recursal/Fanatic-Fandom huggingface dataset:
Orpheus

♦  ♦

**Orpheus** (オルフェ *Orufe*) is one of the four knights. He was born as an orphan and wanders around his motherland as a minstrel. He is from the country Villet.

## Appearance

Orpheus has messy white hair and bright red eyes, much like a vampire.

His hair style and fluffy fluttering scarf gives him a vain image design. Considering his height, he has a flexible body as a young teen.

## Personality

He has a bright personality and a big heart, with just a little bit of love for mischief too. He's so friendly that he's able to become friends with anyone and even the spirited heroine is able to be herself around him but deep in his heart there is an opposite state of loneliness. He is also considerably wise in the world and strong-willed. Sometimes he says things due to his loneliness to evoke pampering. However, if you're careless you'll be led around. He has a bit of a devilish side and this might also be his appeal.

## History

Orpheus grew up as an orphan in Villet. When he grew up, he became a minstrel wandering his motherland. One day, the Kamon chose him as the Knight of the Western Country. Being a Knight would mean he will have to be responsible of distributing Grace to the country and give up his human body to become a Hanabito.

## Etymology

Pronounced as: *AWR-fee-əs*

His name is perhaps related to Greek ορφνη *(orphne)* meaning *"the darkness of night."* In Greek mythology, Orpheus was a poet and musician who went to the underworld to retrieve his dead wife Eurydice. He succeeded in charming Hades with his lyre, and he was allowed to lead his wife out of the underworld on the condition that he not look back at her until they reached the surface. Unfortunately, just before they arrived, his love for her overcame his will and he glanced back at her, causing her to be drawn back to Hades.

## Butterfly

Orpheus' butterfly is Asagi. She resides in his Kamon and serves as his guardian.

## Crest

 When Orpheus was chosen as a Knight, he had to abandon his human body and become a Hanabito. His crest contains five pink dahlias which is the symbol of his country and green stem-like details.

## Residence

His mansion is surrounded by nature and a beautiful lake. The living room is lined with plants and a stylish round window. The decorations are simple yet unique. The material used to make his home is nicely polished wood.

## References

* Etymology - http://www.behindthename.com/name/orpheus
Coalition

worlds who joined together to open free trade

   across the multiverse between the

more powerful and affluent realities. The Coalition was formed by the Alliance
of Tetra. The founding trade realities have put the coalition on the road to
economic success.

The Coalition switched from trade to war when the Order destroyed the reality of Delva. The Coalition consolidated its respective navies, air squadrons,
and armies into one massive cohesive force that managed for a time to hold the
Order at bay across the whole of the Multiverse.

Given the Coalition is a massive multi-world, multi-nation and
pan-dimensional entity, it is unsurprising that it has a complicated and multi-branched
governing body. While it does have a Parliamentary style, with each member nation
represented by an ambassador, everything is really run by Sect of Seven, the
first founding members. This is mostly missed by the rest of the member worlds,
due to the red tape, approval, and all other bureaucratic nonsense.

The military of the Coalition is a large combination force with a very
strict hierarchy that can make movement take a long time. This is why the Order
has started to regain ground against the Coalition forces; the Order does not
have to wait. So even though the Coalition is more than capable of a successful
push against the Order, due to the leadership and the monster that is its own
government it is unable to.

The culture of the Coalition is very much a high class, fancy, “noble”
society. Men and women are to act appropriately and be proper gentlemen and ladies.
Children are too be seen and not heard and do as they are told. Those who do
not fit in are usually ostracized and not invited to high social events.

The Coalition also views itself as the “good guys.” They are doing right in
the right way for the right reasons. They handle things correctly, and all
others are a mild form of incorrect to full on blasphemous.

The Order is the Coalition’s opposing force, and the enemy to all. The
Coalition views them with contempt, but holds a mild respect since the Order
does stand up to fight like a true opponent, though be it with unconventional
weapons. They desire to force the Order back to its home world and keep it at
bay there. All worlds that are freed must go through a period of reeducation
and then will be allowed to rejoin the free multiverse in their proper places.

The Coalition views the Renegades as dirty degenerates for
the most part. This is due to their known instances of piracy, as well as their
hit and run tactics.  All Renegades are viewed as pirates and have a
bounty set on them as such. However, it has been noted that some cooperation
has occurred off the books.

Neutral forces are seen as cowards, since they have refused to take a side
in the conflict.

## Coalition Bonus

All characters siding with the Coalition gains the following:

* +200 credits
* +1 Bureaucracy
Firey

**Firey** is a male student at Object High and the main protagonist of the series. His goal in life is to be accepted and well liked by his peers and those around him. Most of the plots revolve around him trying to become more popular by doing something that a popular group of students is doing already, (e.g. joining the football team) doing something to impress the popular kids so that they'll let him into their clique, (e.g. getting old-school club sodas for a party) or trying to outdo his arch rival, Coiny, at something so he can prove he's better than him. He dislikes anything having to do with water for obvious reasons. He is best friends with Leafy who often comes with Firey on his misadventures.

## Personality

Firey is a really (not surprisingly) warm person (both figuratively and literally) and makes friends quite fast. Except for people who are mean or he sees as threats. (like anyone who is made of water {except Teardrop} or frozen water)

## Relationships

Leafy-

Teardrop-

Nickel-

Baseball-

Paintbrush-

Lightbulb-

Coiny-
Stealing

Any item that a character can be
stolen with the exception of Arcanum and Benedictions. Therefore any weapon,
armor, Elixir, or gadget that your character carries can be stolen by another
player with varying degrees of difficulties.

