recursal/Fanatic-Fandom huggingface dataset:
Panahsi

Kellen (Former, mostly)

Ke'heops?

Once Kellen's friend, now a fully-fledged and powerful mage, he has a care for Nephenia and only bitterness for Kellen. He now goes by his Mage's name, Pan'erath.

The great difference between Panahsi and Kellen is that Pan doesn't really change. Outwardly, he grows taller, thinner, more striking, and his magic becomes more adept. But Kellen's view of the world has broadened extraordinarily in his travels, while his old friend carries their people's prejudices and fears around him like a cloak. He sees Nephenia as something ruined, something broken, and only searches to assign blame. But Kellen is growing to see the new beauty in her, changed and strong and free as she is, and he knows that she controls her own choices.

So these two boys, with more or less the same upbringing, serve to contrast each other as their paths diverge, and they each grow and change.
Janucha zal Ghassan

## Biographical Information

### Full Name

Credara Janucha Zal Gassen ( Contraptioneer Janucha, head of the House of Ghassen)

### Relatives

Altariste té Ghassan (husband)Cressia, (daughter)

### Affiliation

Altariste té Ghassen (husband)Cressia (daughter)

Gitabria

### Titles

Credara (Contraptioneer)Es Maedra Bellegenzia (Mother of Beautiful Inventions)

## Physical Description

### Skin Colour

Dark

Related: Gitabrian Titles, Gitabria, Mechanical Creatures

Janucha is a Gitabrian craftswoman of incredible talent. It is she who creates the living mechanical bird (in book 3), an invention powerful enough to earn a discordance card in Ferius' deck.

She is better with clockwork than people, but she loves her daughter and husband (also fellow scientist) dearly.

She is practical, tall and strong in more ways than one.

Her creation is first seen by Kellen, Ferius and Nephenia at a show of new Gitabrian marvels, and though it is small enough to rest in one's hand it is by far the most powerful invention present. Made with special alloys, like those in Kellen's Castradazi coins and the inks used for Jan'Tep tattoos, it is animated by the spirit of a dead creature, and not mere clockwork.

Her daughter was sent to The Academy, where Kellen met and grew to like her.
Spellslinger

A spellslinger is a, normally Jan'Tep, mage who is only able to use a couple of spells and makes up for it by combining the spells with charms, gimmicks, and tricks, in order to survive. Spellslingers are generally looked down on by Jan'Tep mages, as they are considered to be less magically gifted.

Certain spellslingers specialise in a single trick, such as Kellen's combination of the *Carath* breath evocation and his powders. Other, like Dexan Videris, use a range of spells and charms.
Cressia

Gitabria

> "Are you always this weird, Kellen?"... "Always, I promise."
>
>

Daughter of the craftswoman Janucha zal Ghassan, she is as brilliant as her mother. A born Gitabrian, she is studying to become... (An architect?)

Cressia and Kellen meet at the Academy where she is a student, and she informs him that she only likes girls. She is somewhat impressed by his (apparently) shameless confidence, while he admired her for her wit and bravery.

The two meet again in *Charmcaster,*when Kellen comes to Gitabria in search of another student carrying obsidian worms. That student turns out to be Cressia. Mages from Kellen's own tribe are controlling her in order to gain access to her mother's inventions, as Kellen realizes at the great unveiling of the Mechanical Bird.

Kellen is able to rid her of the worms by her eye, but her opinion of him at the end of the book is yet unclear as he was unable to stop her parents's deaths.
Sha'Tep

ears

third-eye

As Jan'Tep means people (*Tep*) of magic (*Jan*), so Sha'tep refers to those of the Jan'Tep without magic.

Those, like Kellen's uncle Abydos, of the Jan'tep who fail the Mage Trials, or else find themselves without the ability to cast spells, are declared Sha'Tep. It is possible for a mage to lose the ability to cast their magic, and *become* Sha'Tep. Those born as Sha'Tep still typically have some magic from birth, but gradually lose it until they have none left. However, most Sha'Tep are still capable of casting "feeble cantrips [...] near the Oasis." (Kellen, Spellslinger) For any person capable of magic, the feeling of doing so is described as an addictive drug by Kellen, which is why the possibility of becoming Sha'Tep, or of being counter-banded, terrify him so much. The Sha'Tep are the laborers, miners and artisans who drive Jan'Tep lands and live in a state slightly removed from slavery. Treated with distain at best, they are forced to serve their former equals. Perhaps the cruelest aspect of their treatment is the forcing of thousands of Sha'Tep to work in the unsafe ore-mines that supply the metals needed to create a mage's bands, as "mages can’t enter the mines without getting sick from the raw ore. That’s why the Sha’Tep have to extract it for us so that we can be banded with the six fundamental magics." (Mer'esan, Spellslinger)

### The Sha'tep Uprising

The Sha'Tep uprising is the conflict of the third act of Spellslinger, led by Kellen's uncle Abydos, in an attempt to force the Jan'Tep people to recognise them as equals. It was identified by the Sha'Tep that there tended to be a link between how much more powerful a mage was than the person they were talking to, and the scorn, distain, and cruelty, they used when doing so. Thus, when very powerful Jan'Tep referred to Sha'Tep, it was often callous, cruel, and unfair. They employed the use of Mahdek masks in order to call upon the instinctive fear of the Jan'Tep of Mahdek, as well as to hide their identities. Part of their plan was to counter band Shalla, who was by far the strongest Initiate of Kellen's class, in order to send a message - Sha'Tep aren't allowed to have children, so they'll make a Jan'Tep child Sha'Tep instead. It was possibly also to humiliate Ke'heops and force him to empathise, and perhaps identify, with the Sha'Tep.
Zhuban Territories

Bordering on Darome and the Borderlands, ferociously unfriendly to outsiders on principle.

