recursal/Fanatic-Fandom huggingface dataset:
Pagan Moon

The Pagan Moon is a Githyanki ship modeled after a small Illithid Nautiloid. It normally has a crew of 10 but can run

effectively with a skeleton crew of 4. It is controlled by a helm, much like the helm of a sea-faring ship. But the helmsman uses their intelligence to power the ship. The ship can be accelerated by having "rowers" who sit below the main deck in special stations and use their will power in unison to help move the ship.
Cupidon Bellerose

Cupidon's bust

Cupidon Bellerose is a Bard and the beautiful co-Knight-Captain of the Paloman Knights in Aria city.

His alignment is Lawful Neutral.

## Personality

Cupidon, on the surface, seems vain and a bit smug, evidently finding it easy to disconnect from conversations, no matter how serious, only ever pursuing his own whimsies.

But underneath this vain and smug, lusty exterior lies something more- a passionate romantic with a love for the crowd and a talent with the viola.

He is also a charming and effective negotiator and speaker, which is how he's managed to keep the city's soldiers on their side.

Cupidon is also a bit impulsive with his money, often being charitable at a moment's notice, earning him a reputation amongst the poorfolk of Aria city as a hero.

He reasons that money doesn't matter to him very much "anymore" and that there are people besides him who could "actually use it for something."

## History

He was born in the mainland kingdom of Comtois, something he shares with his fellow Knight-Captains.

## Beliefs

Though from the kingdom of Comtois, he is a believer in the Triadan pantheon, favoring the goddess Margenia (most possibly because he shares a very similar personality as her). He is, like many others, very lax about his worship.
Midenaak

Midenaak was a half-elf wizard who lived in Baldur's Gate between 1315 and 1485. He was a devoted to the god Azuth and spent much time studying Azuth's approach to magic. His particular focus was the school of divination, and he frequently lost himself in visions of the future or the past. Around the year 1370 he began to have disturbing visions of the coming disaster now referred to as the Spellplague. His visions centered specifically around the terrible events that were to befall his patron deity, Azuth. When his visions came true in 1385 and Azuth was cast down into the Nine Hells, he fell into a deep depression and retreated into his oraculum where he desperately searched in ancient tomes and deep visions for a way to restore Azuth to his proper place in the pantheon. From time to time over the next 100 years, Midenaak was able to pierce the darkness surrounding these events and learn something of the fate of his god. In the last half of the 15th century he began to see visions of Azuth being restored to power, but he was too old and sick from years of seclusion to live to see the event come to pass. He died in 1480, just two years before the beginning of the Second Sundering which would lead to Azuth re-ascending. He kept careful notes in a large red book with a golden clasp which remained in his oraculum, guarded by magical wards and locks, until it was found by adventurers in 1491.
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Case 585, 21 Mirtul 1491 DR - White Cove Convoy

Greetings,

We were approached by a representative of the White Cove merchant’s guild.
They have been shipping large amounts of lumber to the shipyards in Mintarn in
fortnightly convoys along with other goods destined for the islands. For the
past few months the convoys have been attacked with increasingly regularity and
the White Cove’s own security force has been unable to address the situation.
The attacks are unusual to say the least. We have been engaged to investigate the attacks and put a stop to them. The first step is to assess what we are dealing with. Report to Voran Shellmantle at the western docks. He will give you all the information you need. I expect he’ll want to you to join their next convoy which I gather is scheduled to leave in
the next few days. So if you are prone to seasickness, then by Talona buy some healing potions! If you find your way clear to stop the attacks, you are authorized to take any necessary steps to do so. If not, then at the very least you should report back with a detailed assessment of the threat.

Umberlee be merciful,

Wyndel

**Official Dossier of the Shield, Case #585, Fury Chapterhouse, 21 Mirtul 1491 DR**

**Agents**: Ipaben Bilmorn, Myrf Kyl, Ma’ahni Distant Rain, Korbo Naburu, Vaz
Demonslayer, Saphfrael Fallsky

**Client**: White Cove merchant’s guild - contact: Voran Shellmantle

**Location**: Baldur's Gate western docks, riverside dock south, White Cove
western jurisdiction office
Maralda Wincegirdle

Maralda Wincegirdle is the owner and proprietor of the Cat's Paw Inn and Tavern on the island of Mintarn. She is a human female of substantial height and weight. She is in her mid forties and has freckles and long fiery red hair usually pulled up in a bun. She is irresistibly charming and charismatic with a razor sharp wit and a loud infectious laugh. She is also reputed to be a cunning and merciless business-woman. There are rumors that she secretly owns many other businesses and much property across the islands.
Arien Laalingilm

Arien Laalingilm is a half-elf wizard of great age. She is a devout worshiper of Azuth and is perhaps the closest thing to a priest of Azuth across all the Sword Coast. Her hair is not-grey but silver and she wears it in an elaborate braid atop her head. Her ears are unusually long for a half-elf and despite her age, she stands tall and proud.
Case 594, 15 Kythorn 1491 DR - Stolen Property

Greetings,

An apparent friend of yours contacted us in a state of panic reporting that a precious object had been stolen. He was sure you would know of which item he spoke and refused in a somewhat paranoid manner to give us more information. He had some information, the source of which he also refused to divulge, which indicated that the item had made its way to the city of Neverwinter. I don't mind saying that I dislike this job immensely. We have almost no information from any reputable source. Umberlee help me, I was on the verge of turning this mustachioed gnome out on his rear, but he swore that he knew you and paid our fees all in advance, so what the in the Nine Hells do I care? Just try not to get your damned selves killed.

