recursal/Fanatic-Fandom huggingface dataset:
Princess Talia

Princess Talia of Katelonia (Image inserted somewhere around here if applicable)

(Text physical description if desired, or if no image)

Princess Talia is the younger sister to Queen Valeria. She acquiesced to her parent's plans and married a nobleman Marcelon. The couple has a 6 year old son, Helaron. She and Prince Marcelon seem content and have not shown any signs of ambitions for the throne.
Location Template

Insert an image or map if available

Introduction of the Location

Description of the location, may be multiple paragraphs, information to consider include:

1. Is it a world/region?
	1. Note-worthy history or events
	2. Any special geographic notes, may include special climate/weather phenomenon if large scale enough or the region is small enough
	3. Anything else special that comes to mind
	4. List any sub-locations:
		1. Regions/Smaller regions
		2. Nations
		3. Large Geographic features
		4. Any major international/regional figures
2. Is it a nation/kingdom?
	1. Where, when, how it was founded
	2. See 1.1 through 1.3
	3. How does it run (government)
	4. What's the economy/trade
	5. List the following:
		1. Settlements
		2. Geographic features
		3. Any national figures
3. Is it a settlement?
	1. See 2.1 through 2.4
	2. List the following, but a sentence or two may suffice rather than a page (create a page if more substance is required/desired:
		1. Important/frequent locations within
		2. Important settlement figures
4. Is it a geographic landmark?
	1. Describe the feature
	2. Any noteworthy facts, history, or events
	3. Any weather/climate notes as applicable
	4. Lists more optional, but any key figures or references would theoretically be included above
Leoda (language)

File:Placeholder
Leoda or ᛚᛖᚩᛞᚪ is the language of the humans of the leoda culture. It gained widespread use through the conquests of the Empire of Beligrad.

(adj: leodan)

Inspired by: *Old English* and *(modern) English*

## Alphabet

Latin and in earlier Runic (from ?year? to ~ ?year?)

## Dictionary

* Ælf, Ælfen = *Ælf*, *Ælfen*
Northern Ælf, Northern Ælfen = *?*, *?*
Southern/Eastern Ælf, Southern/Eastern Ælfen = *?*, *?*
Western Ælf, Western Ælfen = *?*, *?*
* Human, Humans = *?*, *?*
Leodan Human, Leodan Humans = *Leodan*, *Leodans* (oldeng.: Leode = people)
Lofon Human, Lofon Humans = *Lofon*, *Lofons*
Ripan Human, Ripan Humans = *Ripan*, *Ripans*
Siðan Human, Siðan Humans = *Sidan*, *Sidans*
Thiorven Human, Thiorven Humans = *Thiorven*, *Thiorvens*
Volcian Human, Volcian Humans = *Volcian*, *Volcians*
* Mezêb = *?*
* Planet = *?*
* Sun = *?*
* Vitlænd = *Vitlænt* (old engl.: wid = wide, lænd = land)
Siforan

Siforan is often referred to by its neighbors as the Merchanter Country. Rather than having a monarchy, Siforan is controlled by a High Council of six merchant lords. Who sits on the council depends on a number of factors, such as success, wealth, connections, and (to a lesser degree) popularity with the public. The council meets in Sallanport and its members are required to have a primary or secondary home located in the upper district of that city.

Geographically speaking, Siforan is the largest and most populated country in the region and it is the only country with nations on the far side of The Beastwood. A number of exotic and highly coveted goods are imported by Siforan merchants from the eastern lands. The denizens of Katelonia and Frostmarch rely on trade with Siforan to keep their own countries functioning in some ways. Siforan's rulers have long coveted Katelonia's access to The Beastwood and the untold riches rumored to be within. However, despite the connections they've built up over the years, they have not gotten access to The Beastwood, since it reserves access for its own citizens. In recent times, efforts to marry members of the Katelonia royal family occurred, however Queen Valeria refuses these proposals.

The climate of Siforan is generally mild. It sees seasonal hurricanes, and some years may experience drought or flooding, but they aren't generally an outbreak. The winters are more mild thanks to the extensive coastline, though the occasional blizzard and ice storm happens, and usually, Farryn Windspeaker is blamed, though the lines has blurred on it being genuine, a joke, or a cultural artifact.

The following locations of interest are in Siforan:

* Sallanport (Capital)
* Riverport
* Durian
* Kidaran
* Weald

The following characters are strongly tied to Siforan:

* Reserved for key NPCs as necessary
Woodsend

Woodsend is a large town on the eastern border of Katelonia, situation on the coast of the Gulf of Snakes, on the very edge of The Beastwood. Citizens here mostly make their living via fishing, overseas trading, and hunting in the wood. It's a hard place, with a lot of hard people, and a lot of travelers pass through. Most of these are merchants trading or adventurers seeking fortune. The locals are more commonly fishermen, tea farmers under Citylord Isaac Tealeaf, or (to a lesser degree) hunters.

<Space reserved for special notes as desired>

The following locations of interest are in Woodsend: (Editing note: At this scale, a quick one or two sentence description may be sufficient. If an in-depth page is required, then a new page can be generated.)

* Placeholder - Description

The following characters are strongly tied to Woodsend:

* Isaac Tealeaf - Citylord of Woodsend
Soul Forge (Class)

The Soul Forge is a class whose main focus is a magical armory contained within a pocket dimension. It thematically is fueled by an inherent magic, but focuses on martial combat using this equipment. A link to the class page is here.

