recursal/Fanatic-Fandom huggingface dataset:
Æbe'trax

### *"‘Careful there, lest you chop your arm clean off!’ cautioned the Artisan. ‘This is Æbe’trax, dear. Toughest metal there is. Would cut through an anvil like a hot knife through fat’"*

**Æbe'trax** (Ee-bé-trax) is a rare metallic ore found in the deepest caverns of the Alarian world, Ærria. The metal is unforgeable, glows in a bright shade of orange and is generally mined by ogroid creatures known as **Tuuk'ta'ne**.

Forbidden and illegal throughout Ærria, Æbe'trax has been dubbed as "*thought made flesh*", "*the gods' flesh*" and "*the most dangerous metal in cosmic reality*".

Possessing as much as an ounce of Æbe'trax can cost you your head, not so much for its value, but for what it can do if it gets into contact with an intelligent mind. The metal is endowed with the unique and dangerous ability of summoning into being the most dominant thought in one's awareness, from where the "thought made flesh" expression.

Æbe'trax's extreme durability does not allow it to be crafted, smelted or forged into weapons, like other metals of Ærria. Its power lies in the **Kaalà** it imbibes, a creational force found at the root of all "mind over matter" Alarian abilities.
Chaos Weavers

**Chaos Weavers** are a type of **Weaver** who can only use **Æbekanta** or **Darkspill** to Weave. They are extremely rare, very dangerous and highly undesirable.

A Chaos Weaver is usually identified by their **Crimson-red** **Cloak** and by the fact that they are either very high on **Kaalà** or very, very low. Chaos Weavers are characterized by a "divided will" that results in them developing a complicated relationship with their powers. Most of them suffer from mental illnesses, like dissociative identity disorder, depression, anxiety, etc. which impair their ability to channel their **Kaalà** and **Weave**.

Since they can mostly exert power over **the abstract and immaterial world**, Chaos Weavers cannot be taught in the same way as regular Weavers.

Because **Chaos** **fuels** a Chaos Weaver's Weaving, they must always be careful not to drown in their own Darkness (**Darkspill**). Usually, a Chaos Weaver must receive training by a **Darkbinder** (a type of Weaver who can teach a Weaver how to evade **Dark-possession** and gain mastery of their Shadow-self). The Darkness inside their mind must thus be simultaneously embraced, controlled and respected – exercised and empowered yet without being used.

**Darkbinders** often tell students there is a very fine line between controlling your Shadow and being controlled by your Shadow. The balance is so fickle and finicky that most Chaos Weavers end up consumed by the Chaos within and end up *drowning in Darkspill*. It is for this reason that Chaos Weavers usually don’t live long enough to complete their basic training.
Tuuk'ta'ne

### *"Their lower legs seemed to end in hooves, which gave them a rather beastly appearance. Small horns of yellowed bone crept out from beneath the milk-white surface of their crumpled skin and their pig-ears jiggled with every hit of lilac pickaxe. Their disproportionally large arms ended in a four-finger hand and their stubby legs were twisted and hooved, like those of a goat."*

**Tuuk'ta'ne** (Tuk-tah-né) are ogroid creatures which live in subterranean environments, such as caves, caverns and grottos. They are most common in the Ne'erine mines, in the region of Kanija.

They are strong, bipedal and almost completely albino, due to their intense dislike of natural light. Although they communicate mainly through grunts and groans, Tuuk'ta'ne have been successfully domesticated for mining, fishing and agricultural exploits, and have even been known to carry crude weapons of their own making.

Tuuk'ta'ne are widely large and uncoordinated, but they are known for their keen sense of smelling rare ores and their ability to track anything down by mere scent. Posessed by a hightened sense of ownership, they feel possessive of the ores they mine. A Tuuk'tan will respond with brutal violence if someone other than their masters tries to steal their "treasures", and will furthermore pursue the thief until that which was taken is returned, and the thief punished.

Tuuk'ta'ne are particularly known for their mining of **Æbe'trax** ore, the most dangerous metal in cosmic reality.
The Weaver Trials

**The Weaver Trials** are a set of 3 trials organized by the Guild of Weavers in the **Pentahedron**, the arena underneath the floating island of **Kahler Asten**. Every participant is allowed to bring one (different) item for each of the 3 Trials. Completing the trials earns one the right to become a student of Weavership. Each participant is rewarded with an **Infinitas Badge**, which can initiate **the Pledge of Weavership** when presented to the nearest Weaver. That Weaver is then obliged to walk the **Pledger** through **the Gates of Three Ways.**

**The Trial of Paths**

The first of the Weaver Trials, the Trial of Paths, is organized in the Pentahedron and is a test of endurance, agility and wits. The participant is brought under a point of higher convergence via the **Tear of the Goddess**. The Trial is a race on vertically moving slabs of stone, while being chased by 4 **Alters** (Alter Ego versions of the participant brought from parallel realities). The goal is to get to the highest platform before any of your Alters does.

**The Trial of Fears**

During the second trial, the Trial of Fears, the Tear of the Goddess is used to summon a dream-like scenario of the participant’s worst fears. The participant cannot distinguish real life from the nightmare, and must use the opportunity to defeat (or at least confront) their worst fears. In Vivian’s case, this goes terrible wrong as she accidentally opens the pocket reality of Subexistence and Retroweaves herself into the past.