We will contact the Shield branch in Neverwinter, which is barely on its feet after the Chasm was closed and Lord Protector Neverember decreed that outside guilds could begin to operate again. We do not foresee any issue with you operating within their jurisdiction, but please show the requisite respect to the local leadership.

Umberlee be merciful,

Wyndel

**Official Dossier of the Shield, Case #594, Fury Chapterhouse, 15 Kythorn 1491 DR**

**Agents**: Ipaben Bilmorn, Myrf Kyl, Ma’ahni Distant Rain, Korbo Naburu, Vaz Demonslayer, Saphfrael Fallsky

**Client**: Marish Muscoria

**Location**: City of Neverwinter
Icanus Deepmelder

Icanus Deepmelder is known far and wide among arcane circles. Thought by many to be one of the oldest living sun elves in the Sword Coast, he is known as much for his cruelty and wickedness as for his great age. Because he is often seen involved with activities associated with Asmodeus, many assume that he is a dread cleric of that demon god, but avowed Asmodean clerics do not claim him. Those who study dark and arcane lore have much more sinister theories about his association with Old Hoof and Horn.

No one knows how old Icanus is, but some stories place him even before the founding of Waterdeep. Even accounting for the exaggerations that follow such a person, Icanus is by all accounts a powerful agent for a dark evil. One well-sourced account places him at the heart of the destruction of a now destroyed village in the northernSword Coast where, more than a hundred years ago, he ensnared the villagers in such debauchery that they ultimately went mad and razed their entire village. Many similar stories have gathered around this dark character.

For a while, the stories of his exploits seem to grow in frequency. He seems to delight in using his dark powers to twist good people to his ends for no other purpose than his own enjoyment (and perhaps, if the stories are true, his master Asmodeus). Significantly, however, around the time of the Second Sundering, Icanus seems to have disappeared. Many arcane scholars believe that upon Asmodeus' ascension to godhood, he consumed the soul of his erstwhile servant.

Icanus is famous among those who study these things for the tattoos on his face, written in a bastardized pidgin of what seems to be infernal and elven.  Since no scholar has been able to study the symbols closely, no clear analysis of their meaning is extant, but the prevailing theory is that they are the words of whatever pact he has with the dark power he serves.
Case 652, 2 Flamerule 1491 DR - Missing Cat - Summary

The party went to see Sadie who reported that her cat Ardella had been missing for a week, which was unusual. She cast a spell on Vaz allowing Vaz to sense the direction Ardella had gone. The party followed the cat's trail down into the sewers where they discovered the oraculum of the wizard Midenaak. It was magically trapped and the party had to fight several spectral sharks in a chamber filled with poisoned water, and bypass a magical lock Midenaak had put in place before they found his private chamber. The chamber contained a large library, which the party sold to Sadie. It also contained a large book, bound in red leather which was a volume containing the visions of Midenaak, many of which involve the fall of the god Azuth into the Nine Hells where his divine spark was absorbed by Asmodeus. The party delivered this volume to Marish for further study.
Aannamer Hammerhand

Aannamer is a Hammerhand dwarf living in the City of Amber. He has copper colored hair and narrow grey eyes. He wears expensive clothing and many semi-precious stones are woven into his beard. He is never seen without his animal companion, a sable colored ferret named Mammet.

Aannamer is a scholar and historian and knows much about a wide variety of topics. He is frequently consulted by the City Council and by the Hammerhand clan elders for advice and information.
Player's Apartment (2017)

Exterior view. Note the Atilliary transport truck below.

Apartment F is the player's apartment in Atilliary Facilities 1, 3 and 5. It appears as an inaccessible cameo in Atilliary Facilities 4. It is the top floor of a generic white hotel building.

## Interior

The apartment has 4 rooms and a hallway, and one large window overlooking a street. Each room is connected with a small ventilation system.

The sitting room is the biggest room which is mostly empty, containing a bookshelf, table, couch, power utility room and a Super Charger 9000 in the corner.

Connected to the sitting room is a large hallway with doors to the kitchen, bedroom and bathroom, each with their own different style of doors. Light fixtures can be seen hanging from the wall.

## Atilliary Facilities 3

The player uses this apartment building to keep SADoS safe following the events of Atilliary Facilities 1. However, the MI5 kidnap the player and SADoS here. While showing SADoS the different rooms before the ambush, an MI5 truck can be seen from the window.

## The Exterior

    The hotel building is one of the many buildings in a street. It is unknown where the street is, as it does not seem to be based on any real life area. All the buildings here are flat, and only what can be seen is detailed.

