recursal/Fanatic-Fandom huggingface dataset:
Session 71 "Assault on the Tower"

Session 71: Assault on The Tower

Hell has come to Athkatmon, and if the forces of The Nine Hells have their way, it will come to the rest of the nation of Amn and then the world. The final phase of the incursion underway, the Devils have taken the city, the majority of the population has been transformed in horrid ways, their flesh and minds melting, the rest finding their lives in extreme jeopardy.

However there are those that oppose the Devils—Athkatmon is not without its heroes. The Lucky Seven have just been teleported into the city by Balistar North, guardian of The Portal that leads from the heart of Athkatmon to the plane of elemental air, a portal the devils have in their sights and need to take to expand their reach. The devils appear to be using what was originally billed as a skyport, a 400 foot tall tower in the center of the bridge district of the city as a means of opening a gateway that is responsible for the transformation of the city and the means through which the majority of the invading force seemingly has arrived. This tower is the target of The Lucky Seven; they mean to cut the portal off, however upon their arrival they found the tower to be well guarded.

After a grueling battle against elite warriors of The Nine Hells and an especially vicious and dangerous pack of hell hounds The Seven Emerged victorious…a feat that the devils would have viewed well beyond any mortals, actually shocking and terrifying some of the devils.

The group is now in the base of the tower having just cleared out the welcome wagon, all save one of the opposition are dead. A single Hell Hound put to sleep by Bip’s sleeping toxin remains. During the battle Rhys nearly fell, but in a phoenix like explosion of light and fire, remained standing. However seeing Rhys burn triggered something within Gram, a sight that seemed to activate his terrible transformation into a raven like version of himself, a form he had last taken in the lair of The Phoenix. Muffy, who’s dementors devastated the opposition, was in the final moments of the fight knocked out. She is awake again, ending the conflict with a final blow from her mace of disruption.

Bucky has just discovered a tube syphoning sludge up into the tower that she believes she can gain access to and an exit leading off and curving up leading higher into the structure.

As we pick up, Gram transformed, all covered in the viscera of the remains of Devils, Muffy looks to her victorious, but weary, allies and begins to speak words of inspiration.
Skabatha Nightshade

Skabatha Nightshade is a witch and oldest sister of the Hourglass Coven. When the coven took over Prismeer, she took over Thither. Santa revealed to The Lucky Seven that long ago Skabatha had once been his apprentice, in fact his first apprentice and was a talented toy maker but her heart had grown cold long ago. He visits her each year to see if he might be able to somehow help her find what was good in her, but thus far has had no success.
Session 87 "The Lucky Seven Take the Ship"

Session 87 recap: The Lucky Seven Take the Ship

The large insectoid looking devil who commanded the ice called out to The Lucky Seven in your minds as you reached the helm of the enormous flag ship of the invasion from The Nine Hells. After the entity identified as General Vressar they told you to surrender or be assimilated into the ship like so many other poor souls who you had encountered in your brief tour through its endless halls and corridors. But of course, The Lucky Seven are not so easy to take out. The fight was brutal, but despite the power of Vressar, and the bone devils, and masked devils under his command, The Lucky Seven proved more powerful. Dorn remained phased during the fight, drawing the focus of the majority of the other devils attacks while Rhys, Gram, and Bucky went face to face with Vressar. When things looked especially dire for Dorn and Rensig who had been separated from the rest of you by Vressar’s ice, Muffy appeared out of the ethereal plane, healed both of them, and used her magic to influence two of the devils to just go away and search for other enemies before immediately returning to the ethereal plane. In the end, it was Rensig who took Vressar out with a blinding lightning bolt. The Bone Devils proved the hardest to take out, but thanks to Muffy’s telekinesis they were greatly inhibited in their abilities and eventually removed from the field of battle.

With the enemies mostly under control for the moment, Bucky investigated the helm of the ship and realized that the point of control seemed to be the three entities in the floating chairs. Bucky, and Dorn (after Rhys had revived Dorn), removed the entities from those three floating chairs, and then Bucky, Dorn, and Gram took their places. We pick up, Bucky, Dorn, and Gram have just tapped into the ship. Muffy can hear reinforcements getting ever closer. The main force of Bone Devils will be on you in a matter of seconds with potentially hundreds more like the two you just defeated. Good luck, Lucky Seven. You’re going to need it.
Tyr

Tyr is the God of Justice. He is portrayed as blind or with a bloody bandage over his eyes and missing his right hand, for which he bares his title of the Maimed God. His title of the Even-Handed, though it referred to his position of god of justice, was also seen as dark humor. His wounded eyes were seen as symbolic of "blind justice" and the sometimes cost of living a lawful life.

He usually was shown as a burly, noble warrior with a powerful build and a bearded face.
Mikaela Petrovich

**This article, Mikaela Petrovich, was written by ChibiPotatoes. Please do not edit this article without their explicit permission.**

## Mikaela Petrovich

Mikaela dressed in typical Crusader attire.

