recursal/Fanatic-Fandom huggingface dataset:
Vyerith

## Overview

Vyerith was a Female Drow who is believed to be an agent of the Black Spider. She was first encountered trying to secure a map to the Wave Echo Cave from King Grol of the Cragmaw Goblin Tribe. She was passive-aggressive in her attitude and was quick to interrogate the party. Her questioning was the first and only indication that the Black Spider is a real person.

## Physical Description

As a Drow, Vyerith had long shoulder length White hair and dark skin. She wore a dark hooded clock with a leather belt that kept the long jacket tails from flowing wild in the wind. She carried with her an ornate knife with a curved handle in a holster near her right hand, hidden within the folds of the cloak.

## Involvement

### The Lost Mine of Phandelver (Campaign)

Vyerith was first encountered negotiating with King Grol for possession of a Map confiscated from Gundren Rockseeker by the Cragmaws. She took the lead in interrogating the party who had been captured by the remaining tribe members during their raid on Cragmaw Castle. During her questioning she accused them of seeking the map to the Wave Echo Cave rather than caring about the safety of Gundren who was also in the room, though KO'd. She was passive-aggressive towards King Grol who she claimed reneged on their deal to provide them the map. In her questioning she let slip the Black Spider is a Drow like her and that he has partners, but there is nothing to support if she's telling the truth or not. Eventually a fight broke out when Vyerith offered to help Grol kill the party in exchange for the map. During the fighting a frenzied Yamcha lashed out at Vyerith but due to her quick reflexes and smart positioning Yamcha missed her entirely and instead killed Gundren who was lying beside her. When Grol was killed she took the first chance to escape taking with her what could possibly be the map and fleeing the castle.
Harbin Wester

## Overview

Harbin Wester is a fat and pompous old fool. He is human and is the Townmaster of Phandalin and spends his days sitting at his desk in the Townmaster's Hall. A banker by trade he spends most of his time keeping records for the town and acting as judge in any dispute brought before him, which is rare. He is easily influenced by money but given he has complete control of the towns coffers, his price is not cheap.

## Physical Description

Harbin is a fat man in his late 50's. His plum belly hands out over his stubby legs while his grey hair is thinning at the temples and crown. He wears common cloths of no note despite having access to money.

## Involvement

### The Lost Mine of Phandelver (Campaign)

Harbin, while acting as the Townmaster of Phandalin, was approached by Ellaria Nightwood and Ravaaga Laughshield shortly after they arrived in town. They where inquiring about the whereabouts of Gundren Rockseeker and about his business dealing in town. Harbin refused to say anything of value without coin passing into his hands, saying "It'll take MUCH more that a simple 2gp". However, as a counter offer, Harbin agreed to pay the pair a total of 100gp to clear out a band of Orcs in Wyvern Tor.

A few days later, after the party had raided the Red Brands hideout, Harbin and other town leaders met with Neesa Lanstrider when she returned the Dendrar family to the town from the Red Brand cells. Demanding a brief of what had/was transpiring at Tresendar Manor, he held up Neesa's return to the fray. When a commotion was heard at the nearby Alderleaf Farm, Harbin and the other town leaders follow Neesa's lead and head towards the farmhouse. After hearing the party have cleared out the Red Brand threat from the town Harbin rejoices to hear he is no longer under their thumb. He allows the party to stay at the inn for free for a night to recuperate. After being convinced by Gwendoline Wood, Harbin even consented to allowing the Goblin Droop to be kept in town as long as he stays on a literal short leash.

After purchasing information on him from Halia Thornton, Ellaria and Gwen learned that Harbin lived in fear of the Red Brands and that they had personally threatened him into submission. Now that the Red Brands have been dealt with, Harbin fears the town might find out about his arrangement and that he is susceptible to intimidation, they might oust him from his position as Townmaster.

Near the end of the campaign the Party returned to see Harbin so as to turn in the Orc bounty. He initially tried to undersell them but when pressed he agreed to pay them the full 100gp, which was split equally among the four. When the topic turned to Red Brands, Harbin drew the suspicion of the Party as being allied or sympathetic to them, but thanks to Rahris Brandchet the situation was deescalated when it became clear Harbin is simply intimated of them and fearful of their return.
Midsummer

Midsummer is a festival that celebrates love and music through feast. It occurs between Flamerule 30 and Eleasis 1 on the Calendar of Harptos.
 It is a time when love advanced, and it was said the deities
themselves took a hand to ensure good weather. If bad weather was
experienced on this night it was considered an extremely bad omen. Shieldmeet occurred the day after Midsummer on leap years.

## On This Day

* On the day of Midsummer 0GC, celebrations took place throughout Faerun, and Red Larch was no exception. The heroes Ramzey Gauntletsmasher, Namia of the Ashes, Griffon 'Griff' Lamora, Arwen Basket and Corwyn ??? were joined for the first time as an adventuring party and embroiled in the events of The Princes of the Apocalypse campaign.
Sune

## Overview

Sune, also known as Lady Firehair, is the deity of beauty, with governance also over love. Her dogma is primarily concerned love based on outward beauty, with primary
importance placed upon loving people who responded to the Sunite's
appearance. Her symbol is that of a beautiful woman with red hair.