Quick notes:

* Base class gains additional options for weapon creation, weapon usage, and filling the armory.
* Path of the Master focuses on getting more out of the weapons, in the form of damage, ranged attacks, and utility options.
* Path of the Puppeteer focuses on controlling weapons with their innate magic, controlling the battlefield and limiting enemy mobility.
* Path of the Defender focuses on defenses, tanking attacks and magically imbuing armor and equipment with resistances, gaining additional shield options

Rule Clarifications

* This class utilizes the rules commonly unnoticed in DnD 5e
	+ Attack action and attacks are different. The Attack Action may contain multiple attacks, if the character has the Extra Attack feature. Between level 5 and 11, the character may swap their weapon for the first attack, as they took the Attack action, but they are not able to swap for the second attack. At level 11, they gain the ability to swap whenever making an attack.
	+ Drawing and stowing weapons. To draw or stow a weapon is considered a free action. DMs handle the act of drawing and stowing weapons differently. For the purpose of this class, it assumes manifesting, replacing, and dismissing a weapon are each (individually) equivalent to stowing or drawing a weapon. Additional weapon manifesting and dismissing is considered free when it is part of an action (such as taking the Attack Action).
The Mage's Crest

The Mage's Crest is a thin range of mountains streatching south from Goldscale Mountains. It is named after the Elven mage, Farryn Windspeaker at the southern tip of the range, where it meets the ocean. The mountain range also acts as the border between Katelonia and Siforan. Unlike Goldscale Mountains, The Mage's Crest is much more inhabited, even having a settlement, Crestpass, filling a gap in the range. While technically the northern part creates a secton Caraxes's valley, the gold dragon does not often travel south.
Rekyholt Shipyard

An independent naval construction facility above Xanomerzi which remains neutral and sells to all sides in the everlasting conflict below it. It is also frequented by out of system vessels who appreciate custom work, and no questions.

It is controlled by Thaleia Coyne, matriarch of her family. She is the 14th generation of Coynes to run the station, since they seized the control deck during the chaos of the Scream.

The station is capable of construction on nearly any scale, but was limited by a lack of available resources until recently. Even so, Thaleia generally refuses to produce anything bearing more firepower than she can personally muster.
Abingdon

**General Information and Geography**

Abingdon is located in the northwestern section of [[Khoress]|Khoress Kingdom]] nestled into a corner of hills. Water from rain and the mountains flow down the hill into a flat section, mostly surrounded by hills. This geography allows for generally favorable land for farming. The village however rests far away from the more populated areas of the Khoress and with lack of a draw, the village has remained small for a long time.

**History**

During the expansion rush of Khoress Kingdom after its official designation as a nation, a number of old mines were started along the Dragonspine mountain base where the nation had some semblance of control over surrounding threats. One such mine was started on the west by the investment of numerous families hoping to strike up a successful mine comparable to Penrith's. Abingdon was naturally founded for its welcoming and fertile land and was originally perceived as being a first stop for goods coming out of the mine north of the village. Many miners brought their families, and a few vendors travelled there during the beginning.

Over time, because the mine and Abingdon were far away from the capital and the, then budding, central trade hub, Goldenleaf, the mine was abandoned and closed down. The cost of transporting goods and supplying guards to protect miners and patrol the area for threats couldn't be sustained with the gains from actual mining. As a result, the small mining facility outside was cleared out of and Abingdon was left as a village which was able to sustain itself well enough.

**Locations**

Government

* Meeting Hall - Located in the center of Abingdon

Business

* Xiloscient House - The house of the village medicine maker/doctor near the entrance to the village
* Metalmender House - The house of a family who people see for making and repairing tools, furniture, and general construction
* Gobstopper House - The house of Abingdon's tailor/seamstress couple in the north area of village

Private

* Corrin's House - A farm around roughly 6 hours south of Abingdon

**NPCs**

Officials

* Saijin Tenderstone - Female dwarf, captain of the Vanguard camp to retake Abingdon

Citizens

* Corrin Hedgestone - A male, elderly halfing who left his farm to become an adventurer
* Quelana Xiloscient - Female half-elf, the town medicine maker/doctor
* Shanalotte Metalmender - Female half-orc, has one arm and is a blacksmith with One-armed half-orc of Abingdon
* Anton Romero - Male human, undertaker of Abingdon, worshipper of Shar, odd, but diligent in his job.
* Pietro Metalmender - Male human, father of the handyman family
* Priscilla Metalmender - Female human, wife of handyman family
* Gary Metalmender - Son of the handyman family
* Wellby Gobstopper - Male halfling, seamster in Abingdon
* Haranga Gobstopper - Female halfling, seamstress in Abingdon
KateloniaAdvG

Adventuring guilds are common organizations throughout the region. They allow people or groups to request help for a variety of tasks, such as hunting monsters or rare or exotic parts, eradicating threats, investigating strange happenings, and other mercenary work. Most major towns and cities have a guild in the three regional nations. And any adventurers seeking official recognition by the guild are expected to have a license.

The nations have their own regulations and requirements which vary nation to nation. Katelonia and Frostmarch work directly with the various guilds to establish the standards. Siforan allows the guilds more autonomy, which leads to inconsistent standards.

