recursal/Fanatic-Fandom huggingface dataset:
Anatomista

## Fuente

*Guía del jugador avanzada pág. 328*

*para mas rasgos, ver rasgos de personaje.*

Has estudiado el funcionamiento de la anatomía, bien como estudiante en la universidad, o como aprendiz de enterrador o de nigromante. Sabes dónde apuntar tus golpes para afectar órganos vitales y obtienes un bonificador +1 por rasgo a todas las tiradas llevadas a cabo para confirmar impactos críticos.
Aguante

## Fuente

*Reglas Básicas pág. 114, 117*

Ni las condiciones desfavorables, ni los esfuerzos prolongados te cansan con facilidad.

**Beneficio**: obtienes un bonificador +4 a las siguientes pruebas y salvaciones: pruebas de nadar para resistir daño no letal debido al cansancio; pruebas de Constitución para seguir corriendo; pruebas de Constitución para evitar daño no letal a causa de una marcha forzada; pruebas de Constitución para contener el aliento; pruebas de Constitución para evitar daño no letal por hambre o sed; salvaciones de Fortaleza para evitar daño no letal en entornos fríos o cálidos; y salvaciones de Fortaleza para resistir daño por asfixia.

Puedes dormir con una armadura ligera o intermedia puesta sin quedar fatigado.

**Normal**: un personaje sin esta dote que duerme con un armadura intermedia o más pesada puesta, queda fatigado al día siguiente.
Alucinación demencial

## Fuente

*Magia definitiva pág. 207*

Este conjuro induce una realidad alucinatoria en la mente del objetivo. Las superficies parecen fluir, y el movimiento distrae constantemente la vista. El objetivo sufre un penalizador -2 a las salvaciones de Voluntad, a las pruebas de nivel de lanzador y a las pruebas de habilidades basadas en la Inteligencia o la Sabiduría.
Amigo de los animales (humano)

## Fuente

*Inner sea races pág. 194*

*Para mas rasgos, ver rasgos de personaje.*

Creciste muy cerca de los animales y te relacionas con ellos intuitivamente. Obtienes un bonificador +1 en las pruebas de Trato con animales y Montar, y una de esas habilidades (a tu elección) siempre es una habilidad de clase para ti.
Animation Domination

## ***Real Families & AE***

* ***House of Tiny Terrors***
* ***The House of Tiny Tearaways***
* ***Nought to Five***
* ***Driving Mum and Dad Mad***
* ***Jo Frost: Family Matters***
* ***Jo Frost: Extreme Parental Guidance***
* ***Supernanny***
* ***Beyond Scared Straight***

## ***GoAnimate***

* ***Business Friendly***
* ***Chibi Peepz***
* ***Lil Peepz***
* ***Cartoon Classics***
* ***Comedy World***

## ***Baby Shows***

* ***Teletubbies***
* ***Baby Einstein***
* ***Peppa Pig***
* ***Blue's Clues***
* ***Sesame Street***
* ***Doc McStuffins***
* ***Higglytown Heroes***
* ***Bob the Builder***
* ***The Little Einsteins***
* ***Little Bill***
* ***Arthur***
* ***Dora the Explorer***
* ***Caillou***

## ***Nicktoons & CBS***

* ***Rocket Power***
* ***Aaahh!!! Real Monsters***
* ***Santo Bugito***

## ***Cartoon Network and Disney Channel***

* ***Star vs. The Forces of Evil***
* ***Teen Titans***
* ***The Powerpuff Girls***
* ***Annoying Orange***
* ***Ninjago: Masters of Spinjitzu***

## ***Anime***

* ***Jojo's Bizzare Adventure***
* ***Attack on Titan***
* ***Naruto***

## ***Hasbro and Takara Tomy***

* ***Power Rangers***
* ***Zoids***
* ***Transformers***

## ***Youtube***

* ***Jesse and Mike***
* ***Rackaracka***
* ***Smosh***
Acción inmediata

## Fuente

*Reglas Básicas pág. 189*

*Para otro tipo de acciones, véase Acción.*

Muy parecidas a las acciones rápidas, las acciones inmediatas consumen una cantidad muy pequeña de tiempo, pero representan un gasto de esfuerzo y de energía mayor que una acción gratuita. Sin embargo, y a diferencia de una acción rápida, una acción inmediata se puede llevar a cabo en cualquier momento, incluso si no es tu turno. Lanzar caída de pluma es una acción inmediata, puesto que el conjuro se puede lanzar en cualquier momento. Usar una acción inmediata en tu turno es lo mismo que usar una acción rápida, y cuenta como la acción rápida de ese turno. Si usas una acción inmediata cuando no es tu turno, no puedes usar otra acción inmediata o una acción rápida hasta tu siguiente turno (a efectos prácticos, usar una acción inmediata antes de tu turno es equivalente a usar tu acción rápida del siguiente turno). Tampoco puedes usar una acción inmediata si estás desprevenido.
Amuleto de localización ineludible

## Fuente

*Reglas Básicas pág. 538*

Para mas objetos malditos, ver Objetos malditos#Objetos malditos específicos

## Amuleto de localización ineludible

**Aura** abjuración moderada; **NL** 10º

**Espacio** cuello; **Peso** ½ libra (0,23 kg)

### DESCRIPCIÓN

Este objeto aparenta servir para evitar la localización, el escudriñamiento, y
la detección, o la influencia mediante detectar pensamientos o telepatía, como
un amuleto contra detección y localización. En realidad, impone al portador un
penalizador -10 a todas las salvaciones contra conjuros de adivinación.

