recursal/Fanatic-Fandom huggingface dataset:
Candies and Delicacies Across Oustomia

## Ohanakoku

While based heavily upon the Shengese Culture, Ohanakoku hasn't fallen far from the tree(at) when it comes to it's sweet sweets.

.

### Amezaiku

Amezaiku are delicacies that are made by professional sculptors looking to join the candy industry. They are crafted to resemble animals and given out like the average lollipop. These lollipops often use flavored dyes to enhance the sweetness, as the sticky and clear material used to create the base for the lollipop is not as sweet as it could be!

.

## Candies and Delicacies Across Oustomia

Average Caffeinated Jelly (Coffee Flavored)

While some might not like the bitterness of drinking a cup of coffee every morning morning, fear no longer, as Ohanakoku has figured a way to freeze the caffeine into jelly and add chocolate. These typed of Jellies also come in a multitude of flavors for those that don't crave coffee in the morning, they have the delicate peach, and the vicious pineapple flavored energy infused jellies for your consumption!

.

.

.

.

.

.

.

.

.

## Candies and Delicacies Across Oustomia

Ice Cream Mochi

A new treat developed by the work of creameries and farmers looking for a new business in Ginkuto, this form of treat comes in iced form and can also be used in soups, filled with sweet paste! Ask any of the inhabitants of Ginkuto, and they'll likely know about Mochi. Mochi ice cream is made from a few simple ingredients you can get anywhere, and the recipe is no secret, as vendors all around Ginkuto have begun to make their own forms, so go out and try them all.

.

.

## Lebenreich

Having their own culture as a religious and worshipful country, wine is used in many traditions. When used in recreational manner, it is often paired with the exquisite dark chocolates and the sugared jelly delights.

.

## Candies and Delicacies Across Oustomia

Lebenreich's Traditional Grapes & Wine (Available on Market)

### Red Wine

As stated above, this red wine is used in some religious ceremonies in Lebenreich, however it can also be used at feasts in order to attract people to taste a famous wine of the world. For those out there that are fans of baking, or cooking with wines, Lebenreich is the place to go for the red variety.

.

.

.

.

## Yoku (Pre-Destruction)

With a similar culture to Ohanakoku, Yoku was a branch off into a more dangerous approach to sweets, having much of what Ohanakoku offers, but for the adult audience out there. Their most notable items being alcoholic chocolates, and ice creams.

.
Anthony L. Gaylord

## History

Born in a small hamlet east of Haven Anthony had no birthrights. No land, no promise of money in his future, and no business to call his own. Anthony was a poor orphan boy plain and simple with only a lousy last name on his list of possessions.

## Personality

With a ego as large as his Anthony wont let a opportunity to brag about anything slip through his grasp. He probably doesnt even realize why he does it but it could be assumed to probably stem from a need to be important or relevant that he lacked in his childhood. When he fails at something he is quick to push the blame or think up a quick lie to get the attention away from himself.
Chihiro Hisakawa

## History

Chihiro Hisakawa was but a boy when his family fled from the lands of Sheng, forming just a handful of the numerous refugees that eventually formed the Ohanakoku Shengese People's Protectorate. He remembers his homeland, the rolling hills and quaint buildings of his village, but has long since accepted that they are no longer his place in the world. The family settled not far from the country's coastline, where eventually they found peace from the death and destruction wrought by the Oni Emperor.

Unfortunately, teens will be teens. All of Chihiro's siblings went through rough patches during their upbringing during which they rebelled against their parents, but Chihiro himself had it the worst of all of them. He slacked off from his tasks and despite his not-inconsiderable intelligence, spent most of his classes lazing outside in a field. Things didn't get better when the young man gained a taste for alcohol, spending many nights in the tavern, drinking his allowance away. For a long time, he didn't have to fear interference from his parents, as they were far too sure that the problem would "figure itself out" in time.

Of course, such attitudes cannot last forever. When Ohanakoku reclaimed the pirate's bay once known as Booty Bay and rebuilt it into the town of Kaikin, the family moved there to assist in building up the new town. Not long after, a new commander took over the fort there, and before long the town guard consisted of Ohanan guards and adventurer-trained martial ascetics. Chihiro had shown hints of psychic magic in the past, and his parents figured that if he didn't want to work and he didn't want to study, he could either become a soldier or wait until they scrapped his name off their wills.

Forced into service by circumstance, Chihiro is unmotivated, rebellious and drunk, but at the same time a competitive fire in his chest is forcing him to prove he's not just some worthless youth. Like many of the people of Kaikin he has dedicated his faith to the hero-worship of Zhi Wildmane.

## Appearance

Go more in-depth with your appearance than the Physical Description section of the infobox and pictures allow.

## Friends

List your friends. Maybe tell why they are your friend.

## Enemies

List your enemies. Maybe tell why they are your enemy.

## Aspirations

What do you hope to accomplish in this world?
Ebreith Paiyori

Daughter of Ghost Eclipse and Quill Paiyori, this wild child was raised in an timeplane which sped her growth along with her brother's. She is an heir to kingdim of Lasune and currently works as the Marshal Enforcer.

