recursal/Fanatic-Fandom huggingface dataset:
Talissade Caranlas

**Player Name**: Michael Corr

**Race**: Half Elf

**Homeland**:Dakkor- Loth

**Profession**: Wanderer, Cleric of Moere

**3 Adjectives to Describe**: Faithful, sardonic, amused

**Class**: Mage
Max 4 BP, 2 RP, x PP, 10 CP, 1 AP, 7 Skills

**Body Points**: 4
**Armor Points**: 0
**Total Hit Points**: 4
**Recovery Points**: 2

**Magik Category**: Divine
**God:** Moere
**Focus:**Loth Holybook

**Purchase** **Points**: 30
**Casting points**: 8

**Benedictions of Moere**
Bless 3
Shield of Diety 5
Create component: 1

**Glories of Lothendere, The Morning's Glory**
-Repel Lesser Undead: 1

**Lamentations of Soloniel, the Night's Shade-**
-Magik Wall: (Bramble Wall) 3

-Curse 8

**Special Skills**: (1XP = 2SP)

**Special Items**:
Ritual Items

**Magikal Item Count: 0**

**Special Notes**:
Half-elves are resistant to CHARM spells. After 60 seconds of focused searching, half-elves have the ability to see any blended creature with the natural (not magikal) ability to blend into their environment.

**Relative Wealth**: He can get along well enough.

**Allies**: House Loth

**Foes**: House Urth

**Goals/Desires**: To gather forces to help drive back Urth

**Weaknesses**:

**Campaigns attended by this Character /Date**:

**Experience Points Spent on this Character**: 1

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**:

**Character History**:

Talissade, A name that I personally dislike. But... what do you do when you're the son of a Totem. The only name that I truly love is that of my mother's family. Caranlas, the Red leaves. My family, that is to say, my elven family is from Doro Y'edhel, at least the one's who weren't born in Dakkor, like I was. I harbor little love for this place, but my mother calls it home.
Finn Llewellyn

**Character Name**: Finn Llewellyn

**Player Name**: Andrew G

**Race**: Human

**Homeland**: Gherin Culloch

**Profession**: Mercenary-MacGregor's Troop

**3 Adjectives to Describe**: Boisterous, tenacious, loyal

**Class**: FIGHTER/MAGE

Max 5 BP, 2 RP, No Max PP, 5 CP, +2 AP, 5 Skills

**Body Points**: 5 (4 + 1 xp)

**Armor Points**: 2 (Ring)

**Total Hit Points**: 7

**Recovery Points**: 2

**Magik Category**: DIVINE (15PP, 4CP)

REPAIR (2)

REPULSE (1)

ENDURE (4)

DECIPHER MAGIK (2)

FIRST STRIKE (2)

BLESS (3)

1PP Left

**Special Skills**: (1XP = 2SP)

-DIVINE GUIDANCE (Divine Ability)

-REPAIR-Chaimail (1/2 XP)

-? (1/2 XP)

**Special Items**:

**Magikal Item Count:**

**Special Notes**:

FOCUS-Celtic Pendant

**Relative Wealth**:

Struggling

**Allies**:

Aidan Brian MacGregor (DALE B.)

**Foes**:

-Rynith Guard

-Eremon Fein

-Crimson Serpents (More of a rivalry)

**Goals/Desires**:

-To retire... wealthy

-To obtain from "The Mother" the ability to: BLESS (Done), SHIELD OF THE MOTHER and RESURRECT

**Weaknesses**:

-Good drink

**Campaigns attended by this Character /Date**:

"Inn of the Grinning Gargoyle"-Dec 495

"Shipwrecked"- August 496

"Legends" - Sept 496

**Experience Points Spent on this Character**: 2XP

**Do you, the Player, have any medical problems that the GMs must know about? YES!**

**Please explain**:

-Allergic to all aspirin-based products

-Weak Right knee

**Character History**: *[link to another page]*
Divine Spells

Practitioners of divine magik communicate with and draw their power from the deities of Campaign. They receive their magik in return for service to their god. This does not necessarily mean that all divine mages are peaceful and good, however. Just as good deeds please a virtuous god, cruel deeds will satisfy a malevolent one. Divine mages tend to be devout, religious people who can sometimes be viewed as self-righteous.

Divine mages must possess and carry a holy symbol. They will use their holy symbol in prayer to their deity to recharge CP. The player of a divine mage should list their character’s deity on their character sheet. An explanation of the religion should also accompany the character sheet if it is not a pre-existing sect.

Special Ability: Divine mages are sometimes granted guidance from their deity. This can come unbidden (from the GM), or the priestess herself can take a knee and seek guidance. The type of guidance, its timeliness, and the way in which it is granted to characters is at the GM’s discretion. Guidance can be imparted in-game, OOG, or sometimes not at all, as some prayers go unanswered.
Iron Pear Tree Inn

**Game Title: "Iron Pear Tree Inn"**

**Date:** May 9th, 498

**Location**: Smuggler's Cove, Gherin Culloch

**OOG Location:** Kriske Residence, Northridge CA

Pictures From The Game

**Plots:** Gambling tournament taking place in smuggler's cove located in the Blood Reef at McCabe's landing. The Ogre arrived for his Saturday night tournament, only on the wrong night. The torunament took place for the enchanted sword "Peacemaker." Orcs tried to take the sword by force. Hans wins the sword.

Cast (25)

Cabernet Baugh as Bob

Dale Brodt as ? (Navigator)

Michelle Brown as ?

Mike Budzik as Lochlan McEwan

Jonalyn Budzik as Belle

Ernie Burnett as Kalos

Keith Cunningham as Canus the Dominian

Ingrid deBeus as Rishenda Hobbson

Adam England as Ishmael

Alicia England as ?

