recursal/Fanatic-Fandom huggingface dataset:
Brimeia

### Description

Brimeia has dark red skin, short curved horns, and a spaded tail. Her dark blue hair is short and swept to one side and her eyes glow gold.

## Appearances

### List

1, 3-13, Special Log 1, 16-18, 21, 22, 28

## Locations

### Current

Halolis, Shasem

Tiefling Barbarian gladiator played by Kyris.

## History

### Early Life

She can usually be found in the nearest arena or tavern basement, engaged in a hearty brawl -- or flirting shamelessly with the nearest maiden.

## Personality

Though many find Brimeia's large and muscular stature intimidating, she is generally warm and friendly, undeterred by the unkind comments frequently directed at those of her race.She can usually be found in the nearest arena or tavern basement, engaged in a hearty brawl -- or flirting shamelessly with the nearest maiden.While Brimeia usually keeps her infernal temper in check well, if she feels threatened or is pushed too far, a fearsome rage overtakes her.

She cares little for conventions, rules, or laws. She does as she pleases when she pleases in whatever way seems best to her, though that's not to say she isn't willing to lend a helping hand.

Brimeia's heard the whispered tales about some distant relative of her "once great and noble" family dabbling magic they weren't supposed to. Some say it was a power hungry uncle who made a deal with a devil, others say it was a grieving great-grandmother who tried and failed to bring back a loved one. Brimeia doesn't know how her family line became cursed, and she doesn't care. All she wants is to live her own life, on her own terms. And preferably have nothing to do with magic ever again.

## Introduction

Day 1, Session 1

[9:08 PM] DM: You're all going about your day the way your messages stated when suddenly your head starts spinning.

[9:13 PM] DM: Brimeia was in the middle of swinging a punch and stumbles into Urrak.

[9:13 PM] Wingy - Urrak D'Akshi: "Oi, watch yourself!"

[9:14 PM] Kyris - Brimeia: while standing and dusting herself off "I would, but I'd rather watch someone else"

[9:23 PM] Kyris - Brimeia: Brimeia, though dazed, does her best to recover quickly, signature smirk in place. She's a bit disappointed about the brawl, though. She was definitely one moment away from a knockout win. Then again, taking a glance around at the cluster of ladies around her, she can't say she's too disappointed.
24 Takaramont

23 Takaramont- 24 Takaramont- 28 Takaramont (Back to Logs)

[9:46 PM] DM: So, you guys rest, and when morning comes, Gayle leads you around the west end of Arolis. There's a place she takes you where the road is bordered on either side by thick shrubbery... or so it seems. She glances about a bit, then sticks her hand inside the wall of leaves and thorns... and the wall swings aside. The opening is large enough for a cart and she ushers you through, keeping an eye out for anyone who might be watching. Once she closes it, she gives you all a grin and gestures down the path.

[9:47 PM] Urrak: "Fancy."

[9:48 PM] DM: You end up following some rivers. It takes a few days- and some minor encounters with wolves and such- to cross through forests into open plains and farmlands and the crossing of a river, but Gayle manages to lead you all to a small town called Penrith along the Moonrise. She has a contact here that she usually passes her information or cargo over to, but this time there's no need. You'll be able to travel from here along the road to Kinetas, then to Tradewind to meet the Revenge.

[9:49 PM] Ryleigh Alastair: "Thank Asten, we're back in Vyon," Ryleigh happily sighs.

[9:50 PM] Seirixori: "Not the one I would thank." Seir says off handedly.

[9:49 PM] DM: Yahya raises an eyebrow. "You're kinda weird."

[9:50 PM] Urrak: "Only kinda?" Urrak chuckles

[9:51 PM] Ryleigh Alastair: "So I've been told," Ryleigh says to Yahya, there's clear humor in her tone.

[9:51 PM] Ryleigh Alastair: She gives Seir a look shortly afterward.

[9:52 PM] Seirixori: Seir grins and waves.

23 Takaramont- 24 Takaramont- 28 Takaramont (Back to Logs)
Kendall Sammes

Kendall Sammes is a Life Cleric of the Sovereign Host from Vatru. She's currently living in Vecbony, Vatru, in a state of semi-retirement at the temple of the Host there, mostly just relaxing and offering the high-level magic that other clerics are unable to offer.

As a halfling, she stands about 3' tall and forgoes armor and weaponry for simple robes and her Hat of Teleportation. Her riding dog, Rimands, is a faithful companion on her relatively infrequent travels. She has curly gold hair and a paler complexion, and she's nearly 100 years old (early 60's in human years).

Gunnloda calls her 'special' and a 'very good friend' as well as the reason she's still alive today, but not much of their past together has been discovered. They are very friendly to one another and Kendall is very protective of Gunnloda.

 History
Halolis

Halolis is a large city, formerly the capital of Shasem, now known as a playground of vice. Where most cities would have rulers appointed or elected and held responsible by the government of the land around them, Halolis instead is divided and ruled by those who take power from others.

Currently, there are five major powers in Halolis- the Pirate Queen, Ismene, rules the shipping lanes and harbor district. The Bandit King, Leodes, has seized control of what was once the western end of town, demanding tribute from the farms and holding their produce ransom for favors. Amphion, a ruthless master of deceit has managed to take control of the merchant's district, turning his people loose to create brothels, casinos, and pit fighting rings. He rules only half of what had been his father's territory after his sister, Aria, took control of the other half. The final power is only spoken of in whisper and has no specific territory, but his influence is seen when bodies are found with a strange runic mark carved into their flesh. Some wouldn't count him as a city power, but others know the last time someone said that, they disappeared.
7 Pupemont

6 Pupemont- 7 Pupemont- 8 Pupemont (Back to Logs)

[4:21 PM] DM: 7 Pupemont 3Y20

Green Paladin's Fire, Aston, Ascus

[4:22 PM] DM: Come morning, you all bundle up and head out on this fine day of King Ambrose's birthday, certainly not celebrated here in Ascus. It's cold, calm, and cloudy outside. Probably in the 40s.

