recursal/Fanatic-Fandom huggingface dataset:
Zombies

Zombies are the most common type of Eternal, and typically the most fresh. They eat raw meat by preference, though just about any type of meat will do (Except for the flesh of the Cursed, which acts as a potent poison to Zombies). In an absolute pinch, eggs and other high-protein foods can function, but to zombies this is the equivalent of surviving on wet crackers.

Zombies have a reputation towards being kinda dumb. This isn't fair, but it is deserved in an odd way; Zombies tend to have no cares in the entire world. It's so hard to kill them, and they don't feel pain from mundane sources, so they tend towards being reckless and yes, stupid, with their lives. Before the fall, Zombies had a game called Bullet Time; Paintball with small firearms. Some Vampires also played Bullet Time, but Zombies were the main players, and probably 80% of them played it at some point. They usually didn't even have bruises afterward.

As Zombies grow in power, their flesh gains a slightly bluish hue, and rot and wounds mend almost until it resembles living flesh once more. At 5th level, when Zombies are recognized as Ghouls, they look fresh, but the blue hue labels them as unnatural. As Wights(Level 9) and Jiangshi(Level 13), the pale blue is literally the only tell that they are perhaps Undead. Nightwalkers (Level 17) gain a darker blue hue and their veins turn black, very clearly Eternals even from cursory, long-ranged examination.

Zombies, like all Eternals, lived within other societies; The few Zombies which attempted to create their own nations did not survive to the time of the Collective. There were fewer among the Dragons, who often burned their dead, and more among Giants, whom deliberately placed their dead in dark forests and bogs in hopes that they would rise as Zombies.

## Mechanics

As a Zombie, you choose the ancestry you bore in life and gain it's features. You lose 5 points' worth of those features, and gain the following features.

***Deathly Gasp***. You possess disadvantage on checks made to peacefully interact with most living creatures; Only those heavily acclimated to the dead treat you as a normal creature.

***Natural Weapons**.* Your shark-like fangs (Which replaced your normal teeth) are d8 natural weapons, which you may use Strength or Constitution to attack with. You have advantage using your fangs against grappled targets and creatures incapable of dodging.

***Undead Fortitude***. You gain Shield against all damage save Fire and Radiant equal to 1/2 your maximum hit points. When this Shield is reduced to 0, the excess damage is not carried over. You regain this Shield at the end of a long rest.

***Undead Nature***. You do not need to breathe or sleep, though you need to rest your body for 8 hours to achieve a short rest, and a week of no excitement for a long rest, as normal. You are immune to disease, including the Plague, and many poisons. You suffer damage from sources which would heal the living, but heal from Necrotic damage. This healing also grants Shield against Positive Energy equal to the healing received until a rest is taken.
Omnitrix-Multiverse Wiki

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

## Important articles

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

*Need help building out this community?*

* Rules of this wiki
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Steven 10 Universe

**Steven 10** is a Crossover/Alternate Universe of the television shows Steven Universe (Created by Rebecca Sugar and owned by Cartoon Network) and the Ben 10 franchise (created by Man Of Action and owned by Cartoon Network).

It was meant to both combine elements of both universes together, and improve upon the errors suffered onto both from the network they belong to. Both Steven Universe and Ben 10 have gained a massive following throughout the years, and Steven 10 is meant to celebrate their success.

## **Plot**

In an alternate universe, Steven Quartz, an alternate version of Steven Universe has gained his own Omnitrix and uses this device to help home protect the Earth from the dangers of the universe with help from his guardians, the Crystal Gems. Along the way the young boy will discover dark secrets revolved around the Gems, face horrible threats and undergo trials of both body and mind to become a true Crystal Gem.
Founding Day (Bard's Landing)

Time
 Celebration Type
Parade

Founding Day in Bard's Landing is an annual celebration of the founding of the city, featuring a large parade with various floats in the morning/afternoon, followed by smaller, private parties.

First established in 520PE (Payronic Era) the parade for Founding Day came in effort to increase patriotism for the city few called their proper home. This worked to a great extent, convincing people to feel like a part of Bard's Landing than rather it be a part of their personal story.
Steven 10 Chapter 1: The Gem & The Trix

## The Gem & The Trix

**The Gem & The Trix** is the first chapter from the Steven 10 Universe.

## **Plot**

* Steven makes a promise to help Trix regain his memories, while Trix promises to help Steven become a real hero.
* Pearl and Cat's Eye start training Steven to become an official Crystal Gem.

### **Minor Events**

* It is mentioned Steven has been living with the Gems for roughly a year prior to the events, with Trix's ship having trashed to Earth about five months ago.