The licenses are recognized between the various guilds, and even between the nations, however the different standards can cause hesitance when acknowledging a foreign license. This hesitance is more pronounced when a license from Siforan is produced, sometimes being refused, depending on where and when it was issued.

Notable Adventurer Guilds: (potentially)

* Placeholder
Gun Restriction Levels

These are the rough levels of armament control for a given world. These values are not absolute across the world, but represent what you would expect to find landing in a typical inhabited location. These levels are also not tied to to the level of actual enforcement of the law. It is possible you may be in a large city that is too poor or corrupt to actually enforce their gun bans, or wandering a lawless wasteland and come across a small town that will do their best to drive you out if you try to enter wearing combat armor.

## R-0 - Frontier/Lawless

There is little to no restriction to any personal weaponry or armor on this world, but the more heavily armed and armor you are, the more attention you are likely to draw of people who assume you're spoiling for a fight, or are interested in what you have on display. Heavy weaponry is permitted.

## R-1 - Open Carry

You can carry a sidearm openly, and armor can be fairly overt. Rifles and advanced combat armor generally frowned upon. Heavy weaponry and powered armor forbidden.

## R-2 - Concealed Carry

You can carry a pistol if you have a permit or lack a planetary or system-wide criminal record. You can wear most any street armor. Large melee weapons forbidden, medium melee weapons frowned upon.

## R-3 - Strict Gun Laws

No guns or armor of any kind is allowed. Medium melee weapons forbidden.
KateloniaNPC

This page is a depository for characters who are not rooted in an organization or location. It is also for key NPCs as an easy access point once clear the character(s) in question are major players in the campaign, or close friends of the party.

Important Characters

* Placeholder

Independent Characters

* Placeholder
Frostmarch

Frostmarch was once ruled by myriad barbarian tribes, which delved south and east to raid other kingdoms and settlements. They also warred amongst themselves regularly. After the collapse of the ancient empire where The Beastwood now rules, there was a climate shift in this part of the world. Frostmarch grew colder and harsher.

The worsening environment and loss of resources caused the already chaotic land to become worse. Many were starving or sick, struggling to adjust to the new conditions. Desperation drove some tribes to work together, others to war, and the result was one continuous, bloody conflict engulfing the entire region. One union of barbarian tribes strong armed the various independent tribes under their rule. This new barbarian hierarchy was ruled by the chief of the strongest tribe, which at the time was Talnar.

Talnar was unable to maintain order and former chiefs still sought to be a ruler under a system of 'ruled by the strongest'. Varda, Talnar's wife, effectively led to a overthrowing of the male chieftans. Across the territory, the chieftans' wives had subdued their husbands through either negotiation or force. Varda won authority from Talnar in a public duel, staking her life against the right to rule. She won and became known as the first Matriarch of Frostmarch.

During her reign, she established the first permanent settlement, and capital, Icewall. To support the founding of this city, and as a consequence of officially establishing a city, Frostmarch began to develop into more of the expectation of a civilization, with other towns, an economy, and trade all starting to emerge. The Matriarch line continued ever sense with each Matriarch raising daughters to take the throne once they become too old to have a 'strong grip' on the kingdom.

Despite the attempts at being a proper civilization, the brutal climate, terrain, and history of being warriors, left certain cultural artifacts in place. Strength and cunning are still highly valued, and the 'rule of the strongest' is still in place for women, allowing anyone woman to challenge the Matriarch for the throne.

The climate and weather in Frostmarch is, as one would suspect, more cold and harsh than its neighbors. The country essentially hibernates for the month surrounding the winter solstice, as its so dark, cold, and snow-covered, that it's virtually impossible to get anything done. In larger town, mages are able to keep the ice from piling up too much, but there is only so much to be done against the weather. The summers are short, and still cool, compared to other areas in the region, but the days are very long, allowing for much more productivity and extensive trade with other nations.

The following locations of interest are in Frostmarch:

* Icewall (Capital)
* Lakeside
* Miner's Rest
* Eastmark

The following characters are strongly tied to Frostmarch:

* Talnar
* Varda
The Randir Campaign

The Randir campaign is a discontinued campaign. On this page you'll find links to pages on various information regarding the campaign and the world setting of Prenea.

The central plot of the story is the players coming together and confronting a threat to the kingdom of Khoress and save it from destruction at the hands of a mysterious group.

PCs

NPCs (Intended for key/major NPCs and renegade NPCs with no organization or location attachments)

Organizations

Locations

Items of Note (Key items, special artifacts, etc.)

Events/History Catch-all (general mythos, wide scale, and/or unattached to a person/place/thing)
Varda

Varda (Image inserted somewhere around here if applicable)

(Text physical description if desired, or if no image)

Before the founding of Frostmarch, Varda was just the wife of Talnar. When Talnar's tribe loosely unified the barbarians on the northern side of Goldscale Mountains, the chaos did not end due to internal turmoil. Varda effectively led a coup of all the former chieftans' wives. She challenged Talnar to a duel, staking her life against the right to rule. She had the support of the wives who had negotiated or subdued power from their husbands. There was a massive gathering to witness her duel for the throne. After a brutal one on one fight, she emerged victorious and took the proverbial throne with her husband's humbled blessings.