### CREACIÓN

**Objetos mágicos** amuleto contra detección y localización.
Alquimia inspirada

## Dote

### Prerrequisito

Capacidad de crear extractos de 2º nivel, rasgo de clase alquimia, rasgo de clase inspiración

### Beneficio

Capacidad de crear extractos de 2º nivel, rasgo de clase alquimia, rasgo de clase inspiración

## Fuente

*Advanced class guide pág. 151*

Con algo de inspiración y grasa en el codo, puede recrear un extracto consumido en caso de apuro.

**Prerrequisitos:** Capacidad de crear extractos de 2º nivel, rasgo de clase alquimia, rasgo de clase inspiración.

**Beneficio:** Puede recrear un extracto que consumió durante la última hora. Debe pasar 10 minutos y gastar una serie de usos de inspiración igual al nivel de la fórmula del extracto para hacerlo. Cuando recrea un extracto de esta manera, no cuenta para la cantidad de extractos que puede preparar en un día.
Afiladura

### objetivos

1 arma o 50 proyectiles, todos los cuales deben estar en contacto entre sí en el momento del lanzamiento

## Fuente

*Reglas Básicas pág. 239*

Este conjuro hace que un arma se considere mágicamente afilada, mejorando su capacidad para asestar golpes decisivos, al duplicar el rango de amenaza de la misma, por lo que un rango de amenaza normal pasará a ser de 19-20; uno de 19-20 pasará a ser de 17-20; y uno de 18-20 pasará a ser de 15-20. Este conjuro sólo puede lanzarse sobre armas perforantes o cortantes. Si se lanza sobre flechas o virotes de ballesta, la afiladura de cada proyectil individual finaliza en cuanto es disparado, dé o no en el blanco (a efectos de este conjuro, considera a los shuriken como flechas, más que como armas arrojadizas).

Varios efectos que aumentan el rango de amenaza de un arma (como un conjuro de afiladura y la dote Crítico mejorado) no se apilan. No puedes lanzar este conjuro sobre un arma natural, como una garra.
Consistently Average Racing Trophy Wiki

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Abrigo acorazado

## Fuente

*Guía del jugador avanzada pág. 179; Ultimate equipment pág. 43*

Este abrigo de cuero resistente está reforzado con placas de metal cosidas en el forro. Un abrigo acorazado es más engorroso que una armadura ligera pero menos efectivo que la mayoría de las armaduras intermedia. La ventaja de esto es que una persona puede ponérselo o quitárselo como una acción de movimiento (no existe la opción de “ponerse apresuradamente” para un abrigo acorazado). Si se usa sobre otra armadura, use la mejor bonificación de CA y el peor valor en todas las demás categorías; un abrigo acorazado no tiene efecto si se usa con una armadura pesada. Los únicos efectos mágicos que se aplican son los de la armadura, la ropa o los elementos que se llevan encima.
Ancla dimensional

### nivel

clérigo/oráculo 4, convocador 3, espiritista 4, hechicero/mago 4, inquisidor 3, médium 3, ocultista 4, psíquico 4

### alcance

intermedio (100 pies [30 m] + 10 pies [3 m]/nivel)

## Fuente

*Reglas Básicas pág. 242*

Un rayo verde surge de tu mano. Para alcanzar a tu objetivo, debes llevar a cabo un ataque de toque a distancia. Toda criatura u objeto tocado queda cubierto por un brillante campo esmeralda que le impide por completo el viaje extradimensional. Las formas de movimiento impedidas por el ancla dimensional incluyen caminar por la sombra, desplazamiento de plano, etereidad, excursión etérea, intermitencia, laberinto, proyección astral, puerta dimensional, teletransportar, umbral, y demás aptitudes sortílegas similares. Mientras dure el conjuro, también impide el uso de umbral y círculo de teletransporte.

Un ancla dimensional no impide el movimiento de criaturas que ya estuvieran en forma etérea o astral al lanzarse el conjuro, ni la percepción o formas de ataque extradimensionales. Tampoco impide que una criatura convocada desaparezca al finalizar su conjuro de convocación.
Absorber toxicidad

## Fuente

*Combate definitivo pág. 221*

Absorbes la toxicidad de tu entorno, convirtiéndote con ello en tóxico. Mientras estás bajo los efectos de este conjuro, eres inmune a las enfermedades y venenos con los que entras en contacto. Cuando estás expuesto a una enfermedad o veneno, puedes elegir absorberlo. Hacerlo termina la inmunidad que concede este conjuro a cualquier enfermedad  o veneno  diferente de la que has absorbido. Permaneces inmune a la nueva aflicción hasta que termina el conjuro. Lanzar absorber toxícidad sobre ti mismo una segunda vez no te permite absorber una segunda toxina, pero reinicia la duración del efecto a los 10/minutos por nivel completos.

Mientras tienes la enfermedad o veneno absorbido, puedes usar un ataque de toque cuerpo a cuerpo para transferir esa aflicción a otra criatura. Un ataque que no acierta no descarga el conjuro, y puedes intentar transferir la aflicción de nuevo en asaltos posteriores. Si aciertas, este conjuro  se descarga, y tu objetivo debe superar una tirada de salvación contra la aflicción transferida (la CD  es igual a la CD para la salvación de este conjuro o la CD de la propia aflicción, lo que sea mayor) o sufre sus efectos o el efecto inicial inmediatamente. Luego el objetivo sigue sufriendo los efectos normales de la aflicción.

