são ágeis mas não muito inteligentes. São deformação de elfos, criados antes mesmos dos humanos chegarem à Terra Média.

### Habilidades:

Visão Escura 12 quadrados

Pedra de sabão - Os goblins podem sair de um Engage como ação bonus, além de poder se esconder com uma ação bonus também.

## Actions

* Scimitar. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:*(1d6 + 2) slashing damage.
* Shortbow. *Ranged Weapon Attack:* +4 to hit, reach 80/320 ft., one target. *Hit:*(1d6 + 2) piercing damage.
Mortuary

The Mortuary is where souls go when they die, and are either disposed of, or sent to the River of Incarnation to be reborn.

## History

The Mortuary has existed longer than recorded history. Many theories exist on who made it and when, but as no one living has ever entered, or even seen it for long enough to study it. It is operated by the enigmatic Mortician, who inspects souls for fragmentation or demonic corruption, before either disposing of them into the darkness of The Planescape, or releasing them to the river.

## Description

On the outside, The Mortuary is a strange island, that holds up a drab, strange building with a large amber colored window, and ominous spikes adorning the rooftops.

On the inside, its drab walls are contrasted by strangely ornate floors, and the futuristic pipes emitting steam. On the top floor is the Mortician's library, where he catalogs the memories, personality, and consciousness of a soul. On the second floor is the morgue, where dead souls are received and inspected. If a soul passes inspection (ie. no traces of demonic corruption or fragmentation) the soul will be sent to the lifestream, where it will eventually begin its journey anew along the River of Incarnation. If the soul fails inspection, it is disposed of, where it will eventually fade away.
Rogue's Spear

The Rogue's Spear can only be used by players level 8 and higher. It does 12-15 damage with a 22% crit chance and a boost of 2 speed. It can be obtained on Floor 1, and can be bought or received from a wolf as a drop.

It can be crafted with 4 wood, 2 iron ingots, and 1 boar tusk with a smithing level of
Iron Spear

The Iron Spear can be found in the town of Starting and is for levels 5 and higher. The spear does 8 damage with a critical chance of 20%. It also boosts your speed by 2. The Iron Spear can be obtained through buying or crafting.

It can be crafted with 2 iron ingots and 6 wood with a smithing level of 1.
Myvandor

Myvandor, known in common as The Emerald Forest, is the homeland of Elves.

## History

Little is known of Myvandor. Part of the Andassyan continent, it was isolated from the rest of the provinces and kingdoms neighboring it, but unfortunately was not spared when The Underking conquered the continent. Due to an alliance with the then King Anasterian, the ancient kings of the human lands were able to drive back The Underking, and free the continent. Myvandor continued to stay isolated, but allowed outsiders to come in with permission. Recently, the current king, King Masani, has begun to roll back some of the isolationist policies, and sent envoys to the various human kingdoms, including sending Xul'Rathma to Estros.

## Description

Due to the Elves' isolationist ways, few have seen Myvandor, but those who have left it describe it as a beautiful forest, with every tree illuminating with green light, and the golden summer sun shining through the canopy, with warm winds carrying the scent of vanilla throughout the forest.

The capital of Myvandor, Ari Daoin, otherwise known as Silverstar, is regarded as one of the most beautiful cities in the known kingdoms. An increasingly large city as it ascends, Silverstar features large structures that seem to shine in the sun, with painted green rooftops and golden accents on the buildings.

## Known Inhabitants

For thousands of years, only elves were allowed in Myvandor. The High Elves ruled the City of Silver, the wood elves roamed the forests, and the Drow, or dark elves, made their home underground, as sunlight bothered them immensely, in a pact known as the Silver Sun Concordat. Recently, non elves have started making their way into Myvandor with the king's permission, with only a handful staying.
Quetzal

Yitzi (Older Brother)

Shiki (Older Brother)

Nihli (Older Sister)

Quetzal is a Yuan-ti Artificer, currently working for the Azure Eye Guild in the Lands of All Seasons.