## Dread Rose

When she and her brother announced their plans to be adventurers, Ghost decided to give them both a gift. Ah inheritance. Eiden choose a sword, Ebreith, her mother's armor. But they had to have changes made. Ghost brought them to Iskander, a master blacksmith. Eiden's longsword was reforged to a katana. The following day Ghost brought Ebreith and the armor.

Only that was not all Iskander intended to do for the girl.There - freshly forged- was a katana of her own. Made of dread talons. She named the blade Dread Rose and took it as the symbol for her royal blood.
Arcturia Sector

The Arcturia Sector is the primary sector of space from which the Starjammer Setting of Oustomia takes place. It is a large, vast section of space with a good number of planets in it's midst. The Arcturia Sector is the most well populated of the five sectors in the area, and is primarily dominated by the **Egronian Empire** and the **O'Kibo Star Empire**.

## Geography

The Arcturia Sector has the largest amount of populated planets compared to it's neighboring discovered sectors, with the exception of the **Frontier Sector**, but considering the danger of the Frontier Sector, and how little exploration has been done in that sector, it isn't surprising. In the West Quadrant is the Kingdom of Egron, which controls the most planets, and is home to two city planets, and a Forge World, as well as home to the **Radroth Wormhole**, an unexplored Wormhole, and the **Demon's Fist Nebula**, an extremely dangerous location that is home is a large number of dangerous creatures and beings. Rumors abound of the Nebula, and the planet within, **Demon's Fist**, but very little concrete information is able to be gleaned.

The Northern Quadrant is home to the O'Kibo Star Empire, which has a smaller amount of planets, but serves as a powerful ally to the Kingdom of Egron. In the Northeastern Quadrant is the largest asteroid field in the sector, **The Expanse**, an enormous and very popular asteroid field that calls miners to it like a siren's call, for within the Asteroid Field are a number of pirate stations and rumors of Pirate Fleets.

Most of the unclaimed planets within the Sector have some sort of civilization or presence, although some are considered protected worlds due to indigenous life located on the planet's surface.
Arkay Agrithoa

## History

Raised a simple man in the lands of Egron, he slowly earned his way up to get his starter equipment for striking out on an adventure life. His younger sister shortly followed after him to stay with her older brother whose ambition knew no bounds. Early into their journey they happened upon a wounded hobgoblin that they took in and learned that she was exiled and abandon by her kin. Accepting her into their ranks they started pooling money to begin an exploration service to search the lands for rare components and resources. On their first expedition they found a small boy with dog ears. He was a stray dog henge lost and all alone with no parents or family and barely able to talk. Arkay gave him a name and welcomed him into the group. With the 4 of them they set out and became the explorers guild.

## Appearance

A human of above average height, always shining with a smile and adorned with jewelry, He generally wears finer clothes that are lined with leather for protection so that he can appear well dressed even in a fight. Generally he carries most of his weapons on him in case a fight breaks out.

## Personality

A generally positive guy who encourages those around him to do their best and keep fighting against all odds.

## Friends

Maral

Senia Argithoa

Spike

## Enemies

Those who would disrupt trade and exploration.
Adrien Brewell

*Andrew (AKA Kit) Really likes witches. Why? He doesn't know. I think he just likes the idea of witches (which I would know because I am Andrew). Anyway, he made another and he's determined to not let this one die stupidly, but anything is possible with Andrew (Believe me. Because I am Andrew, I know.)*
Durvinahil

"My curse is a raging storm that consumes me."

## History

Durvinahil is the vengeful ghost of a great wyrm spellweave dragon. He claims that he taught Maloglash magic, and in turn was betrayed and killed by him. He also claims that the necromancer took his mate as an undead minion. His driving goals are to free his mate from undeath and visit vengeance upon his nemesis.

The chance came when Miyuki finds the location of his mate via. divination. Even though it was obviously a trap. A group of heroes decide to invade the dracolich's lair. There, they find a group of necromancers laying in wait for them, and after a fierce battle, they manage to destroy the physical form of the dracolich. But one of the necromancers was waiting for the right moment to get close to Durvinahil's ghost and traps him in a soul gem, then disappearing. The heroes did manage to find the phylactery of the dracolich and put the undead to rest.

Several months later, after Haven authorities trace a traitor to his hideout, another group of heroes assault a different lair where they find the soul gem of Durvinahil being used to corrupt and create several powerful cataclysmic dragons. They end the plot and break the gem, freeing the dragon's soul. Miyuki brings the soul back to the dragon ancestor temple in Calmera, meeting Durvinavil's grand daughter and finally putting the ghost dragon to rest.

## Appearance

When manifested, he appears to be a ghostly spellweave dragon with a powerful blue aura of magic surrounding him.

## Friends

Miyuki - Currently possessing her and quietly waiting for a chance to exact his vengeance.

