recursal/Fanatic-Fandom huggingface dataset:
Peggy Az'Neh'Noa

Peggy Az'Neh'Noa is a gnome sorcerer. She has a brass draconic broodline. Although she is married to Anteel Az'Neh'Noa, she is completely open to being flirted to and having what she classifies as "fun."

While on her adventures, she took these notes

## Backstory and Personality

Peggy was born to a small family in a small town. Her hometown was in the middle of a large forest. Many goods needed to be shipped in from the nearest city. Peggy spent plenty of time talking to these guild merchants. After many years, she decided to leave her hometown and become an artisan for a guild. As she was weaving for the guild, Dumein Goods Company, she began enamored with one of the merchants for the guild. An elf by the name of Anteel. Peggy thought they were wonderful and began taking her work on the road to spend more time with Anteel. Their marriage was paid for by the guild.

During one particular shipment, Peggy, Anteel, and their coworkers were ambushed by goblins. As the group needed an extra hand in combat, Peggy’s ancestry awoke and she discovered her potential as a sorcerer. After this, Peggy and Anteel were put on less and less shipments together. Now a guard for shipments, Peggy felt as though her purpose for being in the guild was lost, so she set out on a path of self-discovery. She had not visited her parents in many years, her love was far away, and she felt she was being used for her ancestry.

Peggy and Anteel are attached at the hip when together, but both agree that being flirted with is one of the most exciting things in the world and do not reference their marriage as much as they mention their “far off lovers.” They two send letters for each other, but otherwise are mostly separated.

Peggy is definitely autistic. She is very interested in flight and it’s mechanics. She’s learned everything she can about flying by magical means and is looking for someone who can fly by non-magical means. She flaps her arms when she’s happy. She stomps her feet when she’s upset. Peggy pretty much cannot stay still and doesn’t like absolute quiet.
Infinitely Renewing Coin

This gold coin is the work of either trickery or laziness. When an individual accepts the coin as payment, but is unaware of it's powers, the coin is magically returned to the previous owner's pouch or pocket after eight hours, either by means of teleportation or by being replaced by a mundane coin that is created or transported in as a replacement from somewhere besides the renewing coin's owner's stash.

Using this gold coin, an adventurer may pay for many things, but never run out of gold. It is a mischievous task.
Granitebiter

This page contains a list of all characters to be born with or die with the name Granitebiter.

## Generation 1

* Albathar Granitebiter, Dwarf Civilian
* Onish Granitebiter, Dwarf Civilian

## Generation 2

* Edna Granitebiter, Halfling Civilan
* Flint Granitebiter, Dwarf Civilian
* Stilter Turrunth, Dwarf Civilian

## Generation 3

* Gral Granitebiter, Dwarf Civilian
* Mandu Granitebiter, Halfling/Dwarf Civilian
* Shlobles Granitebiter I, Halfling/Dwarf Bard
* Thill Granitebiter, Halfling/Dwarf Civilian

## Generation 4

* Shlobles Granitebiter II, Mostly Dwarf Civilian
Aquil Island

Aquil Island is an island of moderate size that is ruled by an oligarchy. Though the rulers have changed many times over the course of history, it has still held it's place as an important trade hub and center for cultural exchange between the elves of Summent and the races of Kiouek.

## Aquil Island in 5006 SC

There are currently seven major families in power over Aquil Island. Four are half-elven, one is elven, one is human, and one is dragonborn.
Soul Cast

Soul Cast is a tenth level spell.

This spell targets up to ten individuals. It binds their souls to a common group, insuring that their souls will not pass on into the afterlife. Instead, their souls are reborn in new bodies, destined to reform a group in your following life. After all characters targeted by the spell die, their souls are put into a new body. These children are destined to meet each other again and adventure as a party.

Each player chooses a special ability that their soul will carry into their next life.
Vexilandromeda

**Vaxilandromeda** is a minor deity in the pantheon of Penzavie. He was willed into existence by a large amount of archivist and librarians wishing for more complete information to be available for them. Vaxilandromeda lives in Mechanicus in the Vaxil Palace.

## Tenets of Worship

Followers of Vaxilandromeda must live by or incorporate the following tenets into their daily life. Although there are few temples to this deity in the world and additionally very few clerics or casual followers in Penzavie. This is due to Vaxilandromeda not being a largely recognized or influential deity.

1. Identification. No symbol should be meaningless and there is meaning in all things and anything can be symbolic.
2. Preservation. No symbol or artwork can be rightfully destroyed. There will always at least be records of any object of meaning.
3. Inquisition. No symbol is not worth investigating. Ask questions and work well to gather knowledge and find the meaning in any situation or object that is encountered.

## Relationships

Vaxilandromeda has good relations with most other Lawful individuals and deities.

### Vatimir

Vatimir has allowed Vaxilandromeda to make observations into the past on multiple occasions to reveal information that is been lost to anyone currently in existence. If every copy of a symbol is destroyed, Vaxilandromeda will call upon the services of Vatimir to recover the lost information.

### Silio the Knowledgeable

Silio, being the god of Learning, rules over a similar domain as Vaxilandromeda, but the two go about their archiving very differently. While Silio built the Silioric Library on the Prime Material plane as a mortal, Vaxilandromeda was brought into being outside the Prime Material plane and has spent his entire life in Mechanicus. The Vaxil Palace is extremely difficult to get to due to the landscape and architecture of Mechanicus. Although this difference could cause some tension between the two deities, Vaxilandromeda can acknowledge that Silio has a wider influence. Most clerics of the two deities interact in a friendly nature and there is a temple to Vaxilandromeda in the Silioric Library.

### Duscucol

Vaxilandromeda cannot sufficiently shift the influence of Duscucol, but gives a complete review every quarter of a century of all flags of all settlements regardless of size based on their flags. Vaxilandrometa's flag review includes a judgement of the organization and worthiness of influence from Duscucol based on the flags of the settlements.
Doot Game Notes

This game is for Doot's game and if you're Doot TURN BACK NOW

## Character Notes

8 str, 14 dex, 9 con, 10 int, 14 wis, 9 cha

+4 to stealth, +4 to perception

## Posting Writing

As Meligin leads you to the balcony courtyard. You can clearly look over mountains and foothills and out to the sea. The cool ocean breeze blows up the mountain. She looks at you, then out to the sea. She takes a deep breath.