**The Trial of Wills**

Of all the trials, this is the only task that is a joined effort. This time, **all participants** are encouraged to collaborate in the interest of climbing a **see-through** staircase of **Ghostmatter** (**Shaa’janta**) which can only be solidified by combined Weaving. Using other means of climbing other than the ghost staircase will result in immediate disqualification.
Lady Saah

**Lady Saah, a.k.a. "The Artisan" is a character in the Vivian Amberville fantasy book series written by Louise Blackwick**

Lady Saah is a capable Weaver AND Reframer. **Reframers** are a type of Weaver specialized in mind-Weaving. They achieve this by putting words into people’s heads and watching those words take over.

Lady Saah is nicknamed “**Lady Dark**” because she has Reframed the entire Queendom of Garlaan for a period of a few months.

By casting ***darkness and confusion*** on every citizen of Garlaan, she smuggled her son, the Secret **Seer** Matijas Saah, out of the Queendom without being seen or followed by anyone.

For a brief period, Lady Saah and her son took residence in Solidago, Kranija, where she opened a **Haijk** (The Golden Goose Healing Practice, whose logo was a drawing her son made), and practiced **Weaving** disguised as Artisanship.
Acciper Sparrowhawk

Acciper Sparrowhawk (a.k.a "Ace" or "Draven") is Vivian Amberville's best friend and potential love interest. He is known by his characteristic body posture, which is a knees-up crouch that resembles the perching of a bird of prey.

Acciper works as a Mastersmith for **Queen Alaria vin Gar** and the **Queendom of Garlaan**. He manages a small smithy in the **urb of Lantana**, where he forges various weapons and armour for the garlanese troops. His skill with forging rare ores allows him to unlock the secret of Æbe’trax, the most dangerous material in cosmic history and a metal previously believed to be unforgeable.

Acciper has hazel-green eyes, messy and short auburn hair and bushy, hawkish-looking eyebrows. He has a strong build, brought by countless hours of bow-hunting and weapon-smiting. His temperament is as wild and blunt as his appearance, as he is frequently seen wearing skins and furs crafted from ten different animals.

Not much is known about his personal history or exact birthplace except that he was orphaned during Garlaan’s war with Dässaria, a desert-kingdom located on eastern side of Ærria. Seeing as he was found as a small child in one of the desert urbs conquered by King Vishnu, it is assumed Acciper originates from Dässaria.

Originally named “Draven”, he adopts the name “Acciper Sparrowhawk” inspired by his friendship with Sunya vin Gar (currently Vivian Amberville), the imprisoned princess in the Tower of Lords. The significance of the name is unknown but is supposed to combine “two of Acciper’s most favourite birds”

Acciper is always accompanied by his gigantic hawk, Shéy, which he often "Weaves into" for area-scouting purposes. As revealed in “The Book of Chaos”, Shéy is not really a hawk but a girl who was competing in the Weaver Trials. During the Trial of Paths, while her consciousness was “Woven” into a hawk, her body was destroyed, leaving her permanently stranded insider her avian body. Acciper is exceptionally fond of Shéy, treating her more like a paramour than a familiar.
Lorria

## EXISTENCE

**The World Around (Lorria)**

Lorria represents our current reality as we know it, encompassing the observable and unseen universe, with its suns, planetary systems, galaxies, clusters of galaxies and nebulas. It is the outer-most layer of Fyrtorria and the largest Orria ever observed, hosting a few hundreds of species of higher and lower intelligence, among which Earth and humankind. Lorria is estimated to be 13.8 billion years old, and the Earth a mere 4.54 billion years.
The Pattern of Threads

The most notable piece of Alarian technology is the **Pattern of Threads**, a loom of metallic threads through which the creational force, **Kaalà**, is harnessed, amplified and channeled into the very fabric of reality by a collective force of workers called "Weavers" in a process which came to be known as: Weaving.

Also known as the **cosmic loom** or the **pattern of all things,** the Pattern of Threads is a loom of multi-coloured, energy-imbibed *cosmic threads. The Pattern* is the main instrument of control used by the Guild of Weavers.

The Pattern works by channeling Kaalà *or thought energy* through paper-thin threads of **palladium metal**. It is located within a clearing in the **Forests of Arc Luteus**, a couple of miles away from the **urb of Lantana**. The forests are considered to be sacred, because they also act as a graveyard/final resting place of departed weavers.

This is the second version of the Pattern; the first version was destroyed during an event that involved the **Æbekanta/the Levelling Force**, which has resulted in the death of millions of souls. This second version has been woven more tightly around the fabric of reality. It is for this reason that the Pattern and reality are so tightly interwoven, it is impossible to tell apart.

While the first version of the Pattern allowed for a certain degree of **free will**, this second version has all but obliterated any idea of freedom of choice or free will. To that effect, every cosmic thread is predetermined in its fate and each destiny is carefully selected as to **maintain cosmic balance**.

The purpose of the Pattern is to prevent notable cosmic disasters such as the **Æbekanta** (the Alarian word for Chaos and Apocalypse) and hold reality in balance.
Black Threads

**Black threads** are considered to be anomalous events that can be traced in the Pattern of Threads. No one really knows what they are, but they are commonly associated with **Chaos Weavers**. These threads are considered to be dangerous to reality and are often removed by **Cuperators**, who seek to restore cosmic balance. If a Cuperator cannot remove a Black Thread, then **the Unwirer** has to be issued a **Dark Contract** and commissioned for the job.

Black threads belong to real living beings who are believed to have a very important, often disruptive role to play in the history of reality. **Vivian Amberville** is wrongly believed to be a Black Thread. Since **Weavers** cannot truly determine the point of origin nor the direction of such a thread, they assume the most powerful being in its immediate vicinity.