Near the apartment a high-class hotel building can be seen to the very right, some shops to the left and some industrial buildings to the far left, ending at a tunnel.
The apartment re-appears as an inaccessible cameo in Atilliary Facilities 4. The building itself along with the street to it's right has been extended here. An NPC representing the player from Atilliary Facilities 1 3 and 5 can sometimes be seen standing inside the window of apartment F next to SADoS as an easter egg.

## Atilliary Facilities 5

The player begins in their apartment again, living with SADOS. The player wakes up from a bad nightmare, most likely caused by I.S.M.A in Atilliary Facilities 4 which occured the night prior. There are no visual changes from the previous maps as it uses the extended explorable version from Atilliary Facilities 4, except that the Eight Ball Hotel is inaccessible instead of the player's apartment. Interestingly, the railyard scene is located behind the buildings on the right. There is also a fake LOD structure of the Unhappy Factory that can only be seen from the railyard.
Notably, the MI5 tower LOD is removed, because it was destroyed by I.S.M.A in Atilliary Facilities 4.
Sea Slug Girls

The aquatic counterpart of regular Slug Girls, found almost exclusively in saltwater. Sea slug girls share many of the attributes of their land counterparts, with similar voracious appetites and slow movement.  Like many oceanic predators, they can grow very large, easily reaching lengths of over 200 feet long. The most notable difference, however, is their bold, bright, and often bizarre coloration and decoration. Many sea-slug girls are highly toxic, and their striking patterns serve as a warning for potential predators to stay away ( Non-toxic slug girls typically lack this vivid coloration ). Most sea-slug girls possess a very strong toxic immunity as well as being themselves venomous. They present a prominent threat to other venomous creatures, including another sea slug girl, as they rarely have many issues with cannibalizing their own kind. In many cases, sea slug girls actively strengthen their own venom by storing that of other creatures. Most sea slug girls cannot swim, and instead spend their whole life crawling across the seafloor. Their slime, whilst sticky and viscous enough to seriously hinder prey's movement for a number of hours, makes an ineffective trap for swimming creatures if laid out in a trail. Instead, sea slug girls are capable of spitting globules of slime with tremendous force - if successful, the slime projectiles will hinder a swimming prey enough to cause it to sink. Nonetheless, this requires practice and skill, particularly for catching fast prey. Those unwilling to bother will settle comfortably for a diet composed primarily of sponges and shellfish. Those that can swim either have specially modified bodies – winglike membranes below the arms, or large flattened areas of the mantle which can be used to propel the sea slug girl through the water. One species of sea slug girl in fact reverses the norm and lives floating at the surface, preying upon all those unfortunate enough to stray into the -usually well-camouflaged- slug-girl’s path.

* credits to Globfish for writing the description of Sea slug girls.
Case 693, 25 Nightal 1491 - Rescuing Korbo

The team raced back from Sigil toward Baldur's Gate to regroup with Korbo and hopefully find some lead on how to rescue Nife from Icanus. They came through the portal in the ocean and began to sail toward Baldur's Gate, but as they approached they saw devils circling the city in droves. They decided to take a cautious approach and Myrf and Ma'ahni approached the city from the north. They found a city of well-ordered tents surrounding Baldur's Gate and hordes of bored devils, suggesting that the city had already fallen. This was confirmed as they explored the city proper, where they found that a great rift had been opened in the middle of the city leading to the Nine Hells.

They also discovered that the Shield resistance had fallen and that Korbo and the others were being held at Silverdearth Prison, from which they had rescued Finolea. Sadie used the crystal ball and discovered where exactly Korbo was being held. She also tried to locate Nife or Icanus but failed. Then she thought to look for Ipaben and found that he was still with Icanus. The vision revealed little detail about their location, but at least confirmed that Icanus was still on the Material Plane.

Because the city proper was not heavily populated any more, the team decided to move through the sewers in their approach to Silverdearth. When they were close enough, they contact Korbo telepathically. He told them he'd been in the prison for nearly three months, that the Shield members were being tortured and interrogated by a powerful devil, and that he'd seen Jank Marryn being held in the same prison, which was surprising since they knew Jank was Icanus's loyal servant.

The team concocted a plan wherein they tunneled into the basement of the prison using stoneshape, cast silence on the stairs to keep their actions secret, and fought off the devil guards in the basement. They then used multiple dimension doors spells to send various party members to rescue Korbo, capture Jank Maryn (who was swallowed by Ardella), and retrieve Korbo's gear. Once this was achieved, they retreated back through the hole in the basement.
Zenythri Triplicate

The Zenythri Triplicate is an impossibly ancient and barely understood artifact which consists of three brass cubes. Each pieces is a disquietingly perfect cube, made of brass or some similar metal which is engraved on every surface with bizarre geometrical patterns and runes. It is clear that the cubes are some kind of puzzle. There are various moving parts which can be manipulated to produce various subtle effects in the bizarre geometry of the cube, making it a "more perfect" cube or something completely new, which somehow is still a cube. The mathematics are disorienting and disquieting.