The standard clash for stealing
any item is your character’s agility plus larceny against either a standard
difficulty or the target’s Awareness Rate. If an in game item is unattended and
off to the side the difficult is set at zero. This is due to the fact that no
one is there, and the item cannot defend itself. If another character is with
twenty feet of the item, the clash will be against their Awareness Rate.

If the item is on the target
their Awareness Rate gains a bonus depending on the item, and if the item is in
use. Weapons, Elixirs or gadgets not in use at the time your character tries to
steal them add three to the target’s Awareness Rate. This is because they are
on the target, and it’s really hard to steal a gun off of a gun belt on the
desperado you are fighting.

Weapons, Elixirs and gadgets in
use at the time add six to a target’s Awareness Rate. It is not impossible to
steal an item in use, but seriously someone will more than likely notice the
potion they had in their hand being missing if they were right about to use it.
The hardest item to steal is a target’s armor. It is always considered in use,
because the target is wearing it. Armor adds ten to the target’s awareness
rate. It is near impossible to literally steal the shirt off someone’s back,
but if your character pulls it off. It will be an epic moment at the event.

Related to stealing is looting.
It’s just like stealing, but off of dead guys. If an item is looted or stole
your character may use that item until the end of the event. At the end of the
event all stolen or looted items will be cashed out for their credit value and
the prop returned to its owner.
Object High Wikia

## Welcome to Object High-Pedia!

Welcome to the official Object Town wiki! This place has everything you need to know about the fake TV cartoon about inanimate objects going to High School.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Longdraw

**Longdraw** is an oathsworn blade of the Elder Imperium. The sword had a long, curving blade of crimson-tinted steel. Longdraw was gifted to Blademaster Madrigaan of the Imperium, a regent of unrivaled skill and battle prowess. It’s said that Longdraw’s hiss upon leaving its scabbard could chill the blood and stutter the hearts of even the most steadfast warriors. It was lost overboard, along with its wielder, at the fall of the Imperium, and lies now at the bottom of the sea.
Locations

Skullduggery takes place multiple worlds, times, and places. This is because in your own lore, your character may be the biggest baddest mother that ever carried a gun or saber. However, other players lore may say the same about their's. So there is an allotment for folks to come from multiple worlds.

There are already numerous worlds scattered across the multiverse within Skullduggery. Each has its own history, alignment for factions, and some may even give bonuses if used as a set for game secession. Below is a list of known realities based on Factions.

## Known Realities

### Coalition

* Boldat
* Britannia
* Jhoge’y
* Solus
* Tirimait
* Tetra
* The Sulinate

### Order

* Avion
* Havok
* Quina
* Xion

### Renegade

* Aether Skies
* Aperture
* Noir'Aeolus

### Neutral

* Abel
* Kul
* Selecia
* The Straits

## Making Your Own

It is completely acceptable for you to make your own reality. All you need to do is come up with a small history, faction alignment, and actually have a character from that reality. Once you have completed that take it to a gm and get approval. If you would like to provide it for others to play as a setting, make a wikia page on this site and then link it on this page.
Neutral

### Neutral Factions

The neutral factions are in no way a unified force, they are just all
parties that do not want to be directly involved in the conflict. They simply
want to be left alone to live their lives. That being said, they are not
pacifists and will defend their way of life.

There is no solid culture in the neutral factions. No overarching religion,
fashion, or any other such factor. So a character from the neutral factions has
little to no limitation on their design or really any guidelines to follow.

The neutral factions prefer to deal with the Renegades out of all the other
forces, due to they are the only faction who do not actively try to bring them
into the ongoing conflict. Also the two factions just want to not have someone
else mess with their way of life.

The neutral factions do not want to deal with the Order or Coalition,
unless it is just necessary. This is due to forced conversion or repeated
requests to join for the greater good.

## Neutral Bonuses

All Neutral characters start with the following:

* Position: 0
* +100 credits
* +1 attribute point
Charwood

**Charwood**, formerly known as **Alfheim**,is a forest realm in northern Erenoth, bordered to the north by Karn. Charwood was once a lush forest, but the Convocation burned the forest during the War of the Broken North. The elves of Charwood, also called burned elves, are scrappy survivors and loyal wardens of the wood. They currently tend to their ruined home, attempting to regrow the mighty direoaks that once grew there.
Social Combat

The political and the social
areas can be just as dangerous as any battlefield. Social combat is the war
fought with words. It functions just like physical combat, but relies on
charisma and mental abilities versus physical attributes.

Social combat takes place, much
like physical combat, during a specific scene and is divided into turns. These
turns are longer during social combat though. This is due to it sometimes
taking longer to speak than it does to pull a trigger. Each turn in social combat
is a full thirty seconds. This is to allow your character, and others, to fully
plan and say what they intend to say or do for their action.

Most social combat can take place
without card draws, as long as those involved role play the events properly and
are willing to do so. If they cannot, then a GM or judicator can step in and
facilitate the card draw system.