## **Characters**

* Steven Quartz (Steven 10 Debut)
* Trix The Omnitrix (Debut)
* Pearl (Steven 10 Debut)
* Cat's Eye (Debut)
* Lars Barriga (Steven 10 Debut)
* Sadie Miller (Steven 10 Debut)
* Greg Universe (Steven 10 Debut, Mentioned)
* Rose Quartz (Steven 10 Debut, Mentioned)

## **Trivia**

* This chapter is very similar to the first episode of the Ben 10 franchise, And Then There Were 10.
* The Omnitrix reacted with Steven's Gemstone's signature, causing it to rebuild itself to better fit his genetic code, this also resulted in every transformation Steven uses to be a Gem hybrid like himself.
* Much Like Ben Tennyson of the Prime Universe, Steven's first transformation is Heatblast.
	+ Originally, He would have turned into Wildmutt or a brand new alien for his starter, but this was later changed to help show the connection to the Steven 10 and Ben 10 Universes.
'Dad'

## Appearance

'Dad' is a classic looking Djinn, with a swirl of air from his torso. However, unlike normal Djinn, he lives amongst mortals on the material plane, and has taken on the role of Dad well around the home, choosing to wear polo shirts and a classic 'kiss the cook' apron. Being a whirlwind, he is often associated with a vacuum or a roomba. He shares a similar blue hue to his daughter, Gera Synnefo.

## Background

Not much is yet known about the nature of 'Dad'. He is a particualrly strange being, who doesn't seem to have the ability to share much about himself.

It seems that 'Dad' was roaming the material plane before having a family - having done a deal or had a relationship with Iris De'Azzio (a duchess) and wished for the existence of Khorys De'Azzio. It is clear that at some point he came to love Sarah (through manipulation or not) and chose to stay with her and have a child in a loving environment. The nature of their relationship is truly unknown outside of Gera's perception. It would be around this time that he took the name 'Dad', as he is powerful and ancient enough to be nameless in some way.

He is known to be a more distant father, with a lot of business, so there's an implication of connections to multiple powers throughout the world - especially has he has been employed by the duchy (his boss being Duke George Maine) to investigate certain things.
Washington

### Appearance

A strong man with toned limbs and a gaunt face. Washington has an emerald complexion and long tusks, sporting black hair often tied in a ponytail.

Washington mostly wears simple cloths and wools depending on the whether, wearing a striped poncho when not working for Josef Gomez. Whilst working, he wears a dark, leather apron over his clothes.

### Personality

A friendly, charismatic man who loves to trade stories, Washington invites as many people as he can to stay awhile and chat. He also makes special comforts for those who seem shy or nervous, leading conversations and making connections where he can.

### Background

Working as a tavern-hand for his younger years, Washington made connections with The Red Lilies through a friend's friend, Josef Gomez. This allowed Washington to help keep the bar in Josef's bathhouse in the underground of St. Requiem, granting him a steady, well-paying job which perfectly fit his interests.

### Interactions with In Hot Water

Washington spoke with the In Hot Water party while they investigated the death of Gwen the Grey, even going so far as to spend an intimate night with Confidence after a date disguised as a magic lesson.
Tymora

### Overview

Often considered the first of The Holy Coven, Tymora is the most influential deity in all of Tykoban, serving as the kingdom's Goddess of the natural order of things.

Tymora is tasked with protecting Tykoban from deities which seek to lead its people onto paths of destruction, often challenging other Gods and Goddesses who would try to establish places of worship in Tykoban. This is a widely accepted reason as to why Tymora, along with her two sisters Savras and Cyric, are rarely worshipped beyond Tykobanian borders.

Often depicted as a Valkyrie, Tymora represents warriors and leaders and thus is highly regarded in affluent and military social circles, resulting in grand temples built in Her name. Considered Lawful Neutral, Tymora commands her followers to dedicate themselves to their country and serve it in every way they can as often as possible.

### History

Along with her sisters, Tymora was born from the Heart of Thasus upon His death. Though She was born from it first, using its flesh to shape her sisters after forming from the blood left within it.

Many times over the course of her exsistence, Tymora has faced off against Godly beings to protect her land and throne, forming a sword to gift champion mortals known as The Northern Fang. No mortal has ever used this weapon in recorded history, though many suspect Tymora wishes to keep her champion's identity a secret.

In the modern day, Tymora still stands at vigilant guard on watch for any threats to what she calls her own.
Tyko Silversun I

### Appearance

Often described as wide, historians gather that he was either broad-shouldered or fat. Reliefs showing the first king of Tykoban show medium, blonde hair on a muscular man often fighting others much smaller than himself.

### Personality

Accounts of generals who fought beside Tyko and others who wrote about him recall a cold, distant demeanour. Only speaking when he needed to and never for pleasure.

Even his own wife barely knew the man, partly because of his reclusive manner but also his life spent at war.

### History

The founder of the Kingdom of Tykoban, Tyko Silversun I forged his lands during the Meddowick Campaign in his thirties, conquering his neighbours through violence and threat thereof. This long string of victory build Tykoban into its modern day powerhouse status, and kept Tyko off at war for most of his life.

Also known for the founding of St. Requiem, Tyko established his palace there and declared the holy city of Tymora to be the capital of his newly forged kingdom.

As tends to be with fierce warriors of legend, no living creature could slay Tyko, thus he succumbed to old age, his health failing over the last decade of his life before taking him in the night, handing his rule down to his son and beginning the exchange of the Silversun name ruling over Tykoban, which it still does so to this day.
Augry

Playing a major party in the Wrath of The Old King campaign, Augry Roseheart spent a lot of time with The Feathered Folk during their adventures.

### Appearance

An older man, Augry's physique distracts from his age, boasting well-toned muscles and a tall figure. Cropped hair of salt and pepper leads into a tangled beard of matching colour, Augry tends to focus on practical uses of his time over preening and styling.

