recursal/Fanatic-Fandom huggingface dataset:
The Lumber Yard

The pack has found refuge in an abandoned lumber yard complex located deep in the heart of a dense and unforgiving forest. The complex is hidden from the outside world and is accessible only through a long and abandoned dirt road that leads through the thickest part of the forest.

The complex is vast, consisting of a labyrinthine network of abandoned warehouses, factories, and offices, all of which have been repurposed and modified to suit the pack's needs. The buildings provide ample shelter for the members and their guests, as well as plenty of space for them to indulge in their primal natures.

The complex itself is infested with all kinds of hazards, such as collapsed floors, unstable walls, and malfunctioning machinery.

The pack is fiercely territorial and has claimed the complex as their own, defending it ruthlessly against any who would dare to challenge their authority. The location allows them to rebel against authority and challenge the status quo, free from the prying eyes of human society.

The atmosphere is dark and bleak, perfect for those with Masochistic and Nihilistic tendencies. The pack engages in all manner of experimentation and fleshcrafting, using the complex's resources to perfect their abilities.
Red List

The Red List is the listing of those Kindred whom the Camarilla most ardently desires to see purged from the face of the earth. Vampires on the Red List, who are called Anathema, are considered under continual Blood Hunt. The Camarilla usually leaves the hunting and destruction of these Kindred to the Alastors.

### The 1994 Red List

* Alexis (Ravnos) – Trophy Clan: Toreador
* Angelo (Blood Brother) [Death 1999] – Trophy Clan: Tremere
* Dylan Bruce (Ventrue antitribu, infernalist) - Trophy Clan: Tremere
* Enkidu (Gangrel) [Death mid-2000s (presumed)] – Trophy Clan: Gangrel
* Ferox (Gargoyle) – Trophy Clan: Tremere
* Genina (Samedi) [Death 2000] – Trophy Clan: Nosferatu
* Germaine (Brujah antitribu) – Trophy Clan: Toreador
* Kemintiri (Follower of Set) – Trophy Clan: Ventrue
* Ossian (Fianna werewolf and independent ghoul) – Trophy Clan: Ventrue
* Petaniqua (Malkavian, possible mother to Alexander the Great) – Trophy Clan: Malkavians
* Rabbat (Nosferatu) – Trophy Clan: Nosferatu
* Tariq (Assamite) – Trophy Clan: Nosferatu
* Valerius Maior (Tremere antitribu, infernalist) – Trophy Clan: Tremere

### The 2011 Red List

* Alex Swift – Trophy Clan: Gangrel
* Ayisha Jocastian – Trophy Clan: Ventrue
* Christopher Barrow – Trophy Clan: Gangrel
* Dylan Bruce – Trophy Clan: Tremere
* Francisca Santos dos Rodriguez – Trophy Clan: Brujah
* Germaine – Trophy Clan: Toreador
* Karen Anatos – Trophy Clan: Gangrel
* Kemintiri – Trophy Clan: Ventrue
* Kyoko Shinsegawa – Trophy Clan: Toreador
* Petaniqua – Trophy Clan: Malkavians
* Rabbat – Trophy Clan: Nosferatu
* Raymond Narcisse – Trophy Clan: Brujah
* Valerius Maior – Trophy Clan: Tremere

### The 2020 Red List

* "Artemis" - Trophy Clan: Gangrel
* Alfred Benezri - Trophy Clan: Tremere
* Christopher Barrow – Trophy Clan: Gangrel
* Dylan Bruce – Trophy Clan: Tremere
* Francisca Santos dos Rodriguez – Trophy Clan: Brujah
* Germaine – Trophy Clan: Toreador
* Jeremy MacNeil - Trophy Clan: Ventrue
* Kemintiri – Trophy Clan: Ventrue
* Melinda Galbraith - Trophy Clan: Nosferatu
* Miguel Serrano Vázquez aka "the Bull" or "the Apostle" - Trophy Clan: Ventrue
* Sascha Vykos - Trophy Clan: Toreador
* Valerius Maior – Trophy Clan: Tremere
Edelhal Putnam

## Personalidad

#### Marca Yggdrasil

La Marca Yggdrasil permite a Edelhal controlar el Árbol del Mundo. Esto conlleva poder convocar sus raíces o ramas en cualquier momento, normalmente utilizados para atacar o defenderse.

Gracias a esta conexión con el Árbol del Mundo, árbol que sostiene los nueve mundos, Edelhal puede controlar hasta cierto punto las entradas dimensionales de cada uno de ellos, pudiendo crear portales o cerrando los ya existentes.

* **Hechizo Ofensivo, Descenso del Yggdrassil:** Técnica ofensiva por al cual, Edelhal invoca las raíces de un árbol gigante desde las nubes sobre su cabeza. Después utiliza estas raíces para golpear a su oponente. También se puede utilizar para atrapar al oponente o como defensa.
* **Hechizo de Apoyo, Portal de Asgard:** Técnica por la cual, Edelhal puede abrir y cerrar portales entre diferentes dimensiones.
* **Hechizo de Apoyo, Vinculo de los Nueve Mundos**: Técnica por la cual, Edelhal conecta a varios Herederos a través del Plano para compartir su energía y Poder.

### Arma

#### Lanza Mistelteil

La Lanza Mistelteil permite a Edelhal luchar en el cuerpo a cuerpo, pudiendo utilizar diferentes técnicas marciales con la lanza. La Lanza Mistelteil puede multiplicarse como las raíces, ramas o hojas de un árbol.