Being in close proximity to the cube produces wildly different emotions for different people. Some people are completely exhilarated by it. They feels their mind racing and expanding, opening to new mathematical possibilities and geometrical epiphanes. Some feel an odd kind of ambivalence towards it. They may be intellectually fascinated by it, but also feel it calling to him in a way that makes them distinctly uncomfortable. Others are absolutely repulsed by it. They feel physically nauseated and can't bring themselves to look at it for long. It almost seems to be mocking or ridiculing them. Still others have no reaction whatsoever to the cube. To them it is a nicely carved hunk of metal. The reaction seems to relate to the alignment of the person near the cube. The closer to Lawful Neutral the person is, the more positive their reaction to the cube.
The Hammer

A mercenary guild whose missions often oppose or parallel the missions of The Shield. This band of mercenaries will take up almost any job regardless of the ethical implications of the work, provided the coin is good and they stay on the 'right' side of the law. This means that they are often hired to do the dirty work of rich nobles and politicians, people who are virtually untouchable for regular law enforcement. Some of their mercenaries will fly The Shield's sigil while engaged in particularity nasty work, just to try and drag their rival guilds name through the mud. Their mercenaries have been known to attack The Shield's agents if they happen upon them in a cave or in the woods. Izzit Brittlebeard, a gnome artificer and sworn enemy of Ipaben Bilmorn, works for them as an engineer.
Jank Marryn

Jank Marryn is a creature the size of a fox or a medium sized dog who resembles a rat with a grotesque mustashioed human face. He is connected in some way to Icanus Deepmelder, perhaps serving as some kind of familiar or spirit animal. Jank Marryn speaks common with a thick Chultan accent, and has some magical abilities. He has been seen moving very quickly, flying, and becoming invisible. Little else is known about him.
Sliith Klystorean

Sliith is a male tiefling in his late teens or early twenties. He is unkempt, unruly, vulgar, and cruel. He has curved horns on his head, a pointed tail, dark red skin, and black eyes. He is an avid worshiper of Asmodeus and arrogantly proclaims Asmodeus' superiority to all other gods to anyone within earshot. He has been arrested by the Flaming Fist for vandalizing a temple of Azuth and is being held in a prison on the outskirts of the Riverside Slums.
Duskhaven

Duskhaven is a blightstool farming village toward the edge of the Mere of Dead Men and about a mile from the high road. The town has a population of about 600 people and is one of the last settlements in the vicinity of the Mere. The towns people are mostly blightstool farmers with a few craftsmen, hunters, and store/tavern owners. Blightstool is a fungus that grows particularly well in the salty waters of the swamp. It is used for medicinal purposes and can be distilled into a powerful opioid referred to colloquially as the narcotic Spice. It is highly addictive and thus highly profitable.

The village was once much larger before the fall of Myrkul and the rise of the undead. Much of the village is now covered by water and the roofs of old buildings can often be seen rising from the bog. A trade company known as the Silver Script Consortium restored parts of the failing village and employed the remaining towns people in the harvesting of blightstool. For the last 60 years the Consortium has provided the villagers protection from many of the swamps threats. The company controls much of the lives of the people of Duskhaven after establishing a council to govern the village.

Few travelers visit Duskhaven. Most outsiders are merchants coming to trade supplies and coin for blightstool. Due to blightstools illegality in many provinces many of these merchants are also members of various criminal organizations and resell the blightstool to the black market.

The current council members are Lord Narbaga, Governor Silenthal, and High Priest Ukhor. Each member oversees different aspects of the running of Duskhaven. They have many armed mercenaries which both protect the blightstool farming operation as well as enforce the the councils will. Most villagers are afraid of the council members and try to do as they are told. The fear of being left alone to fend off the dangers of the swamp leads to most members of the community believing the Consortium is a necessary evil.
Saarn's Smithy

Saarn's Smithy is a reputable blacksmith's workshop and forge on the island of Mintarn. It is one of the larger smithies in the city of Mintarn and has a reputation for quality and craftsmanship. It is located in the northbeach district northeast of Mintarn Harbor and has a pleasant view of the beach and the sea. The cool wind from the ocean helps keep the smithy bearable in spite of the fires of the forge. It is owned and run by Saarn Stonehammer, an Ironstar dwarf of substantial skill and renown. He has several human apprentices who are all excellent smiths in their own right.
Clokehaven

Clokehaven is a small village near Cloakwood Forest that supports Gevir Melefisant’s sizeable estate there. Including the household staff of the manor, there are about 150 people living in Clokehaven. The inhabitants are mainly farmers and shepherds, though there are a few craftspeople who service the village and the manor. Melefisant himself rarely visits Clokewood, preferring his home in Baldur’s Gate and other properties further north, so the village mainly operates independently of his control.

The household and the village are run by Melefisant’s seneschal, Jamesen Roundy. Despite his master’s austere and sometimes cruel reputation, Roundy is a fair master and the people generally like him.
White Cove

The White Cove is a merchant organization and guild operating mainly out of Baldur's Gate. Its primary focus is the sea trade up and down the Sword Coast and to the isles west of Baldur's Gate and Waterdeep. The White Cove rose to prominence in the aftermath of the decline of the Iron Throne in the late 14th and early 15th centuries DR.
Case 652, 2 Flamerule 1491 DR - Missing Cat

Greetings agents,

Some of you bookish types are likely familiar with The Adder's Quill, a bookshop in the Upper City run by Sadie Histylia. If you need a book, she is your best bet at finding it, short of the library of Candlekeep. Sadie is a good customer of ours, she has hired us many times to retrieve ancient tomes of various descriptions from dangerous locations up and down the Sword Coast. This time her request is a bit more personal, and, frankly, a bit less dignified. Her cat has gone missing. She seems to suspect foul play, and wants us to treat this issue with care. I know not why she cares enough about the flea-bitten beast to pay our hefty fee, but apparently she does, and since things are slow, I didn't think you'd mind taking a crack at this one. Go see her at once.