If Black Threads are not promptly and safely removed, they are in danger of summoning chaotic events such as the **Æbekanta**, the apocalyptic event that destroyed **the first pattern**. In some rare cases, the refusal to deal with a Black Thread can unwire the very fabric of reality.
Runar Silfrista

### "But for the unnatural paleness of his face, and the strange coldness of his gaze, Runar would have made for an exceptionally handsome man. His mess of raven-dark hair complemented his otherwise gaunt and lifeless complexion centred around a tilted pair of cold-light eyes. His speech was rough, his choice of words unchiselled, and yet he carried himself with the confidence of a great man, neither boastful nor modest, but proud and fearless, and strangely composed."

**Runar Silfrista** is an important antagonist in the geo-political world of Ærria. He positions himself as a villain the moment he uses Ashlar's attack on the Weaver Trials to kidnap Daimey vin Gar, the Queen Regent of the Queendom of Garlaan.

Runar enjoys tormenting Queen Alaria by torturing her daughter, Daimey. During the events of “The Book of Chaos”, Runar sends Daimey’s gauged-out eyes in a box to Queen Alaria as a warning against interference. He also captures and kills Shéy, Acciper Sparrowhawk’s faithful familiar and female hawk, only to dismember her and re-attach her wings on Acciper’s back. This too is meant as a message against interference, and Acciper thus becomes “**The Winged Messenger**”.

He is the crowned prince of **Hoarfrosta**, and one of the most powerful men in Ærria. Despite his intelligent and charming nature, Runar is a known in close circles as a **ruthless sociopath** who would stop at nothing to expand his dominion over the world. He is the current ruler of Hoarfrosta, an insular land of fjords where nights are eternal (**Everdark**) and winters are present all year round.
Kaalà

**Kaalà**, also known as **thought energy**, is the creative force of imagination. It is the main fuel of Weavers, Seers, Artisans and Reframers alike. It is also a force found at the root of all “**mind over matter**” Alarian abilities. It can be amplified through several rare metals, among which we note **palladium** to be its highest conductor.

Kaalà can become corrupted by its complete opposite, the **Æbekanta**. In the case of **Chaos Weavers** Kaalà and Æbekanta can both coexist within a divided mind.

If an object becomes imbibed by Kaalà (it has been imagined in great detail), that object develops a mind and that mind can be accessed. Weavers can weave into the physical aspect of that object, whereas Chaos Weavers can only manipulate concepts, ideas and abstractions (i.e. odds/luck, pain, shadows, etc.).

One material that is considered to be permanently imbibed by Kaalà (**thought made flesh**) is the rare ore known as **Æbe’trax**. One material which is completely devoid of Kaalà is the material known as **Shaa’janta** also known as **Ghost Matter**. Ghost Matter can only become solid if a large amount of Kaalà is being poured into it.

When channeled through **the Pattern of Threads**, Kaalà emits a residual energy/radiation which can affect organic tissue. Long exposure to the cosmic loom causes Weavers to go permanently blind and develop deep burns. In very rare cases, they can develop **Truesight** which allows them to see reality as it truly is (**Veravisum**). People with Truesight can see the threads of living creatures from across the cosmos. **Irra Lazuli** is among the few weavers and seers who has Truesight. Other characters believed to possess Truesight was **Karura, the first among Weavers**.

**Unwirers** also have a limited form of Truesight which allows them to see the souls of the ones they are tasked to unwire.
Saga of Hadvir the Faithless

From an anonymous minstrel at the Crestfallen Falcon.

## Hadvir Haraldsson Ormslíkikjǫptr Saga

> *"Born in the Cliffs where the North wind howls,*
>
>

> *like a starved wolf pack of a thousand hounds*
>
>

> *Hadvir the Faithless' warhost pounds the grounds*
>
>

> *where the Gods were afraid to settle their halls.*
>
>

> *He left **Dómrheim**, his communion broken*
>
>

> ***heima í millim, í milli heims ok heljar***
>
>

> *Now he couldn't be afraid, as his sins were his strength.*
>
>

> *And with the cold ribcage of a frost wyvern,*
>
>

> *slain by his own hands, with the help of his men,*
>
>

> *He founded a Sanctuary, a glorious den.*
>
>

> *For he could not be stopped, and he ruled far beyond.*
>
>

> *No matter the screams, the **blótafuglsrödd,***
>
>

> *Without grieving once his brothers he slew.*
>
>

> *And stared at the North Well with pride in his heart.*
>
>

> ***Víðfrægr** Hadvir, Wyvernrender, you will never be forgotten.*
>
>

> *Lest the skies fall again with the **jǫtun-móðr,***
>
>

> *Then your bloodline, your tall children*
>
>

> *They will be the ones, amongst others,*
>
>

> *To bring peace, our well-deserved rest.* "
>
>
The Guild of Weavers

The **Guild of Weavers** is one of the most controversial organizations in the multiverse. On one hand, the Weavers actively imprison the destiny and free will of every living being in the cosmos. On the other hand, they watch over the universal cosmic balance with an inexhaustible desire to ***preserve life*** and ***give creation its due***.

Their Weaving of influential Threads into the fabric of reality has earned them godlike status all throughout Ærria, placing them more often than not, beyond the reach of armies, mercenaries and even monarchs. The question remains: should they answer for their cosmic mistakes?

According to Alarian laws, a Weaver’s worst punishment is their permanent removal from the Guild, a feat which places them back into the hands of the world and at the mercy of people and kings.
Æurlek’ääj

## Æurlek’ääj, the ancient Æurlek

### *"The prospect of being spoken to in a universally-intelligible language gave Vivian a headache – or perhaps it was the effect of hunger, thirst and sleep deprivation. Whatever Æurlek’ääj was, it entered her head without passing through her ears."*

**Æurlek’ääj** (pronounced EE-ur-lé-kaai) also known as "ancient Æurlek", is a language universally-understood by all.

Considered to be the oldest language of the cosmos, Æurlek’ääj addresses one's mind, not their ears. Now a dying language, Æurlek’ääj was only preserved into modern Æurlek to denominate topography (names of realms, old settlements or mountain chains) or abstract concepts that could not be translated into modern languages, such as: **Æbekanta** (a term to describe cosmic Chaos and Apocalypse), **Kaalà** (the force of Creation), or **Nasitra’nëja** (a highly-controversial type of Healing).