The order of mental combat is
exactly the same as that of physical combat. Initiative and actions occur in
the same order, with only subtle differences in the skills used to determine
outcomes. Instead of a dodge rate to elude and attack, your character’s mental
resist helps your character to parry and ignore the words of others. No damage
is dealt, but if a social attack is successful and its point is made all those
in the social combat feel its effect and may have their opinions swayed.
Human

**Humans** are the predominant species in Erenoth. They are prevalent and diverse, and outnumber non-human races four-to-one on average. Ancient elven texts speak of humans arriving in Erenoth on hundreds of ships, many thousands of years ago. It is believed that these early humans settled the eastern coast of Ostrus during the final days of the third Elder Imperium. During the decline of the old elven empire, humanity flourished. It is unknown where they emigrated from, though many scholars believe they were escaping slavery and hardship elsewhere in the world.

Among the humans of Erenoth, different ethnicities exist.

### Northfolk

Men and women of Verglas, northern humans generally have paler skin and fairer hair than their southern brethren. They are also typically larger in stature.

### Tirodians

The humans of central Erenoth (predominantly Gwyn Tirod) have duskier skin and stouter statures than Northfolk. Their hair ranges from dark brown to vibrant red, and their eyes are typically earthy in hue.

### Keldsmen

Men and women of the southern jungles of Ostrus have darker skin and hair, and generally have green or brown eyes. They are typically taller than Tirodians, but not as broad as Northfolk.

There are also goliaths and tieflings, which are both half-breed species of humans.
Death

All characters within
Skullduggery can die. It is the main focus of combat after all. To make the
other guy dead. Once a character’s dying health levels have been exceeded, they
are dead. However, this does not mean the character can never be played again,
they are just out of commission for the time.

A character that has been killed
is subject to looting and other humiliating acts. However, a player can go to a
GM and request to be respawned. The cost of respawning is your character’s
credits and build points for the event. If you wish for your character to
respawn and to continue participating within the current event, you must pay
your credits, build points, and are placed at disadvantage for the remainder of
the event.
Kinra

Played By
 First Appearance
 Race
 Hair
 Eyes
 Alignment
 Deity
 Items

**Kinra of Estia** is a one-eyed bronze-scaled dragonborn merchant who was traveling through Erenoth on a mission to retrieve the Scale of Xertal, the Mother Dragon. He is originally from the land of Estia, a continent far across the ocean of which little is known in Erenoth. The Provokers retrieved the scale from the ruins of Demeter and returned it to Kinra in exchange for the Ring of Three Strides.
Bounties

Multiple players carry bounties
on their heads for one, two, or all factions. They are a great bit of role play
and additional bits for your character, or other players. Bounties are based
two factors. The first is the flaw wanted. The higher the wanted flaw score
your character has the higher the bounty.
The second factor is in game actions by your character or other players.
In other words if you piss someone off they may put a bounty on you.

To collect a bounty your character
needs to bring physical proof of the target to a GM. This means the living
character, or a physical object of their dead body needs to be brought to a GM
to receive the credits. A GM cannot cash in a bounty with another GM.
Rorge Firebrand

> *“Are there any corpses in the room? ... No harm, no foul."* - Rorge, The Provokers: Session 01 - Brook is Burning
>
>

**Rorge Firebrand** is a mountain dwarf cook, brewmaster, retired adventurer, and co-owner of the Wayward Wanderer, a roadhouse in Gwyn Tirod.

## Biography

Rorge's origins are unknown, other than his birthplace of Snarholme. During his formative years, he began combat training as a fighter and became specialized in the warhammer.

Sometime later, he encountered the sorceress Rhian, Kardün Burrows, and Helge Sunsmite, a cleric of Helial. The group formed the Bleakwalker party, known for the slaying of dragons, wraiths, and traveling into the Bleak. During his time adventuring, he carried the magical warhammer Toebreaker that could shatter armor and bones. His prized weapon now sits over the mantle in the Wayward Wanderer.

After considerable traveling, Rorge fell in love with his human companion Rhian Gesturn and the two settled down, married, and pooled their funds to purchase the defunct tower of Southreach in 2002 AGS. The Bleakwalkers exorcised the restless spirit of Feron the Tower wandering the outpost and began renovations. In three short years, Southreach became the Wayward Wanderer.

## Personality and traits

Rorge is broad-shouldered, muscled, and yet rather portly. He has a long coarse beard and an equally long haead of hair, both as black as coal. After years of adventuring, he is missing multiple teeth, now replaced with falses, and many fading dwarven tattoos.

Rorge is as boisterous and booming as his Forge Whisky, still as rambunctious as his adventuring days. He still will go hunting from time to time, but mostly takes pride in his quiet life as a brewmaster, crafting his Forge Whisky, a drink so powerful that it can knock a patron with weak spirits unconscious. It's alcohol content is high that many times his brews go wrong and explosions erupt from the kitchen. Despite all this, Rorge is still joyous and loves his relationship between him and his wife, Rhian.

## Appearances

* The Provokers: Session 01 - Brook is Burning
* The Provokers: Session 03 - The Corrupter
* The Provokers: Session 07 - As the Palaces Burn
Trollcutter

**Trollcutters** are ancient dwarven weapons, designed specifically to kill trolls and their kin. These large, double-headed battleaxes were imbued with fire magic, enchanted using revery. They saw widespread use during the Age of Stone, when dwarves hunted the trolls almost to extinction and ruled Erenoth for a millennia.