Once in power, Varda began enacting sweeping efforts to civilize the ragtag group of tribes. She immediately set about constructing a permanent settlement, Icewall, and to support that effort, mining towns started to appear. This resulted in a developing economy. Other villages started to pop up for various trades, like fishing, farming, and other manner of trade.

Once the nation of Frostmarch was official, she became known as the First Matriarch. To defend her developing nation she established a military force, and appointed her husband, Talnar, as the general.
Cathedral Grove

Cathedral Grove is known as a temple to the Wildmother, but is isn't actually a physical temple. It is a grove of ancient and massive trees which grew in such a way as to make the location an ideal place of worship to the nature deity. It's located in the forest north of Godbark.

<Space reserved for special notes as desired>

The following locations of interest are in Cathedral Grove: (Editing note: At this scale, a quick one or two sentence description may be sufficient. If an in-depth page is required, then a new page can be generated.)

* Placeholder - Description

The following characters are strongly tied to Cathedral Grove:

* Reserved for key NPCs as necessary
The Beastwood

The Beastwood is a mass expanse east of Katelonia and south-southeast of Frostmarch. It is overrun by beasts and monsters, and is not considered territory of either country. However, Katelonia does restrict access to The Beastwood to its own citizens. Many adventures, not always legally, delve into the woods seeking riches and rare artifacts as it is well-known that an ancient empire once occupied the area. The ruins lie hidden, somewhat submerged in earth, shrouded amidst dense trees, and overgrown by green. Parts harvested from The Beastwood monsters are a common 'treasure' obtained on expeditions and fetch good prices.

The Beastwood is generally untamed, but there is one location, Eastmark of Frostmarch, which acts as an outpost and waypoint between itself and Katelonia. The settlement has the responsibility of keeping a (mostly) safe pathway for travelers between the two nations.

Something known only by those who regularly delve into the wood or those who study arcane is that The Beastwood seems to have a thin veil between the prime material plane and Feywild. As such, fey creatures and artifacts are sometimes found.

The weather in the Beastwood makes little sense when compared to the weather around it. The nights are cool, the days are warm, and there is enough variation to note the seasons, but it never gets extremely hot or cold. It rains (or during winter, snows) regularly enough to keep the nature healthy. Storms tend to weaken or die, and hurricanes seem to avoid the place.
Character Template

Character Name (Image inserted somewhere around here if applicable)

(Text physical description if desired, or if no image)

Desired Bio information

Sam Exam Ple

Sam is an adventurer wearing some pretty standard adventurer equipment. Some discrete leather armor under some neutral tone clothing. His large tricorn and flowing, dark cape stand out however.

Despite being an adventurer, Sam was always a bit of a background adventurer. He never took on any jobs which saved a town, never got noticed by any officials. Sam doesn't let that keep him down however. He always strives to do his best and takes on jobs. It is just unfortunate that he will always be a background character to the epic tales others experience.
PreneaGeo

The world of Prenea is a massive pangean continent. The barrier between the material plane and other planes is difficult to traverse, with many believing the existence of other planes to just be an artifact of the creation mythos of Prenea.

The Randir Campaign primarily takes place around Khoress. The Baloth Ogg Campaign takes place primarily in Prenea's Cradle and occurs after the events of The Randir Campaign.

(Placeholder here for the creation mythos of Prenea)

The regions within Prenea are a variety of standard areas and settings. While vast, there are some points of note which lends to the creation mythos and cover an immense amount of land. The land around Dragonspine Mountain Range is generally warmer, and favors more harsh and hardy folk. The wildlife tends to be more dangerous than the nature itself. While there is still a temperature gradient, and the north does get cold, it is incomparable to the colds of the south. The presence of magic within the world is also more active and noticeable in the southern half of the landmass, particularly in areas closer to the Cloud Spire Mountains. Also in the south, the colder, more dangerous environment is a larger threat than the wildlife, with a higher presence of 'live terrain' and natural dangers. Due to the size and scale of Prenea, culture, knowledge, population doesn't spread globally very easily. These elements tend to blur, however, in the world's ongoing history.

The waters of Prenea are unofficially forbidden. Not much is known about the world outside of Prenea and its immediate shores. The exception to that is that the creatures and climates of the ocean are a death sentence for any ships. No attempted expeditions out to sea have been recorded as making it far. Any information obtained is from ships who have returned back quickly, individuals who survived a massacre and were lucky enough to wash back towards land barely alive, or from debris and salvages from expeditions which drifted back in the direction of shore. There have also been no legitimate recordings of anyone arriving onto Prenea from any other landmasses, though occasionally some con artists claim otherwise.