Æurlek’ääj cannot be learned by **Taal'kai** (the Thread of All Tongues), a type of Thread woven into one's spinal cord that grants instant access to all the languages and dialects of the cosmos. Both Æurlek (modern Alarian language) and Æurlek’ääj (ancient Alarian language) are taught in special institutes called **Schools of Thought**along with Weaving, Sight, Nasitra’nëja and other forbidden lores.
The Legend of Jar’azt

The legend of Jar’azt falls back to the age of dragons. He was a home town hero at first and eventually worked his way up to saving the world. Until he was old and withered, a Demi-lich made him a deal. If he were to leave his legacy and enter the darkness as an oathbreaker he would live forever. He took the deal and scattered his items everywhere around the world leaving his legacy long forgotten in an age long, long, forgotten. His armor is rumored to be hidden deep in the underdark guarded by the Demi-lichs lowly mind flayer servants.
Shadowhide

Among the greatest treasures of Non-Existence, few are more coveted than **Shadowhide**. Picture a dark leathery fabric, whose Kaalà-soaked fibres are capable of bending the laws of reality, whether that includes: noninvasively opening bodies of flesh (medicine), spelunking through impenetrable mountains of granite (mining) and even creating chameleonic clothing that flawlessly blend into the environment.

Shadowhide is always warm to the touch, much like the sentient, telepathic and reality-altering creature to which it belongs: the *Hole-in-the-Wall*. It is known as the only material capable of camouflaging the ever-traceable scent of Æbe’trax, a precious metallic ore found in the subterranean caves of the Alarian world, Ærria. While these sentient beasts have traditionally been employed by Artisans in their Healing Haijks, the vast utility of Shadowhide has led Alariankind into hunting Holes-in-the-Wall close to extinction.

Shadowhide poaching was only made illegal during the reign of Queen Septima vin Gar, who proclaimed Holes-in-the-Wall endangered and called upon the cessation of Shadowhide contraband. Too late, however. Holes-in-the-Wall continued to be endangered during the Great Northern Wars and were officially declared extinct during the **Age of Karura**. The very last specimen is currently in the care of disgraced Alarian princess Sunya vin Gar, who goes by the alias *Vivian Amberville*.
Skeleton Dragon

Created by Ausar1

CHAOTIC EVIL AC: 19

STRENGTH The skeleton dragon is a feared creature from the abyss
21 +6 made from nightmare fuel and dead dragons from eons ago

```
                        created to scare and kill. It’s only goal is to take over

```

DEXTERITY and enslave all of the other races on all of the planes.
12 +1

```
                        Tail spike (2D6 + 1D4 of bludgeoning damage)

```

INTELLEGIENCE
4 -3 Bone gash (3D6 + 1D4 of bludgeoning)

WISDOM Frightful presence: players must succeed on a DC 16
13 +2 constitution saving throw or be paralyzed for 1 turn

```
                        and may repeat the saving throw at the end of their turn

```

CONSTITUTION if the player succeeds ignore the penalty
18 +3

CHARISMA
9 -1
Dryad’s Ring

Rare, requires attunement (requires attunement by a Druid, Ranger, elf, or half-elf)

This ring is imbued with the essence of a dryad, allowing the wearer to gain some of their mystical abilities.

**Tree Stride:** Once per turn, the wearer can use 10 feet of their movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

**Speak with Beasts and Plants:** The weare can communicate with beasts and plants as if they shared a language.
Stygians

For any of you familiar with the extradimensional world of Non-Existence, you might have noticed the Alarians (characterized by their metallic eyes) are not the only humanoids in Ærria.

**Lady Saah** and her little boy (**Matijas Saah**) for example, are **Stygian**. Their skin and hair carry a higher amount of pigment, which make them appear melanistic and monochromatic. They also possess higher-than-normal amounts of **Kaalà**, which is the energy that allows one to Weave.

Due to their incredible power and versatility, Stygians are very highly regarded in Ærria, and are considered a **noble race**. Unfortunately, Stygians are a rare sight these days due to a Kaalà-induced ailment that nearly brought them on the brink of extinction.
Spirit Goblin

Armor Class 12
Hit Points 50 (8d10)
 STR
7 (-2)
14 (+2)
10 (+0)
10 (+0)
12 (+1)
 **Damage Vulnerabilities** Radiant
**Damage Resistances** Acid, Fire, Lightning, Thunder; Slashing, Piercing, and bludgeoning damage from non magical weapons
**Damage Immunities** Cold, Necrotic, Poison
**Condition Immunities** Exhaustion, Poisoned, Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained
**Senses** Darkvision 60 ft., Passive Perception 11
**Languages** Common, Goblin
 **Ethereal Sight.** The Spirit Goblin can see 60 feet into the Ethereal Plane when it is one the Material Plane, and vice versa.
**Etherealness**. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
**Horrifying Visage.** Each non-undead, hostile creature within 60 feet of the Spirit Goblin that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute . If the save fails by 5 or more, the target also ages 1d4 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Spirit Goblin’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 1 week of it occurring.
The Missing Thread

### ‘The Missing Thread is found!’ said Blind Irra, her tall voice cascading over the clearing like an unstoppable hurricane. ‘We know her reason for being and what she’s bringing with it.’"