Very few trollcutters remain intact, and the surviving examples are well over 7,000 years old. One trollcutter is held in the Kurgan in Bardoth; another is displayed in Falhast, in the Gyre Archives. It is believed that Brasswick Feeblehammer of the Provokers unearthed a trollcutter in the Troll Tunnels beneath Shade Vale, though its fire enchantment had long dwindled.
SkullduggeryLARP Wikia

## Welcome to Skullduggery

Welcome to Skullduggery a steampunk LARP system. It is designed to be interactive and entertaining for small to large groups. The worlds of Skullduggery will allow players to run through the gears, grit, shenanigans, and hubbabalou of a Victorian science fiction genre.

1/6
## Quick Links

* Character Creation
* Factions/Standing
* Characters
* Vessels
* Lore
* Locations
* System

## Disclaimer

Notice: The characters, ideas, and concepts contained within this website and its linked sites are the intellectual property of their submitting creators. Any attempt to use or copy this information without the express written consent of the submitting creator and the administration of this website is prohibited.
Reine

**Reine** (レーヌ *rēnu*) is the ruler of Parterdeame and the one born as the proxy of the Goddess. It is the duty of the Reine to distribute the Grace of the Goddess so the land may flourish and grow. Violette is the current Reine.

Hubert states that the Reine and the four chosen knight's destiny is to function as gears for Parterdeame and distribute Grace until they eventually wither away.
Ring of Three Strides

**The Ring of Three Strides** is a powerful artifact. It is a silver ring with three black stones. The stones seems to contain shifting colors and light. When a stone is removed from the ring, at the bearer's command, the ring will teleport a group of people to the stone's location.

These rings were called the Rings of Many Skies by the lizardfolk, and many of them were lost with those who misused their power.

The Provokers acquired one of these great rings from Kinra.
Falhast

**Falhast** is a city-state in the northeastern part of the Western Southlands. It neighbors the Sonnegeist Desert. It is notable in being the home of Holly Rast, adopted daughter of Provoker Aaron "Dice" Ellington. The Corrupter marched on the city during the War for the Western Southlands, but the siege was broken when the Provokers used the Ring of Three Strides to teleport in reinforcements.

Falhast is mostly populated by humans. It is ruled by a council of guildmasters, each representing a different trade. It is the home of the Guild Arcanum and the Gyre Archives. It is the home of famous wizard Algrum Emberhand.

Falhast was governed by Talmoor until it gained its independence in 1502 AGS during the Falhast Seccesion.

## Geography

Falhast is situated on the edge of the Sonnegeist Dessert, a land scorched black from dragonfire. The city stands as a beacon of light in the region.

## Economy

Falhast is the largest economic hub in the Western Southlands, so much so that the gold in its banner represents the large exchange of goods and services, as well as the wealth accumulated by the city. Many merchants from along the Meridian travel to Falhast to trade specifically because of its open marketplaces and options for investments. Since the city is in a rather barren spot geographically, most of the food is imported from the south and has a higher price as a result. Many guilds in the city regulate the markets and require membership dues to join. Many of these guilds also actively seek to punish those who try and get around guild regulations.
White Crags

**The Stone Conclaves of the White Crags**, often just called the **Conclaves**, are a group of giant tribes who dwell in the moutain ranges to the north and east of the Western Southlands. In the time of the Kasrin Empire, the Conclaves were prosperous and powerful, rivaling the Empire itself. Aeras the Reclaimer warred against them for many years, when they were led by Ujarak Topples-Mountains.

During the Kasrin Civil War, the Conclaves allied themselves with Aeras and his rebellion. During the Great Scorching, they once again fought side-by-side against the dragons. Their numbers dwindled at this time, and they have yet to regain their wealth or prosperity, 2,000 years later.
Verglas

**Verglas, the Northern Kingdoms,** is the northernmost region of Erenoth. Colder and harsher than the southern regions, Verglas is home to many dominions, fragments of the once-great Kasrin Empire. Verglas terminates in the Anvils, a range of impenetrable mountains. Beyond them, the great tundra known as the Everfrost stretches beyond the edge of the world.
Asmundr

**Immortal Emperor Asmundr**, known later as **Asmundr the Undying**, was the last and most powerful ruler of the ancient Kasrin Empire. The son of King Willamar and brother to Lord Commander Aeras, Asmundr was a prolific magic-user and one of the greatest practitioners of necromancy.

Asmundr ruled during the Undying Age, where undead minions served their living rulers and humans lived for centuries at a time. Asmundr was Erenoth's first known lich, an undead wizard of immeasurable power, whose lifeforce was extracted and contained within a phylactery.

Asmundr was eventually opposed by his brother Aeras, and the empire was plunged into civil war. In the final days of the conflict, Asmundr unleashed the dragons, who had been sealed away by the gods, and brought untold devastation to Erenoth.

Asmundr perished in the Great Scorching, and his empire splintered.
Wier

**Wier** is a wood elf of Shade Vale. He was a prisoner prior to the destruction of the city, but broke free along with Therys Trollfriend and aided the Provokers in defeating Brokejaw and his orcs. Wier has a horribly burned face, with one ear essentially melted away. He and his fellow escaped prisoners vowed to harry the orcs in the forest to slow their progress.