Si la duración del conjuro expira antes de que hayas transferido la aflicción, quedas expuesto a cualquier veneno o enfermedad como si te la hubieras transferido a ti mismo, pero obtienes un bonificador  +2 a las salvaciones contra ese caso concreto de envenenamiento o enfermedad.
Alrik (Knecht)

**Alrik** ist der zweite Knecht auf Burg Tannenfels von Haus Mollen. Er ist 1,85 Schritt groß, hat braunes Haar und einen Vollbart. Alrik hat wie Albin die verschiedensten Aufgaben zu erledigen. Seine Familie kommt aus dem Dorf Tannenwald, die er oft besucht.

***Anmerkung***

*Dieser Charakter taucht nur in unserem Spiel auf, welche Mitglieder des Hauses Mollen existieren ist derzeit noch nicht bekannt.*
Anillo de afinidad de convocación (arconte)

## Construcción

### Requisitos

Forjar anillo, aliado de los planos o ligadura de los planos, el creador debe ser neutral bueno

## Fuente

*Advanced class guide pág. 218*

*Para mas anillos, ver Anillos*

Este anillo está hecho de acero martillado. Si el portador puede lanzar conjuros de convocar monstruo, añade un heraldo a la lista de monstruos de 3º nivel que puede convocar con esos conjuros, añade un arconte legión a la lista de 6º nivel y añade un arconte escudo a la lista de 7º nivel. Además, una vez al día, cuando se le ordene, el usuario puede usar este anillo para convocar a un heraldo, como si se tratara de un conjuro de convocar monstruo III.
Acumulador de orgón

## Construcción

### Requisitos

Fabricar objeto maravilloso, quitar ceguera/sordera, restablecimiento, restablecimiento menor

## Fuente

*Occult adventures pág. 261*

Para mas objetos maravillosos, ver Objetos maravillosos

Este armario de madera revestido de hierro frío tiene el tamaño de un baúl vertical grande, con el espacio justo en el interior para que una criatura de tamaño mediano se siente cómodamente en un pequeño asiento de madera. El gabinete está construido con capas alternas de láminas de hierro frío y listones de madera de ciprés aisladas con lana de oveja, y está especialmente diseñado para atraer y concentrar la energía atmosférica para recargar las reservas internas de personajes capaces de lanzar magia psíquica.

Activar un acumulador de orgón requiere pasar horas dentro de él mientras se medita. La criatura debe permanecer consciente, sin realizar ninguna otra acción que no sea meditar. Una criatura dentro de la caja que permanece en este estado obtiene automáticamente un bonificador +2 en las tiradas de salvación para recuperarse de maldiciones, enfermedades y venenos. Un acumulador de orgón también se puede usar junto con la habilidad oculta desbloqueada de curación por fe. Si el sujeto de la curación por fe está dentro del acumulador de orgón, la criatura que intente la prueba de Curar por curación por fe obtiene un bonificador de circunstancia +2 en la prueba.

Además, una criatura puede concentrarse mientras está dentro de la caja para obtener los beneficios de los conjuros restauradores. Cada uno de estos conjuros enumera una cantidad de horas que un usuario debe permanecer meditando dentro de la caja. Al final de ese tiempo, el usuario debe intentar una prueba de Sabiduría con la CD indicada para obtener los beneficios del conjuro. Una criatura con la dote Sensibilidad psíquica o niveles en una clase oculta obtiene un bonificador +2 en esta prueba de Sabiduría.

* Restablecimiento menor (2 horas, CD 14)
* Quitar ceguera/sordera (3 horas, CD 16)
* Restablecimiento (4 horas, CD 18, no puede eliminar un nivel negativo permanente)

Un usuario con una reserva de ki también puede concentrarse para recuperar puntos de ki en lugar de reproducir un conjuro restaurador, como si estuviera usando una estera de ki. Debe tener éxito en una prueba de Sabiduría con una CD de 10 más su número actual de puntos de ki (tenga en cuenta que las pruebas de característica, como las pruebas de habilidad, no tienen éxito automáticamente con un 20 natural). Un usuario que tiene éxito en esta prueba recupera 1 punto de ki.
Alerie Hohenturm

**Lady** **Alerie Tyrell** (engl.: Alerie Hightower) ist ein Mitglied des Hauses Hohenturm und die Tochter von Lord Leyton Hohenturm. Sie ist die Gemahlin von Lord Maes Tyrell, dem Oberhaupt des Hauses Tyrell, und die Mutter seiner vier Kinder, Willas, Garlan, Loras und Margaery.

## Charakter & & Charakter

Alerie ist groß, schön und würdevoll, mit langem silbernen Haar. Sie ist jünger als ihr Gemahl.
Acrobático

## Fuente

*Reglas Básicas pág. 114, 117*

Eres hábil en dar saltos de altura y de longitud, y en volar.

**Beneficio**: obtienes un bonificador +2 a todas las pruebas de habilidad de Acrobacias y de Volar. Si tienes 10 o más rangos en una de estas habilidades, el bonificador se incrementa a +4 para dicha habilidad.
241 n. A. E.