Nations of Prenea

1. Anondi
2. Al'Rasahla
3. Auqtain
4. Bishara
5. Draacemore
6. Eomoni
7. Grael
8. Haddad
9. Khoress
10. Kureshav
11. Oceanus
12. Omnivaivic
13. Saelazar
14. Sah-Yegg
15. The Shuurian Territory
16. Thesarl
17. Toma

Independent settlements of note

1. Bridgeton
2. Canton
3. Denscira
4. Renalkos
5. Anatolik Nee

Geographical features

1. Aiselt Sea (Sea)
2. Auqtain Sea (Sea)
3. Cloud Spire Mountains (Mountains)
4. Dragon Tail Mountains (Mountains)
5. Dragon's Pass (Mountain, Region)
6. Dragonspine Mountain Range (Mountains)
7. Prenea's Cradle (Valley)

Individuals on a global scale

1. Reserved
KateloniaGeo

<Insert regional information>

This region has the following locations of note:

* Kingdoms and Countries
	+ Frostmarch
	+ Katelonia
	+ Siforan
* Noteworthy Locations
	+ Crestpass
	+ Source Point
* Geographical
	+ Goldscale Mountains (Mountains)
	+ Gulf of Snakes (Sea)
	+ The Beastwood (Forest)
	+ The Coldwood (Forest)
	+ The Mage's Crest (Mountains)
	+ The Underdark (Underground)
Scâjia (country)

Scâjia is a anarcho-communist federation in Mezêb with a majority of ælfen inhabitants. It is home to most gelîn-speaking people. It remains one of the few remaining ælfen homelands after the Nasi Diaspora in ?740 B.C.?.

## Name

Humans

* Leoda (Leoda): *?*
* Sida (Siða): *?*
* Ripana (Ripana): *?*
* Lofon (Λoφον): *?*
* Volcian (ᚠᚩᛚᚳ): *?*
* Þiorꝩen (Þiorþ): *?*

Ælfen

* Gelîn (Western Ælfen): *Scâjia*
* Merdi (Northern Ælfen): *?*
* Nasi (Southern/Eastern Ælfen): *?*

"Dwarves"

* "Dwaren" ("Dwarves"): *?* (*?*)

## General Information

### General

#### Official Name

**Federation of Scâjia**

*? ? Scâjia*
#### Motto

"**???**"

"*???*"
#### Anthem

"**???**"

"*???*"
### Government & Politics

#### Government

***Anarcho-communist communal federation***

**Head of State**: X

**Head of Government**: X
### Population, Economy and Geography

#### Population

X
* X (72.4%) ælfen
* X (23.9%) humans
* X (3.7%) "dwarves"

#### Density

X /km²
* X ælfen/km²
* X humans/km²

#### Ethnic groups

* X% - Bukîji (gelîn ælfen)
* X% - Dagati (gelîn ælfen)
* X% - Cîja (gelîn ælfen)
* X% - X (merdi ælfen)
* X% - X (leoda humans)
* X% - X (nasi ælfen)

#### Religions

* X% - X
* X% - X
* X% - X

#### Currency

Euro (€)

»» Eurocent/Cent (1/100 €)
#### GDP

**total**: X €

**per Capita**: X €
## Geographical Features

The Karâta Ocean forms the western border of Scâjia.

The Ezâzu mountain range stretches along the south and west of Scâjia.

The Sîna river springs in the Ezâzu mountains in the south of Scâjia and flows along the Scâjia-Jarka (East) & Scâjia-Nura (North) border into the Karâta Ocean.

The largest scâjian city is Tumâji. The most populous region is Gizerîn with the main cities Herrêj and Salotoj.

Scâjia is split into the ?12? cantons of:

* Calâia with the capitol of Calâia
* Tumâji with the capitol of Tumâji
* Gizerîn with the capitol of Herrêj
* ? with the capitol of ?

## Cultures & ethnic groups

### Ælfen

#### Gelîn

**Bukîji**

dominate the agricultural north and center of Scâjia

**Dagati**

dominate coastal western Scâjia and the north-western Sîna delta

**Cîja**

dominate the scâjian parts of the Ezâzu in the south and east of Scâjia
Order of the Golden Wreath

The **Order of the Golden Wreath** was a Breton order of chivalry.
Knights of the Golden Wreath were charged with the protection of pilgrims to and from various holy sites across High Rock.

Knights made up the minority of the Order, whose membership was largely in ordained priests. These priests usually belonged to the Order of Stendarr. Additionally, some *lay brethren* served the Order as servants and secretaries.

A knight of the Golden Wreath was identified by his badge: a golden chaplet of white roses set against black.
The Feyvault

The Feyvault is the world's most prominent mage guild. It has locations in Siforan, Katelonia, and Frostmarch. Although the respective branches obey the lawns of the countries they're in, they are legally an independent entity from all of them. The Feyvault is not the sole mage guild, as many exist with the respective countries independent of the Feyvault, however the vast store of knowledge and access to magic means that it is an entity that both the country officials and the smaller guilds occasionally exchange and interact with. The Feyvault has established treaties with the governments to maintain it's independence, often by trading information and resources. Any sorcerer or wizard worth their salt likely has connections to The Feyvault. Farryn Windspeaker, a very powerful mage known throughout the region is technically a member.