## Biography

While his parents were traveling in Chult, Quetzal was born in a small cave near Port Nyanzaru. At some point when he was young, Quetzal met and befriended Prince Chrom of Seleon. Eventually, Quetzal's parents began to act strangely, and meet with strange people. Eventually, Quetzal and his family traveled back to the island of Texcoco, in the Land of All Seasons. Over the next few years, Quetzal's parents traveled more and more, until eventually they started leaving the five children behind. However, Quetzal still found friendship with a Yuan-ti girl his age, Eska.

When he was twelve years old, he found that his parents had left for the last time, and that he and his siblings were turning to stone. For three months, he and his siblings were encased in stone, and abandoned, until one day a traveling artificer named Kiana found the Yuan-ti children, and freed them. Kiana brought the children to a nearby family, and adopted them, becoming an aunt figure to Quetzal. Quetzal often spent most of his time with Kiana, learning from her, and training to join the Azure Eye guild. At some point, Quetzal and Eska also fell in love.

However, Quetzal could never forget his parents, and so he set off to join the Azure Eye guild, to take jobs with them and try to find his parents.

## Personality

Having a mostly good life growing up made Quetzal polite and respectful, often greeting people in a friendly manner, and making friends fast. Still, he was driven, always trying to find out what happened to his parents, and ready to defend himself.

## Abilities and Equipment

Being an artificer made Quetzal and expert in crafting magic items. His main weapon was a crossbow, as well as an array of spells. He wore lighter armor, and an enchanted brown coat.

## Appearance

Being a Yuan-ti, Quetzal had snake like features. He had white scales with blue markings, and stood at around 6'5. He wore scaled leather armor and a brown coat.
Town of Starting

The left side of town during the day.

This is the first town in which you start in on SAE. This floor consists of a large city which has many important buildings such as a Bakery, Weapon and Armor shops, and more.

## Characteristics

The Town of Starting is extremely unique as it is the largest town in the game. The most notable feature of the town is the wall that surrounds the town, which can be seen in the image. Another notable feature is the Black Iron Palace, which can also be seen in the image. There is also a rectangular lake in the town which can be swum in by players. It should be noted that currently, the Black Iron Palace has no usage in the game and is currently just for show. As well, a majority of the buildings in the game are also currently only for show, with the only exceptions being the shops from which players can buy equipment such as weapons, armors, and shields. Another notable characteristic of the town is the marketplace, which can also be seen in the screenshot. The marketplace is currently selling various fruits and also drops from monsters like boars.
Alpha Gift

The alpha gift is a breadstick straightsword that is currently being awarded to alpha testers upon joining the game for the first time. The Alpha gift is currently the weakest sword in the game and only does 1 damage. However, the sword gives a 3.2 speed advantage, making it extremely useful for faster traveling in the open-world maps.
SAE - Wiki

**Welcome to the SAE - Wiki!**
Hello, wiki users, welcome to the Sword Art Eclipse wiki! We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

This wiki is still fairly new, so do be patient as we try to add all the information we have gathered.

Sword Art Eclipse Wiki Discord coming out soon!

## Important articles

Town of StartingItemsEquipment

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Estros

Vampires (formerly)

Estros is a major kingdom of man on the Andassyan Continent.

## History

Long ago, Estros was the second major settlement of the newly emerged kingdom of man. Settling on the Andassyan continent, Estros neighbored the homeland of Elves, Myvandor. The two nations were suspicious of each other at first, but eventually came to a lasting peace agreement, though the two kingdoms were isolated from each other.

At some point, the entire Andassyan Continent was pulled down into the dark lands, by the power of The Underking. During his reign, Vampires began to appear throughout the country, and the undead rose. Eventually, with the help of Myvandor and many of the other kingdoms, The Underking was overthrown, and the continent was purified.

Centuries later, conflict struck Estros again, when they entered a long and bloody war with their northern neighbors, Plegia. During this time, King Andalhar was killed, and Arelden became the new king.