Andrew Gaughen as Buckley-privateer!, Gronk (Ogre)

John Hames as Hans

Phil Kridler as Cadwallader

Pat Kriske as Padraigin

Vern Kriske [GM] as Captain Billy-Og O'Roark

Aaron Lyle as Sven

Dan Miller as ?

Dave Murphy as ?

Susan Nordberg as Aileen

Paul Nordberg as ?

Kevin O'Hara as Papillon (cameo)

Coffee Polk as Jo

Jason Ryan as ?

Sarah Tacoma Jez

Brendon Walker as Owen Ticklebottom
Badlands

## **Location**

The desert known as “the Badlands” is located centrally on the continent. It lies in the middle of Thorin, Akkoria, Rynith, Halgudar, Lindora and Palrim. (clockwise)

## **Land**

Near the outskirts of the Badlands there are many barren hills. Other than that, the only thing that the Badlands is known to contain is desert.

The land is marked by ever changing dunes and lack of any obvious vegetation.

## **Past**

The Badlands have been a desert for as long as any living person can remember, but it is rumored that long ago it was a powerful kingdom. The king had offended the gods and they cursed it, destroying the entire realm.

The legend also says that within the desert, the Royal City Tarnaal, still exists, cursed to spend eternity lost in the desert that was once a lush and beautiful land.

## **Present**

Today, roving desert brigands live somehow and somewhere within the Badlands. The heat and length of the desert makes it too difficult to use as a east-west route. The brigands only make it worse.

There are also rumors of dangerous desert creatures that destroy whole caravans. It is said that these creatures are part of the curse of the Royal City Tarnaal. Treasure hunters and madmen are said to attempt to locate the ruins of the cursed city in search of what riches may remain.

Large, unpredictable sand storms blow throughout the Badlands (some say magikal in nature). They are impossible to traverse and many caravans have been buried alive.

## **Capital**

There are no known cities. There are a few small towns near the borders of other countries. These towns are hidden in the scrub-hills outside the desert.

## **Government**

There is no Government in the Badlands. There is nothing to govern but sand. The few towns that exist inside the Badland’s borders are independent.

## **Military**

The Badlands has no military. It is believed that the nomad brigands protect and provide for the few towns that exist.
Steam Goblins

Steam Goblins, also known as Atsui-Kaze are indigenous to Yentar and the surrounding lands. They are humanoid monsters with orange skin streaked with blue. Their prominent features are long noses and large pointed ears.

Steam Goblins possess human level intelligence and are very creative. They do not forge weapons. Instead they use whatever is available to them. Steam Goblins can also speak the common human language of Yentar.

Steam Goblins have the ability to do a "Steam Attack." Steam Goblins fire a blast of steam that can heat weapons. They do this by puffing up and "blowing" at the person they wish to attack.

They are known to work with humans, especially bandits in Yentar. Steam Goblins are likely to scrounge armor and weapons and anything else they can. They have been taught to take the "shiny sticks" (swords, axes and the like).

They tend to be worthy opponents in battle. They will only enter a fight if they think they can win, however they can be reasoned with.

**MAGIK**:

**SPECIAL**:
Gah-don-shric

Goblin God of the Drum

Worshipped by Goblins, primarily in eastern Xaria.

Gahn-don-shric is a warlike god, but more than a god of war, he is a god of passions. His drum is that of a Goblin's heart, of the blood that flows through his veins, of the rhythyms of the insects and the birds and the beasts as the Goblin stalks the wilderness.

Often, to bolster their own spirits and to intimidate their enemies, worshippers of Gahn-don-shric will chant his name in a steady, sometimes rising crescendo.
Return to Somtow

October 26-27, 2002

“Requiem Book 7 – Return to Somtow”

In-game location: Somtow Pass, Halgudar

OOG Location: Reyes Creek Campground, Reyes Creek CA

Synopsis:

Many parties return to the ruins of the Silverlocke Library at Somtow. The Rynith Court Mage Razfunt retrieves one of the Creation stones, specifically, the “Death” stone. The travelers fight a creature called the Devourer but are unable to destroy it. The Devourer wears and protects another of the “Space” stone. Glenn Sliverlocke returns, and it is revealed that he was working alongside Razfunt for the greater good of saving Xaria. Silverlocke and his neice magically travel to Doro Y’Edhel. Ardan arrives and assists the travelers by performing a ceremony that dispels the Devourer that he summoned. The Devourer is discovered to be his wife Tristan. Tristan’s body is laid to final rest. Ardan takes the “Space” stone and is transformed. Cass and Ardan depart, traveling to Sha’Thraem.

Cast List:

Mike Antos: Cpl Connor MacLoren

Lisa Bruner: Brand (Rynith Elite)

Ingrid de Beus: Diana Lucignuolo (neophyte of Soreth)

Dave “Robin” Chamberlain: Fizzbin, Glenn Silverlocke, Ardan [GM]

Andrew Elkins: Razfunt

Andrew Gaughen: Richard Sucash

Haleanna Jenkins: Gem

Phillip Loicano: Randelyeth “Rand” Quelsa

Aaron Lyle: Sir Martin Arthur of Veldron

Dave Miner Jr: Sgt Stewart Radclyffe

Michael Parker: Cass

Constance Phillips: Saria Silverlocke, Rynith Soldier, Tristan [GM]

Joel Schonbrunn: Mage Pvt Teeka Naan

Kasey Schonbrunn: Halgudarian Soldier

Rudy Thies: the Devourer

Kevin Thomas: Hadrian Runeforge
Statue of Galpouris

**Game Title: “Statue of Galpouris”**

**aka the 3 mile hike game**

**Date: March 26-27, 1994**

**Location: Duke Lazalon’s land, Rynith**

**OOG Location: Twin Forks campground, Ojai CA**

**Plots:** Draith, Halack, Gideon, and Ilsa search for the Statue of Galpouris. Duke Lazolon’s Rynith guards hunt Ranaur. Ranaur and Riadhel confront the witch Bozhexen for the Faerie Charm. Wolfmen attack the travelers at night. Gideon acquires Statue of Galpouris for his Baron.