[4:25 PM] Ryleigh: The first thing Ry does when she gets into the carriage is take off her cloak and scarf. Once the others pile in she says, "I'm sorry, I tried to warn you all that it was cold here."

[4:25 PM] Brimeia: "It's fiiine," Bri insists, teeth chattering slightly.

[4:25 PM] Ryleigh: "Are you still wondering why I didn't go for swims as a kid?" Ry asks Urrak, a playful smile on her face.

[4:27 PM] Seirixori: Seir slumps and slides down in the seat, hood still up.

[4:27 PM] Urrak: "No I think I can see it now," Urrak shakes her head, "We gotta take ye t' Shetai in th' summer, I know a good waterin' hole."

[4:27 PM] DM: You hear Orifyr, the driver, and Anais, the guard, exchange some words, then the carriage heads off on its long journey.

[4:28 PM] Brimeia: "You swam in watering holes?"

[4:28 PM] Urrak: "Turn'a phrase. It's more of a lake."

[4:29 PM] Brimeia: "Pft. Sea's where it's at."

[4:29 PM] Seirixori: "There's this place, I think you know it, called River run."

[4:30 PM] DM: Rukiya chuckles.

[4:32 PM] Ryleigh: "Most of the lakes or rivers here stay very cold because of the ice, but we played on the ice when I was little. Games and such."

[4:32 PM] DM: Your discussion of best swimming spots dries up as the carriage pulls off to the side of the road and Anais opens the door. She blows into her gloves a bit. "Pullin' off to camp for the night. We can set up camp for you for an extra silver a night."

[4:33 PM] Seirixori: Seir grins, "Thank you, but I've got it." Seir uses her fancy spell to set up camp.

[4:35 PM] Ryleigh: Ryleigh helps set up the fire pit, then asks Seir or Bri to light it.

[4:38 PM] Brimeia: Bri helps light the fire once Ry has everything piled up.

[4:38 PM] DM: Spiritual beavers come out and set up the tent, much to the amazement of the driver and guard, whose tent is also set up by the spell.

[4:39 PM] DM: You have a chance to stretch your legs, warm by the fire, eat, and chat for a bit.

[4:41 PM] Brimeia: "How's everyone holding up?"

[4:41 PM] DM: Are you setting watches? Anais says she's going to be up.

[4:41 PM] Urrak: Urrak takes a seat by the fire and warms her hands. "Not frostbitten yet, seems a good sign."

[4:41 PM] Urrak: She looks over at Anais, "Aye, we will. Ry'll go first."

[4:41 PM] Ryleigh: (Of course we’re going to be setting watches)

[4:43 PM] Seirixori: "Hoods are weird," Seir mutters, hood still up, but pushed back slightly.

[4:44 PM] Ryleigh: "No, I'll do last watch," Ry says, stoking the fire.

[4:44 PM] Seirixori: "I'll do the first, then."

[4:45 PM] Urrak: "Works fer me, more fire time." Urrak rubs her hands together vigorously before placing her hands towards the fire again.

[4:45 PM] DM: Somehow... you manage to make it through an entire day without a single complication die.

6 Pupemont- 7 Pupemont- 8 Pupemont (Back to Logs)
Basic harvesting rules

For harvesting raw materials, the DM will have you roll a given die plus a given modifier to determine how much material you manage to find while foraging for a day. The modifier will be investigate, survival, or your tool with the die based on your environment and the availability of those materials in the area. Seeking wood in the desert might give you a d4 or no roll at all while seeking herbs in a forest might give you a d20.

While traveling, you can harvest instead of foraging if you would like to use rations instead. If you have an ability like Outlander or Natural Explorer that gives you the ability to forage for multiple people, you can exchange a forage slot for a harvest.
Иисус

*Если вы хотите отредактировать информацию по книгам, перейдите на страницу Иисус/Книги. Чтобы отредактировать информацию по сериалу, перейдите на Иисус/Сериал. В мобильной версии материал по сериалу размещён после материала по книгам.*
* Книги
* Сериал

> «*Везунчик. Он мог упасть в выгребную яму, и ему все как с гуся вода – ни душка. Черт, это ведь даже не его день рождения, это вы знаете? Он забрал его у Митры. Еще не встречали Митру? В красной шапке. Приятный парнишка.*
>
>
> *»
>  — Шакал об Иисусе, «Американские боги», глава 8*
>
>
>
>

## Сериал

### Актёр/Актриса:

Джереми Дэвис и др.

**Иисус Христос** — божий сын, один из старых богов Америки.

## История

Мистер Шакал упоминал Иисуса в разговоре с Тенью и сказал, что Иисус неплохо устроился, хотя кто-то якобы видел его, ловящим машину в Афганистане, но никто так и не остановился. Позже Среда убеждал Пасху, что Иисус вытеснил её с её собственного праздника.

## Сериал

### Актёр/Актриса:

Джереми Дэвис,
Эрнесто Рейес (мексиканский),
Джастин Санчес (хиппи),
Джоэл Чико (азиатский) и др.

**Иисус Христос** — центральная фигура в христианстве, божий сын, распятый на кресте и возродившийся. Существует во множестве образов по числу трактовок христианства.

## История

### Орда богов

Группа беженцев переходит границу Мексики и США. Перед пересечением реки они молятся Христу, а потом входят в воду. Река глубокая, и один мужчина начинает тонуть, но неожиданно кто-то хватает его за руку и вытягивает с глубины. Оказывается, что это Иисус. Он идёт по воде к берегу, и, когда приезжают пограничники, которые начинают стрелять по мексиканцам, Иисус загораживает собой людей и поднимает руки, чтобы они не стреляли, но пули попадают и в него. Он падает на землю с окровавленной грудью и простреленными ладонями.