Two years later, The Underking began his second invasion of Estros, and the dead began to rise again. Fortunately, Estros would again repel his invasion, with the assistance of a band of heroes.

## Description

Estros is divided up into two major regions. The Garamut region consists of Lake Garamut, The Garamut mountains, and Garamut forests, as well as the capital city, Estrosia. The Lonlian region consisted of the town of Lonlia, Pell's Farmstead, and the western coast. Due to the history of the land, many old ruins and abandoned forts dot the landscape, including the Tower of Aurus near the coast, and Crow's Keep, near the mountains.

During The Underking's reign, a massive temple was contructed in the center of Lake Garamut. Since his defeat, the temple has been submerged in the ocean. During his second invasion, the Cathedral of Lost Souls was built, as a hideout for the Dark Royalty Cult.

In the Garamut mountains region, the orc stronghold Taz'Rogal rests, in an uneasy alliance with Estrosia.
False-Death

War

Thor Modan Guard (formerly)

> "Aye, Maurice was a good friend. The Bronzebeard race is lesser for his loss"
>
>

False-Death was one of the four horsemen of of chaos, and was secretly the resurrected body of Maurice.

## Biography

Before travelling to Phandelver, Maurice was a guardsman of the Bronzebeard Dwarf capital, Thor Modan. However, during a siege by the traitor Thaurissan, Maurice, along with his childhood friend, Gundren Rockseeker, were forced to escape. After fleeing, Maurice spent his days training as a mercenary, until eventually receiving a job offer from Gundren to help fund an army to finally take back Thor Modan.

### Lost Mine of Phandelver

Maurice eventually met up with a group of 4 other heroes. While strong, he proved to be hasty, and often landed the group into trouble. While on a bounty hunting mission, he led his allies into a fight with a small army of bandits that nearly resulted in their deaths, but were ultimately saved by the arrival of Johnny and Anzu. Still, this would cause his team members to grow bitter towards him. Eventually, Twunt Q. Fundle and Talon conspired to play a prank on him by poisoning his waterskin, but Twunt took it a bit further and tried to kill him. Although Maurice successfully defeated Twunt, he was killed shortly after by Roy.

However, Maurice's story did not end there. His body was found by Josu Vilmheart, and his soul was bonded to the demon lord, Razaketh. Razaketh resurrected Maurice along with the other Horsemen, and Maurice was dubbed Death, as the original Death was not trapped in the gem, and was still missing.

### The Tale of Two Wolves

During the Battle of the Beachfront, The Heroes of Akrenar, comprising of none of the original heroes from Phandelver who knew Maurice met the Lightslayers and Wyrmtongue orcs in battle. At the end of the battle, Death appeared, and fought the heroes, killing Csihar and nearly killing Rudolph. Mortally wounded by The Shadow of the Savior, Death was finished off by Baljeet. After his death, Baljeet had a vision of Death, freed from Razaketh's influence, and revealing himself as Maurice. Giving Baljeet his hammer, Maurice faded away.

## Personality

Before his death, Maurice was a kind and strong dwarf, ready to defend his friends should harm come to them. However, his warrior spirit made him itch for a fight, and he would often rush headlong into a fight, earning much ire from his teammates.

As Death, Maurice was vengeful and filled with rage.

## Abilities and Equipment

Before his death, Maurice wore medium armor, and fought with a glaive. When he arose as Death, he was given a new warhammer, Doomstrike, as well as black, heavy armor.
Seleon

Seleon, also known as the Fatherlands, is where the first humans emerged from after the creation.

## History

Seleon was one of the first continents to be named after life was created. Over time, the humans explored the continent, forming other kingdoms, building The core kingdom of Seleon as the largest and proudest of them all.

## Description

The Central Kingdom of Seleon's biggest attraction is the capital city of Stormcrown. Running through the countryside is the Renhaven river, eventually becoming the Renhaven Delta.
Floor 1

A basic map of the floor.