## Aspirations

Free his mate from undead servitude, kill Maloglash.
Durtheki Tribe

The Durtheki are a race of nomadic halflings that roam the wastelands of Iakresh.

## History

Little is known to outsiders about the Durtheki tribe, except that they are nomadic, and they hunt other races on the planet of Iakresh. Anthropologists that come upon the remains of a passing Durtheki tribe often finds gnawed bones and other remains of sentient creatures unfortunate enough to fall prey to their hunting. What is more interesting is that they also find remains of what appears to be halflings of the Durtheki tribe, eaten in the same way, making the tribal halflings cannibals. On the few occasions someone survives the Durtheki to tell their tale, they speak of master hunters and spirit magic. It is almost certain that spiritual magic and spiritualism is core to the Durtheki culture. Many of their artifacts are spirit totems and primitive weapons made strong by infusing it with spirits.

## Geography

The tribes roam the less habitable lands of Iakresh, wastelands, steppes, and choking jungles. They never stay long in one place, roaming from watering hole to muddy streams, always covering their tracks expertly.

## People

The tribes of Durtheki are exclusively halfling. They rarely have contact with the outside world except when hunting and eating them. They usually stay away from well armed settlements, preferring to find their prey roaming into their terrain. The tribal language includes clicks and calls that sound like a part of the natural surroundings.

## Military

Although primitive and split into roaming tribes, the Durtheki are a force to be reckoned with when in their own terrain. They set deadly traps that even the best scouts fail to recognize, and enhance their weapons and bodies with spiritual magic. All Durtheki learn to hunt and fight from a very young age, and many are expert warriors before they reach adulthood.
Adriel

*"Every emotion, even the bad ones. They're the reasons why I fell... and for years I've thought of nothing else but my redemption. But there's only one thing that matters; the protection of those who would otherwise fall without my aid." - Adriel*

### Sheet

https://www.myth-weavers.com/sheet.html#id=1610588

## Character Information

### Class

Cleric↪ Merciful Healer

Bard

↪ Solacer
Caluna

Caluna is a city-state on the island of Caluna. It is primarily known for being a magical academy, the entire city acting as one, enormous school for all kinds of magic - divine, psychic and arcane are all welcome.

## History

Caluna was formed on Pharast the 18th, Year 1002, by a small Council of various magic users, and the Headmistress, an enigmatic, knowledgeable Teln Elven woman who teleported an enormous **Spire of Teln** to the island of Caluna, and landed it, so that it could act as the central spire of the newly formed Magical Kingdom.

Caluna immediately went to work forming teleportation circles with the cities of Jiyu, and Osirian, and allows active connections from multiple other cities, if they so desire. It projects itself as an open school, with equally open minds. So long as one does not cause trouble within the school itself, anyone is allowed if they have an interest in learning and knowledge.

## Geography

Caluna is located on the Island of Caluna, which is located in the Northeastern sea. It is a fairly large island that serves as the seat of Caluna's 'power'. It was chosen for it's relative safety, and seclusion, in comparison with other Kingdoms. The city itself is large, with an enormous waterfront, and a number of areas for schooling and teaching of students of young, and old ages.

## Inhabitants

The people of Caluna vary widely, and are incredibly diverse - so long as you have a knowledge of arcane magic, you are perfectly allowed within the walls of it's universities and schools. That being said, many of it's inhabitants are elves of various kinds - primarily High and Teln elves - as well as a large number of Humans. Gnomes, Halflings, and Dwarves all find easy representation within the city.

## Military

Caluna has little to no military to speak of. Their defense comes in the form of Constructs who serve as the cities guardians. Golems are particularly favored, and the golems of Caluna seem to be bestowed with an almost unnatural intelligence. They are favored due to their ability to resist magic, and thus, handle any uppity mages, clerics or psychics who may be causing trouble.

## Religion, Magic & Technology

### Religion

Religion is fairly common place, as the city teaches Divine, Arcane and Psychic all together. Therefore, many shrines to many different deities are found within the university, and students are free to worship whom they desire. The most common deity, of course, is Nethys, for he is the patron of all arcane magic.

### Magic

Naturally, magic is incredibly common place within Caluna. It permeates the very air within the city. Arcane magic is the most commonplace, however, divine and psychic also have teachers and students alike within the city. Magic is used for almost everything; growing food, distributing water to various parts of the city, cleaning duties, and other such things.

### Technology

Surprisingly, technology even has it's place within Caluna. Some students dabble in technology, and even look for ways to combine the two magics, and there are even classes for crafting, and combining magic and technology together, although they are attended by few.
Cherufe Prime

Cherufe Prime is a continent on the **Oustomia** planet. It is a hostile, extremely hot jungle continent. It is primarily populated by the Cherufe race.(found within the Skybourne Player's Guide)

## Geography

Cherufe Prime is almost entirely one enormous, inactive volcano. The continent is made up of one singular land mass, with several smaller islands and areas within the oceans. Due to this, the continent is extremely hot, unbearably so for most creatures from temperate worlds, but easily adaptable.

