recursal/Fanatic-Fandom huggingface dataset:
Poodwattle

Pood after escaping confinement

**Item #:** SCP-5519

**Item Class:** Euclid

**Special Containment Procedures:** SCP-5519 is to be contained within a soundproofed room at all times. When not being tested upon, SCP-5519 is to reside in a standard humanoid containment cell. SCP-5519 has been granted various artistic hobby tools, such as paint, an airbrush, a sketchbook, and other various supplies alongside a medium-grade gaming PC which he upgrades whenever possible. During testing, SCP-5519 is granted access to the room adjacent, which contains one table and two chairs. Under no circumstance is SCP-5519 permitted to leave these rooms.

Microphones are located in various places throughout both rooms, so that all conversation may be observed and documented. Speakers are located in the ceilings of both rooms so that commands can be administered to SCP-5519. Minor conversation vital to clarification of instructions is allowed, but engaging in small talk with SCP-5519 will trigger it's passive anomalous ability.

Test subjects are to be escorted into the room adjacent to SCP-5519's holding cell, and left to wait until all accompanying personnel have cleared the room. After allotted experimentation time is up, SCP- 5519 will be asked to return to it's holding cell, where it will remain until further testing. Test subjects are then to be escorted to a containment chamber of their own, where they will be observed until the later stages of SCP-5519's effects set in. They will then be escorted to chamber 206, or "The Closet," as site workers have started calling it, where they will be held in their current docile state.

Should a containment breach occur, all site personnel are instructed to ignore interactions with SCP-5519 to the best of their abilities. Only security personnel equipped with soundproof headphones who have undergone "Indifference Training" are permitted to interact with SCP-5519. Once secured, all site personnel are to be interviewed about the event and if they had any interaction with SCP-5519, and security footage of the site is to be reviewed to ensure the validity of interviews.

**Description:** SCP-5519, or "Bone Daddy" as it prefers to be called, is a Euclid class SCP with the outward appearance of an animated human skeleton. However, it has the ability to take on the appearance of any person it has previously conversed with, or those it has "enlisted." SCP-5519 is friendly in conversation, as attested by all test subjects, observers, and reviewers of conversations. However, at least once in every conversation, SCP-5519 slips an incredibly menacing or foreboding phrase or word into the natural flow of the conversation, making it unnoticeable to everyone until the conversations are reviewed later.
The Clone Wars

On the 22nd of July 2020, the admin team consisting of Leatrice, Maxx,Cable, Ivan and even more decided to pull an epic prank. They all decided to become Charles 'Poodwattle' The infamous clone wars resulted in a voice chat with the clones and the O.G Poodwattle. In the end, only a select few were fooled and a tiktok video was made to commemorate the event.[1]
Devil's Rift

Located east of Chalisar, the Devil's Rift is a very dangerous sea. Centuries ago the entire area was above water, but due to the deployment of multiple cataclysm scrolls the land began to crumble, and fall into the sea. One of the scrolls deployed seems to have brought forth a massive, un-dispellable gate that reaches deep into the hells. As the land fell into the ocean, the gate remained.

It took years for the devils to make a beachhead this side of the rift, and initial fleets that sailed out to drive the infernal creatures back trough the rift were successful. But Fleets take time to repair and while the ships were back in port, the devils were fortifying the rift. The Floating Citadel is a marvel of Infernal engineering and had rendered the Rift it's self unassailable. A massive floating defensive installation now protects the rift and lets the devils launch their own ships into the sea to go and raid the surrounding area.
"Someone just hand me the check"

**"Someone just hand me the check"** is the season premiere of *Easter Island*, and the first episode of *Rockvivor* overall.

## **Challenges**

* Immunity (Day 2)
**Challenge:** *Quest for Fire*

Tribes must guide a raft they lit a series of torches along the way. The first tribe to set fire on their side of the fire spirit wins the Immunity Challenge.

**Winner:** Make Make
Lenneth

The Priestess of Vell-Sevaria and Lord Magna's Assistant, Lenneth can be considered the 'face' of Vell-Sevaria. As Magna is often preoccupied with his studies, Lenneth ends up taking care of most of his duties. However, due to the nature of Vell-Sevarians, this still leaves Lenneth with more free time than anything.

When Ka was growing up, Lenneth acted as a sort of mother-figure to her. Perhaps because of this, Lenneth's demise at the hands of Infinite has seemingly affected Ka the most.
Kingpin (term)

The **Kingpin** of the East Coast was a title bestowed to those who led the Seven Families of New York. They were entrusted to uphold the Truce, keep the balance and prevent an all-out turf war. According to Alexander Bont, Wilson Fisk's predecessor, the West Coast doesn't have a Kingpin equivalent and is akin to a lawless "wild west".
Kovar

A giant warlord who united other giants, wild elves, and his Igazi bondmate dragon into an army that destroyed Strongholds Uskar and Lasarn.