Whilst the border is close to Urbana Sarrix, a town/outpost on the edge of Darome home to Countess Mariadne, it is a small island at the north of the continent that does not connect to the mainland, next to Darome and the Northern Tribelands. This is shown on the map of Crownbreaker.
Power Animal

See also: Jan'Tep Magic

Also called familiars, such animals can be called and bonded to a mage (specifically a Jan'Tep mage) to strengthen their powers and act as companion and protector. But as the strength of a power animal bolsters that of their human, so bonding to a sick animal can cause a mage to die. It is for this reason that mages have a companion stay with them while they go into the trance required to call a familiar, to keep unwanted creatures from touching the mage. Shalla herself comes very close to such a fate.

At the beginning of book one, Kellen pretends that a passing falcon is his power animal, for they are the most revered of all familiars. Shalla, of course, is able to call one for herself, though it dies by the next morning.

Both Kellen and Reichis (who is vaguely considered a familiar) and Nephenia and Ishak share a special form of communication between them. Though Familiars understand one another and all humans clearly, the mages only comprehend their own animals.

After nearly dying in the desert, Reichis looses so much of himself that even Ishak has trouble understanding him, and his link with Kellen is completely severed until Diadera takes matters into her own hands.
Magical Oasis

**Magical Oases** are locations that generate magical power that can be used by Jan'Tep mages. Originally created by the Mahdek to provide power sources as the centre of their cities, the ability to create oases was lost in the genocide of the Mahdek.

## Appearance

Magical Oases tend to be the communal centre of Jan'Tep cities, and are large and majestic open-air structures with six pillars representing the fundamental forms of magic used by the Jan'Tep.

The Oasis in Kellen's city has a sandy floor and a forest nearby, and had a number of glow-glass lanterns for light.

## Use

The foremost and most important purpose of the Oases is training Jan'Tep initiates. Learning within the oasis strengthens initiates' magical ability, allowing them to practice magic more easily. The magical impact of oases is apparently significant, as Kellen claims that a blind and deaf Daroman shepherd could be able to use basic magic in the oasis.

Continued access to the Oases is of utmost importance to Jan'Tep mages as it supports magical ability; exile from a clan and city is considered akin to a death sentence as separation from the magical oasis would cause even strong mages' magical ability to drain quickly.

Oases are often used as communal centres, as large and central locations. After the capture of the nekhek and the believed sighting of Mahdek shamans, Kellen's clan met at the Oasis to discuss the response.
Crownbreaker (Book)

The sixth and final installment of the Spellslinger Series, following Queenslayer.

☀**A failed mage learns that just because he's not the chosen one it doesn't mean he can't be a hero in the final book of the Spellslinger series.**

## Blurb

Once an outlaw spellslinger, Kellen Argos has made a life for himself as the Daroman Queen's protector. A little magic and a handful of tricks are all it takes to deal with the constant threats to her reign. But when rumors of an empire-shattering war begin to stir, Kellen is asked to commit an unimaginable act to protect his queen. Inside enemy territory, he quickly realizes something is amiss. Someone is playing a dangerous game. And to discover their secrets, Kellen will have to challenge the greatest spellcaster who has ever lived.
The Path of Wandering Thistle

## The Path of the Rambling Thistle

Enna and Durral Brown are two notable Argosi who are together known as the Path of the Rambling Thistle. They acted as the *maetri* for both Ferius Parfax and Rosie, and came to consider the Mahdek orphan as their unofficial adoptive daughter.

Kellen first meets the dual Argosi when they join a card game to inform Ferius of the threat of the mechanical bird. After delivering the warning, they leave, catching Kellen as he attempts to tail them. The two Argosi warn Kellen against following them, and then offer him a *sotocastra* as recompense for injuring him.
Queen Ginevra

Countess Mariadne

Queen Ginevra is the eleven-year-old monarch of the Daroman Empire. Despite her physical age, rumours circulate that as the monarch, she contains the souls of all the previous rulers of the Daroman Empire, and thus obtains their wisdom and intelligence.

## Personality

She is calm, cunning and smart. She will not let people take her down, just because she's a child. Capable of turning a card game she has never played into a conversation, she is easily capable of hiding her true intelligence.
Caramel Apple

* YAG 13+
* Beta YAG 13
* YAG 12
* Debut

Caramel Apple is a Recommended Character that had a chance to be in YAG, but failed to join, getting the 4th most amount of votes.

## Appearance

Caramel Apple is an apple covered with caramel on a stick.

### Episode 9

Caramel Apple is a red apple with a thick popsicle stick, her mouth is pink/red

### Episode 12

Caramel Apple’s Stick is lighter and her mouth is now yellow, and her shading is more apparent

### Episode 13

Caramel Apple’s stick is much thinner and longer, and her Apple is green. The caramel now covers the bottom of the apple instead of the top

## Coverage

#### WHATEVER FLOATS YOUR BOAT!

Caramel Apple is one of the 26 characters given a chance to debut. She asks the viewers to vote them in, saying she can't do much but she can stick her tongue out.

#### BON APPETIT

Caramel Apple fails to debut, getting the fourth most amount of votes to join the game.