### Приди к Иисусу

На Пасху Остара собирает у себя гостей, большее число которых — Иисусы разных ответвлений христианства. Тень и Среда приезжают к ней, и Тень с удивлением наблюдает вокруг себя эту разношёрстную толпу. Среда пытается привлечь Пасху на свою сторону, упирая на то, что Иисус забрал её праздник весны себе и никто больше не помнит о его истоках. Иисусы слышат его речь и чувствуют себя смущённо. Чтобы не расстраивать гостей, Пасха уводит Среду в отдельную комнату для конфиденциального разговора.

Пока Среда и Пасха беседуют, Тень заходит в одну из комнат с бассейном, где на воде сидит Иисус. Он ставит рядом с собой бокал, но тот, к разочарованию бога, уходит под воду. Тень делится с Иисусом своими сомнениями по поводу веры. Иисус отвечает, что без разницы, верит Тень или нет — его путешествие всё равно продолжается, и он может идти только по тому пути, который указывают ему его чувства.
101concentration

Different types of magic users have different requirements. Instead of going over all of them, I'm going to focus on two things- concentration and material components.

If a spell requires concentration, it will say so under "Duration." You can only have one concentration spell active at a time. Casting a second concentration spell will cancel the first. Additionally, if you take damage while concentration, it might cause the spell to fail if you fail a Constitution save.

For spells with an "M" in the Component section, you have an option between a focus (a wand, staff, holy symbol, etc.) and a component pouch. If you have a pouch, you need to have a hand free to cast the spell (so you can use the pouch). If you have a focus, you need to have it in your hand to cast the spell. At DM's discretion, your focus could be made into an item you carry like a holy symbol on your shield or a staff made of druidic wood.
S: Urica 2

73
--

[8:44 PM] Ravaphine: She brings Alugani closer to the rest of the group. "Ma, this is Urrak D'akshi. The strongest half-orc in the land. Then we have Malica. Oh my goodness, Ma. She is so cool! Over here is Ms. Kendall, who has saved my life from lycanthropy but we will talk about that later. Brimeia, who said will teach me how to fight. Also we kissed but that's also something else we can talk about later. And THIS!" she pulls Nolanos by the hand to be closer to her. "This is my boyfriend Nolanos! Everyone, this is my mother, Alugani."(edited)

[8:51 PM] Urrak: Urrak slips behind the group and takes Malica's hand. "Yer so cool!" she whispers with a smile

[8:52 PM] DM: Malica smiles and lays her head on Urrak's shoulder.
Misha

Misha Moonstream is a half-elf with her mom's gold hair, but long, and her other mom's paler skin. She's in line to eventually become the Baroness of Bellbury. She's a bit of a tomboy, closer in personality to Cae than Eloise.

She was found in some sort of magnificent, beautiful castle in a beautiful gown, reading a book. She says she's betrothed to a Prince Caruhm, showing off a huge ruby ring.
S: Nolanos Plot 2

## 73- Nolanos's BioBreak

9:30 PM] Nolanos: As soon as the bathroom door shuts behind him, Nolanos sags against it, suddenly exhausted and on the verge of tears.

[9:35 PM] Nolanos: *Come on now*, he thinks. *It's fine, you're fine. He focuses lets out a steady breath. This is such a good thing for Rav. Why are you being stupid and selfish by hiding away??*

[9:38 PM] Nolanos: His knees let out under him and he sits against the door, tears finally falling. *Gods, three years is a fucking long time.... there's no way they're going to be okay by now.* His fists  clench around his now folded arms. It seems like it's the only way his chest won't just explode here in this bathroom.

[9:43 PM] Nolanos: He lets out another breath. *No. Now isn't the time for this. Now is the time to be here for Rav and to be happy for her.* He stands, splashes a bit of water in his face, and looks in the mirror. "Come on now," he mumbles, wiping his face and eyes dry. Taking one last steadying breath, he opens the door and goes back to find Rav.

[9:50 PM] Nolanos: Nolanos enters, eyes just a tiny bit puffy but otherwise completely fine, "What'd I miss?"

[9:52 PM] Ravaphine: Rav takes in his puffy eyes and she goes to hold his hand. "Just chatting." She gives his hand a reassuring squeeze.
Nera

(intro blurb, brief summary, player name)

## Introduction

Day 1, Session 1

[9:12 PM] DM: You're all fine... except Nera. Nera, you get dizzy and fall on your butt.

[9:12 PM] Aimee/Nera: "Oh fuck me"

[9:22 PM] Aimee/Nera: Nera picks herself up off the floor and dusts herself off, hand instinctively going to the rapier at her hip, grasping the hand but not drawing her weapon just yet. She backs away from the strangers and looks around, confused.  "Who the hell are you people?  Where are we?"
Dhog Lodir

The country of Dhog Lodir is largely underground with few farming areas shoved between the great mountains and the port cities. The population is largely dwarven with several other races suited to living underground. Those that are not tend to live in the port cities that connect the mines and underground cities to the outside world. The current King of Dhog Lodir is Elder Darrak Frostbeard. Power is partially hereditary, tending to stick to one extended family, but the heads of each family are determined through age, not parentage. When Elder Darrak Frostbeard's rule is over, his cousin Artin is next in line.

Natives of Dhog Lodir tend to extremes in coloring. They are either very pale from a lack of sunlight or very dark from drow or duergar heritage. Those who intermix tend towards a grey rather than tan coloring. The underground cities do not tend to be diverse, but the port cities are very diverse with a lot of half-races and a broad spectrum of coloring from intermixing.
20 Pupemont

19 Pupemont - 20 Pupemont - 21 Pupemont (Back to Logs)

20 Pupemont 3Y20

The cloud cover breaks and you can see the sun for a bit today!

