recursal/Fanatic-Fandom huggingface dataset:
Arcadia(Plane)

Arcadia is the natural home of Fey. Yes, not the Feywild. Fuck you. It's the plane of Dreams, and in the Era Before Time in Nexus, the Fey of this plane claimed the shade of positive energy, what is now known as the Feywild, while the dragons, giants and the like fought over the Material plane and the mortals within. Not that their wars have ended.

Unsurprisingly, due to the extreme time periods involved, the Feywild and Arcadia are very close in a Planar sense. There are more portals between these planes than most others, to the degree that some people want to mark the Feywild as a transitional Plane to Arcadia.

Arcadia's shape and structure are fully informed by Dreams and Stories, and as such the Plane is very fluid in many places. More concrete places, like Logres, are founded on the details of incredible tales spread around worlds, such as Arthur, and filled out by their everchanging stories, allowing the continued growth of Arcadia and the Fey. Thus, while much of Arcadia can be mapped, just as much cannot be, the ethereal nature of dreams acting as a bedrock of clouds on which to build.

### Arcadian Gateway

The Arcadian Gateway is a separate plane from Arcadia proper, and was their grand effort to stay out of the various universal threats in the Astral Sea; Their way of keeping out Juggernauts, the Blood War, the Crusades, and so forth. Thanks to the separation of this Gateway, Arcadia cannot be directly accessed by the Astral Sea, and even reaching it through the Ethereal or Warp is hard. The Gateway is managed by Archfey known as The Gatekeepers, who prevent the vast majority of creatures from entering Arcadia. As such, excursions onto the plane are often made through the Feywild, and armies essentially can't get through without being able to fight godly beings.
Ryan Frank

**Ryan Frank** is the sole developer of *Gooberries*.

I didn’t realize it until I had almost finished the game, but that’s what I’ve created! A tiny digital universe full of colorful creatures and deliciously, squishy berries. I want to share that same fascination of building and automating a micro universe that you are in control of!
Elemental Plane of Fire

The Elemental Plane of Fire isn't what you would expect. Because these planes are neutrally-aligned, the fires of this plane are not hot or cold enough to harm, and not bright enough to blind, but bright enough to emit a very dim light. The real problem is the lack of ground to stand on. Like the Plane of Air, the gravity is subjective, unless you find islands of Earth within the flames. Now, that doesn't sound too bad until you remember that when earth and fire mix... The results are Lava, which kills, Ash, which can't support you and you will most likely suffocate on, and Metal, which often grows in sharp or pointy ways... Which kills you. Don't go to the plane of fire, there really isn't much for you here.
Paraelemental Plane of Metal

The meeting of Fire and Earth, as mentioned in reference to pockets in the Plane of Fire(Above) produces Magma, Ash, and Metal, Metal being the balanced aspect of the lot. All metals are combinations of mostly earth and fire, and mostly in rough balance with eachother. This Plane is literally all metal with occasional air pockets, and it's basically a bear trap waiting to kill you. Don't come here unless you're looking for some very exotic metals, like Adamantine or Orichalcum or something. You will almost certainly die.
Tiefling

Tieflings are humanoids which are descended from Fiends, making them one of the Planestouched. Indeed, Tieflings are one of the most common types of Planestouched, second only to Elves. They are most commonly descended from Daemons or Devils, though Demons, Succubi, and other fiends are also common sources of Tieflings. Tieflings are less likely to appear to due to pure planar influence, though it does happen. Because Fiends and the planes they live on are so closely tied, Tieflings which do arise from planar influence still follow the Brood appropriate to the native fiends there.
Widogast

Little is known about Caleb Widogast. He adventures on a far-away continent with a band of people(Reports conflict between 6, 7, or 9 adventurers), and has a pension for Cats, Fire, and Time. He is a member of the Arcane Council, and a relatively new one, who has yet to perform a demonstration of any of this work.

## Caleb's Spells

Caleb's spells were typically of the Transmutation field, though were found across several constellations.

### Widogast's Transmogrification

A 6th-level transmutation which fundamentally altered a target's body.

### Widogast's Vault of Amber

A 4th-level transmutation which preserved materials within pieces of Amber.

### Widogast's Web of Fire

This transmutation spell warped the ground into flaming pillars that snaked to their targets. It was 4th-level.
Ostoria(Plane)

Ostoria, sometimes called Lost Ostoria by Giantspawn living in an area with no active connections to the giant-plane. Ostoria is home to the Giant Pantheon of Idols, headed by Annam, the All-Father. It is split into many regions, though these are not separate layers, but actual physical divides, as in the Dragon Eyrie. Because Ostoria as a plane is a mountain surrounded by desert and jungle, the divides of Ostoria are literally; The Lower Mountain, the Undermountain, the Mountain Peak, the Desert, the Forest, the Tundra, the Clouds, etc. Each region is the home of a type of Giant and their associated Giantspawn, in addition to their related Ostorians proper.
Heroic Tier

The Heroic Tier is where most adventurers are. It is above the Commoner Tier, and represents creatures with 6-10 Hit Dice. Like Paragon and Epic Tiers, a Heroic creature's Ancestry and Background improve immensely, and they gain a Grand Boon.