**Cast (14)**

Eric Bergland as Page

Dale Brodt as Halack

Ron Daniels as Fawn

Jan Dent as Ilsa

Andrew Elkins as Ren

Andrew Gaughen as Gideon

Jen Green as Riadhel

Mike Kelly as Ranaur

Duffy LaRochelle as Myriad

Dave Miner as Draith [GM]

Kevin O’Hara as Danvic [GM]

Lori Pascaella as Arion

Coffee Polk as Althacaina

Jason Ryan as Peralton
The Badlands

## **Location**

The desert known as “the Badlands” is located centrally on the continent. It lies in the middle of Thorin, Akkoria, Rynith, Halgudar, Lindora and Palrim. (clockwise)

## **Land**

Near the outskirts of the Badlands there are many barren hills. Other than that, the only thing that the Badlands is known to contain is desert.

The land is marked by ever changing dunes and lack of any obvious vegetation.

## **Common Races**

None Known

Mutated creatures are said to be found on the borders of the Badlands but no sentient races.

## **Past**

The Badlands have been a desert for as long as any living person can remember, but it is rumored that long ago it was a powerful kingdom. The king had offended the gods and they cursed it, destroying the entire realm.

The legend also says that within the desert, the Royal City Tarnaal, still exists, cursed to spend eternity lost in the desert that was once a lush and beautiful land.

It is also said that it was a stronghold of the Consortium and was destroyed by different gods they they attempted to create a dragon.

As no records have survived from the destruction of the city, no-one is certain which is the truth.

## **Present**

Today, roving desert brigands live somehow and somewhere within the Badlands. The heat and length of the desert makes it too difficult to use as a east-west route. The brigands only make it worse.

There are also rumors of dangerous desert creatures that destroy whole caravans. It is said that these creatures are part of the curse of the Royal City Tarnaal. Treasure hunters and madmen are said to attempt to locate the ruins of the cursed city in search of what riches may remain.

Large, unpredictable sand storms blow throughout the Badlands (some say magikal in nature). They are impossible to traverse and many caravans have been buried alive.

## **Capital**

There are no known cities. There are a few small towns near the borders of other countries. These towns are hidden in the scrub-hills outside the desert.

## **Government**

There is no Government in the Badlands. There is nothing to govern but sand. The few towns that exist inside the Badland’s borders are independent.

## **Military**

The Badlands has no military. It is believed that the nomad brigands protect and provide for the few towns that exist.

## **Of Interest**

It is said that without the magik which sustains all of Xaria, that the Badlands will spill across their borders and overrun the continent with barren destruction.
Distant Echoes

Title: "Distant Echoes"
Date: May 6-7, 500
OOG Location: Circle X Ranch, Santa Monica Mts., Malibu, CA
Location: Quivera/Quiveragoth
GMs: Ernie Burnett, Kevin O'Hara, Scott Woodard

Synopsis: An old enemy of Daemir's mentor has been experimenting in magik that has caused a dimensional instability. Daemir assembles a team of brave adventurers to investigate this "pocket dimension."

The adventurers find themselves in a Xaria of the distant future. After repelling an unusal monster attack from an armored vehicle [Impressive Entrance 2000], their first task is to rescue Auberick, Lord of the Fey, from his imprisonment by Duke Fruge [Favorite Scene 2000]. The rescue of Auberick is celebrated when the heroes of present and past Xaria are brought to the Realm of the Fey for a party [Coolest Atmosphere 2000].

The heroes later discover what Duke Fruge is plotting and with the help of a few future Xarians, prevent the Duke from sending an army of monsters to the Xaria of the other dimension. The magikal artifact that created the pocket dimension, the WorldHeart [Coolest Prop 2000], is recovered and the fate of this pocket reality is weighed and decided during the battle with a demon.

(More about Future Xaria)

Cast List:
Eric Bergland: Dusty
Dale Brodt:Auberick

Mike Budzik: (2nd in command rebel), Lester Wisbrod, "Skinless Pete" (Demon) [Villainous Villain 2000] [GM]
Ernest Burnett: Timmy?, Goblin Warlord, Semimodo [GM] [Coolest Prop 2000]
Todd Carter: (rebel)
Pixie Cearbhaill:
Ingrid de Beus: (rebel), (sprite)
Corbin Ebert: Garrison Kachai’n
Paul Eppleston: Brax [Creative Spellcasting 2000]
Andrew Gaughen: Periwinkle

Jen Groninger: (rebel), (Sprite)
Angelica Jenkins: (sprite)
Haleanna Jenkins: Evanesce EvenStar [Striking Reaction 2000] [Female Character 2000]
Mike Kelly: Jarrol Reubeus, Aeloz
Vern Kriske: Aodh
Cheryl Lahan: (sprite)
Aaron Lyle: KOV Agent Edgar Gray [Character Concept 2000]
Dave Miner: Stewart

Kevin O'Hara: Daemir du Gul, I.A.G. [GM]
Devin Parker: Jester (rebel; of the ecoterrorist group "The Thorn")
Jason Ryan: Brenn; Knight of Rynith
Roxanne Scharton: Doctor, I.A.G., sprite [Outstanding Non-Player 2000]
Sarah Tacoma: Trix (rebel), Etiana (Lady of the Fey) [Coolest Costume 2000]
Scott Woodard: Douglas(Rebel), Duke Fruge [GM] Distant Echoes Photos
Glozevolant

Glozevolants are birdlike humanoid creatures. They are usually black and/or grey in coloration, with large hooked beaks and “taloned” three digit hands.