Como arma ancestral, la Lanza Mistelteil obtiene la capacidad de cambiar las leyes físicas, ignorando el espacio o forzando situaciones. Algunas de ellas son la prohibición de volar, la anulación de barreras y el poder de ignorar las defensas, rompiendo el propio espacio.
James Monty

#### Early Life

Born and raised in a small coastal town in Washington State, James developed an insatiable love for the ocean and a carefree spirit from an early age. His peers recognized him for his charm and laid-back personality, affectionately labeling him a "surfer bro." James's natural inclination towards caring for others led him to discover his true passion as a caregiver, consistently nurturing and guiding those around him.

#### Becoming a Ghoul

James's life took a dramatic turn during a fateful encounter one evening when he crossed paths with Bill, an Anarch Vizier Assamite. Bill, deeply impressed by James's wisdom and insightfulness, recognized his potential and extended a unique opportunity—a chance to become his ghoul, forever bound by the dark blood of the Kindred. Embracing the offer, James willingly immersed himself in the mysterious world of vampires and ghouls, surrendering to the irresistible allure of the night. He honed his physical prowess, acquiring the necessary skills to excel as both a personal trainer and an evening manager at their prestigious gym.

#### Role as a Ghoul

As Bill's devoted ghoul, James takes on the responsibility of safeguarding his master's sleeping area within the gym, ensuring an undisturbed haven during daylight hours. Operating discreetly within the shadows, he skillfully manages the gym's operations, striving to create a seamless experience for its clientele. James's innate sense of responsibility and his commitment to maintaining a harmonious environment have garnered him the respect and admiration of both his colleagues and the gym's loyal patrons.

#### Disciplines

* Auspex 1
* Potence 1
Jefferson Police Department

## Divisions

### Division 1

Lafayette City Hall and the Jefferson Museum of Art and History

### Division 2

Thompson Theatre and InfoTech Westcoast Headquarters

### Division 3

Marquis Hotel and Omni Television NorthWest

### Division 5

Clark Park Clark, Community Center, and Warm Springs Casino

### Division 10

Hillstrom Academy, Trithemius College, and University of Proudhon

### Division 13

The Mint, Jefferson Pier Night Market, and The Boardwalk
Brick and Blood

The communal haven of the pack is a fortune telling shop located on the second floor of a brick building above a pawn shop managed by Seraphina's ghoul. The shop is adorned with various mystical trinkets, crystal balls, and tarot cards. The walls are lined with bookshelves filled with grimoires and ancient tomes on various forms of divination.

The second floor is divided into three main sections: a lounge area where the pack members can relax and discuss their plans, a private office where Seraphina conducts her business, and a back room where the pack members sleep during the day. The lounge area is furnished with comfortable couches and armchairs, while the private office is more spartan, with a large wooden desk and a few chairs. The back room is kept mostly bare, with just a few cots and blankets for the vampires to rest on during the day.

The shop is managed by Seraphina's ghoul, a middle-aged man named Harry. He keeps the shop running during the day and ensures that the pack's haven remains undisturbed. The pack members are fiercely protective of their communal haven and will stop at nothing to defend it from intruders.
Dragon Zealot

Dragon Zealots are enemies that have a rare chance to be summoned by the Ender Wyrm after the boss have reached 10% health. The enemy has the appearance of a Zealot holding an end portal frame, wearing any type of Dragon Fragment on its head. The Dragon Fragments give the Zealot the appropriate effects, such as Young Dragon Fragments giving it more speed, while Unstable Dragon Fragments give it extra damage.

## Dragon Zealot

### Health

T1 - 3.4k
T2 - 22.5k

T3 - 98k

T4 - 540k

T5 - 12M

### Drops

2 - 8 Wyrm Eyes (5%)
Aspect of the Dragons (1%)

Wyrmic Catalyst (0.0004%)

Any piece of Shadow Assassin armor (1e-4%)

## Abilities

* It has the same abilities as the Elite Zealot.

* When it dies, three Zealots are released and are already actively hunting the player whom killed the Dragon Zealot.
* For every 1% of health it loses, it gains +0.5% strength. This is increased to +1% strength after it reaches 25% of health.
* It has a 20% chance to heal 2% of the Ender Wyrm's health every teleport.
* It gains +30 speed when not in the Dragon's Nest.
Alejandro Arango

Alejandro spent his mortal life dedicating himself to saving lives. As a doctor in the Dominican Republic, Alejandro served poor communities in desperate need for help often putting himself at risk. Eventually this gained the attention of the Serpents of Light in Haiti. Since his embrace, Alejandro has learned a great deal. He is dedicated to fighting the antediluvians, especially Set, originally out of concern for the vampire species but over the years his motive has been corrupted into more selfish self-preservation. Alejandro has a gift when dealing with spirits and has a reputation as a *wanga* practitioner, engaging in complex rituals in order to harness the powers of the loa. Alejandro proved himself to the Sabbat not only by his fanatical belief but also by his skills as a priest, it is unsurprising then that he moved up the ranks until he reached the position of Archbishop. His domain is the contested city of Jefferson, thought to be firmly in the hands of the Camarilla. Alejandro can be found often in the city’s hospital where he manages a small clinic or in his humble home near by.

## History

* Studied medicine at Universidad Nacional Autónoma de México.
* Spent several years after medical school working at a clinic in the Dominican Republic.
* Patron loa is Papa Loko.
* Alejandro maintains a magnificent garden at his humble home.
* Has a pseudo-harem that serves as his herd.

