recursal/Fanatic-Fandom huggingface dataset:
Empire of Mirthal

The Shield Asimar make their home almost exclusively in the Empire of Mirthal off the rugged and rainy shores of western Larith. The empire is lead by the Emperor, who is selected form the eldest member of the Great Families which is then compressed from several Households. The Empire has existed since ancient times and has only lost to the Great Queen Stoneheart in recorded history. Since this defeat they have limited themselves from waging aggressive wars due to a decree they needed to sign to resolve peace between them and the Gorgons. And for as long as this treaty remains valid they shall stay resolute with this promise.

The Swordborn are a race of living magical items who mostly live under the servitude of the Great Families of Mirthal. Born and raised as weapons to protect and serve the families interest, in war or at home they are feared and respected by all. Those who are not part of a Household, however, are often seen with resentment for being ‘broken’.
Request an OC!

You are interested in requesting your OC after reading several entries on different Kirby OCs. But how?

First, you need a Scratch account and a Kirby OC (obviously).

Secondly, there are two options here:

1. Comment on my Scratch profile *(leogames2016)* and ask if your OC can be on the Wiki.

If I respond (and agree), provide a sprite of your Kirby OC, its gender, age, favorite food, favorite copy ability, powers, and (if voiced) provide the user who voices it, its personality (a short description will do) and your profile icon.

That's it! I will reply with a link to the character
Great Planes

The majority of modern Gorgons live in 7 medium to small tribes on the Great Plains. However this was not always the case as in ancient times they possessed an nation that spread almost over all of Larith. Under the leadership of the Great Queen Stoneheart and her mastery of the earthen elements she possessed the greatest army in recorded history. However when the “Dustfall” spread through the lands she was among the millions who died. The result was that the nation was split amongst her 7 children, this combined with the plague broken and scattered the nation leading to its eventual decline into what it is today.

The 7 Tribes that exist today are the rementents of the 7 children of Queen Stoneheart. Each tribe with their identity and customs, some get along more than others. However all share a united dream (and some say fantasy) of reuniting the tribes and reclaim what had been taken away from
Homebrew Rules

## Exhaustive Fighting

After going down to 0 hit points you are at death's door and even if you get back up from that it's starting to take its toll on your body. Every single time you get up from 0 hit points whether that be through healing or making your death saves you gain 1 level of exhaustion. You are able to get rid of a level of exhaustion every long rest.
Cities and Classifications

The Classification of cities

* Conurbation - consisting of three to ten million people.
* Metropolis – The population is usually one to three million.
* Large city – . The population is <1 million people but over 300,000 people.
* City – The population of a city is between 100,000 and 300,000 people.
* Large town – a large town has a population of 20,000 to 100,000.
* Town – a town has a population of 1,000 to 20,000.
* Village – the average population can range from hundreds to thousands.
* Hamlet – a hamlet has a tiny population (<100) and very few (if any) services, and few buildings
Half-orc

## Half-orc Traits

* **Ability Score Increase:** Your Strength score increases by 2, and your Constitution score increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Menacing:** You gain proficiency in Intimidation.
* **Relentless Endurance:** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
* **Savage Attacks:** When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
* **Languages:** You can speak, read, and write Common and Orc.
Navigation Compass

This thick compass has a complicated set of dials and buttons on its side. In addition to showing the direction of north, southwest, and east, when opened the compass can model the landscape around it in up to a mile in each direction. The compass marks itself with a bright orb in the center. The compass is able to create 'markers' that show up on the map as differently colored orbs if the marker is off the map the orb will appear on the edge of the map in the direction its in while blinking slowly. When activated the compass also produces dim light for 5 ft. around it.
Humans

Humans are one of the oldest of the sentient races to be created and were made in direct response to the creation of the Dwarves, as Duxon the Leader wanted a pool of creatures to form a society. The Humans with all their genericness was the result.

Humans were later used as a template to create the Elves and Orcs and as a result, both can reproduce with Humans to create Half breeds.

Humans in Matiria are relatively rare and where there is one there is usually a community or nation of them. This is because of the Duxon the Leader offering the majority of humans a home in the City Plane of Olimpica.

## Human Traits

* **Ability Score Increase:** Your ability scores each increase by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Languages:** You can speak, read, and write Common and one extra language of your choice.