Following the War for the Western Southlands, Wier and his fellow prisoners banded together to form the Bone Rangers.
The Bleak

The Bleak. The Scourge of Arbitron. The Gods created a whole world. It is full of magic and might. But the very magic that made this world so lively has been twisted. Scholars from the many realms across the grounds of Arbitron have each formed different explanations of the phenomenon that appears to border each continent in these latter days. Those who have set their studies towards the Bleak find that it often defies quantification.

The Bleak holds itself within its own borders. It is stationary in areas. Sailors on the Kasrin Sea know that if they venture two thousand leagues west from the Bloodhoof Steppe they will find a sheer wall of reddish cloud. The wall is penetrable. Some ships have sailed in, only to discover that there is no water in the Bleak. Still the ship sails. The accounts the sailors returned with however are disjointed, crazed. They recall images of their past, their futures. They rant of visions of majesty, desperate cataclysms.

The visions seem to be the only consistent part of the Bleak. In some places, like west of Erenoth, it seems to be a place of vast emptiness. In others, like the long forgotten city of Bre’Thalena Kair un’Thanth, the Bleak is more a living skin of magical chaos. The last being to venture to that doomed metropolis, and survive the experience long enough to speak to another soul, was raving mad. The elf came staggering out of the flows of the Bleak. His eyes had been gouged out, apparently by his own hands. He screamed barely comprehensibly about living buildings walking about. He muttered about solid air suffocating him. And, just before he expired from the strain of his mental torment, he spoke the only clear words. “The searing light of death, seated on a throne of starfire, speaking the wound of a world.”

Some realms ignore the presence of this magical turmoil. Others are forced to endure it as it ebbs and flows over their realms like a chaotic tide. Yet others dare to venture through it. They have learned of the other realms, and so it is common enough that fragments of societies have mingled. A dwarf, in a vengeful rage in Stone Rift in Erenoth, may call upon the name of far-removed Sur Salin to show his dedication to seek vengeance for his family. Such bits of knowledge linger in the fabric of each realm of the worlds, but the Bleak is a vast divide that divides the world in greater ways than the oceans. It is also posited, based on the account of the elf who ventured to the heart of Bre’Thalena Kair un’Thanth, that the Bleak is a malignant force working to destroy Arbitron. But most mortals think only of their own struggles for survival.
Knight

**Knight** (騎士 *kishi*)

Together with the Reine, four men are elected from each country by the Kamon of their country. They discard their human bodies and become a Hanabito.

They become the representative of the land and take the responsibility of distributing the Grace of the Goddess to their country.
Rates

## Attack Rates

Attack rates are the base total
for attack actions before the addition of bonuses and a card draw. They are
quick reference to help make handling anything combat oriented quick and easy
to know. There are two types of attack rates: hit rates and damage rates. Below
is a chart of the types of attack rates.

## Defense Rates

Much
like rates for offense and attacking, there are rates for defending a
character. They are often used rates that help your character defend themselves
from the numerous attacks and insults that may come their direction.

 Name
  Dodge
 Rate
  Resistance
 Rate
  Mental
 Defense Rate
  Emphatic
 Rate
  Awareness
 Rate
 + Awareness
Therys Saroscient

**Therys Saroscient**, more commonly known as **Therys Trollfriend** or **Therys the Traitor**, is the father of Aerdon Saroscient, a former Watcher of Shade Vale, and an exile of the wood elves.

Once, he commanded the Watchers of Shade Vale. But his wife fell ill with rotlung and he consorted with the trolls in a desperate attempt to find a cure. Myr Stonegaze exposed Therys and launched an inquiry. Therys, fearing for his family, fled Shade Vale.
Rhian Gesturn

> *“I suppose this is kind of how it happens, isn’t it? Y’all come into a tavern, total strangers, walk out with some sort of adventuring band? Maybe have a name for yourselves even, like the frolicking rhinos?” -* Rhian, The Provokers: Session 01 - Brook is Burning
>
>

**Rhian Gesturn**, also known as **Rhian the Enchantress**, is the retired human adventurer and co-owner of the Wayward Wanderer, a roadhouse in Gwyn Tirod.

## Biography

Not much is known about the origins of Rhian, although it is inferred that she was born around ~1965 AGS.

Sometime later, she became a sorceress of increasing power and sought adventure with the Bleakwalker party. During her time of adventuring, she encountered Rorge Firebrand,  Kardün Burrows, and Helge Sunsmite, a cleric of Helial, and formed the Bleakwalkers, and group whose tales include the slaying of dragons, wraiths, and traveling into the Bleak. During her time adventuring, she carried a yew staff with a smooth topaz gemstone on the top as her arcane focus.

After considerable traveling, Rhian fell in love with her dwarven companion Rorge and the two settled down, married, and pooled their funds to purchase the defunct tower of Southreach in 2002 AGS. The Bleakwalkers exorcised the restless spirit of Feron the Tower wandering the outpost and began renovations. In three short years, Southreach became the Wayward Wanderer.

Rhian, now in her mid-fifties, manages the front of the house, serving drinks, bringing out food, and checking in guests, while her husband, Rorge, handles the kitchen.

During the formation of the Provokers, Rhian encourages their endeavor to help the town of Brook.

## Personality and traits

Rhian has blonde hair with streaks of silver, blue eyes, and pallor skin. She begins to show the signs of aging with a few wrinkles. Rhian typically dresses in brown and tan tunics, with equally colored pants and a usually stained apron. She trots around with leather boots.