## Gallery

**Characters**

 1970's Globey •
 Asthma Inhaler •
 Bouncy Ball •
 Cheese Stick •
 D100 •
 Dicey •
 KSSU •
 Luigi Glove •
 Marble •
 Marker •
 Monitor •
 UC | ? Block •
Beach Ball •
Discord Message •
Feathry •
Science Book •
Toasty (UC) •
 YAMS | Airhorn •
Bubblegum •
Cryogen •
File •
Kirby Mass Attack •
Microphone •
Random-Access Memory •
Scissorsy •
Sharpener •
 Hosts |  A Cube •
 Screeny •
 Cassette Tape •
 Characters up for Debut |  Bandanna •
 Blanket •
 Candy Spray •
 **Caramel Apple** •
 Cuckoo Clock •
 GameCube •
 Jetpack •
 KFC Bucket •
 Lossy •
 Marshmallow •
 Merit Badge •
 Orange •
 Otamatone •
 Pizza •
 Projector •
 Smash Ball •
 Spam •
 Super Mario World •
 Tape Measure •
 Waluigi Glove •
 Water Balloon •
 Whoopie Cushion •
 Wrench •
 Clones |  Gauntly •
 Kirby Triple Deluxe •
 Notepaddy
Gitabrian title

The society of Gitabria places a significant emphasis on titles, with most references to people by name including their title.

## Known Titles

### Castradazi

*Castradazi* is a title to refer to coin-dancers, old Gitabrian folk-heroes, although in recent years there has been a purge by the Gitabrian secret police.

### Credara/Credaro

*Credara*, or *Credaro*, is a title which means an inventor, or, as the Gitabrians refer to it, a contraptioneer, with the suffix changing depending on the gender of the inventor (*Credara* for female, *Credaro* for male)

### Maedra

*Maedra* is a title for mothers, or used as part of an assigned title, as in *Es Maedra Bellegenzia* to refer to Janucha zal Ghassan.

### Magizier/Magiziera

*Magizier*, or *Magiziera*, is a title used to refer to mages, most commonly in regards to Jan'Tep delegates

### Servadi

*Servadi* is a low-ranking title which is likely used to refer to servants.
Beren Thrane

His wife, now passed.

Kellen and his companions

his family

Father of Seneira and Tyne, and founder of the Academy. He was born in the Seven Sands, and his loyalties lie firmly with it, his school and his children. He would do anything for those he loves, even if he has only just come to care for them.

Kellen is startled by this man's kindness and generosity in keeping wanted people under his roof for their kindness to his daughter. He welcomes Kellen into his family with open arms. (He is also indirectly responsible for introducing Reichis to ht baths and butter biscuits.)
The Academy

Cressia,

Beren Thrane

and others

Located in Teleidos, the Seven Sands. Founded by Beren Thrane, in great part to prove the potential of an over-looked part of the world. Its most dominant feature is the great tower that stretches up from its heart. The academy attracts many people from far and wide all across the lands and many rich diplomats send their children here.

### Known students of the Academy (past and present):

Seneira Thrane,

Revian,

Cressia zal Ghassan,

Toller (an arrogant guy),

Lindy (A younger girl with glasses and green eyes),

Hadina (A red-haired girl that Kellen practiced smiling on),

And many other children of nobility and diplomats from across the continent.

### Known Teachers:

Master Westrein,

Beren Thrane
The Way of the Argosi

The Way of the Argosi is the first of two stand-alone novels by Sebastien de Castell which will tell the story of Ferius Parfax as a teenager, as she attempts to learn the ways of the Argosi and get vengeance upon the Jan'Tep who destroyed her people, starting with the man who killed her parents. Originally expected for release in October 2020, it has now been published on April 2021

## Description

**The story of daring teenager Ferius Parfax and her empowering journey into womanhood.**

Ten-year-old Ferius Parfax has a simple plan: kill every last inhabitant of the spell-gifted nation that destroyed her people, starting with the man who murdered her parents. In order to do that she needs to study the ways of the Argosi: the loosely knit tribe of tricksters known for getting the better of even the most powerful of spellcasters. But the Argosi have a price for their teachings, and by the time Ferius learns what it is, it may be too late.

The first of two exciting stand-alone novels featuring the best characters from SPELLSLINGER.
Daroman Duel

> "*I'd come a hundred and fifty miles to kill a man with no legal justification other than he'd cheated me at cards. I'd killed a Jan'Tep mage in a duel, murdered his employer in cold blood and [...] I hadn't even committed a crime.*"
> ― Kellen[source]
>
>

Daroman duels are means of legal combat between at least two parties within the borders of the Darome empire. The duels are overseen and authorised by Marshals - if paid the overseeing fee - and start at mid-morning after a seven-second countdown. The parties involved - both offending and injured - are allowed to hire people to fight in their place.

There is no known requirement regarding how significant the offence must be to justify a duel to the death, as Kellen's duel against Merrell of Betrian, and Merrell's champion Arc'aeon, over Merrell cheating at cards was not noted as being petty.

There are very few known rules for a Daroman duel, other than forbidding attacking before the countdown is finished: the Marshals overseeing Kellen's duel against Arc'aeon allowed the use of Kellen's powders, Arc'aeon's prepared wire circle shield, and the use of both familiars. The Marshals also did not intervene when Kellen killed Merrell after the duel.

After the duel is finished, the overseeing marshals help patch up the victor.