An average glozevolant has an intelligence nearly equal to a human twelve year old, and an attention span to match. They are easily distracted and hard to converse with for that reason. They do not speak Common, but have their own language.

Glozevolants always travel in pairs, regardless of sex. One is generally impervious to physical attacks, while the other is immune to Magikal attacks. Glozevolants are very long-lived and an average life span is about 750 years. They are not commonly encountered. When threatened, glozevolants will shriek and dance about to intimidate the enemy. Rock, stick and pine cone-throwing may occur if the dance and shriek method fails to have an effect. Should this also fail to drive off the threat, the glozevolants will usually run away, using an ability to draw on the area’s latent Magik to become Invisible.

Other monsters often refer to glozevolants as “collector -birds” due to their penchant for shiny objects and odd trinkets.

Glozevolants squawk and move in the jerky, jittery fashoin of birds.
Gordon

**Character Name**: GORDON DeREGELE

**Player Name**: APG

**Race**: Human

**Homeland**: Gallura

**Profession**: Independent Messenger

**3 Adjectives to Describe**:

**Class**:

Max x BP, x RP, x PP, x CP, +x AP, x Skills

**Body Points**:

**Armor Points**:

**Total Hit Points**:

**Recovery Points**:

**Magik Category**:

**Special Skills**: (1XP = 2SP)

**Special Items**:

**Magikal Item Count:**

**Special Notes**:

**Relative Wealth**:

Struggling to Comfortable

**Allies**:

**Foes**:

**Goals/Desires**:

**Weaknesses**:

**Campaigns attended by this Character /Date**:

**Experience Points Spent on this Character**:

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**:

**Character History**: *[link to another page]*
Castle Creek

**Game Title: unknown

Date: June 25, 1994

Location: Chalter Medrium

OOG Location: Dan Shurtleff's land, Castle Creek NY**

**Plots:** unknown

**Cast (unknown)**
Tim Miner as Conor
Dan Shurtleff as Finn MacCuhal

Note: Very little is known about this game. The date was
confirmed by one of the two knonw players to attend. No current players
attended this event. If you have any information, please let us know.
Rising Tides - Sinking Hopes

**July 13-14, 502**

**“Requiem, Book 6 – Rising Tides/Sinking Hopes”**

**In-game Location:** Isle of Mu

**OOG Location:** Crystal Lake Campground, Azusa, CA

**Synopsis:** A squad of Karandian Talons, along with some random adventurer help, arrived on the recently risen island on several ships. They encountered nearly continuous attacks from the Daggarath, sometimes referred to as "squid-heads". It was discovered that a book which holds stones, but was currently empty, was on the island chained to a pedestal. This book had recently been taken by someone who works with or for the Sequestrum. He escaped ahead of the adventuring party. The Talons then parlayed with the native sea creatures and formed a tenuous truce while they proved their intentions. The party was then allowed to leave and report their findings.

Cast List:

Heather Abbot: Mage Cpl Tasha Gellis

Dale Brodt: Mage Cpl Horace Sullivan

Andrew G: Mage Sgt Cyrus Kanaan

Dave “Robin” Chamberlain: "Squidhead", "squidhead" mage, dark mage [GM]

Joel Schonbrunn: Mage Pvt Teeka Naan

Haleanna Jenkins: Mage Cpl Teera Cota

Phil Locaino: Rand, "Squidhead"

Mike Parker: Cass

Vern Kriske: Hiram Steele

Mike Antos: Cpl Connor MacLoren, "Squidhead"

Aaron Lyle: Sir Martin Arthur of Veldron, "Squidhead"
Sharing Harvest

**Game Title: “Sharing Harvest”

Date:** October 4, 497

**Location:** Glen by the Waterfall, Doro Y'Edhel, Near the Vesve Forest border

**OOG Location:** Switzer Falls, Flintridge CA

**Synopsis:**

The Autumnal Elves hold a "sharing harvest" to celebrate the end of summer and their harvest. They invite other travelers to partake. Three Fey pester the sharing harvest festival. The festival goers go on a short pilgrimage to a waterfall.

**Cast (13)**

Dale Brodt as Nathan

Mike Budzik as Æsch

Ingrid de Beus as Mona Rhuddlum

Andrew Gaughen as Ozog

Jen Groninger as Lily

John Hames as Brother Jonathan

Robert Jimenez as Apple

Aaron Lyle [GM] as Æspen

Dave Miner as a Sprite

Devin Parker as Orm

Coffee Polk as Brownie

Jesse Rosier as Devon

Nicole Rosier as Sparkle
Seaside Game

**Game Title: “Seaside”

Date: October 19, 1996

Location: Brildor** coast, just outside the DeMekrium border

**OOG Location:** McGrath State Park, Oxnard CA

**Plots:** Travelers await the arrival of the ship that will take them to Quivera and Nost’Karé. Lizard-Men run rampant, attacking all travelers. Selachian attacks humans trying to find those who hunted his kind. brick is found on the beach dying with half of a stolen treasure map. The Tocard attempt to convert the unbelievers that Rigel is the true god, and they should repent because the apocalypse is coming in the year 500. Todd and Kevin show up with the other half of the map. Fights break out over the map and treasure, which turns out to be unimportant personal effects and a key. A Sea Nettle entices characters to destroy the Trolls and divide the treasure. On their return to the beach to await the ship, they encounter and avoid bat-like creatures called “Night Terrors.”