Swore revenge on the small people when his bondmate was killed by Luka Helden's party. His army was torn apart by dragons on the blood-soaked plains, and Kovar himself is presumed dead.
Character creation

Stats: To be discussed during session 0

Leveling: milestones

Starting city: Stronghold Toroban

Reading requirements: Origin of magic, Stronghold Toroban, Expeditionary Corps

Suggested preparatory reading: Chalisar Timeline, Sovereign Territories of Chalisar, Deities,

Creation requirements:

* First party, 5e Wizards of the coast material, or the Homebrew subclasses I have created (subject to tuning if they are too strong)
* All characters will have joined the Expeditionary Corps approximately 90 days prior to campaign start. Why they joined is up to you, same with where they are from, etc etc.
* I would like a moderately fleshed out backstory sent to me before the start of session 1. I will take time to work with each of you between session 0 and session 1 to flesh out the backstory
* If there are important people in your backstory a short description of them/ who they are to you/ what they do will be needed if I am top work them into the world.
* 3-5 (or more) future aspiration, at least one should be achievable within a few sessions, and one should be a long-term goal (a year or more the achieve) the rest should fall in the middle and will be for me to better develop the story around your characters and get a sense of who you are playing.
Foggy Nelson

## Appearances

Foggy was portrayed by actor Sean Astin.

* Marvel's *Daredevil: Season 1*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 2*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 3*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 4*  (appears in 6 of the 6 episodes)
* Marvel's *Daredevil: Season 5 - Daredevil versus the Punisher*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 6*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 7*  (appears in 13 of the 13 episodes)
* Marvel's *The Devil and the Spider*  (appears in 6 of the 6 episodes)
Series List

List of Series Represented in Synergy Saga: Infinite Circuit:

Pokemon Synergy

Mega Man: Synergy Network

Verillion Nights

Verillion Nights: Wicked Child

Verillion Nights GAIDEN: Redead

The Skies of Strangereal

The Skies of Strangereal: Successors of the Stars

MUTEA

MUTEA: The Second Semester

Force of Will: Dissonance of Fate

Force of Will: The Tournament of Destiny

Force of Will: Memoria's Lament

The Angel of Azuma

Strange Aeons

Modern Magic

The Bleeding Sun

Saint Seiya: Jaded Souls

22XX

Synergy Bullet

Keepers of the Universal Frame

The Lost Canvas

The Ever Archipelago

Cloudfall: Dual Desire

Shin Kami Tensei

Force of Will 5 (Temporary Name)

Starship (Temporary Name)

Synergy Saga Original Characters

Reality-Verse Characters
Daredevil

**Matthew** "**Matt**" **Michael Murdock** was a lawyer (one half of Nelson and Murdock) and socialite who moonlighted as the vigilante **Daredevil**.

He was the only child of boxer Jack Murdock, who fought under the ring-name the "Spring-Heeled Jack", and Margaret Murdock, who suffered from severe postnatal depression following Matt's birth. After attempting to "purify" Matt by burning him alive, Margaret was institutionalized at the Midnight Psychiatric Hospital, where she would eventually commit suicide. As as a kid, Matt saved an elderly man by pushing him out of the way of a Roxxon Oil Company tanker. The truck spilled over and the chemicals it was carrying splashed onto Matt's face, blinding him. The last thing Matt saw before losing his sight was his father, who cradled him as he screamed in pain. The same substance that blinded him enhanced his remaining senses to a superhuman level. Matt began to perceive the world as if it were on fire.

Not too long after, Matt's father was murdered, seemingly by Dante Rigoletto for refusing to fix a boxing match, although in actuality Jack was killed off by a hitman nicknamed "Bullseye" for his role in a class action lawsuit against Roxxon. Matt ended up in the care of Father Bill Whitcomb at the Saint Michael's Orphanage where his religious beliefs were nurtured and he was led to believe that all the traumatic incidents he had been through were all part of God's grand plan for him. Honouring a promise he made to his father, Matt studied hard and went to law school, although he boxed on the side, both as a tribute to his father and to provide an outlet for the "devil on his shoulder".

## Appearances

Matt was portrayed by actor Thomas Jane.

* Marvel's *Daredevil: Season 1*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 2*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 3*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 4*  (appears in 6 of the 6 episodes)
* Marvel's *Daredevil: Season 5 - Daredevil versus the Punisher*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 6*  (appears in 13 of the 13 episodes)
* Marvel's *Daredevil: Season 7 - The Final Season*  (appears in 13 of the 13 episodes)
* Marvel's *The Devil and the Spider*  (appears in 6 of the 6 episodes)
Hi! SMTOWN@

**Hi! SMTOWN@ ()** was the title of the sequel to the long-running Korean variety show *Hello! SMTOWN*, which it replaced starting April 9, 2018, on MBC Every1, in HD. The show stars SMTOWN members, who incarnate the roles of several different animals working under the rule of the young and mildly despotic King Baby (킹 베이비 king babi)—whose name derives from the Korean word for "baby" (아가)—ruler of the fictional Kingdom of Hi! SMTOWN. The final episode of the series aired on September 30, 2018.

## Concept

Hi! SMTOWN@ marked a departure from its predecessor and related Hello! Project productions in that it was shot exclusively outdoors without being composed of a series of seemingly unconnected segments. In the first ten episodes, the show followed the form of a relatively cohesive narrative detailing the weekly accomplishment of a specific task, which generally consisted of the delivery of a given piece of hardware used in commerce and industry, on behalf of King Baby.
Thereafter, the show's focus came to lay primarily on several distinct corners including Lying Queen (거짓말 QUEEN), Little King (꼬맹이 KING), Hit Jack (히트의 현장 JACK) and Child Gourmet Joker (어린이 음식 JOKER).
SMTOWN soloists and group members are usually split into two groups who challenge other Korean celebrities to compete in a series of games, one or more for each of the aforementioned corners.
As such, on 'Lying Queen', for example, four SMTOWN members face off against a celebrity artist in a game to determine which one of them is lying about a given subject (past gastronomic experiences, among others).