Despite this attitude, Augry often wears lavish suits, mostly due to the fact he is close friends with Keith, who makes him high-class suits whether he would like them or not. Further, his position as an Archon of Rosewall demands a certain level of properness in his physical presentation.

### Personality

Widely regarded as a champion of 'the people', Augry welcomes the opinions of all and grants equal attention to every person who seeks his council. Having a vast array of experiences across all wealth levels, Augry understands the necessary niceties required to cooperate with people.

Those who know him personally regard Augry as caring and selfless, frequently giving gifts and doing favours, sometimes to his own detriment. Many have noted down that his compassion has led to a Golden Age in Rosewall simply due to his support of all people, rather than catering to his allies exclusively.

### Background

Living in the slums of Rosewall for most of his life, Augry is familiar with struggle and loss. Making an underground name for himself in pit fights, he made what he could and developed a strong value for companionship and merriment.

After meeting The Feathered Folk for the first time, Augry accompanied them on their adventures, gaining wealth and worldliness over the course of his travels. After successfully saving the city along with his new friends, Augry settled down as a sword for hire in the Rosewall Adventures' Guild.

Once he build a decent fund for himself working for 5 years on top of his reward for his previous adventure, Augry founded the Horizon Academy in Rosewall, a school for estranged children designed to teach them skills to survive on their own, usually the use of simple weapons and equipment.

Beyond his social endeavours, Augry dipped his toe into politics as Rosewall became a fully democratic city state, doing away with hereditary lordship. Augry began as a Tribute, representing the working class of Rosewall in its newly founded parliament. Over time, Augry gained enough support from fellow politicians and citizens to run for the position of Archon, increasing the amount of power he held over the city as well as his responsibilities.

Augry was successfully voted into Archonship, later even being chosen by his fellow Archons to be Grand Archon of Rosewall, meaning that he held the responsibility of representing Rosewall in national/international affairs and also was required to break any political deadlocks should they arise.

### In The Modern Day

Augry still serves as Grand Archon of Rosewall, appointing his close friend, Theodre Prescan, as his military advisor and leading the state into what many consider a Golden Age of wealth and wellbeing.
Savras

### Overview

A member of The Holy Coven, Savras is the Tykobanian Goddess of Love, Compassion and Good Fortune. Though her will is strong, it is primarily concentrated in Tykoban alone, rarely spreading to other countries much like her two sisters, Tymora and Cyric.

Often depicted as a muscular woman working a field with a scythe, Savras is heralded by those of the working class and others who favour values such as family and community. Considered Lawful and Good, Savras is opposed to Evil and Chaotic deities, but encourages her disciples to help themselves and each other, rather than destroy those with conflicting ideals.

### History

Along with her Sisters Tymora and Cyric, Savras was born from the Heart of Thasus when he was torn apart in the Age of Skies. Despite making her a lesser diety, Savras grew strong from the faith of her followers, ignoring race, background and often the morals of mortals so long as they committed to improving themselves.

Throughout history, Savras has kept to herself, only getting directly involved in conflicts when she or one of her sisters was in danger. Because of this, Clerics and Paladins sworn to Savras are rarely used for violent ends and act more as emissaries and liaisons than warriors.

In the modern day, temples dedicated to Savras can be found all over Tykoban and very rarely in other countries. All of her places of worship are open to all and build on the value of contributing to and empowering the community to which they belong.
The Queen's Company

## Description

A sea-faring guild based in Maiden's Cove, with the sigil of a purple crown on a red crest, intending to discover the Dawnchild and control the Altavian Ocean. Run by Queen Raven and her court (of those known; Tommy Quake, her knight, and Dalakthar, her wizard).

## Purpose

They hire anyone willing to work for general labour aboard ships. Some call them pirates and they’re Chaotic Neutral at best, but they do offer legal work for people looking to haul crates, scrub decks, pull ringing, etc. Due to their poor reputation (especially amongst their more senior members), ships under The Queen’s Company are often seized and searched by military vessels, as well as refused for service by honest merchants.

## History

First established in 592PE (Payronic Era), The Queen's Company was founded by Queen Raven in order to solidify her political position in Maiden's Cove. She also sought to unite ships she captured beneath her to drastically increase her personal income. After just shy of a decade of running her own fleet, Raven properly established The Queen's Company as a staple of the Altavian Ocean and the connected cities. Primarily, the Company became heavily influential in Bard's Landing and Duskarr however, almost every vessel in the region recognised their sigil.

In the modern day, The Queen's Company works as any other shipping company would, on paper at least. However, many vessels from the Company can be called to act as an armada if necessary. Further, the end goals of the guild's superiors is to establish governmental control, first gathering the resources to do so.

## Interaction with In Hot Water

Gera worked for The Queen's Company for about a year, doing mostly manual labour.

The Queen's Company was instrumental in getting the party to Iris' Vault and retrieving Gera's cursed leg. They made a deal with Raven, that if they bring her the head of Khorys, then she will go with them and unlock the vault, with the Stone of Golorr. Many in the party found her very attractive.

They left on a sour note once they entered the vault, and Gera punched Raven for attempting to take all the money for herself.
In Hot Water Wiki

**Welcome to the In Hot Water Wiki!**
This is a wiki for the DND group 'In Hot Water' - as well as a collection of lore and history from the world they inhabit.