## Stats

### **Disciplines**

* Obfuscate -
* Presence -
* Serpentis - Alejandro's dedication to Wanga has left him less capable in Serpentis than other Cobras, although he shares his clan's hypnotic eyes.
* Wanga - Alejandro is a prominent wangateur, especially in an age where such practises have become rarer and rarer.
	+ Flow of Ashé
	+ Green Path
	+ Oneiromancy
	+ Path of Spirit Manipulation

### **Merits and Flaws**

* Enchanting Voice
* Friendly Face
* Language - Alejandro can speak English, French, Haitian Creole, and Swahili along with his native Spanish.
* Natural Linguist
* Prey Exclusion - Alejandro will not feed off of the sick.
* Clan Enmity - While members of the Followers of Set and the Serpents of Light are already in conflict, Alejandro's position among the Sword of Caine has earned him a particularly strong hatred by the parent clan. Several attempts have been made on his life, and are expected to continue until they are successful.
Mark Rapp

Mark Rapp was born in 1972 in a small town in California. He was the youngest of three children, with two older sisters. From a young age, Mark was a rebellious child, always looking for ways to break the rules and push boundaries.

As a teenager, Mark found his passion in skateboarding. He spent all his free time at the local skate park, honing his skills and hanging out with other skaters. It was there that he met Lyn-Z, a charismatic girl who was always pushing the limits. Lyn-Z introduced Mark to a group of like-minded individuals who were disillusioned with society and looking for something more.

In 2017, Lyn-Z declared for the Sabbat, a radical sect of vampires who rejected the Camarilla's laws and embraced their monstrous nature. Mark, along with several others, followed her lead and joined the Sabbat.

As a neonate, Mark quickly rose through the ranks of the Sabbat, demonstrating his commitment and loyalty. He became known for his fiery speeches and uncompromising stance on the Sabbat's ideals. Mark was an idealist at heart, and he believed that the Sabbat was the only true path for vampires.

Over the years, Mark has participated in countless Sabbat operations, from raids on Camarilla strongholds to battles against other supernatural creatures. He has proven himself time and again as a skilled warrior and strategist, earning the respect of his fellow Sabbat members.

In the years since his embrace, Mark's fanaticism has only grown stronger. He sees himself as a soldier in the Sabbat's holy war against the Camarilla, and he will stop at nothing to see his enemies defeated. His demeanor is unrelenting, and he has little patience for those who do not share his beliefs.

Despite his single-minded focus, Mark is still capable of compassion and empathy towards his fellow Sabbat members. He has formed close bonds with several vampires in the sect, and he will do whatever it takes to protect them and further the cause of the Sabbat.

Mark Rapp may have been born human, but he has embraced his new identity as a vampire with fervor. He sees himself as a true believer in the Sabbat cause, and he will stop at nothing to see it triumph over its enemies.
Walter Lanatus

**Walter Lanatus** is a Malkavian with a unique obsession for hidden meaning. He has covered his haven and his body in mad scribblings and symbols that only he can decipher. He is often lost in his own thoughts, trying to make sense of the world around him. His nature as an architect and his demeanor as a scientist reflect his desire to understand the structure and meaning behind everything he encounters. Little is known about his past or how he became a Malkavian, but some speculate that he was a scholar or a philosopher in his mortal life.

## History

As a child, Walter Lanatus was quiet and introspective, often lost in thought. He had a fascination with puzzles and riddles and was always trying to decipher hidden meanings in everything he encountered. His parents thought he was just a studious child, but they didn't realize the extent of his obsession.

As a teen, Walter became increasingly withdrawn, spending most of his time alone in his room. He stopped socializing with his peers and became fixated on cracking codes and solving puzzles. His grades suffered, and he became known as the school's resident oddball.

Shortly before his Embrace, Walter was working as a researcher in a university, trying to unlock the secrets of the universe. He had become convinced that there was a grand pattern to everything and that if he could just find the key, he could unlock all the mysteries of the world.

When Walter was embraced by a Malkavian, his obsession with hidden meaning only intensified. He became convinced that the world was sending him secret messages, and he spent countless hours deciphering the scribblings and symbols he saw around him. He covered his body in tattoos and his haven in cryptic messages that only he could understand.

In the years since his Embrace, Walter has become a recluse, rarely venturing out of his haven except to search for new clues and messages. He is known among the Malkavians as a mad genius, a brilliant mind consumed by his own obsessions. Some believe that he has uncovered secrets that even the most powerful vampires are not privy to, while others dismiss him as a lunatic lost in his own delusions.
Justicar

The Justicars are the most powerful visible component of the Camarilla's government, charged with adjudicating matters of the Traditions on a wide scale and acting as the eyes, ears, and hands of the Inner Circle. There is one justicar for each clan of the Camarilla, and each is served by several handpicked archons who act as their spies, enforcers, and representatives around the world.

## Membership

### 1998-2011

* Brujah - Jaroslav Pascek
* Gangrel - ~~Xaviar~~ [Did not stand for reelection]
* Malkavian - ~~Maris Streck~~ [Death 2003]
* Nosferatu - Cock Robin
* Toreador - Madame Guil
* Tremere - Anastasz di Zagreb
* Ventrue - Lucinde

### 2011-2024

Following the 2011 conclave, the list of Justicars were thusly named:

* Brujah - Manuela Cardoso Pinto
* Gangrel - Geoffrey Leigh
* Malkavian - Juliet Parr
* Nosferatu - Molly Macdonald
* Toreador - Diana Iadanza
* Tremere - Ian Carfax
* Ventrue - Lucinde
Locke Little

Locke was born in the year 1855 in a small town in the midwestern United States. He was the son of a blacksmith and grew up in a household that valued hard work and honesty above all else. As a child, Locke was a curious and independent thinker, always questioning authority and the status quo.