## Character

### **Born**

452975.M41
Hive Darius
Rufraunova

## Personal Details

### **Hair colour**

Platinum Blonde

**Mikaela Petrovich** (born 452975.M41) is the current Captain commanding the 1st Valkyrian Crusader Guard’s quick response and shock infantry unit. Under the direct command of the Tech-General, it is Mikaela’s responsibility to lead a spearhead of the regiment’s most veteran infantry into the thickest combat. Equipped with a pair of ballistic gauntlets, Mikaela makes short work of her opponents through her skill in close quarters martial arts.
The Golden Expanse

The Golden Expanse is the largest contiguous open plains region in all of Amn running from the sea in the west to Snake Woods in the east, enclosed by the Cloud Peak Mountains to the north and the Aldor River to the south. It is an ample resource, heavily used by ranchers from Athkatmon, Crimmor, and Eshpurta, as well as smaller communities.
The Timepiece of Travel

When Rensig regained his lost memories of being an Archfey named Tuxil the Trinkletlord, he also remembered that within his possession, in his cave was something the group was questing for. A piece of The Rod of Seven Parts. This one, known as the time piece of travel, looks like a simple but elegant pocket watch that refuses to sit still. It is almost as though the watch is continuously disintegrating and reforming second to second taking on new shapes with a will of its own.

TIMEPIECE OF TRAVEL

*Wondrous item, artifact (requires attunement)*

While attuned to this device you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the *longstrider* spell on yourself at will.

***Turn-by-Turn Directions**.* You can name any location within 10 miles of your current location that is known  to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.

The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the *timepiece of travel,* it cannot be used again until the next dawn.

**Get *Away From It AIl****.* As an action, you can cast the *teleport* spell. Once you use this feature of the *timepiece of travel,* it cannot be used again until the next dawn.

***Short Trip.*** As an action you can cast the spell *Dimension Door*. Once you use this feature of the *timepiece of travel,* it cannot be used again until the next dawn.
Session 51 "The River of Death"

Session 51: The River of Death

With her companions in rough shape at the bottom of the
water fall of sludge, Bucky met with Balistar, purchasing a magic item that
might be of some help in retrieving the others. Balistar was filled with
questions about The Lucky Seven’s discovery. He explained that he believed the
sludge to be some sort of corruption of life force, some sort of tainted soul
run off. But what he wondered was, where was it coming from and why was it flowing
to this location you had found by mapping out the murders? How were the rituals
and tortures connected to it? How was The Giant’s Legion connected to it? And
finally, where was all of the sludge going and how was it ending up in the
automotons?

Back at the base of the waterfall of sludge, Gram Palos of
The Lucky Seven returned, stepping out of this younger new comer Gram’s shadow.
While hours had passed since he disappeared, for him it had been decades,
trapped in another world. He was now much older, more somber and missing an
eye. He went by the name Woari now, the name Gram no longer having much significance
to him.

Eventually Bucky, Dorn, and Rensig showed up, Bucky with the
magic token she bought from Balistar. Throwing it into the water it transformed
into a row boat. While some talk once again arose of trying to get back up the
waterfall, the group collectively decided the best bet was to follow the river
to try and perhaps get a better grasp on what the sludge was, or at least why
it was all flowing in this direction.

Although the trip was somewhat taxing, taking you deeper and
deeper below ground, with another waterfall even greater than the first, The
Lucky Seven eventually came across several automatons loading the sludge into
barrels on the banks of the river. A sole sentry stood watch over the activity--a strange being standing on four limbs, larger than any dog,
with burnt red flesh and metal plates affixed along it’s body like armor, with
a gaping tooth lined circular maw for a face and a long barbed tongue coming
out of this mouth. It issued one order in infernal:“Don’t touch the barrels" it said directed
at all of you. And with that, new Gram touched the barrels and the creature
attacked. You eventually did overwhelm and defeat it, but it came close to
killing this new comer in the process. Following the fight, Woari noticed
tracks leading away from the barrels at the bank, towards a massive ravine. The
tracks seemed to go over the side and down the ravine. Curious but tired you
decided to make camp for the night, finding a spot some ways off from the path
from the river to the ravine.
The Yaka Arrow

A gift from the elves of Dumistra to The Lucky Seven for their aide in stopping the war with the humans. This arrow is based on the magics of the centaurs, and tweaked by a gnome inventor. It can be controlled through various whistle tones. The arrow moves incredibly fast as if fired from a bow, but no bow is necessary, just whistle tones and unlike an arrow fired from a bow, the yaka arrow can change direction mid flight. A skilled user can have it change direction many times allowing the arrow to strike a single target over and over again before the target knows what hit them.
Yew Wood Hand of The Great Tree

Dorn's hand was removed by Lady Cooper after, Dorn was captured on a mission to gather intel on The Coopers. This hand was replaced, grown from a seedling overnight by Bip as a sign of good friendship upon their meeting. Dorn has full control over the hand and it functions as a complete and efficient replacement of his old one, the roots of the hand connected directly into Dorn's body. The hand also allows Dorn to access it's great power for some fantastic effects including the ability to create vines to attack with 3 times a day and the ability to transform Dorn into an avatar of nature once a day, although this transformation is extremely taxing on Dorn.
Northern Bainians

The northern Bainians were a subspecies of the Bainian species that populated northern Bainia. They often fought over Bainia with their southern cousins, sprouting several Bainian wars. They come from the planet Bainia, a water drought planet that has dried out, some even say the northern Bainians were once a more bluer color, like their water-breathing cousins, but who's to say if that's correct.