Rhian is generally nice to all that enter the Wayward Wanderer, but it no-nonsense. She's very observant of her patrons and admires the selfless acts of those who wish to help others. However, she cares for her husband, Rorge, the most.

## Appearances

* The Provokers: Session 01 - Brook is Burning
* The Provokers: Session 03 - The Corrupter
* The Provokers: Session 07 - As the Palaces Burn
Gazkhull Magranzuk

**Gazkhull Magranzuk**, more commonly known as **Brokejaw**, was an orc of Skull Ridge. A massive hulk, his lower jaw was mangled beyond repair and replaced with a mandible of bone by the barber surgeon Vivis Ect. A tried and tested warrior, Brokejaw was unique in that he refused to use weapons, preferring his fists and feet to deal punishment to his enemies.

Brokejaw commanded the orcs who slaughtered Aerdon Saroscient's squad of Watchers, and was one of the orcs tasked by Chief Hivor Blackbone to retrieve the Godsword for the Corrupter.

The Provokers found Brokejaw in the charred remains of Shade Vale, and bested him in combat, ripping his jaw off.

Brokejaw was portrayed by Lloyd Collins (Jarl DM) in the Orcs of Skull Ridge one-shot game.
War of the Broken North

**The War of the Broken North** was a catastrophic, widespread conflict initiated by the newly-formed Confederation of Karn forty years after the half-elf King Talgren Gray's ascension to the Sundered Throne of Karn. Talgren united the houses of Karn with the elven tribes of Alfheim to form the Confederation, and struck out at the bordering northern kingdoms to claim new territory and forge a new legacy for Karn.

The conflict ended with the intervention of the Convocation. Squads of Convokers were dispatched to quell Talgren's southward advance, and Talgren perished under their swords. The forest of Alfheim was burned to the ground during the Confederation's retreat.

Talgren's daughter, Selyse Gray, assumed the throne of Karn and declared peace in the north. The north has yet to recover from this disastrous conflict.
Accord of Provocation

**The Accord of Provocation** was a treaty signed by prominent entities of the Western Southlands, following the War for the Western Southlands and the defeat of the warlord known as the Corrupter. It was a historic document which ensured the support of all signing entities in the event of an invasion or hostile takeover. It involved Gwyn Tirod, Stone Rift, and Shade Vale. It also included clauses related to reparations on behalf of the people of G'valt.

The Accord is currently displayed in the Gyre Archives of Falhast.

**Signers:**

* Uldar Deepdigger of Fulgrim
* Turl Loam of New Brook
* Guild Representatives of Falhast
* Murl Kastigan of Hummock
* Myr Stonegaze of Shade Vale
* Balrok Hornhelm of Stone Rift
* Various Chiefs of G'valt

**Witnesses:**

* Rorge Firebrand
* Rhian Gesturn
* Brasswick Feeblehammer
* Deurgen Bloodmountain
* Aerdon Saroscient
Viatur

**Viatur**, often called the **Wandering Isles**, is a series of floating landmasses located over and around northern Erenoth, often seen drifting between Verglas and Ostrus.

It is unknown what causes these islands to float among the clouds, but many believe the same principle was used in the airships of the Kasrin Empire.

The largest city on Viatur is Aeras, home of the Convocation.
Consorts of Kairon

**The Consorts of Kairon** are past lovers of the devil queen Kairon, who ruled the jungle realm of Keld for more than a century. They were once mortal beings, but were twisted and warped from the hellish influence of Kairon. They have a devilish appearance and supernatural abilities. Since Kairon's exile at the hands of the Convocation, they are obsessed with her eventual return. Many congregate around Fiendgate, while others roam Erenoth, searching for a way to reach their beloved Kairon.

The Consorts are the fathers of modern-day tieflings, and as such, are often followed by large groups of them.
Campanule

**Campanule** (カンパニュール *Kanpanyūru*) is prosperous trading nation by nature with agriculture and prosperous dairy. It is positioned in the south of Solvieux. It is also a country known by its beauty and arts. It is symbolized by a Japanese Bell Flower/Common Balloon Flower

## Known Residents

* Louis (illegitimate prince)
* Uranami
Orrous Cragbrow

**Orrous Cragbrow** is the Prime Warden of the Convocation, a hardened human man whose scarred face earned him his unique moniker. Orrous grew up fighting in the pits of Krieg, and was eventually discovered there by the famous Convoker Warden Altrus Suresteel. Orrous was a prominent figure in the War of the Broken North, personally felling Talgren Gray on the field of battle after the half-elven king killed Orrous’ griffon. He is known as a sure and capable leader, firm but fair, and as deadly with his fists as he is with a blade.
Holly

Holly has dirty blond hair, just like her mother and eyes that resemble those of her biological father. She is the adopted daughter of Aaron "Dice" Ellington, who has always saw her as a true daughter, and biological daughter of Meredith. She was taken during her early age away from Dice to live back at Falhast with her biological father when this learned of her mothers death.

## Early life

She got to know the lands of Talmoor alongside, Meredith, her mother and, Aaron "Dice" Ellington, her adopted father. Sadly she was taken back to Falhast by soldiers, back to her biological father, who himself gave the order to bring her back. There she started training and preparing to join the other ranks of Falhast.
Provokers

**The Provokers** are a party of adventurers in the world of Erenoth. Formed at the Wayward Wanderer when the people of the town of Brook came in seek of help, they have become important figures and played pivotal roles in the War for the Western Southlands against the Corrupter .