During his teenage years, Locke's rebellious streak intensified as he became more politically aware. He became a staunch anarchist, reading the works of Mikhail Bakunin and attending protests against the government and corporations. His radical views often put him at odds with his family and peers, but he refused to back down.

In his early adulthood, Locke continued his activism, but also became involved in the burgeoning labor movement. He organized strikes and picket lines, often putting himself in danger to fight for workers' rights. His reputation as a passionate and unyielding advocate for justice led to him being noticed by a local Brujah vampire named Emma.

Emma saw potential in Locke and embraced him in 1886, hoping to use his anarchist beliefs to strengthen the Brujah's influence in the city. Locke initially embraced his new life with enthusiasm, seeing it as an opportunity to continue his fight against oppression.

However, his relationship with Ichika, the Toreador Prince of Seattle, eventually soured, and he left the Camarilla to strike out on his own. Locke's strong sense of individualism made him wary of being beholden to any clan or authority figure. He continued to pursue his anarchist ideals, but now with the added power and influence of being a vampire.

Locke returned to Seattle after learning of his childe Lyn-Z's betrayal of the Seattle Brujah to the Sabbat. He was determined to exact revenge on the traitor, and his skills as an activist and organizer made him a valuable ally to Winter and the Seattle Anarchs.

Despite his gruff exterior, Locke is a deeply principled individual who fights for what he believes in. He remains dedicated to the anarchist cause, and his loyalty to Winter and the Seattle Brujah is based on shared values rather than blind obedience. His time as a vampire has only strengthened his resolve to fight for justice and freedom, even if it means going against the tide.
First-Prize

First-Prize was born in a small town on the outskirts of Los Angeles in 1978. He was the youngest of three siblings, and his parents worked long hours to provide for their family. Despite his parents' hard work, they struggled to make ends meet, and Prize quickly learned the value of hard work and perseverance.

As a child, Prize was always rebellious and never one to conform to societal norms. He often found himself at odds with authority figures, both in school and at home. Despite this, he was a talented athlete and excelled at football, which helped him earn a scholarship to a local college.

In his teenage years, Prize became involved in activism and social justice causes. He was deeply affected by the events of September 11, 2001, and opposed the subsequent war in Iraq. In 2003, he participated in the 15 February anti-war protests, where he famously headbutted a riot cop, leading to his arrest and subsequent embrace by Lyn-Z.

As a new vampire, Prize was fiercely devoted to Lyn-Z and the Brujah cause. He quickly rose through the ranks of the FTS! club and became a prominent member of the local Brujah pack. He was known for his fierce fighting skills and unwavering dedication to his ideals.

In 2017, Prize's world was turned upside down when his fellow rebels in the FTS! club were massacred. He fell into torpor shortly thereafter, and remained in stasis for several years. When he was finally revived, he was a changed man. He was still loyal to Locke and the Brujah cause, but he was more cautious and wary of blindly following charismatic leaders.

Despite his newfound caution, Prize was deeply hurt by Lyn-Z's betrayal. He struggled to come to terms with her decision to turn her back on the Brujah and join the Sabbat. However, he knew that his loyalty lay with Locke and the cause of the Brujah, and he vowed to continue fighting for his beliefs, starting with rebuilding FTS!
Legal Gavel

### Effects

Every hostile mob within 10 blocks gives this weapon +1 Damage. Every player within 10 blocks gives this weapon +1% Crit Damage

## Base Stats

### Damage

+40 Damage +15 Strength +5 Crit Chance +15 Crit Damage +20 Intelligence

*This idea needs a bit of additional information! Click here to add more.*The **Legal Gavel** is a **Rare** midgame weapon.

Item Page
Episode 0

## Behind the Scenes

Episode 0 is an, as of yet, unaired session of Shattered Sky that precedes Episode 1, both in terms of the time it was recorded, as well as the point in the story in which it takes place. One event of Episode 0 is a house fire that is later mentioned several times by the characters involved in its circumstances. It is considered "partially canon."

1. ↑ twitch.tv/randomtuesday
Tomak Rosmen

Tomak Rosmen was born in 1895 in Eastern Europe, the youngest son of a wealthy landowner. Growing up, he showed a great interest in the sciences and spent much of his time studying and experimenting. He was a brilliant student, excelling in his studies and impressing his teachers with his knowledge and dedication.

When World War I broke out, Tomak was conscripted into the army as a medic. It was during his time in the army that he was embraced by a Tzimisce vampire. The vampire recognized Tomak's talents and potential, and saw in him a kindred spirit who could be trained in the arts of fleshcrafting and experimentation.

Tomak embraced his vampiric nature with enthusiasm and spent the next several decades honing his skills in the arts of fleshcrafting and experimentation. He became a master of the discipline, using his knowledge and abilities to create incredible works of art and pushing the boundaries of what was possible.

Throughout his years as a vampire, Tomak has been a member of the Sabbat. He has always been fiercely loyal to his pack and his brothers, Yosef and Jack la’Quick. He loves them like family and will do whatever it takes to protect them.

In recent years, Tomak has become increasingly interested in exploring the limits of his powers. He is always searching for new and more challenging projects, pushing himself to create ever-more incredible works of fleshcrafting. He is respected and feared by his fellow Sabbat members, who recognize him as a master of his craft and one of the most talented vampires in the city.