"Ayala, this will be the first time you are leaving the monastery since your arrival. Do you know how long you have been here?"

**Break**

After a moment, Meligin speaks again, this time, more formal.

"Ayala, it is time for us to go. I will follow your lead to the best of my abilities. I am your mentor, but also your follower. We will travel to Zuthdenstill. It is a long journey, but you must undertake it. The way is yours. You undertake the same journey that all those who came before you undertook. Do you understand?"

Meligin looks to the right of where the sun hangs in the sky, over the towering center of the monastery and up into the mountain range. Her face is painted with memories and the same bittersweetness you saw before.

**Break**

meow
Infantry

There are many types of infantry, here are some profiles for members of an army.

## Spearman

Ability Scores:

* Str: 14 (+2)
* Con: 15 (+2)
* Dex: 14 (+2)
* Int: 10 (+0)
* Wis: 11 (+0)
* Cha 10 (+0)

AC: 17 (Chainshirt and Shield)

Health: 3d10 + 16 (32)

Saving throws: +2 Con, +5 Str

Skills: +3 Perception, +3 Insight, +5 Athletics

Abilities:

Spear training: A spearman may use his pike as a one handed weapon.

Pack Tactics: Spearmen get advantage on attacks against enemies that are within 5 ft. of another spearman.

Formation training: A spearman can attack through his own allies using his spear at disadvantage as long as the target is within reach.

Alert Warriors: A spearman can make an attack of opportunity on any enemy creature that enters it's reach

Equipment:

* Pike,
* Shortsword,
* Javelin,
* Dagger,
The Unseen Concert

On the evening of the 12th of Ember in the 4557th year of the Silioric Calender, Glandria Dawnglow took the stage in the plaza of West Aquife. She stood atop the wooden platform alone. As she pulled the bow of her violin for the first note, the beautiful melody of her heart sprung forth. After about three songs, she looked out to see the empty plaza. She had been sure to post the concert around town, but she had no attendants to her concert. In truth, no one saw her play, and in turn, no one saw her cry. As she wept, she continued to play a repetitious sorrowful tune for hours. She cried into her violin while playing it in her disparaged concert. As she put pure emotion into her Music, she failed to notice the transformation her violin was undertaking. The instrument now showed blue streaks along where Glandria's tears had fallen. After laying on the platform for many hours, a few kind strangers spoke with Glandria, comforting her and showing that her heart was more important than the attention she could gander. Although this did not heal her broken heart, she was comforted for the time. She named her violin, Tearstain, and began travelling beyond Aquife.

This was the beginning of her melancholy practice of playing her violin in secluded spots around Havenkol.
Lia

This page contains a list of individuals with the name Lia.

* Lia Az'Neh'Noa, Elf
* Liadon Siridean I, Elf Noble
* Liadon Siridean II, Elf Noble
* Liadon Siridean III, Elf Noble
* Liadon Siridean IV, Elf Noble
* Liadon Siridean V, Half-Elf Noble
* Liadon Siridean VI, Half-Elf Noble
* Liadon Siridean VII, Half-Elf Noble
* Liamian Siridean, Half-Elf Noble, wife of Riarmil IV
Daergel

This page contains a list of all characters to be born with or die with the name Daergel.

## Generation 1

* Jonthan Daergel, Gnome Sorcerer
* Milly Daergel, Gnome Civilian
* Reerin Daergel, Gnome Civilian

## Generation 2

* Brocc Daergel, Gnome Sociologist
* Doulf Daergel, Gnome Cartographer
* Peggy Daergel, Gnome Civilian

## Generation 3

* Haru Daergel, Gnome Druid
* Johnson Daergel, Gnome Sorcerer
* Nedda Daergel, Halfling Civilian

## Generation 4

* Edna Granitebiter, Halfling Civilian
* Peggy Az'Neh'Noa, Gnome Sorcerer
* Scanlan Daergel, Halfling Fighter
List of Dragons in Penzavie

This page is a comprehensive list of the dragons that been born in Penzavie. It is organized by Generation, then Color, then alphabetically. It includes as much detail as needed.

## Generation 2

### Gold

* Vontulln
* Aurora
* Nauria
* Tullma

### Silver

* Puritulln
* Cratulln
* Gintuma
* Raetuma

### Copper

* Valor
* Eioia
* Kurbio
* Rokshtul

### Brass

* Talisia the Elder
* Aesia
* Kuttulfer
* Havenbul

### Bronze

* Fumeron
* Blikts
* Tondronia
* Meknol

## Generation 3

* Thavtal
* Vorrelka
* Vorshke
The Deathtill

The Deathtill is an evil artifact made by a pit fiend named Groshil.

The Deathtill acts as a Bag of Holding. It looks like an black steel box, about a foot long, half a foot wide, and four inches deep. An individual may use this metal box to cast Power Word Kill. Each time you cast the spell, something in the box is consumed. The box prefers pieces of corpses.
The Southern Expanse

The Southern Expanse of Kiouek is a large frigid region. It is south of all other regions of Kiouek. The region is incredibly difficult to live in, but that does not deter individuals who want to utilize the resources of the land.

## Government

The Southern Expanse has no structured government in it around 4927 SC. Before the Fall of the Southern Cities, there were very few places that had guards or law enforcement besides the largest cities. Most individuals assumed the Trust of Adventurers would hold true to the region. For the most part, this held true, but as guilds looked to other regions and adventurers passed away, the security of the region fell. The wilderness took back the region, forcing many commoners to either flee north or die. Infrastructure was lacking due to the difficult terrain.
Used Name List

This page is simply a list of all given, chosen, or family names. They are alphabetically ordered.