Thanks to this heat and the fertile ground where the volcano had previously wiped the slate clean, the continent evolved into one enormous jungle continent. The enormous jungle is only occasionally broken up by hot marshes, rocky deserts or the center of the volcano itself, which is known as an enormous crater.

## Weather

The weather of Cherufe Prime is typically sweltering hot, or pouring down rain. The only time it gets cold is in the farthermost reaches of the north, where few creatures dwell in the first place. There is also one enormous storm that roams across the continent, and some creatures are nomadic and remain behind the storm at all times.

## Inhabitants

Thanks to it's name, the primary inhabitants of the continent are known as the **Cherufe**. Enormous, reptilian lizard creatures. It is home to these powerful creatures, as well as a number of humans and elves, who are hunted down and devoured by the Cherufe. Aside from that, the entire continent is home to a large number of dinosaurs and other reptilian creatures that dwell within it's jungles.

## Mechanics

Cherufe is a very hostile continent, and requires one to cast Endure Elements on themselves for the duration of their stay, unless they are immune or resistant to fire. If one dwells on the continent for a week without leaving, they become acclimated to the climate and no longer need Endure Elements. If they leave for a week or more, they lose this ability.
Asteria Foster

*WiP*

## History

The backstory of your character or something like that.

## Appearance

Go more in-depth with your appearance than the Physical Description section of the infobox and pictures allow.

## Friends

List your friends. Maybe tell why they are your friend.

## Enemies

List your enemies. Maybe tell why they are your enemy.

## Aspirations

What do you hope to accomplish in this world?
Alice Fortuna Mayra

Alice Fortuna Mayra, Alice for short, is the daughter of Octavius Liberalis Arcturius.

## History

The backstory of your character or something like that.

## Appearance

Go more in-depth with your appearance than the Physical Description section of the infobox and pictures allow.

## Friends

List your friends. Maybe tell why they are your friend.

## Enemies

List your enemies. Maybe tell why they are your enemy.

## Aspirations

What do you hope to accomplish in this world?
Daleah

Daleah is a Lawful Evil town in the southern end of the Kingdom of Amaria.

## History

Daleah's history is fairly unimpressive; it is a well-known military town where a significant amount of Luperion's most elite warriors are trained. Governor-Imperator Kerinax also considers sea combat as cowardly, and has significant dislike of undead. With the recent war, he has been participating heavily in combat against the Undead and frequently makes attacks on their camps and flanks.

## Geography

The geography of Daleah is fairly basic, with The Red Waterway to the south, they have a clear way to Luperion from the North, and use the vast fields and hills in the North to train their soldiers. They also frequently have excursions into The Savage Jungle as training exercises for their troops.
Arima Shou

"Hmm!Oh! you wish to speak to me, please, be my guest!"

Arima is a character in Pathfinder, a wandering Shaman offering his aid to those who desire it. Soft-spoken with a hint of mischief, he set out in hopes of bettering the lives of those who could deserved better. Has a strong sweet tooth, (But he won't ever say it out loud)
Bloodclaw Tribe

The Bloodclaw Tribe is a minor nation of Lizardfolk in **Shengming de Yaolan**.

## History

The Bloodclaw Tribe is a minor nation in Shengming de Yaolan, made up exclusively of Lizardfolk. During the Golden Age of Peace within Shengming de Yaolan, the Bloodclaw Tribe was pushed back to the Bloodclaw Marshes, a couple hundred mile stretch of land that they inhabited and held closely. The Shengese never tried to wipe them out due to the losses they'd no doubt receive in hunting Lizardfolk in their natural habitat.

During the Kuchiku-Chishiki War, the Bloodclaw Tribe left their natural lands and raided any supply caravans that passed within a hundred miles of their territory, or simply sold themselves as mercenaries to the Kuchiku Clan, although they held no loyalty to the Oni clan. They were well known for their battle prowess and their physical strength, but often lacked the ability to deal with spellcasters - which was usually where the Kuchiku Clan filled in.

## Geography

The Bloodclaw Tribe inhabits the Bloodclaw Marsh, a large, deadly, parasite, disease ridden swamp where the hostile lizardfolk are the least of your worries.

The Bloodclaw Marsh has three different Lizardfolk villages - The Scalebound Tribe, The Irontail Tribe and Bloodclaw Prime. The Bloodclaw Tribe rules over the other two with an iron fist, although their bond has been so tight over many hundreds of years, rebellion is hardly a thought anymore.

## Inhabitants

The Bloodclaw Tribe is exclusively filled with Lizardfolk, but they do occasionally take slaves for labor or consumption.

## Military

Bloodclaw Tribe members are trained from an early age. As soon as they reach sexual maturity, their men are sent into the marsh and must bring back a crocodile - the bigger the croc, the more prestige they gain. There is often fierce competition for the biggest croc in the marsh, and fights often erupt over whom will claim it. Even after this coming of age ceremony, they continue to fight for dominance amongst themselves. This makes for a tribe of deadly, hungry, hostile Lizardfolk always looking for a kill.
Arthur Hollister

*"One day, I'm gonna be a wizard beyond compare... transmuting frowns into smiles and making wickedness disappear."* -Arthur Hollister.