## Basic Information

The first floor is filled with an expansive plain, with small hills dotted throughout the geography. The Town of Starting is located at the bottom right corner of the map, while the dungeon is located at the top left corner. Throughout the map, there are various forests as well, along with smaller villages.
Davriel

> "Up front, Bird beak!"
>
>

Davriel is a bounty hunter, travelling Southeastern Andassya with the Heroes of Akrenar.

## Biography

Born in the village of Eldraine, Davriel's hatred of orcs started from a young age, when the village was raided and taken over by the Wyrmtongue Orc Clan. Surviving on the streets using his speed and stealth, he soon fell in with a small underground resistance in the town, led by their surviving monks.

Davriel soon came to realize he could't liberate his village without outside help, and escaped Eldraine, promising to send all the money he could to support them.

### The Tale of Two Wolves

Davriel travelled across Andassya, eventually learning of a known criminal by the name of Dax, with a large bounty on his head. Sneaking into Estros, Davriel tracked him to Crow's Keep, and waited to ambush him. As he was about to strike, however, Dax and the others were attacked by The Dark Knight, and Davriel lay low. After The Dark Knight left. Davriel made his move, and ambushed Dax, easily defeating him. As he was about to take him away, Anzu appeared, persuading Davriel to stand down, as bigger things than money were at stake. Anzu paid off Dax' bounty, and Davriel angrily agreed.

After transporting to The Shadow Tower, Davriel and Dax were at each other's throats, being held at bay by Anzu. After being calmed down and not wanting to catch Baljeet in the crossfire, Anzu explained what was happening. Anzu also introduced their new ally, the Vampire Ekon Rudolph.

Travelling to Azzodh Vrel, Davriel was immediately disgusted with the orc city. Not caring to keep low, Davriel tried to start a fight with the Proving Grounds announcer, but was surrounded by the guards, and stood down. Meeting with Warchief Ghorbash, the heroes learned Ghorbash wouldn't attend the peace summit until the heroes had proven themselves by killing the Grey Ghost Wolf.

Travelling to Grey Wolf Rock, Davriel eventually shared his story with the party, after learning of their past. The next day, the party reached the rock, and battled the guardian. Returning the corpse to Ghorbash, the Warchief congratulated them, and when Davriel brought up Eldraine, Ghorbash expressed his disgust of the Wyrmtongue clan, showing Davriel at least one orc he could respect, albeit grudgingly.

## Personality

To all outside his village, and especially those who got in his way, Davriel was aggressive and cold to them, angrily yelling at Anzu when he attempted to talk him down. However, he got along well enough with Baljeet and Rudolph, and had a small bit of respect for the warchief, Ghorbash.

## Abilities and Equipment

Davriel was skilled in stealth and unarmed combat, able to silently eliminate his foes. He possessed an array of throwing knives and hand to hand weaponry, including iron knuckles he reinforced with diamonds

## Appearance

Davriel wore a dark colored set of armor, with a black cloak wrapped over his armor. A bandoleer-style belt held his throwing knives and armor in place.
Nightingale

Sirona (Distant ancestor, deceased)

> "I am Lorros Stormcrown! I am the storm itself!"
>
>

Lorros "The Nightingale" Stormcrown is a half elf bard, currently working alongside a group of heroes in Estros.

## Biography

Travelling around the kingdom of Seleon all his life, Lorros made a name for himself across various city streets and alleys. Orphaned at a young age when The Underking killed his parents, Lorros was abandoned on the streets of Stormcrown, among the other beggars and forgotten of the city, and left only with a ring necklace as a gift from his mother. Falling into a local gang, Lorros learned survival skills and how to quickly use a knife, but violence against others had no appeal to the boy, and so he turned to his true passion: music, having been taught to him at an early age by his mother. Begging enough money for a small vielle, Lorros took to street performing. Playing for the passerby on the streets, his talent gathered him enough coin to support himself and his fellow beggars, as imbuing a small amount of his innate magic passed on to him by his mother made him a cut above the average street minstrel.