Within this are previous player characters, NPCs, places, all within the connected universe of In Hot Water.

Feel free to contribute with any relevant information and tid bits, as there is a lot to cover!

## Important articles

https://in-hot-water.fandom.com/wiki/Gera\_Synnefohttps://in-hot-water.fandom.com/wiki/Charlie\_Riverbloom

Want to add to our community?

* Rules of this wiki
* Getting Started
* How to Contribute
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
The Rhodonian War of Independence

Ever since the Bisonic War ended in 311PE (Payronic Era), Rhodonia and its inhabitants were used to extract the vast wealth of minerals from the Aswat Oasis and its famous Glass Mines. From this, most of the wealth generated in Rhodonia was transferred back to St. Requiem and dispersed amongst other, larger cities.

In 564PE, growing unrest in Rhodonia exploded into a guerrilla militia which fought to eradicate Tykobanian forces from their lands and establish themselves as an independent Kingdom. Because of the Condannan Campaign raging at the time, Tykoban did not have the forces to fend of the motivated rebels and conceded the land in 575PE. At this point, the first and current ruler of The Kingdom of Rhodonia emerged, Sultress Sanaad el-Salik, forming the people of Rhodonia together into a coherent, independent country.

Relations between Rhodonia and Tykoban are naturally quite tense in the modern day, with a highly militarised border between the two Kingdoms and reduced trade despite both of their massive economies.
The Snow Leopard

The Snow Leopard is Queen Raven's personal ship and serves as the flagship for The Queen's Company.

### Appearance

A slimmer galleon than most, the Snow Leopard is feared across the Altavian Ocean for its deadly combination of speed and firepower. Boasting three layers of canons each with 12 guns.

Its tall sails are sewn from a dark green fabric into a diamond pattern, similar to the scales of a snake. The flag atop the centre mast is a black flag centred with a red crown adorned with purple gems.

The wood and metal which makes up the ship's hull have all been blackened, making the massive vessel stand out in any port.

### History

Having sailed the seas for decades, the Snow Leopard has developed a fearsome reputation. Having sunk a large number of opponents including The Wooden Spoon, captained by Sage Barknuckle. With the foundation of the Queen's Company, its position as flagship allows it to carry the influence of the organisation itself wherever it goes.

There is only one outstanding time when the Snow Leopard was defeated, by a ship made of gold and sailed by angels. Some believe that this story is false, though others claim to have witnessed it with their own eyes. The story goes that a celestial being known as The Dawnchild captained a ship made of gold and sought to rid evil influence from the material plane, as such, Raven has sworn to have revenge on The Dawnchild for humiliating her.
The Axis Academy

## Description

The Axis Academy is a magical institution found in St. Requiem. It's sigil features a black orb with hovering stars on a blue crest.

## Purpose

Although primarily a place of learning, The Axis Academy occasionally hires people to retrieve artifacts of interest or accompany researchers. Many freelance adventurers get a steady stream of work from the Academy, as they have far reaching influence and researchers all over the continent.

## Interaction with In Hot Water

Gera did jobs for the Axis Academy in the months leading up to the campaign's beginning.

The In Hot Water Party assisted in helping one of the wizards Victor Von Kharn to retrieve some conjuration balls (on the request of Confidence by Vezimir)
Zaltar Lawbane

### Appearance

A tall, slender man, Zaltar has straight black hair which hangs down to his shoulders from a silver crown. His form is think and sickly pale, though he sports superhuman strength sourced from his undeath. Short fangs hang from his teeth, with blood red eyes on a long, gaunt face.

He wears a red robe with a black coat over it, fastened at the waist by a thick leather belt and large steel buckle. A wide greatsword hangs from a strap over his shoulder, hilted with black leather and its blade twisted and jagged.

He holds himself high and broad, using his height to loom over others.

### Personality

Demanding and cruel, Zaltar takes what he wants and will stop at nothing to achieve his often malevolent ends. Though he is physically strong, Zaltar mostly uses deciet and manipulation where he can, pushing people around to do his bidding, either willingly or accidentally. This is mostly from a sick sense of power of others Zaltar deperately craves above all else.

### History

Originally serving as King of Rosewall from 230PE-258PE (Payronic Era), Zaltar passed at the hand of treason, assassinated for his draconian rule over the city state.

After death, Zaltar fought to escape the hell he found himself in, communing with a powerful Djinn to aid him in this ambitious endeavour. Making a deal to serve the Djinn as a (somewhat) mortal champion in return for being raised from the dead and granted a demiplane from which to operate.

The Wrath of The Old King crisis in 578PE began when Zaltar launched his plan to retake the kingdom which was rightfully his and avenge his own death by destroying it and remaking it in his own light. This began with a curse which he spread throughout the land which turned humanoids into mindless drones which he could control. He also offered vast riches to local bandits, pirates and scoundrels who help construct a new city for him in his demiplane.

Despite his well-laid plans, Zaltar was ultimately thwarted by The Feathered Folk after launching an all-out assault on Rosewall.

After his defeat, being eaten by a swarm of vicious rats, Zaltar was banished to Atheon's Vault, where The Eternals send beings who have previously escaped death and pose a threat to the material plane. Locked in a Vault Cube, Zaltar was again discovered by The Feathered Folk who were exploring the Vault. After being found, he was quickly sealed away again, not being given the chance to convince them to release him.