**Arthur Martin Hollister** is a geokineticist currently adventuring in Shengming de Yaolin.

## History

The son of two ambitious wizards, Arthur was trained from an early age to be the next in a long tradition of magic-users. Unfortunately for his parents (and for him), Arthur was thoroughly without any sort of magical talent. Though he was capable of psychic manipulation of the earth, this was not enough for him. Arthur was determined to become an arcane spellcaster, like his parents were.

Though their various connections, Arthur's parents managed to enroll him into a prestigious magician's college. Despite trying his utmost and studying diligently, Arthur flunked out of mage's school after only one semester. Embarrassed and unwilling to face his mother and father, Arthur left Oustomia and joined the second wave of adventurers bound for Sheng.

While knowing he has zero talent at arcane spellcasting and absolutely no prospects of ever becoming a wizard, Arthur is still unwilling to let his dream go, and is determined to become a powerful geokineticist that can shape the world... literally.

## Appearance

Tall, of average build, and robust. Like most kineticists, Arthur is a healthy fellow; he has to be, to channel the raw power of the earth. He is not much of one for fine grooming; while he bathes and showers, he rarely brushes his hair, and doesn't seem to mind wearing dirt-sullied clothes. Despite this proclivity, he wears dark blue and/or black-colored clothing as a way to help hide the many dirt scuffs he gets while plying his craft. When in battle, he wears a tarnished, beaten-up breastplate.

## Personality

Arthur is your typical mercenary at first blush: concerned with good booze, good food,  and the best difficulty-to-pay ratio work he can find. He tries to hide his inferiority complex, but he's not the best liar; at heart, Arthur is enslaved to his own feelings of inadequacy, and pushes himself too hard to try and overcome them. This can lead to him coming off as overconfident, especially in combat, where he forces himself to perform harder than the rest of his group so as to appear extra competent.

## Friends

A loner by habit: Arthur has no issue with making friends, but prefers the company of animals to that of other people. His most faithful companion is his trained wolfdog, Iwa.

## Enemies

Nobody is mad at Arthur; just disappointed.

## Aspirations

Arthur wants nothing less in life than to be an actual wizard, and to have the respect of his magical peers for his acts of wizardry.
Deceased or Altered 1PP NPC's

**This page catalogs NPC's and deities from Golarion lore that would normally be expected to exist in Oustomia but have had major shifts or death occur.**

## Pharasma (Deceased)

During the finale of chapter 3, Pharasma was slain by Maloglash. Her role was taken up by The Raven/The Dragon as a joint effort between the two deities, who ascended to full deities in the process.

## Abraxas (Deceased)

During chapter 5, the Warden of Twilight lead an effort to slay Abraxas to prevent him from ever using the final incantation, consuming him after the defeat. The battle was a major event which momentarily turned off magic, causing a number of disasters.

## Count Ranalc and Nyrissa (Adjusted)

Due to The Witch of Superstition's actions collecting and returning Briar to Nyrissa, Count Ranalc has been able to return, and Nyrissa has regained her emotions, though both have remained largely inactive regardless.

## Yig (Banished)

After an effort lead by Scharp Thompson, Yig was banished via an Elder Sign, and is currently unable or unlikely to return to this world for the foreseeable future.
Aria Von Zephyr

## History

Aria was born in Amaria, her mother a human, and her father a sylph. Raised in a small, secluded wizard's tower, Aria wasn't allowed much interaction outside of the family. For a majority of her life, she was kept fairly hidden -- and taught to be ashamed of her heritage as a sylph. This overly cautious attitude lead her to, publicly, have to claim her half-great-nephew to be her father.

Aria's family was, as well, highly traditional. Strongly pushing her to learn the ways of wizardry, and attempting to isolate her from other interests. She often grew bored, and attempted to sneak out. But without fail, she was always caught fairly quickly.

Keen on shortcuts, Aria focused her talents towards mastering her heritage, through the ways of a kineticist. Not far from magic, in many respects, she was able to at least calm her family to an extent. However, it had never been enough for them.

Eventually, she found herself running away, quietly slipping through Luperion and eventually making the trip to Remes, in hopes of distancing herself from her family, and making her own name for herself.

## Appearance

Well, the image (provided it even lets me post the damn thing) has a gun she doesn't... Originally, this image was for a version of her in Oldstomia, which did. Her clothing in general is probably a fair bit looser, as she likes light, loose fitting clothing more than not.

## Personality

Typically fairly quick to drift off, and quick to flick her temper. Though also fairly excitable when observing innovative machinery.

## Friends

Olive - A smol bean she's been on a number of adventures with. Olive has made a few pieces of clothing for her, which Aria likes very much.

## Enemies

She has a moderate dislike for her direct family.