Umberlee be merciful,

Wyndel

**Official Dossier of the Shield, Case #652, Fury Chapterhouse, 2 Flamerule 1491 DR**

**Agents**: Nife, Ma’ahni Distant Rain, Vaz Demonslayer, Bran Hornraven, Wendigo

**Client**: Sadie Histylia

**Location**: City of Baldur's Gate
Case 666, 27 Flamerule 1491 DR - Midsummer Procession

Greetings agents,

I don't know how much any of you go in for religion, and frankly I care not a whit. But this case requires a bit of history, so here are the relevant points: As you may know, small cult of Asmodeus has existed in Baldur's Gate for a hundred years, since the Spellplague. They have never had more than a few shrines and a priest here and there, but many people secretly pray to Asmodeus for forgiveness of their sins (Umberlee  have mercy on them, poor sods). But ever since the Second Sundering not 10 years ago, the worship of Asmodeus has increased. Today there is a small temple of Asmodeus in the lower city and probably a few hundred worshipers. They generally stay out of trouble, but the temple is not well regarded by most of the community and has been vandalized several times. People may pray to Asmodeus in their hearts, but having a temple of devil worshipers in their neighborhood is a different matter. Bloody hypocrites.

The Shield has been approached by Kyln Everbold, a captain in the Flaming Fist. The Flaming Fist requires that groups wishing to stage a public gathering of more than 10 people file a petition describing the purpose of the gathering. Last week the Temple of Asmodeus filed a petition stating that 300 worshipers wish to march in some kind of ritual procession at midnight on Midsummer's Day. But Kyln has stated that he has recently received information that indicates the march is a cover for some kind of illicit operation. He says his forces are stretched to their limits with security for the procession and he wishes to engage us to deal with this other matter. He has the details for you at his offices near the gate to the Upper City.

I don't need to tell you that the Shield's operation in Baldur's Gate depends heavily on the favorable opinion of the Flaming Fist. Kyln requested you all specifically, evidently he doesn't know you like I do. Go see him, but be careful. I have a bad feeling about this one, so watch your backs and by Umberlee if you bungle this job I'll hang you up by your toenails, for those of you that have toes.

Umberlee be merciful,

Wyndel

**Official Dossier of the Shield, Case #666, Fury Chapterhouse, 27 Flamerule 1491 DR**

**Agents**: Nife, Myrf Kyl, Ma’ahni Distant Rain, Korbo Naburu, Vaz Demonslayer, Bran Hornraven, Wendigo

**Client**: Flaming Fist, Kyln Everbold

**Location**: City of Baldur's Gate
Jaana Helanoor

Jaana Helanoor is a young human woman. She is an Asmodeus worshiper in Baldur's Gate. She is small, with olive skin and dark hair. She has a large burn scar across the left half of her face.

Jaana has been acting as an informant to the Flaming Fist, sending them information via a dead-drop in a fountain in a small square in the Garden District.
Case 675, 20 Eleint - Adrift

The party found themselves adrift in the astral sea aboard the githyanki ship Pagan Moon with its captain D'keth. His crew had mutinied under the leadership of his first mate Kelek and the Pagan Moon was disabled and drifting. Before anyone could act, a psychic wind struck and blew Vaz, Bran, and Wendigo off the ship and far away across the astral plane. When the remaining party members recovered, they repaired the ship and headed to D'keth's hideout. They tricked a group of the githyanki pirates into coming out to investigate the ship. They killed one and incapacitated another. Two of the pirates were loyal to D'keth. The party docked at the cove, and using these loyal pirates, they tricked Kelek into exposing himself and killed him, allowing D'keth to regain control of his group.

D'keth said that they had been hired by some elves with dark skin and white hair to find a small brass cube. He gave the cube to the party. When the elves returned, Illinaath was leading them. D'keth (following instructions from the party) told her that Kelek had mutinied and sold the cube to a higher bidder (whom he described to look like Icanus). He offered to give Kelek's body to the elves, but they refused and left angrily.

As the party was deciding what to do next, Finolea appeared, astrally projecting. She said she had been looking for them (specifically for Nife) and was glad she had found them. She had managed to translate some of the runes engraved in Nife's body. They said:

...does hereby commit troops not to exceed one hundred legions to be placed under the command of…

...to  assist in his ascension, pursuant to the laws of Ao…

...are bound as long as this contract shall remain intact. If this contract shall be broken, all agreements herein shall be terminated...