### In Modern Day

To this day, Zaltar is still locked away in Atheon's Vault, scheming of ways to escape, hoping someone else comes along to release him.
Ancient Era

The Ancient Era refers to a time period before Gods had influence over the world, the addition of which triggered the Sky Era. Though there are no estimates of how long this time period was, historians are confident that it lasted at least 5 million years and likely longer.

Due to its 'untouched' status (referring to a world without Gods), the Ancient Era was largely erratic, neighbouring more to the Fey Wild and the Astral Sea rather than outer planes such as heavens and hells.

The Ancient Era is credited with the development of most races, while many cases exist for which was first or greatly responsible for modern developments, a common consensus is that humans, or at least humanoids, predate most if not all other living creatures.
Architeuthis Helicon

### Adulthood

Write on the life he had just before the campaign (don't forget to conceal secrets!)

## Events During the Campaign

### Introduction

Write a bit on what happened to your character specifically. This is everything before entering Bard's Landing. Save how you feel about a character, as this can go in the relationship section - but if there are major changes or its relevant to the story, do include it.

### Mummified Madness (Arc 1)

This is all the events within Bard's Landing, before Gera's arc is resolved. Again, only talk about what's relevant to your character, don't stress about accurately recording everything that happened.

## Relationships

In Hot Water

Charlie Riverbloom -

Confidence-

Gera Synnefo -

Dario De'Azzio

Xavier Helicon

Velmeantra Helicon

## Trivia

* insert any fun facts about Archie, like favourites, role in the party, how he's super martial etc.
Гусс-Йойо

### Описание

*Кряк! Кряк! О силе гуссей ходят мифы и легенды, но этот гусс превосходит всех остальных.*

### Продажа

18  45

**Гусс-Йойо** - оружие ближнего боя, первое оружие, которое можно получить в самом начале игры. Йо-йо держится в воздухе около 4 секунд, после чего возвращается. Имеет среднюю дистанцию атаки (19.5 блоков).
Altavian Ocean

First denoted in the year 60PE (Payronic Era) by Tykobanian priest Saint Ukyle, the Altavian Ocean is one of four oceans surrounding the continent of Valkaria. Dominating the north-eastern space, it links up the eastern coast of Tykoban (also known as the Altavian Coast), the small continent of Caspia and the northern Kingdom of Fraland.

The Altavian is known for its massive amount of trade, mostly due to the Altavian Enclave archipelago spread between Caspia and Tykoban. A great many ships sails between these nations, as well as using it to access the Caspian Main, allowing travel to southern regions of the land.

Where there is naval trade, there are pirates. The Altavian has a known problem with sea-thievery and many merchant vessels are outfitted with protective measures just in case. This trend resulted in a profession known as Rum-Running, the trading of dangerous goods by highly skilled crews.
Bahamut

King of all Metallic Dragons and Lord of the Draconic Court, Bahamut is a widely acknowledged God who is mostly well liked by the general populace of Valkaria. As Lord of the Draconic Court, Bahamut is held responsible for the actions of its members, which is mostly his command anyway, except for the actions of his sister, Tiamat. The pair have a deep distain for each other due to their natural differences and the ideals of their followers.

Bahamut encourages kindness and protection, focusing on the greater good over minor ones. Because of this, followers of Bahamut often seek high positions within militaries, hunt down great evils or other such lofty goals in the name of doing good. As a side effect, some ordinary folk are left worse off having made a sacrifice for a greater good but left sick, desolate and sometimes dead as a result.

Also known as the Platinum Dragon, Bahamut is often represented by a side profile of a dragon in a diamond. This symbol is common throughout major cities and occasionally smaller places, such as hermit huts and village churches.
The Northern Trading Company

## Description

The Northern Trading Company is a sea-faring Guild based in Bard's Landing, with the sigil of a yellow galley sailing on orange waters in a white circle.

## Purpose

A public trade service established by the Northern Crown to bring lots of money into the Kingdom, sailors looking for an easy ride and steady pay find an easy place amongst this guild. The pay isn’t as high as that of The Queen’s Company, but they are less likely to be accosted by military ships while working.

## Interactions with In Hot Water

Gera worked for them for about a year, before choosing to work with The Queen's Company.
Zombie Space Waffles

Erica Goth

https://www.youtube.com/c/ZombieSpaceWafflesArt/about

Haaay! We are Erica & Adam & sometimes Alex! Stay tuned for unboxings, geeky art updates, and other such shenanigans! Erica makes geeky art too, you can get it at: www.etsy.com/shops/zombiespacewaffles Twitter @ZSWaffles - https://twitter.com/ZSWaffles Enjoy the Vids!!!