## Segments

From the January 28, 2018 episode until the April 29, 2018 episode, Hi! SMTOWN@ had consisted of only a MouTube segment and occasionally a studio performance.

* **Lying Queen** (2007-07-29 – 2007-11-25)
* **Little King** (2007-07-29 – 2007-12-09)

This segment features a young child or young children who have special talents. The children show their talents and often challenge SM Entertainment soloists and group members in the talent, with SM Entertainment soloists and group members being required to complete much simpler tasks. The winner of the challenge is rewarded with a gourmet dessert.

* **Hit Jack** (2007-08-05 – 2007-09-02)
* **Child Gourmet Joker** (2017-09-30 – 2017-10-28)
* **Gather & Collab** (2017-10-07 – 2017-12-09)
* **Equal Viking** (2017-11-18 – 2018-01-21)

SM Entertainment soloists and group members and several guests are seated around a circular table upon which certain dishes are placed. The girls and guests must each take a certain amount of food, until it is all gone. Each person's plate is then weighted to meet a certain quota. If the weight does not land within the required amount, the food is taken from them.

* **MouTube** (2018-01-13 – 2018-09-30)
Infinite

Infinite's Emblem

Infinite are the primary antagonists of Infinite Circuit, and the only fully original characters to be featured in the story. While Infinite's origins remain a mystery throughout the story itself, achieving the ending 'Phase 1 Completed' grants some insight on Infinite's creator.

Infinite is made up of the following members:

* Alpha

* Omega

* Ouroboros
Ka

Ka
--

Ka Seteta Nephthys Tan-te-bast Asmatarta, often called 'Ka' or 'Seteta', is a denizen of Vell-Sevaria. Her father, Magna, is often found studying alone under the guidance of the Priestess Lenneth which has created a rift between the two. At a young age, Ka's brother Alisaris left Vell-Sevaria to pursue a more active role in the worlds below. This served to further the rift between Ka and her family, though she still holds their memories dearly.

After a not-so-chance meeting, Ka began to gain mass influence in the World of Strange Aeons. It is here that she met her 'destined rival' Alken, though they have since become close friends.

## Infinite Circuit

The beginning of Infinite Circuit finds Ka and her group having failed in preventing a mysterious new enemy from destroying the World of the Tournament of Destiny.

## Trivia

* To date, only one version of Ka has been introduced and has appeared in 'Strange Aeons', and 'Modern Magic'.

* Ka is the only character in Infinite Circuit to appear as both a Group Leader card, and a Ruler Card.

## Gallery

Ka's Group Leader CardKa's Ruler Card (Front)Ka's Ruler Card (Back)
Gathering Information From Grandmaster Shi

**Overview**

Belial, Jan and Ko made their way to The Shifting Athenaum to both gather information from some books as well as speak with Grandmaster Shi. The three of them caused quite a ruckus but were still able to speak with Grandmaster Shi. They discovered some very good information pertaining to the Acid King, the Blood of Vol, and Yahshin.

**Outcome**

* Gathered much needed information from Grandmaster Shi.
Thrai

Ruled as a Matriarchy for generations, it is a prosperous land significantly ahead of the rest of the continent in regards to trade and progress. Its cities are well maintained, the people happy, and the ruling class are liked by the populous. Its people are open and friendly which bring trade in from all reaches of Volarin as well as Hyperion. Lurking in the shadow of all this is a sinister presence, a large crime syndicate operates out of its main trading city with connections all over the continent. The matriarchy has been trying to eliminate it, but it is too well entrenched.
Synergy Saga: Infinite Circuit Wiki

Synergy Saga: Infinite Circuit is a large Cross-Over event featuring worlds, lore, and characters from the Hotel Sarasa Multiverse. This wiki serves to catalog that event, as well as the characters and Battle Cards featured in it.

As with most Hotel Sarasa series, Synergy Saga: Infinite Circuit is a project created by a closed group of friends. Unless otherwise noted, all character images are 'rough estimates' used in order to help visualize them. These images have been taken from various sources and in some cases slightly edited. We claim no ownership of any said images and pictures.

Infinite Circuit heavily featured Attoratican Combat, which was based on the Trading Card Game 'Force of Will'. Force of Will and all related images belong to EyeSpy Productions.

Use the Navigation Bar on the top of the page, or select an option below:

## Infinite Circuit:

Chapters and MissionsSeriesCharactersDatabase EntriesMemory Logs
## Card Lists:

Ruler and Leader CardsAlly CardsEnemy Cards

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Chalisar Rune-craft

Ages ago, the giants of the land carved impressive runes into the stones around them. These runes created powerful magical effects that helped the giants maintain their dominance over the other races of the time. Millenia later, long after the downfall of the giants, the secrets techniques to carve the simplest of these runes were found by the Shifting Athenaeum. Once the Athenaeum ensured that the runes could not be easily exploited for nefarious means they released the knowledge to public consumption and shortly after the craft of Skiltgravr was born.

## Skiltgravr

both the name of the magic and the profession, Skiltgravr has become an integral commodity within Chalisar, and is slowly spreading to neighboring countries.