She said she knew a way back to the Sword Coast. She led them to an astral color pool which led to the city of Sigil in the plane of Concordant Opposition. They checked in with an old friend of Finolea's, a giant spider named Ninhub, and found the location of a portal leading to Mintarn.
Ma’ahni Distant Rain

Ma’ahni Distant Rain is a tabaxi who is a rogue thief working with The Shield. Ma’ahni lived in the streets of your average tabaxi city as an orphan. She had never met her parents, and didn’t know anything about them. She didn’t know if they had died, lost her, or didn’t want her, she knew nothing of her family. She tried her best to get work around the city but couldn’t ever make much money. She watched these people around her, who had steady jobs, and could make a lot of money, but only ever made enough to get food and afford a home and family. She didn’t understand the tabaxi lifestyle of “wanting as little money as possible,” and “living life for the knowledge and stories collected.”

Sick of being poor and hungry, Ma’ahni decided that she might have better luck in the human cities, and so, she traveled to one when she was 13 years old. The long roads took her to the city of Baldur’s Gate where she looked for a job to care for herself. The humans in the city were much different than the tabaxi in her city. They seemed to be driven by money, and she felt like she fit in just fine. On her first night in the city, she saw a butcher’s shop with a beautiful slab of meat just sitting on the counter. With no money and no chance of getting it, she stole it, and began a life of theft and robbery. She had discovered that the easiest way to get money was to steal items, and sell them.

She eventually joined a thieves guild, where she got payed even more for stealing items. At one point, she went to loot bodies at the site of a war where she was confronted by Myrf Kyl. They stuck together and she introduced Myrf to her thieves guild. They eventually joined The Shield and have been working there together ever since.

### Personality Traits

* I always keep a ball of yarn with me, that I am constantly fidgeting with.
* I can’t help but pocket things that grab my attention.

### Flaws

* I have a hard time seeing my value. I have no strong sense of identity.
Case 692, 23 Uktar - The Passage

While at Ninhub's Web, the party encountered Sadie Hystilia and a friend of hers from Baldur's Gate. She told them that she had barely escaped with her life. She began to hear rumors of attacks on the outskirts of Baldur's Gate. Merchants and travellers trying to enter the city were being attacked by strange groups of foreign-looking brigands. Over the next week, the Flaming Fist outpost at Wyvern's Rock Crossing was attacked by a large force of these same strangers, and the Outer City and Little Calimshan were overrun. Stories began to circulate that an army of devils from the Nine Hells was attacking the city. The Flaming Fist and the Watch, along with the Shield and other mercenaries including some from the Silverscript Consortium were able to reinforce the walls and hold back the invading devils. But there was a mass panic. At first people were fleeing in droves by boat down the River Chionthar, but soon tall, smoking black ships appeared just outside the harbor, flinging fiery death at any ship which attempted to flee. Baldur's Gate is besieged! A friend made arrangements with a powerful sorcerer who planned to travel to the city of Sigil in the plane of Concordant Opposition and invited her to come along. She grabbed her most important books and made the magical journey to Sigil. Since then, she has been staying at Ninhub's Web. There are other refugees from Baldur's Gate, but news from the city is scant and it appears that things are not going well.

The party escaped Sigil through a passageway which was a portal between Sigil and the island of Mintarn. Along the way, they encountered Saphfrael who had returned to life with a strange tale about the gods Azuth and Savras and about Lolth and Asmodeus. She joined the party as they traveled through the dangerous passageway to Mintarn.

In Mintarn, the party was met by Morgram Hammerhand, a dwarven agent of the Shield that had been sent to find the party with a message from Milka. The message said:

> Great evil is in motion across the Sword Coast. It is not widely known, but an army of drow elves has taken control of the library at Candlekeep. It is unknown what their purpose is, but the leadership of the Shield has decided that they must be stopped and Candlekeep must be liberated. Your orders are to travel to the island of Mintarn and find the agents of the Shield there protecting the gnome Marish Muscoria. Once you have regrouped with them, your orders are to design and execute a plan to liberate Candlekeep. Any resources of the Shield are available to you, but know that the group is stretched thin. There are problems up and down the coast which are demanding their attention.
>
>

They delivered the third cube to Marish, which meant that two cubes were in possession of the party and one was in the possession of the cult of Asmodeus. The party conferred and tried to decide what to do next.
Case 670, 20 Eleasis - Hoarder

The party was hired by a man named Fawkes Muld'r to help him investigate a strange phenomena that seemed to recur periodically throughout history. The party found themselves on a kind of strange island segmented into different areas, each with its own weather, biome, etc. They found that the island was the lair of a morkoth which had been stealing objects, knowledge, and people for centuries and bringing them all to the island. After much searching, the party ended up with a tribe of scorpion-like humanoids. After harnessing the power of a blue dragon encased in amber, the party incited a revolt and attacked the morkoth, defeating it. They escaped with a freed githyanki ship captain aboard his ship as the island imploded.
MI5 Building

The MI5 building is an underground base of operations seen in Atilliary Facilities 3.

### Inhabitants

MI5 agents, Senior Agent Miller, Agent Bofenshmitz

Only one hallway exists in the adventure map, but it is heavily implied that the building is extremely large with many floors. Every room has it's own name and number, further implying the vast size of the building with ridiculously large numbers such as "151526".