## Given

* Adrie
* Albathar
* Amber
* Amira
* Ammel
* Andeellandulon
* Angren
* Anteel
* Aramil
* Aratul
* Armslinger
* Aseir
* Asheer
* Atala
* Boden
* Brocc
* Carath
* Carric
* Cefrey
* Dain
* Darrak
* Darvin
* Deathmark
* Dench
* Doom
* Drok
* Edna
* Emen
* Enna
* Erevan
* Flint
* Geth
* Gral
* Grocker
* Grog
* Haru
* Helen
* Helm
* Hlin
* Ielenia
* Isabella
* Jannophin
* Joan
* Johnson
* Jonthan
* Josiphina
* Kanithar
* Keyaleth
* Keyleth
* Kiou
* Krusk
* Kyth'lan
* Laucian
* Leeshtallundith
* Leshanna
* Lia
* Luthirn
* Lyle
* Mabel
* Mandu
* Mellanna
* Mereth
* Merid
* Merric
* Mia
* Mialee
* Milhan
* Milly
* Moridan
* Nasha
* Naviana
* Nedda
* Olga
* Onish
* Ovak
* Peggy
* Quelenna
* Quin
* Rakthe
* Rashmil
* Rasnal
* Reerin
* Riardil
* Riardon
* Riardonus
* Riardus
* Riarlia
* Riarmil
* Ronan
* Rondle
* Ront
* Sai'matil
* Scanlan
* Segma
* Siph
* Shal
* Shellia
* Shlobles
* Shump
* Slinble
* Stentil
* Stilter
* Stronghearth
* Talisia
* Tana
* Tiberius
* Thandu
* Thaldon
* Thalgast
* Thill
* Thorgun
* Thumil
* Tull
* Ulick
* Varis
* Vaximil
* Vental
* Victoria
* Vorshke
* Willma

## Family

* Amblecrown
* Az'Neh'Noa
* Chernin
* Daergel
* Dankil
* Delmeer
* Dumein
* Evenwood
* Granitebiter
* Hamal
* Kimbatuul
* Lackman
* Myastan
* Siridean
* Slayer
* Stormwind
* Turrunth
* Que'ma'tha
Alaska's DnD Characters Wiki

## Welcome to the Alaska's DnD Characters Wiki

Hey, my name is Alaska. This wiki is for me creating a family tree for and recording information about my Dungeons and Dragons and Pathfinder characters. Everything here is fanon for everyone for me.

If you were directed here to learn about a campaign, please do not spoiler major plot points by looking at articles not specified for your viewing.

## Introduction

This started when someone I know told me that all their characters were connected though a large family tree. I decided to do the same with my characters and now it got a little out of hand. So now I have a wiki for my own characters. Some of the characters on here might not have been mine and I do reference things that involve others. I do my best to respect the privacy of others. Also, if someone from those campaigns sees this wiki, they might point out differences from what really happened to what did happen. My memory is not perfect and I want to fit these into one contiguous universe.

### Here's where to start looking

Lists

Character Creation Help

Homebrew Material
Angolith

Angolith, the golden-tongued Patron of Serpents, benefactor of poison, is an Archfey that commonly is associated with the Siridean Family due to their common usage of Angolith's power. Angolith hates any serpent or snake that is demonic or devilish in nature, this includes Yuan-Ti, Mariliths, Hydras, Medusas, and Spirit Naga.
Penzavian Pantheon

These are the gods and patrons present in Penzavie, either in influence or location. It also shows what aspect of life or the planescape they rule over.

## Major Deities

These deities either are a major part of worship in Penzavie or have a large amount of influence in the prime material plane even without being widely worshiped

* Lawful Good
	+ Bahamut the Platinum Dragon, god of Good Dragons
	+ Tyr, god of Justice
* Lawful Neutral
	+ Helm, god of Protection
	+ Kelemvor, god of the Dead
	+ Silio, god of Learning
	+ Tern, Primordial god of Stone
	+ Duscucol, god of Cities and Civilization
	+ Vatimir, god of Time
* Lawful Evil
	+ Bane, god of Tyranny
	+ Gramotos, god of Bureaucracy and Genocide, ruler of Bosimal
* Neutral Good
	+ Lavimorre, god of Fertility and Agriculture
	+ Symphonia, goddess of Music, ruler of Bonomn
* True Neutral
	+ Ilm, Primordial god of Air, Contemporary god of Steam
	+ Gond, god of Craft
	+ Minis-Turris, twin faced god of Language
	+ Vepher, god of Archery and Hunting
* Neutral Evil
	+ Koth, Primordial god of Fire, god of Orcs
	+ Malantus, god of Evil and Malice, Lord of Antibon
* Chaotic Good
	+ Aphroditus, goddess of Love, Beauty, and Gender
	+ Bast, goddess of Cats, Perfume, and Curiosity
* Chaotic Neutral
	+ Dionysis, god of Mirth and Wine
	+ Mask, god of Thieves
	+ Mer, Primordial god of Water
	+ Pan, god of Nature
	+ Poseidon, god of the Sea and Earthquakes
	+ Vandmira, goddess of Change
* Chaotic Evil
	+ Talos, god of Storms
	+ Emontion, god of Destruction, ruler of Bosidurr
* Unaligned
	+ Omkrei the World Crafter, god of Creation

## Minor Deities and High Level Patrons

These deities are not part of the core worship of Penzavie but are generally either previously important to the pantheon or able to provide powers to their worshipers.

* Lawful Good
	+ Galabrial, ruler and protector of Bonomn-Durr
* Lawful Neutral
	+ Vexilandromeda, god of Flags and Symbols
* Lawful Evil
* Neutral Good
	+ Sund, Primordial god of Soil
* True Neutral
	+ Potato god
* Neutral Evil
* Chaotic Good
* Chaotic Neutral
	+ Acridon, The Gun god
	+ Kerthog, god of Adventure
* Chaotic Evil
* Unaligned

## Type 1 Outlanders

This category includes fey, slaad, modrons, angels, archons, demons, and devils that all are of a high enough power level to influence the Prime Material plane indirectly or rule over a large section of an outer plane.

* Lawful Good
* Lawful Neutral
* Lawful Evil
* Neutral Good
* True Neutral
* Neutral Evil
* Chaotic Good
* Chaotic Neutral
* Chaotic Evil
* Unaligned
	+ Angolith, archfey, patron of snakes, benefactor of poison
Turrunth

This page contains a list of all characters to be born with or die with the name Turrunth.