## Known Duels

* Kellen's duel against Arc'aeon over Merrell of Betrian cheating at cards, overseen by Marshals Parsus and Harrex, resulting in the death of Arc'aeon, Arc'aeon's familiar Shadea, and Merrell, shortly followed by Kellen's arrest for treason.
Teysan

The Argosi term for a student in their ways. Often brought into the Argosi circle by repeated requests for teaching and equally frequent refusals. Hazards of being a *teysan* often/always include; weaponized satire, proverbs, cards and bullets, constant confusion and the abiding wish to hit one's *maetri* over the head with something very large.

The traditional teaching method from *maetri* to *teysan,* as far as can be told from the books, is letting the kid follow you around and see how quickly they pick things up.

It is not clear at what point a *teysan* becomes an Argosi in their own right, for unless he is an outlier Kellen chooses his Argosi name while still traveling with and learning from Ferius.
Aurora

## Physical Appearance

This young woman has pastel violet blue hair (sounds like crayons) with nice light blue eyes, pupil is an x, and her skin is light tan. She usually wears navy blue shirts and sweaters. She can wear skirts or jeans, its usually jeans.

## Personality

Shes a tough girl, who stands up for Harper. She is secretly a scaredy cat, but wants to protect her friends.

## Relationship With Other Parents

she loves Harper. Idk if she knows anyone else.
Power!Eddpy

Physical appearance

Like eddpy, he is a pink and white bear boi with brown hair. he has a purple ish shirt with an "E" in the middle, wearing a little cape too.

personality

Very boastful about his powers, he is also quite a fun guy

relationships with others

he is friends with the rest of the g u y s n' g a l s
Official Ship Children Wiki

## Welcome to the Official Ship Children Wiki!

Welcome to the Official Ship Children Wiki! The Ship Children is an ongoing roleplay series with me and my friends! We all play a character, whether an OC or character from game/movie/TV, it doesn't really matter.

The Ship Children Parents are:

Yuri (Me!)

Harper

Plushtrash

Our Channels:

My Channel: https://www.youtube.com/channel/UCvdIDslwWJziKcfPmlMgOtg

Harper's Channel: https://www.youtube.com/channel/UCQT1IJ9izTcTBlMgChejmxg

PlushTrash's Channel: https://www.youtube.com/channel/UCu2bqlqWJRKpIPSX2Q8qHbQ

And we have a Discord Server: https://discord.gg/st2YVZY

Currently we only have around 4 real people and they are all my friends. The server is made specifically for this.

Thanks for joining us!
Diadera

The Shadow Casters (former)

Diadera is a Mahdek Shadowcaster that lives at the Ebony Abbey. Her Shadowblack manifests as tiny black freckles across her face, and can not only burrow painfully into skin, but also affect or even control another's mind.

She is a complex character, drawn to Kellen by the similarity of their Shadowblack, but also loyal to her Abbey and Abbot above all else.

She is pale-skinned and red-haired like Ferius, and makes a point of affecting all the mannerisms of the Daroman elite.

Died by the "gut sword" iron magic spell. But before she died she revoked the communication between Kellen and reichis.
Teleidos

Tyne

Cressia (For a time)

Dexan Videris (Temporarily)

The only known city in the Seven Sands, and home to the famed Academy. This is the home of Beren Thrane and his children, and the main setting of the book *Shadowblack.* It is here that Kellen encounters the spellslinger Dexan Videris and uncovers his part in the Jan'Tep conspiracy to infect students of the Academy with obsidian worms in order to spy on other nations.

It is "fairly heavily developed, full of large buildings and sidewalks and even small, elegantly designed public gardens". (Shadowblack, p 244)
Gamble

Gamble is a male tiefling sorcerer, played by Evilbill (Craig)

## Description:

* Gamble has red skin and very dark red hair that falls to his shoulders. He has two horns that protrude upward much like the horns of an antelope. They are simply adorned and rather subdued when compared to other tieflings. He keeps himself well groomed and has what might be considered a handsome face if it was not for the disturbing horns. He also wears fairly well kept clothing.
* He has a familiar named Slinky that is a black weasel.

## Deeds:

* During the attack on Greenest, Gamble follows two guards to "help" them check the tunnel and entrance. They seem scared of the dragons, so Gamble sells them a "potion of courage" for a few silvers and coppers. The potion is just a colored vial of alcohol.
* After the heroes bravely defeated the kobold/drake/acolyte attack on Greenest keep, Gamble sold a fake potion that "helps people heal over time" to Bismark for 1 gold.
* During the party's attempt to rescue the sanctuary, Gamble snuck off into the woods west of the sanctuary, then threw firebolts at the battering ram, distracting and pulling a group of 2 drakes, 3 cultists and 9 kobolds hot on his trail as he ran back to the keep laughing, flipping the bird, and throwing the occasional firebolt back at them.

## Quotes:

* "FIRST TO VOLUNTEER!"
* "You've seen me - you know when I want to kill people"
Banding inks

See also: Jan'Tep Magic, Jan'Tep, Sha'Tep

The six bands tattooed on every Jan'Tep are made with special alloys from mines worked by Sha'Tep. The inks for counter-banding come from the same metals.

They are heated gradually over braziers before being applied, and the ink for each band is distinct.

The extent of these metals' power is unknown, but they are relatively rare and are also used to make Castradazi coins and Janucha's mechanical creatures.

Such inks are used by the Abbot and Suta'rei in *Soulbinder* to give shadowblack to the mages creating the spell bridge.
Ship Children Explained

The Ship Children are 4 kids. They consist of:

Asrietord, son of Asriel and Tord.

Aurper, daughter of Aurora and Harper.