## Physical Description

When Sune appeared to the mortals of Faerûn
 she wore only a near-transparent gown. She was known for her lustrous
red hair that draped down to the ground, her eyes of shining emeralds and ruby red plump lips.

## Worshipers

Sune's highest priest is known as the Heartwarder,
 usually being the most handsome/beautiful clergy member both inside and
 out. They are expected to keep their appearance as flattering as
possible and shower others with sweet words at least five times a month.

Sune's clerics seek to bring beauty to the world in many forms,
 all of which were pleasing to the senses. They create great works of
art, become patrons for promising actors, and import exotic luxuries
like satin and fine wines. Her followers also enjoy looking beautiful,
 and hearing tales of romance. The stories ranged from star-crossed
love, true love overcoming all else, to following one's heart.
Her temples usually hold social salons and displayed mirrors for
use by lay parishioners. Some of them even have public baths for the
local populace. Her shrines often stand on the corner of busy city streets. They would
have a small ornate overhanging roof with a mirror underneath. They are
 used to check one's appearance while honoring Sune with prayer. Some
shrines even held perfume and cosmetic items for those who could not
afford such luxuries themselves

### Orders

#### Order of the Ruby Rose

A knightly order affiliated with the Church of Sune, made up of bards, fighters, and paladins.
 Their primary mission is to guard Sunite temples and holy sites, and
occasionally accompany clerics doing good works or questing for
something important to the Lady of Love. Initiation into the order was
done by standing vigil in a temple of Sune for an entire night. If the
goddess showed her favor by granting a vision or some other boon, the
candidate was accepted into the order.

### Notable Worshipers

* Sasa Visgard, a trainee priestess in the worship of Sune in the Allfaiths shrine in the town of Red Larch.
Glossary of Classes

This page contains an complete alphabetical list of all classes available to characters and creatures of the realm. This page also denotes playable classes for adventurer's consideration when crafting a character (more classes may become playable over time). Some classes may be only available to certain types of characters / races or may come with particular playing requirements (such as a Paladin following an Oath).

***Note:** These classes don't go in to details on skills / class features. Use the Player's Handbook for that please.*

## Classes

* Barbarian, a ferocious tribal or frontier warrior possessed by a powerful rage (*Playable*)
* Bard, a musical performer and great speaker who casts magic and inspires adventurers (*Playable*)
* Cleric, a devotee who wields magic in the name of their chosen God (*Playable*)
* Druid, a priest of Old Faiths who can call upon natural magic and shape changing (*Playable*)
* Fighter, a trained combatant with a diverse set of skills in combat (*Playable*)
* Monk, a martial artist and spiritualist devoted to the physical and spiritual perfection (*Playable*)
* Paladin, a mighty holy warrior bound to an oath of divine service (*Playable*)
* Ranger, a naturist who makes use of martial prowess, natural magic and animal bond (*Playable*)
* Rogue, skilled in stealth and trickery they use cunning and intellect to overcome obstacles (*Playable*)
* Sorcerer, a mage drawing power from inherent bloodlines or a gift of power (*Playable*)
* Warlock, a magic wielder who draws power from a pact with an other-worldly entity (*Playable*)
* Wizard, a scholar who learns to wield magic through knowledge and life-long study (*Playable*)
Mephit

## Mephits

A Dust Mephit, a Subrace of Mephit made from the combination of Air and Earth

## Overview

Mephits are extraplanar, outsider creatures similar to imps. They are not native to the material plane as they are somewhat linked to various elemental or quasi-elemental
planes of existence. Mephits are roughly humanoid in appearance and
somewhat small; approximately 4 feet (1.2 meters) in height. Their
disposition depends on their plane of origin, though they were rarely
endearing.

## Sub-races

Mephits come in various types, which highly dictate all aspects of their being. Their subrace is determined by the elemental plane they originate from, or the combination of the planes in some cases.

### Dust Mephit

Dust Mephits are born from the combination of Air and Earth elements.

#### Physical Description

A dust mephit was about four feet (120 centimeters) tall and weighed a couple pounds (about one kilogram). They had rough gray skin, which seemed to produce dust and grit constantly as they moved. Like all mephits, dust mephits were impish in appearance and had wispy wings.

#### Psychology

Dust mephits typically seemed sorrowful and irritable. They are slow and resistant to change or action, due to their connection with the unmoving earth element. However when they do take action, they follow through, and act swiftly like the wind. Dust mephits preferred living in places that were arid, such as deserts or old, abandoned buildings.
Thay

## Overview

Thay is a large nation in the East of Faerun. People from this country are nown as Thayan or Thayvian

## Description

Thay is a dark and forbidding land of windswept mountains and badlands. There are areas of swampland as well as a number of rivers, including River Thay and River Lapendrar, as well as access to the Sea of Fallen Stars

## Common Knowledge

Most people can be expected to know the following on this topic:

* Thay is a nation in the east of Faerun
* Thay is broken up into 11 smaller regions known as Tharchs
* Thay is known as a slaving society which rose to power long ago on the back of a slave economy, while nations to the north and northwest renounce the practice

## Involvement

### The Lost Mine of Phandelver (Campaign)

The party encountered a Wizard at Old Owl Well whom Ellaria Nightwood recognized as being a necromancer from the land of Thay
Favric the Cultist

## Overview

Favric (no last name known) was a initiate in the Cult of the Dragon and leader of a small six man cell in the area near Thundertree. An ambitions man, his attempts to win over a young Green Dragon name Venomfang backfired when the beast crushed him as a show of power

## Physical Description

Favric was a youngish male human with white hair. Other physical features of his were obscured by the black dragon wing cloak and white leather dragon mask that he and his men wore.