Finally, after making enough to leave Stormcrown, Lorros left his past behind in search of a new life for himself. Going under his alias he had earned, Nightingale, and taking his old home city as his surname, he set off to nearby towns to perform and to take charge of his own destiny.

Eventually, Lorros learned ofthe Risen Incurssion, left in the wake by the suffering of the Estros-Plegia War. Deciding to go see if he could help recovery efforts with his healing music, he set off on the ship “The Wolf's Howl”

## Personality

Lorros was a kind and fun loving individual, who used his music to liven up taverns and parties. He always approached fights with a smile on his face, and a wink in his eye, cracking jokes towards his enemies and with his friends. However, underneath his jovial exterior he was deeply scarred, lonesome, and vengeful, and this came out when he had a vision of his parent's death, and confronted The Underking. After The Underking was defeated, he returned to his old attitude, though now more matured after his rebirth.

## Abilities and Equipment

Being a bard, Lorros was gifted with music and the arts. Using his Elven heritage and magic inherited from his mother, he was able to imbue his music with healing magics. He also learned to fight from a young age, and used a rapier in combat.

When his rage awoke, he found he was able to push his magic further, and manipulate water to his will.

## Appearance

Lorros stood around 6'2, and had brown eyes, and brown hair, with a beard. His main outfit consisted of brown leather armor with a blue cape, and tanned armored pieces. He also wore a ring neckalace he inherited from his mother. Being a half elf, his ears had a slight point to them.
Items

Items are currently categorized into subcategories on the wiki. The categories currently are foods, flowers, potions, ores, skills, and material drops. All items are listed from the lowest level requirement to the highest level requirement. Click on each item to learn more about it.

## Foods

 Banana
 Orange
 Fruit Basket

## **Ores**

 Coal
 Iron
 Bronze
 Silver
 Slime Crystalite
 Arlemite
 Gold
Cornell

> "Lord Morlund's rage is upon you, and I am it's vessel!"
>
>

Cornell was a Vulkod Vampire in the employ of Deathlord Morlund.

## Biography

Not much is known about Cornell, but what is known is that he was a powerful Vulkod, who prowled old Eversong, before being killed and sealed in the Dark Citadel.

### Season of Red Leaves

Centuries later, Cornell's body was found, and brought back to life by Deathlord Morlund. Swearing fealty to Morlund, Cornell was sent to Blueleaf to intercept and kill the heroes of Eversong.

When he arrived, Cornell engaged the heroes in battle. During the battle, Cornell was injured, and morphed into his wolf form. However, Cornell's rampage was interruped when Sniv, Kana and Zia's brother joined the fray, attempting to blow him up. Knocking Sniv away and injuring him. However, this would prove to be Cornell's downfall, as this enraged Naralin, Sniv's siter, who ripped Cornell apart from the inside out with her psionic abilities, completely erasing him from reality.

## Personality

Cornell was a hunter first and foremost, and thought of those beneath him as prey. He did have respect for Gharon and the vampires of Eversong, referring to them as his pack. When resurrected by Morlund, Cornell dubbed him Packleader. While his resilience made him fierce and unfaltering, Naralin's void magics proved too much for him, as in his final moments he screamed out in pain.

## Abilities and Equipment

Being a Vulkod, Cornell boasted a natural size and strength. Cornell carried a large hammer into battle, capable of toppling buildings. When enraged, Cornell's size, strength, and speed grew as his werewolf form manifested.

## Appearance

In his vampire form, Cornell was massive, dwarfing the average human. He had long, grey hair, and seemed to have fang-like tusks. He wore faded red armor that covered from his lower chest down. When he turned into his werewolf form, his size grew, and dark brown hair covered his body, accented by red glowing cracks.
The Darkness of Lost Souls

The Darkness of Lost Souls was a hellish pocket dimension that exists in The Planescape, within the Beyond Shadows realm..