In addition to these benefits, there are multiple implicit benefits and worldly benefits, which aren't directly as a result of being Heroes per se. Heroes have the attention of the Messengers (Much more than Commoners anyway), and in general Heroes gain more weight on the grand scale. As such, Heroes gain three additional features, one from their Alignment, one from the universe, and one from the Messengers.

**Call to the Great Powers.** With great effort, you can communicate and even entreat your Alignment for aid. You learn a version Abyssal Gate, Divine Gate, Infernal Gate, or similar ritual appropriate to your Alignment. During the ritual, which requires an hour to perform, you entreat one of the important members of your Alignment, who acts as a "manager" for the troops you are summoning. If you are able to convince this member that your battle is directly progressing the efforts of the Alignment, they will sponsor the Unit's costs. Unaligned Heroes do not gain this benefit unless/until they commit to an Alignment.

**Heroic Mastery.** When you add your proficiency bonus to an attack roll, skill check, saving throw, or as a bonus to a Save DC or Skill DC, you add half of it, rounded up, again. For example, if you are proficient in an attack, you add your proficiency bonus (Let's say +3), then you add half of it again (Which would be +2). If your proficiency bonus increased to +5 somehow, it would instead be a further +3 bonus.

**Tales of the Universe.** Over the course of 1 hour, you may attempt to communicate with the Messengers. This allows you to cast Contact Other Plane or Legend Lore. You may do this a number of times per week equal to your proficiency modifier. This is not considered a spell when cast in this way, rather it's treated as a simple conversation.
Dragons

Dragons are big scary lizards that breathe fire... Right? Well, no. The category of "Dragon" refers to the creatures from which the Dragon's Heart originates, and true Dragons are in fact one of the Great Races of Nexus. That is, there are a great many creatures which are not the classic "Dragon" archetype, and many creatures who seem to be "Dragons" but are not.

Famously, many continents are home to large energy-breathing monstrosities, such as the Naco Agul, Anjanath, and (most frustratingly) Rathian and Rathalos. These are large creatures, some resembling dragons greatly, which breathe fire, ice, lightning, or other elements. And despite the Rathian and Rathalos literally being large, scaly winged creatures that spit fire... None are dragons. What's the deal?

Well, the Dragon's Heart is more than a nice-sounding phrase. It is a wellspring of special magic that can be refined and cultivated in ways that most others cannot be. It is sometimes used to fuel magical breath weapons, but also spellcasting and other magic talents. I'd like to see the Rathian use it's little fire sac to cast Lightning Bolt. The Dragon's Heart comes from the Dragons' connection to the Dragon Eyrie, and their direct line to the rulers of this Plane(Which also happen to be their creators); The Draconic Pantheon.

## Dragon Blood

The Dragon's Heart is a wellspring of arcane power, that much is clear... Or, is it? In actuality, the Dragon's Heart is a mix of Arcane and Eldritch power, due to the system of Dragon Blood. On it's own, a Dragon's Heart is simply an arcane battery, but it's presence inherently carries the Dragon Eyrie in the form of Dragon Blood. One may think of it as a sort of "Dragon Age" or a sort of closeness to the Dragon Idols, but the actuality is that the amount of magic infused into a creature's blood has no proper abstraction or interpretation.
Faction Scores

Many people and factions in Nexus are pretty normal by Fantasy standards. They can't see you when you roll a 10 on stealth, and a big deception roll will convince them to hand over their life savings without any questions. </sarcasm>

But, there is an important word; Many. Many others, however, belong to a Faction or Family which they view as inherently more important than they are. When encountered alone, all is normal. However, when you're in their home, playing by their rules... A new rule is added to the game. This is the Faction Score. A special Ability Score that is always in flux based on your actions. It has a modifier associated with it and you use it for skills and other purposes, like normal.

Each Faction has their own score associated with them, and they might take different names(Or just be labelled "X Faction Score" and "Y Faction Score"). Many clans of Dwarren, for example, use Honour(Your credibility and integrity), many Warrior and Hunting Factions use the idea of Valour(The biggest monsters you've killed), and on Azzeranni many families subscribe to Gnosis(Your connection to the Spirits) as being more important than Wisdom or Charisma together.

A short list, and the associated skills, are assembled below, but it is not exhaustive by any means.

## Gnosis

Gnosis is the score representing your raw connection to the spirits. It is used on Azzeranni by many of the older Lycanthropic Families, and may substitute any of the many following skills and abilities;

Animal Handling, Insight, Perception, Persuasion, Survival, Divine Spellcasting, Primal Spellcasting, and some Arcane Spellcasting.

## Honour

Honour is used by, among others, Dwarren tribes, and measures your... Well, Honour. It's a mix of credibility, integrity, earned respect, and trust with the tribe. It often substitutes for the following skills;

History(Only faction history), Insight(only against others in the faction), Intimidation, or Persuasion, as well as other skills in specific circumstances.