## Generation 1

* Amber Turrunth the Elder, Dwarf Lady
* Truban Turrunth, Dwarf Person

## Generation 2

* Bren Turrunth
* Draska Turrunth
* Ilde Turrunth
* Halish Turrunth
* Merid Turrunth
* Thundu Turrunth

## Generation 3

* Dain Turrunth, Dwarf Man
* Norak Turrunth, the Ironfist, Dwarf Barbarian
* Stilter Turrunth, Dwarf Woman

## Generation 4

* Ammel Turrunth, Dwarf Woman
* Grocker Turrunth, Dwarf Blacksmith
* Hlin Turrunth, Dwarf Rogue

## Generation 5

* Amber Turrunth, Dwarf Cleric of Dionysus
Acridon

When the first gun was invented in Penzavie, no one understood it's power. The belief the inventor held in their creation was so strong, that when the first gun was fired, a powerful spiritual burst rung out. This first shot birthed Acridon, the Gun God.

## Imprisonment

Several years later, the Spell Wardens captured an imprisoned Acridon, halting progress on firearms as best they could. Several times, other inventors have created firearms and been hunted down or isolated so that the Spell Wardens can help the world avoid mechanical progress.

## Influence

Many times, Acridon has extended their conscience from their cell and informed young and brilliant minds of firearms and given them the first thoughts of how to make them.

Shump Slayer, the Orc Sniper, was one such individual.
Mystify

Mystify is a 2nd level enchantment spell. It is a ritual and is permanent.

Whenever an object enchanted with the Mystify is the target of a 1st level Identify spell, the Identify spell fails. A object enchanted with Mystify is only able to be targeted by the Identify spell if it is cast with a spell slot equal to or greater than the the spell slot used to cast Mystify. Mystify may be cast at 2nd level or higher.

If a magical object that has been enchanted with Mystify is the target of the spell Dispel Magic, the magical item becomes mundane and loses all magical qualities it has (including the Mystify enchantment).
Lillian

This page contains a list of individuals with the name Lillian

Lillian Siridean, Half-Elf Noble and

Lillianna Siridean I, Human Noble, Princess of Hamal, 27th Royal of the Hamals

Lillianna Siridean II, Half-Elf Noble, 25th Lord of Sildar

Lillianna Siridean III, Half-Elf Noble, 33rd Lord of Sildar, 41st Loud of House Hamal

Lillianna Siridean IV, Half-Elf Noble, 38th Lord of Sildar, 47th Lord of House Hamal
Shal Slayer

Shal Slayer is a Paladin of Bahamut. She founded the city of Vanguard to protect vulnerable farmers from bandits and barbaric raiders. She also found the platinum mines that helped Vanguard grow abnormally quickly. She held a great amount of power in her life.

## Original Description

Mainly cast down and disrespected in her travels, Shal dedicated her life to becoming a beacon of lawful justice so that she could properly deal with the unfortunate discrimination of her half-orc kin. Shal is a wanderer. She picked up the art of sword and buckler to defend herself. She will fight for the oppressed. She is charitable and forgiving. She is very vocal about how her beliefs.

Standing at 6 feet tall, Shal is a fearsome foe. Her skin holds the tint of green from her mixed heritage. She lets her tusks grow freely, she holds pride in that. With auburn hair and yellow eyes, she has enough of a face to style some beauty into it, but she can never find that sort of high class behavior in her travels. Between her leather armor and other clothing, there isn’t anything clean for her to wear. Her usual clothing is fit for a traveler, but she does don leather armor occasionally. On her belt there is her buckler, rapier, and a dagger on her left and two daggers on her right. Her life is basically on her back

## Personality

Shal is causal, vocal, protective, and self-sacrificing. In battle she is loud and tries to serve as a distraction for the enemy forces so that her allies are less beset by their attacks. She puts on a swashbuckling persona to confuse and disorient her enemies.

## Trivia

Shal's original deity was Andoletta when she was played in Pathfinder
Havenkol

Drakol

Kreenmount

Avrukt

Havenkol is a large region on the northern coast of Kiouek that is known for it's large farmlands and wooded areas. The Western boarder of Havenkol is along the Key of the Land, a massive river that runs from the Keyloo Sea to the to the Nathulian Ocean. East of Havenkol, there are more arid plains boarding the Northern branch of the Kreenmount Mountain Range. There is no centralized government governing over the whole of Havenkol, and instead there are a collection of alliances, city-states, towns, villages, hamlets, farms, and wilderness.

## History

In 4950 SC, Two large city-states to the Mid-East of Havenkol formed an alliance. Later on, more lordships, city-states, and other small governments would join this alliance, making the Alliance of High Lords. This alliance has an almost continuous band of control from North to South in their region.

In 4987 SC, many tribal societies to the Far East of Havenkol formed the Tribal Union to emphasis the similar cultures of the Eastern orc, kobold, wolffolk, and human tribes while also allowing for individuals to stand strong in their identities as separate tribes.

In 4996 SC, a large movement of migrants from the Alliance of High Lords territory moved from cities to settle wilderness to their east. This agricultural migration destroyed the buffer between the Alliance and the Union. As towns and farms cropped up further East, representatives of the Tribal Union came to inform new settlers of their laws. At the same time, westbound Union humans and orcs had been making the boarder region increasingly diverse.

As the High Lords of the Alliance heard news of this, they assumed that all humans in the East of Havenkol were their subjects and needed protection. They sent an embassy to the Tribal Union and let them know that they would handle the protection and law keeping for all humans. The Tribal Union was confused and said that there were humans that belonged to the Tribal Union. The Alliance took this as the Union claiming Alliance subjects. As the two nations mixed further at their gradual boarder, the Lords and Chiefs of each side debated where a concrete boarder could be places. Both sides refused to have enclaves and could not find an agreement. With neither side forfeiting land, the negotiations halted at a standstill.