Zombie Space Waffles

1

REPLY

### Zombie Repairman

5 years ago
Hello Erica and Adam, I subscribed to you today. Hello I'm "The Zombie Repairman". I was bitten on the first day but luckily the scientists tell me I’m not a Zombie. So I want to save people from getting Zombiefied and help Zombies return to a human state. The scientists take blood samples from me each week so they can test mine against Zombies people send to us for repair. That’s how it works eh! If you have a Zombie such as a loved one or good friend that you would like to save and have them repaired back to being human, get a hold of us to arrange transfer of the Zombie to the undisclosed location of the Zombie Repair Facility. Along with me at The Zombie Repair Facility are of course the scientists and surgeons who do all that higher learning stuff to repair the undead. “Get It Right Grizzly” is our Sergeant At Arms so to speak. He keeps things in order and implements programs to improve life at the Zombie Repair Facility. Who else better than a 900 pound Grizzly? WE also have crafts type folks, welders, carpenters, mechanics and other fine folks to keep things rolling along after the Zombie Apocalypse. There are some individuals who have been repaired to the point that they don’t try to eat us anymore, but we can be hopeful that someday we will repair a Zombie that someone will actually want back… Of course not all Zombies can be saved so there is the element of protection etc but done in a comical and non gory way. But this is probably really high on hope and low on practicality eh. I have some videos on YouTube and I'm working on more. There is a Twitter page and a Facebook page as well. Please subscribe and let others know how HORRORIFIC this is. “Zombie Repairman”
Read more

REPLY

### Candy Corn Apocalypse

6 years ago
Thanks for subscribing!
1
REPLY

### Vanilla Gorilla Beast

5 years ago
Hey thanks so much for subscribing! I really appreciate it!
Vesemir

### Overview

Famously the only wizard in Bluewell, Vesemir has spent much of his life studying Conjuration Magic and specialising on crafting golems. His thesis that Golems have souls and proof thereof earned him a place as professor at The Dusken Institute of Magic and a stable position as field researcher. Because of this success, Vesemir took on an apprentice Wizard to train by the name of Confidence.

### Appearance

A squat, Halfling man, Vesemir has matted, grey hair and a thin beard to match. He tends to wear simple, ankle-length robes and a wide hat which hides his face.

He walks with a gnarled, wooden staff which supports his balance and doubles an Arcane Focus. Beyond this, Vesemir prefers to keep his appearance simple so as to not stand out more than he already does.

### Personality

A quiet man, Vesemir keeps to himself as often as he can. Thus, many found it a strange lapse of character that he took on an apprentice. After his interactions with The Feathered Folk, Vesemir has developed a loathing opinion towards adventurers due to their tendency to make his life more difficult than it should be.

He keeps to himself in a stone tower on the outskirts of Bluewell, only taking visitors if the reason is dire or they are a known friend, of which he has few.

### Background

In his 85 years of life, Vesemir has dedicated many of his years to the study of the arcane and occasionally the divine.

Any problems of an arcane nature from Bluewell and its surrounding region are brought to Vesemir, as he can quite easily fix magical problems due to his finely-honed skill as a wizard.

In the year 578PE (Payronic Era) Vesemir assisted the Feathered Folk summon a Djinn to hunt down Zaltar Lawbane. Because of this, the old wizard developed a reserved fondness for the group.

Due to Vesemir positive disposition, he helped the Feathered Folk again in 583PE when one of their members, Keith, was cursed to transform into a rose bush. Vesemir assisted the party to transfer Keith's soul into the body of a golem, through this Vesemir made his breakthrough discovery that golems do indeed has souls. From helping his friends, he found great success and thus his friendship opened, warming the wizard's previously cold heart.

### Trivia

- Vesemir calls himself the 'uncle' of every golem he makes, being uncomfortable with a fatherly role.

- His original name is not Vesemir but he refuses to disclose it under any circumstances.
Falcinder

### Overview

The western-most region of Tykoban, Falcinder is mostly untouched by modern society, having a deep connection to the natural world. This is mostly because of the famous Falcinder Wood after which the duchy is named, providing the region with a reputation for fey influence.

Unlike other Tykobanian duchies, Falcinder has very little interaction with the world beyond it, mostly keeping to itself other than small contacts with Rhodonia, which it borders. In this, the only reason the region has remained within the Kingdom of Tykoban is a lack of reasons to leave.

### History

Boasting the smallest population of a major city, Falcinder's capital, Lilac, is populated by roughly 1,000 people, half of which are fey in at least their ancestry, if not from the Feywild itself.

Due to its deep natural roots, Falcinder is home to a great many druids, rangers and divine folk dedicated to Gods of nature. Many people from beyond Falcinder travel there in pilgrimage, seeking wisdom or guidance from a simple place which seems to rarely change in any significant way.

In the modern day, Falcinder is largely left alone, with only its Duchess, Eve Talopyre, journeying to visit other diplomats. In this extent, Falcinder wields very little political influence, having little to offer other than quality natural resources, which they heavily throttle in order to preserve it long-term.

Many rumours circulate beyond Falcinder that it is ruled by Fey, hence its refusal to keep up with modern times and more closely emulate the Feywild. Some evidence suggests this might be so but it is sternly refused by local residents.
Twuňwmyufu

1. Indica que el nombre al que acompaña o al que sustituye está 19 veces.
	* *Twuňwmyufu xulzamoz.* (Diecinueve personas)
	* (tuəŋumɛəfə xəlzɑmɔz)

*numeral ordinal*

1. Indica que el nombre al que acompaña o al que sustituye ocupa el lugar número 19 en una serie, en especial cuando esta está numerada.
	* *Ňoxěĝyra twuňwmyufu.* (Capítulo diecinueve)
	* (ŋɔxɜd͡ʒɛɾɑ tuəŋumɛəfə)

*nombre masculino*

1. Nombre del número 19.
Snake in The Vat

Snake in the Vat is a tavern within Bard's Landing, purchased by the In Hot Water party in Arc 1, Mummified Madness. Gera Syneffo currently has signed the deed.