## Aspirations

She still feels as though something is missing in her life. For now, her main goal is trying to grasp what that something is.
Archaea, the Whimsical One

*This page will be updated as characters learn more information about Archaea.*

## History

Archaea's name first appeared in history a few centuries ago, somewhere between three and four, and from then until about a century ago has been known as both a dragon and a humanoid woman, but is always incredibly whimsical and arbitrary. Sometimes she plays the hero, and others she's simply an onlooker, but it's rare that she's the villian unless an individual manages to upset her in a rather extreme manner.

Rumors state that she's part of a secretive 'council' of dragons which spans all sorts of draconic creature, the non-evil portion of which returned to Sheng in the wake of the war against the Oni Emperor. As she has no particular leaning towards either side of the spectrum, being a neutral creature(albeit chaotic neutral), Archaea tends to be a messenger for the council and rarely fights herself, unless attacked.

## Appearance

Most commonly seen in her human form, Archaea stands at about six feet tall but otherwise has a reasonably normal form. With pure white hair adorned with a pair of bright blue horns poking from either side of her head and matching eyes, she's quite easily noticed among a crowd, even if one doesn't take into account her dress. Speaking of, her attire consists of what can only be described as a battledress, a bright blue armored gown that covers most of her form, a series of belts around the forearms and waist, where a single katana hangs.

## Personality

Whenever she's seen, Archaea is known to be seemingly random in her actions, though she is usually willing to share information with people that she finds amusing or that are willing to talk to her, due to rarely having many interactions with people. In terms of mannerisms, the thing that stays the same despite all of her guises is that she will always refer to herself as 'We', though the reason for such a thing is entirely unknown.
Argael Darby

*Argael is one of Ground Man's great characters! He's great! We swear!*

*"I don't philosophize, it's not in my blood. I have a simple creed; if you break that simple social contract that keeps our civilized society going... I'll find you. And you'll wish you hadn't." -Argael Darby*

**Argael Daniel Darby** is a criminal profiler and guardman serving the city-state of Rike. He is in Iakresh hunting a notorious serial killer.

## History

Argael's past is a bit of an enigma; what is known is that he has a reputation for being a meticulous, procedural style of copper, specializing in the successful apprehension of serial murderers. Like most in the city of Rike, Argael has connections to one of Rike's powerful political (some might say 'criminal') families; in his case, the Spades.

After being contracted by a mysterious individual, Argael has come to the new world to seek a notorious Faladorian serial killer.

## Appearance

Argael is tall, unassuming in build and frame. He is often found wearing a brown coat, with boots and trousers to match. He is often seen wearing a long, green, slightly nattered scarf; his shirt choice tend to compliment this scarf whenever possible. Argael carries many vials of alchemical elixirs and potions on his person, in sacks, on his belt, in bandoleers - anywhere he can make them fit. He carries a heirloom elven rapier that he has taken to calling Pierce; whether this is a namesake weapon or simply one with a clever affectation has yet to be made clear.

Argael is a notorious smoker, and is never found without cigarettes and tindertwigs on hand.

## Personality

Argael is content to remain innominate. He is wary of accepting too much kudos for his deeds, preferring to be just another face in the crowd. He is a serious sort, though he is not above display wry humor at times.

## Friends

Even amongst his fellow Spades and Rikan guards, Argael keeps few friends.

## Enemies

Every serial killer he has ever hunted and/or put away would love to see Argael dead.

## Aspirations

Argael is currently searching for the Butcher of Falador, with the intent to put them behind bars.
Astra Corvin

Astra is a character played by Karel.

## Personality

Astra is relatively warm and outgoing, and somewhat easily provoked, with a lion-like temper and a desire to do good, a combination that will keep her from ever staying quiet in the face of adversity.

Whilst Astra is the hyperactive one of the Pair, Leif is a lot more calm and collected, and mostly bored. Being a trusty drakken steed, he's always at his charge's side.

## History

WIP

Astra is a village girl turned knight-errant that grew up in the south eastern outskirts of Haven, near eastmere. The result of her father's 'one night fling' with a beautiful elven traveler whom she has yet to meet.

## Enemies

The River King - A foul frog-like monster she met during her first journey into Iakresh. Astra was forced to let this mean frog thing live on, with his corpse and soul devouring ways. But she won't let him win for long. No, She will find him, and vanquish him.

## Aspirations

Astra wants to help those in need, and protect those that need protecting, like the knights of stories and myths. Even if her goal is rather optimistic and gullible.
AWOL

*"This one was not designed to be where it is. For this reason this one took the designation AWOL, as this one finds it the most appropriate."*

- AWOL

## History

Factories on Arcturia Prime rarely employ living workers, instead utilizing construct automatons like the Ironborn. Many of these machines are created to simple forge parts, giving a base level intelligence to do so. Machine beings that endlessly tire away to mass produce goods. Many just stare at their work, following their perfect recipe for the part they were designed to produce. But on occasion these automatons have thoughts, beyond their directives.

One such factory device stared particularly long at the objects of its work, and to its surprise, it could will it to move with its mind. At first this ability was only applied to improving efficiency, using its mind to use multiple tools at once. Then its thoughts lingered on what it could create the more it improved its ability. The more its mind wandered on what it could do, the more it realized it could not achieve anything where it was.