[3:10 PM] Seirixori: "Liar," Seir grumbles at the sun.

[3:11 PM] Urrak: "Hey at least we can see it t'day. It still exists," Urrak chuckles, "I was startin' t' forget what th' sun even looked like."

[3:13 PM] Ryleigh: Ry closes her eyes as she looks up towards the sun, it looks like she's soaking it in, and she's smiling. "It's one of the reasons Ascans worship Asten. It probably has less to do with him and more to do with the actual sun... it brings hope that winter won't last forever, that warmth still exist."

[3:14 PM] Urrak: "Too bad some of them are giant assholes about it," Urrak mumbles. "But I guess, that's every religion."

[3:15 PM] Ryleigh: "The common folk don't care about the politics involved, they just want to make it through the winter." She looks away from the sun as she says this, and she takes Rukiya's hand.

[3:17 PM] Seirixori: Seir chucks a snowball at Ryleigh, most likely missing, but it doesn't matter because as soon as it left her hand she shifted into the forest wolf instead of the fire one, "Standing around is illegal."

[3:17 PM] DM: Brennys chuckles. "This way."

[3:19 PM] Ryleigh: Ryleigh rolls her eyes and starts walking.

[3:19 PM] DM: Perception checks, please.

[3:19 PM] Urrak: ((8))

[3:19 PM] Seirixori: ((28))

((G:: 15))

[3:19 PM] Brimeia: ((14))

[3:20 PM] Ryleigh: ((19))

((Rukiya: 28))

[3:21 PM] DM: Most of you recognize the big hole in the middle of the path up ahead before you reach it, and manage to stop Urrak from stumbling blindly into it.

[3:22 PM] Ryleigh: ((Does it look man made or... nature made?))

[3:22 PM] DM: Looks like a pit trap that collapsed under the weight of the snow atop it.

[3:23 PM] Seirixori: Seir peers over the side to look into it.

[3:23 PM] DM: There's snow and dirt and branches and more snow in there. Nothing else immediately visible.

[3:24 PM] Urrak: "Whoooa shit," Urrak looks down into the hole, "That's...not great."

[3:24 PM] Ryleigh: "I'm thankful one of us didn't fall into this."

[3:25 PM] Urrak: "Thanks fer stoppin' me," she runs a hand through her hair, "I was thinkin' about...other stuff. Lost track of where I was."

[3:25 PM] Seirixori: Seir digs her feet into the ground, "I can go look, if we want. Or we can ignore this and keep going."

[3:26 PM] Ryleigh: "We just need to press forward, and be careful with our footing."

[3:28 PM] Urrak: "Let's not go climbin' int'a any holes we don't have to."

[3:29 PM] Seirixori: Seir laughs, "No climbing. Just...gliding? Through...earth." Her words are hesitant if only because she's not really sure how to explain it. "Right, let's keep going."

[3:30 PM] Urrak: "We appreciate th' offer," Urrak laughs as well.

[3:30 PM] DM: You keep going until you find camp!

19 Pupemont - 20 Pupemont - 21 Pupemont (Back to Logs)
Gutari

Gutari is a small city anchored by a temple to Chauntea, but home to some smaller temples as well. Currently, it is the centerpoint of a mass of pilgrims coming to pray to Chauntea to end the famine facing the country, so the streets are crowded and every spare bed and corner is taken by travelers poor and rich. This has an unfortunate side-effect of disease running rampant through the city, though the many divine casters of the area are working hard to stem the tide.
101inspiration

Inspiration comes in two flavors: an extra die to roll or advantage on a check.

Some characters, like bards, can give inspiration to characters, giving them an extra d6 (or higher by level) that can be added to effectively any d20 roll. This extra roll is usually added after rolling the d20 but before the DM announces the result. You can use it to cancel out a natural 1 or to boost a moderate roll to hope it hits the DC after all. Once this die is used, it is gone.

The DM can award inspiration at will, usually for going above and beyond by playing to a character's flaws or to reward role-playing. This will most often take the form of advantage on a check, but it is at the DM's discretion.
Ardabeh

Ardabeh is a land of plenty dominated by rolling green fields and rich forests. It is thriving under the rule of Khairi the Wondrous. Ardabeh artists and artisans are among the world's best and those who are most sought-after tend to gather in Serinar, "The Jewel of the West," where great academies of art and craft provide for exploration and inspiration.

Natives of this land from the bronze-skinned sun elves to brown skinned-humans tend to have medium toned skin and dark hair.
Director's Cut logs

These are selected logs with added commentary from your friendly neighborhood DM pointing out avenues unchecked, what checks were for and would have revealed, missed opportunities, and little changes I made to accommodate good thinking, good role-play, and good rolls. It's mostly going to be useful to future DMs, but players will also find use in learning how to better anticipate how I design the games and think so there's less wheel-spinning in the future.

Session 4 This session involved some exploration of Bellbury and an encounter with a Dryad.

Session 12-14 The dragon temple. This was a full adventure I created and put together with the intention of selling it on DM's Guild after playtesting it. ...I should probably do that sometime.

Session 22 Part of the Bleakmourne series.
Mercs

Guildmaster: Jeannea, a female human fighter.

Dragon Tier Guild Leader- Romyar, a non-binary elven war cleric.

The Sister Templars-

The White Wings-

The Conclave-

Bear Tier Guild Leader- Trouble, a female tiefling eldritch knight.

Order of the Griffin-

The Hounds-

The Crimson Clan-

Tiger Tier Guild Leader- Ban, a male human swashbuckler.

The Eislerix-

Mo Sola-

Robinguard-

Panther Tier Guild Leader- Kansif, a female half-orc samurai.

The Thadkall-

Highshield-

Dawnguard-

Wolf Tier Guild Leader- Jaclyn, a female human monster slayer ranger.