Eddpy, son of Edd and Helpy.

And finally, Yelpi. The daughter of Yuri and Helpy.

The first Ship Child was Asrietord and then Aurper, then Eddpy and finally Yelpi.

There a few more Ship Children coming out in the future.

This is what they all look like:

Eddpy By Harper Animates.Aurper by Harper Animates.Asrietord by Harper Animates.Yelpi By Harper AnimatesThe Ship Children By Harper Animates
Yes

* YAG 13+
* YAG 12
* Debut
* YAG 7

**:yes:** is a Recommended Character that had a chance to be in Yet Another Gameshow but failed to join with only getting 29 votes.

## Personality

With the very little we get to see, :yes: they seem to be a very confident yet strange person with their assuming catchphrase being just saying "yes" and even going as far to ask Lossy for them to make out.

## Appearance

:yes: is a small, poorly drawn orange. His recommendation was a direct reference to the :yes: emoji on the discord server, which has unknown origin.

## Coverage

#### WHATEVER FLOATS YOUR BOAT!

In his audition to join the game, he just simply says "yes".

#### BON APPETIT

He doesn't get enough votes to join the game. Lossy is next to him and he asks her if she wants to make out.

## Trivia

* He is the only joke Recommended Character.
	+ This also lands him a spot as Epicbattler3's least favorite debuter and character overall.
* :yes: is the smallest character on the show.
* Due to an argument in Epic's discord server, Epic made it canon that Gunben and :Yes: were the same character

**Characters**

 1970's Globey •
 Asthma Inhaler •
 Bouncy Ball •
 Cheese Stick •
 D100 •
 Dicey •
 KSSU •
 Luigi Glove •
 Marble •
 Marker •
 Monitor •
 UC | ? Block •
Beach Ball •
Discord Message •
Feathry •
Science Book •
Toasty (UC) •
 YAMS | Airhorn •
Bubblegum •
Cryogen •
File •
Kirby Mass Attack •
Microphone •
Random-Access Memory •
Scissorsy •
Sharpener •
 Hosts |  A Cube •
 Screeny •
 Cassette Tape •
 Characters up for Debut |  Bandanna •
 Blanket •
 Candy Spray •
 Caramel Apple •
 Cuckoo Clock •
 GameCube •
 Jetpack •
 KFC Bucket •
 Lossy •
 Marshmallow •
 Merit Badge •
 Orange •
 Otamatone •
 Pizza •
 Projector •
 Smash Ball •
 Spam •
 Super Mario World •
 Tape Measure •
 Waluigi Glove •
 Water Balloon •
 Whoopie Cushion •
 Wrench •
 Clones |  Gauntly •
 Kirby Triple Deluxe •
 Notepaddy
Sha’Tep mines

The Sha'Tep mine lies in the Jan'Tep city, which Kellen comes from.

Jan'Tep mages can't be in the mines, as they get very sick. There are, though, some magical things you can do, so the effect from the mines disappears. Ra'meth drank several unknown compounds to allow him to cast spells in the mines, albeit causing him unplesant intestinal side-effects.

In the Sha'Tep mines, the Sha'Tep mine after the banding inks, that are used for the Jan'Tep magic.

The Sha'Tep mines also contain the mausoluem and arcanum of the Mahdek.
Brynne the branded

Brynne the branded is a female dwarf ranger, played by Steph

## Quotes:

*"It's not shoddy! It's just not made out of magic fucking stag farts!"*

*"If a dwarf farts alone in the forest, does anyone laugh?" Brynne snorted "Squirrels sure don'. Li'l unnatrally fast tree rats bouncin' pine cones off yer head when yer tryin' ter nap."*
Matt, the guard

Matt ~~is~~ was one of the guards of the Keep in the village of Greenest, when it came under attack. Along with his companion, he went to guard the entrance to the tunnel that leads to the keep. Gamble sold him a "potion of courage" (a colored bottle of alcohol) before leaving them there.

 Upon returning to the keep, the party finds his companion there, drunk, with the dead body of Matt slumped on the floor in a pool of blood. The party learns that a kobold party attacked, and Matt fought valiantly, but was killed.
The Lord's Alliance

"It is an organization of those of varied and advanced skillsets, dedicated to be champions for the people in their time of need" -Blak Bowie

Blak Bowie is an agent of the Lord's Alliance - "I'm their representative. Sent in to investigate matters here based on rumors. Turns out they were correct, eh?"
A'postrofae

A'postrofae is a female wood elf druid, played by Kurt.

## Description:

A'postrofae appears to have recently fallen on very hard times. She is wearing a simple dress that has been torn in places and is filthy from being out in the elements. Her hair is long, dark red and matted, again probably from being out in the elements for an extended period of time. She is approximately 5'10" and very gaunt. It is obvious that she has not eaten much recently. Most wood elves have a golden or tanned skin however A'postrofae is very pale. She has dark haunted eyes that appear to be focused on something nobody else can see.

She joined the caravan between the Forest of Wyrms and the Reaching Woods. Joined is probably not the right word as she just sort of started following it. Keeping close but not becoming part of it. Any attempts to engage her in conversation while the caravan has been traveling has been met with short vague answers. She seems unwilling to accept any charity from anyone in the caravan and after a time she was just accepted as being there.

It was revealed in Session 2 that she seeks revenge against those who murdered her family and is trying to find someone named Frulan.

It was revealed in Session 3 that her village in the Forest of Wyrms was attacked by the same group that attacked Greenest. Everyone was killed but her and she spent the last month escaping the forest and following the attackers with what she had on her when she escaped.