## Members

* Aaron "Dice" Ellington of Talmoor
* Aerdon Saroscient of Shade Vale
* Brasswick Feeblehammer of Bardoth
* Deurgen Bloodmountain of Stone Rift

## New members

 Trivia

As stated on Provokers Session 16 - Falhast, Pt. 1 (Pt.1 - 1:28:37 / Pt.2 - 1:58:50), by Michael Barker of Be A Better Game Master now known as Ignite: Inspire The Story and later on by Matt Click from A Fistful Of Dice.

This is the Provokers Popcorn Quiz

* *Q.* **What is the first spell Dice ever cast?**
	+ *A. Detect thoughts against Khaldor during the dispute in the Wayward Wanderer*

* *Q.* **What was the thing that Brasswick was surprised about regarding what Aerdon was eating/drinking in the Wayward Wanderer?**
	+ *A. Ale and that Aerdon was a elf who drank ale.*

* *Q.* **Who was the first Provoker to roll on the permanent scar table of the DMG**
	+ *A. Aerdon, a lighting shape scar on the right side of his face.*

* *Q.* **What was the first thing that indicated that Erenoth, Enchea and Dragongrin were located in the same world?**
	+ *A. Deurgen in Stone Rift to his father in Session 6 - Lightning Strikes Twice called out that he would go as far as to Sur Salin.*

* *Q. **Where did the Corrupter get the black flame sword that he used?***
	+ *A. The Godsword, was origanily risiding in Grimbark Barrow and was guarded by the troll Altru-Ilmaan-Balfrit, who was killed by orcs of Skull Ridge.*

* *Q.* **Which special guest star played the Matron, Elmira Marrowblade, of Shade Vale?**
	+ *A. TheRogueDm.*

Part 2 of the quiz is at the same session but the time is 1:58:50

* *Q.* **Where is Kinra from?**
	+ Estia is from where this dragonborn is from.

* *Q.* **What is the name of the troll who gave the Provokers the hallucinogenic tee?**
	+ Abzaan-Sharr-Uzzur is the name.

And this, ladies and germs has being the very first Provokers Popcorn Quiz.
Elmira Marrowblade

**Matron Elmira Marrowblade** was the ruler of the elves of Shade Vale. Elmira personally felled more than a hundred orcs with her famed blade of primordial bone. She killed Krusk Bloodscalp in single combat. She was a firm but fair matriarch, well-loved by her subjects and feared by her enemies.

Elmira unmasked the Corrupter while dueling with him.

She died defending her city against an attack by the orcs of Skull Ridge, led by the Corrupter. It took six spears to bring her down.
Nosmir Stormhammer

**Nosmir Stormhammer, King of the Toil**, was one of two kings of Stone Rift, along with King Balrok Hornhelm. Nosmir was the leader of trade, commerce, and labor.

During the War for the Western Southlands, Nosmir negotiated a deal with The Corrupter to grant Stone Rift protection in the coming invasion. He was exposed by the Provokers and put to death in the Hall of Thunder.

Nosmir's weapon was Storm's Reach, a mighty warhammer imbued with lightning. It is now carried by Deurgen Bloodmountain.
Object High

**Object High** is a fake flash-animated adventure/fantasy/comedy TV series that (not really) airs on TeenNick. It takes place in an alternate reality where the contestants of Battle for Dream Island and Inanimate Insanity attend the eponymous high school Object High.

## Plot

The series takes place in an alternate reality where the contestants of Battle for Dream Island and Inanimate Insanity attend the eponymous high school Object High. The main porotagonist is Firey from Battle for Dream Island. His best friend, Leafy, (who is also from BFDI) is the main dueteragonist who has a crush on him.

The series appears to be in a teen sitcom format with many of the episodes being split into two different plot lines which affects one of the main characters in one way or another.

The main characters attends Classroom BI219 with MePhone4 (the host of II) as their homeroom and English teacher.
Effects

Some weapons come with additional effects, that can affect a target. Below is a sample list.

#### **Aim**

A character may at any time opt to aim at their target. If
they decide to do this the turn spent aiming is lost. On the character’s next
turn they have a +plus 5 to hitting their selected target.

#### **Call Shot**

A call shot is similar to aiming, but is a bit trickier since
it is an exact spot on a target (head, nose, etc). A character must spend a
turn aiming at the target, and suffer a minus five to their hit. If the player
using called shot does hit, they can ignore half of a targets soak on damage.

#### **Dual Wield**

A character may at any point dual wield weapons at any point
in combat, but it comes with a price. When dual wielding, the main weapon is at
a minus 3 difficulty and the offhand weapon is at a minus five. This may be
negated with merits.

#### **Flurry**

A flurry is a series of quick attacks made by a character,
but they are not as precise or effective as planned and concise attacks. A
character may flurry up to five attacks in a single action. The first is made
at a minus two, the second at minus four, third at minus six, fourth at minus
eight and the fifth at minus ten. Each attack is drawn individually. A
character that flurries also must miss their next turn due to exhaustion.

#### **Knock Back**

Knock back is an effect that, if successful, will knock an
opponent prone. This can result from a successful blow from a weapon or an
attack by another character. If a target is hit then a knock back resistance
must be drawn. Below are the rules for both

·
Weapon: Draw two cards for the weapon against a
target’s (Stamina + Resistance + card).