Blue Bulls-

Black Dagger-
11 Pupemont

10 Pupemont-11 Pupemont- 12 Pupemont (Back to Logs)

PM] DM: 11 Pupemont 3Y20

Still on the Spine!

[6:18 PM] Brimeia: "It's kind of unnerving hearing you talk to those guys," Bri comments as she grabs some breakfast and begins scarfing it.

[6:20 PM] Urrak: "Her bright 'n shiny Asten-is-the-best tone? It's awful." she sips her coffee

[6:21 PM] Ryleigh: Ry shrugs. "I learned the hard way how to speak them."

[6:23 PM] DM: Your journey today, and the watch at night go off without issue.

10 Pupemont-11 Pupemont- 12 Pupemont (Back to Logs)
101dicemath

5e and many other systems are d20 based. That means 20-sided dice are the primary method of determining success. When making checks, you almost always use a d20 plus or minus your modifiers. The d20 represents the element of chaos and luck, the modifiers represent your skills and abilities.

When rolls are needed, they come in a format like d20+3 or 2d4+5.

For 2d4+5, that indicates that you roll two 4-sided dice and add five. In Roll20, you can do this by typing /r 2d4+5. Your character sheet also allows you to roll the dice as needed for various things by clicking on the words associated with them.

For the most part, you'll be able to rely on these buttons, but in some circumstances you may need to roll manually using the /r command. Any secret rolls you want to make for only you and the DM to see will need to be made manually via /gmroll or by using the toggle at the top of your sheet that says "Public/To GM".
Crafting metallic items, weapons, and armor

Smithing requires a design, raw materials, and often finished bits from other artisans and a location with the proper smithing setup. These places can sometimes be rented out. Gaining proficiency with smithing tools also grants three design types from the following list:

Medium armor, ex. chain shirt

Heavy armor, ex. plate mail

Blades, ex. daggers, swords

Axe heads, require hafts from woodcarvers, ex. battleaxe, halberd blades

Blunt heads, might require shafts from woodcarvers, ex. maul, morningstar

Tools, ex. crowbar, pick, grappling hook, things adventurers buy

Goods, ex. shovels, iron pots, things commoners buy
Aelar

## Introduction

Day 4, Session 14

When you open the door to this room, you see three humanoids inside. There's a silver dragonborn wearing heavy armor and a shield with a symbol on it with a spear at the ready, a high elf in deep green and silver robes pointing an ivory wand at the door, and a dwarf woman in half plate with a greataxe standing between you and the others.

Urrak D'Akshi: "And ye brought along some friends t'help ye with yer mass murder? How quaint."

[9:33 PM] DM: Elf: "We're not friends. We were hired."
Felmont 3Y21

Pupemont 3Y20 - Discord logs - Desmont 3Y21

3Y21! Happy New Year!

1 Felmont

2 Felmont

3 Felmont

4 Felmont

5 Felmont

6 Felmont

7 Felmont

8 Felmont

9 Felmont

10 Felmont and Day 1 in the Gloom

11 Felmont or Day 2-5 in the Gloom

12 Felmont or Day 6-10 in the Gloom

13 Felmont

14 Felmont

15 Felmont

16 Felmont

17 Felmont

18 Felmont

19 Felmont

Pupemont 3Y20 - Discord logs - Desmont 3Y21
101crits

A critical roll is a roll of 1 or 20 on a d20. The only time a 1 or 20 always has an effect is on attack rolls. A 20 always hits and you double the damage from any dice you roll; a 1 always misses. At the DM's discretion, a 1 or 20 might impact other rolls as well for story purpose or entertainment, but you should not assume a 20 means success.

When rolling double damage for a critical roll, you roll ALL dice involved twice then add modifiers. This includes sneak attack and added spell damage. You can simply double the roll, but you do not double the added numbers. A 2d4+4 becomes 4d4+4, not 4d4+8.
Дом на Скале (место)/Сериал

## Дом на Скале

**Дом на Скале** — музей и парк развлечений в Висконсине, место силы и пункт встречи старых богов.

## История

### 2 сезон

#### Дом на Скале

Дом на Скале становится местом, куда съезжаются старые боги, согласившиеся встретиться со Средой. Туда приезжает Билкис, которая бродит по коридорам в ожидании остальных и встречает джинна. Туда же приезжает и Салим, который ищет джинна. Вчетвером в Дом прибывают Среда, Тень, Лора и Суини, которые встречают у ворот Нанси и вместе идут внутрь. Джинн, Салим, Суини и Лора остаются в одной из первых комнат, а остальные проходят в комнату с огромной каруселью и с её помощью переносятся За Сцену, в воспоминания Среды.
101knowledge

Tabletop 101: Knowledge Skills

Your character is not you. Your character can conceivably have knowledge about things that you don't. These things are represented as knowledge skills: Arcana, History, Nature, Religion, Medicine, and Survival are all at least partially "knowledge" skills. At any point you can say "Does my character know anything about this?" or "I think back to my days in the library and try to remember..." and I'll tell you what kind of check would be relevant (like in session 1 when you rolled Religion to see if you recognized the Temple of Takara).

Just like you don't actually have the ability to cast Cure Wounds irl, your character has information that you can access through these skill checks.
Coin

## Introduction

The door swings open just enough for the kenku to squeeze through, shutting the door behind it.

[11:17 PM] DM: He turns around and spots Brimeia's tail sticking out of the side of the crates. He draws his rapier and points it in that direction. "I can see you. Come out." His voice is odd, it sounds like three different people speaking a couple words at a time before allowing someone else to speak.