Despite his years as a vampire, Tomak has never lost his passion for science and experimentation. He is constantly learning and exploring, always seeking to expand his knowledge and skills. He is a complex and enigmatic figure, feared and admired in equal measure by those who know him.
Rosebank

## Background

Rosebank is a place for merchants, middle class, more upscale markets. It is the fancy pier, where you find candy floss, popcorn and roasted snacks; there is also "games and stuff."

Rosebank is the well to do Merchants district, known for its shops and fine goods, nestled next to the coastline and inside of the wall.

## Locations

### Ferris Wheel

There is a Ferris wheel that the rich people like to use even though it is not in a good state of repair, because they feel good about themselves and are like "Oh, look how high up we are; we can see the poor people over the Crescent Hill."

### Yellow Brick Street

Yellow Brick street is lined with, as expected, rusty yellow stone bricks, making a wide promenade for foot traffic amid the upscale stores, a stark contrast to the Midnight Market or Warren Station. Fondant, the tailor of the Myron family, has her shop in Yellow Brick Street.

## Notes

1. ↑ or cotton candy.
2. ↑ See ep. 8.
3. ↑ Source: Narration in ep. 9. Transcript courtesy of Lauren.
4. ↑ See ep. 8.
5. ↑ Source: Narration in ep. 9. Transcript courtesy of Lauren.
6. ↑ Source: ep. 9.
Vee Lasetti

Picture by Steph, from the Shattered Sky tumblr

A Beneficient Explorer

Heals the Sick

## Background

Vee Lasetti, a doctor originally from Belrakam, now lives in Sayrem's Five Irons district.

Vee's home and clinic—known as Rail Care—is one a set of converted train cars. Vee is first introduced when Pashmina Myron enters a train car less dilapidated than many of this around it:

> *At the end of the hallway the curtain on one of the examination rooms remains drawn, inside it Vee, they are tall and wiry, long black hair that is always kept in a top knot. Their face is round with large gray eyes, and light tan skin, their grin betrays their history, their teeth sharp, pointed and distinctly shark like.*
>
>

> *They are dressed practically, loose harem pants, long sleeves, and gray cloak. They are adorned with belts and pouches full of mysterious trinkets and tools.*
>
>

Before their actions against the Keepers at least, Vee didn't fear arrest despite their unusual appearance:

> *I have been in this community long enough to trust others to nor rat me out. We have an understanding here: if anyone comes asking, you protect your own.*
>
>

Vee came to Sayrem because

> *I felt there was a call here. I made friends, I found a community that needed me and that kind of fit what I was working for.*
>
>

## Vee and Pashmina

Vee is glad that Pashmina is part of her community, oddly enough: as they tell Erion, Pashmina, a Noble, took risks and was kicked out from her family after she'd hired Vee and their friends for a job that went wrong

> *but instead of just throwing most of us to the jacks or, you know, just wiping her hands out of it, she came out to find us and to stay with us.*
>
>

## Plague survivor

Vee is one of the few people who have got the Plague and survived, thus becoming immune to it. The shark teeth whose bite injected incapacitating venom into Sault are a consequence of the Plague.

Vee doesn't really remember what it was like having the Plague at a much younger age than Karina. They also try their hardest to remember what her grandmother did to help her and how she got them out of it. Vee's grandmother was an incredible doctor; she's the one who made them want to become a doctor. Vee's mother was also a doctor, so it "kinda runs in the family."

Vee remembers it hurt, remembers fading in out, but not how long it was:

> *I remember it hurt and then I woke up and I was a little different.*
>
>

## Notes

1. ↑ Transcript of the description, from the beginning of ep. 1, courtesy of Lauren.
2. ↑ See ep. 5.
3. ↑ See ep. 6.
4. ↑ Source for this paragraph: ep. 9.
5. ↑ In ep. 5.
6. ↑ Source: ep. 7.
7. ↑ Source for this quote, and the whole paragraph about Vee's memories of the Plague: ep. 9.
Case 8 of Supernatural Investigations

Case 8 of Supernatural Investigations takes place in Ciudad Juarez Mexico and is the 3rd case of the southwest

Case 7 Of Supernatural Investagations was the previous one

Case 9 Of Supernatural Investigations is next

## Summary:

Victim:

Maria Castenada

Killer:

Saul Bernstein

## Suspects:

Saul Bernstein

Lawyer

Walter Azul

Highschool Teacher

Libby Makenzie

Highschool Student

Danny Kwame

Werewolf Leader

Desiree Aretas

Mexico Witch Coven Leader
The Ozar

## Background

The Ozar are creatures coming from Ozar—"whatever world it is that the Veil covered."

Once across the Veil, in Daljyr, they are trapped: they don't enter the Dream and, whatever life they lived before, they no longer live."

Ozar can carry the Plague, but they are much like people who have survived the Plague: they are also immune to it. That is part of where the fear and stigma of the Ozar comes from—not just that some of them are literal monsters that will eat you. "Even the ones that are not, even the ones that are humanlike or could be more human, could be carriers of the Plague and so there is a lot of those fears and those beliefs that they may be spreading that into the city."