To craft Skiltgravr a carver must know the incantation of the rune they desire, and a carving utensil attuned to the plane that the magic is derived from. The original Skiltgravr that the giants wrought was intended for much larger runes to be carved into boulder, obelisks, and other massive structures. The power of the rune does not diminish with smaller size, so most human sized object cannot handle the rune and either shatter when the rune is activated, or the rune fizzles and disappears. To compensate, higher quality materials are uses to better absorb the Skiltgravr. Obsidian is the most common base for Skiltgravr to be carved into, with many mines in and around Blackstone and a few near Toroban to provide a constant supply.

### Frequently used runes

* Ildskilt: creates a warm radiating heat that is most often used to warm houses.
* Rimeskilt: covers the object with cold rime.
* Wereskilt: produces a soft glow in the absence of sunlight.
* Kriggaskilt: makes a really loud noise when activated, used to raise alarms and such.
Alisaris

Alisaris is the brother of Ka and the son of Magna. Upset with his father's passivity, Alisaris wandered down into

one of the worlds below where he met the conjurer, Alhama'at. He appears largely unconcerned about the lives of his family, at least on a surface level.

While it is rare for Alisaris to be in Vell-Sevaria himself, it is implied by Ka that he still fell victim to Infinite's attack.
Missing Child

**Overview**

The parties first assignment was to locate a lost child and help them return home, if possible. After meeting with Quinn and learning that Elise was making a regular trek to a farm to gather wax the party made their way to the farm. On their way they ran into some Kobold Thieves. After dealing with the Kobolds the party made their way to the farm and were met with a locked front door. Quickly breaking down the door, springing a trap which had no effect, the party was able to converse with the owner of the farm and learn that he believed Gorlog was in the forest and that he and the children, including Elise, would not be leaving the house until Gorlog was dealt with. Not only was Gorlog in the forest but it had also killed the mans mother and father a few days earlier. With that knowledge the party went to investigate near the bee hives. Drag marks and damage were evident in the area. The party made their way into the forest following these marks to find the corpse of the mans mother, but the mans father was no where to be seen. As the party discussed they were approached by group of Orcs, Goblins and a wolf. The party began negotiations with the Orcs, the Orcs claimed they had ownership of the farm and were going to gather sweets for The Black King. As negotiations continued, never going anywhere, the Orcs grew tired and began to make their way towards the farm. When the party tried to stop them combat ensued. As battle raged the party had 3 members sustain major injuries but the Orcs and Goblins were slain and the wolf retreated. The party was able to retrieve the mothers corpse and return to the farm. The party told the man that Gorlog's minions were dispatched and that the danger had passed. The man came out of the house, with his son and Elise, to identify the corpse as his mother. With that the party took Elise back to her mother and finished their first assignment.

**Outcome**

* Elise was returned to Quinn, her mother.
* The Orcs were slain.
* Ma's body was retrieved.
* (Ongoing) Pa's body missing.
* (Ongoing) The Black King
John

John (Stanley Regis)

Swashbuckler

Stanley Regis was born to a successful merchant family, though he has no head for the business. After his parents finally accepted that he couldn’t run their mercantile empire they decided to train him to be their head guard. Stanley quickly decided that guarding caravans was boring he ran away, changing his name to John and joined a mercenary company. John left the mercs after a couple of seasons, and got a job working as a blade man for Vilepaw Industries, where he was occasionally partnered with a Drow assassin, Drovic. Sent to reconnoitre the Castle, he chose to be a merchant, some of the lessons did stick, and provisioned his wagon appropriately.

Goals

* Report back to contacts about expanding operations to the castle.
* Become known as a master swordsman
* Have a good time
Last Death of the Old Gods

During Campaign 2, the party helped a very powerful dragon break the wards that kept Tellarrin separated form the astral expanse. As a side effect of this process, almost all the Old Gods died their last deaths and finally faded from memory. those that did survive either grew beyond their forms, or left Immortali to preserve their legacy.
Vineet Abd Al-Rashid

Back home Vineet made a grab for power and failed. Because she had too many protections, instead of being executed, Vineet was sent on a doomed quest to find a long lost princess. During the first decade of her search, Vineet's own dancing assassins were sent to kill her. Some assassins joined up with Vineet and together they were able to kill the other assassins. The 3 remaining assassins are working with Vineet to gather intelligence. One assassin is currently captured and sending out secret pleas for help to Vineet.

Vineet has received some intelligence that a woman matching the princess's description was seen raiding a caravan far north and is following up on that lead.

Vineet’s Goals

1. Follow the lead about the northern warband.
2. Befriend the powerful people traveling with her and try to gain more control within the group.
3. Work with local governments to train up a militia.
4. Find the princess.
5. Tour back through the towns recruiting members of the militia into her standing army.
6. Use the inheritance of the princess to legitimize her coup.
7. Usurp the rulers of her kingdom.
8. Run a shadow monarchy with the princess as the figurehead.
Volarin

Volarin plays host to a disparate array of nations. From Matriarchies to Imperial rulers, each nation has faced harships and triumphs that have formed the into the nations that they are in this age

Due to the invasion of the Gate-Beast, and the mass loss of life from the combined efforts of all Volarin nations to drive its spawn from the plane, the nations of Volarin are a rougher sort. Their culture is one of sacrifice and stubborn defiance. Not having been blessed with the same kind of peace and prosperity that Hyperion had, the nations of Volarin have not been able to make the same stride forward and are generally less sophisticated than their Hyperion equivalent. The disparity creates a degree of animosity between the two.