## Appearance & Features

Northern Bainians were amphibious, meaning they can live on land and water. They often spent their time hunting in the oceans at day, and sleeping in homes at night. Most northern Bainians have a green or brownish skin color. Some say that they used to have bluer skin, this is backed up by ancient cave paintings. However, scientists could've misinterpreted them, maybe being the southern race instead. There were, however, marked differences between the two species. These Bainians often have 3 pairs on horns rather than 2, these have tentacles draping from their heads rather than fins, and overall are less violent then their southern counterparts.

## Society & culture

These Bainians are less feared, and more respected, do to their loyalty as a race, they are usually supportive to each other, despite the on going wars between the two civilizations, these Bainians know how to keep their calm, and wits. However, just because most of the ratio of this species is more respected, doesn't mean northern Bainian criminals don't exist, (No matter how respectable and caring the species is, they're always going to be criminals, sadly). Scorcher is a well-known northern Bainian criminal. The main northern Bainian language nowadays maybe English, but, before English was invented, their main language was Aini. Aini often used verbal clicks, and "nluck" type sounds, but was more like ancient tribal languages.

## History

The Bainians hailed from the planet Bainia, a vast desert planet with giant coral structures, and many cities, and huts everywhere. Legends have it that Bainia was once covered with water as far as the eye could see, but major geographical changes, and global warming evaporated all the water. Both species were once aquatic only, but they all had to adapt to the hot desert sun after the great event, some even say that both races were at peace during the before times, but now, they blame each other for ruining the planet, this has lead to many wars throughout Bainia's existence, which makes the planet a stressful one to be on. Their leader, Hubba Pyknos, often resents against these wars because "it's not the way of our ancestors", and it gives the planet a bad look. Several northern Bainians were in fact involved in the Great Bainian Invasion of 2004, but still, Hubba says he had no control over it, despite having the control. In fact, Bainia owns most of the planets in the Aniee system, and several main systems like Volvos, Yedrone, Ailouro, and formerly Brichi 88.
Zadara

One of the more reclusive golden lords of the High Houses of Sigil, Zadara of the Merkhants is yet one of the most influential, her coffers having funded countless artistic and scientific projects across the Cage in the decades since her having come to the city. She cuts a striking figure from her nearly 70 feet of height alone, though when walking Sigil, she often uses magic to reduce herself to a "mere" 25. The Lucky Seven were lead to her enormous manor in The Lady's Ward in order to hire a retainer of hers, Lisette, for her services as a portal finder.

When Rhys mentioned being The Arotolux in front of her she was immediately impressed as were all of the figures in her court. Since then she has pledged to help The Lucky Seven in any way she can, including fitting the bill for both Kylie and Lisette's services.
Session 67 "Bella Mar"

Session 67 recap: Bella Mar

In the morning, The Lucky Seven members minus Dorn made their way with Chadwick Huddleton, Ebon, Jasinda, Marco the Donkey and the body of Ines Muraster south towards the Dusk Meadow, the part of Athkatmon where the cemeteries were kept, walled off from the rest of the city. From there the Lucky Seven continued on with Chadwick to Dorn’s hideout in the southern slums while Jasinda and Ebon made arrangements to have Ines buried.

Dorn meanwhile was interrogating Samuel Chivers. He found out more information that Evensow’s villa was in an elite sea side resort area known as Bella Mar. Once The Lucky Seven had all met up at Dorn’s they interrogated Chivers more, found out that Evensow was a head of the Chimera something Amon had referred to himself as, and tried reasoning with the man without much success. Dorn knocked him out again, and they brought the unconscious Chivers to the resistance, and from there started forming a plan. With a good sense of what the Baker’s Guild was up to and who was running it, the idea was to do something about it by going after Evensnow, but they were divided as to whether to approach by force, find out more information and do reconnaissance or try to recruit more allies.  In the end it was a bit of all 3.

They left Chivers to be watched over by the resistance and made their way back through the sewers to Dorn’s hideout, finding it watched by The Giant’s Fist, found another way out of the city and made their way south.

The first stop was to the palace of Hazzim Albikkar where they called upon on old friend, Quora, Hazim’s personal bodyguard for help. She informed them that she could not leave, that she was worried about Hazzim’s life and that an attempt had been made on it. She was not sure by who and until the matter was resolved this was her first priority, however even with her harsh feelings about what the group had done to Hazim via Kashara the Guardian of The Tarasque, in order to prevent a war, she did ultimately offer you some assistance in the form of potions and weapons.

As dusk set in on the streets of Bella Mar, not sure where to go, the group spotted a coach that they were able to surmise belonged to someone of some importance based on the guard about it and although Bucky was not able to jump on it, Bip followed after on Gram’s request.