In 4999 SC, the Alliance of High Lords and the Tribal Union in the East of Havenkol began their war against each other. Agreeing to end their land conflict with martial prowess, the two groups of leaders launched a campaign to secure their territories.
Primodorial Gods of Penzavie

The **Primodorial Gods of Penzavie** are a group of deities created to oversee the world of Penavie in it's early days. When Penzavie was young, Omkrei, the World Crafter, created five gods to see over the realm. These gods were Ilm, the god of air, Koth, the god of fire, Mer, the god of water, Tern, the god of stone, and Sund, the god of soil.
Adrie Siridean

Riardon Siridean XIV

Jannophin Siridean VI

Riardon Siridean XV (2nd older sibling, brother)

Joanna Siridean II (3rd older sibling, sister)

Cefrey Siridean III (4th older sibling, brother)

Liadon Siridean VII (1st older sibling, sister)

Luthirn Siridean (2nd older sibling, sister)

Willma Siridean (3rd younger sibling)

Adrie Siridean is the 6th youngest of the children of Keyaleth and Lillian Siridean IV. They have no real chance of becoming Lord of Sildar and therefor focuses on other endeavors. Adrie does not have any particular central interest and is a jack of all trades. Their room is a mess at all times due to their scattered mindset.
Homebrew Material

This article is a gateway to the homebrew material made by Alaska, other than settings.

## Monsters

* Angren, the Metalic Terror (Monster)
* Gem Caster
* Gem Shield
* Infantry

## Classes

* Psyker
* Anticleric
* Horse
* Invoker

## Archetype

* Fighter
	+ Bolt Ace

## Races

* Dragon Grub
* Space Ork

## Spells

* Mystify
* Soul Cast

## Items

* Deathtill
* Infinitely Renewing Coin
* Iron Ring of Power
* Pain Glove
* Dual Natured Swords
* Pill of Truetaste
* Gauntlets of Fury
Liadon Siridean VII

Riardon Siridean XIV

Jannophin Siridean VI

Riardon Siridean XV (2nd older sibling, brother)

Joanna Siridean II (3rd older sibling, sister)

Cefrey Siridean III (4th older sibling, brother)

Adrie Siridean (5th older sibling)

Luthirn Siridean (1st older sibling, sister)

Willma Siridean (2nd younger sibling)

Liadon Siridean VIII is the 7th youngest of the children of Keyaleth and Lillian Siridean IV. She have no real chance of becoming Lord of Sildar and therefor focuses on other endeavors. She acts as one of the librarians for the royal library in Sildar.

## Personality

Liadon is stereotypical quiet for a librarian. She is well read, but is more likely to recommend a book than explain the concept in the book. She is reverent, but not loud about her faith. She enjoys quiet noble gatherings from time to time, as she enjoys to feel beautiful occasionally.
Moist Pathfinder

Crther Aurry

Sasha, Elan Wilder

Lil Sebastian

This campaign in the origin of Shump Slayer the Orc Gunslinger, Scalix the Wyvern Cleric, Crther Aurry the Merfolk Cavalier, Sasha the Elan Wilder, and Lil Sebastian the Dragon Brawler. It was run by Moist Boy.

## Basis

The player characters have made a guild. This guild is originally called the Fucking New Guild, or FNG. They begin with a delivery job, travelling though the desert. They each stocked up on three potions of cure light wounds and got on the move.

## Part 1, the Delivery

As the FNG worked rode on the back of a cart driven by the a man named Shaun, they failed to notice a coming threat. Six spiked carts carrying goblins and orcs attacked the FNG cart. In the end, all seven carts were destroyed. The group took shots and FNG and Shaun walked to the base of a ravine. They then rested for the night. The next day, the party movies into the town of Aravihl. They send Shaun to get room for the night and go about buying a bunch of random magical items. Also they get a new cart. Shump attempted to get a blacksmith arrested due to a complication with his bag of holding getting connected to the party's inferior bag of holding. This attempt was in vain, but now the party has 1000 pounds of holding. In addition, Lil Sebastian has illusion pants. After travelling quicker than usual thanks to Shaun!!! the best driver in the land, they arrived at the city of Anahdrul. There there were many distractions, such as drugs, thievery, and supplying water for the city, but after a day, the party successfully delivered the adimante blacksmith tools to a dwarf in the city. It might have been an elf. The party then shopped more.

## Part 2, Unther the Undying

After contacting the local guard post, the party determined that they could collect the bounty on a local orc/goblin encampment. They head off to fight the rowdy boys, but are ambushed by a ~~sarlac~~! dust digger (Like from Star War.) Fucking New Guide kills the beast and arrives at the encampment, unsure of what they'll find. After the party killed Unther the Undying, the warboys were under the control of FNG. Now the party needs to visit the sultan of Anahdrul.

## Part 3, Bullshitting around

Crther Aurry took a lot of spice. Shump builds a gun for the Sultan. Crther Aurry does spice in front of a guard and gets pulled to rehab. Rehab is with Dr. G, a green dragon doctor. Dr. G basically tortures Crther, so our merfolk flushes himself into the shit-filled sewers. After a conflict with a slime, we "save" Crther and cure his addition with powerful magic. He now fears drugs.

## Part 4, Finding and fighting a dragon

On the way back to Vorrock, NFG finds the wreckage of the warboys. The carnage of a blue dragon's wraith.
Riardon

This page contains a list of individuals with the name Riardon

* Riardon Siridean I, Elf Noble
* Riardon Siridean II, Elf Noble
* Riardon Siridean III, Elf Noble
* Riardon Siridean IV, Elf Noble
* Riardon Siridean V, Elf Noble
* Riardon Siridean VI, Elf Noble
* Riardon Siridean VII, Elf Noble
* Riardon Siridean VIII, Elf Noble
* Riardon Siridean IX, Elf Noble
* Riardon Siridean X, Elf Noble
* Riardon Siridean XI, Half-Elf Noble
* Riardon Siridean XII, Half-Elf Noble
* Riardon Siridean XIII, Half-Elf Noble
* Riardon Siridean XIV, Half-Elf Noble
* Riardon Siridean XV, Half-Elf Warlock
Angren, the Metallic Terror

For stat blocks for Angren, see: Angren, the Metalic Terror (Monster)

The Commonly Resurrected

Angren, the Metallic Terror, is a Steel Dragon of ancient age. He is constantly working evil plots and is commonly referred to as the most evil being in Penzavie. He has been resurrected several times over the course of Penzavie's history, earning him the title of Angren, the Commonly Resurrected.
Scorcher

The Scorcher enemy is found in the Intersection, and in the Lava pit area as Fiona. It is one of the only enemies that have a specific death animation. It can attack you by throwing large, slow-moving fireballs and turning invisible and punching you. You can dash out of the way of both of these attacks and counter.
Dragon Grub

This page describes a new race option in which someone is able to play a Dragon Grub. A magical creature that is draconic in nature but resembles a caterpillar due to it's metamorphic life cycle, the Dragon Grub is fascinating and majestic. Dragon Grubs are dragon by type and very powerful.