## History

It is implied that this strange realm has existed since The Underking's creation. However, none can truly say for sure when this was. Xul'Rathma theorized that The Underking may be older than time itself, and The Darkness was just where lost souls would end up, if unable to go wherever souls went when they died. If this is true, that would make The Underking likely one of the first beings in creation.

When The Underking was defeated, The Darkness remained dormant, almost asleep. Its halls lay abandoned, and dark, awaiting the return of the King of Death.

## Description

From the outside, The Darkness was described as a massive hellish fortress, seemingly floating on its own continent, surrounded by floating islands and nebulas. On the inside, it would change depending on the perceptions of whoever entered. Johnny described is as a version of Estros, where the land had been terra formed to lead to a giant throne, built on the bodies of The Underking's enemies. Anzu described it as a strange fortress, with shifting walls and a massive pit of unlucky souls underneath the floor.
Dark Lands

The Dark Lands is a general term for countries that have been sacrificed to the Dark Gods, and have been mutated and cursed as a result.

## Known Dark Lands

Ashenfall was the first of the dark lands, and where the first vampires started to appear.

Ravenloft was another of the ancient dark lands. Being sacrified to the moon lord made it a prime hunting grounds for vampires and werewolves, though eventually after the Battle of the Amber temple it was purified.

Belwyn was another of the ancient dark lands. Belwyn was sacrified by King Garossan, and like Ravenloft, became a haven for vampires.

Haskesh was another of the dark lands, though little is known about this country.

Estros was one of the ancient dark lands, being sacrificed to The Underking, and leading to the occupation of the Andassyan continent. Eventually, The Underking was defeated, and Estros was purified.

Crivania was another dark lands, also being sacrificed to The Underking. When the Andassyan continent was freed from The Underking, Crivania was purified.

## Curse

When a country becomes a dark land, it tends to be inflicted with a curse. Often these curses affect the weather and land itself, as Ashenfall became permanently engulfed in volcanic ashstorms, and Belwyn and Ravenloft became shrouded in eternal night. This curse also makes it almost impossible for mortal beings to travel to the dark lands, though there are some ways to bypass this, most of the time involving magic.

## Purification

There are different ways to purify a dark land, depending on which god it has been sacrificed to. Estros and Crivania were purified when The Underking was defeated, and the Song of the Ocean was played to rid the country of his influence.

In the case of Ravenloft, the Moon Lord was defeated by Cecil and Vigo Von Zarovich, and the ritual of the sun was performed by Sage, at the top of the Amber Temple.
The Lady of the River

Sirona (Distant descendant)

Verrona (Distant descendant)

Lorros (Distant descendant)

The Lady of the River is the wife of The Forgemaster, and currently presides over the River of Incarnation.

## History

Ariona was one of the first mortal beings. It is said that she had a love for all life so great, that she never raised a hand to hurt anyone. During his time scouting the lands for inspiration for new planets, The Forgemaster, in his mortal guise, happened upon her, and the two fell in love, having one child. Eventually, when she passed, The Blue Colossus allowed her to ascend to godhood, and she married The Forgemaster. When The Blue Colossus fell into his slumber, The Lady took over the role of tending to the River of Incarnation, putting a bit of her love in all the life it created, and becomig known as The Lady of the River.

### Season of Red Leaves

When Eversong and Belwyn were forcibly converged in an act of The Moon Lord's cruelty, Ariona took this as an affront to the love she had for all life. While she was unable to directly intervene, she did happen upon a stroke of luck. She found two souls who were deeply in love with another, one dead who had not passed on yet, and one undead, who sought vengeance against The Moon Lord for all he had done. Granting the dead soul a microcosm of life, she granted her access to The Forest Soul, a beacon of life and light for the entire land, and allowed her to use the Sun's radiant magic to destroy the vampires who had taken over Eversong.

## Personality

While not much is known about her, she was obviously an extremely kind woman, who had an unending love for life and all its creations. Even to this day, she loves each and every one of her creations, and thinks of them all as her children. But above all, her love for The Forgemaster is unmatched, as they work side by side to create new life.