·
Hand-to-Hand: Attacker’s (might + hand to hand +
draw) against target’s (stamina + resistance + card).

A target that fails a knock back
resistance is knocked prone, and loses their next turn. A weapon that does not
have a knock back add-on or a hand-to-hand blow will deal only half damage on
an attack intended to knock back.

#### **Sneak Attack**

A sneak attack is meant to be unseen.
First the attacker must clash their Agility + Stealth against the targets
Awareness rate. If they succeed the target does not see the attack coming and
has a dodge of zero for the attack. Second the attacker must draw, if a
skullduggery is drawn the attack still misses. If a benjo is drawn its affect
occurs. If any other card is drawn the attack hits with no other affect.

·
If the target is engaged in some other activity,
the attacker gains a +2 to a +4 bonus to their draw. This is to determine by
the GM based on how engaged the target is.

#### **Stunned**

An opponent or player can become
stunned by failing a resistance check (resistance rate + card) for up to a half
their constitution turns.  If stunned by
an unarmed attack, it is the attacker’s unarmed rate + a draw. If it is a
weapon the difficulty is eighteen. While stunned, a player or opponent must
draw twice for all draws and keep the lower of the two draws.
Bloodhoof Steppe

> “*Hooves thunder across rolling fields. A horn sounds. Men and half elves rush to wooden palisades. On their faces are red tattoos, sun weathered hands clasp well worn bows. The terrifying drumming of the enemy hooves washes over stoic gazes. Women and children withdraw into the long houses. Men, with claws, feathers, and beads woven into long hair, draw arrows to their cheeks as the hideous horsemen, centaurs, ride into view.*”  — Archibald the Younger
>
>

The rolling **Bloodhoof Steppe** sits along the northwest coast of the Western Southlands. Here the hardy settlers, fleeing the ruins of Kasrin, found a land of rolling hills. The families realized they wanted space and as they moved through the steppe, the clans began to take shape. Those who stayed along the coasts built their homes of the bounty of driftwood. Nearer the forests of Shade Vale, the bounty of living wood furnishes the clans with great halls. Here too the elves and humans intermarry. The clans are famous for their hill forts, their meads, and their resistance to the native inhabitants of the Bloodhoof Steppe.

## History

Long before humans tried to settle the steppe, bands of cruel, brutal centaurs called it their home. Scholars, like Archibald the Younger, believe that the centaur races were a draconic experiment in the Age of Mythos. Centaurs have a loose society. Strong males collect mates and bring weaker males into their cadres. The reign of a centaur stallion depends on his success in providing food for his cadre, his ability to intimidate his male followers, and his ability to father a new generation. They have a crude language, but it seems rather rudimentary. The centaurs arm themselves with basic weapons, mostly slings, clubs and spears. Their great size though means that when their blows land, they can be quickly fatal to mortals. Settlers soon learned that these brutish creatures carried off humans for two reasons. Feeding and fun.

## Geography

The hill forts of the humans are often ringed with forests of sharpened stakes, thick enough to cause all but the most foolhardy centaurs think twice about trying to hurdle them. The coastal clan forts are often less intensely defended, in part because fewer centaurs venture so far west, but also they live on the oceans. They create escape routes to their boats, and often wait out the raids from the safety of the waves. The coastal clans often draw names from the beasts of the ocean.

## Culture

The clans, united by the threat of the centaurs, have a loose confederation of mutual support. But the human dominated oceanic clans are a bit stand-offish towards the intermarried clans of the deep Steppes. The threats of the centaurs have kept the clans from open war. Clans in the deep Steppes adopted the elven tradition of tattooing their faces. The water clans rarely decorate their skin, but they weave bones of sea creatures through their hair.
Storm’s Reach

Storm's Reach is a powerful warhammer infused with the lightning of Stone Rift , once wielded by Nosmir Stormhammer, the traitor king of the toil. When Nosmir was executed, the hammer was bequeathed to Deurgen Bloodmountain. The weapon has the unique ability to come back to those who throw it, if it does not hit the target. It was Deurgen's main weapon in the fight against the Corrupter. Although Nosmir was a traitor, his legacy of fairness and honor, until the very end, lives on through this hammer.
War for the Western Southlands

**The War for the Western Southlands** is a widespread conflict in Erenoth's Western Southlands. The war began when the Corrupter, a rogue member of the Convocation, united the tribes of G'valt and led them in a crusade northward towards the free city of Falhast. The dwarves of Stone Rift, the orcs and elves of the Shade Vale, and the people of Gwyn Tirod have all become embroiled in this conflict.

## Chronology of the War

### The March of the G´Valt barbarians

###

### The Raid of Gwyn Tirod

###

### The Battle of Demeter

###

### The Treason of Stone Rift

###

### The Battle of Loch Brune

###
Thornedge

**Thornedge** is an oathsworn blade of the Elder Imperium. It is an emerald-hued dagger with a leaf-shaped blade and a hilt adorned with ivy leaves of shimmering blue mithral. When the dagger was thrown, the wielder could speak a word of old Elvish to retrieve the weapon in a flash of light and a puff of fragrant smoke. It is a weapon made famous by the tiefling bard Taryn Dark-Wind, who carries it proudly on his hip.