Vorheriges Jahr

**Jahr 241 n. A. E.**

Nächstes Jahr

## Nachbarschaft von Haus Gerath

* Lord von Meysennest, Vasallen von Haus Gerath:
* Lord von Karholt: Lord
	+ Lord von Töpferstube: Lord
	+ Lord von Eulenburg: Lord
* Lord vom Letztem Herd: Lord
	+ Lord von Seeblick: Lord
* Lord von Grauenstein: Lord Bolton
	+ Lord von Grauauge: Lord
	+ Lord von Überbrunn: Lord Überton

## Nachbarschaft von Haus Lucrum

* Lord von Wyl
	+ Lord von Olivengarten
* Lord von Königsgrab: Lord
* Lord von Himmelshöh: Lord
* Lord von Isenwald: Lord
## Regierung

König:

Thronfolger: Prinz

Hand des Königs:

Meister der Flüsterer: Lord

Großmaester: Großmaester

Meister der Münze: Lord

Meister der Schiffe:

Meister des Rechts: Lord

* Ser
* Ser
* Ser
* Ser
* Ser
* Ser

Lord Kommandant der Nachtwache:

Wächter des Nordens: Lord

Flusslande: Lord

Grüne Tal: Lord

Eiseninseln: Lord

Sturmlande: Lord

Weite: Lord

Westlande: Lord

Dorne: Lord oder Lady Martell

## Weiter

Vorheriges Jahr

**Jahr 241 n. A. E.**

Nächstes Jahr
Anillo de afinidad de convocación (agathion)

## Construcción

### Requisitos

Forjar anillo, aliado de los planos o ligadura de los planos, el creador debe ser neutral bueno

## Fuente

*Advanced class guide pág. 218*

*Para mas anillos, ver Anillos*

Este anillo está forjado de electro y tiene incrustaciones de runas. Si el portador puede lanzar conjuros de convocar monstruo, añade un silvanal a la lista de monstruos de 3º nivel que puede convocar con esos conjuros, añade un vulpinal a la lista de 5º nivel, añade un avoral a la lista de 7º nivel y añade un leonal a la lista de 8º nivel. Además, una vez al día, cuando se le ordene, el usuario puede usar este anillo para convocar a un silvanal, como si se tratara de un conjuro de convocar monstruo III.
Afinidad con la piedra mejorada

### Beneficio

Bonif. +4 a las pruebas de Percepción para detectar trabajos en piedra inusuales

## Fuente

*Guía del jugador avanzada pág. 150*

Tus sentidos son extraordinarios en lo que a la cantería se refiere.

**Prerrequisitos**: Sab 13, enano, rasgo racial afinidad con la piedra.

**Beneficio**: obtienes un bonificador +4 a las pruebas de Percepción para darte cuenta de trabajos en piedra poco usuales. Este bonificador sustituye al que concede habitualmente el rasgo afinidad con la piedra a las pruebas de Percepción.
243 n. A. E.

Vorheriges Jahr

**Jahr 243 n. A. E.**

Nächstes Jahr

## Nachbarschaft von Haus Gerath

* Lord von Meysennest, Vasallen von Haus Gerath:
* Lord von Karholt: Lord
	+ Lord von Töpferstube: Lord
	+ Lord von Eulenburg: Lord
* Lord vom Letztem Herd: Lord
	+ Lord von Seeblick: Lord
* Lord von Grauenstein: Lord Bolton
	+ Lord von Grauauge: Lord
	+ Lord von Überbrunn: Lord Überton

## Nachbarschaft von Haus Lucrum

* Lord von Wyl
	+ Lord von Olivengarten
* Lord von Königsgrab: Lord
* Lord von Himmelshöh: Lord
* Lord von Isenwald: Lord
## Regierung

König:

Thronfolger: Prinz

Hand des Königs:

Meister der Flüsterer: Lord

Großmaester: Großmaester

Meister der Münze: Lord

Meister der Schiffe:

Meister des Rechts: Lord

* Ser
* Ser
* Ser
* Ser
* Ser
* Ser

Lord Kommandant der Nachtwache:

Wächter des Nordens: Lord

Flusslande: Lord

Grüne Tal: Lord

Eiseninseln: Lord

Sturmlande: Lord

Weite: Lord

Westlande: Lord

Dorne: Lord oder Lady Martell

## Weiter

Vorheriges Jahr

**Jahr 243 n. A. E.**

Nächstes Jahr
Factions

This is a list of the factions within the Western Isles.

***The Abandoned.*** Zealots hell-bent on resurrecting the Imprisoned.

***The Arbiters.*** Two discrete groups of followers of Ius Lex and Sanus Tersis, respectively.

***The Circle of Orientas.*** An alliance between some magically-inclined members of the Last Chance.

***Dragons.*** The Isles are home to a good many dragons, including Hatha, The Mistress, and Skorenag.

***Dragon Cultists.*** Worshipers of the dragons inhabiting the Western Isles.

***The Duergar.*** Live beneath the Mountains of Orientas. Have mines throughout and possibly tunnels crossing the Chasm. Known locations at Silverspike Mine and the Tower of Azghulakarthad.

***The Giants.*** Original inhabitants of the Isles. They were mostly wiped out, but some still live.

***The Golden Empire******.*** An ancient civilization led by Iacto.

***The Hunters.*** A mysterious group mentioned only by the Arbiter on the Hill.

***The Iron Kingdom.*** An ancient civilization based in the fallen city of Ascentium.

***The Last Chance.*** An inn and taproom located on the eastern shore of Orientas, home to a smattering of craftspeople and adventurers.

***The Magi.*** An elusive group of mages with mysterious origins, motivations, and history.

***The Paragons.*** A group of deity-like entities that attempted to overthrow the gods.

***The Shard Knights.*** The remnant of the Iron Kingdom, bent on reforging the shattered Echo called Serenity to take back Essentium.

***The Teeth.*** Territorial orcish warriors who reside in the Bone Fort and several forward camps in southwest Orientas.

***Undead Tribesfolk.*** There is a tribe of people living on the island to the south of Captensum that have a friendly relationship with the native undead.