[11:19 PM] Kyris - Brimeia: Brimeia stands up and shrugs, "Ha, yeah, ya caught me. Was just looking for the facilities and got a bit lost." Brimeia laughs nervously

[11:21 PM] DM: The kenku looks at you curiously. "There are no facilities here. Why were you here?" Again, his voice sounds like different people, except this time, he says facilities in your voice, exactly the same way you did.

[11:22 PM] Leigh- Enna Meliamne: Enna sneaks up behind the kenku, her shortsword drawn, and attempts to grab and disarm him from behind with her sword against his throat.

[11:24 PM] DM: The kenku spins around when he hears the crates behind him shift and when he opens his mouth, you hear a siren.
Dekar

(intro blurb, brief summary, player name)

## Introduction

Day 1, Session 2

Before you can answer, Brimea and Seirixori both vanish into thin air and a dragonborn in chain mail and a half-elf playing a lute appear in the basement with you.

[8:22 PM] fritos - Dekar: Dekar slowly lowers his hands from their previous clasped moon-prayer position and tilts his silver-scaled head to one side as he regards the room. "Curious..." he whispers with only the barest hint of an ever-present growl.
Vydea

Vydea is often portrayed as an androgynous half-elf woman with pale skin and silver hair. She is the goddess of the moon, and often the sea as well. She is the patron goddess of the Moonstreams and Vyon itself, and much of the land bears her name from Vyon and Vydenia to the Moonrise. She is also a goddess of cyclic change.

In Vyon and Ascus, she is also said to protect those who defy gender expectations. Binary trans people are referred to as "sons or daughters of Vydea" while anyone outside of the binary are simply referred to as "children of Vydea".

 Personality
Hyrule Castle Town

This town is the center of the Hyrulean Royal Family and by extension all of Hyrule. It is unique as the center hub for all races to gather together to interact and trade in peace. It has numerous shops that sell imported material from all over the land as well as some unique stores. The school here is the only inter-racial school in Hyrule and teaches a variety of subjects with focus being academics purely. The Cathedral acts as a Universal Temple where various religious beliefs can be practiced in union and is dedicated mainly to the Three Golden Goddesses, who are worshiped universally. A large graveyard exists and is also one of the few inter-racial graveyards.

The local Library is one of the largest and contains volumes of books from every race and a variety of topics. The Guard Station holds peace in the town and is hosted by the Hyrulean Guard and consists of the largest Prison in Hyrule. There is a shared Laundry House for the local community and a Well that is shared. Tourists love to visit the Great Fountain in the center of town and is where many congregate for social gatherings with a very popular Café nearby. The Park near the school is for public use and even has a Playground that the school makes use of.

The town also has a shady Back Alley that includes a bar, brothel, Spa House, and various vendors who may or may not be trustworthy. Across the way from it is the Hotel/Pub that tourists stay in from all over and even has the Post Office right next door. Across the river is the highly-guarded Hyrule Castle where the Royal Family lives and governs. Their yards consist of the Royal Graveyard and the Hylian Knight Academy as well as many other structures.

The entrance to the town is a large gate that closes and locks every night and is protected by the Royal Guard. The Castle Entrance also has a gate and bridge that only opens when people are entering or exiting.
Dirasa

Dirasa is a town of study dedicated to the Everstorm. The three colleges (arcane, divine, and non-magical) tend to stick to their own areas, but they do meet on occasion to compare notes and argue over the findings. The current leader of the area is an elf named Alawi El-Hana. His main goal is to keep the storm and the colleges as separate as possible and watch for bleed-over into the Limabey forest, some of which has already been noted.
101Resting

When you have a moment between encounters, sometimes it will be useful to rest. Resting allows you to recover some or all of your abilities, spells, and hit points, as noted in each description.

A short rest is about an hour. You can't do anything more strenuous than eat, drink, read, or tend wounds. You can spend your Hit Dice to recover hp at the end, up to your character's maximum number of hit dice (character level). You choose how many HD to roll, roll them, and add your CON modifier to show how many hp you recover. You regain spent HD at the end of a long rest. You can roll one by one, deciding to add more depending on how well you roll.

Hit Dice are indicated on the front page of your Roll20 character sheet. The 'max' is how many you have. You can click "use" to roll them and keep track of how many you have left until your next long rest.

A long rest is a period of at least 8 hours. Of that 8 hours, you must sleep for six (elves must trance for four), and perform no more than 2 hours of light activity like reading, eating, talking, or standing watch. If your rest is interrupted (an hour of walking, fighting, casting spells, etc.) you have to start over to gain benefits. At the end of a long rest, you regain all lost hp and HD up to half your total (minimum one). (A level four fighter who has used HD can regain up to two missing HD, but not more.) A character cannot long rest more than once in a 24 hour period.
Fytulk Timberland

The eastern end of Ascus is dominated by a great forest called the Fytulk Timberland. While Ascus itself is primarily human, there are many small, isolated groups of elves that call the Timberlands home. Some of them settle in the small towns that dot the forest, but most travel in nomadic groups through the woods, never settling down for more than a season. These wanderers are referred to as Walkers, but they are becoming less and less common to see. They are most often descendants of the original natives of this part of the world, but were displaced by invasion from Vatru. Somewhere in the Fytulk is the ancestral home of the elves of this world. Some say that the Walkers are looking for it.
28 Takaramont

24 Takaramont- 28 Takaramont- 2 Ropamont (Back to Logs)

[9:53 PM] DM: It's the 28th when you arrive in Kinetas, Seir takes the lead, heading to a rundown part of town to the south. A group of about thirty is gathered in a square between one-room houses. There's a definite feeling of excitement in the air and the people are alternating singing and talking.

[9:54 PM] Urrak: "Seir...this is a town. You convinced a town t' leave with ye?" Urrak places her hands on her hips, "That's...impressive."

[9:55 PM] Seirixori: "There's a town with nobody in it and far better than this, after all." Seir skips ahead to go talk to the others, most of her attention going to the children.