The rest of the group tracked where the carriage had come from to a rather impressive looking Villa and quickly put together that it was Evensow’s. After some more debate as to how to approach, Gram made Bucky and Dorn invisible and they snuck in. Everything was going well, they made their way past very veteran looking guards and into the villa itself, that is until they encountered the help a butler and a maid, who despite the siblings invisibility, were able to still somehow detect them and attacked, and that’s were we pick up now…
The Cleaver

An incredibly large and heavy double-headed axe with a half over five feet long with a wickedly sharp blade. The ax had once belonged to Ventura of The C Squad. After his death, Gram claimed the ax for himself.

When swung with full force the ax cleaves through its opponents' armor with ease, slicing chain, plate and shields like melons, its deadly momentum often carrying it towards a second target.

When Gram attacks with this weapon, he scores a critical hit on a roll of 19 or 20. Additionally, when he hits a creature with this axe, he may choose another creature within 5 feet of his original target and within his reach. If the original attack roll would hit the second target (beat their AC), they take damage equal to half the amount dealt to the original target.

**Gommoth’s Greataxe (aka the Cleaver unlocked)**

Very rare weapon  (requires attunement)

This Greataxe was crafted by the infamous Fire Giant weapon smith and cult leader Gommoth to be especially effective against humanoid targets. The axe retains the properties of The Cleaver, but is now a +1 Greataxe. When attacking targets of the humanoid type it does an extra 1d6 fire damage. Once a day the wielder of the axe can cast the spell heat metal (spell save DC 16).
Ynes Muraster

Ynes was The Lion of the The Resistance. She is a former member of the Arm of Ucerin, but left after she found corruption with in the ranks. She was one of the founders of The Resistance along with Oswalt and Anoushka Kholana. After a battle with a powerful Devil that had been murdering people and collecting their hearts, Ynes was killed. The Lucky Seven tried to bring her back by bringing her to Thadius Dawnhunter, but he was unable to resurrect her as her heart was missing.
Will of The Feywild

Will of The Feywild is the leader of The Getaway Gang--a group of children that live in the forests of Thither. Will and his band are set on rescuing the children who are prisoners of Skabatha Nightshade at Loomlurch. He has a displacer kitten named Star. Granny Nightshade has posted wanted posters up around Thither offering rewards for his apprehension.
Wyrmshide Bow

Found by Bucket Girl in the horde of her father, given to Sky Mouse as a gift. Sky Mouse can't use the bow as a weapon but rather wears it as a sort of charm necklace and can activate it's properties with the command word.

**Wyrmshide Bow**

*Weapon (shortbow), rare (requires attunement)*

This bow is crafted with delicate dragon scales and strung with a fiber from a dragon's heart. While holding the bow, you can use a bonus action to speak its command word and channel the energy of the dragon within. When you do, the bow forms a draconic cowl of elemental energy around you. For the duration of the cowl, you gain the following benefits:

* You gain 25 temporary hit points, which last for 1 minute.
* You have resistance to damage of the same type as the elemental energy of the cowl which in this case is poison.
* On a hit, the bow deals an extra 1d8 damage of the same type as the cowl's energy (poison). If the target is a dragon, this extra damage ignores any resistance or immunity it has against that damage type.

The cowl remains until you lose all these temporary points. Once this property has been used, it can't be used again until the next dawn or until the bow is used to slay or help slay a Large or larger dragon. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Waukeen

*Our Lady*
of *Gold, the Coinmaiden, the Merchant's Friend, Goddess of commerce.* Worshiped in Amn by the Church of Waukeen.

Notable followers:

Barasta Cleeith

Waukeen is the Goddess of wealth and trade, on
both sides of the law. Her most ardent worshipers include shopkeepers, members
of trading costers, wealthy merchants, caravan guides, itinerant peddlers,
money- changers, and smugglers. Those who take Waukeen as a patron can be reliably
thought of as greedy, but the Coinmaiden is said to frown upon misers and smile
upon the industrious and the profligate, and thus priests who bear her holy symbol
find themselves welcome in many towns and cities.

She's the most worshiped God in Athkatmon where
money is valued above all and is the most prominent God in all of Amn. She's the goddess of monetary transactions.
There are celebrations of her all year round.
Those who worship Waukeen travel from very far to the city of Athkatmon as part of a pilgrimage. The holy site to her is
practically the size of a small town, filled with clergy, various devout people
who have traveled to pay reverence to her, etc. very active.
Zybilna, Queen of Witches

Zybilna is an archfey, known as The Queen of Witches and also known as Nicnevin the Moon Weaver and Lady of Copper and Crystal. Before three of her subjects the Hourglass Coven betrayed her she was head of The Crystal Court and ruler of Prismeer. That was until the coven froze her and every other member of the court and tampered with the memory of another archfey living in those lands, Tuxil The Trinketlord. Reynard informed Gram that she is one of the most likely of the Archfey to make pacts with mortals for power and take on warlocks who serve her on the material plane.