***Yuan-Ti.*** There is a faction of Yuan-Ti cultists on Captensum.
Agujero portátil

## Fuente

*Reglas Básicas pág. 494, Ultimate equipment 316*

*Para mas objetos maravillosos, ver Objetos maravillosos*

Un agujero portátil es un círculo de tela tejido a partir de las telarañas de una araña de fase, y entretejido con hebras de éter y haces de luz de estrellas, lo que resulta en un espacio extradimensional portátil. Cuando se abre completamente, un agujero portátil tiene unos 6 pies (1,80 m) de diámetro, pero puede plegarse para que no ocupe más espacio que un pañuelo de bolsillo. Cuando se extiende sobre una superficie, crea un espacio extradimensional de 10 pies (3 m) de profundidad. Este agujero puede ser recogido desde dentro o desde fuera simplemente sujetando los bordes de la tela y doblándola. En cualquier caso, la entrada desaparece, pero todo lo que se encuentra en el interior del agujero permanece allí, viajando con el objeto.

El único aire del agujero es aquel que entra cuando se abre, y contiene el suficiente aire para mantener viva a una criatura de tamaño Mediano o a dos de tamaño Pequeño durante 10 minutos. La tela no aumenta de peso aunque el agujero se rellene. Cada agujero portátil se abre a su propio espacio no dimensional. Si se coloca una bolsa de contención dentro de un agujero portátil, se produce una fisura espacial que abre una conexión con el plano Astral: la bolsa y el agujero son absorbidos en el vacío y se pierden para siempre. Si un agujero portátil se coloca dentro de una bolsa de contención, se abre un umbral al plano Astral: el agujero, la bolsa y toda criatura a 10 pies (3 m) son atraídas, destruyendo el agujero portátil y la bolsa de contención en el proceso.
Dragon Slayer (Item)

The Dragon Slayer is a greatsword in the possession of Throk Spynekleevar. It is incredibly long, as it is about as tall as Throk (who stands at ~6'5", when completely vertical. The blade is also slightly wider than typical and a triangular piece of metal is embedded in the blade near the hilt. The triangular piece is believed to be a Shard of the Vitric Echo, Serenity. There are words carved into the sword in the ancient language of the Isles that translates to "Clip their wings."

### Mechanical Effects

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

### History

The sword was recovered during the mission to slay the undead Arbiter in the Southern Temple. After the Arbiter's death, the massive tree in the temple's courtyard split open to reveal the Dragon Slayer. It was claimed by Throk who is currently in possession of the weapon.
Takrend Brooks

Takrend is a player character in the Western Isles, a human totem warrior barbarian.

###  Physical Description

Takrend has brown hair and eyes and his skin is lightly tanned from his time as a sailor. He wears his hair in a mohawk with hair pulled back in a knot with the sides of his head shaved. Takrend is rather short, standing at just 5'4" tall. Despite his stature, he is still large in that his build is very muscular and he has broad shoulders.

Takrend prefers to wear simple, practical outfits. Typically, this consists of a loose shirt, trousers, work boots and a wool coat--boring, but warm--of a length just below his waist. Takrend carries his wooden scutum shield on his back when not engaged in combat.

### Scars

* Long slash marks along his upper body
* One large scar from an axe blade on his chest
* Acid scars along his chest
* More slashes through his throat
* One stab through his collarbone
* 3 separate slashes down his chest, all of which are charred
* One large, burnt puncture in his chest

### Shared Rumors

* Takrend had heard stories of a legendary prophecy, one about heroes, gods, and ancient powers, one only a mortal could fulfill. He isn't sure how to start the process, but the prophecy states that it began "where the world split in two."
* There were some sailors that swore the ship would be sunk if they traveled to the Isles. They claimed there was a powerful mage on an island on the eastern side that could change the weather in an instant and summon terrible storms to sink any ship that tried to land.
* Takrend had heard tales of a large black dog who would appear at campsites at night. The tales would claim that only those with evil in their hearts could befriend the dog and follow it to ancient places, but those with good would forever be enemies with it.
* One of the legends Takrend was most interested in was of a mythic shield, forged with the power of a dying god. The legends disagreed on what the shield could do, claiming it made you invincible or that it could devour magic or a myriad of other things, but they all agreed on one detail: it was made "in the mirror."
* Some soldiers in the tavern talked about ancient ruins in the west, hidden in the mountains, made by giants. Naturally, they would contain priceless treasure, but were likely heavily guarded, presumably by the giants themselves.

### Notable Items

* **Flamebound Gauntlets.** Magical gauntlets obtained from the duergar fire elemental in the tower north of the swamp in Fjaranno.

### Backstory

Takrend is from the port city of Traben, which he left to join the crew of the Emilia until it met an unfortunate fate off the coast of the Western Isles.

### Relationships

stub: notable relationships with people in backstory or in WI
Blue Tern (Faction)

The Blue Tern is a merchant ship that stops by The Last Chance once every few weeks.

### Locations

The Tern stops at The Last Chance. This is its only known stop in the Western Isles.