## Quotes:

"I want revenge against those who slaughtered my family."
Berabesq

## The Berabesq Theocracy

### Type

Religious society whose violent lifestyle contrasts their teachings of peace and beauty.

### Location

On the continent of Kellen's birth, in the desert.

### Inhabitants

Mages, Priests and others.

The Berabesq Theocracy.

Kellen's run ins with members of this group have not often been... pleasant.

A society ruled by viziers, that believe in a many-headed god.

The nation is divided amongst their different views of their own God, some believing he is a garderner, a clockmaker, a warrior, a penitent prisoner, a healer and the hermit. This divide is caused by there being six different texts that describe God, it is indicated that the Argosi helped cause this to make sure the Berabesq didn't unite and wage war throughout the continent

Within the capital city of Berabesq, Makhan Mebab, there are Arcanists, these are the closest thing the Berabesq have to mages, as they are able to access magic through inscribing it into the object or person they wish to have the properties of this spell. The abilities that the Berabesq faithful have, such as forming mystical shields out of their own blood, are imprinted on them by Arcanists. This is how Bane'maat figured out how to reverse the counterbanding of a sigil on Kellen's ember band, by using the techniques of the Arcanists combined with the knowledge of banding. The Arcanists are said to be dangerous and incredibly powerful, more powerful then the lord magi according to Kellen.
Royal Tutor

Royal Tutors are members of the Daroman court who teach Queen Ginerva subjects such as math, science, and more.
As of now, The Queen has 6 Tutors.
Kellen used to be her Tutor of Cards.

The Tutors also have the queen's protection. They cannot be punished unless four fifths of the Royal Court agree on the punishment. Therefore, it's almost impossible to punish a Royal Tutor.
Nighthill

Nighthill is the human governor of Greenest.

* Nighthill helped the party when it found its way into the keep. Blak Bowie spoke to him, asking if he needed a "thunderwave", in a pretty shady tone of voice, which apparently meant something to Nighthill, as he began ordering the men around to take care of the group.
Dauntless

Dauntless ("Orforaad" in Elvish) is a rapier with celestial markings on it that the party acquired from the leader of a caravan that was killed by hobgoblins. Bismark took the rapier, which was not well received by the rest of the party. Later, Able cast Identify on the sword, and revealed some of its history:

*"This blade is from the First Age. It was there when the Tower fell. It drew blood at the Battle of Dreams. The elves call it 'Orforaad'. In our tongue it means Dauntless. It is said only the bravest may carry it. That blade has enemies, Bismark. Some old treaties were sworn on it. Treaties certain groups would like gone. Be careful. According to my grandfather's tales, they are called 'the cloaked ones'"*
Linan Swift

Linan was a woman who the party came upon during the attack on Greenest as a pack of kobolds was about to take her down. She was knocked unconscious, and then healed after the kobolds were killed. Linan directed the party to the keep by an old underground tunnel, and called for Nighthill, vouching for the party. Her husband is Cuth Swift, and they have 4 kids (1 of which is a baby), all of whom were saved by the party when they arrived at Greenest during the attack.
01.001 - "Arrival at Greenest"

**Day 1:**

The party rides along with the merchant caravan, nearing Greenest as the sun goes down. As they approach, they see a dragon attacking the town, with pillars of smoke and flame rising from that direction. They grab some horses from the caravan and head off to lend aid to the villagers, and arrive to find Linan Swift, Cuth Swift, and their 3 kids being attacked by a pack of 8 kobolds. Linan is knocked out, but healed by Leofinas Oathand after the kobolds were dispatched. She tells the party that they were trying to get to the keep, so the group escorts them to the creek to access an underground tunnel into the keep.

On the way, the party was stalked by a green drake while the blue dragon flew above and attacked the ramparts of the keep. The party attacks the drake, which is bloodied and begins limping off, but Gamble and Sir Hector give chase and finish him off. Gamble returns to the group, while Sir Hector begins dragging the huge lizard back, where those who remained behind have found the tunnel with an iron bound door. Using Bismark’s crowbar, Able Corso pries off the door and the party makes it into the keep.

The guards stop the party, who claims … well... multiple things before Linan steps forward and vouches for them, and tells the guards to fetch Nighthill. He offers two healing potions to the group, which Able Corso and Bismark use immediately. Meanwhile, Gamble follows two guards to the tunnel entrance to help secure it, and sells them a "potion of courage" that is really just colored moonshine for a few silvers and coppers. Nighthill mentions that there are currently groups stuck in the Mill, and at the Yuan-ti sanctuary, but then reports come in that the mill is under attack and on fire.

The party sets out, back down the tunnel to drive off the kobolds, the sun having gone down and darkness covering their travel from the keep to the mill. Upon arriving, Blak Bowie creates an illusion that scares the kobolds, and Able Corso and Bismark sneak up to the mill where they find 2 dozen cultists hiding, along with 8 kobolds guarding the outside. Able attempts to draw out a couple of the cultists at a time to pick them off.
04.09 - "The Old Castle, part 2"

After fighting the crab, the party forced their way into a tomb, where they found a axe embedded in the wall, but castnig the shadow of an arm and hand. unable to budge it, they focused on what seemed to be a sarcophagus in the center of the room. After some time, they figured out the ancient sigils and were able to open it. Bismark began removing the items inside, when the bones began knitting themselves together. afte ra quick volley of attacks from the party, Able lit a whole urn of oil and threw it into the sarcophagus, creating a mini fireball and incinerating the creature before it had even had a chance to fully materialize. Unfortunately, much of the treasure that was found in there was destroyed as well.