Upon reaching the Palace of Hearts Desire The Lucky Seven learned that Zybilna is a future version of Bucket Girl.
Webgrib Bow

Found by Bucket Girl in the horde of her father, given to Bibble as a gift.

**Webgrip Bow**

*Weapon (short bow), rare (requires attunement)*

This 8-armed bow uses the remains of a spindly spider's legs and maw. The bow has 3 charges and regains all expended charges daily at dawn. When you make a ranged attack with the bow, you can expend 1 of its charges to lace it with sticky spider silk. On a hit, the arrow magically sheds the silk and releases it as a net-like web. If the target is a Medium or smaller creature, it and each Medium or smaller creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or be restrained until the end of your next turn. If the target is a Large creature, only it must succeed on the saving throw instead. Huge and larger creatures are unaffected by the web.

***Summon Spiders.*** While holding the weapon, you can use an action to speak its command word to summon 2 swarms of insects (spiders) or 1 giant spider, which appear in unoccupied spaces that you can see within 10 feet of you. The GM has the creatures' statistics. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. A summoned creature disappears when it drops to 0 hit points, after 1 hour, or when you end the effect early as a bonus action. Once this property of the bow has been used, it can't be used again until the next dawn.
Northern Kvoras Forest

video File:Placeholder
The Northern Kvoras Forest is a forest that is heavily shrouded in local folklore. Some say that it houses demons, other says it is a sacred place of the elven race, and some say it is filled with magical fairies and gretts. Located in the northern reaches of the Sylva continent, it is a place that is almost entirely unadventured and considered sacred by the locals surrounding it. The entrances to the forest are heavily wooded and venturing in anywhere besides a small road at the northwest boundary is a nightmare, as the forest regenerates as quickly as it is damaged. This place is so mysterious, not even the gods know of it's secrets, and no one, mortal or immortal has ventured in and come back. The forest spans an incredible 100 kilometers wide and 160 kilometers long, taking up the majority of the Northern Geltic Tribe's, Schmork, territory.

## Discovered Valuables

The forest is known for its mystical aura and unknown phenomenas, but some of its vegetation, mosnters, and minerals have been documented and are in high demand. These include the bush herbs, Gicku, Salva, Potuh, and Gringeer. which are mostly used for medicinal purposes. The monsters hunted there consist of Bark Horn and Kikilla which provide great weather resistant hides and muscle for bows. Lastly the rare mineral collected there, the Gore Gem, is an extremely rare mineral only found in places with high concentrations of dark magic. These are used for explosive magic boosts and mage staffs.

Most of these minerals are collected strictly by the Schmork tribe, and access is forbidden by them unless you are granted special permission by a chief general or higher in rank. More about the Schmork tribe here.

## Human Interactions

The Kvoras Forest is known to have many adventurers fall to its mystical ways, though some methods of adventuriing in a small group and going in for less than thirty minutes have been formulated by the elders of the Schmork tribe for generations and without a Schmork guide you would most likely not return. The forest is divided in three seperate boundaries, the first is the safe boundary, where you can adventure without fear of the unknown for a limited time, as long exposure causes people to not return. The second is the danger boundary, where the instant someone crosses the boundary, they dissappear or run straight towards the center of the forest. The only exception to this was a traveler named Dorvakk Arcane, when he crossed the boundaries, he returned with the shield of a Schmork warrior who had ventured there. He would not tell anyone what he had seen there. The third boundary is the unknown, the area that is out of sight of the gods and the warrior, that part of the forest is covered in a thick fog and a magical boundary preventing anyone from viewing into that part of the forest. The Schmork tribe respects these grounds and considers it sacred ground of their deity.
Waukeen’s Promonade

Waukeen's Promonade is an enormous open air market in Athkatmon, the most famous market place on the continent. It is said that one can find almost anything here. The market is situated in a colosseum like structure with shops along each level of the ever rising walls. Muggy’s is located on the top level of the market, the 4th floor. The Lucky Seven first came together here to save people from an attack from two wolf like creatures.
Wand of Paralysis

Originally in the position of Gwen Cooper, Rhys took the wand off of his mother after The Lucky Seven's vicotory over The Coopers and their flying mechanical beholder in Gracklestugh.

*Wand, rare (requires attunement by a spellcaster)*

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitutionsaving throw or be Paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, Ending the Effect on itself on a success.

The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Theodosia's Tea-Marbled Eggs

Pages with this template are automatically included in the Work In Progress category.

**Theodosia's Tea-Marbled Eggs** is a bonus recipe from the Tea Shop Mysteries series. It can be found at the end of *Death by Darjeeling*.