## Human Sub Races

### Mortus Human

* **Ability Score Increase.** Your Strength score increases by 2, Constitution increases by 2, Dexterity decreased by 1 and Wisdom decreases by 1.
* **Age.** Mortus humans mature and become as old as normal humans.
* **Size.** Your size is Large.
* **Speed.** Your base walking speed is 30 feet.
* **Natural Weapons.** Your fists are natural weapons and do 1d4+STR damage.
* **Improved Fortitude.** When you start the character add +1 to HP. For every level you gain automatically gain another +1.
* **Muscles!.** You are able as a reaction to add 2 to your AC when you would take damage as your muscles stiffen and take the damage.
* **Languages.** You can speak, read, and write Common.
Anglari

## Anglari Traits

* **Ability Score Increase:** Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Languages:** You can speak, read, and write Common and Deep-talk

### Genetic Variety Enhancement

Your body has been altered to incorporate certain animal characteristics. You choose one genetic variety enhancement now and a second enhancement at 5th level. When choosing one at 5th level, you can pick from one of the 5th level enhancements, or one from the list of 1st level enhancements.

#### 1st Level Options

* **Manta Glide:** Your ray-like wings can slow your fall and allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 10 feet horizontally for every 5 foot you descend.
* **Nimble Climber:** You have a climbing speed equal to your walking speed.
* **Underwater Adaptation:** You can breathe air and water, and you have a swimming speed equal to your walking speed.

#### 5th Level Options

* **Grappling Appendages:** You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. Each of these appendages is a natural weapon, which you can use to make unarmed strikes. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment.
* **Carapace:** Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
* **Acid Spit:** As an action, you can spray a stream of acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. This damage increases by 1d10 when you reach 11th and again when you reach 17th level. You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Commander Sevenstops

Commander Sevenstops is a Commander of the Rock-Gnome City-State of Fezz.

### Appearance

He is an older Gnome with a finely crafted beard and moustache. He has gained a bit of weight since his prime and spouts a bit of a beer belly.  On his chest is a golden badge to mark his rank.

### History

He meet the 'Guys' when they were attempting to find the Collon from the old ruins.
Spider Hive

## Webblings

Small, monstrosity

AC 14 (hide armor)

HP 18

Speed 30 ft., climb 30 ft.

 INT
 10 (+0)

**Skills** Athletics +4, Stealth +4

**Perception** darkvision

**Language** Spider-talk

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Sunlight Sensitivity**. While in sunlight, the webbling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

**Web Sense.** While in contact with a web, the webbling knows the exact location of any other creature in contact with the same web.

**Web Walker.** The webbling ignores movement restrictions caused by webbing.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**ACTIONS**

**Multiattack.** The webbling makes three attacks with its daggers.

**Claws**. Melee or Ranged Weapon Attack

+4 to hit, reach 5 ft. one target.

Hit: 1d4+2 piercing damage plus 1d6 poison damage.

## Cave Fisher

Medium, monstrosity

AC 16 (natural armor)

HP 58

Speed 30 ft., climb 30 ft.

 INT
 3 (-4)

**Skills** Perception +2, Stealth +5

**Senses** blindsight 60 ft., passive Perception 12

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Adhesive Filament.** The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher {escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a replacement filament on its next turn.

**Flammable Blood.** If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.

**Spider Climb.** The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
**\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_**

**ACTIONS**

**Multiattack.** The cave fisher makes two attacks with its bite.

**Bite.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 2d6+3 piercing damage.

**Filament.** One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament.
Halfling

## Lore

The Halflings were created by the Lady after the Leader created the Humans.

## Halfling Traits Edit

* **Ability Score Increase:** Your Dexterity score increases by 2.
* **Size:** Small.
* **Speed:** 25 feet.
* **Lucky:** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
* **Brave:** You have advantage on saving throws against being frightened.
* **Halfling Nimbleness:** You can move through the space of any creature that is of a size larger than yours.
* **Languages:** You can speak, read, and write Common and Halfling.

## Halfling Sub Races

### Lightfoot Halfling

* **Ability Score Increase:** Your Charisma score increases by 1.
* **Naturally Stealthy:** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

### Stout Halfling

* **Ability Score Increase:** Your Constitution score increases by 1.
* **Stout Resilience:** You have advantage on saving throws against being poisoned, and you have resistance against poison damage.

## Halfling Feats

### Bountiful Luck

Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

### Second Chance

Fortune favors you when someone tries to strike you. You gain the following benefits:

* Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
* When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.
Weswall

Weswall emerged as a power during The Grand Revolt of Weswall. Where Humans feed up with the position they were in rose up and fought back against the High Elves that were in charge at the time. The person leading this charge was Tumath Baz by using necromancy was able to create an army that fought off the Elves and established the Republic of Weswall. Ruled by a council of power full mages that guided the nation. The remaining High elves fleed, integrated or were killed. Most choosing to flee to Anderal and setting up new communities on the top of the mountains or reluctantly joining their dark cousins underground. Weswall however would not find peace even when it managed to claim the land for itself as before it could fully establish itself The High Kingdom of Anderal declared war. In part motivated for the horrid use of necromancy that Weswall embraced along with the revenge of their former ally. This war however was meet with a stalemate as neither side could seem to get the advance on the other.