**Cast (19)**

Dale brodt [GM] as Tarrik, Todd and Francois (Tocard Member)

Lisa bruner as Imset and Scarlett

Jonalyn budzik as Ember and ? (Sea Nettle)

Ernest burnett [GM] as brick, ? (Thief posing as De Mekrian official) and Henri (Tocard Member)

Corbin Ebert as Araik of Dover (warrior seeking redemption through death)

Andrew Elkins as Risha

Duffy LaRochelle as Myriad

Nitta Lee as Molly McKenna

Aaron Lyle [GM] as Robért (Tocard Member) and Kevin bel

Annie Mahlik as ? (Forger)

Dave Miner as Garn

Dave Murphy as Vasca Woodfoot (Halgudarian Soldier)

Michael Parker as Sasha “Winter” Lebeau and Jaques (Tocard Member)

Chris Reifsteck as ? (Amnesiac Mage)

Joe Riley as Jerand

Jesse Rosier as Culog (1/2 Ogre)

Jason Ryan as Pierre (Tocard Member)

Dave Selvadurai as Selachian

Marshall Wilson as Thaladaine “Aargh” Daile
Sebastian J Foley

**Character Name**: Sebastian J. Foley

**Player Name**: Dave Miner Jr

**Race**: Human

**Profession**: Actor

**Homeland**: Quivera

**3 Adjectives to Describe**: Pretentious, Egotistical and Charming

**Class**: Thief (Begin 4BP, 2RP, 2SP; Max 6BP, 2 RP, 5Skills, +1AP)

**Body Points**: 4

**Armor Points**: -

**Total Hit Points**: 4

**Recovery Points**: 2

**Magik:** N/A

**Skills** (2 SP - Original points):

-Bad Acting

-Forgery (1 SP): Can forge dosuments and signatures, must have seen original.

Convincing = small red "F" in a circle on edge of document of near signature

Bad = small red "B" in a circle on edge of document of near signature

Untie (1 SP): Can remove hands from non-locking bindings, 2 mins w/instrument, 5 mins w/out instrument

**Special Notes**:

Foley is a member of “The Wyndham Players.” They are a group of very bad actors who think they are very good actors. They will try their hardest to entertain.

**Relative Wealth**:

Struggling

**Allies**:

The Wyndham Players:

Bryony Wyndham (Jen Groninger)

Rannaulf D’Armagnac (Devin Parker)

Doyle (Andrew Gaughen)

Rupprecht (Mike Budzik)

Yosef Shipta (Vern Kriske)

Malvolio (Aaron Lyle)

Jean Baptiste (Paul Eppleston)

Cybil (Becky Davis)

? (Michael Slusser)

**Foes**:

Whomsoever should choose to malign our performances.

**Goals/Desires**:

-To become fabulously wealthy

**Weaknesses**:

-Easily beguiled by flattery

**Campaigns attended by this Character /Date**:

“Return to Die Fledermaus” April 30, 1999

“The Festival of Nah Na’Hroth” September 7-9, 2001

"Crossed Blades - En Repose" November 29, 2008

**Experience Points Spent on this Character**:

0

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**: None

**Character History**
Secret Society of Questioners

# Table of Contents

## **Device:**

Crossed lit torch and sword on a black field.

## **Goal:**

They see themselves as pursuing a noble cause - the goal of truth, which folk oft will not part with except under extreme circumstances.

## **Genesis:**

Their past is shrouded in mystery, even from themselves. They know that the school has moved a number of times, but are unsure (due to record loss) of when or where the order started.

## **Past:**

They have been employed, over the millennia, by anyone with lots of coin, something to protect, and not many scruples.

## **Present:**

Their ways continue. They are as mysterious as ever.

## **Alliances:**

Only their employers - and only until the contract ends.

## **Enemies:**

As determined by contract. Also, they do keep their activities quiet, for they realize that most folk just wouldn’t understand.

## **Leadership:**

Appointed by the old leader, when said individual is near his/her death. The new leader then ritually slays the old. The spirits of the late Society leaders are then bound to the school, in order to answer questions and generally help out (and give the students practice in speaking to the dead). Needless to say, the Society would very much like to know of some of its old locations, so that it could get back in contact with the departed!

## **Recruitment:**

Both sexes, any race, but only children. They have an uncanny knack for finding those who have suffered abuse, or loss of their parents; who have had such cruelty inflicted upon them that they will feel no remorse in visiting the same upon others. They take them young, before society in general has a chance to impress moral squeamishness into them.

## **Typical member:**

Travels hooded and robed in black (shows the bloodstains less). Will not usually engage in ‘idle conversation’.

## **Generally known:**

Those who are likely to use their services know that the order exists. They can be contacted by sending a message to any Irroquin Hall of Travelers addressed to Guild of Truth. The Hall will hold them until picked up by a Questioner.

## **In character quote:**

“I have all the time in the world - but you, my dear, are rapidly running out of time. There is a simple way to end the agony - all it takes is the answering of a few minor questions. Now, would you like to wax eloquent, or shall we begin again?”

## **Necessary Game Mechanics:**

They start their questioning by magikal means. (*Befuddle*, *Blind*, *Charm*, *Fear*, *Pain*, *Interrogate*, etc.) Should that fail, they change to physical methods. Should the person take their secret to the grave, they merely bring the spirit back and continue to question it. Most people, once they’re dead, finally give the required info - after all, why should they care any longer? The Questioners are usually sent out in teams of two: a necromancer and a ‘physician’. The physician has heal spells or skills to complement his work - lest the subject pass on too quickly.
Ren's Amnesia

**Game Title: “Ren's Amnesia”

Date: August 13, 1994

Location: Mt. Pinos, near Daggersford, Rynith

OOG Location: Chula Vista Campground, Frazier Park CA**

**Plots:**

More is discovered about the underground Thieves Guild resistance when Ren gets amnesia. Daniel and Justin search for Daniel’s red-haired bride.