## Ingredients

* 3 cups of water
* 8 small eggs
* 2 Tbs. loose-leaf black tea (about 4 tea bags)
* 1 Tbs. salt
* Paprika (optional)
* Parsley, minced (optional)

## Steps

1. Place the eggs in a pot with cold water. Cover, then bring to a boil. Reduce heat and simmer 10 to 12 minutes. Carefully remove the eggs. Don't discard the water.
2. Place the eggs in fresh cold water. When they are cool enough to han­dle, gently tap each egg all around with the back of a spoon to make cracks. Add the tea leaves or tea bags to the reserved water and place the eggs back in. Add the salt and sim­mer while covered for one hour.
3. Remove the pot from the stove and allow the eggs to soak in the tea water an additional 30 minutes. Remove eggs and cool. Eggs will now have a brown marbleized design. To serve, slice the eggs in half lengthwise then sprinkle with paprika and minced parsley.
Tea Shop Mysteries

The **Tea Shop Mysteries** is a cozy mystery series written by Laura Childs. The series began on January 1st, 2001 with *Death by Darjeeling* and has since been ongoing.

## Books

### Main series

1. *Death by Darjeeling* (2001)
2. *Gunpowder Green* (2002)
3. *Shades of Earl Grey* (2003)
4. *The English Breakfast Murder* (2003)
5. *The Jasmine Moon Murder* (2004)
6. *Chamomile Mourning* (2005)
7. *Blood Orange Brewing* (2006)
8. *Dragonwell Dead* (2007)
9. *The Silver Needle Murder* (2008)
10. *Oolong Dead* (2009)
11. *The Teaberry Strangler* (2010)
12. *Scones & Bones* (2011)
13. *Agony of the Leaves* (2012)
14. *Sweet Tea Revenge* (2013)
15. *Steeped in Evil* (2014)
16. *Ming Tea Murder* (2015)
17. *Devonshire Scream* (2016)
18. *Pekoe Most Poison* (2017)
19. *Plum Tea Crazy* (2018)
20. *Broken Bone China* (2019)
21. *Lavender Blue Murder* (2020)
22. *Haunted Hibiscus* (2021)
23. *Twisted Tea Christmas* (2021)

### Anthology

1. *Tea For Three* (2013): An omnibus that includes the first three books of the series.
Tea Shop Mysteries Wiki

**Welcome to the Tea Shop Mysteries Wiki!**
This wiki is a free-to-use encyclopedia about the Tea Shop Mysteries: a cozy mystery series written by Laura Childs. Articles about the novels, the characters, the author, and more can be found here!

**This wiki is in need of editors!** Want to help out? Click the "add new page" button to get started!

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
The Jasmine Moon Murder

Pages with this template are automatically included in the Work In Progress category.

## Chronology

### Next

Chamomile Mourning

***The Jasmine Moon Murder*** is the fifth book in the Tea Shop Mysteries series. It was written by Laura Childs and was originally published on September 7th, 2004.

## Character Appearances

### Debut

* Jasper Davis
* Rex Haggard
* Vance Tuttle
* Star Duncan
* Lois Kimbrough
* Ben Atherton
* Emily Guthro
* Peaches Haggard
* Cleo Atherton
* Gus
* Pete Tureau
* Marcus Matteo

### Reoccurring

* Theodosia Browning
* Drayton Conneley
* Haley Parker
* Earl Grey
* Delaine Dish
* Jory Davis
* Burt Tidwell
* Libby Revelle
* Constance Brucato
* Miss Dimple
* Brooke Crockett
* Timothy Neville (mentioned)
* Cooper Hobcaw (mentioned)
Katenya Yurievna

**This article, Katenya Yurievna, was written by ChibiPotatoes. Please do not edit this article without their explicit permission.**

## Katenya Yurievna

Katenya armed with the Regiment’s relic power sword, *Ragnkatla*.

## Character

### **Born**

686974.M41
Hive Sacramonia
Valkyria

## Personal Details

### **Hair colour**

Platinum Blonde

**Katenya Yurievna** (born 686974.M41) is the current Tech-General of the 1st Valkyrian Crusader Guard and is characterized as one of the the youngest women to hold the position since the Regiment’s foundation. Katenya was raised as an orphan *Progena* in the Schola Progenium of Valkyria where she was singled out for both her martial skill and high marks in strategy and tactics.

## General Information

Katenya is the current commander officer of Valkyria’s 1st Valkyrian Crusader Guard|1st Crusader Guard, the planet’s most prestigious and honored regiment of shock troops. Under her
leadership, the 1st Crusader Guard have taken a very active role as part of Roboute Guilliman’s Indomitus Crusade which has allowed Katenya to take a highly aggressive stance against the enemies of the Imperium, chiefly heretics dedicated to Chaos and xeno incursions in the Narfaskar Sub-Sector.

Over the course of her short—yet decorated—career, Katenya has demonstrated a natural skill with all forms of close combat weapon although she has a particular proclivity for swords and greatswords. She currently wields the Regiment’s only significant relic, *Ragnkatla*, which was rumored to have been the weapon of choice of the Valkyrian Guards’ first commander, Sabritta Konstantinovna. Not taking her position of authority for granted, Katenya commands the military forces of her Regiment from the frontline often embarking aboard a Taurox transport straight into the melee where her skills with a blade are put to best use.