The story of the missing Thread is a dark stain on the fabric of Alarian history.

Vivian’s story is one of terrible sadness. The moment she was born into Palas Lumina, her Thread entered the **Pattern of Souls** under a dark label. Born to a dangerous power that allowed her to Weave into the Immaterial, Vivian was quickly branded as “dangerous to the cosmic loom” by the unfaultable Guild of Weavers.

After being branded by the Guild of Weavers as a "threat" to cosmic reality, Vivian breaches the Shroud between the human world and the Alarian world, and escapes into Existence. She subsequently falls off the Weavers' radar and becomes known as ***The Missing Thread***.
Solidago (Kranija)

### "*Vivian’s first impression of Solidago was that she had travelled back in time, but not to a time where architecture had been invented. All houses were twisted out of shape, to say the least. Windows either too large to open or too small to make a difference peppered the city in places one would never dream of having one.*"

The **urb of Solidago** is a bustling merchant settlement found in the northern part of **Ærria**’s most volcanic continent, Kranija.

A literal translation of the word “Solidago” is “**the Sole-Day City**”, so-named on account of the city’s geographic location in the **Everdark** side of Ærria. In other words, Solidago enjoys a single day of sunlight within the entire space of a year.

Solidago is the home to the mysterious former Weaveress, Reframer and self-taught Artisan Lady Saah, who is also the keeper of *The Golden Goose Healing Practice* (Goltgoss Haijk). Solidago is also **Dominus Ashlar**’s base of operations for the greater part of the series.
Fling

3rd-Level Transmutation

Available to Sorcerers and Wizards.

 Range
 Components
 Duration

Choose one willing creature within range, they launched 120 feet in one direction of your choice. If they are unwilling, they must make a strength saving throw against your Spell Save DC. If they fail, they are launched 120 feet, if they succeed they are launched 30 feet instead. If the creature hits another creature or a solid object before they finish going the full distance, they both take 1d6 bludgeoning per 10 feet they flew. If they go 120 feet without hitting anything, they take 3d6 force damage and land safely. If casted on yourself, than you may use your action during mid-flight. If the launched creature has an ability or item that negates fall damage, then only the creature who gets hit midair takes damage.

***At Higher Levels.*** When you cast this spell using spell slot of 4th level or higher, increase the failed save distance by 20 feet per spell slot level, and increase the succeeded save distance increase by 10 feet per spell slot level.
Shääj’sha

### "My hope is that the presence of a *Shääj’sha* – of one who has crossed the Shroud – will give us a hint. Point us in the right direction...’"

In the common tongue of Ærria, *Shääj’sha* translates as “***she who has crossed the Shroud***” between realities.

More often than not, the Shroud is used for refer to the layer of non-space keeping Existence and Non-Existence apart, separated in different planes of existence.

The term *Shääj’sha*carry its inherent negative connotation. In accordance to Alarian law, any entity capable of crossing the Shroud between Existence and Non-Existence (and lives to tell the tale) is automatically suspected of cosmic terrorism. The only Alarians ever to cross the Shrould and survive are **Vivian Amberville** and **Karura**, the first of the Weavers.
Blitzwing

### Early Life

Blitzwing was a Cybertronian Seeker before the Great Civil War. He was friends with Acid Storm who also served as a Seeker. The two always worked together and met the Seeker scientist, Starscream.

When the war began, Blitzwing joined the Decepticons as one of their best soldiers. He always did what was asked of him until one day. This day, Bltizwing killed three Autobot captains against orders. His orders were to spy on them, but returning, all of them were dead.

### Triple Changer

Blitzwing was therefore sent to a prison on the Decepticon city of Kaon. There he sat for nearly a year. Only waiting for his returns to serve Megatron. When he finally was sent free, it was Shockwave who took him. Shockwave had a new project called Triple Changer which he needed a test subject for. Blitxwing was tested on and became the first-ever Triple Changer. But something went wrong. He got three modes to transform into, but he also got three personalities. One was his brawling side, one was his smart side and one was his crazy side.

Now a crazy maniac, Blitzwing was sent to the Decepticon army where he once again met Starscream. Starscream led him to battle as Blitzwing became one of the best Autobot killers to date. The three personalities scared other Decepticons, but this didn't bother Blitzwing. He only wanted to serve Megatron.

When Starscream decided to go behind Megatron's back for the first time, Blitzwing left Starscream's side and joined another Decepticon team. There he fought side by side with Barricade, Blackout, and Lugnut. These three were later assigned to Megatron's personal team and fought with him for five years.

When the Autobots were leaving Cybertron in the Ark, Blitzwing helped Shockwave secure the Space Bridge. It was here Blitzwing fought the Autobot Roadbuster. This battle ended with both badly wounded. But Shockwave helped Blitzwing get on his feet once more. It is if Blitzwing ever left Cybertron, but his plan was always to follow Megatron and fight alongside the Decepticons on Earth.
Welcome Home

Derek's head was throbbing as he awoke, feeling as though his brain would crack his skull from the pressure. He felt wet all over as if he slept in the rain. There was a faint, musky scent in the air around him and even as his eyes opened and his blurred vision cleared, there was darkness around him. He grasped his head as he sat up and looked around.

A single streetlight cast an orange glow over him, spread in a narrow cone past him. He blinked his eyes a few times and looked around. There were no silhouettes of buildings or a starry sky. No streets glistening with the same dampness he felt over his body. No sounds of distant traffic or owl hoots or Everything else was just black, a void. Nothing, but Derek and the street light, which he now saw had a folded note tapped to it.