## Involvement

### The Lost Mine of Phandelver (Campaign)

During the parties exploration of Thundertree, they came across Favric and his men observing Venomfang from the safety of a secure house to the Southeast. Yamcha managed to talk his way into their hideout along with Ellaria Nightwood using his Draconic nature to impress the cultists. Hatching a plan to use the adventurers as a tribute to the Dragon he managed to convince them both to join them in trying to parley with Venomfang so he could offer them up. Upon meeting with the Dragon Favric did indeed sell out the party but his over zealousness led Venomfang to crush him in a show of strength.
Klarg

## Overview

Klarg was a Bugbear of some importance within the Cragmaw Tribe, who captured Gundren Rockseeker and Sildar Hallwinter on behalf of the Black Spider and sent them on to the Gragmaw leader. Crazed by power he spoke in third person a lot as he planned to raise himself higher in his tribe. Klarg was ultimately killed by the combined efforts of Yamcha and Wobbly Killa while in his hideout.

## Physical Description

Klarg was a tall, nearly seven foot savage Bugbear. Covered head to toe in grainy brown fur with a pygmy nose and tiny pinkish ears. He wore a loose fitting spaulder over the right arm, in which he held a rusty, bloodstained morning star.

## Involvement

### The Lost Mine of Phandelver (Campaign)

Klarg first came to the party's attention when they attacked a Cragmaw hideout hidden about 5 miles north of the Triboar Trail where they were ambushed as they first approached Phandalin. Within the hideout the party discovered Sildar Hallwinter, who had been missing up until then, as a hostage to the Goblins. After speaking to Sildar he told the party that Klarg was in charge of this band of Goblins and that he had been given orders to find and capture both Sildar and Gundren Rockseeker, as well as any maps in their possession. These orders where sent by the leader of the Cragmaws on behalf of the Black Spider.

The party later met with Klarg while exploring the cave complex when the stumbled unprepared into his quarters. Battle quickly commenced and Klarg, along with his pet wolf Ripper and a duo of Goblins gained the advantage taking down Ellaria Nightwood and Sildar early on. Klarg's rage and single mindedness was his downfall as he was pulled into a one-on-on fight with Yamcha. Trading fierce blows, both of them were worn down substantially, allowing Wobbly Killa (who had drank an *Potion of Invisibility*) to strike out with a killing blow. Klarg died with a guttural growl as his throat was pierced from behind. The party did not survive the battle with Klarg unharmed as Sildar died of his wound during battle.
Bugbear

## Overview

A bugbear is a tall and hulking humanoid distantly related to, but larger and stronger than, goblins and hobgoblins. Like many goblinoids, bugbears speak the Goblin language. They are one of the only goblinoids to be covered in fur.

## Physical Description

Bugbears resemble hairy, feral goblins standing seven feet tall. They take their name from their noses and claws, which are similar to those of bears. Their claws are not long and sharp enough to be used as weapons, so bugbears often armor and arm themselves with a variety of purloined gear. Most often, this gear is second-rate and in poor repair.

## Psychology

Bugbears, like other goblinoids, have a reputation for being dim-witted and brutish. This claim is not unfounded and like their kin bugbears have easily provoked tempers and are prone to fitful rages. Few bugbears overcome this and their culture's brutal nature. Bugbear heroes, though rare, are heard of and can acquire significant renown if successful. Often the motivation for this change of heart comes from the rewards earned from virtue, which in the long term are more pleasing than the short-lasting pleasures of evil.

## Culture

Bugbears are often found in the company of other goblinoids, particularly goblins, since tribes made up mostly of hobgoblins and bugbears tend to be wiped out quickly by other races as a precaution. Some bugbears also operate independently, though tribes ruled by hobgoblins are better organized and less savage.This is in part because bugbears have little patience for diplomacy or negotiation, preferring violent solutions to conflicts unless obviously overpowered. In general, bugbears live a life based around survival and become rogues, though many also make excellent barbarians.

## Notable Goblins

### Notable Bugbear Individuals

Klarg, a power mad Bugbear who led an group of Goblins as part of the Cragmaws, before being killed by the party during the Lost Mine of Phandelver campaign.