While there was small advances now and then there was no side that seemed to be winning more than another. This was until the emergence of the Grimtooth Clan, who during this was managed to grow its forces. Weswall while it had been fighting them saw the opportunity to turn the tide of war to their favor. And So an alliance was formed between the two.

This only lasted however for 10 years until Weswall betrayed the clan and attacked them, killing soldiers, civilians and children alike. Weather this command was done due to ignorance, incompetence or an active act of betrayal only the Council of Weswall knows and it's doubtful they will ever divulge.  Infuriated the clan fought back, which resulted in a border war for Weswall to handle resulting in the war once again returning into a stalemate. However with the clans increased aggression ironically lead to Weswall and Anderal to set aside their differences and unite to fight them.

The Clan was decimated and now is fractured beyond any hope of reforming what was once there. Orcs were started to be hunted down, and murdered their heads returned for a set bounty by the Republic. Many consider orcs nearly extinct in the region, though storys hold that they have buried them deep underground to flee the massacre. That however has increasingly become bedtime stories.

After the destruction of the Grimtooth Clan Anderal and Weswall signed a peace treaty that ended the 70 year old way between the two.
Howl's Cove (Athen)

A small mining town south-east roughly 200 miles from the capital.

## Demographics

The majority of the population are Tabaxi with the second largest demographic being the slave Hobgoblins that work in the towns mines. In addition there are a few families of Hill Dwarves and Arakoca.

The total population is roughly 1000 individuals.

## Features

### Temple

The central temple that looks over the town, it is the largest and only building that is build straight into the cliff side where the priests call for the Mother to bless the town. The temple is forbidden to enter if you are not a priest or the Arch, however exceptions are made on the discretion of the Arch.

### Wall

A 100 ft. wall surrounds the towns perimeter having only one exit where people come in and out of the town. Along the wall there are watch towers that allow guards to look out from over the wall and allow small assess to walking allong it.

### Quarry/Mine

The quarry is around an 1/8th of the towns area however the tunnels it posses stretch deep underground with little actual mapping of the layout of them. Here Hobgoblins are forced to work, eat and sleep for what is presumed to be the rest of their lives.

### Inns

There are two inns in Howl's Cove, the Alcoholic Wizard (poor quality) and the Fang of Gor (average quality).

### Lake

There is a small lake that comes from the temple, this is the main source of water for the town and a controlled population of fish live in there. Fishing is permitted if you request permission and allow the officials to register any catches you make.

### Dino-pens

There is an area to the west of the temple just by the lake where mounts are kept and a camp for people not willing or have other means of sleeping outside of inns. The penns can handle a wide range of sized mounts from medium to gargantuan.

## Shops

* Blacksmith (run by a Hill Dwarf)
* Magic Store
* Mount vendor
* General market
Bythia The Mother

The Mother is associated with creation, nature, life, fertility family.

She is also known as the mother of all monsters, mother nature. She is a stern figure whose presences is demanded to be felt.

She loves life and the continued existence

She created the first sentient life in the form of the beast gods.

Bythia is the god that created the Beast Gods:

* Magi-mex, God of Insecta
* Yuggitha, God of Mallmin
* Bluries, God of Mere
* Hi-wax, God of Avia
* Drakaries, God of Reptil
Fiskepels

## Physical Apperance

Fiskepels Have thick Waterproof Fur and Frog-Like eyes. They have fins on the back of thier arms, legs, and necks. They have Thick fish like tails used to aid in swimming, they have cat-like ears, Heads, And paws that are webbed.

their fur is usually a desaturated green, red, or natural browns and greys. Their fins and webbing can be nearly every color under the sun except blacks or greys. There is an albino mutation but it’s very very rare and are usually seen as bad omens.

Click here to see illustration of apperance.

**[MORE COMING TO ARTICLE SOON]**

## Fiskepels Traits

* **Ability Score Increase** Your Int improves by 1 and your Dex improves by 2
* **Age** Fiskepels tend to live to be around 125 years of age at death but can live as ling as 200 years. they reach matururity at about 10 Years of age.
* **Size** Fiskepels are generaly 5 to 7 feet in height. Your size is Medium.
* **Speed** Your base walking speed is 30 feet. And you have a swim speed of 35 feet
* **Gills** You can breathe underwater for 12-18 hours. you must take a short rest above land to reset your clock.

## Fiskepels Subraces

### Deep Sea Fiskepels

these Fiskepels live compleatly underwater, they rarley venture onto land and dont generaly collect the same amount of information as many other Fiskepels.