## Known Ozar

### The Grimm Dire

Even though very little is still know about it besides the fact that the House of Broken Glass gave the Quiet Echoes plenty of coin and plenty of knowledge to release it in Five Irons, the **Grimm Dire** was probably from Ozar before the House of Broken Glass captured it and did something to it to run experiments—maybe they corrupted whatever it was before. The Professor, followed by Pretty Baby, starts tracking it after finding a mauled body and a tooth. This beast first manifests to the Professor as two large glowing yellow eyes looking at the Professor; then these eyes disappear and then they reappear in from of him. This large creature could best be described as a dog or a wolf; it is a large canine—as tall as the Professor—; its haunches are massive; its mouth is hanging open; its breath is hot in his face as these bright yellow eyes stare down at him and it lets out this low growling noise; there is a deep resonance from inside of it as it is going to take a bite out of him. After the Professor successfully tames it and Pretty Baby puts a leash on it, they lead it towards the Edge Lands. As the sun crests above the horizon and the beautiful reds of the sunrise appear, the professor looks at the dog, it seems almost translucent; and as the sun gets brighter and brighter, it fades completely from view and disappears, and the ropes that served as a leash falls to the ground. The Professor immediately traces it from memory in his notebook.

This creature could be a dire wolf, except for its disappearing tracks: the ability to teleport or maybe go insubstantial—at any rate, to move without leaving any trail behind—tracks better with what the Professor knows about Grimm, but this creature in particular is displaying a a behavior that is contradictory with this latter hypothesis, so that in the end, the Professor is "able to identify both that this creature is two possible things and neither of those things."

### Luna

Luna, Pretty Baby's companion usually described as a moth, is an Ozar.

## Notes

1. ↑ Source: Pepper, in ep. 3.
2. ↑ Source: Pepper, in ep. 3.
3. ↑ Source for this paragraph: ep. 7.
4. ↑ Also known as the Dire Grimm — a "Working title", in the Professor's words.
5. ↑ At the end of ep. 3.
6. ↑ Source for most of this paragraph: ep. 4.
7. ↑ This assertion, made by Steph, in ep. 8, was not challenged.
Jefferson by Night

#### Intrigue

Life is full of paranoia and danger, and unlife is even more so. Politics among the Kindred twist and turn like a web woven by thousands of spiders, and each spider has their own unique vision. And each spider has fangs poised at your neck. Players in the political game will smile in an opponent’s face while sharpening the stake destined for their heart. The theme of intrigue puts the characters right in the center of all these machinations and brings the innate distrust, fear and suspicion into sharp focus.

#### Power

Power is a corrupting force. Sabbat vampires, being powerful creatures, are always at risk from the temptations that arise out of a wish to be in control of something. Cainites are corrupted through their adherence to ideas that are no longer relevant to their existence — for instance, failing to recognize that they are no longer human — or conversely, by using this fact to further their own gain at all costs, without any thought to how their actions affect the whole of the Sabbat. Sabbat vampires play politics, an activity fraught with compromise and shaky alliances. How does the Cainite traverse the halls of Sabbat power without having some of its inherent taint rub off on her? Storytellers can play all sorts of power games. Stand the characters as allies of a political up-and-comer. Make her a formidable upstart, one who has risen through deeds and Monomacy. Put the Status Quo faction soundly in her way; make other factions think she is useful to their causes. Make it evident that her problems are the characters’ problems. Then, make it evident that she is using the pack for her own ends; that she cares about it and its ideas as much as she cares about kine.

### Mood

#### Ambition

Mortal concerns pale when a human receives the Embrace, but immortal ambitions can make for an acceptable substitute. The desire to rise in generation, in status, in power or in rank can drive a vampire to commit acts both unspeakable and superhuman. A sense of ambition can drive your players' characters to greater and greater heights of achievement - or can lead them to crushing weights of failure.

#### Paranoia

Running with the Sabbat is rife with danger. Enemies lurk everywhere, and many situations are fraught with tension. Remember this tension and display it in your chronicle by showing the knife in the hands of an enemy or friend(literally or figuratively) that’s poised for the small of your players’ characters’ backs.

#### Fear

Fear is what the Sabbat is about. Use it to motivate the troupe by playing on their character’s fears, then contrast it with the fear they evoke in their prey. Fear of the infernal, fear of reprisal for mistakes, fear of Gehenna — all of these concepts are good mood motivators.
Episode 5 - Sault in the Wound

GM
--

## Recurring NPCs

Sault

the Silent

Echoes of the Silent's voice–not their speaking voice but one of power–fill the room and end in a burst of light and loud shattering noise. Pretty Baby's attempt at intimidating their informant has pushed them one step too far and the group is now facing the magical power of their host, as they are asked to leave the rooms of the Quiet Echoes. They manage to leave before the situation escalates further.

Still, their visit has been far from fruitless. They have learned that the dire wolf-Grimm creature they encountered, had been released by the Echoes on the order of the House of Broken Glass. At least one member of the Keepers of the Veil also appears to be somehow involved in the circumstances. Paired with their own observations, the group concludes that the creature will most likely reappear at night in Taylor's Way. Having made up their minds on finding and helping it, they spend the rest of the day preparing.

The ever restless Professor visits Pepper in Warren Station to confront her about her motivations in sending the note, that asked him to help the Grimm. Without revealing her intentions, Pepper simply gives the Professor a location where the Grimm may be kept safe and assures him his actions will earn him the gratitude of the Hidden. Before the Professor leaves, Pepper also warns him that the priest is out there, too.

Pashmina hires another licensed Weaver to watch over Sabri that night while she is out with the others. Pretty Baby uses his regular contact Steiner to inquire about weapons and armor specifically for fighting Ozar and shadow magic. He is told to go to the Midnight Market in Blinkhollow.

Another night begins in Sayrem, and the crew gathers back at Rail Care to head out to Taylor's Way together. The Professor leads the way, tracking down the location of the dire Grimm easily, but, in front of a churchyard, is stopped suddenly by the sound of a voice familiar to him. Sault, the priest Pepper has warned him about, is shouting orders to a group of Keepers in the middle of capturing the Grimm. After the Professor has calmed down, the group prepares to jump into action.