Locations
• Var'tak imperium • Villir • The Aartillion majority • Lakeshore kingdoms • The monarchy of Thrai • Bendani • Ferdoth • Sarn • Parsilla • Grazull •
 **Other locations** | • The ruins of Salkire • The Sharaeli Wildlands • Almerry • Lyonhall • Deeprock • Es Alora • Silverbrush • Morningtide Deadlands • The Burning Sea • The Esarian Bulwark•
Magna

The father of Ka and Alisaris, Magna is the Ruler of Vell-Sevaria. He is often found engrossed in his studies, leaving most of his duties to his assistant, Lenneth.

During the events of Strange Aeons, he, Lenneth, and the other residents of Vell-Sevaria were nearly killed off by Beichiu, but were saved thanks to the actions of Ka and Alken. Unfortunately, Magna would not escape this fate a second time when Infinite destroyed Vell-Sevaria before the events of Infinite Circuit.
Unregistered Mage

**Overview**

The parties second assignment was to meet and ask an unregistered mage in Ryissine to register with the Concord. The party were also told about a pair of rangers that were late returning to the stronghold and if they found any information about them to let the corps know. The party began their trek towards Ryissine but encountered a note on a tree talking about the Missing Rangers. After saving the rangers the party learned of an immanent Attack on Istengroth Tor. After the attack was resolved the party continued on their assignment and made it to Ryissine without anymore trouble. The party took some time to look around town and found the mage, who later introduced himself as Atteran, by the nearby river. After a small discussion and some tea back at his tower the party learned of a phenomenon occurring with the river water and Atteran had no intention of registering with the Concord.

**Outcome**

* Atteran refused to register with the Concord.
Nekros

**Nekros** was one of the last sons of Erebus and Nyx, progenitor of the second colony of Gods on Olympus. He was born with blue and gold, metal-like skin and a massive body due to his Godhood.

## **Powers and Abilities**

##### Powers

Nekros possesses the conventional superhuman powers of an Olympian. However, many of these capabilities are vastly superior to those of the majority of his race:[2][4]

* **Superhuman Strength:** Nekros is physically stronger than most Olympian gods. He is capable of lifting about 75 tons without using his powers to supplement his strength.[4]
* **Superhuman Speed:** Nekros is capable of running and moving at speeds greater than even the finest human athlete.[2]
* **Superhuman Stamina:** Nekros's highly advanced musculature produces almost no fatigue toxins during physical activity. As a result, he possesses almost limitless physical stamina.
* **Superhuman Durability:** Due to his unique physiology, Nekros's body is highly resistant to physical injury.[4] He can withstand great impacts, high caliber bullets, temperature extremes, and powerful energy blasts without sustaining injury. Among the Olympians, his resistance to injury is equaled only by his cousin Poseidon and Zeus.[2]
* **Superhuman Agility:** Nekros's agility, balance, and body coordination function at levels beyond the natural physical limits of even the finest human athlete.
* **Superhuman Reflexes:** Nekros's reaction time functions at a level that is beyond the natural physical limits of even the finest human athlete.[2]
* **Immortality:** Like all Olympians, Nekros is functionally immortal.[4] He has not aged since reaching adulthood and is immune to the effects of aging. He cannot die by any conventional means. He is also immune to all known Earthly diseases and infections.[2]
* **Regenerative Healing Factor:** Like all Olympians, despite his superhuman durability, it is possible to physically (or even mentally) injure Nekros. However, if injured, he is able to heal with superhuman speed and efficiency. The full limits of his healing powers are unknown. However, they are believed to be considerably higher than those of the vast majority of his race, being the Olympian god of death itself.[2]
* **Allspeak:** Do to the Allspeak (also called *All-Tongue*), Nekros can communicate in all languages, Earth's dialects, and various alien languages.
* **Magical Energy Manipulation:** Nekros is capable of manipulating vast amounts of mystical energy for a variety of purposes that include..[4]
* **Mystical Force Beams:** His energy manipulating powers are equaled among the Olympians by Poseidon and exceeded only by Zeus.
* **Inter-Dimensional Teleportation**
* **Strength Enhancement**
* **Mystical Force Fields**
* **Enchantment of People and Objects**
* **Hellfire:** He is capable of creating mystical flame (to which he himself is immune) or weapons of mystical flame such as a spear or sword, whose touch can paralyze an opponent, even gods such as Hercules.[40]
* **Lifeforce Absorption:** Nekros is capable of draining the energy and life-force from those that he touches, skin to skin, with his hand, even other gods.
Alfineze Ümzar

Alfineze Ümzar A.K.A. Frank Ween

An 76 year-old child necromancer plague doctor whose two apprentices died investigating a diseased goblin hideout.

After signing a contract with himself he started to get written messages from himself beside his bed in the morning. These messages were dismissed as nonsense until they started to tell the future with a 90% accuracy. Frank's future self told him to go to the great library and read every book and eat a celestial eye.

So Frank did that over the next 200 years consisting of flesh sent by his future self. The books and flesh of a fox god started to change Frank. He now communicates directly with his future self through, is part celestial kitsune and has changed his name to match his future self’s name Alfineze Ümzar.

The reason Alfineze told Frank to lay low for 200 years was because a group of monks created a cabal of homunculi to hunt down and kill Frank. Now only one remains, but the deteriorating homunculus has befriended four other powerful assassins and they call themselves God Hand.