It is curently in renovation, but plans to have a lavish garden, featuring statues and water fountains alike. Within the tavern, there is a distinct green and gold feel. Upstairs there is both comfy rooms to stay in, as well as a residential area, featuring multiple bedrooms intended to stay in by each of the characters. Down a trap door downstairs near the bar, is not only the cellar, in which the famous vat resides, but is also intended to become the 'Secret Room'. A place for any of those with a secret - as well as the secret passcode - to spend their time drinking and divulging in their lives. It currently is decorated with a statue of Dario De'Azzio. This secret room is already home to many secrets that have been divulged within the party.

The bar is also decorated with the portrait of Captain (I forgot his name) - a talking painting of a pirate found in

## Employees

### Bartenders

* Leif Varinson(passed on before service)
* Washington (to be confirmed)
Maestria de Arma

Maestrias de armas em New World são caminhos de experiência que desbloqueiam habilidades, modificadores e bônus para um tipo específico de arma. Os jogadores progridem na Maestria de Arma ganhando pontos de Maestria na batalha, que variam de acordo com o nível de XP / inimigo.

Cada Maestria de arma tem 2 Arvores de Habilidades, e os jogadores são forçados a escolher quais partes delas serão desbloqueadas, já que não é possível desbloquear ambas as Arvores de Habilidades completamente. Apenas 20 pontos totais podem ser obtidos para cada arma, mas não há limite para quantas armas diferentes você pode dominar. A Maestria da Arma pode ser respec'd usando Azoth.

## Arvore de Maestria

Páginas de espaço reservado abaixo. Listas de habilidades e descrições em breve!

* Maestria de Espada e Escudo
* Maestria de Lança
* Maestria de Machado
* Maestria de Rapieira
* Maestria do Martelo de guerra
* Maestria de Arco
* Maestria de Mosquete
* Maestria do Cajado de fogo
* Maestria do Cajado de vida
* Maestria da Manopla de gelo
Fuwmĝwzŭwz

1. Indica que el nombre al que acompaña o al que sustituye está 26 veces.
	* *Ňynxrwæ fuwmĝwzŭwz odaz.* (Cumplió veintiséis años)
	* (ŋɛnxɾuæ fəumd͡ʒuzʊuz ɔdɑz)

*numeral ordinal*

1. Indica que el nombre al que acompaña o al que sustituye ocupa el lugar número 26 en una serie, en especial cuando esta está numerada.
	* *Ňoxěĝyra fuwmĝwzŭwz.* (Capítulo veintiséis)
	* (ŋɔxɜd͡ʒɛɾɑ fəumd͡ʒuzʊuz)

*nombre masculino*

1. Nombre del número 26.
Charlie Riverbloom

### Adulthood

Write on the life he had just before the campaign (don't forget to conceal secrets!)

## Events During the Campaign

### Introduction

Write a bit on what happened to your character specifically. This is everything before entering Bard's Landing. Save how you feel about a character, as this can go in the relationship section - but if there are major changes or its relevant to the story, do include it.

### Mummified Madness (Arc 1)

This is all the events within Bard's Landing, before Gera's arc is resolved. Again, only talk about what's relevant to your character, don't stress about accurately recording everything that happened.

## Relationships

In Hot Water

Confidence -

Architeuthis Helicon -

Gera Synnefo -

Dario De'Azzio

Xavier Helicon

Velmeantra Helicon

## Trivia

* insert any fun facts about Charlie, favourite things, daily habits, party dynamics etc.
Confidence

## Appearance

Confidence is a pale green tiefling with dark green horns and black hair that he keeps in a plain bob cut. Most of his fashion choices are made to help him blend in with the crowd and as a result wears simple clothes with his favourite outfit consisting of a grey cloak, dull yellow pants (and a single matching glove) and a pair of black knee high boots.

## Personality

Despite his name confidence is one of the major things that Confidence lacks, which accompanied with his anxious tendencies has made him a shy, timid man.

## Background

### Childhood

A bit on his childhood and what it was like growing up

### Adulthood

Write on the life he had just before the campaign (don't forget to conceal secrets!)

## Events During the Campaign

### Introduction

Write a bit on what happened to your character specifically. This is everything before entering Bard's Landing. Save how you feel about a character, as this can go in the relationship section - but if there are major changes or its relevant to the story, do include it.

### Mummified Madness (Arc 1)

This is all the events within Bard's Landing, before Gera's arc is resolved. Again, only talk about what's relevant to your character, don't stress about accurately recording everything that happened.

## Relationships

In Hot Water

Charlie Riverbloom -

Architeuthis Helicon -

Gera Synnefo -

Dario De'Azzio

Charity

Vezimir

Washington

## Trivia

* His attack/damage spells were initially supposed to be predominantly poison related but upon discovering flaming sphere that changed.
* Rather than being resistant to fire like a lot of tieflings he’s resistant to poison.
* He is currently is possession of the spell Rope Trick which has only been useful so far in getting him laid.
* His favourite colour is yellow.
Mobiliária

**Mobiliaria** é uma Habilidade de crafting em New World.

## Sumário

Mobiliários fabricam Móveis, Armazenamentos e Troféus para Casas.