Vee sets off the fighting by throwing a smoke grenade into the scuffle. Sault stops the Professor from reaching the Grimm, though, at first, not trying to seriously injure him in the process. A few words exchanged make a long history between the two obvious. The wolf's howl paralyzes its attackers with fear and it breaks its bonds. Pretty Baby, together with Luna, his magical companion, begin taking out the Keepers. In the middle of the chaos, the Professor jumps onto the Grimm's back in order to ride it out of the Keeper's reach. At the same time, Pashmina erases Sault's immediate memory to prevent him from later tying the events to the Professor.

Their opponents disabled, left in terror and confusion, the group begins to scatter, as the Professor, gravely injured, rides on the back of a dire Grimm through the alleys of Sayrem.
Molly Bargh

**Molly Bargh** is a kind and compassionate Malkavian who always seems to know what people need before they do. She is often found caring for others and tending to their spiritual needs. Despite her gentle nature, she has proven to be a voice of reason and compromise in times of great turbulence within the Camarilla. Little is known about her past or how she became a Malkavian, but some speculate that she may have been a nurse or a caregiver in her mortal life. Her nature as a guru and her demeanor as a caregiver reflect her desire to help and guide others.

## History

Molly Bargh was born in a small town in the Midwest. She was the youngest of three siblings, and her parents worked long hours to provide for their family. Despite this, Molly was a happy child who loved to play and make friends with the other kids in her neighborhood. She was known for her kindness and her ability to make others feel better when they were sad or upset.

As a teenager, Molly struggled with her own mental health issues. She often felt anxious and overwhelmed by the world around her, and she had trouble fitting in with her peers. Despite these challenges, she remained committed to helping others and began volunteering at a local nursing home. It was there that she discovered her love for caring for others and decided to pursue a career as a nurse.

After completing nursing school, Molly worked in a variety of settings, including hospitals, clinics, and private homes. She was known for her gentle touch and her ability to connect with her patients on a deep level. Despite the emotional toll of her work, she remained dedicated to her patients and always put their needs first.

One fateful night, while walking home from a late shift at the hospital, Molly was attacked by a group of vampires. They drained her of her blood and left her for dead. However, instead of dying, Molly was Embraced by a Malkavian named Lucien. At first, she was confused and frightened by her new existence, but Lucien helped her to adjust and taught her how to control her newfound powers.

Since her Embrace, Molly has dedicated herself to serving as a spiritual guide and healer within the Camarilla. She is known for her ability to see into the hearts and minds of others, and she often uses her powers to help resolve conflicts and ease tensions. She is respected and valued by many within the Camarilla for her wisdom and compassion.
Rail Care

## Background

When Pashmina Myron has to leave her family's estate on Crescent Hill , there is one safe place she can go to, an address the Professor wrote on a note. Her carriage winds its way through Sayrem, and past the last large stone wall that once surrounded the entirety of the city, until

> *Finally the carriage makes its way to an address in the district of Five Irons, rows of repurposed train cars lie on abandoned tracks, once the heart of trade and business. The carriage finally stops in front of one particular train car, though well used it is somewhat less dilapidated than many of those around it.*
>
>

> *A scrap of orange fabric hangs by the door, the white symbol of a snake in a glass bottle clearly displayed, indicating the doctor is in.*
>
>

The doctor is Vee Lasetti, who tends to her patients for free.

## Pashmina's growth plans

When Vee has to leave, only accompanied by fellow Plague survivor Erion, to go help a Sleeper stricken by the Plague, Pashmina is left in charge of Rail Care and starts implementing her five-year growth plan for Vee's Rail Care. This involves her pupil Sabri standing by the door, holding a bag, and reciting:

> *Vee's Rail Care supports all. Please return the favor: what can you do to help Rail Care?*
>
>

## Notes

1. ↑ Transcript courtesy of Lauren.
2. ↑ There is another doctor called Abner. He is mentioned in a paragraph in ep. 4: *Vee finishes treating the larger than normal volume of patients at Rail Care and packs up for the day, leaving Abner to finish the later shift.*
3. ↑ See ep. 7.
4. ↑ See ep. 8. In this scene at the start of the episode, Sabri—who is still learning his line at this time—seems to say "Veil Care" rather than "Rail Care" at the end of his sentence.
Erion

## Background

Erion, a member of the Sleepers, is in his mid to late 20s. He has the appearance of someone who is used to hard labor, well-built, on the shorter side, with ashy-brown hair and medium-brown skin.

His eyes are very dark brown but the interesting thing about them is that Erion never seems to make direct eye contact—it's like his vision is not particularly good and faces are too blurry for him to know what features to focus on. His hair blends into fuzz on the sides.

## Plague-touched

Erion's ears are very non-humanoid: they're large, and very clearly designed to capture large amounts of sound, almost akin to a bat. He also has slightly larger sharper teeth: so he, much like Vee, has been a survivor of the Plague.

## Erion and Karina

Erion requests Vee's help to save his friend and fellow Sleeper Karina, who recently caught the Plague in the Edge Lands when Ozar attacked the train that was bringing them—and much needed supplies—back to Sayrem. Erion himself caught the plague about three years ago; it was on a trip out—his first trip with Karina. Erion is alone by Karina's side when she dies in the train car despite Vee's best efforts over several days to save her. Karina's death doesn't prevent Erion from keeping the train's shipment intact in the hope of selling it later.