The hallway contains access to an interrogation room, an interrogation observation room, Agent Bofenshmitz's office, Inteligence Office #157777, Storage Room #151526, a dysfunctional lift, a closed doorway to another hallway, an underground garage #1956 and a briefing room.

## Inaccessible areas

There are a handful of inaccessible areas in the MI5 building that imply that there was much more initially planned for this section, especially since it ends up being the shortest section of the entire adventure map, yet having a lot of unused space.

## Trivia:

* Despite belonging to the british MI5, the music that plays for this area is internally named "af3fbi" in the sounds.json, which doesn't make sense. To make matters worse, the .ogg music file itself has it's own internal name "The MI5". The FBI can be seen as the MI5's equivalent in America. The reason for this confusion is because the creator was heavily influenced by the Grand Theft Auto series. Even the MI5 truck is based on the GTA boxville, along with their sterotypical scary theatrical FBI behaviour and the whole underground setting being influenced by GTA San Andreas' Area 69, which itself is based on Area 51, complete with a colored stripe along white walls in big corridors. (Area 69 had red stripes, while the MI5 interior has purple stripes.)
Ardella

Ardella is a cat living in Baldur's Gate. She is slightly larger than a normal cat, and has black fur with a strange white pattern on her chest. She is extremely curious, extremely intelligent, and occasionally speaks. She has also has several minor magical abilities. When questioned about her origins, she only states that she is from, "the City of Ulthar, beyond the River Skai, where the most significant law is that no man may kill a cat." No one has ever heard of the City of Ulthar or the River Skai.

Ardella spends a significant amount of time with Sadie Histylia, the owner of the Adder's Quill bookshop. She recently became quite friendly with Ma'ahni Distant Rain and has begun accompanying her on adventures.

Hit Points: 30
Speed: 30ft
Proficiency: +4
Saves: Dex +7, Wis +7
DEX 16 (+3)
CON 10 (+0)
INT 18 (+4)
WIS 16 (+3)
CHA 14 (+2)

Skills: Acrobatics+7 Arcana +8 Investigation +8 Perception +7

Senses: Darkvision 60ft

Keen Smell: Ardella has advantage on Wisdom (Perception) checks that rely on smell.

Languages: Ardella speaks Common and many ancient and unknown languages.

#### Racial Features

Travel: Ardella is from the City of Ulthar, which exists on another plane. She can travel to that plane or return as an action.

Swallow: Ardella can swallow small items, magically storing them in a pocket dimension inside her stomach. As an action she can regurgitate any item stored there as a hairball and then perform an incantation to restore it to its original form. The rules for this ability are the same as the rules for a Bag of Holding.

#### Actions

Phasing Defense: Whenever Ardella would take damage from an attack or spell, she can use her reaction to phase partially to the city of Ulthar and avoid all damage. She returns at the beginning of her next turn. She can still be targeted by spells and effects which do not  inflict damage.

Harass: As an action Ardella can harass an opponent, causing enough of a distraction that one rogue of Ardella's chosing who is targeting the same creature can use their Sneak Attack feature.
Finolea Geerlove

Finolea Geerlove is a human female apparently in her mid forties. She has brown hair, piercing dark eyes, pale skin, a generally unkempt appearance, and an unpleasant odor about her. It is believed that she was once an adventurer, long ago, but now she is a drunk and is deeply indebted to many establishments is Baldur's Gate. She is currently being held prisoner in Silverdearth Prison, unable to repay her debts. She is also apparently quite mad. She is legendary in certain taverns in Baldur's Gate for an insane tale which begins with her being waylaid by orcs, stabbed in the heart, and left for dead. She says a "metal man" came upon her and saved her, transporting her in the blink of an eye to a sweltering, smoky forge where he placed her nearly dead body into a sort of sarcophagus whereupon she passed out. When she awoke, she was at a Baldur's Gate inn, and was nearly dead from loss of blood. She invariably ends the tale by showing a disquietingly perfect square scar on her chest above her heart, and a perfectly healed slice across the arteries in her wrist. She says that her heart was replaced by the metal man and that he drained her of blood as payment. She is apparently convinced that she now has a metal heart which beats "too perfectly", and that it is driving her mad.

Her tale would be totally dismissed were it not for the fact that she has not aged a day since the event, which was, by some accounts, nearly 70 years ago. Ever since then, she has reportedly been obsessed with finding her way back to "the forge." She has read every tome, consulted every expert, and spent every last coin she had. Recently she has resorted to strange incense and pungent weeds from the jungles of Chult, to studying dead languages, and delving into the relationships of numbers and shapes. She accrued a massive debt to Xanathar's Thieves' Guild in Waterdeep for her incense and smoking weeds and it was they who finally grew impatient and had her thrown into Silverdearth. She is currently undergoing extremely painful withdrawl and is constantly doubled over in pain and dripping in sweat. Her cell in the prison is covered with insane scratchings of mathematical and chemical formulae, geometric diagrams, maps, and words in strange forgotten languages.
Gevir Melefisant

Gevir Melefisant is a nobleman and member of the Parliament of Peers in Baldur's Gate. He is too young to be considered of the old guard, but too old to get away with his wild lifestyle. His father was a respected member of the Baldurian community, but Gevir has done nothing to live up to his father's reputation. He spends most of his time with hunting and public debauchery. He owns a variety of estates and households around Baldur's Gate, including Clokehaven.