* **Ability Score Increase** Your Dex improves by 2 and your Str improves by 1 this replaces the normal Ability Score Increase
* **Bioluminescence** You have a small biological light somewhere in your body that glows in the dark ( stipes on your side, an angler sprouting from your forehead, a light in your tail ) it emits bright light for a 5 foot radius and dim lihgt for a 10 foot radius in a dark enviorment.
* **Swift swimmer** Instead of the normal 35 you have a swim speed of 50
* **Light sensitiveity** Because your eyes are ajusted to the dark in light you can see normaly for 10ft and as if it was dim light for 55ft and nothing past that

### Arctic Fiskepels

* **Ability Score Increase** Your Con improves by 2 and your Dex improves by 1. This replaces the normal Ability Score Increase
* **Thick Furred** Your have thicker fluffier fur then usual and blubber instead of scales, this gives you cold resistance
* **Sharp Toothed** You have unsualy sharp teeth for hunitng seals, you have a bit attack that does 2d4 damage
* **Size** Your unsualy tall you tower at 8-9.5 feet tall, your size is still Medium
* **Iced Over** because od your arctic cilimate its harder to acesss the water and hunting is more important, you still have a swim speed of 35 feet but instead can only breathe in water for about 30 minutes
Stonehaven

The city of Walls

## Demographics

The city is almost completely comprised of humans, any exception to this is rare and is viewed often with suspicion.

## Figures

Scrooge Mc Quak

Goat salesman

Lord Frenray

Saint Genred Gorwhich III

Saint Crab

## Locations

* Uptown
	+ Main street
	+ The Backstabbing Hag
	+ Main Castle
* Slums
	+ The Casino
* Production Parts
	+ Ports
	+ Farms outside the city
Star Wars: The Empire Strikes Back

Star Wars: Het Keizerrijk Slaat Terug is aflevering 5 in de Skywalker Saga en speelt zich af 3 jaar en 6 maanden na Star Wars: A New Hope.

## publicatie informatie

### Auteur(s)

George Lucas Leigh Brackett and Lawrence Kasdan

### Vrijlating datum

21 mei 1980 (originele versie)21 februari 1997 (speciale editie)

## Generale informatie

### Voorafgaand

Star Wars: Aflevering IV: Een Nieuwe Hoop

### Vervolgd

Star Wars: Aflevering VI: De Terugkeer van de Jedi

### De nieuwe basis

De Bondgenootschap Om De Republiek Te Herstellen had hun nieuwe basis op Hoth. Ondertussen stuurde de Sith Heer Darth Vader een Keizerlijk-Klasse Star Destroyer voor zijn zoektocht naar Luke Skywalker verder te zetten. Hij lanceerde ook duizenden Viber Probe Droids, onder andere één op Hoth. Luke Skywalker was op Hoth de boel aan het verkennen op een Tauntaun. Hij melde aan Han Solo dat hij een grot had gevonden maar Luke werd daarna bewusteloos geslagen door een Wampa. Toen Han Luke niet meer kon bereiken in de Echo Basis ging hij op zoek naar hem met zijn eigen Tauntaun. Luke kwam wakker in een grot waar hij aan een touw hing en zag hoe een Wampa zijn Tauntaun op at. Luke gebruikte De Force om zijn Lichtzwaard te nemen en sneed zijn touw ermee los en daarna ook de arm van de Wampa, daarna liep hij naar buiten in de koude nacht. Luke valt neer in de sneeuw en had het heel erg koud. Toen hij neer viel in de sneeuw zag hij de Force Geest van (Ben Kenobi) Obi-Wan Kenobi. Hij zei dat Luke naar Dagobah moest om daar een training te volgen door Jedi Groot Meester, Yoda. Toen dat de Force Geest weer verdween kwam Han aan. Luke was bijna bewusteloos. De Tauntaun van Han was ondertussen ook al bijna doodgevroren en dan gebruikte Han het lichtzwaard van Luke om de Tauntaun open te snijden en daar dan Luke in te leggen zodat hij niet zou sterven van de kou. Ze probeerden contact te maken met de T-74 luchtspeeder maar die konden niet vliegen door de te koude temperatuur. De volgende ochtend nadat luchtspeeders de Echo Basis verlieten en op zoek gingen naar hun, nam Zev Senesca, een van de piloten van het Rogue Squadron contact op met Han en werden zo daarna eindelijk gered. Toen ze aankwamen werd Luke in een Bacta Tank geplaatst door 2-1B. Han vertelde aan Prinses Leia Organa dat hij er van door wou gaan maar dat wou Leia niet. Han zei ook dat hij alleen zou blijven omdat hij gevoelens had voor Leia. Ondertussen stuurde
Rokk

Druth- ???