### Notable Bugbear Tribes

The Cragmaw Tribe of Goblins are bolstered by Bugbears.
Agatha the Banshee

## Overview

Agatha is a Banshee, a female phantom consumed with selfishness, who resides in a small shelter of overgrown trees in the South East of Neverwinter Wood. In life she was an elf who was considered quite beautiful known to be vain at heart. Having spent her life studying the region along with living in the area for decades (some even think centuries but nobody can be sure), she has knowledge of many of the goings on around her. Naturally antisocial, a single encounter with a Banshee is rare even among adventurers, and Agatha will not suffer people's company more than once in a blue moon.

## Physical Description

Agatha has no physical body as she is a phantom but she can take on the spectral visage of her previous image when she manifests herself. She was once an elf maiden who was considered beautiful but a hateful expression has corrupted her beauty causing her to look haggard and withered. She appears wearing long flowing robes that lightly billow in a spectral breeze along with her long hair.

## Involvement

### The Lost Mine of Phandelver (Campaign)

Sister Garaele, an acolyte in Phandalin, requested the party to seek out Agatha in her lair near the ruins of Conyberry. She wished to ask Agatha the whereabouts of an old tome belonging to a legendary wizard named Bowgentle but could not leave her shrine unattended for so long. The Sister provided the party with a silver comb to gift Agatha for the information and instructed them to appeal to her vanity, which they did. Having extracted the last known location of the tome from Agatha (she traded it to a necromancer over a century ago) the party left her lair without incident, completing their quest.

After speaking to the necromancer at Old Owl Well, the party returned to see Agatha at his request to learn the name of the wizard who built the tower at Old Owl Well. However, no matter what the party did they could not convince her to reappear to them. After discussing what to offer the Banshee, Wobbly Killa admits to having stolen from Sister Garaele, implicating Yamcha in the process. Fearing a reprisal if they where to disturb her things by looting, the party leave Agatha's once more, this time without the knowledge they seek
Mirabar

## Overview

Mirabar is a mining city of great wealth located on the Sword Coast. It is believed to be the richest city in the North besides Waterdeep. The city is occupied by 1600 shield dwarves
 who live underground near to their workshops, which produced metal
goods for export in the region and beyond. The humans above cooperate
with the dwarves
 to handle the mining, move the ore to market and defend the city
against magical threats. Mirabar is ruled by a hereditary marchion but the true power is in an elected assembly called the Council of Sparkling Stones, a dwarven group that meets once a year to determine production quotas and whether or not to threaten current clients with reduced output.

## Description

Mirabar stands on a knoll on the north banks of the River Mirar. On the surface, Mirabar is populated with squat stone buildings and a
few stone towers. It is arranged in such a way as to provide great
efficiency. Its walls are extremely thick and sloping, so as to allow water to be
poured down them in the winter, which freezes to make them slippery. The
 area around the city is dotted with open mines and heaps of rock. Roads
 lead to its major mines in the Spine of the World mountains, which yield a wide range of metals and gemstones.

## Common Knowledge

### Local Knowledge

Local people, living around the area of Mirabar can be expected to know the following information about the area:

* Though known as a Dwarf settlement, Humans are known to live and work here. However, they are little more than regular citizens. No Humans hold any form of power or position of governance, it is not explicitly stated they cant but none have tried believing it pointless.
* The Dwarfs of Mithral Hall's settlement in recent years have caused a rivalry between themselves and Mirabar, by forging their own metalworks which some say are higher quality. While both are friendly to each other, the Dwarfs of Mirabar secretly harbour a grudge against them.

### Regional Knowledge

* Mirabar is known in the region as the richest city north of Waterdeep, thanks to its bountiful mines and skilled crafting population. Many cities and towns alike wish to trade with Mirabar and try to curry their favour, knowing they will receive quality goods and good coin from any deal made.

### Global Knowledge

* Mirabar is known throughout the world as one of the smaller, but vibrant Dwarf Cities of the North.
* Mirabar is known for their unusual currency, trade bars that have pointed end like square-based pyramids joined by a holdable bar.

## Involvement

### The Princes of the Apocalypse (Campaign)

A trade delegation from Mirabar is known to be traveling in the area of the Dessarin Valley during the early days of the campaign.

## Notable People and Places

### People

There are no notable people of Mirabar at this time.

### Places

There are no notable places in Mirabar at this time.
Uthgardt Barbarian Tribes

The **Uthgardt** is a collective term used to refer to various human barbarian tribes who worship the deity Uthgar, a corrupted ideal of Tempus, the God of War. Each tribe was named after a beast totem of Uthgar who mediated between the deity and his people

## Description

The Uthgardt were humans, often with black hair and blue eyes.

## Culture

They spoke a dialect of Illuskan and were believed to be related to the Northlanders of Ruathym.

No Uthgardt would willingly cut down a living tree.

## Uthgardth Tribes

The known Uthgardt tribes include the following:

* Elk Tribe
* Ghost Tree Tribe
Boots of Striding and Springing

## Overview

*Boots of Striding and Springing* are magical boots that increase the jumping ability, both height and length by up to 3 times the wearers natural ability.

The *Boots* are an uncommon magical item but there are many pairs in existence. The whereabouts of all the pairs are not know but the adventurer Yamcha briefly owned a pair that he found in the Wave Echo Cave, before his death at the hands of the Black Spider. It is believed that the Black Spider took the boots, but their current owner can not be determined at this time.