The Ironborn escaped its factory, and while chased by factory security it heard it be referred to an AWOL constructor. Taking the name AWOL, the machine fled into junk yards to hide. Having escaped, AWOL searched the yards for assistance, finding a trashed Kite ship. Using its skill and long hours, it repaired the vessel and was ready to start its adventure to expand its capabilities.

## Appearance

AWOL is a hunk of grey metal, a construct that stands tall. Its base form is akin to a metallic skeleton, which is the standardized chassis for construction Ironborn. However as a factory designated automaton, AWOL was outfitted with heavy plating to prevent damage in the dangerous factory setting. Its eyes glow faintly red to show signs of 'life'.

## Personality

Little to no expression of emotion, curious and actively seeks to expand knowledge, constant hunger to self improve physically and mentally.

## Aspirations

To reach the limit of what it is ultimately capable of.
Kriger Tribe

## Overview

The Kriger tribe has been around since the first tribes walked the world gaining much renown in it's youth, they lost alot of men in the first orc war and were pushed further back than many other tribes due to there head strong attitude which gave them few allies within the other tribes, the have since wandered as a nomadic tribe trying to bring honour and respect back to the tribe.

## History

One of the oldest Tribes the Krigers grew to fame in the first orc war until the other tribes left them in a dark battle and they were pushed back into Gozrehs pool.

the second orc war was a minor event in the tribes history still realing from the cost of the first orc war they had trouble keeping there numbers up and raiding for respect, honour and coin, they dwindeled much past the second orc war refusing the gifts of magic in any form trusting in the earth and forces of nature more than the wickadness of the arcane.

in the year 965 the great warchief Durzub was born taking the mantle of warchief at the young age of 19 he brought some honour back to his tribes name raiding hard and taking up piracey as a minor endevour until the fated day in 990 a privateer had them cornered, they fought valiantly sinking the privateer but takeing too much damage to continue. What was left of the tribe took to shore morning the passing of there warchief they claimed the only salvageable part of the ship left and carried it home to his mate and sons.

the year 1000 and the new Warchief after many years fighting in the galdiator pits stood to take his fathers mantle, a tribe without a warchief for several long years rejoiced at the prospect of this pit champion riseing up to lead them with his favoured weapon 'The Anchor of Nulgreth' the last remaining piece of his fathers ship he had enchanted with the winning in the years he had fought in the pits, the tribe was his and he promised to bring with him the honour and glory allready atuned to his name Warchief BOSCO.....

## Warcamp

The newly formed warcamp of the Kriger tribe is not large but big enough and well defended what was once a small tribe is flurishing and now claims over 50 orc warriors including several Black orcs of the original tribe.

## Goals

There is only one goal in the tribe restoring the name into good graces through war rainding and fighting to gain honour and respect amongst the other orcs so they once again remember the name Kriger

## Structure

Warchief Bosco leads the tribe with several advicers :-

His brother Barbosa (drill sargent/military advisor)

An oversized goblin priest named Takei (religious/military advisor)

A smaller goblin crossbowman named Turgut (leader of the ranged division)

and a pair of drow siblings *Volundeil & Firyin (not much is known about the pair)*
Cretin

## History

CR3T1N is a forgeborn from the planet forgehome in the solar system. He comes from a more advanced society and was involved in a spaceship battle with the thii. The thii defeated the vessel he was on and it crashed into osutomia leaving CR3T1N who was in a cryo pod at the time to wake up at a later point on a alien planet with no information and no weapons besides a cyber blade. The only sense of information he got as too what happened was the AI in the medical wing that was with him when he got out of the pod. The AI inserted itself into the cyber blade and as such is now a companion for CR3T1N in his journey to recreate a space vessel and return to his superiors.

## Appearance

CR3T1N Is what appears to be a human if many of his parts was replaced with materials like adamantine and crystal and darkwood and other such materials. He is not the most pleasant person to look at due to this and is easily seen as not a standard human.

## Personality

CR3T1N is a very hard person to talk too, he is abrasive, rude, condescending, and overall unpleasant to be around as he considers most of the people around him to be lesser humanoids and primitive much like how humans refer to goblins and kobolds. He takes great lengths to work with the law but would sacrifice people with no issues if it was within such law.

## Friends

CR3T1N has no friends, but he has people he respects such as the commanders of the iron wing company of which he is a part arbiter and menroh, and the technicians he has met such as tess and tarill.

## Enemies

Everyone is his enemy until proven otherwise, he is ready to strike down anyone in self defense should they get in the way of his mission.