The orc, the legend

#### Time on the Overworld

Not knowing his human mother, Rokk was brought up by his father, Gru'marrak, who led the barbarian tribe, the Twisted Flesh. Rokk idealised Gru'marrak, always eager to learn from his father. At the age of 14 however, a mutiny formed by Gru'marrak's second-in-command (Urgar) killed Gru'marrak and gained control of the tribe. Rokk became a whipping boy for the tribe, being forced to handle the manual labour that the tribe did not wish to perform. Urgar treated Rokk like a prisoner of a bitter war, leaving him malnourished and weakened. As a form of entertainment, teenage warriors within the tribe would battle with Rokk, often leaving him bloodied and broken. This continued for years until the age of 16, when Urgar's younger brother Kovic became jealous of power and slayed Urgar in his sleep. Amidst the following chaos within the tribe, Rokk gathered a bag of supplies and ran from the settlement.

Rokk found himself at ease within a wooded area several days travel from his tribe. Rokk was often taught by his father of the benefits of the land and sustained himself on berries and other woodland growth. He would hunt animals and Rokk slowly built himself a basic shelter within the low covering of a copse of trees, similar to a den.

By the age of 18 Rokk had bulked up and had began to wander the land surrounding, hunting animals and occasionally, only when truly necessary in his own mind, approaching nearby villages. Wanting to make his father proud, and make a name for himself, Rokk yearned for glory and would keep the closest villages safe from danger.

#### Time in the Airscape

In the very moment Rokk got planeshifted to the Airscape he was sent to fight within the arena for for the Children of The Teacher. Along with others that would later become his friends that was planeshifted in they fought a gang of Goblins riding Boars.
Isolas

A demi-god among the lizard-like creatures of Parsterra. Isolas represents freedom and being unburdened from society and connection. To walk ones path as they wish. Those who chose to follow this god chose exile from any community that they might have grown up in. Living a life of constant travel.

These nomads as these nomades/priests live a life of constant pilgrimage they functioning as explorers, messengers, and adventurers for the world at large.
Pantheon

List of the different deities and gods that are within the world.

## Helios The Radiance and Tenebris The Necrotic

The Radiance and The Necrotica are known as the original beings of the universe. It is unknown whether there were things before them or where they came from but at some point they became actors within the universe. Originally in the world there were only 2 forces, Radiant and Necrotic power, constantly mixing in the same predictable way.

Eventually Helios got tired and decided to put their energy towards creation. The result was the creation of what we now know as the Nine Hosts. The order of creation is as follows:

* Bythia The Mother
* Duxon The Leader
* Sydar The Trader
* Hirdur The Smith
* Romrus The Sword \*
* Athis The Shield \*
* Noheia The Hunter
* Wyxdall The Teacher
* Ikses The Lady

   Ever since their creation however Radiance seems to have disappeared or at least has not taken any active role in creation after the the Hosts where born.

The Dark Six are the original dark gods of the Parsterra. They were created in from the shadows of six of the Nine Hosts. As the Dark was jealous of the Lights creations and wanted some of its own, convincing some of the Nine to come close to it and stealing their shadows, creating twisted versions of themselves that have plagued Parsterra ever since. The Six unlike the Nine usually do not work together despising each other as their extreme beliefs of how the world should be ordered creates conflict amongst each other.

Necrotica seems to have one story of how they created the Dark Six, after which Necrotica dose not show up either.

>

Demigods Under the Nine Hosts

* The Raven Queen
* The Dragon Gods
The Mockery

The Mockery is The Shield taken to the extreme, being seen as the god of domination, slavery, revenge, peace, supreme order, fiends, undead, dictatorships. To the followers of The Mockery there is an inbuilt order to life, those who are on your level, those above you and those beneath you. The Mockery itself is the highest on this pyramid of power, and those who are under them are expected to give complete and total obedience. For them this is necessary for society to function as an orderly system and for everyone's continued survival. To them there is a natural hierarchy of power and this justifies letting those higher up do whatever to those lower on the totem pole.
Goal Setting

To level up within the game you are going to need to set your own goals and manage somehow to achieve them. You can have 3 goals active at once you don't need to have all of the goal slots filled at once leaving some blank if you cannot think of anything your character would be super interested in doing. These goals need to have some kind of challenge to them and cannot be simple tasks, depending on the difficulty the GM will award different amount of experience points when they are achieved. Goals will be gone over at the start or close to the start of the session and can be changed or added then. Achieving a goal will automatically grant you an inspiration point and if the task was particularly challenging sometimes something extra.
Ceremony

1st-level abjuration

* Casting Time. 1 hour (Ritual)
* Range. Touch
* Components. V S M (25gp of powdered silver; consumed)
* Duration. Instantaneous

When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

* Atonement: You touch one willing creature whose alignment is different than yours, and you make a DC 20 Insight check. On a success, you change their alignment to yours.
* Bless Water: You touch one vial of water and cause it to become holy water.
* Coming of Age: You touch one willing young adult humanoid. Roll 1d4 for the next year whenever the target makes an ability check, they can add the number rolled to the ability check. A creature can benefit from this rite only once.

* Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
* Funeral Rite: You touch one corpse, the target can't become undead by any means short of a Wish spell.
* Wedding: You touch adult humanoids who are in love and willing to be bonded together in marriage. Each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed
Updates 9/17-9/28

## 9/17/2017

* Cosmetic overhaul (Client background, in game --> Hydrascape, RIP Osiris)

* Ironman, Hardcore Ironman choices now available

* Oroginal tutorial fully re-implemented (With starter items)

* hydra-ps.net domain purchased

## 9/18/2017

* Clan chat functionality fixed

* Core stability tweaks for optimal performance

* Created new client download page http://forum.osirishd.net/index.php?/download.html

* Created new rules page http://forum.osirishd.net/index.php?/rules.html/ (need to be updated)

* Added menu items to navigation bar

* Minor design changes to forum template

## 9/19/2017

* Spent time exploring cache sprie repacking with Flash for customization

* Updated eating.rs

* Changed top rank crown to red

* Fixed two core issues

* Updated voting.rs

* Cleaned up javascript compatibilities in scripts

## 9/20/2017

* Purchased an upgraded VPS
	+ 16gb of RAM
	+ Intel Xeon E3-1230 v3
	+ Cores: 4x 3.30 GHz (Single Quad Core)
	+ 2x 240 GB SSD
	+ 1 GBit including 100 TB Traffic (dedicated bandwidth)

* url\_commands.rs updated
	+ ::staffupdate (Opens staff updates on forum)
	+ ::forums (Opens forum)
	+ ::guides (Opens guides on forum)
	+ ::dj (Opens Hydrascape plug.dj)
	+ ::report (Report a blug or player)
	+ ::rules (Opens the rules)
	+ ::news (Opens News & Announcements on forum)
	+ ::discord (Opens the official Hydra discord invite)

* command\_menu.rs updated

* Varrock stairs/ladders updated

* Lumbridge stairs/ladders updated

* Falador stairs/ladders updated

* Lletya stairs/ladders updated

* Wiped clan list for server release

* Added admin command

* Added wishing\_well.rs (Wishing well added in Edgeville)

* Added Daily Rewards token NPC

## 9/21/2017

* Fixed crush defence display for equipment

* Fixed script vulnerability

* Fixed core loops for much better performance

## 9/22/2017

* Added last house to Falador stairs/ladders

* Added estate agent to Varrock

* Added Player Owned House portal to Varrock

## 9/23/2017

* Rerouted IRC channel

* Started setting up VPS

## 9/24/2017

* Still working on VPS

* Fixed WarpedGulega.cs

* Migrated over to new VPS

* .jar File link updated on forums

## 9/25/2017

* Changed yell chat colour
	+ Added dark red for yell while in fixed, orange for high resolution

## 9/26/2017

* Correct agility drain rates (based on item weights)

* Correct agility restore rate (based on agility level)

* Patched vulnerability

## 9/27/2017

* Puro Puro fixed

* Some logs removed for player privacy

* Revamped minor
* Update in core for performance increase

* Design changes in communication with IRC server

* Design changes in display of IRC

* IRC implemented irc.swifirc.net #hydra

## 9/28/2017

* IRC reworked

* IRC Removed until further notice

* Logout tab fixed

## 9/29-October 1st/2017

* Sick day

Regards

Hydra Team
Cleric

## Cleric Proper

Here is a link to the rule of how to play a Cleric.

## The Nine Hosts Domains

The Nine hosts are the center of all of creation, as such they have special disciplines that they grant their followers. While it is not mandatory to take one of these domains if there is a specific host which you worship they represent what that host values and wants out of their followers. The domains listed however are general ideas of what they might grant you.

* Mother: Nature, Tempest, Life
* Leader: Order
* Trade: Trickery, Order
* Smith: Forge, Light
* Sword: War
* Shield: War
* Hunter: Death, Grave
* Teacher: Knowledge, Arcana
* Lady: Trickery
Magic

Magic is the collective terms that encomapes the many ways that beings in the world bend the word to their will.

## Pure Magic (Force)

'Pure magic' aslo known as force, mana, arcana is a pure form of energy that flows trough nearly every being within the universe.