The Feyvault, per its manifesto, claims political neutrality, but public suspicion and conspiracy theorists are abound, assuming that such a powerful entity meddles in affairs all the time. Their primary purpose, however, is to uncover the mystery of what happened to the empire that lays beneath The Beastwood. Most lower-ranked members of the guild are only vageuly aware of that interest. The high-ranked members are more active in that pursuit, working on different parts of the long-term investigation. The Feyvault is one of the primary benefactors and sponsors of expeditions into The Beastwood.
Gulf of Snakes

South-Southeast of Katelonia is a warm gulf. It was once home to innumerable sea serpents, however the monarch of an then-established Katelonia put out a bounty. Promises of gold and land brought countless citizens out to the water. For better or worse, the sea serpents were nearly wiped out. The now endangered serpents may still be found in the eastern side of the gulf, but they no longer approach the shores of Katelonia.
Farryn Windspeaker

Farryn Windspeaker (Image inserted somewhere around here if applicable)

(Text physical description if desired, or if no image)

Farryn Windspeaker is an elven mage who lives at the southernmost tip of The Mage's Crest. She boasts over 450 years of life and is considered by many a permanent feature of the region, like Caraxes; the two have a comfortable friendship. Farryn has been around longer then Katelonia and Frostmarch, originally growing up in Siforan. In her early adulthood she manifested storm powers, controlling lightning, thunder, and gaining the capability of flight through streams of wind. It was soon after she earned the name Windspeaker, one who communes with nature to control the weather. Many weren't sure what to make of her, but her skill was undeniable and she did well in The Feyvault.

She stayed with The Feyvault for around a century, becoming one of the oldest members by that point. However she grew bored of other people and of the organization so she spent a large part of her wealth to establish an independent base which would become known as Source Point. She began creating magical and potions to sell to adventurers, merchants, and anyone who came knocking to gain income for when it was necessary.

Her capabilities and fame were too alluring to Siforan, and the nation tried time and time again to bring her under thumb in order take advantage of her capabilities, but she resisted each time. Once, the council of Siforan attempted an aggressive negotiation, threatening her, and shortly afterwards, its port town Sallanport was hit by a hurricane. Farryn claimed responsibility. Siforan no longer attempted their political games with her following that incident.
KateloniaOrg

This page acts as a central hub for organizations in the campaign. These organizations may show up in other areas of the wikis, particularly if they are noteworthy elements housed in a location, or are an entity identified by where its roots are set. This page isn't intended for location-based organizations like countries, settlements, etc., and is more for organizations primarily identified by their activities or services.

* The Feyvault
* Adventurer Guilds
Masquerade Reef

The masquerade reef

The Masquerade Reef is a large area right in the middle of the slime see that flourishes with slimes, coral, moss, and all other dwellers of the reef. Most slimes that live there are aquatic, meaning they can only live in water. This includes *Marine Slimes,* and others. the rest that live there are amphibious, meaning they can live with or without water. this includes *Glitter Slimes,* and others. there are also some plants that grow in the reef too, such as *Goocumbers,* and *Ecstatic Seaweed*.
Mushroom Forest

a picture of what it may have looked like.

possible location?

### Inhabitants

it was home to the hunters, the nocturnals, and possibly even the fungi slime, although no data backs up the fungi slime.

The Mushroom Forest has faded from memory, but according to some of the oldest out there, back when it still thrived, the Mushroom Forest was a portion of the moss blanket that was made up of huge, million year old trees, and mushrooms bigger than the *Largest Tarr* ever recorded. it used to be home to the ancestor of the hunter slime, and it's relative, the *Nocturnal Slime**.* The hunters moved to the moss blanket, which started *The Honey Revolution*. When the *Nocturnal Slime* vanished, some say it lives in the deepest depths of the *Indigo Caverns.*
Godbark

Godbark is the capital city of Katelonia. When founded, around 700 years prior to the start of the campaign, the city was nothing more than a town of refugees from the ruined empire that existed in The Beastwood. They set up near the edge of the trees in the foothills where two mountain ranges met and began trying to cultivate farmland and build houses and a wall using the nearby trees.

In the weeks following, a tribe of elven druids who serve the Wildmother came down and told them if they continued to harvest trees from the forest, they would eradicate the settlement. Fearful, the refugees complied. Amongst the refugees, followers of the Wildmother and Lawbearer came forth to negotiation with the druids, and ultimately, they made an agreement. The refugees would leave the forest alone, anyone who harmed it further would be left to the mercy of the druid tribe, and a seed was planted in the budding settlement of Godsbark. From this seed, a tree would eventually grow of monstrous size and would serve as the focal point of many festivals and celebrations in Godsbark.

<Space reserved for special notes as desired>

The following locations of interest are in Godsbark: (Editing note: At this scale, a quick one or two sentence description may be sufficient. If an in-depth page is required, then a new page can be generated.)

* Placeholder - Description

The following characters are strongly tied to Godsbark:

* Reserved for key NPCs as necessary
Bounty Hunters

Some of the top talent in the sector. For their most notable quarries, please look at the current top bounties.

## Ren

A precise assassin of little words and incredible violence. Heavily augmented with cybernetics. Ren takes pride in eliminating targets up close and preferably by surprise.

## Emperion

A brutal hunter who lets no one and nothing stand between him and his bounty. Never fails to complete the job, no matter the cost. Armed with power armor and a pretech hand held cannon.

## The Lightning

A very well outfitted ship run by the Farron siblings, Claire and Serah. Specialize in over preparing for the job, and usually travel with their own strike team.
Queen Valeria

Queen Valeria of Katelonia (Image inserted somewhere around here if applicable)

Tall, lean, in her 30s. She has dark, tan skin, and dark brown hair.

Queen Valeria has held the throne for 2 years at the beginning of the campaign. She ascended to the throne when her father, King Renard passed away. She is proficient in fighting arts and consequently is regarded as a warrior queen. Despite her position as queen, she has remained unmarried and seems determined to keep it as such. There are rumors that she may be in a long-term affair with the gold dragon Caraxes, following a kidnapping years prior by an evil mage who attempted to hold both her and Caraxes hostage for random from King Renard. This rumor has never been confirmed.
Juugatsu's Dungeon and Dragons Wiki

This wikia is a place to consolidate information for my past, present, and potential future campaigns in a centralized area for personal use.