I like them <3

https://i.pinimg.com/236x/be/89/6d/be896d1deda76af99b8525c6d9ef4008--dragon-head-unusual-animals.jpg

They are Small to Huge, but most Adventuring Dragon Grubs are medium.

## Features

### List

* General Stats
* Racial Ability Score Modifiers
* Natural Weapons
* Resilience

### General Stats

* Size: Medium
* Type: Dragon
* Speed: 25 feet

### Racial Ability Score Modifiers

* +2 Str
* -2 Dex
* +4 Cha

### Natural Weapons

A dragon grub can attack with either it's horns, bite, or rear.

The horns deals 1d6 bludgeoning damage at level 1

The bite deals 1d8 piercing damage at level 1

The rear deals 1d6 bludgeoning damage at level 1 and forces the target to make a Strength saving throw. On a failed save, the target is knocked prone. The DC of this check is equal to 8 + Prof Mod + Str Mod.

At levels 5, 9, 13, and 17, the damage of each attack increases by one die. At level 10, the horn attacks are magical.

### Resilience

Due to the diet of Dragon Grubs, they have resistance to poison damage and have advantage on saving throws to resist the effects of poison.

As an action on their turn, spend one hit die and add their constitution modifier, then heal the amount rolled. This feature may be used a number of times equal to your constitution modifier as long as you have hit dice remaining before needing to take a long rest to restore these uses.
Penzavie Languages

This page contains an organized list of the languages present in Penzavie

* Common Alphabet
	+ Common, the language of any race
	+ Halfling, the pseudosecret language of Halflings
	+ Gith, language of the Githyanki and Githzerai, technically an outsiders' language, requires 16 Intelligence
* Dwarvish Runes
	+ Dwarvish, the language of Dwarves
	+ Giant, the language of Giants and Ogres
	+ Gnomish, the language of Gnomes
	+ Goblin, the language of all Goblinoids
	+ Gnoll, the langauge of Gnolls
	+ Orcish, the language of Orcs, similar to Ignan
* Elven Script
	+ Elvish, language of the Elves
	+ Sylvan, language of the Fey, technically an outsiders' language, requires 15 Intelligence
	+ Woadspeak, language of the races of the woods, such as wolfkin and catfolk
	+ Undercommon, language of Underdark traders, same grammar as Common
* Exotic
	+ Druidic, secret language of Druids
	+ Theives' Cant, coded conlang of criminals and similar folk
	+ Draconic, language of Dragons and Dragonic creatures
	+ Deep Speech, language of Mind Flayers and Beholders, telepathic
	+ Sahuagin, language of the Sahaugin, rare amphibious shark people
	+ Sphinx, requires 15 Intelligence
	+ Thri-Kreen, language of weird CN bugs.
	+ Troglodyte, language of Troglodytes
	+ Umber Hulk, language of Umber Hulks
* Outsiders
	+ Good
		- Angelic, language of the Lawful Good angels, requires 13 Intelligence
		- Heavenwrit, language of the Neutral Good creatures, requires 15 Intelligence
		- Celestial, language of the Chaotic Good archons, requires 13 Intelligence
	+ Neutral
		- Modron, language of the Lawful Neutral modrons, requires 17 Intelligence
		- Slaad, language of the Chaotic Neutral Slaad, requires 17 Intelligence
	+ Evil
		- Infernal, language of the Lawful Evil devils, requires 13 Intelligence
		- Dark Tongue, language of the Neutral Evil yuggoloth, requires 15 Intelligence
		- Abyssal, language of the Chaotic Evil demons, requires 13 Intelligence
	+ Primordial, language of Elementals, has four dialects, requires 13 Intelligence
		- Auran, also spoken by Aarocorka
		- Terran
		- Ignan, only requires 11 Intelligence for Orcs
		- Aquan, also spoken by Merfolk
	+ Olympian, language of some Earthen gods (Greek), requires 17 Intelligence
Campaign List

This is a list of Campaigns in order of them being played and order in the history of Penzavie. They are also organized by player. Events that happened outside of Penzavie are considered to happen before. See the Timeline of Omkrei for more detail. Not all campaigns are played by Alaska. Some will have generic names. Not all campaigns are told truly due to lack of memory of events or to protect the imagined property of other players.

## Campaigns played by Alaska

* Failed Online DnD Campaign where Keyaleth Az'Neh'Noa was originally from - The Story of Keyaleth Begins
* College Pathfinder Campaign where Amira Az'Neh'Noa is from - A Trip to Wonderland
* College Deathwatch Campaign where Barad-dur, Salamander is from - The Story of Alpha Squad
* Mini Online Single Session Where Peggy Daergel/Az'Neh'Noa is from
* College Dark Heresy Campaign where Flame, Sister of Battle is from - No Name Yet
* College Deathwatch Campaign where Barad-naur, Salamander is from - The Story of Hammer Squad
* Online DnD Campaign using Discord based in Penzavie - Discord DnD Campaign
* College Black Crusade - No Name Yet
* College Pathfinder where Shump Slayer is from - Moist Pathfinder

## Campaigns by Play Order

1. The Story of Keyaleth Begins
2. A Trip To Wonderland
3. The Story of Alpha Squad
4. Gates of the Ocean Part 1
5. The Story of Hammer Squad
6. Unnamed Dark Heresy Game
7. Unnamed Black Crusade Game
8. Moist Pathfinder
History of Magic in Penzavie

This page contains a list of events in Penzavie that affect the magic of the world. Do not confuse this page with Penzavie Magical Lore.