## Equipment

Katenya serves as the Tech-General of the 1st Valkyrian Crusader Guard which is an equivalent rank to any regimental commander in similar units. However, in the case of most Valkyrians elite units, Katenya is equipped in a fairly untraditional manner. She does not wear conventional carapace armour and instead relies almost entirely on her agility and a powerful conversion field to keep her protected. Aside from her conversion field, Katenya also wears a pair of advanced greaves that help to compliment her speed and allow her to jump distances incapable of a normal human. Katenya’s only armament is the regiment’s relic power sword *Ragnkatla* which possesses the ability to cut through most force fields and conversion fields, allowing the user to strike their opponent directly.
Airi

**This article, Airi, was written by ChibiPotatoes. Please do not edit this article without their explicit permission.**

## Airi

Airi as the chief ice-bender of the Frost Nomads.

## Personal Details

### **Hair colour**

Brunette

**Airi**, sometimes known and referred to as the **Ice Queen**, is the ice-bending Shaman of the Frost Nomads and a major leader in the magically-inclined population of the Nomad clans. Trained by the mysterious shaman and witches of the North, Airi is a close associate of Sulne and often accompanies her on her adventures as a key advisor. Airi is known both for her calm and cordial demeanor as well as her fearsome reputation as a warrior.
Gunpowder Green

Pages with this template are automatically included in the Work In Progress category.

## Chronology

### Next

Shades of Earl Grey

**Gunpowder Green** is the second book in the Tea Shop Mysteries series. It was written by Laura Childs and was originally published on March 1st, 2002.

## Covers

**2002 First edition Hardcover
(English)****2002 Second edition Hardcover
(English)****First edition Paperback
(German)**
## Trivia

* The German title for this novel is "Picknick für eine Leiche." Literally translated, it means "Picnic for a Corpse."
Nebuchadnezzar

The ***Nebuchadnezzar***, sometimes simply referred to as the ***Neb***, is a heavily modified *Interdictor*-class cruiser flying under the banner of Spectre Security and Dynamics. It is most commonly recognized in its role as a vessel housing a number of Nomad-affiliated personnel engaged in corporate espionage. As a result of its ongoing illegal activities, it is flagged as a wanted vessel in both PanOceania and Yu Jing space. Equipped with upgraded drive systems that give it incredible speed partnered with its experimental stealth systems, the *Neb* has proven difficult for authorities to capture.

Originally designed and optimized for deep-space reconnaissance, the *Nebuchadnezzar* was eventually re-tasked early in its career to serve as an infiltration vessel for the Dragnet. Very little is known about the *Neb*’s original commanders except that it has been under Elisavetta’s command for the last six years.

The *Neb* is named in reference to King Nebuchadnezzar II.

## Known Crew

* Elisavetta Kuzkina - Commanding Officer
* Daria Seidel - Executive Officer, Chief Operations Officer
* Hollow Man 808 - Chief Navigator
* Alexa Holland - Assault Detail Commander
Koray

**This article, Koray, was written by ChibiPotatoes. Please do not edit this article without their explicit permission.**

## Koray

Koray, leader of the northern werewolf clans.

## Personal Details

### **Hair colour**

Brunette

**Koray**, known by many simply as **The Beast**, is the current leader of the Northern Wolf Coalition, a collective of sentient werewolf clans that inhabit the mountains and ice plains of the northern wastes. He is characterized by being the first leader of the Coalition to form an alliance with any human faction, but has justified the departure from his predecessors in the threat of the ever growing threat of the Varangur and Abyssal alliance.
Chibi's Table Top Lore Wiki

**Welcome to my Fanon Lore Wiki**
A wiki that details the fan-created characters and settings of the various table-top games I play.
16 articles have been created since September 2019.
 Greetings everyone! This is the home for all my collective lore for all the various table-top games that I play (primarily games that I can't justify making their own unique wikis for). Here you can learn about the settings and characters that I've created and inserted into various table-top universes!
As a disclaimer, all content contributed to this wiki are to be treated as **non-canon**. With that being said, however, it is also meant to expand on the lore of the setting without contradicting (too much) of the currently existing canon. Some parts of the fanon lore here could be considered **non-canon friendly**, but that's the whole point of it being fanon.
All pages in this wiki are strictly protected as it is a personal wiki project.
Frost Nomads

**This article, Frost Nomads, was written by ChibiPotatoes. Please do not edit this article without their explicit permission.**

## Frost Nomads

### Largest City

Karhula

The **Frost Nomads** is the collective term referring to a nation of peoples who inhabit the deep reaches of the Ice Mountains. They are characterized by their ability to telekinetically manipulate water (and, by extension, ice and snow). An alliance of twenty-seven families ruled by an elective Chieftain, the Frost Nomads are united in their hatred of the Varangur, who remain sworn enemies of the Nomad Families even in the present day. The Frost Nomads greatly value their independence and, despite facing a common foe, refuse to join the Northern Alliance.

The Nomads are a deeply traditional people possessing a strong sense of community that allows them to adapt to many things. Protecting the secret locations of their holy sites—considered to be the source of their power—is a critical part of their national identity. Despite being a relatively protective and isolationist society, the economy of the Frost Nomads is heavily dependent on trade given their location and lack of arable land. This, however, has never hindered their ability to defend themselves and has allowed the Nomads to maintain cordial relations with other people of Mantica despite their perceived abrasive cultural tendencies.