Following that, they moved on to a room where they gathered several pyramids that had fallen in the mud, and eventually to a room filled with water, where a panther was walking on the wall and growling. Blak cast faerie fire in its area and the party went to task fighting the panther and then its giant slug-like master. Bismark found an amulet in a well, and the party went back to take the remaining hall out of the crab's room. they heard singing here, but as they entered, it stopped, and they came to a well lit room mostly full of water with no one in it. Hector sensed 2 fae in the water.
Handcuffs

> "*The thing about handcuffs, though, is that they tell you a whole lot about the country you're in.*"
> ― Kellen[source]
>
>

**Handcuffs** are a cross-cultural form of restraining criminals, and are used as a benchmark by Kellen to understand the culture that created them.

## Jan'tep handcuffs

Jan'Tep handcuffs emphasise the Jan'Tep reliance on magic, as they are enchanted bands of copper wire that tighten when the wearer struggled against them. They have a significant weakness in that the restraining power of the handcuffs is limited by the power of the enchanter; they can be overpowered by a more powerful mage. But the Jan'Tep belief in the importance of magic means that, in their eyes, the stronger mage is the better person.

## Zhuban handcuffs

Zhuban handcuffs are made of thick iron and designed for maximum pain, reflecting the Zhuban emphasis on toughness, along with exemplifying their belief in predestination: if someone has ended up in the handcuffs, that means they've committed some crime worthy of the punishment. The inside of the handcuffs are ringed with spikes to dig into the wearer's wrists, and are at least sharp enough to draw blood, as many arrested criminals bleed to death before their hearings, although whether this is due to fast blood loss or long waits for hearings is unknown. The emphasis on punishment is also a weakness, as the blood can be used as a lubricant to allow the wearer to escape, though likely not without significant injuries.

## Daroman handcuffs

Daroman handcuffs are made of half-an-inch of Gitabrian steel connected by a thick chain, padded by soft silk that fits around the wearer's wrists tightly enough to form a perfect seal, making escape impossible. The handcuffs are considered by Kellen to be the most comfortable handcuffs on the continent, along with the only ones that cannot be escaped from single-handedly.

## Gitabrian handcuffs

Although likely not used on non-magic users, the Gitabrian secret police that halted the Jan'Tep attempt on Credara Janucha's life used thick copper shackles wound in multiple layers of spell-wire to restrain magical prisoners. Whether these were Jan'Tep handcuffs acquired by the Gitabrians for the eventuality of needing to restrain a mage, or if they were created by Gitabrians themselves is unknown.
02.03 - "This is a rescue?"

Having just untied the prisoners, the party exited the cave, the guard drakes still standing watch. Leofinas and Sir Hector attempted to reason with the drakes in common, drawing confused glances from Bismark. Conversation with the animals getting them nowhere, Bismark attacked, as did the others, and the group narrowly escaped the group of guard drakes with their lives, convincing the prisoners to follow them out and up the hill to freedom. Meanwhile, Gamble was on the north rim of the canyon, causing distractions to pull people away from the others - setting the field on fire, raining down firebolts at the guard tower, before accidentally losing control of his magic and turning into a giant before running off in giant form

[retcon - Brynne and Blak went with the distraction group, Sir Hector came with the rescue group]

On the way back to Greenest, they learned from the rescued prisoners that the person tied to the cross was, in fact, Leosin - the monk that Brynne had been searching for and Nesim's companion. The party arrived back at Greenest with the 6 prisoners they recovered around noon, and as the distraction force arrived, got word to Brynne about the monk. After their return, Gamble pulled Governor Nighthill aside and asked if spirits were low in town, and if he could be any assistance in that regard. Nighthill indicated that they were fairly low. "Listen… i happen to, in my travels, have come across a man named Dr Moradin - he provides this reinvigorating potion”, Gamble said, producing a bottle of something, and then managing to sell it to Nighthill for 15 gold.

Meanwhile, Bismark and Leofinas walked to the sanctuary. Bismark dropped some gold coins into the alms box and then went up to the altar to pray and give thanks for the protection in their last battle. As Bismark is praying, Leofinas drops some coin in as well and begins talking to Eadyan Falconmoon, asking him what he might know about the mark that has appeared on his buttocks. Falconmoon points out and warns that if this is some sort of deal between a spirit and Leofinas that they usually do not come without a cost. After a bit, Gamble pokes his head into the sanctuary, looks around and drops some coin in as well.

After they leave the sanctuary, Bismark stops in to see the Swift family, and Linan invites him to stay and eat with them, which he accepts. She orders Cuth to get the meal started, and the group enjoys a meal together and Bismark plays with the kids a little before bidding them goodnight and making his way back to the keep.

When the group eventually goes to sleep, those near Able notice him sleeping fitfully, and mumbling something about fires, graves, and revenge. The party wakes in the morning in varying states of restedness.
NPC Characters

* Cuth Swift, villager of Greenest
* Eadyan Falconmoon, priest of the sanctuary of Helm, in Greenest
* Escobert the Red, Castellan of the Greenest keep
* Frulan
* Hadley, Greenest Keep Quartermaster
* Leosin Erlanthar
* Linan Swift, villager of Greenest
* Matt, the guard, deceased
* Nesim
* Nighthill, governor of Greenest
* Ryke the blacksmith, Greenest villager & blacksmith
* Talis
* Uknown Necromancer
The Abbot

The Abbot is the head of the Ebony Abbey. His character contrasts Kellen's own and they argue frequently. The Abbot has the most extensive shadow black markings and possess the ability to manifest them into any shape or form as he pleases. The Ebony Abbey itself is an extension of his own Shadow Black.
Blak Bowie

(Ichabod Rosencrantz Humperdink)

Blak Bowie is a male drow bard, played by Patrick.