## Summary

In the beginning, mortal species were not informed of magic in any way. They were left clueless to the potential of magic. Omkrei the World Crafter purposely did not empower the Mortals of Penzavie during the creation of the world. The intent was not to establish the chaos of magic or the lawfulness of civilization during the creation of Penzavie and allow for a good world to grow naturally. This obviously did not work and evil took root in Penzavie quickly.

The first magic users in Penzavie were clerics of Bahamut, followed by clerics of Pan.

### The Original Spell List of Penzavie

* Cantrips
	+ Guidance
	+ Light
	+ Mending
* 1st Level
	+ Cure Wounds
	+ Detect Good and Evil
	+ Guiding Bolt
	+ Shield of Faith
* 2nd Level
	+ Enhance Ability
	+ Lesser Restoration

In the beginning of the worship of Bahamut, there were no other spells avalible to mortals. Clerics were the first spell casters in this rite. Druids were the next class of spell casters that were developed in Penzavie. Omkrei saw no reason to force the progression of magic in Penzavie.

* Bard
* Cleric
* Druid
* Eldritch Knight
* Monk
* Paladin
* Ranger
* Arcane Trickster
* Sorcerer
* Warlock
* Wizard

## Timeline

* -7150 SC - Omkrei the World Crafter introduces the worship of Bahamut to Penzavie. Clerics of Bahamut are the first mortals in Pezavie with magical abilities as he created Bonomn-Durr.
* -7184 SC - First Clerics of Pan begin practicing their faith and gaining magical abilities.
* -6992 SC - The Death of Mer
* -6986 SC - Darvin Amblecrown, the first Druid is born.
* -6756 SC - Clerics of Pan discover the spell Druidcraft.
* -6463 SC - Clerics of Pan find that some of them age incredibly slowly, after due research, they discover that they are in fact Druids and pledge themselves to nature.
* -6250 SC - Darvin Amblecrown dies.
* -5021 SC - The first 4th Level Spell is discovered.
* -5218 SC - The Order of Controlling Spellmasters is founded, but decides to present themselves as The Spell Wardens
* -3279 SC - The first 5th Level Spell is discovered.
* -1459 SC - The first 6th Level Spell is discovered.
* -480 SC - The first 7th Level Spell is discovered.
* 0 SC - The Library of Silio is created.
* 1970 SC - The first 8th Level Spell is discovered.
* 2774 SC - The first 10th Level Spell Slot is used by a mortal.
Great Dwarven Cities of Penzavie

Across Penzavie, there is a collection of Dwarven Cities. They are carved deep into mountain ranges and maintained over thousands of years. Most date back to the creation of the dwarves, before recorded time.

The Dwarven Cities all end with -denstill, which is Dwarvish for "Grand Place" or "Great City."

The known and documented cities are as follows:

* Hundenstill, in the Southern Expanse of Kiouek
* Kreendenstill, in Kreenmount, on Kiouek
* Oshdenstill, in the Frosttooth, in Summent
* Thogdenstill, in Tunrock
* Zuthdenstill, in Summent
Kerthog

Patron of Wandering

Kerthog is a god that exists in Penzavie, although she did not originally exist there. She traveled to Penzavie as it was young and then was trapped by the dreamscape Omkrei made around Penzavie.

Kerthog hates stagnation and refuses to let her influence be strong in and old or major city. She holds great resentment for Omkrei due to their ignorance to her needs to travel.
Depths of Ruunhil Notes

Dont look if you're a player

Roster of Ruunhil

## Dungeon Notes

* Above Ground
	+ Second floor
		- same layout as the previous floor, but half of the floor is gone, with most of the wall on that side as well, magically locked chest, DC a lot
	+ Ground floor
		- half buried, generally cleaned out, remnants of walls
		- a trapdoor down to the Depths, DC 12 Padlock
		- cobblestone with a smooth stone floor
		- 40 feet diameter circle, 10 foot ceiling for the bits that still have it
* The Forgotten Spire
	+ BF1
	+ BF2
	+ BF3
	+ BF4
* The Puzzled Palace

## Misc Notes

* Traps
	+ Page 297 in DMG
* Puzzles
Space Opera TRAG campaign notes

Notes from the Politics video series

* I need a Central Tension
	+ It answers a lot of questions
	+ The Civil War is an example
		- Those in charge were fighting for States Rights, specifically for Slavery
		- The common soldier saw the North as aggressors
		- The north was fighting over ethics, but some where fighting for money and fame
	+ Getting many angles/layers is good
	+ Republic vs Empire is another Central Tension (Rome)(Also Star War)
	+ The Cold War was a Central Tension, Communism vs Capitalism
	+ Two Superpowers with satellite states, duking it out sorta.
	+ Magneto vs Prof. Xavier

## Places and People

* The Solar System
	+ Roaming Individuals
	+ The Earthsphere
		- Earth (Major)
			* Federation of Celestial Political Entities Headquarters
		- Luna (Minor, Involved)
			* The Lunar Democracy
			* Lunar Farside Corporation
		- Shipping Stations (Minor, Involved)
		- The Colonies (Minor, Involved)
	+ The Venusian Sphere
		- Venus (Major, Distant)
		- The Colonies (Minor, Distant)
	+ The Martian Sphere
		- Mars (Major)
			* The Republic of Martian Confederacy
		- Shipping Stations (Minor, Involved)
	+ The Jovian Sphere
		- Callisto (Minor, Distant)
		- Shipping Stations (Major, Distant)

The Steady State:

A second Antarctica Treaty was forced upon the Solar System that allowed for sovereignty of Non-Earth entities if they abide by the following rules

* They have to be part of the Earth Dominated "Federation of Celestial Political Entities"
* No Nukes or Virus bombs
* No Humanoid Mechas
* Limited Greenhouse Gas Production

Mars doesn't like the treaty because they need greenhouse gases to contribute to their atmosphere and humanoid mechas are very useful for construction on Mars. There are colonies that agree that humanoid mechas are for construction, but other colonies don't feel the need for them.

## Campaign Start and Notes

In the beginning, the players will start on a colony at L2. They will either be the crew of a shipping company ship or refuges who have to leave when...

THERE IS A COLONY ATTACK. A large battleship blasts the colony, but the shipping company escapes with a mysterious cargo.