## Description

The boots look like normal, if fancy, leather boots with multiple buckles. They have thick metal soles that help protect from small falling damage.

## Powers and Effects

The boots increase the jumping ability, both height and length by up to 3 times the wearers natural ability. They also help the wearer move while carrying a great weight and while not allowing to carry more than they normally can they do not suffer from movement encumberment while doing so.

Also a creature whose natural walking speed is less than 30ft has it increased to 30ft while attuned to them. They also don't take any falling damage from a 20ft fall or lower if they can land on their feet. However they can't help the wearer landing in difficult terrain.

As magical armour they reshape to the size of the wearer.

**Requirements**: Feet.

## History

There are a number of boots in existence and their origins and histories are unknown at this time. One pair was known to have ended up in the Wave Echo Cave, but whether they had been there since the cave was lost to history or where brought there in recent times since its rediscovery is unknown. They pair were taken by the adventurer Yamcha who still carries them to this day.

### Ownership Line

There are many pairs and as such no single history or simple collection of histories can be recounted at this time.
Wolf

## Overview

Wolves are canine pack hunters that are excellent trackers by scent. They are shrewd hunters and work as a team, surrounding and tripping their prey. They are very common as companions for rangers and druids.

## Physical Description

On average, adult wolves measure 105–160 cm (41–63 in) in length and 80–85 cm (31–33 in) in shoulder height. They weight roughly 95–99 lbs (43-45kgs) in adulthood.

Compared to its closest wild cousins (the coyote and golden jackal), the wolf is larger and heavier, with a broader snout, shorter ears, a shorter torso and longer tail. It is a slender, powerfully built animal with a large, deeply descending ribcage, a sloping back and a heavily muscled neck. The wolf's legs are moderately longer than those of other canids, which enables the animal to move swiftly, and allows it to overcome the deep snow that covers most of its geographical range. The ears are relatively small and triangular. Females tend to have narrower muzzles and foreheads, thinner necks, slightly shorter legs and less massive shoulders than males.

## Psychology

The wolf is a social animal, whose basic social unit consists of a mated pair, accompanied by the pair's adult offspring. The average pack consists of a family of 5–11 animals or sometimes two or three such families, with exceptionally large packs consisting of 42 wolves being known. A new pack is usually founded by an unrelated dispersing male and female, travelling together in search of an area devoid of other hostile packs. Wolf packs rarely adopt other wolves into their fold, and typically kill them.

Wolves are highly territorial animals, and generally establish territories far larger than they require to survive in order to assure a steady supply of prey. Territory size depends largely on the amount of prey available and the age of the pack's pups, tending to increase in size in areas with low prey populations or when the pups reach the age of 6 months, thus having the same nutritional needs as adults. Wolf packs are typically settled, and usually only leave their accustomed ranges during severe food shortages.

Wolves have been known to be domesticated by humanoid races, with Goblin tribes using them as both guard animals and battle mounts. Wolves are commonly kept as pets or companions by Rangers and Druids.

## Culture

Wolves have no culture of their own given they are largely unintelligent beings compared to humanoids. They often adopt the culture's of their domesticators but keep the pack mentality of their species. Wolves kept by goblinoids often mirror their tenancy to fight one another for dominance while those kept by humanoids are often fiercely loyal creatures.

## Notable Wolves

### Notable Wolf Individuals

There are no notable wolf individuals as of yet.
Nothic

## Overview

Nothics are one-eyed creeping monsters that lurk in places with great magical knowledge, which they themselves crave.

## Physical Description

Nothics are the same size as a normal Human though they have large claw-like hands and feet, misshapen heads with a giant foot wide eye and bony spines protruding from their bodies. There hard scales come in various colours but most common are dark browns and bleached whites.

## Psychology

Nothics are thought to be the remnants of old wizards warped by a magical arcane curse. As with all aberrations their minds have been touched by the planes of madness and they have little semblance of sanity. They recall nothing of their previous lives as wizards if they do come from them. They do possess the ability to speak though most chose to communicate directly via telepathy, mad cackles and whispers included. They possess a weird insight that allows them to pry information and secrets out of the minds of other beings. they are also know to be remorseless liars when the mood strikes them.

They seek out areas of powerful magic as a habit due to their previous wizardry existence.

## Culture

Nothics, being solitary beings and warped by magic, have no culture of their own.

## Notable Nothics

### Notable Nothic Individuals

An unnamed Nothic was encountered by the Party under Tresendar Manor during the Lost Mine of Phandelver Campaign. In return for information about "Hamato House" and safe passage, it ate the body of the slain hero Ravaaga Laughshield
Organizations (Alphabetical)

Here is a list of all major and minor Organizations met during the various campaigns in CrossGoersD&D

A

C

* Cult of the Dragon, a secretive society dedicated to the worship of Dragons.
* Cragmaw Goblin Tribe, a group of goblinoids that live in Neverwinter Wood and terrrize local travelers and merchants

D

E

* Emerald Enclave, an association of survivalists sworn to protect the balance of Civilization and Nature

G

H

L

* Lords' Alliance, a conglomerate of city states that push the causes of civilization

O

* Order of the Gauntlet, a warrior brotherhood focuses on wiping out evil at all cost

R

* The Red Brands, a band of thugs operating in the town of Phandalin

S

U

* Uthgardt Barbarian Tribes
Silvanus

## Overview

Silvanus (pronounced *sihl-VANN-us*), the Forest Father, was the god of nature, though formerly considered only the god of wild
nature and druids. Silvanus was one of the oldest and most prominent
deities in Faerûn, and the wilder counterpart to Chauntea the Earthmother. His worshipers protected places of nature from the encroachment of
civilization with vigor and were implacable foes of industrious peoples.