### History

The Tern has been attacked by pirates and forced away from The Last Chance at least once. Many of the pets who call The Last Chance home were purchased from the Tern.
Tuli and Valkea

*"Tuli Ikiiranza is a derro, a grey-skinned dwarf-like creature, clad in charred leathers and matted cloth. His grey skin is cracked and bloody, and his mane of spiky white-grey hair courses from his scalp, and forms a sharp beard and mustache. His most striking feature, however, is his grievous wounds: one of his eyes, one of his arms and shoulders, and nearly half of his face are missing and upper torso, leaving only dark grey-red stumps of flesh where they once were.*

*A faint flickering orange-red light hovers around the burned stumps of Tuli’s right side, and becomes brighter when he becomes excited. At certain times, it bursts into full flame, and the missing parts of Tuli form in glowing, flickering flame. The details - eyes, fingers, hair, and the like - are casts in thin tongues of fire or shadow, and the result is a complete, if quite distinct, half-body.*

*While Tuli is always present, when the flames fully emerge, a new entity arrives with them - Valkea, called the Brightflame, a Fire Elemental from another plane. When Valkea is fully present, she controls their shared body, leaving Tuli a mere observer from within.*

*Tuli and Valkea get along reasonably well, all things considered, but tend to squabble over minor details and issues surrounding their shared body and activities. Tuli is messy, scattered, and inquisitive, while Valkea is proud, disciplined, and cautious; often, the only middle ground they share is their love of the forge, full of fire and metal. When they do finally get to smithing something, however, they are immensely talented, capable of creating powerful weapons and armor."*

― Official NPC Description
Yai of Pendergrast

"*Tucked away in a back room of the Last Chance, opening up to a small yard, there is a diminutive forge - little more than an anvil and bed of coals. Within this forge labors a half-orcish woman, wiry and tough, covered in soot and coal dust more often than not. Yai, the half-orc in question, is a blunt, direct individual, more interested in making sure the Last Chance doesn’t collapse on itself than she is the people within.*

*Still, the various patrons of the Last Chance make the veritable pilgrimage through the myriad ramshackle rooms and passages out into the yard for one reason or another. For most, it’s something simple - a toasting fork, or horse-shoe - but some, particularly adventurers, come seeking weapons and armor.*

*Yai herself does not mind either way: she can make either with equal competence, just as long as they pay her quickly and then get out of the way."*

―Official NPC Description
Search for the Gnoll Camp (Mission)

### Party

Agamemnon Fireheart, Kenneth of Brutmyr, Throk Spynekleevar, Avos Vareth, Wilavor Vande

### Deaths

None

"We, being myself, Kay, Throk, Avos, and Wilavor, departed in the morning and headed north west for the first stretch of travel. This brought us out onto the stony hills to the north of us so we continued northwest under the impression we might bysect the lake. However this was not the case and we soon reached the cliffs.

There was confusion on which direction to travel so we ended up following the cliffs for someways south west and ended up near the northern forest. We turned south and had to stop after a few hours due to others being too tired to continue. Throk claims that he saw a massive black dog on his watch.

Continuing south east we ended up on the plains with the rocky hills to our left. We met back up with them and followed them down to the forest before turning east and meeting up with the coast which we then followed to return to the Last Chance.

For future reference I would encourage an initial offset of west-northwest or to turn immediately west upon entering the rocky hills. The gnoll encampment is on the border of the rocky hills and the plains. It was also raining which reduced our visibility so it is possible we simply just missed it.

During our travels we bypassed a gryphon and a larger ogre asking for a toll. Did not kill either so be aware of both entities should you head out. The troll was stupid so distracting him then claiming you've already paid the toll will work. The gryphon was fooled via illusions."

*―Agamemnon Fireheart's adventure log*
Agamemnon Fireheart

Agamemnon Fireheart is a player character in the Western Isles, a half-elven sorcerer. They left the Last Chance suddenly and unexpectedly on Monday, December 17th, 1218.

### Physical Description

Agamemnon has dark skin with shoulder length black hair that they keep slicked back behind their ears, smooth. Their black eyes both have a ring of deep red scales around them. They have sharp features, high cheekbones, a long nose, and pointed teeth. Their fingers are unnaturally long and end with pointed black nails.

Agamemnon typically wears robes of red-orange that keep their hands and feet completely covered.

### Shared Rumors

* They shared rumors of a creature as large as a city believed to have swallowed a blade of the gods
* They shared a rumor about the lost battlefield of Jormungaard and how the ashen fields were the last bits of evidence for an item named the Inferno Crown

### Notable Items

Agamemnon had a Staff of the War Mage, which they took with them when they left

### Backstory

Agamemnon was a noble of Ashefall, a town in the Empire. They provided minimal details about themselves but claimed to be in the Isles pursuing items of immense power to use and collect.
Svikari

Svikari is an oni who also goes under the guise of Jerome.

### Description

Svikrai is an oni with a blue and red cloak. He wielded a halberd before it was taken by members of The Last Chance. When in the form of Jerome, Svikari takes the appearance of an elderly human tinker, dressed in colorful red and blue. He has a long beard. His satchel is in the possession of the undead giants guarding Skugga's Court, and can be exchanged for Svikari's head.

Svikari is known to Skugga as a trickster and a nuisance. He mostly seeks treasure, and is thought of as a coward.

His innately magical abilities include invisibility, flight, and shapechanging. Transformations are potentially limited to the form of Jerome or other humanoids. His halberd is bonded to him and changes size to match his transformations.

### History

Svikari was alive and established as a trickster during the reign of Skugga, making him at least 800 years old by Skugga's reckoning. He might have known Urzog the Remnant , though this is speculation on the part of Skugga .
Fenric Entoris

Fenric Entoris is a player character in the Western Isles, an eladrin gloomstalker ranger.

### Physical Description

Fenric has several looks, depending on what seasonal form he is currently in. He is currently in his autumn form. Regardless of form, he has a mess of side swept hair. Fenric's eyes are a hazel mix of green, silver, brown, and amber, changing the predominate color depending on which one he is currently inhabiting.

In his Spring form his eyes are predominately green, he sports pale green skin and his hair is a mix of white, pale green and lilac.

In his Winter form his eyes are predominately silver, he sports white skin and his hair is a mix of white, frosty blue and silver.

In his Autumn form his eyes are predominately brown, he sports bronze-hued skin and his hair is a mix of brown, dark red and yellow.