Lord Melefisant is famous for his temper.
Página principal

## Bem Vindo!

***Olá***! Seja bem-vindo a **Guerras Sem Limites**. Essa Wiki foi criada baseada na idéia que Wikis como a famosa VS Battles Wiki quer passar.

Essa Wikia também foi Criada com o propósito de demonstrar o quão poderosos seus personagens prediletos são, e focar bastante em comparações entre eles. Nessa wiki será usado um sistema de categorias semelhante a própria VSB.

**Provavelmente essa página em geral, será atualizada mais para frente.**

## Paginas Essenciais Da Wiki

- Potencial Destrutivo

- Dimensão

- Força Física

- Velocidade

- Resistência
The Cat's Paw Inn and Tavern

The Cat's Paw is a large and busy inn and tavern on the Island of Mintarn. It is frequented mostly by locals, but also does business with sailors and merchants visiting from the mainland. It is run by Maralda Wincegirdle, a large redheaded woman with a keen wit and a dubious moral compass. The Cat's Paw consists of a large two-story building, several outbuildings, and a large stable.The first floor of the main building is the tavern, which is open from early in the morning until late in the evening, only closing for a few hours each day for cleaning. The second floor consists of guest rooms and several large private rooms for eating or meeting.
Dimensão

## Introdução

Na física, as **Dimensões** são as magnitudes de um conjunto no espaço usados para explicar os fenômenos observados. No Universo, pode se reconhecer três Dimensões Espaciais e uma Temporal. O espaço que podemos observar tem 3 Dimensões, cujo se resumiriam em ir para Frente e trás, cima e baixo, esquerda e direita. Já a 4ª Dimensão é relativa ao tempo.

Apesar disso, o termo de “Dimensão” tem vários erros interpretativos, já que muitas obras fictícias usam tal termo para referenciar um Universo e não a Dimensões Geométricas.

## Na Ficção

As Dimensões Geométricas são utilizadas muitas vezes por diversas obras, principalmente em obras como **Umineko no Naku Koro ni**, **Suggsverse**, **DC Comics**, **Marvel Comics**, etc.

Na Ficção em geral, as Dimensões Geométricas servem para definir o poder de um personagem específico no plano em que ele está. Segundo o conceito Dimensional do matemático alemão, Felix Hausdorff, cada Dimensão maior é infinitamente superior a Dimensão menor, o que pode ser usado como sistema classificativo de poder.
Case 692.3, 18 Nightal - Delivering the Triplicate

The party left the lair of Hoondarrh, taking with them, some gold, various magical items, a crystal ball, and a small priceless bejeweled box. The kobolds had begun to worship them as demigods, servants of the great dragon. The party used this to their advantage by sending the kobold horde off to the island of Orlumbor where Milka and the rest of the Shield were preparing to retake Baldur's Gate. Upon returning to Mintarn, the party also convinced the Tyrancy of Montarn to send aid and they sent word to Milka to begin the attack as soon as possible.

Upon returning to Candlekeep, the nature of the activity of the drow stationed there had changed markedly. They seemed to have found what they were looking for and were packing up most of their research materials. They located Balaena and delivered the Zenythri Triplicate cube to her. She seemed enthralled by it and thanked the party.

The party was able to take advantage of the busy elves and learned much in the confusion.

They found a book called A Pilgrim in Nirvana, which taught them that there is often a physical embodiment of a contract struck in front of the Inevitables and that there is usually a being that serves as a notary of sorts, having the terms of the contract engraved upon their body.

They also sent Ma'ahni into the rooms of Balaena to see what she could find. She left behind the engraved box, which the party hoped that Hoondarrh would miss and come looking for.

They learned that the drow had found a book in the library called The Heretic of Mechanus, written in Zenythri, which talked about how to destroy the cubes. The drow had also discovered that there was a sort of Rosetta stone for the Zenythri language in the City of Amber deep in the Astral Sea.

Sadie cast several spells to learn more about what the party was up against. Using Midenaak's Finger of Prophecy, she learned that:

> The heretic sleeps in the Spider Queen's fane
>
>

> In the SIlver haired metropolis.
>
>

She also cast Contact Other Plane and learned much:

> Q: Where is the third cube?
>
>

> A: In the lap of Asmodeus
>
>

> Q: What happens if Lolth destroys a cube?
>
>

> A: Asmodeus will need to find another way to get to the cog where the contract lies.
>
>

> Q: Is there another way to get to the cog?
>
>

> A: The cog is designed to be impenetrable by any means but the existence of the Zenythri Triplicate proves it is not.
>
>

> Q: What advantages do we have given that Nife is the notary?
>
>

> A: The notary certifies that the contract is valid.
>
>

> Q: What are the terms of the contract?
>
>

> A: They are written on the notary.
>
>

The party decided that they needed to find the City of Amber. Finolea knew of a portal deep in a dungeon known as The Black Vaults, anciently the lair of an evil ruler known as the Wyrm King. She led them to the city of Athkatla in Amn and then on to the entrance of the dungeon.