**Cast (7)**

Dale Brodt as Justin

Andrew Elkins [GM] as Ren and Razfunt

Dina Elkins as Luann (the Massuese)

Tami Feiffer as "Amnesia"

Nitta Lee as Molly

Lori Pascarella as Arion

Steve Skelly as Daniel
Galen Rook

**Player Name**: Devin Parker

**Race**: Human

**Homeland**: Icara

**Profession**: Wayfarer's Guild Guide, Ex-Sheriff

**3 Adjectives to Describe**: Inquisitive, Pragmatic, Altruistic

**Class**: Fighter

Max 7 BP, 4 RP, 0 PP, 0 CP, +3 AP, 7 Skills

**Body Points**: 5

**Armor Points**: 2 (Chain)

**Total Hit Points**: 7

**Recovery Points**: 3

**Magik Category**: None

**Special Skills**: (1XP = 2SP)

None

**Special Items**:

*Talisman of proof against enchantment*

**Magikal Item Count:** One (see above)

**Special Notes**: None

**Relative Wealth**: Struggling

**Allies**:

**Foes**: Sevestre the Black, a.k.a. Sevestre Dumavalorne (Karandian House Mage-turned-Bandit Chieftain)

**Goals/Desires**:

**Weaknesses**: Suspicious of Karandians.

**Campaigns attended by this Character /Date**:

The Sign of the Flask, 2002 [NPC]

The Way Station, 2012

**Experience Points Spent on this Character**: 0

**Do you, the Player, have any medical problems that the GMs must know about? Please explain**: No.

Character History
The Waning Days

**Game Title:** The Waning Days

**Date:** September 28-29, 2019

**OOG Location:** McGill Campground

**Game Location:** Arbiter Arena 'The Widow's Gate', Rynith

**Plots:** A mysterious summons from a supposedly dead Griffin of Magik summons Talons and adventurers to one of the Arbiter Arenas, and a strange pull in elven and fae magik draws those of their type there - something that feels like 'home'. Unknown magiks destroy a Rynith encampment and the adventurers take it over to recover for the day. The arbiter known as Magnon is destroyed to open a gate-way to Bel Juddat, where the entire population of the city has fled in order to escape the dying of the world; for if all the magik is leeched out of Xaria, the magik containing the Badlands will fade and it will consume the world. A few slip through but many decide to stay and try to protect the world. The following morning, it is revealed Rynith and Urth have broken their treaty and war may continue between the two great powers of Necromancy. Knights of Veldron arrive to protect the gateway but the Talons decide it is better destroyed than fallen into the wrong hands. Sir Owen of Veldron, long thought dead, appears to have returned to life. The parties split, some headed on their own and others going to report their findings to the Karandian government.

Cast:

Andrew G [GM] Darien, Jaden Stancliffe/Primor, Ozzog

Dave Chamberlain [NPC] Fizzban, Ae'rik Selwin, Fire Daemon, Maglon the Arbiter, assorted Urthen

Constance Chamberlain- Rose Tanner, Jovaan of Veldron

Jen Groniger - Priestess, Elf girl, Abbess Rachel Theresa

Mike Budzik: Spitz, Owen of Veldron

Kieran Brewer: Shale

Mowi Reeves: Rorae

Dave Miner: Stewart

Aaron Lyle: Justin, Deitermar, Martin Arthur of Veldron

Kevin Thomas: Hadrian, Urthen

Susan ?: Fae

Ingrid de Buse: Olivia Gossler

Jason Ryan: Perralton

Ernie Burnett: Dice

Chris Thomas: Bel Juddat Cleric

Joel Shoenbrunn: Teeka

Haleanna Fulcher: Tera Kota, Elf

Link to photo Gallery
Rose Tanner

**Rose Tanner**

**Character**: AKA Rosalba Tanner / Rosalinda Orchester

**Player**: Constance Chamberlain

**Race:** Human

**Profession**: Guerrilla Fighter/Politician

**Homeland**: Birthplace: Telumar (She believes Chalter Medrum) Citizenship: Quivera - banned/wanted.

**Body Points**: 4

**Recovery Points**: 2

**Armor Points** +1 (Leather Armor)

**XP Spent** : 6 total

**Special Skills** : Untie Lockpicking | (6 sp spent) Assassinate | (1 sp) Set/Remove Snares - taught by Garrett | (1 sp) Set/Remove Non-Magikal Traps - taught by Garrett

**Wealth**: Poor

**Adjectives:** World-weary, sarcastic, passionate

**Languages**: Common, (2 sp) Elven- Moderately fluent in Elven, Moderately literate in both.

**Magik Item Count**: 3

1. "Tavern" Coin - from the Wandering Inn (The Wandering Inn)

2. Dragon's Tooth - 1x per day, Purify Blood (Disposition of Abbadon)

3. Dragon skin arm band - 1x per day +1 additional AP (Disposition of Abbadon)

(Also: Fey-touched locket w/out any effects)

**Allies**:

Dolena Amrun Elen(Cassidy Cording)

Lady Lillivaugn Orchester/Lillidara Tanner (Brandee Kinney-Hurd)

Hadrien (Kevin Thomas)

Sir Reginald Farnsworth the III (Dave ‘Robin’ Chamberlain)

Virradon (Michael Slussler)

Sir Garrett Luchese (Andrew Gaughen)

Svar Vorchanchin (DW Scraggs)

Baron Heinrich von Schlachtenflussen of Quivera (David Peek)

Lord Boris, Duke Orchester of the Yellow Duchy of Quivera (NPC)

**Enemies**:

Prince Cornelius Howarth VIth of Quivera (NPC More of a rival than an enemy)

Sir Reginald Farnsworth the III (Dave ‘Robin’ Chamberlain)

House Urth of Dakkor

Sir Garrett Luchese (Andrew Gaughen)

**Weaknesses:** Phobia of large dogs, unique jewelry, insomniac

Games Attended

502:09:13-15 "Invasion"

502:11:16 "Akkorian Archery Contest"

503:03:22 The Pick & Chisel Tavern

503:04:26 The Elven Court Inn

503:06:7-8 They All Fell Down (Future Xaria Crossover)

503 08:30 The Artifact

503: 09:12-14 Ancient Shadows: The Riddle of the Blood Sky

503: Disposition of Abbadon

504:06:19 "A Hot Time in the Old Tavern Tonight"

504:11:06 "The Tourney of Tales"

505:06:25 "Out of the Darkness"

505:10:15-16 "Shadowlands"

507: 07:07-08 "Between Heaven and Hell Lies Urth"

508:11:29 "Meanwhile, at the Inn of Crossed Blades" (NPC)

510: 09:25-26 Edhel'ore Dagnir (NPC)

511: 03:5 The Orchester Estate

511 05:15 Market Day - Gamelet

Current History:

Rosalinda has been fighting in Lindora since 507 as a part of the resistance against Urth. With Lindora's fighting forces dissolved into Rynith, she has retreated to pursue other avenues of Urth's destruction; namely finding the heir to the Elven Throne.