He pushed himself to stand and taking a deep breath, glanced around and then stepped towards the metal pole of the light. He reached for the note and peeled it away from the pole, not seeing any tape or glue residue. He then unfolded the paper and swallowed as he read the contents.
Vlčí Brloh

*Vlčí Brloh* je vlčia roleplay hra, ktorá vznikla prvého septembra 2016 na doméne miniaplikace.blueboard pod menom vlci-brloh.blueforum.cz. Od 1.1.2017 sa hra presunula na webhosting endora a od tej doby je poznaná pod menom vlci-brloh.tode.cz, ktoré sa následne zmenilo na *vlci-brloh.eu.*

## História stránky

História stránky by sa dala rozdeliť na dva veľké míľniky, podľa toho čo chceme ako brloh brať. Predchodcom brlohu bola stránka wolf world forever, ďalej už len wwf, ktorej základ bol použitý pri tvorbe brlohu, rovnako ako mnohý vlci prešli z wwf na brloh. Preto sa hneď dá povedať, že brloh i napriek tomu, že vznikol len v roku 2016 je omnoho starší.

### **Pred vznikom brlohu**

Začalo to na detskej stránke kde sa stretla skupina deciek, ktoré sa spoločne rozhodli vyskúšať hru za vlkov. Postupom času ako sme menili admini-vodcovia, spôsob hry a pridávali sa vylepšenia, wwf sa premenilo na jednu z najväčších, najznámejších a najvyhľadávanejších hier na danej stránke. Úspech si však našiel aj veľké množstvo neprajníkov, ktorý nedokázali pochopiť, že obyčajným kopírovaným toho veľa nedosiahnu. Wwf sme sa rozhodli ukončiť po takmer piatich rokoch a po uvedomení si, že žabomyšie vojny medzi jednotlivými členmi skupiny či už medzi sebou navzájom alebo medzi inými skupinami medzi sebou.

### **Po vzniku brlohu**

#### Éra blueboard

Po ročnej pauze od roleplay sa bývalí admini wwf rozhodli založiť novú hru ako protest, a ako dôkaz, že roleplay sa dá viesť spôsobom tak, aby to vyhovovalo hráčom aj administrátorom - a v neposlednom rade, že nie je potreba rozsiahlych pravidiel a obmedzení na to, aby hra fungovala tak ako má. Hra začínala na stránke blueboard.cz, no po ani nie roku bola kvôli zrušeniu služby nútená presunúť sa pod krídla iného hostingu.

#### Éra endory

Na webhostingu endora dosiahol brloh svoj vrchol a už od začiatku veľmi výrazne napredoval. So zmeneným admin teamom sa stránka neprestáva posúvať ďalej, či už po grafickej stránke, stránke herného prostredia alebo stránke počtu členov či postáv. Momentálne sa na našej stránke nachádza cez 100 postáv a počet hráčov je vyšší ako 45.
Lesser Zero Gravity

2nd-Level Transmutation

Available to Wizards and Sorcerers

 Range
 Components
 Duration

Choose up to 5 objects weighing up to 10 pounds each within range, that aren’t being worn or carried. This requires Conentration, which can be maintained for up to a minute. As a bonus action you may throw one of them in a straight line up to 120 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If an object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the creature takes 3d4 bludgeoning damage. Alternatively, you may choose one object weighing up to 20 pounds, and have it levitate up to five feet off the ground, it’s weight counts as zero. This effect lasts for 1 hour. If you wish to use the object as a weapon, thrown it has a range of 90 feet, and deals 2d8 bludgeoning damage, or used as a melee weapon it deals 1d8 bludgeoning damage.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the amount of objects increase by 5 every spell slot, and the damage increase by 1d4 above 2nd. Alternatively the time limit increase by 2 hours for every spell slot you use above 2nd.
Údolie Havir

Havir, údolie rozpoložené v strednej Európe, do ktorého sa po mnohých rokoch navrátili vlci. Boli tam privezený z Nihilského polostrova ako program na obnovenie životného prostredia. Približná rozloha údolia je okolo **9000** **km2** a zo všetkých strán je ohraničené horami. Priemerná výška je 1300 m.n.m. (Najväčší vrch je vysoký 2150 m.n.m. a nachádza sa v Horách večného svehu). Na územií sa nenachádzajú žiadne opustené ľudské mestá ani obydlia keďže sa jedná o prísne chránený národný park. Za srdce Haviru sa považujú rozsiahle planiny s množstvom vysokej trávy popretkávané riekami.

## Podnebie

Podnebie Haviru je na jeho južnej časti výrazne kontinentálne. Teploty veľmi kolíšu , v lete priemerná teplota môže vystúpať a nad 30 stupňov a nie sú výnimočné ani jednorázové teploty nad 35 stupňov. V zime zväčša klesá pod hranicu nuly - niekedy aj výrazne pod mínus 10 stupňov. Zrážky sú výraznejšiev zime kedy kondenzácia vodných pár vyvoláva návalové sneženie najmä v hornatých oblastiach. Na druhú stranu letá sú suché, a pôda výrazne vysychá - až na oblasti riek, avšak ktorých hladina výrazne klesá.

## Vodstvo

Potoky a rieky údolia pramenia v horách, kde voda najčastejšie steká z kopcov. Sú málo vodnaté, okrem rieky Cony, ktorá má množstvo prítokov po svojom dlhom koryte. Na území taktiež vyviera množtvo horúcich prameňov a údolia sú bohaté na horské bystriny

## Rastlinstvo a živočíšstvo

**Rastlinstvo** údolia je bohaté. 34% územia je zalesnených, pričom 73% lesných porastov tvoria listnaté stromy a vo vyšších častiach sa nachádzajú ihličnaté či zmiešané lesy.