In his Summer form his eyes are almost entirely amber, containing only hints of the other colors. He sports light bronze-hued skin and his hair is a mix of bright red, orange, and yellow. Fenric has never inhabited this form inside the Last Chance, only having briefly displayed it during the expedition to the Tower of Azghulakarthad.

### Scars

* Cracked skull along left side.
* Broken jaw and several missing teeth.
* Pierced left cheek from a tree branch.
* Arrow wound in his chest.
* Slash across his chest, from bottom-left to top-right.

### Shared Rumors

Fenric has mentioned on a few travels that somewhere to the north lies a lake inhabited by a water demon that drowns people for sport. He has told even fewer of the treasure he seeks beneath the lake, and had expressly refused to tell Khyrim.

Fenric at some point began joking about the dangers of finding a squirrel while on adventures. After being probed one night while his group was camping, Fenric revealed that is was a serious concern, and that he had heard of a human-squirrel hybrid, comparing it to that of a were-beast. He stated that this beast was highly dangerous and known for devouring folk’s flesh whilst they still lived. Despite this, he and the party continue to joke about the beast, occasionally to Fenric's displeasure.

### Notable Items

* **Deepwater Bow****.** Acquired during the raid on Castle Coldcrest. Fenric has only used the magical properties of the bow on one occasion to fight off saltwater crocodiles on the southern coast of Orientas.
* **Ring of Water Dwelling****.** Given to Fenric after Khyrim's passing. Having used the ring once before when venturing to Skugga's Court and their first encounter with "Jerome", Fenric is glad to have it permanently in his possession, as he nearly drowned trying to get to Vox's vault to retrieve it initially.

Fenric almost always has the bow and ring with, even when casually sitting in the taproom.

### Backstory

Fenric has not been very open about revealing his backstory. Having been asked once by Moryn on the outing to explore Captensum, Fenric stated that he came from a group of Eladrin elves, but no longer feels any kinship towards them. He does not plan on returning to his former life anytime soon, having come to the isles to "prove them wrong".
Ruined Tower (Mission)

"Myself, Wivaun, and Takrend left the Last Chance in the morning to invesitgate the ruined tower that had been previously identified on several missions up north. We traveled northwest for an hour and then along the side of the rocky hills after that until we reached a forest that we followed the treeline of. After almost an entire days travel we made it to the tower

Outside the tower we're rocks with lists inscribed in them of various alchemical items and properties. All of these were written in exotic languages such as infernal, draconic, and primordial. None contained any significance so we moved inside.

Once inside we saw many ruined books and heard shuffling in the room above. Upon investigation Wivaun saw a large hunched creature forming powder of some kind. We went up, assuming it was nonhostile, and met Lumpkin the flesh golem. It is incapable of speech though understands it fine. It was grinding pages and notes from it's master. While Lumpkin was not pleased by it I was able to look at the notes and ascertain that they carried no relevant information.

Moving to the third floor, we found a rather ornate gold and platinum mirror. It was clearly magical though we could find no way to activate it or how to use it. Moving to the ruined last floor we found a journal and a scroll. The journal was written in what we assume to be a code of some kind but we could not break it nor find the codex.

It should be mentioned that we searched the walls, which were inscribed with many notes similar to those outside, the books downstairs, and whatever notes Lumpkin has not ground but found no codex.

In hopes of causing the master's return, we assisted Lumpkin the in the destruction of the rest of the master's notes and then spent the night. The master did not return overnight and it was assumed that there was no correlation between the golems time of completion of task and the master's return.

Instead of waiting we stole the mirror by flying it out of the roof of the tower by strapping it to Takrend. We then proceeded back to the Last Chance. About halfway back we took notice of an encampment that I flew closer to and seems to fit the format of the gnoll fort that another group had raided and released Hatha from. Jackals and hyenas were feasting outside which gives me similar impressions.

Upon resting for the night, travel being slowed due to the weight of the mirror, Xarthisius revealed himself from the mirror. We had a brief conversation and it was decided he would come live at the Last Chance and provide scroll work should we provide the material.

We returned the next day with Lumpkin carrying the mirror having been teleported by Xarthisius. He is a powerful magician."

*―Agamemnon Fireheart's adventure log*
Teleportation Pendant (Item)

A glimmering silver locket, cut into the shape of a hexagon.

### Mechanical Effects

Over the course of one hour, you can cast *teleportation circle* without using a spell slot or requiring material components.

After you cast *teleportation circle* in this way, you cannot do so again for three days.

### History

Given to Moryn by Vindelia along with five Teleportation Circle Runes in exchange for forcibly taking Vox's Ring.
Kirohna

Kirohna is Dendro's mysterious falcon companion. She appeared to him in a lost temple during his summer travels. Her existence is seemingly bound to his.

### Appearance

Kirohna's body and is a deep red, with parts of her wings much lighter. Her talons and beak are silvery, and her eyes are reflective light blue. While she assumes the form of a Falcon, she is a creature of Fey.

### Behavior

Kirohna is very prickly. She gets easily agitated and has no issue in letting displaying her fury. She likes to tap her beak, on people and objects alike, to get any sort of reaction. Despite her rude tendencies, especially toward her Elf guardian, she is incredibly loyal.

### Abilities

It is difficult to classify what Kirohna is, but most members of the Dauntless believe she is close to that of a Familiar. While Dendro cannot cast the spell, he is able to call on her and use Familiar-like abilities with her.

She also posses a strong physical prowess, equivalent to that of a Blood Hawk.
The Last Chance (Location)

The Last Chance is an inn and taproom located on the eastern shore of Orientas. It is home to myriad adventurers as well as several craftspeople and artisans.