## Physical Description

Silvanus is often portrayed as a youngish man wearing a breastplate, arm and leg bracers made of tough oak covered in green moss and wearing clothing made of browning leaves beneath. He carries with him a large wand made of wood with stones at both ends. He wears a wooden crown and his skin is a pale white bordering on green. He is often depicted on the shoulder of a large Treant.

## Worshipers

The Church of Silvanus had a pervasive influence, especially across the
continent of Faerûn. Non-worshipers often viewed the Church unfavorably
due to its tendency to disrupt expansion into woodland, sometimes with
violence. Examples of rituals for worship were entreaties for spells at
sundown or in moonlight. The *Dryad Dance* was a replenishing ritual of wild, wayward dance that called out dryads to join the ritualists for mating. Most Silvanite clerics, sometimes referred to as Forest Masters, also functioned as druids or rangers.

### Orders

Due to the individualist nature of Druids, Rangers and nature walkers who make up the bulk of Silvanus' followers, there are no formal Orders dedicated to a particular goal or aspect of the God. Worshipers form together in common causes only when needed, sometimes called to by messenger, omens or the God himself for specific reason, otherwise they following his teachings in their own ways.
Tempus

## Overview

Tempus (pronounced *TEM-pus*), also known as the Lord of Battles or The Foehammer, is the god
 of war. His dogma is primarily concerned with honorable battle,
forbidding cowardice and encouraging the use of force of arms to settle disputes.

Also known as Uthgar to those of savage linage, he is worshiped by the Uthgardt tribes who take their name from his, though they admire his savage rage rather than the honorable ruler aspect.

## Physical Description

Always depicted as a hulking brute of muscle in golden plate, usually riding a dark warhorse , Tempus is the very picture of a War God. As betting the Foehammer, he is usually shown as wielding a gigantic warhammer in one hand, but as the War God, he is know to wield many weapons at various times.

## Worshipers

Faerûn is a violent land, and thus from sheer number of worshipers Tempus is
 one of the mightiest deities in the Realms. Nearly everyone who drew a
sword or nocked an arrow had fought alongside a cleric of the Foehammer,
 and just as many had fought against one.

Temples to the Lord of Battle look more like military
fortresses than the archetypal temple. They feature barracks, mess
halls, armories, and training grounds.

Due to its tendency to have followers and priests on both sides
of any engagement, the church of Tempus has no central authority that
might support one side or the other exclusively. Within a given temple
or order, however, there is a strict hierarchy and chain of command (see below)

### Orders

Order of the Broken Blade
The Order of the Broken Blade honour those warriors and clergy who were injured in Tempus's service and canno longer fight on the front lines.
Order of the Steel Fang
The Order of the Steel Fang
 is an elite fighting order within the church of Tempus, whose members
are often assigned to the most dangerous duties and led by
battle-hardened clergymen. Many mercenary companies and knightly
fighting orders of crusaders also avail themselves of a connection to
the church.

### Hierarchy

All clergymen of Tempus are known as "Hammers". Each Hammer receives their own ceremonial armor, depending on their rank. Hammers ares broken down further into ranks:

* Acolyte: The lowest in the hierarchy, they wear leather jackets and baldrics.
* Stalwart: Priests, who wear chainmail.
* Hardhar: Warrior-priests, who wear breastplates and bracers.
* Arahar: Battle-chaplains, who wear splint mail.
* Rauthat: Swordmasters, who wear plate mail with shoulder spikes.
* Direhar: Guardian priests, who wear full plate.
* Warlyon: High priests, who wear gilded magic plate mail that enabled flight.

### Dogma

Tempus' orders to all combatants are simple and direct:

1. Be fearless
2. Never turn away from a fight.
3. Obey the rules of war.

### Rituals

The words "Tempus thanks you" are used by the deity's faithful in
conjunction with the response "and I thank Tempus" to indicate the
completion of a deed that would please Tempus.

### Notable Worshipers

* Corwyn Solarius (along with his father Corvus) is a devotee of Tempus and a Paladin of his faith. Corwyn believes he has a unique divine connection to Tempus
Yartar

## Overview

Yartar is a prosperous and increasingly crowded fortified city standing on the east bank of the River Surbrin. It is known for its barge-building operation. The population has grown to the point that older structures are being torn
down and new, taller, buildings need to be erected, some as high as
four stories.