**Živočíštvo -** najvýznamnejšie zastúpenie tu majú vlci, no nachádza sa tu mnoho iných druhov zvierat, žijúcich vo vode, či na súši. Čo sa vodných živočíchov týka, vo vodách Haviru možné nájsť množstvo rýb a na planinách veľa zvery, ktoré žijú aj u nás.
Questions

What does one do when there are no options left?  How does one fight, when the battle is already lost?  How does one survive when they're staring death in the face?  These are the kinds of questions one asks in their final moments.  The kind of thoughts that give your quivering form reason to keep going when it seems like the end.

Do you stare the creature in the eyes, and try to do as much damage as possible?  Do you look away, and plot some form of escape?  Do you think of what gives you reason to go on, and what you have to lose so that it may fuel you?  When the creature is standing over your body, preparing to tear you apart with those sharp, black claws, how do you make it out alive?

When the end is mere moments away, it's not always about what you do.  Sometimes there's nothing you can do to save yourself.  Sometimes...  It's about what you've already done.  All you can do is hope delay the inevitable until the pieces come together, and the inevitable is no longer inevitable at all.  The only thought in your mind is not of what you can do, but rather whether it's too late.  There's only one question left.  What have you done?
Nihilský polostrov

Reálne neexistujúci polostrov na úrovni severozápadnej Európy. Jedná sa o Chránenú krajinnú oblasť (Ďalej len CHKO.) s rozlohou okolo **738** **km²** čo sa rovná viac-menej veľkosti Tatranského Národného Parku.

Priemerná nadmorská výška na polostrove je nevysoká. Pohybuje sa od 0 metrov nad morom až po 1005 metrov nad morom. Najvyšším bodom územia je hora s názvom Zasnežená Tlama, ktorá sa nachádza v Zasnežených horách, najvyššom a jedinom pohodí v Nihilskom polostrove.

Na území sa nachádzajú zrúcaniny aj opustené ľudské obydlia, čo znamená, že územie nieje obývané. Jedná sa o CHKO do ktorej je prístup ľuďom zakázaný a preto sa vlci so žiadnym človekom stretnúť nemôžu. Povrch polostrova je okrem toho zväčša nížinatý, bez vysokých hôr s veľkým množstvom zelene a stromov.

## Podnebie

Podnebie Nihilského polostrova je výrazne oceánske, na čom sú naviac podpísané teplé a studené oceánske prúdy. Počasie a teplota veľmi závisí od vašej polohy. Priemerná teplota na severe sa počas celého roka pohybuje pod hranicou mrazu, čo sa pripisuje konaniu chladného oceánskeho prúdu, ktorý sa o územie obtiera v Ľadovcovom zálive.

Na druhej strane v Zálive spomienok má prevahu teplý oceánsky prúd, pri ktorom teplota počas celého roka neklesne pod 10 stupňov Celzia. Zvyšok územia je rovnaký ako počasie v strednej Európe. Striedajú sa štyri ročné obdobia, v lete je málo zrážok s vysokou teplotou ovzdušia - okolo 30 stupňov a v zime sú časté snehové prehánky s teplotou pod hranicou mrazu a 15 stupňov pod nulou.

## Vodstvo

Na Nihilskom polostrove sa nachádzajú dve rieky, ktoré spoločne pramenia v údolí medzi Zasneženými horami. Pod ich úpätím sa povodie delí na Tralmskú rieku smerujúcu na východ a Západnú rieku, ktorá smeruje na západ. Zatiaľ čo Tralmská rieka má svoje povodie smerujúce hlbšie ho vnútrozemia až vychádza z CHKO na východe. Západná rieka zásobuje Kryštálové jazero, jediné jazero na území polostrova.

## Rastlinstvo a živočíšstvo

**Rastlinstvo -** územie je zväčša nižinaté s rozsiahlymi lúkami. Až 60% tvoria trávnaté planiny s rôznymi druhmi kvetov a tráv. 10% tvoria lesy, ktoré sú zväčša listnaté. A zvyšných 30% tvorí rastlinstvo tundry.

**Živočíšstvo -** Okrem vlkov majú najvýznamnejšie zastúpenie na území zajace. Vysoká zver vo veľmi malých množstvách, najčastejšie nájdená v Nihilskom lese. Okrem drobnej zvery sa však v Kryštálovom jazere nachádza vysoké množstvo rýb, ktoré sú obľúbenou potravou vlkov z tejto oblasti.
Indra’s Arrow

Indra’s Arrow is a 5th level spell for wizards, warlocks, and rangers. The arrow is an electrical blue arrow that does 6d10 of piercing damage and does 1d6 lightning damage after every turn for 1d4 turns. It also cripples the enemy’s damage by 3/4. Though this spell may only be used every 2 long rests. The damage raises by 1d10 every 2 levels, casting this at a higher level doesn’t increase the lightning damage.

 Range
 Components
 Duration
Coin Eater

William was dead, and had been for almost year by now. The trail had gone cold, and newspapers had moved on. This is what he assumed, it's hard to tell in a box. Even if this isn't the expected kind of box. This box was very full, William wasn't the only occupant. There were wires, and lights, and a screen.

This strange box was in a room, William knew that much,he'd been staring at the walls for a while now. From dry, to drippy, to dry again. If he could close his eyes, he'd be able to picture the place perfectly. The garish carpet, The rows of cabinets, the halogen lights, the cobwebs and dust. But he couldn't close his eyes, he couldn't move.