ㅤ

## Crafting de Mobiliários

Jogadores com baixo nível de habilidade em Mobiliário serão capazes de confeccionar itens decorativos para suas casas. Os Mobiliários de nível superior também serão capazes de confeccionar Troféus, que concedem bônus passivos para coisas como combate, Craft e armazenamento.

ㅤ

## Referências

1. ↑ https://www.newworld.com/en-us/news/articles/crafting-in-new-world
Armas

As armas são um tipo de equipamento no New World.

Há quatro categorias de Armas em New World: Escudos, Armas de 2 Mãos, Armas de 1 Mão e Armas Mágicas.

## Escudos

Os escudos são usados somente com espadas.

ㅤ

## Armas de 2 Mãos

* Arcos
* Martelos de Guerra
* Mosquetes
* Lanças

ㅤ

## Armas de 1 Mão

* Espadas
* Machados
* Rapieira

ㅤ

## Armas Mágicas

* Cajado de Vida
* Cajado de Fogo
* Manopla de Gelo
Maisy Varinson

## Appearance

Maisy is a lightly tanned humanoid with rounded ears. She's of an atheltic build, with medium length brown hair (on the lighter side), and sports a captain's tricorn hat, a coat tied around the waist with a belt, armoured pants, boots, and an ascot.

## Background

Maisy was first discussed by the party after Leif asked to see her again. The party sought her out on the docks of Bard's Landing, leaving a note, but only encountered her first roughly a week later when she came to visit Snake in the Vat (after celebrating her new captainship of The Peregrine). After saying goodbye to her brother as he moved on from the material plane, she offered a favour to the In Hot Water party, which they are yet to use.
Shadowpyre

First rising to significant power in the 590'sPE (Payronic Era), the Shadowpyre Gang sought to balance the dominating power the Duchy of the Altavian Coast had over its people. Due to the growing wealth gap between those of the lower classes and everyone else, Shadowpyre was designed to provide a street-level form of government. However, like most gangs which gain a lot of influence, Shadowpyre ended up favouring its own ends, rather than those of the public.

Not until the year 605PE, the Shadowpyre acted subtly, claiming ignorance wherever their greed showed. However, when a particularly ruthless Air Genasi named Khorys took the reigns, Shadowpyre activity changed drastically. Subtle nudges to extort shop keeps turned to robbery, rough diplomacy turned to open intimidation and shilling people out of the way turned to murder.

In 608PE, Shadowpyre declared all-out war on The Queen's Company over the theft of the Stone of Golorr. After being investigated by the party of In Hot Water, Khorys was confronted by the party and subsequently killed. This devastated Shadowpyre operations, dramatically reducing its activity within Bard's Landing.
Falcinder Wood

The Falcinder Wood dominates more than half of Falcinder, stretching to cover much of its land. Famous for its immense size and naturally enchanted wood which is immune to fire and is yet to be burnt or even set aflame.

Further, many rumours circulate that the Wood is directly linked to the Feywild, housing portals and plane-leaks which lead to Fey creatures inhabiting the forest. These rumours come from recounted experiences of explorers in the Wood, getting lost despite perfectly following maps, witnessing strange beasts and other creatures, powerful magics dotting the clearings and other factors reminiscent of the Fey.

Beyond this, not much is known about Falcinder Wood, due mostly to its large size and strange effect which renders mapping and tracking useless.
Gwen the Grey

### Appearance

A slender lady with long, grey hair which is neatly braided. She wears flowing dresses when in the public eye, but only simple finery when in private. Despite her human heritage, her skin is a strange dull grey in colour, leading many to believe she had some kind of illness.

### Personality

A very charismatic person, Gwen often spoke with her fans and encouraged other artists to pursue their passions. However, those who knew her personally were used to carrying conversations, as she seemed to spend her time off in her head, thinking about a great many things.

Fun to be around, Gwen had a good taste for the finer things in life. Along with her love for music, dance and visual art, she also enjoyed a well-crafted wine and impressive athletic feats.

### Background

Gwen Xewenn, nicknamed 'The Grey' due to her strange visage of dull grey skin and hair, was a performer at the Greatglobe Theatre in St. Requiem. After moving to the capital from a small village in Meddowick to pursue a career in dancing, she found great success after working hard, day and night to hone her craft.

In the year 608PE (Payronic Era), Gwen mysteriously transformed into a grotesque creature midway through her performance at the Midmoon Gala. The 'In Hot Water' party fought and eventually killed her to protect the fleeing patron inside the theatre.

It was later revealed that Gwen was also working as a prostitute for the Red Lilies in a secret underground brothel which the In Hot Water party accessed via a secret door in her house. It was also discovered that Gwen was a frequent user of Fox Honey which had been modified in some way. Though the case is yet to be closed, Gwen's reputation remains intact after her death.
Midmoon

The 4th month of the year according to the Valkarian Calendar, Midmoon is placed between summer and winter, hence its name.

The moon is always full throughout Midmoon thus its sign is that of an open eye.

Somewhat shorter than the other months of the year, Midmoon is only 50 days long due to its connection to the moon, rather than other meteorological factors.