The primary setting is generally going to be in Prenea. It is a large pangean continent with several different regions, cultures, and countries. For more information, please check it out. A lot of the information present is intended to be spoiler-free, and as an ongoing wiki of content/information, there might be information that reflects changes which have occurred, or may require updates based on events in games.

Campaigns

* The Randir Campaign (Discontinued)

* The Baloth Ogg Campaign (Work in Progress, Halted)
* Title Pending Mini Campaign (Work in Progress)

Other campaigns

* Katelonia Tales (Partial wiki of another person's campaign)

Homebrew rules and content is used within the group. Find those here.

Templates - When generating a new page, you're free to list only sections/info that are relevant. However to aid, below will be some general templates recommended for different types of pages. (Work in Progress)

Location Template

Character Template
The Baloth Ogg Campaign

The Baloth Ogg Campaign is in the pre-campaign state, frozen. The DM is Yuuki. On this page you'll find links to pages on various information.

The campaign plot has not been fully developed/established, however it involves the players' characters starting as 'junior' members of the mercenary guild, Baloth Ogg, in recently a recently settled region known as Prenea's Cradle, which houses many migrants fleeing widespread war of neighboring kingdoms to the south.

PCs

NPCs (Intended for key/major NPCs and renegade NPCs with no organization or location attachments)

Organizations

Locations

Items of Note (Key items, special artifacts, etc.)

Events/History Catch-all (general mythos, wide scale, and/or unattached to a person/place/thing)
Toussaint, Lord of Tyno

**Toussaint, Lord of Tyno** was the governor of the City of Tyno and a subject to the King of Hegathe. His arrest and replacement in 3E 267 triggered riots throughout the city and his execution in the following year caused the Tynan Revolt.

Toussaint's eldest son Caspian became the main leader of the Revolt and went on to become the first King of an independent Tyno.
Hala

## Space Stations

### Iazu

This station represents the furthest official reach of the Mittamito Planetary Authority, and guards the spike arrival point from Beisri.

### Corinto

A station run by the Khelish, which has been under construction and reconstruction as long as anyone can remember.

### Xainza

This station has been abandoned since the Scream, and automated systems have kept away all recorded attempts to dock with it.
Guillaume Gommecourt

**Guillaume Gommecourt**, known as **the Butcher of Gommecourt**, was a Breton knight and the confidant of King Henri XIX of Arian.

## **Biography**

### **Name**

Guillaume was known as the *Butcher of Gommecourt*, which bore unfortunate allusions to murder and kinslaying. He was in fact guilty of neither: Guillaume was the son of a butcher and had apprenticed under his father as a young man. Needless to say, the truth behind his sobriquet did not spare him the court's derision. He remained a strange outsider, a man without lineage, and therefore a corrupting influence on the King whose favourite he so quickly became.

### **Origin**

Guillaume was born in the quaint fishing town of Tonnau. He shared his birthplace with the statesman Aimery the Younger. Though the court minister may have once interacted with the Gommecourts, perhaps with Guillaume's grandfather or great-grandfather, he did not recognise the name. Their common place of origin was simply an interesting coincidence.
MES Attitude

This is the general populations acceptance of psychics as a whole. This may change by specific location, or by the type of psychic. The attitude towards telepathy is generally always considered one step lower than the general attitude. The harshness of laws concerning psychic crimes is not exclusively tied to the feelings of the population. A world warm to psychics may still feel the need to execute a teleporter, rather than try and find a way to humanely punish them.

## Hostile

Psychics are dangerous in and of themselves, and are somehow responsible for the horrors of the Scream. They are mistrusted and mistreated as a rule. Anyone proven to have broken the law while being psychic can expect an outrageously harsh punishment, and anyone who breaks the law using psychic abilities can expect exile as a light punishment, and death as a standard. General population is knows mostly false and malicious information of each branch of psychic abilities and what it can do.

## Wary

There's nothing wrong with being a psychic, but you wouldn't want your daughter dating one. There are some professions or locations psychics may not be allowed into. General population is vaguely aware of each branch of psychic abilities and what it can do.

## Accepting

Psychics are people just like everyone else. They did not choose to be as they are, and as long as they act in a civil manner, there is no differentiation between them and any other citizen. General population is fairly aware of each branch of psychic abilities and what it can do.

## Warm

Psychics are clearly a step of from normal humanity, and should be treated as such. Psychics here can expect to receive exceptionally friendly and respectful welcomes from the populace and, rarely, even special deals or jobs reserved for them. General population is well educated on each branch of psychic abilities and what it can do.
Felicia Mitsuki

C'est une Puella Magi talentueuse mais trop impulsive.

## Personnalité

Elle se dit "mercenaire" et demande de l'argent en échange de ses services. Elle déteste les sorcières et ne pense qu'a les tuer.

## Apparence

**Magical Girl:**

**Soul Gem:** Violette, dans une maille de la chaine reliant son haut à son bas.

**Arme :** Marteau

**Normale:**

## Histoire

Ses parents ont été tués par une sorcière. Désespérée et pleine de haine, elle entendit Kyubey lui dire que si elle devenait une Puella Magi, elle pourrait tuer des sorcières. C'est ainsi que Felicia devint une Puella Magi.