The weird stuff

* Has an invisible tail that allows 2 extra spells per day
* He is a Chronomancer oracle (time mage)
* A powerful sense of knowing comes over him up to 6 times per day which allows a reroll of a knowledge check and adding of CHA bonus.
* He moves through time faster than others giving him advantage on his Initiative rolls.
* Has Lifesight.
* Has an increased scent of 60 ft.
* Looks like a child and has Weapon Finesse on his touch attacks.
* Is healed by eating flesh of sentient beings.
* Can create a ghoul out of an eaten being.
* Can create a binding contract to help find and kill sentient beings.
* Is a trained plague doctor.
* His future self talks to him, usually in his sleep, and gives warnings and quests (DM decides how often this happens).
* Is treated as celestial for the purposes of effects.
* Body resistant to the physical changes of time.
* Has a venerable mind.
* Reincarnated in 7 years as a Star Child.
Campaign 3 homebrew and rules clarification

Bard:

Barbarian: Path of the Igazi

Monk: Way of Ancient Secrets

Paladin: Oath of the Expedition

Sorcerer: Elemental Conduit

Warlock: Custom pacts available for each patron on request

Wizard: Chimera Concord initiate

### Rulings and clarifications

**Ruling**: The DC for any dead thing to be brought back to life is 7 (d20+casting mod). the DC increases by 3 for every time they are brought back and lowers by 1 for every failed attempt.

*Justification*: What has died is meant to stay dead. Drawing a soul back to its body is difficult, and there are entities out there that do not take too kindly to creatures cheating death. **DM's note:** This is also a gameplay tweak to keep the fear of death relevant at higher levels of play without invalidating the existence of rresurection magic.

**Ruling**: At dawn, humans gain 1 temporary hitpoint, lasting until sunset.

*Justification*: Inherent traits produced by one of the old gods.

**Ruling**: Kenku and Arakroca are banned as player races

*Justification*: I (the DM) think they are dumb.

**Ruling**: Yuan-ti Pureblood is banned as a player race.

*Justification*: While WoTC has released a lot of unbalanced content over the years, and power-gaming is a normal part of the DnD experience, the Yuan-ti Pureblood is far too overpowered.

**Ruling:** RAW the Intimidation skill is a charisma based skill. That will remain true, however if an untrained character wishes to use their STR mod instead of their CHA mod they may. If they poses a positive STR mods but a negative CHA mod, the resulting bonus will be STRmod + CHAmod (Eg: +3 + -1 = 2 total). if the CHAmod is positive it gives no benefit.

*Justification*: Intimidation of an individual is an exercise in social interaction, how you hold yourself, your delivery of the message, the content of the message. While large muscles can help give you a starting point, they cannot compensate for the lack of social finesse.

**Ruling**: Any effect that can force a target to enter into combat cannot be used upon a PC

*Justification*: An Un-Fun situation arose in Campaign 2. This rule is to prevent future Un-Fun situations of a similar nature.
Cataclysm scrolls

Campaign 2 Items.

The party found a series of scrolls created by divine level entities that were being kept safe in a vault guarded by an Old God. The party took all these scrolls for use in their adventures.

All Hells Gate and Galantine were both deployed in the Kingdom of 100 conquerors to allow them to progress further in towards the central citadel.

Bees, Rend a sunder, and Avatar of the Stromwolf are still in the parties possession.
Alira's home for wayward children

A rundown building near the base of the northern wall, Alira's is the only place in the city that orphans can go. They are cared for until they turn 18 at which point it is expected that they begin an apprenticeship somewhere and leave the orphanage. Some children return as adult to help Alira out with tasks adn assist in running the orphanage, but many are grateful to be free of the place and choose never to return.

**Gold donated: 600 gp**

**Children currently at the orphanage**

 Ishal
 ishals 2 younger sisters
Missing Rangers

**Overview**

On the road towards Ryissine the party came across a piece of paper pinned to a tree by a dagger. The note explained that two rangers had been captured and if the corps wanted them back they would have to pay a large sum of gold. The party noticed a small trail leading away from the road and decided to investigate. Making their way down the path they noticed a small camp set up and sent two scouts to gather more information. Learning that there were eight of the bandits and the two rangers were being help in a large cage the party devised a plan to rescue the rangers. Waiting for most of the bandits to fall asleep, the party attempted to put the ones on watch to sleep using magic but it didn't take effect. The bandits began to rouse one another and combat began. As the battle raged a number of bandits were slain, but as the leader was escaping he was able to kill Sniv and make his escape. The party was able to save the rangers but had lost a member leaving them with heavy hearts.

**Outcome**

* The rangers were saved.
* Sniv was slain.
* (Ongoing) The bandit captain was able to escape.
Ostden

A very small kingdom south of the land of Leorin, Ostden is one of the oldest kingdoms still around, Its people are trained to fight from birth and have developed advanced combat tactics. Many generals and nobles from other kingdoms spend time in Ostden to learn how to command and how to engage superior forces. Ostden has been defending against Kalstatti invasions for thousands of years; Holding the Kalstatti forces off in the mountain pass or dismantling the armies as they try to cross the desert. Ostden is fully outfitted by the Elven smiths in Silmayne, and in return whenever Kalstatti forces try to invade though the forest Ostden sends troops to assist in repelling the invaders. Since the appearance of the New Saints Ostden has grown into a stratocracy that uses the Saint of Combat (Igris) for all divine magic or as an otherworldly patron. The other saint and Gods are prohibited and entreating anyone other than Igris for power is a crime punishable by exile
Yahshin, The Acid King