Character History
The Mother

Omnipotent Goddess of a Monotheistic Religion.

Creator of all life.

The symbols most commonly associated with her are a double-barred cross meant to represent a uterus, and a statue of a woman with exaggeratedly large breasts and wide hips.

Worshipped primarily in Hyrm-Chel and Karandia, her faith has become widespread. She also has a notably large following amongst the Order of Veldron.

In 509 a number of priests of this faith purchased an abandoned church in the Low Town section of Kessid, Irroquin. Though this is helping to build a new congregation in Kessid, the primary purpose of this church is to serve as the "base camp" for missionary work in nearby Hyrm-Chel.
Phoenix

The Phoenix are much misunderstood beasts. Most Xarians believe they are a myth. This is easily understood, because they are so rarely seen and often witnesses do not survive the destruction they reek. Those humans who do know of them, view Phoenix as horribly calamitous, like wild fire, or as some noble benevolent force like Unicorns. Some believe they created the deserts, while others believe they created the sun.

In reality, they are a balancing force of nature. They have the ability to start large fires, burning out dead wood leaving behind fertile soil so that life can began anew. Fires may also be started to control the population of any living thing that has become a threat to natures equilibrium. They defy the conventional notions of good and evil, serving instead a higher more elusive purpose.

Older and more nature oriented, elves seem to understand this. They also know that a finite number of these animals exist, probably only 2 or 3 in all of Xaria. Each animal represents a single blood line. When they die their bodies are consumed by flame leaving behind a single egg that will hatch birthing the next Ph nix in that line. If one is destroyed, it cannot be replaced. For this reason the elven community and the fey try to protect them, especially when they are young and defenseless.
Sebastian History

Sebastian J. Foley (the “J” was added to make him sound more prestigious) grew up in the Gold Duchy of Quivera. As such, he saw the wonders of the masquerade at an early age.

Foley was smitten by the desire to become a great actor. His performances were barely average. Nevertheless, he saw that he could use these meager acting skills to entice and befriend people. Capitalizing on this trait, Foley became a poorly skilled confidence man.

After a long two years moving from town to town acting in small productions and eventually running from the local constables, Foley encountered the Wyndham Acting Troupe and once again found his desire to mount the stage. He was asked to join their merry band of players in December of 498.

For a time, the lady **Olivia Goslar** (Ingrid de Beus) was the Wyndham’s primary patron.

In 501, The Wyndhams performed at the **Festival of Na’NaHroth** in Quivera. Their original play “Torch and Wolf" was debuted and well received by the audiences. Then, they were commissioned to perform another play, not written by any of the Players. This play turned out to be an ancient spell that once completed merged the land of the dead with our world. Unwittingly, the Wyndhams unleashed demons and creatures of the underworld in Quivera, and set free Caspian the Crimson King.

Eventually, the other festival goers undid the spell and set things right.

Attending the Festival was a self-proclaimed demi-god calling himself the Hajiman. This monkey beastman was very wealthy and has a large following that lives in his compound in Myere. The Hajiman so loved the Wyndhams that he invited them to live with him and entertain his staff and harem.

Bryony and Rannulf accepted the offer. The Wyndhams traveled to Myere with the Hajiman and his entourage.

After a year of performing for the Hajiman, Bryony became restless. She knew that staying and entertaining for this small group, she would never reach the world stardom and fame that she sought. It was her decision to once again set out on the roads of Xaria.

Rannulf decided to stay with the Hajiman, after realizing that he had a constant supply of women food and alcohol.

The Troupe once again set foot on stages throughout the land, often chased from town to town and not by supporters or fans.

Sebastian Sheet
Scarlette History

Izabela Randall
Scarlettina Geoffry (Scar)

Scarlettina is the youngest daughter of Erminitrude Geoffry, who is a theoretical necromancer and member of the Karnadian mage Council. Like her mother and most of her family, she practices the black arts of Necromancy, hiding behind her social status and connections to get away with it. The concept of a ‘young’ necromancer startles people but she doesn’t get why they care. What’s the big deal? Whatever. Magik is magik. Power is power. Who cares how it’s come by? Scarlettina uses the power of her own bloodlines as a sacrifice to gain her power, often sacrificing the blood itself. Her family doesn’t understand what it’s like to have this kind of power when you don’t get to do ANYTHING WITH IT. Nobody understands her.

Scarlettina has grown up entirely spoiled, having whatever she wants but it doesn’t matter. What good are toys and nice clothes if you can’t do anything? She has a few other girlfriends her own age but she prefers the company of older people because they’re less dumb and they sometimes understand her. Her privileged life has given her a rich education but she doesn’t want to apply it. She’d rather just moap around Traau and watch the reaction of her experiments. Her mother is very overprotective to the point of being smothering and so she looks for just about any excuse to get out of the house. She never gets to do anything fun. The only good thing about her cousin Antillia is that the healer’s Restorative Magik messes up her spells so she can leave using her as a convenient excuse. Her life sucks for the most part. Nobody gets it.