### Description

The Last Chance is fairly ramshackle, and sits on stilts above the beach on Orientas's easternmost shore. It was built over time, and some additions appear to have been made from salvaged ships.

### Residents

The Last Chance is home to all of the current living player characters, as well as a good many non-player characters, including craftspeople, clergy, Imperial soldiers, and pets.

The members of the Last Chance are quite loyal to one another, and generally regard themselves as a mote of civilization amidst the sprawling untamed wilderness of the Isles. They bear no strong allegiance to any Isles deities or beings of power, but are somewhat aligned with the Empire to the far east, as the inn is technically a colony of the Empire.

### History

The Last Chance is owned by Isla de Darroch, and previously her mother, who ostensibly built the inn. According to Isla, there was a group of adventurers to make their home here before the current members of The Last Chance. This previous group left a teleportation circle on the third floor.
Giants (Faction)

The Giants are a mostly extinct faction scattered throughout the Western Isles.

### Members

Few of the Western Isle's giants remain fully alive. There may be scattered pockets, but they are more likely sequestered away in secure locations.

* ***Skugga.*** Once king of Orientas, a storm giant. Died ~800 years ago, is now undead. His court is on another plane, likely the elemental plane of water. The portal to this realm is located beneath the building at Skugga's Court.
* ***Svikari.*** Oni also known as Jerome. Known as a trickster and nuisance to the giants.
* ***Urzog the Remnant.*** Cloud giant renowned for having powerful magic and being especially adept at surviving. Memorialized on the Rune Stone.

### Locations

* ***Skugga's Court.*** Chapel on lake with a portal to the Elemental Plane of Water and Skugga's throne. Guarded by undead giants.
* ***Bronostlig.*** Bridge built by giants. Currently controlled by Skorenag.
* ***Rune Stone.*** Last known location of Urzog the Remnant.

### Relationships

The Giants collectively hate the Paragons, and want to see them torn down. In particular, Iacto and Sanus Tersis invoked reactions of anger from Skugga, as did mention of their related kingdoms.

According to Skugga, the giants had no fond feelings for the Magi, and are pleased to know of their demise and the destruction of the Clostrum Scriptorum. Additionally, they have mixed feelings towards the dragons. Skugga was pleased to hear of Hatha's release, but mentioned that not all giants would feel similarly due to their part in the giant's downfall.

### History

The Giants were once the rulers of Orientas, then known as Osterlok, and are believed to have held sway over other islands as well. Skugga was the ruler of Osterlok until the Paragons, allied with the Dragons, destroyed them. The survivors fled into hiding, some, such as Skugga and his court, retreating to other planes. The Paragons used this conflict with the giants to weaken their draconic allies, and turned on them following the defeat of the giants.

Their current stated goal as told by Skugga is to exact revenge on the Paragons for this defeat, and reestablish control of Orientas. There was mention of allying with the dragons to this end.
Wulfred Hammer-Pick

Wulfred Hammer-Pick was a player character in the Western Isles, a dwarven barbarian. He died at the hand of The Mistress on October 13th, 1218.

His playing card is the King of Clubs.

###  Physical Description

Wulfred had brown hair, brown eyes and a brown beard. He was pale to the point of unhealth, his hair and beard were streaked with grey and he was balding. His beard went down to about knees, he hunched forward and kept his right arm covered most of the time to hide the unhealing burn that would occasionally ooze. His left foot was metal. Wulfred was short for a dwarf with squashed features and face.

### Scars

* Purpled scar with black webbing spreading from it across neck, courtesy of a *Iactine Priest* in the *Southern Temple*.
* Circular sear knot, just above the belly button. Courtesy of marrow in *Castle Seamen.*
* Jagged line just below the circular sear knot. Courtesy of cultists in the *Southern Temple.*
* Hand print on top of his head that looks like someone made it with a potato peeler. Courtesy of a different *Iactine Priest* in the *Southern Temple*
* Entire body burn. Courtesy of self in *Silver Spine Mine*.

### Shared Rumors

* Wulfred mentioned hearing of white skinned dwarves deep in the mountains of the Isles. He fondly reffered to them as "Ash Skins."
* Wulfred mentioned sailors seeing a dragon to south, though the size and color were unknown.
	+ Likely refers to Mistress, the dragon he died to

* He also mentioned the existence of a bear the size of two small homes. He seemed insistent to refer to it as a "Ghost Bear."

### Notable Items

* Wulfred had a lucky stone, providing him +1 on all saves and checks. Lost upon death
* Wulfred wielded the Beast Bane spear, providing life sap on beast animals and the ability to eat raw meat. Lost upon death.
* Wulfred had an axe capable of detecting celestial. Lost upon blowing self up in the Silver Spine Mine.

### Backstory

Wulfred was an old sailor from somewhere in the Empire. He spent a number of years sailing and trading various goods, including slaves, acting as muscle. However he grew disillusioned with the life and retired, settling down and writing about his adventures. His books did not sell well and he came to the Western Isles intent on gaining more stories to tell and achieving some life long goals.

Before his death he told the story of how his arm was burned. According to him, a fire elemental, summoned by an irate countryman of the slaves they were hauling, grappled him, pinning him to the dirt. As the fire burned the skin off his arm, he was cursed by the mage, forcing forever pain upon him. Wulfred would frequently call upon this pain to enter a state of rage, allowing him to ignore most other pain.

No one knows how he lost his foot or why he seemed to sweat sea water.

### Relationships

Throk Spynekleevar: Roommate and resident bro