* Yahshin, The Acid King is a young black dragon of the Bloodline of Vol from Yehzeerah's brood.
* It was thought that the Bloodline of Vol had been wiped out after the death of Yehzeerah and its eggs were distributed between private interests as well as the Chimera Concord, Yahshin's egg was given to the Chimera Concord.
* It is known that Yahshin has a mate, but not much more is known about her.
* After the The Expeditionary Corps tried to take him down, he attacked Toroban with a Kobold army, but they defeated him in the field and killed him in his lair. The Dusk Notes were found in his lair.
Invasion of the Outer Reaches

417 YoR, a beast of colossal proportions falls from the astral expanse and crashes into the southern region of Volarin. From its maw come tumbling forth a seemingly endless menagerie of misshapen and hideous creatures. The Gate-spawn flow out in all directions, consuming everything living what stands in their path and bringing anything with a connection to magic back to be fed to the Gate-beast.
Hyperion

## Overview

Originally part of the larger continent of Trellar, Hyperion found itself detached as the fallout of extremely powerful magics sundered the land to the north-east, causing it to slip into the inky depths of the Adraar sea. Where the land of 100 conquerors once stood, there is now a turbulent ocean known as Devil’s rift.

Hyperion is seen as the more enlightened of the two continents, having greatly benefitted from more prosperous times following the disappearance of the Old Gods. While the First Citizen continually drove the Kalstatti Empire to expand its territory and control, they also pushed for unity and cultural growth. Through wars, trade deals, and the exploits of adventuring groups the other nations of Hyperion were also dragged along in the perpetual advancement of society.

Food is produced in great enough quantities and for a cheap enough cost, most nations have some form of the Roman grain dole in place. The middle class has grown to include purveyors of the arts along with the usual tradesmen and merchants.

The relationships between nations are frosty at the best of times but most nations have a grudging respect for each other, with the exception of Leorin, with whom most of the nations are on friendly terms.

Nations of Hyperion
 Other nations
Justin's Campaign notes

Here you go bud, an infinite space for you to keep track of the Quest Sprawl that never ends, an all the loot you've goblined from every corps you've come across.

## The Quest List that never quits

* (Completed) The Kobold Thieves
* (Completed) A Missing Child
* (Completed) The Tiefling Children
* (Completed) Missing Rangers
* (Completed) The Attack On Istengroth Tor
* (Completed) An Unregistered Mage
* (Completed) Gathering Information From Grandmaster Shi
* (Completed) Cleaning House
* (Completed) Geological Expedition
* (Ongoing) Establishing A Foothold In Istengroth Forest
* (Ongoing) Clearout The Undead In The Surrounding Area
* (Ongoing) The Villains Of Istengroth Forest
* (Ongoing) The Search For Belialuin
* (Ongoing) The Incident At The Concord
* (Ongoing) Survive...

## Loot, you'll sell it eventually..... right?

1. Hand Cannon (Sniv)
2. Life Essence Dagger (Sniv)
3. Hell Hound Statue (Adran)
4. Belt of Dwarven Kind (Belial)
5. Wand of Rock (broken by Ko)
6. Snail Shell Mask (-)
7. Briar Chocker (Adran)
8. Stone of Good Luck (Ko)
9. Boots of Elvenkind (Ko)
10. Elven Fullplate (Jan)
11. Mace of Undead Bane (Jan)
12. Shadow Falconeers Glove (Ko)
13. Demon Armour (Julian)
14. Careful, Vilepaw will take it

## Sketchy Shit the party is related to that should probably be addressed, but there isn't time.

1. Adran's Patron (It's Nymeria)
2. The tarot cards
3. Black King trying to kidnap Adran
4. The strangely non magical water
5. The lights
6. Ko going white occasionally
7. Sarn Kell
8. The Horse

## Topics to Yell about in the next sewer

1. Julian's Patron / Grimoire (now even more so) (now even even more so)
2. Julian and Ko's affiliation with Myriad
3. The Cult of Dusk
4. Everything else
Lord Grimnar

A well liked public figure in Toroban. Lord Grimnar was a minor noble who rose through the ranks by way of outstanding dedication to the stronghold. He champions action for the greater good of Toroban, and has crafted an effective home guard to keep his stronghold safe. He often clashes with Kalidan Baustrum of the Chimera Concord on political issues and wants to hold the mages more accountable.

Though weathered with age, Grimnar is still lively of spirit and works hard to keep his Guards in tip top shape. HIs decision to bring a kaoblold onto the town guard has caused some unrest wihtin his support group, but he is confident that it will work out to the benefit of the stronghold. When he is not swamped wiht Guard related work, he will be found in the council halls working to pass policies to make the stronghold better.
Tiefling Children

**Overview**

The party attended a meeting with Lord Grimanr, the head of the guard, and was asked to look into a number of Tiefling children that have been running around town. The team decided to take a look around town, splitting up to see what information they could gather. Eventually the party managed to track the children to a torched warehouse, which Belial and Sniv had already investigated. Deciding to wait for someone to return the party laid in wait until a hooded figure emerged and began casting magic directed at the party. As the party began to respond to the attack the hooded figure, who appeared to be a lion man, cast yet another spell and teleported away before any information could be gained. The team decided to check the inside of the warehouse and found a trapdoor leading to a cellar. The party entered the cellar and found 3 Tiefling children as well as a Cambion and a Hellhound. Combat ensued, the Cambion fought against the majority of the party while Ko tried to chase down the children that ran into the sewers. The party managed to slay the Cambion and the Hellhound, and Ko managed to convince the children to follow him back to the orphanage. As the party looked around the room they noticed some ritual components scattered across a table. Lord Grimnar arrived at the scene and thanked the party for their help in this matter.