Tilly got sent on some fools errand and then Scar (as she calls herself) had nobody to use as a scapegoat. Her cousin pops in and out on occasion but then leaves again to go do some stupid mission to help people. People don’t deserve saving. They’re just a waste of time. But lately Mother’s gotten really smothering and panicked about something going on with the other mages. It’s gotten so bad Scar can’t even cope. Not even writing on her Living Journal makes things better.

Mother’s gotten to the point where she’s scared and wants Scar to go stay with Tilly and the Irruquin Farnsworths for a while. Only instead of getting a nice long vacation away from Erminitrude, Scar has to go on some STUPID expedition with Antillia and her dumb magikal as a brick boyfriend. If it was bad before, it’s worse. Stuck with a healer and a walking disaster area. She has to leave behind her fellow necromancer friends (who’s families also suck) and her boyfriend Genner, who’s a Black Talon in training. Just don’t tell her mother that. She’d have kittens.

Scarlette Character Sheet
Torma

### **Domain**

Torma exists outside the pantheon of gods both elder and young. A god, perhaps, but more a presence that is part of the fabric of existence. Her peers are Order, and Chaos.

### **Description**

Torma is depicted as a woman, often in the deep and unadorned robes of a monk or librarian. Always in her possession is a great tome, sometimes shown as being chained to her arm.

### **Dogma**

That which occurs is remembered because Torma records it in her tome. Without her efforts, the fabric of time and the mortal understanding of past and future would not exist. Simply, the world is because it is perceived, recorded, and remembered.

Because the lands have such breadth and depth, Torma relies on Her followers to show Her that which occurs. Her followers believe perception and awareness are precious. Sight, hearing, touch, taste, smell, and sense are the pillars of their belief. Because of this, her priests do not ask (and would not be granted) magiks that dull the senses of mortals. Silence, Blend, Invisibility, etc. are all forbidden.

### **Symbol**

Each of Torma's followers finds a symbol that signifies the power of perception, and the way the senses allow interaction with reality. This sense of individuality is important among the faithful.

### **Clergy and Temples**

Torma's priests are Witnesses, and it is through their travels and ministry that She is aware, and therefore recording, that which occurs in the lands. Witnesses can be travelers and adventurers, however there are some choose a stationary life in cities or villages. Their role, whether on the road or in the city, is to bring awareness to Torma, and to share with others the rhymes and prayers that will allow Torma to draw awareness from the other believers.
Unlike most faiths, the Witnesses can be of any disposition. There are some who believe in the power or law, order, and goodness. There are others who carry selfishness, pride and power through their lives. Each, however, perceives the world in their own way, believing without doubt that their path through the world is dedicated to Torma and her Library.
Dresnell Keep, in Akkoria, is the largest and most important place for the Witnesses. There new adherants are trained, the elders of the order reside and commune, and a vast library of records from across the lands is kept.

### **Laity**

In a sense, Torma is not worshiped as are other deities. Her Witnesses are followers who swear faith and allegiance, however other believers and even non-believers may only occasionally utter a small prayer, oath or rhyme which brings their awareness to Torma's attention.

### **Holy Days and Festivals**

There are no holy days or festivals held within this Order. Individuals believers or Witnesses may have days special to them, but there is no organized holidays.

### **Red File**

Not a red file, per se. Rather, there is more in my head that I have not written down, yet. Talk to me if you would like more info.
Steinarr - Earth Elementals

A Stienarr is a bulky Magikally constructed creature composed of elements of the Earth (rocks, dirt, etc). Stienarr were originally constructed by Dwarven mages in Thorin, and are indigenous to the northern lands of Xaria (Gesnor, Palrim, Thorin, and Akkoria) and in some other highly mountainous regions. In other lands they are referred to as Earth Elementals. Their purpose is to serve their creator.

Earth Elementals are suspected to control Earth-based Magik and have immunities to them as well.

Stienarr are always seen singly. They have below average intelligence, but are incredibly vicious and persistent. The Earth Elemental is very slow moving. It can only walk, never run from place to place.

Stienarr are very aggressive monsters. They will attack any creature without provocation. The only time they are passive is when their creator commands them to be so. When more than one Stienarr is present they will attempt to destroy one another.
Legacy of Soulforge Fire

**"LEGACY OF THE SOULFORGE: FIRE"**

**March 27-28, 2004**

**In Game: southern Palrim**

**OOG: Mil Potrero Park, Pine Mountain CA**

**GMs: Robin Chamberlain**

**Synopsis:** While some follow a trail of missing beastmen, others are hired by a very dangerous employer to retrieve a powerful magik object. After it is discovered the local women are cannibals, a powerful daemoness unleashes her necromatic might on the adventurers. A magikal sword and a golden skull are recovered and the daemoness defeated.

Note: The NPCs won a Cloakie for the 2004 Season as "The All-Girl Cannibal NPC Squad of Death"

**Cast (18)**

Dave Miner as Prax

Phil Lociano as Tarlin Ash

Vern Kriske as Aodh

Joel Schonbrunn as “Sniffy” Two-Tails

Andrew Gaughen as Heironymous Blaylock

Aaron Lyle as Jean Claude/Maxwell, Dagon (possessed)

Kasey Schonbrunn as Elenurra

Mike Antos as Gabriel of Veldron

Andrew Elkins as Reesha

Matthew Theis as Lars

Kelly Ann Miner as Lanolin, Villager, Undead

Cassidy Cording as Villager, Deathlord, Undead

Angelica Jenkins as Villager, Undead

Haleanna Jenkins as Villager, Undead

Ingrid DeBues as Bisquit, Undead

Colleen Russell as Villager, Undead

Constance Phillips as Fierna (daemoness), Undead, Villager

Robin Chamberlain as Han Faj'n (daemon), Butcher, Deathlord, Undead