## Notes

1. ↑ Source for the description: Erion's first appearance as he enters Rail Care, in ep. 7.
2. ↑ Source for the description: Erion's first appearance as he enters Rail Care, in ep. 7.
3. ↑ Source: ep. 9.
Fortune Pickaxe

The Fortune Pickaxe is an upgraded version of the Lucky Pickaxe and appears as a golden pickaxe. It gives +500% mining fortune and has a mining speed of 350. It has a breaking level of 5, meaning it can break any ore. Its crafting recipe is unlocked at Gold XI.

## Crafting

It can be crafted with a Lucky Pickaxe surrounded by 8 stacks of enchanted gold blocks.
The Dream

The Dream is

> *a collective unconscious world shared, created and experienced by all those who sleep in Sayrem; though we go here every night, little is known about how it functions; though there are a gifted few who can manipulate this space — Weavers, we call them — and each night, at midnight, the Ministry of Rest, who is here to ensure we have a restful night's sleep, employs their Weavers to send us the Midnight Message — their empty words and propaganda.*
>
>

The average person is subject to the the whims of those who can manipulate the Dream and normally experiences what the Weavers at the Ministry of Rest are wont to do. Weavers such as Pashmina Myron, however, can resist the pressure of the Ministry of Rest's Dream and adjust the area around them. During her first night at Rail Care, as she explores the area around the office she keeps in her own dream, Pashmina senses *an untrained, young, very inexperienced Weaver somewhere in Five Irons* and sees how Vee and The Professor are affected.

> *that night, they and many others in Five Irons did not experience the Midnight Message; rather, it was something ... stranger, much more dreamlike, anxious and surreal.*
>
>

The Ministry of Rest keeps tight control on the Dream and will have the Vanguard look through every house if a Weaver's actions threaten it because, according to Pashmina:

> I*t's very easy to make the Dream unwoven if you don't know what you're doing. Imagine that you're making ... you're using a loom and, every time you loom, you're putting a new thread through, and you're switching it, and you're kind of making a picture; now, the dreams, as we know, are made by the Ministry of Rest, and all of them together each have their own spindles, and their own tools, and together they make a glorious tapestry thanks to the king. However, pockets of that tapestry can become unwoven, simply because a very young dreamweaver goes out at it with no skill. Imagine taking a pair of scissors to one section of the tapestry; you cut string, everything becomes undone.*
>
>

The Dream doesn't extend beyond Sayrem, the consequence of which Erion, a Sleeper who spends a lot of time out of Sayrem discusses with Vee:

"The weirdest past about being the city," Erion reckons, "is the Dream stops". To which Vee replies: "It's strange when it's just me in my head." And Erion adds: "I almost miss it, even that damn Midnight Message."

## Notes

1. ↑ Source: ep. 1.
2. ↑ Adapted from ep. 1.
3. ↑ Source: ep. 1.
4. ↑ Source: ep. 1.
5. ↑ Source for this scene: ep. 9.
Solo-Dungeons

The rooms in this dungeon are the same as regular dungeons, the diffrence is in the fact that doors require a specific challenge to be completed. The challenges to open these doors doesn't have to be in dungeons, it can also be outside of it. There are no wither doors in this type of dungeon, this way you dont know which way blood room is and might make it more interesting.

This is a dungeon based on the dungeons we know but with some changes:

1. This is a solo-dungeon, its just you.
2. Its not time based, you can take all the time you need.
3. And you can join and leave anytime you want.
4. All the rooms are seperated by doors, not only the doors to get to blood room.

## Themed Rooms

Every floor contains 2 ‘themed’ rooms, the inside of these rooms is based on what kind of solo dungeon you entered.

1. Exporation rooms: These rooms are 4x4 rooms with 10 secrets inside them, all 10 secrets have to be found to complete the room.
2. Semi-Boss room:
	1. One of these contains one of every possible mini-bosses of that floor. *For example: Floor 3 would contain one of every type of Lost Adventurer, a Angry Archeologist and a Shadow Assasin.*
	2. The other one contains the boss of the previous floor. *For example: Floor 3 would contain Scarf and his undeads.*
3. Puzzle Room: These contain a much more difficult version of the regular puzzles.
Sun Blade

The Sun Blade is an endgame weapon and has a legendary rarity. It deals 325 damage and has 120 strength. It can be obtained through crafting. Since it requires the Moon Striker to craft and extra, it usually costs around 70 - 80 million coins on auction house.

## Crafting

It can be crafted with a Moon Striker surrounded by 8 stacks of Compact Enchanted Endstone in a crafting table.

### \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

It can be used to craft Solar's Edge when surrounded with L.A.S.R's eye.

## Original Page

https://lmnyx.github.io/hypixel-skyblock-item-generator/?no\_controls=1&name=Sun%20Blade&strength=120&damage=325&crit=75&critdmg=50&itemability\_name=Great%20Aurora&itemability\_desc=Lights%20all%20enemies%20within%20a%205%20block%20radius%20on%20fire%2C%20Gives%20you%20fire%20resistance%20and%20night%20vision%20for%20a%20short%20amount%20of%20time&itemability\_mana=55&itemability\_cooldown=30&rmb\_display=1&descwhole=You%20are%20not%20effected%20by%20slowness%20or%20blindness%20while%20holding%20this%20weapon.&rarity=4&ico=furf%2Fprismarine\_blade&atk=50

## Ability

### Ability

Lights all enemies in a 5 block radius on fire, Gives you fire resistance and night vision for a short amount of time.