**Outcome**

* The Rakshasa managed to escape.
* The Cambion, the children's father, was slain by the party.
* The Ritual was stopped.
* The children now live at the orphanage and are being taught Draconic and Common by Adran.
Stronghold Langston

The main shipping port of the kingdom, Langston is a commercial hub and know for the exotic goods it brings in from Leorin and Ostden. Langston is a stronghold only in name, its defenses were severely weakened through the years of the Hikathien crusade from the south. The Stronghold changed hands more than a few times over the years, and was razed to the ground by Hikathien fanatics near the end of the crusade. those who come to Langston for the first time often marvel at the sight of a large city that grows within the crumbling ruins of the ancient wall of the stronghold.

## Society

#### Laws

Laws of Langston
Theft of goods valued under 50 gold
 Felonies: Imprisonment
Destruction of property
Theft of goods valued over 50 gold
Robbery
 Capital Crime: Trial by Sea
Piracy
Murder
Treason
Counterfeiting
Use of magic against a fellow citizen
Selling your soul to a dark god

## Notable Location

### Key locations

#### Brinetower Concord

Built beside and overtop of Brinewater river, the main tower of this concord is an impressive display of magical engineering. Brinetower is well integrated into the wider stronghold and a great deal of local trade passes through it before being spread into the wider kingdom.

### Other locations

#### The Wicked Wench tavern

located right beside the docks, the wicked wench is a well kept tavern frequented by sailors who are fresh off the boats for the day. It has plenty of rooms at a fair price, and the food is hearty. A small stage in one corner provides space for entertainers to keep the atmosphere light and relaxing.

## NPC's

a comprehensive list of every NPC the party has met.
Kovanyy Tesara

Weapons crafted by the long dead Forge God Kovanyy. The Tesarae were said to be the final creation of Kovanyy, his personal act of Immortali during the fall of the Old Gods. Each Kovanyy Tesara was forged from a shard of one of the other planes and imbue with the last dregs of his being. It is said that in first days under the Vermillion Sea that these Armaments rained down upon Tellarrin, some landing in populous areas and other deep in the wilds, laying untouched for years. The power imbued into the Tesarae meant that those who wielded them drew attention, many who wielded these armaments would go on to become great heroes, but many others would meet untimely ends when others came seeking the Tesara for themselves. Over the centuries many of the Kovanyy Tesara found their way into private collections only to be stolen or lost within a decade, leading to superstitions that the Tesarae abhor stagnation. Throughout recorded history none of the Kovanyy Tesara have been kept track off for more than a century straight, they all often become lost to history for decades, or sometime centuries, only to reappear sometimes entire kingdoms away. The reappearance of a Kovanyy Tesara is often intertwined with calamity or heroism.

Nearly a millennia after their creation the Tesarae no longer posses the same power they did when they first appeared on the plane, but that is not to say their power is insignificant. The appearance of a previously lost Kovanyy Tesara still draws attention, and is often seen as an ill omen for the kingdom is appear in. To wield one of the Kovanyy Tesara for an entire decade is a feat that only 15 have managed in the entire history of the armaments'.

## Kovanyy Tesara

**Brightclaimer**: Quarterstaff forged from Elysium

**Final Vigil**: Light crossbow forged from Acheron

**Mountain's Roar**: Flail forged from Gzorn

**Dancing Cloudburst**: Glaive forged from Zeiz

**Sunshine**: Javelin forged from Iskos

**Inevitable Damnation**: Maul forged from the Hells

**Grand Starlight**: Shield forged from Celestar

**Loathsome Moon:** Longbow forged from Selenciara

**The Chaos Blade**: Longsword forged from Crizan

**Natures Heart**: Greataxe forged from the Feywild

**Heartblighter** (previously know as Horrorcaster): Heavy crossbow forged from Malltod

**Striking Tide**: Handaxe forged from the Hydwani

**Evenfall Sisters**: Twin scimitars forged from Nocturnus
Skill:Alchemy

**Alchemy** is one of the ten skills that make up the Magical Arts in Oblivion. This skill allows you to identify the different effects of all the ingredients that you find in Cyrodiil. These ingredients can then be used to make potions and poisons. The potency and price of the potions and poisons that you make is determined by your Alchemy skill level. Selling potions and poisons that you have created is one of the easiest and most efficient ways to get gold in the game.

In-game Description: *Create potions and gain benefits from alchemical ingredients more effectively.*

## Skill Perks

### Mastery Perks

* A **Novice** (Alchemy < 25) Eating an ingredient reveals its first effect.
* An **Apprentice** (Alchemy = 25-49) Eating an ingredient reveals first two effects.
* A **Journeyman** (Alchemy = 50-74) Eating an ingredient reveals first three effects.
* An **Expert** (Alchemy = 75-99) Eating an ingredient reveals all its effects.
* A **Master** (Alchemy = 100) can make potions from a single ingredient. Only the first effect of the chosen ingredient gets added into the potion.