## Appearance

Taking on her form as she appeared in life, The Lady is a moon elf, with blueish skin and white eyes. After ascending, she gained a symbol resembling a crescent moon on her forehead, and wore a glowing headdress, with a blue dress.
Equipment

Below is a list of all the obtainable equipment in the game and where you can obtain them. Click on each item to go to the item's page for more detailed information. It should be noted that all equipment are listed by level, starting from the lowest level to the highest level.

## **Greatswords**

 Rogue's Greatsword
 Heathen Slayer | Pumpkin Heathen Drop

## **Mining Tools**

 Wood Chopping Axe | Town of Starting Market
Waterfalls of Agharta

The Waterfalls of Agharta are a small area in northeast Belwyn, located near the town of Vandelheim.

## History

For a long time since the darkening of Belwyn, the waterfalls were just like the rest of the country, cold and depressing. However, after Rosa was buried there, the area began to change. The Waterfalls became a place of warmth, and an odd sense of peace began to fill any who ventured there. Flowers seemed to grow all around the cave system, especially near Rosa's grave. After returning from Ravenloft, Cecil made his home there, often sleeping in a small garden of roses close to Rosa's grave.

## Description

The Waterfalls of Agharta are a small cave system, with a massive outcropping to look out at the sky. Despite Belwyn being shrouded in eternal night, the moon seems to glow almost harmoniously in the waterfalls. The cave is a lot warmer than the rest of Belwyn, and animals frequent here. The main focus is Rosa's gravestone, and the garden of flowers that surround it, which strangely never seem to wilt, and just keep expanding.

Curiously, the water actually seemed to contain healing properties, likely due to the radiant energy that had been gathering there for centuries. While on its own the water was unable to cure any serious wounds, a vial of the water was combined with some of Rosa's magic to create a cure for Linthea Shadowsong's illness.

## Known Inhabitants

Currently, Cecil is the only known inhabitant of the waterfalls, though many animals make their home here as well.
Oath of Shadows

### Goal

Protection of the world against the Chaos DragonAssassination of the hidden allies of the Dragon Cult and its affiliates

The Oath of Shadows was a guild established by Knight Owl shortly after his arrival on Akrenar.

## History

After the fall of Tharizdun, Knight Owl and Fabian met the guardian Anzu, who needed their help dealing with the Chaos Dragon, as the two rogues had history with dark gods and cults. In order to prepare, Knight Owl formed a guild of assassins, thieves, rogues, spies, and other agents of stealth and espionage to combat the Dragon Cult, and to watch over the common people of the land. The Oath of Shadows tends to pursue targets who have infiltrated common society, main cult members posing as nobility or soldiers.

## Known Members

Knight Owl and Fabian were among the founders of the guild, along with Anzu's old friend, Winavere. Eventually, Cecil's old ally, Knox, would join the guild as well.

When the order of Stormlance fell, Knight Owl recruited Rev and trained him. While Rev is not an official member, he is still considered one of the brotherhood.

## Ranks

The Talons make up the four leaders of the guild, where as the rest of the guild is addressed with the rank of Shadow.
Mausoleum of Lost Souls

Risen

The Mausoleum of Lost Souls was the main base of operations for the Dark Royalty Cult during the Risen Incursion, and the secret entrance to The Darkness of Lost Souls on the mortal realm.

## History

Long ago, the Cathedral served as a place of worship and comfort for the people of a now lost and unnamed town. However, during The Underking's first war against Andassya, it was conquered, and used as his private refuge. Since The Underking's defeat, priests have tried to purify it, to no avail, and so it was forgotten, and left to fall into disrepair.

During the Risen Incursion following the Estros-Plegia war
Song of the Nightingale D&D Wiki

**Welcome to the Song of the Nightingale D&D Wiki!**
Knowledge database of the D&D misadventures of Jackson Weseman. I own very few of the images in this wiki, so if you somehow find this wiki and see your art and want attribution let me know and I'll fix it.