## Description:

The Drow, adorned with travelers clothes, takes a bow before adjusting his Spider-silk Zither and breaking into chord and song. After finishing up his set, he answers the questions of curious onlookers: He mentions he's traveling to Greenest from Waterdeep to check into some future investment opportunities for his Lord. He packs up his Zither and then goes to check on Ludo, his shaggy, roan horse, giving him a few pats while sneaking him an apple.

As the group travels on, Blak sings many different tunes. Other than horses saddlebags, he personally carries a bag, a rapier, and a black bowie knife he keeps at his boot.

## Deeds:

* Composed "The Roper!" to sing to the roper in the hatchery caves.
04.09 - "The Old Castle, part 1"

The party went to the mayor of Dragonspear and requested permission to explore the old castle, which he eventually allowed at the cost of 20 gold per person. Upon entering, Able saw the ghost that he had been following, so he and 2 others followed her, while the others trailed behind. The ghost simply stood there and pointed down. Behind them, though, a group of feathered warriors and a panther were sneaking up, and the rear guard noticed them. when the group turned to fight, the floor beneath them collapsed and the party found themselves in an old temple that was under the castle.

The room they fell into had multiple alcoves with dioramas and figurines in each. Bismark smashed one, and a feathered warrior looking down at them collapsed. He accidentally dropped another, and a warrior appeared in front of him, which he quickly dispatched. Several other magical animal figures were there as well, which the party gathered up. Hector picked up one that had a staff that opened the door that seemed to be the exit to the room. The party left the room, and came to a larger room with a mud-covered floor, where a large rock sat and a giant crayfish began chittering at them. Hector cast speak with animals and tried to reason with it, but it could not be reasoned with, so they attacked.
Orvuestra

Orvuestra is the young niece of a merchant who is travelling on the caravan north from Baldur's Gate to Waterdeep to get her first taste of what life as a merchant is like. She is set to take over her aunt's business when she comes of age, and so needs to learn what merchant caravan life is like.

Bismark was originally chosen as her personal guard, because of the possibility of him teaching her some sword skills on the trip. However, after his incident with Blak, he was removed and replaced by the guard Hendren.

When the Caravan came upon the wagon under attack by hobgoblins, Orvuestra accompanied Bismark to the battle, and participating with her bow.
Yelpi

**Yelpi**  (who was nicknamed Yelp by her best friend and crush, Deddo) is the child of Yuri and Helpy. Her friends are Eddpy, Aurper, Asrietord and Mystyl.

## Physical Appearance

**Yelpi** will usually be wearing a hat, unless she is in a private space like her room, and her friends are over. In public, the hat is on, no matter the weather. Her hair is a light magenta and usually has it in a ponytail. Her skin colour is like Yuri's, white. She wears a lot of different clothes, but they usually come down to this:

* Purple.
* Comfortable.

* Fancy, most of the time.

If you look closely, you can see her left hand is a normal human hand with 5 fingers but her right hand is the hand of a robot with a pink and white colour palette, Helpy. Her breasts are not the largest but she isn't flat. But her hips are quite large, and she isn't scared to show that off. She likes to wear purple pants, but is fine with other colours like grey, black, white and any dark colours. Her eye colour is a slightly darker version of her hair.

## Personality

Her personality is quite egotistical, arrogant and self-centred. Her family is very rich and she loves to flaunt that to everyone she sees. She will buy beautiful and dear clothing to taunt the poor people. Because of this, she had many admirers but... no friends. And because she had no friends, she went from a sweet, rich girl who would sometimes show off to a rude, disrespectful brat who is always telling people that they should be jealous of her riches. Until one day, in class at school. She met some people. Then she changed (a little bit.).

## Relationship With Other Ship Children

At first, the group didn't like her very much. But then they grew to enjoy her company, and so did she. They began to do most things with her, parties, nights out, studying etc. Despite her egotistic personality, she is quite kind to those she can call her friends.
Elturel

Elturel is a city north of Greenest and east of Baldur's Gate. It is in constant daylight due to some blessing from the far distant past.

## Points of Interest

* Hanks Armor and Weaponry
* Lando's Books and Antiques Shop
* Madam Trundee the Soothsayer
* Mary the Seamstress
* The Mule and Pickle
	+ Rooms at the Mule and Pickle are 2sp per night, meals are 2sp
* The Black Antlers Tavern
* The Silvered Dagger
	+ Rooms at the Silvered Dagger are 8sp each. meals are 5sp each.

### Temples

* Amaunteor - Sun
* Chauntea - Agriculture
* Eldath - Peace
* Lathander - Sun and renewal
* Llilra - Joy
* Sune - Love
* Tyr - Justice
Frulan Blues

> Bismark: "So you were the captain of the Frulan Blues, I assume. heard that name thrown about somewhere"
>
>

> Frulan: "Indeed, but i'm not THE Blue. Rezmir of the Black just wanted a large force to handle the eggs and the Blue's help was requested in order to secure the assitance of the dragon."
>
>

The Frulan Blues are a contingent of blue cultists under their captain, Frulan. Frulan, however, answers to THE Blue.