## Overview

Although aligned with the Northern Alliance in their war against the Varangur and the Abyssals, the Nomad Nation is considered to be a part of the Kingdoms of Men. As an alliance of clans and families, the armed forces of the Frost Nomads is a collection of contributions unified under an agreed upon general. The Nomad Nation is ruled by a council of leaders led by an elected Chieftain.

The Frost Nomads current Chieftain is Chieftain Sulne; elected very recently and one of the youngest Chieftains to ever be chosen. A talented icebender, Sulne has earned her reputation through martial skill and her tenacious personality. It comes at a tumultuous time in the north and many of the Nomads’ leaders believed a young leader possessing iron resolve would be important in the struggle to come.

## Geography

The territory of the Frost Nomads exists within the western parts of the northern Ice Mountains and is considered vast and widespread. Nomad settlements are varied in their locations, but their main settlement—Karhula—can be found deep in the mountains. Very few outsiders know of Karhula’s true location, but its existence is widely known.
Psychic Paper

A gift from her uncle Corrin, this paper can show anything Bucky desires as long as it remains a 2-D representation made of ink. Corrin said that he used the paper on his adventures to get in and out of places that required official documentation. No longer adventuring much these days and seeing that Bucky is following in his footsteps he has passed the paper, and the torch so to speak, to her.
Sulne

**This article, Sulne, was written by ChibiPotatoes. Please do not edit this article without their explicit permission.**

## Sulne

Chief Sulne, characterized by her attire and two-handed sword.

## Personal Details

### **Hair colour**

Blonde

**Sulne**, sometimes referred to as **Chief Sulne** or her moniker **Stonebreaker**, is the current leader of the Frost Nomads and a key component in maintaining the Nomad’s independence as well as their cordial relationship with the Northern Alliance. The daughter of Alarik and Helka Light Wolf, she made a name for herself among the Frost Nomads for her fierce personality and skill with a sword. Although she is not an ice bender, Sulne commands significant respect for her proven propensity in statecraft and level-headed approach to inter-state and inter-faction politics.
Confectioned Wiki

**Welcome to the Confectioned Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Community Founders*: Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Hollow Man 808

**This article, Hollow Man 808, was written by ChibiPotatoes. Please do not edit this article without their explicit permission.**

## Character

### **Allegiance**

 Nomads
 Tunguska
 *Nebuchadnezzar*

## Personal Details

### **Species**

Remote

**Hollow Man 808**, nicknamed **Bob** and sometimes stylized as **B0B** by the crew of the *Nebuchadnezzar*, is a remote of Tunguska’s Hollow Men Tactical Assault Team currently serving in a fire-support role under Captain Elisavetta Kuzkina. While the original gender of 808’s brain is unknown, 808 has developed a masculine persuasion over the time period of his existence. 808’s service record is also a mystery, kept classified by Tunguska’s Dragnet, but 808 has described his time with the *Neb* as far more calm and quiet in comparison to his previous assignments.
Los risk

Los risk fueron creados en 4chan en el año 2008, estos mismos llegaron a hispachan en el año 2013, pudimos jugar en / g / hasta que Zeta lo movió a / r / y hoy en día siguen vivos y son uno de los muchos éxitos del chan ~~ojala fuera cierto.~~

* ***Hisotoria***

* /g/ (Prehistoria) 2014-Apertura de /r/

Este periodo se caracteriza por la falta de registros, los avatarputos interminables y el cáncer.

Durante este periodo se fundo lo actualmente conocido como 'Principios del **risk'** que son reglas básicas de convivencia.

* /r/ Los inicio

Al abrir /r/ los risk fueron de los primeros post, en el primero de ellos nacio probablemente el mayor o mas reconocible avarputo de los risk, Reich , este avarputo es recordado por ser el mejor aliado de unos y el peor enemigo de Japón.

* La cúspide

Tras todo lo visto, un OP hizo un risk mundial, uno de tanta calidad que marco la pauta de lo que es un risk bueno y uno malo, después de este risk la calidad abundo muchísimo, casi todos los días se hacia un nuevo risk, interesante, pero cierto.

* La Guerra Civil.

Después de la cúspide hubieron discrepancias entre los usuarios, en eso un Anon popularmente llamado Riskler hizo un discurso tan emotivo que causo un enfrentamiento, en el cual el general NarcOP ayudo a recuperar a la comunidad.

* La dictadura.

En este periodo de 7 cuarteles generales, NarcOP tomó control de la comunidad y hizo un trabajo muy bueno, pero a costa de un avarputeo muy intenso, a pesar de eso su legado dejo gente buena y preparada para jugar **risk**.

* Alemania ama a Polonia

Esto pasó durante el risk mundial, un usuario llamado SIRG decía amar y querer ganas de penetrar a Polonia esto ocasionó su baneo y gran parte de la comunidad por desviados.

* Hoy en día

Hoy en día la comunidad ya esta casi muerta y se espera su capitulación