[9:55 PM] Ryleigh Alastair: "Most non-humans can't afford to leave the border towns... they usually get about this far and their money runs out," she says to Urrak. "They came here for a better life... it's hard to find in a place like this, so close to Ascus."

[9:57 PM] Urrak: Urrak sighs,  "Bellbury's gonna get a big surprise." she looks over to Ryleigh, smiling

[9:58 PM] Ryleigh Alastair: "Eloise is aware of the situation."

[9:59 PM] Brimeia: Brimeia walks over to where Seirixori and the others are. "Hey there," she waves, beaming.

[10:00 PM] DM: The gathered people are a mixture of tieflings and half-orcs with a few other, less common people mixed in.

[10:00 PM] Brimeia: "Ready to get outta here?"

[10:01 PM] Gayle Silbando: Gayle smiles at all the townfolk. "Now I get why the boat is needed. This is great, let's get these folks out of this town."

10:01 PM] DM: Bliss, a tiefling that could pass for human if she tried, smiles with Morthus in her arms. "We are. We're so thankful you've given us this chance."

[10:03 PM] Brimeia: "Ahh," Bri scoffs sheepishly. "Thank Seirixori. We're just along to help. And to keep her out of trouble." She grins.

[10:03 PM] Seirixori: "I think it's the other way around!" Seir yells from her spot on the ground.

[10:04 PM] Urrak: "It's definitely th' other way around." Urrak smirks

[10:04 PM] Brimeia: "Sure, sure," Brimeia waves off Seirixori teasingly.

[10:05 PM] DM: Arkrus is playing with the ram rock Gunnloda made, climbing up Seir's arm.

[10:06 PM] Ryleigh Alastair: Ryleigh watches the exchange, her expression oddly stoic for the situation.

[10:07 PM] DM: After a bit, people start tapering off with goodbyes and you round up the twenty or so people who are headed north with you. It's a slow walk, walking as slow as the slowest person with some taking turns on the horses, but eventually, you get to Tradewind.

24 Takaramont- 28 Takaramont- 2 Ropamont (Back to Logs)
Chaldra

Chaldra is a mostly unremarkable town in Nampuli, except for its location at the edge of the wildlands. General Chisi rules the area from Fort Ikavato in the northern end of Chaldra and uses his men to police the city and its surrounding areas as well as to defend Nampuli at large from anything that may come from the wildlands whether raiders or monsters. It is somewhat isolated between the wildlands and the dark forests that separate it from the next closest Nampuli town, Rakwe.
Vatru

Vatru is a new country, formerly several smaller ones. They were united within the last decade under Florenta Sobol, the new Grandmaster. While many unification attempts are made by sword and force, she united the nation through economic promise. A charismatic half-elf, she managed to appeal to each of the leaders of the smaller groups, convincing them each that together they would be stronger (and richer). The leaders were given high-ranking positions of power within her government and now, only a few years after the final agreement was made, she is working hard to fulfill those promises through innovation and experimentation.

Natives of this country tend to be on the paler end of the spectrum, but range through mid-tones. There's a large population of orcs and halflings compared to elsewhere.

The country takes its name from the general name for the culture of peoples who lived in the area for thousands of years and expanded to colonize and invade neighboring areas. Their culture formed the foundation of what is now Alderrath, Vyon, and Ascus, as well as the overland areas of Dhog Lodir.
Poni

Jebeddo Filchbatter Ku Ponivindel Boddynock Oneshoe Ningel, or Poni is formerly a gnome wizard, outcast from the nearby wizard's college, and currently an intelligent magic control rod for his final experiment- the Quantum Riftshift Slipstream Teletransmitter.

## Introduction

Day 1, Session 1

[11:54 PM] DM: When you replace the crystal and screw the rod back together, you hear a loud gasp. “Who in the nine Hells are you?”

## Notable Quotes/Lines

Day 1, Session 2

The voice: "What do you mean welcome? This is MY basement, you overgrown cabbage!"

"WAIT! Not yet, you impatient cabbage. There’s rules."

"Anyone who wants to be teleported has to be connected to me through touch. Touch each other. Don’t touch me. Your hands are filthy. That goes both ways. You push the button to come back here and someone’s not touching? They’ll be trapped there. Well… until they pop back home. I wonder if that works. Hmm. Would they pop home or here? Would they pop at all? Anyone want to try an experiment? You might be trapped forever, but knowledge is its own reward! Right! Anyway, hold on to one another and push the button and I’ll take you to where the component is. We find it, pop back here, put the Quantum Riftshift Slipstream Teletransmitter back together and…. Well, I’ll figure it out from there. All understood? Nod your heads if you understand. I can explain it to you, but I can’t understand it for you.”

Day 5, Session 16

[9:56 PM] DM: Poni: "It's about time. If I had to watch that web grow one more inch... it's like watching you lot try to problem-solve."(edited)
Harvesting hide

Harvesting hide can be done with many of the creatures of the world. To harvest hide, you'll need a sharp knife and the survival skill or leatherworking tools. Harvesting requires a d20 roll and a survival or leatherworking check. Quantity and quality of the hide will depend on the success of this check.
Ebedine characters

Master Enchanter Qarius- Headmaster of Ebedine college, a tall elven man.

Kildarien- Master of the Conjuration College, a half-elf man.

Kaitryl- Captain of the Spellguard, a part-duergar dwarven woman. Killed in the line of duty in Bellbury.

Durina Flatkeeper- Evoker, human woman.

Isen Carsung- Spellguard bladesinger, elven man. Killed in the line of duty in Bellbury.

Elthin Moonbend- Spellguard Abjurer dwarven man.

Fay Mit- Spellguard bladesinger, half-elven man. Killed in the line of duty in Bellbury.