## Important Characters

Lord AnzuKnight OwlTavenCecil Von ZarovichRosaDeathlord MorlundArelthorRevNightingaleThe UnderkingBaalthimosThe Moon Lord

Quick Categories:

* Campaigns
* Characters
* Deep Lore Characters
* Locations
* Organizations
* Races
* World Building

Further Reading

* Books
* Dax and Baljeet Shorts
* Episodes
Thaddeus Scrimjaw

Thaddeus Scrimjaw was a pureblood vampire whose research led to two unique types of vampires emerging.

## Biography

Little is known about the life of Dr Thaddeus Scrimjaw, other than that he was an ancient vampyr, who performed vile experiments on vampire and human alike.

One of these experiments on vampires, possibly an attempt to cure Ekons of their blood thirst, led to the creation of Skals. When disposed of, the Skal survived, and escaped into the nearby village, where it infected people and spread its vile form of vampirism.

For this failure, Thaddeus was allowed one more chance, and this time decided to experiment with werewolves, creating the Vulkod race.

Eventually, Thaddeus was imprisoned, and left to rot alone for eternity.

## Personality

Little record of Thaddeus survives, but judging by his experiments on humans at the time, he was likely cold and unfeeling, even sadistic.

## Appearance

Thaddeus wore a monocle, and had the traditional red eyes and pale skin of vampires. He wore elegant clothing, but likely switched to more appropriate garb when performing.
War

Darkness

> "If I die here, I'm taking all of you with me!"
>
>

War is the second in command of The Four Horsemen, and the one responsible for the attack on Dax's family.

## Biography

It is unknown when exactly, but centuries ago, The Four Horsemen were the generals of a powerful demon, and in each of them was his power. In an effort to stop them, they were sealed away in an ancient Philosopher's Stone, created by Dax's ancestor.

### Lost Mine of Phandelver

During the attack on the Shad Astula Academy, Josu Vilmheart was raised from the dead by the forces of the demon Razaketh, and killed the headmaster of the school, destroying the Philosopher's stone and freeing the horsemen in the process.

After the collapse of the academy, The Heroes of Akrenar met face to face with the horsemen, but were spared, due to Razaketh still having other plans for them.

At some point after this, War split off from the four, as he was still vengeful towards Dax's ancestor, and wanted some form of revenge for his imprisonment. Settling for killing his descendants, War took joy in setting fire to Dax's home, butchering his son and wife, and leaving Dax to burn in the flames. Dax survived, however, and pursued the rider. Leaving the forest, War happened upon the campsite of the Heroes of Akrenar, as well as Drew, who engaged him in combat. As the heroes gained the upper hand, War began to summon a great deal of power, ready to destroy the whole area, as well as himself, but just before this, War received a summon, and retreated.

### Song of the Nightingale

After the fall of The Underking, Dax was visited by war, who adressed him with his real name, Waylon.

## Personality

The most violent of the horsemen, War took great pleasure in causing destruction where he went. War is also known to be quite vengeful, going alone to kill Dax's family when none of the other horsemen seemed particularly interested. War was also ready to destroy everything in the area, including himself, just to kill The Heroes of Akrenar, showing he had either no sense of self preservation, or had some ulterior plan.

## Abilities and Equipment

Donning heavy armor, and a large Battleaxe, War was the most headstrong of the four, preferring to fight his enemies in brutal combat, instead of with intelligence. Like the other horsemen, War preferred to fight on horseback, giving him extra speed in a fight, but if need be he could fight adeptly on foot. War also seemed to possess some form of magic, as he began to summon dark power to kill the heroes, but this likely isn't something he uses in combat.

## Appearance

Over time, War's green orcish skin turned to a sickly, white color, and his eyes became a glowing blue color. He still kept his size, however, towering over most people, and even orcs. War sports a black suit of armor, with yellow glowing skull patterns, and carries a blue glowing axe, its blade covered in runes.