Yartar is a member of the Lords' Alliance. A trade agreement with Goldenfields brings grain and produce to the city too.
Yartar is the historic rival of Triboar and animosity between the two communities is pervasive.

## Description

The city is connected by a fortified bridge wide enough to accommodate two wagons with room to spare to a citadel on the west bank. There, the Evermoor Way (linking Triboar and Silverymoon) crossed the Surbrin. Yartar is a crossroads trading town, so it is always bustling with caravans entering and leaving its walls. It is renown as a place for merchants, smugglers, mercenaries, and spies from all over the North to meet and conduct business. To this end, the local thieves' guild, The Hand of Yartar, have great influence in the city.

The Surbrin Trail runs North from the city through the hills on the other side of the Dessarin Valley toward the ruins of Nesmé. The trail hugs the eastern bank of the River Surbrin rather than enter the Evermoors. Yartaran soldiers patrolled the road.

## Common Knowledge

### Local Knowledge

Local people, living around the area of Triboar can be expected to know the following information about the area:

* During the year 0CG, a rash of disappearances have been reported in the city, most of the victims being drunkards, poor people and the homeless... simply people who are defenseless and won't be missed. The townsfolk are wary of this, but little has happened in terms of counter action or investigation as of yet.

### Regional Knowledge

* Yartar's rivalry with neighbouring Triboar

 is well known in the area. Though relations are strained-but-friendly
most times, but it does turn to aggression and conflict at times if
events lead them that way.

* Yartar is also known in the region as being a hub for rogues and thieves. Though known for infighting, the woman's only thieves guild, The Hand of Yartar (or simply the 'Hands'), have pull within the city but not beyond.

### Global Knowledge

* Yartar is know the world over as a member of the Lords' Alliance, with their chief ruler, the Waterbaron, being their representative.
* Yartar is also known across most of the world as a premium builder of barges. It has fast become their leading industry and export. It is also known that little food is produced in the town itself either and they are dependent on imports to feed the people.

## Involvement

### The Princes of the Apocalypse (Campaign)

The party, in search of a library to research the "Seeing Eye" at
Lance Rock, are pointed in the direction of Triboar and Yartar. They
have yet to visit.

## Notable People and Places

### People

There are no notable people of Yartar at this time.

### Places

There are no notable places in Yartar at this time.
Talon (Sword)

## Overview

*Talon* is a unique masterwork longsword with history that spans centuries. The details of its creation are unknown but the sword was known to be carried by the head of the Tresendar family around the time of -300 CG. The sword was lost to time until it was uncovered under the Tresendar Manor in Phandalin, in the possession of a Nothic, by Rahris Brandchet of the Order of the Gauntlet. The sword got its name for the intricate motif of a bird of prey worked into its form, particularly the spread wings that make up the hilt. The name Talon is stamped into the flat of the blade.

*Talon's* last known whereabouts is in the possession of Rahris Brandchet while visiting the town of Phandalin.

## Description

*Talon* is a masterwork longsword made of a stainless iron alloy with a sharp edge on both sides of the blade's flats. A motif of a bird of prey was designed into the sword during its forging, giving the sword its name, as well as a distinct shape. The hilt of the sword is its most prominent feature as it resembles the outstretched wings of a mighty bird of prey. The sword comes with a custom made silver-chased scabbard.

## Powers and Effects

There are no effects or powers associated with *Talon* as it is not a magical weapon. It is, as a masterwork, a +1 quality.

**Requirements**: None.

## History

*Talon* was originally forged some time prior to the year -300 CG, to be used as the premier sword for the Tesendar family. Carried by the head of the household, *Talon* was carried into battle by warriors of the Tresendars many times, the last known time was by Aldith Tresendar during the attack the leveled the original Phandalin. The sword was lost to history after that attack as the the defenders where wiped out. The sword was later discovered (at an unknown time) by a Nothic that took a liking to the caverns under Tresendar manor in Phadalin. The Nothic added the sword to its treasure pile where it stayed until the creature was slain by Rahris Brandchet of the Order of the Gauntlet. It has since been in his possession, though Rahris has made it clear he believes the rightful owner of the sword to be the townspeople of Phandalin. He has pledged to return the sword to the Townmaster once the town has been saved from danger.

### Ownership Line

- Aldith Tresendar, *c. -300 GC*

- Nothic, *unknown - 0 GC*

- Rahris Brandchet, *0 GC - Present*
Kelemvor

## Overview

Kelemvor (pronounced KELL-em-vor), formerly Kelemvor Lyonsbane, also known as the Lord of the Dead and Judge of the Damned, is the god of death and the dead. In his mortal days, Kelemvor was a skilled mercenary, with the heart of a noble paladin, concealed under rude manners and thwarted by his mysterious family curse.
Fair yet cold, Kelemvor is the god of death and the dead - the most recent deity to hold this position.
 Unlike the former death deities, whose rule as gods of the dead made the
afterlife an uncertain and fearful thing, Kelemvor promoted that death
was a natural part of life and should not be feared as long as it was
understood. As a result of his deep respect for life and death, he held the undead in the uttermost contempt

## Physical Description

Kelemvor was once a mortal man, and as such he was the typical image of a heroic fighter mercenary. His most disguising feature was a chinless beard made of muttonchops and a mustache combined. His messy hair was held back by a metal headband around the forehead. He wore heavy armor when adventuring which he had painted black and grey.