## Apparitions

L'anime Magia Record

Le jeu vidéo Magia Record
Khoress

Khoress is one of the larger kingdoms in this region of Prenea. The capital is Gartham Rested in the plains and foothills on the southern side of Dragonspine Mountain Range, one of its major exports is stone and ores for the northern half. The southern half merges into endless woods. Economically, the stone and metals of the mountain proved more useful in the growth of the kingdom, leading to the southern regions of Khoress to be smaller villages. Penrith is the second largest city and is the main city for mining and stone production and processing. Numerous mining facilities line various points along the mountain providing a healthy amount of the stone seeing internal use. Goldenleaf is the kingdom's central travel hub. as anyone travelling across Khoress is going to pass through this city, unless they intentionally avoid it.

Hundreds of years prior to the start of the Randir Campaign, an expedition to explore south through Dragon's Pass was led by a wealthy nobleman of Omnivaivic. With supplies, adventurers, and workings in tow, Osterus Gartham fended off the threats of the wild lands and found a suitable location near a river to start a camp, which would eventually lead to the development of a base of operations for further exploration and expeditions around the area, and in time, Gartham's Fort, would be recognized as a city, named after the expedition leader.

When trying to establish the settlement, the hilly and rocky terrain around the foothills of Dragonspine Mountain Range proved troublesome, as there were huge sections of land which proved to be poor for farming, despite the surface appearance. As a result, even after a few other settlements started popping up, and Khoress transitioned into a proper kingdom, the population density was low. Throughout the kingdom, houses, watch towers, and more can be seen. Some have families or communities present, and surviving, maybe destined to one day become a noted settlement by the Kingdom, others are abandoned, weathered, or historical artifacts of places which fell into ruin or proved to be worthless to inhabit. The further into the hills and away from recognized settlements, the less money plays a factor. Folk who live off the land on their own away from a settlement, prefer to barter with goods, services, news, or stories, rather than coin.

The climate of the kingdom is generally pleasant and warm, despite rocky, tough land's questionable suitability for farming. This does mean that places where farms are functional, tend to be very productive. The winter get chilly, and snow is expected, but most of winter is typically free of snow.

Settlements

* Gartham (Capital)
* Abingdon
* Acton
* Astrakhan
* Doonatl
* Ecrin
* Goldcrest
* Goldenleaf
* Jongvale
* Livoka
* Mornmouth
* Mussburg
* Nantwitch
* Penrith
* Pothel
* Risteys
* Sirlin
* Woodhurst

    Geographical Features

* Reserved

Characters of Note

* Lord Major Yulie Spear
* Joseph White
* Theodore Maxwell IV
The Khelish

The Khelish are a seemingly sparse yet omnipresent group throughout the sector, and can be found in nearly any station on any world, however their origin is unknown. They are rarely in groups larger than a dozen. They are uniformly equipped with exceptionally advanced vaccsuits, which they are adamant in not removing, and pilot ships of a seemingly custom design.

Despite their idiosyncratic and often abrasive tendencies, people have learned to tolerate their presence, because they show up almost exclusively with pretech and xenotech items to trade. Many organizations have learned that by playing the game how the Khelish want to, they can assure themselves a constant fresh trickle of advanced materials.

Many would be relic seekers however have come to view them in a harsher light, as rumors persist of Khelish ships chasing down crews to claim their loot as their own. As with most topics about themselves, the Khelish generally have nothing to say on the matter.
Melis

Planet in the Nes system. Currently enduring a cold war between the rival superpowers of Aaravos and the Hoskana Combine.

## Factions

### Aaravos

An aggressive nation constantly looking for weaker nations to subsume. Boasts potent conventional armed forces and industrial base. Has been locked in a cold war with the Hoskana Combine for several decades.

### Hoskana Combine

A federation of smaller nations who have banded together under one flag to more effectively resist the incursions of Aaravos. Although they currently lack the military firepower to engage directly, they resist through powerful sanctions and funding anyone who will resist Aaravos in any way.
(015) Bhor

Asteroid belt in the Hala system.

## Space Stations

### Tivat 4

A refueling station owned by the Mittamito Planetary Authority, nestled suspiciously deep into the asteroids. Sells fuel to outsiders at exorbitant rates.

### Bacht

This research station makes pains to not declare affiliation, but it's hard to miss the distinctly corporate way they handle interactions.
Dimos

A generally lawless system, Dimos is known for its mercenaries, leisure station, and relatively small shipyard.

## Planets

### Gan

A world with a burgeoning colony and an environment not quiet suited for human life.

### Xanomerzi

A hopeless world that has become a breeding ground for mercenaries, hired from all over the sector.

## Space Stations

### Byrd

Byrd is a one stop shop casino resort refueling station of debauchery, acting as a final hurrah for those who were able to secure passage off Xanomerzi and out of the system. Travelers entering the system are advised to leave nothing unguarded on the station, as only the thinnest pretense of law exists.

### Sigli Project

An automated gas giant mine and refueling station with a dark reputation. From time to time ships that dock there never leave, with their crew having inexplicably vanished. Needless to say, only those who are loathe to pay Byrd's prices stop here to refuel.