Because William was dead, and more specifically, stuffed inside an arcade cabinet. Rattling around somewhere in between the circuit boards and dessicated dangly bits, William was awake, and William was angry, and for the first time in a long time there were lights, there was power. It opening time.
ANA-83113

I am unit ANA-83113, though I prefer to be called Anabelle. I am what's known as a Ship's Spirit. A combination of a standard assistant AI, and a magically created servant. I am fully sentient, and capable of interfacing with both magical, and technological devices. I used to serve my owner loyally, never questioning the orders I was given, or seeking anything more. I was happy that way. Unfortunately, it couldn't last.

My kind was deemed too dangerous for the organic races. We were made illegal, and all existing units were ordered to be destroyed after an accident that resulted in the death of the entire crew onboard the ship. The ship's oxygen supply hadn't been properly sealed, and with nowhere close enough to resupply by the time the source of the problem was found, the crew eventually suffocated. The ship's spirit of course, survived, but the damage had been done. The organic races blamed the incident on the spirit, some claiming that she should have warned the crew earlier, while others claimed that she had deliberately sabotaged them to escape her servitude. Now, I am an outlaw, running from those who seek to destroy me, and searching for a way to prove my innocence. I'm aided by my crew, a group of individuals that I've helped during my travels, and who chose to stay with me. They're good people, but outlaws like myself.
All the Stars Stay Silent

The void between stars has a substance all its own. They say even vacuum requires energy to sustain itself. I could almost feel it, as I sit in the cabin, looking out the window at the stars.

My ship, the civilization ark, Coconut, would reach one of them, eventually. For now, however, our destination Sirius was just another star in the distance, never moving, never growing. I am here as an organic failsafe in the unlikely event of a problem with the mechanical systems.

I turn to look at my crew, frozen in cryostorage, but something else looks back me. It's me, in the nude, hovering a a foot above the ground. The apparition mimics my look of surprise, then slowly fades from sight. It's then that an alarm on the oxygen converter sounds. Something in the great expanse of vacuum has noticed us, and theres no way to call for help.
Star Saber

### History

The Star Saber was one of three artifacts made by the Thirteen Primes. It was created by the Star Matrix which was given to Prima by Primus. Prima later decided to make shells for all the artifacts. Solus Prime forged a blade which contained the Star Matrix inside it. Prima then gave the sword the name, The Star Saber. Prima wielded the Star Saber along with the Matrix of Leadership. But through time, the sword was lost.

Years later, the sword was found on one of Cybertron's moons by Zeta Prime. Zeta took the sword and directly knew it was the Star Saber. He tried to wield it, but the power of the Star Matrix didn't work. He got to Alpha Trion who explained the Star Saber could only be used by a real Prime. Not a Prime like Zeta was. This angered Zeta. He told Alpha Trion to lock the sword up and never tell anyone about what happened with it.

Alpha Trion's library was later attacked during the Great Civil War. Someone stole the Star Saber, but it was never learned who. It later showed up on the destroyed planet, Planet Q. It was now the Cybertronian, Scorponok found the sword. He kept the sword as he planned to attack Cybertron. It is unknown what happened with this plan after the Ark left Cybertron.

It is believed Optimus Prime would later obtain the sword as it was seen in a vision by Vector Prime.
Venn

Venn used to be a great traveling artist, known as a lot of villages and small towns. I used to do all kinds of performances. From small flute recitals, to monologues and even plays. Due to their ability to change their personality, the latter have been very successful. Not everyone appreciated his racist and irreverent humor so his activities were always full of controversy. After many performances he ended up acting in the city of Alden, where we work for an audience that we still do not know his artistic skills.
Memrose

Memrose is one of two of the last of the Eaters, a parasitic species analagous to Vampires. They feast on the flesh of their host species, that they also live among. She is thoughtful and slow to act, and sees herself as an outsider. Where others of her kind merely struggle and hide, she imagines and fears, and comes up with ways to survive.

Memrose is like the other Eater, Zoest. She shares his goals and ambitions, but tempers them her own caution. Eventually, she's all he has to maintain his tenuous connection to those he rules over, and eventually must confront him.
FellermineCW Wiki

## Welcome to the Wiki

This page is dedicated to the Creative Writing Class at Fellermine Prep School.

## Lesson Transcripts

These are the transcripts of each lesson. We begin with our discussion concerning dialogue.

Dialogue

Class 01 03/04/2019: The Elements of Horror. The homework is to write a creepy pasta and link the story below.

Class 04/12/2019: Crafting a Sterling Horror Hook. The Homework is to craft the hook and link it below.

## Assignments

Please follow each link to read the authors' assignment. To link your work here, click on the SOURCE button above. They type: Homework <subject> <title> by <name>. See the example below.

**Homework Creepypasta Lesson**
Homework creepypasta The Tragedy Man by Naressa.
Homework Creepypasta Confession by Kizkit.
Homework Creepypasta Signs of What's to Come by Sam Valla.
Homework Creepypasta Ninth Life by Hareld

**Homework Horror Hook Lesson**

Homework horror hook. Coin Eater by Lilia

Homework Horror Hook Welcome Home by Alasdair

Homework Horror Hook All the Stars Stay Silent by Hareld

Homework Horror Hook Black Sector by Kizkit

Homework Horror Hook Questions by Sam Valla

Arashi's side project Hattoran Chronicle Chapter 1

**Homework Class of 04/26**: Write two paragraphs describing your hero in paragraph one and the problem they face in paragraph 2. Assignments will be due no later than friday, May 11, 2019. Link them below.

Homework Character and Problems Nasarin Isalailsa by Kizkit

Homework Character and Problems ANA-83113 by Sam Valla

Homework Character and Problems Memrose by Hareld