## Worshipers

The death clergy as they are known have many duties; most involve
tending to the last wishes of the dying and providing burial services to
 those who die alone. They also set out to cure diseases and defend
people from monsters so that folk do not die before their time. Their
final and arguably most important task is the destruction of undeath in all its various forms as it is an affront to Kelemvor. Elite priests of Kelemvor are known as Doomguides. Servants of Kelemvor are usually clad in somber gray vestments and brandish hand-and-a-half swords, or bastard swords.

### Orders

#### Most Solemn Order of the Silent Shroud

An organization of gravediggers, embalmers, and other cemetery workers
and crafters. Those of this order identify each other with a series of
 secret signs. Their task was to keep the church informed of undead
sightings and gravesite desecration.
Game mechanics

A couple of different game mechanics pages:

* Life
* Quantium
* Tips
* Events

## Rapid Fire

For a short time when the Fire input is held down, all default guns other than Beam and Missile will initially be discharged in *Rapid Fire* before they overheat and decay back to their default fire rate, as indicated by the appearance of smoke at the player ship's nose. Releasing the Fire input for a short time while in the overheated state will shed accumulated heat and restore rapid fire functionality. Rapid fire imposes a ~3x fire rate multiplier by default, making well-timed burst fire superior to sustained fire even in protracted engagements.

## Upgrading

As you play the game you will unlock new attachments to customize your ship. Some of those attachments will have a carat '^' on the top right of its name. This means as you use this attachment you have a chance of unlocking an improved version of that attachment. Usually the order of attachments starts with Prototype (Proto) then Normal, then Adjusted (Adj), and lastly Improved (Imp). Some attachment upgrade lines also have a Modified (Mod) version with even more power than the Improved variant.

Both the Attachment Specialist attachments and the Researcher attachments increase your chance of unlocking upgraded items.

## Combining

As you unlock attachments in the game some will have a small 'X' on the top right of the item's name. This means the attachment can be combined with other attachments to unlock new ones. For example, Super Spread and Linked Blaster can be combined into Spread Linked Blaster, allowing you to get the benefit of both weapons in a single weapon slot.

Many of these combinations can't be upgraded further, but the individual attachments can still be upgraded to improved versions.

## Stun

Stun is a stat that all weapons have. Attachments can increase this stat to increase the time an Automaton enemy is stunned when hit by that weapon. This can be tested in the Staging Area in the Garage.

Enemies also have a stun resistance stat, and generally the larger the enemy, the more resistant it is to stun. Shielded Automatons cannot be stunned at all, instead taking stun power as bonus damage to their shield until it breaks.
Stirge

A Stirge Close-Up

## Overview

Stirges are small bat like creatures found in dark places including caves and ruins, but also in areas such as woodland and forests. About the size of a cat but with webbed wings, Stirges live off of blood they suck through their long nose (proboscis), preferring to attack prospective meals from above. They are known to latch on to meals and drink until filled before fleeing when full.

## Physical Description

A stirge resembles a giant mosquito about the size of a house cat, being one foot long and half a foot wide and tall. It has a set of four leathery, bat-like wings with a span of two feet. It has a long, sharp proboscis, a short tail, barbed legs, and a row of short, curly hairs along the spine. Stirge coloration ranges from brown to rust-red, with the proboscis being pale pink.

## Psychology

Stirges are usually passive creatures unless hungry when they become rabid and aggressive. Similar to bats or owls, Stirges sleep high up in dark places or in tree tops, and fly about under cover of darkness. They drink blood from humanoids or large animals to survive and rarely drink more before detaching from their meal and fleeing. They can however drink enough to kill a humanoid (especially those of small size) in one sitting and a pack of Stirges can easily take down a party if given the chance. When not feeding, Stirges rarely get up to much else other than sleeping.

## Culture

As unintelligent creatures Stirges don't have a culture of their own. They tend to group together in packs or flocks, with no alpha or leader. Packmates tend to be self-interested first, seeking their own food needs first, but once they are sated they are known to allow others to feed rather than overdo it themselves.

## Notable Stirges

### Notable Stirge Individuals

There are no notable Stirge individuals at this time.
Assault Cruiser

## Typical Tactics

Fires 2-shot meson bursts forward, adding an aimed meson shot on bursts after the first. Occasionally discharges radial flak mesons and summons healing drones to its aid.

## Typical Powerup Drops

* Per Enemy: Chance for Weapon Upgrade Powerup (Q40) or Ultimate Ability Powerup (Q41)
* Per Formation: N/A

## Unique Variants

* Tiny Assault Cruiser (Outbreak Boss)
	+ Spawns with a bubble shield and generates orbiting Bullet Enemies while oscillating and firing 4-shot meson bursts forward. Occasionally dashes in one direction while unleashing mesons.

## Notes

* This Automaton is initially stationary, but begins to move erratically after its health is reduced to a certain threshold, with movements becoming more pronounced at lower health.