What the players know:

* They are on a ship with a mysterious cargo
* The colony was attacked by a mysterious ship which only can be explained from Mars.
* The colony attacked is also known for accepting in anyone regardless of their race or designation.

What the players don't know:

* The Lunar Farside Corporation made mechs for both Earth and Mars, claiming that their competitors had made mechs for the other side.
* Mars attacked the colony because it apparently had the factory that made
* The LFC wants the colony above them to be destroyed because they are humanists. They know the war will harm transhumans and androids.
Order of Influence

The Order of Influence is a collection of good-aligned individuals who seek to keep the world from falling into the clutch of cosmic evil that seeks to balance the land. Balance is not worth preserving if it means allowing evil to have a larger influence in Penzavie. Most of the members are dragons. Their main opposition Angren the Metallic Terror.

They are represented by a ultramarine blue solid circle.
Character Creation Help Old

This page is a guide to how to create a character for a campaign run by me.

## DnD 5e

Of all the resources available, I use the following

* DnD 5e Player's Handbook
* Volo's Guide to Monsters
* Swordcoast Adventurer's Guide

These resources provide a variety of races, classes, and backgrounds. Additionally, I am fairly okay with most homebrew material. I enjoy the usage of Matt Mercer's Gunslinger Archetype.

The following races and subraces are detailed in the previously mentioned resources

* DnD 5e Player's Handbook
	+ Dwarf
		- Hill
		- Mountain
	+ Elf
		- High
		- Wood
		- Dark/Drow
	+ Halfling
		- Stout
		- Lightfoot
	+ Human
	+ Human Variant
	+ Dragonborn
	+ Gnome
		- Forest
		- Rock
	+ Half-Elf
	+ Half-Orc
	+ Teifling
* Volo's Guide to Monsters
	+ Aasimar
		- Protector
		- Scourge
		- Fallen
	+ Firbolg (Troll looking soft boys)
	+ Goliath
	+ Kenku (Birds)
	+ Lizardfolk
	+ Tabaxi (Cats)
	+ Triton (Fish People)
	+ Monstrous Races
		- Bugbear
		- Goblin
		- Hobgoblin
		- Kobold
		- Orc
		- Yuan-ti
* Swordcoast Adventurer's Guide
	+ Dwarf
		- Duergar
	+ Gnome
		- Svirfneblin (Deep Gnome)

 The following classes and subclasses are detailed in the previously mentioned resources

* DnD Player's Handbook
	+ Barbarian
		- Totem Warrior
		- Beserker
	+ Bard
		- Lore
		- Valor
	+ Cleric
		- Life
		- Light
		- Nature
		- Tempest
		- Trickery
		- War
	+ Druid
		- Land
		- Moon
	+ Fighter
		- Battle Master
		- Eldritch Knight
	+ Monk
		- Open Hand
		- Four Elements
		- Shadow
	+ Paladin
		- Devotion
		- Ancients
		- Vengence
	+ Ranger
		- Hunter
		- Beast Master
	+ Rogue
		- Thief
		- Assassin
		- Arcane Trickster
	+ Sorcerer
		- Draconic Bloodline
		- Wild Magic
	+ Warlock
		- Archfey
		- Fiend
		- Great Old One
	+ Wizard
		- Abjuration
		- Conjuration
		- Divination
		- Enchantment
		- Evocation
		- Illusion
		- Necromancy
		- Transmutation
* DM's Guide
* Swordcoast Adventuer's Guide
	+ Cleric
		- Arcana
	+ Fighter
		- Purple Dragon Knight
	+ Monk
		- Long Death
		- Sun Soul (Banned?)
	+ Paladin
		- Order of the Crown
	+ Rogue
		- Mastermind
		- Swashbuckler
	+ Sorcerer
		- Storm
	+ Warlock
		- The Undying
	+ Wizard
		- Bladesinging

The following backgrounds are detailed in the previously mentioned resources

* DnD 5e Player's Handbook
	+ Acolyte
	+ Charlatain
	+ Criminal
	+ Entertainer
	+ Folk Hero
	+ Guild Artisan
	+ Hermit
	+ Noble
	+ Outlander
	+ Sage
	+ Sailor
	+ Soldier
	+ Urchin
* Swordcoast Adventurer's Guide
	+ City Watch
	+ Clan Crafter
	+ Cloistered Scholar
	+ Courtier
	+ Faction Agent
	+ Far Traveller
	+ Inheritor
	+ Knight of the Order
	+ Mercenary Veteran
	+ Urban Bounty Hunter

## Pathfinder

Go to pfsrd and message me about it honestly.
Penzavian Dragons

Dragons in Penzavie tend to be diverse.

## By Type

### Metallic

* Original
	+ Gold
		- LG
		- Fire
	+ Silver
		- LG
		- Cold
	+ Copper
		- CG
		- Acid
	+ Brass
		- CG
		- Fire
	+ Bronze
		- LG
		- Lightning
* Later types
	+ Zinc
		- Might not exist
	+ Tin
		- Might not exist
	+ Steel
		- NE
		- Fire
	+ Lead
		- Might not exist
	+ Iron
		- Might not exist
	+ Titanium
	+ Cobalt

### Chromatic

* First to appear
	+ Grey
		- NG
		- Radiant
* Original
	+ Red
		- CE
		- Fire
	+ Green
		- LE
		- Poison
	+ Blue
		- LE
		- Lightning
	+ White
		- CE
		- Cold
	+ Black
		- CE
		- Acid
* Later types
	+ Cyan
		- Chaotic Neutral
		- Lightning
	+ Pink
		- Might not exist

## By Alignment

* Lawful
	+ Good
		- Gold
		- Silver
		- Bronze
	+ Neutral
		- Emerald
		- Sapphire
		- Lead
	+ Evil
		- Blue
		- Green
		- Titanium
* Neutral
	+ Good
		- Grey
		- Tin
	+ Neutral
		- Amethyst
		- Orange
	+ Evil
		- Steel
		- Pink
* Chaotic
	+ Good
		- Copper
		- Brass
		- Grey
	+ Neutral
		- Topaz
		- Quartz
		- Cyan
	+ Evil
		- Red
		- White
		- Black