## Aspirations

CR3T1N's goal is to Return to his home planet and report the existence of the thii as well as osutomia, looking to integrate osutomia into the trade network of the solar system so his planet may profit from its materials. He is looking to do so in any way and has been told by tarill that its possible he could do so by defeating an ancient construct guarding some ruins
Cillico Darkheart

Cillico Darkheart was shunned by all other races. One day 25 years ago Cillico and her family members were captured, confined, kept in a dark room and put into slavery. During their confinement throughout the years all of her family members could not tolerate the abuse and slowly began to pass way. During the dark nights, Cillico remembers the muffled sounds of her sisters and brothers. The sounds of moaning as their captors fists met flesh. As the years passed, day running into day. With very little food and water Cillico's family members began to die. Desperation began to set in, Cillico looked at the rotting carcasses of her family members. She turned to her attention to her brother who had passed away the night before. An entire conversation began to play in her mind could she do it ....no she couldn't.... back and forth like a melody playing softly on a violin. She began to gently to pull on his finger. I have to survive she told herself. She rolled onto her belly and began chewing on his finger. Tears streamed down her face. Only Cillico was strong enough to survive....she was determined to live so she could have her revenge on the people that had imprisoned her family and put them through hell.
Bearry

### Height

He stands up to 9.8 ft tall on its hind legs and be up to 4.9 ft at the shoulder.

## History

Bearry grew up in the Targal Glades. His father Beartholomew was a companion of a druid, whose life was filled with adventure. Bearry was left behind with his brother and sister as they were raised in the Glades of Eden by the druids that resided there.

 With the absence of his father and his master , Bearry has taken the initiative and taken the protector role of the Glade called Eden to ensure the safety of those around him.

## Appearance

Bearry has humped shoulders and an elevated forehead that contributes to a somewhat concave profile. His fur is brownish to buff, and his hairs is usually silver- or pale-tipped to give the grizzled effect for which his race were named after.

He wears a Simple Monk Robe with a few pouches to help distinguish him from other beasts at a first glance.

## Personality

Bearry used to be playful, kind and jolly as he absent mindedly sought honey through the forest, but after being exposed to the truth of the world his hide has hardened. He is no longer the jovial bear he once was and is now quite often solemn.

## Friends

Bearry is a creature of peace and as such he has made friends of the local druids, and of some of the other awakened animals.

Woodsy - His Elven Druid Cohort

Teddy - Bearry's sibling.

Kuma - Bearry's youngest sibling

## Enemies

While Bearry understands that the circle to life and that death is needed for life, unwarranted death cause him upset. Those who would defile his forest and cause harm to his friends and family.

## Aspirations

With wanton magic running rampart, great evil corrupting the world, and even the heavens in turmoils. Bearry has seen the woes of the world and is hopeful in his attempt to undo the damage that has been wrought
Baranya Hawall (5e)

Lady Sir **Baranya Elena Hawall** (born 27 Flamerule, 977) of the Red Fellowship is a Halmarian mercenary seeking work in Haven.

## History

The middle child of a Halmarian soldier and an Egronian merchant, Baranya was brought up in the frozen wastes of Halmar, in the capital city of Sigmundarakr. While most people in Halmar worshiped the Asgardians, her father, Henrik, was a devout Tempuran. Baranya was trained in the art of war since she was ten; possessed with acute military insight and a tenacious warrior spirit, she was a natural fit among the worshipers of Tempus.

When she was sixteen, with the financial support of her mother and the blessing of both her parents, Baranya was allowed to attend an elite military school in Egron, which was sponsored by the Red Fellowship - the clergy of the Red Knight. Now recently graduated, but without a military posting, Baranya seeks to make her way as a soldier of fortune.

## Appearance

Baranya is a fair-skinned woman of average height. More often than not, she is seen wearing a set of red enameled scale mail, with a snow white surcoat with the Red Knight's holy symbol worn over it. At other times, she wears a set of dark red robes. While the Red Fellowship are not forbidden from wearing helmets - unlike their Tempuran brethren - Baranya rarely does so, unless it would give an absolute tactical advantage.

She walks with a slight, but noticeable limp, a remnant of a childhood incident involving falling out of a tree. She requires a custom-made saddle in order to comfortably ride a horse.

## Personality

Baranya sees war as a game, and one to be won as quickly and decisively as possible. The damage and horror of war are not lost on her, but she feels them secondary to the necessity of decisive victories. She is not above lying and mild trickery, so long as it wins the day; ultimately, however, Baranya feels a clean fight provides the most satisfying and conclusive win.

Her search for victory carries over to her personal life - Baranya loves games of all types, but the more skill required, the better. She gravitates to those skill-based challenges even if she is not skilled at them herself; after all, how can you learn without losing once in a while? And ultimately, where is it better to lose: the game parlor, or the battlefield?

## Friends

Baranya has a great respect for any who worship Tempus or the Red Knight, even those who side against her on the battlefield. In the end, she believes, all of them further the cause of the Lord of Battle in a net positive way.

## Enemies

Baranya, like most Halmarians, despises the Northern Orcs, and yearns for the day when Halmar is strong enough to raze Warforge to the ground.

Baranya, like most of the Red Fellowship, despises the followers of Cyric and Garagos, and she will go out of her way to fight them.

## Aspirations

Start a mercenary band and leverage that into a military position somewhere.