## Elemental Magic

Write the second section of your page here.

## Dark Magic

While not all dark magic is nesseary pure evil, there is very much a tint of evil that comes through all

### Necrotic

The power of death and the 'call of the grave'. This i
Mirror Axe

* Counts as a magical weapon
* + 1 Handaxe
	+ 1d6+1 slashing
	+ 2 lb.
	+ Light, thrown (range 20/60)
* Has 3 Charges, Recharges 1d4 charges at sunrise.
	+ **Mirror Slash**. When you are about to hit a target you can expend one charge you are able to create a mirror version of this weapon that heads towards the this axe as if the creature you were about to hit was a mirror. The mirror axe is incorial and will pass through everything before hitting the target you were about to hit. This dose an additional 1d4 radiant damage.
	+ **Enhanced Throw.** You are able to expend one charge to expand the max range of this axe when thrown by 60 feet.
	+ **Ilusion Strike.** You are able to expend one charge to create multiple incoperhal copies of this axe that head towards the target you are trying to hit. Giving you +3 to hit that creature for that attack.
Tales of Writing Wiki

Welcome to the Tales of Writing Wiki! This wiki is designed for collecting original serialized fantasy novels in the Tales Forum format. Though these stories historically have been a product of the community surrounding Namco's Tales forum, any story following this format regardless of origin is welcome to be posted here by its author.

If you're new to the Tales-style story format, please check out the article What is a Tales-style story?

Please join our Discord community at https://discord.me/talesoffangames if you're interested in getting involved!
Dragonborn

## Dragonborn Traits

* **Ability Score Increase:** Your Strength score increases by 2, and your Charisma score increases by 1.
* **Age:** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
* **Size:** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Languages:** You can speak, read, and write Common and Draconic.
* **Damage Resistance:** You have resistance to the damage type associated with your draconic ancestry.

### Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

#### Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry.

The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

## Dragonborn Feats

### Dragon Fear

When angered, you radiate menace. You gain the following benefits:

* Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
* Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

### Dragon Hide

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

* Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
* Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
* You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.

### Dragon Wings

You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity.
Greater Kingdom of Voxgate

## Voxgate

Capital: Voxgate

Ruler Queen Eiris Loas II

### Culture

Being the major capital of the Kingdom there is a large amount of control and protection over the people that live within this part. They hold themselves above allot of the rest of the kingdom and racism is most prevalent here.

### Religion

There is a large focus on the religion in this part and in all cities and towns, there is a garden temple dedicated to the Mother.

### Military

Magic Gaurd. wizards, eldritch knights, sorcerers that are raised and trained to be in the military.

## Pittlon

Capital: Willer

Culture

## Mir

Capital: Marsh'holm

The marshy lands of Mir are home to the ‘outback’ of Greater Voxgate. Being the most southern region it hugs the mountains that define part of Greater Voxgates border. It is ruled over by Lord Krill Miran nicknamed ‘King of Orcs’ by the rest of the Kingdom. Krill took leadership after his aunt died and left no suitable heir. The Lord family panicked and searched for a possible means for their lands not to fall out of their hands. Their recourse was to use a loophole in the law that allowed legitimized heirs to take power, without specifying the gender. As such Krill was legitimized and became Lord of Mir, much to if not annoyance disgust from the rest of the noble houses.

Being the first Half-Orc Noble his reign over his land is put under constant question as well as his supposed lineage and the case that his first eligible children be full orcs.

The land has seen large immigration of orcs living in the mountains to the South of Mir. Push away from their home due to an Ancient Dragon claiming the land.

Krill has made campaigns towards freeing the lands from the threat of the Dragon and puts up resources towards this. Fearing that if that situation gets out of hand it might spread to Voxgate.

Outside the main city in Mir there is a sprawling Camp city, where tents have been set up. Lose scaffolding has been created over the swamp to provide more area for places to sleep. Cutting down more of the woods. This has also caused tensions between the Wood-elves and the locals. They are attempting to negotiate over them helping them deal with the lack of housing.

### Religion

The Churches within Mir are spread and generally underfunded. Temples to the Leader are some of the newest building to be erected giving out food to the poor and providing housing to the refugees.
Seedle

Seedle is a character made by TinyClover and is the deuteragonist of Super Star Squad. He is Eryil's best friend and is the youngest character of Super Star Squad.

## Appearance

Seedle is a Kirby who is yellow and has green shoes. He has a hat similar to Eryil's but with no speckles and is green is color.

## Personality

Not much is known about Seedle's personality since he's a minor character (in most bloopers). It is noted that he may be a wimp as he usually sits down and cry about things that (he thinks) can't be solved (as seen in Superstar Switcheroo). He is also very naive due to his young age (and the SSS knows it, like when Colter teaches Seedle about the invincibility candy).