Jevena- Spellguard Abjuration Cleric, human woman. Killed in the line of duty in Bellbury.
Riverrun

Riverrun is the largest city in Vyon and the former capital city. It sits at the confluence of the Muyar and Blukress Rivers and the Spine and has a bustling shipping economy. It is also the location of the largest temple to Vydea, a great stepped pyramid with a bright bluish-white light that shoots from the tip into the sky.

The Duchess of Riverrun, Katarina Moonstream, is the most powerful Moonstream outside of Ambrose and his family.

Places of Interest:

A-

B- The mercenary house

C- Thormyr's pit fighting ring

D- The Inn

E-

F-

G- Temple of Vydea
Shasem

The kingdom of Shasem was ruled by the Crotamis family for the last few hundred years, but when the king was assassinated a few years ago, the country fell into chaos. Individual cities and city-states have tried to make sense of the chaos, but each of the 17 claims to the throne is at war with the others, demanding their claim is better than the others. Many of the cities of this sea-faring people have fallen completely into anarchy while others are strongholds of the Heirs.
S: Main Plot

## Session 27

[11:59 PM] Seirixori: "Why are you all so useless?!" She shouts, she can feel herself involuntarily shifting.

[12:00 AM] DM: "We are necessarily limited, not useless, child."

[12:02 AM] Seirixori: Seirixori snorts in her bear form before she shifts back. "That is really disorienting... Ok, sorry but ... do you know anything about werewolves? Or... people being scratched or bit by them?"

[12:03 AM] DM: Takara: "There haven't been any cases of lycanthropy in Vyon in... generations."(edited)

[12:04 AM] Seirixori: "Well, how do you feel about talking to the Moonstreams? Because that stupid ass gnome has turned everything horrible, so now you might have one."(edited)

[12:04 AM] DM: Takara: "Might have... a werewolf?"

[12:05 AM] Seirixori: "Well, I don't know how the whole turning into one happens, so... possibly?'(edited)

[12:07 AM] DM: Takara looks at Seirixori sadly. "I know what you're asking for but I'm sorry... my powers are... limited. We can't act directly on this plane. Only through champions. I can't do anything for her."

[12:08 AM] Seirixori: "What... exactly makes someone a champion? And is... is there something I can do?" Seirixori throws her hands up in frustration, "I don't know, can anything be done? I really fucking hate that gnome."

[12:10 AM] DM: She smiles a little. "Champions are those chosen by the gods to act on our behalf. But I'm sorry. You're not powerful enough. Even my own Moki isn't quite capable."

[12:11 AM] Seirixori: "Of course I'm not! Ugh... th... thanks. I guess. Sorry for the... tree." Seirixori hesitates, like she wants to say more but turns to leave and heads for the Cask.

## Session 31

[6:57 PM] Seirixori: "Oh! Hey, do you know who Moki is? Takara mentioned them to me earlier when I went to ask her about..." she motions to Cae, "stuff."

[6:58 PM] DM: They look at each other, clueless, and both shake their heads. Cae: "Doesn't sound familiar."(edited)

[7:00 PM] Urrak D'Akshi - Half-Orc Fighter: "What are ye goin on about, Seir?"

[7:02 PM] Seirixori: "Oh, I went to talk to Takara about the werewolf thing and she said something about her own champion, Moki, wasn't powerful enough either." Seirixori shrugs.(edited)
Urrak D'Akshi

Half-orc Battlemaster Fighter played by Kelsey

## History

### Early Life

A child of a middle-class merchant family, Urrak always loved to see the world. Whenever her father would travel across the lands to peddle his wares, Urrak would demand to accompany him, slowly becoming his bodyguard as she grew older and stronger, as the trade itself never suited her temperament. Urrak now walks the countryside, looking for odd jobs; anything from escorting travelers across dangerous country, being a bodyguard for a wealthy nobleman, or even the occasional pit fight in the dens of thieves.

## Personality

Urrak is hard-headed and impulsive, preferring action to diplomacy. Her loud, accented speech can be an annoyance to party members, and her brash nature tends to cause problems, especially when drink is involved. Underneath her harsh surface, however, lies the heart of a defender. Urrak fights for those who cannot and will do everything in her power to protect the ones she loves.

## Relationships

Urrak's wife of 7 years, a Wood Elf rogue named Ancy, left one night under mysterious circumstances, leaving only a note pinned to a table and taking everything of value in their home. Her current whereabouts are unknown, but a shadowy group known as the Gray seem to be involved.

More recently, Urrak has entered into a tentative sort of relationship with Malica, a changeling she had promised to protect, and who has past ties to Ancy.

## Relatives

Her mother is Sarraj D'Akshi, and she lives in the Stronghold. Her father Orin Hagaar, is deceased.

## Introduction

Day 1, Session 1

[9:13 PM] DM: Brimeia was in the middle of swinging a punch and stumbles into Urrak.

[9:13 PM] Wingy - Urrak D'Akshi: "Oi, watch yourself!"

[9:14 PM] Kyris - Brimeia: while standing and dusting herself off "I would, but I'd rather watch someone else"

[9:19 PM] Wingy - Urrak D'Akshi: Urrak straightens her back, trying to look as big as possible.  With light strokes, she brushes the invisible dirt from her shoulder pad and checks to ensure her greatsword and dagger are still on her person. She peers over the crowd, and the square, trying to see if this is the place she was heading or something else entirely.  Where ever she is, she hopes there's a pub nearby at least

## Trivia

Urrak speaks a bit of elvish, but her vocabulary is...limited.
Latamas

Latamas is a decently sized city that is home to the Arimas School of Wizardry, one of the more prestigious magical academies in the world. Though there are schools that would claim to be better, mostly due to the schools of magic they specialize in, Arimas is the undisputed top school for divination in the magocracy that is Rodoza. It also boasts an impressive quality of other schools, including an evocation college that rivals Jedema's.