## Powers

* **Bomb:** Though not shown, Seedle is able to make a bomb out of flowers and fruits and throw them.

## Trivia

* Seedle is always trying to best Eryil at Melee (Super Smash Bros.)
* Seedle has no attack costumes in his Sprite, it is unknown why. (Probably due to his young age and naive personality)
Tales of Cadence

## Characters

### Raven Sendemere

* Raven (1st Arc)
* Raven (2nd Arc)
1/2

## Chapters

Chapter I

Chapter II

Chapter III

Chapter IV

Chapter V

Chapter VI

Chapter VII

Chapter VIII

Chapter IX

Chapter X

Chapter XI

Chapter XII

Chapter XIII

Chapter XIV

Chapter XV

Chapter XVI

Chapter XVII

Chapter XVIII

Chapter XIX

Chapter XX

Chapter XXI

Chapter XXII

Chapter XXIII

Chapter XXIV

Chapter XXV

Chapter XXVI

Chapter XXVII

Chapter XXVIII

Chapter XXIX

Chapter XXX

Chapter XXXI

Chapter XXXII

Chapter XXXIII

Chapter XXXIV

Chapter XXXV

Chapter XXXVI

Chapter XXXVII

Chapter XXXVIII

Chapter XXXIX

Chapter XL

Chapter XLI

Chapter XLII

Chapter XLIII

Chapter XLIV

Chapter XLV

Chapter XLVI

Chapter XLVII

Chapter XLVIII

Chapter XLIX

Chapter L

Chapter LI

Chapter LII

Chapter LIII

Chapter LIV

Chapter LV

Chapter LVI

Chapter LVII

Chapter LVIII

Chapter LIX

Chapter LX

Chapter LXI

Chapter LXII

Chapter LXIII

Chapter LXIV

Chapter LXV

Chapter LXVI

Chapter LXVII

Epilogue
Staff

## Staff List 10/07/2017

Here is a full list of Hydrascape's staff.

```
Owner:

```

```
  **Flash**

```

```
Administrator:

```

```
  **.**
 **.**

```

```
Forum Administrator:

```

```
 **Forum Admin 1**

```

```
 Developer:

```

```
 **Flash**
 Creepy piece of shit wannabe greasy pickle slutlord with a nanopenis

```

```
Head Moderator:

```

```
 **Head Moderator 1**

```

```
Moderator:

```

```
 **.**

```

```
Forum Moderator:

```

```
 **Forum Moderator 1**

```

```
Server Support:

```

```
 **.**
 **.**

```

​ *Last Updated: 11/1/2017*
Runecrafting Guide

## Runecrafting

**Runecrafting** is a skill which allows players to craft runes for Magic spells at the proper Runecrafting altars. Players

can runecraft

only Air, Mind, Water, Earth, Fire, and Body runes with a regular rune essence. All other runes require Pure essence to be crafted.

## Equipment/Items

The equipment involved in Runecrafting consists of Rune and Pure Essence.

## Locations

There are several locations in which you are able to train Runecrafting, and these are all accessible from the Quest Tab, under Skilling Teleports. These locations are The Abyss and the Astral Alter each of which require an increasingly higher level to train Runcrafting.

## Related Activities

Some activities that are related to Runecrafting is Mining (obtaining essence) as well as Magic (Spells require runes).
Barrows Guide

Hello, and welcome to my minigame guide for Barrows.

Barrows is an easy way to make money if you're a new player.

As long as you can pray melee, you're all set to go.

You can bring rune gear, with a dragon scimmitar, or you can bring what ever you like.

I recommend bringing a bit of food and restores/prayer potions.

When you arive at barrows, a free spade will spawn into your inventory. (So make sure you have space free, for spade and rewards)

There are 6 brothers and 4 of them hit melee, 1 of them hits range and one of them hits mage.

* **Dharok the Wretched** hits melee, pray melee.
* **Karil the Tainted** hits range, pray ranged.
* **Verac the Defiled** hits melee, pray melee.
* **Guthan the Infested** hits melee, pray melee.
* **Torag the Corrupted** hits melee, pray melee.
* **Ahrim the Blighted** hits mage, pray mage.

Here is a list of which brother is located where, so you know what to pray before you dig:

My tip on killing order is:

Verac > Toraq > Ahrims > Karil > Guthan > Dharok

When you've done Dharok you can walk left right back into Verac and start over again.

Dharok and Ahrims items are sold/bought the most by pkers. The other items are not as wanted as these two kinds.

Best of luck, and have fun!

Guide by Henry