## Valour

Valour represents your courage and combat effectiveness, as seen by the Faction. This is often used by Giantspawn tribes and Hunting organizations. It often substitutes the following;

Intimidation, Investigation, Nature(only on the creatures you hunt), Persuasion
Firbolg

Firbolg are descended from Giants, quite obviously. They bear skin tones ranging from human to gray and every other color, and almost exclusive to Arclent and the Underdark(But mostly Arclent). Oh, and they average 16 feet tall. In the modern day they are incredibly rare, with the related "Feybolg" becoming more common by the era. Firbolg possess a natural talent for both Enchantment and Illusion magic, and often find more kinship with the Beast and Fey of the wild than the Humanoid and Giant societies.

Feybolg are the common name for Firbolg with close Fey ancestors, and are the more-common, fuzzy, cow-like humanoids. Due to their Fey Ancestry, they are often even more talented in Illusion magic. They also tend to be significantly shorter, perhaps 8 to 9 feet tall.

* Firbolg as DnD Characters
* Firbolg as FATE Characters

## Firbolg as DnD Characters (Legacy 4)

Firbolg have the following traits, regardless of subrace;

**Huge Humanoid; 50 ft. Walking speed; 120 ft. Darkvision**

**Ability Score Increase**. You gain a +4 bonus to one ability score, and a +2 to two others, or a +2 to all ability scores.

**Vestiges of Great Ostoria**. In any situation, including benefits from high ability scores, in which you use either your Strength or Charisma, you may choose to use the other ability score; Firbolg may thus use their Strength modifier to cast spells, or their charisma modifier to wield weapons. In addition, due to the Ostorian Blood flowing through their veins, Firbolgs' maximum stat for their Strength, Constitution, and Charisma are equal to 24, rather than 20.

**Giant Magic**. You gain Ostorian Mana equal to thrice your level, and learn three spells at every spell level; One must be a mind-altering spell, one must be an spell which tricks the senses, and a third of your choice. In addition, all of your Mana becomes Ostorian Mana; When you spend Ostorian Mana, you may choose to place yourself under the effects of Alter Self, Enhance Ability, Enlarge/Reduce, or Disguise Self. Alter Self and Disguise Self may cause you to seem as small as 6 feet tall(Or down to 1 inch when used together), and all of these spells' durations are changed to "A number of hours equal to your level". They may be ended as a reaction, or at any time on your turn. You may otherwise cast these spells on yourself as an action by spending only one point of Mana.

**Reject the Norms**. Firbolg naturally gravitate away from established civilizations in favour of the company of animals and fey. You may communicate with any Beast or Fey as though you shared a language, and may communicate with any Plant as though you shared a language, but it takes 10 minutes for a Plant to communicate a meaningful sentence unless granted magical communication.Sample Stuff
Commoner Tier

The Commoner Tier of existence is not the bare minimum of existence on Nexus. Technically, this "Level 0" Tier is unnamed, but some have taken to calling it the "Wretch Tier." Others say this is too insulting, but when you aren't even qualified for Commoner Tier, how much lower is there...

The Commoner Tier regards creatures with 1 to 5 Hit Dice. Because these are the levels in which little progress has been made, especially at 1st level, this Tier is the only one which does not grant abilities based on your Background, Class, and Race(Their features being their own reward at this level). Instead, the only ability granted at this Tier are your Ability Score Boons. These are detailed below, sorted by the ability score in question.

## Intelligence Score Boons

Skill Points are spent in the following manner; One gets you proficiency in a Skill or Tool. 2 Gets proficiency in an Ability Score's checks. 3 gets proficiency in a Saving Throw, and 4 gets Expertise in a Skill or Tool. 5 will get Expertise in an Ability Score's checks, 6 gets expertise in a Saving Throw, etc.

## Charisma Score Boons

Influence reflects a magical ability conveyed through will; You may spend Self-Inspiration dice to attempt to influence a creature you're speaking with. If they fail a wisdom saving throw, they are compelled by you as though you had casted Command (Duration 1 minute), Suggestion, Geas, or Planar Binding (Can target anybody). Regardless, this influence always requires 10 minutes of conversation, and does not require concentration.
The River Styx(Plane)

Styx is the other incredible planar river, also looping back into the River Oceanus. It starts in the Gate Plane of Delta Ferra, the Stygian Delta, then flows through Acheron, 3 of the 9 layers of Hell, through the Prison Gateway of Carceri, through the heart of Gehenna and it's many layers, around the Deathway of Hades. The Deathway splits the Styx into 9 rivers, 8 of which then spiral through the infinite layers of the Abyss and through Pandemonium, before reuniting with the Styx proper, and everything flows back into the Delta Aurus.

The Styx is home to many fiends, the Ferrymen being one of the most famous, but not much else. This is because the Styx is the main battleground of the Blood War, and while many things are happy to continue the eternal fight, most mortal and mundane creatures are not in such a mood.
Reaction Rolls

A random mechanic I, employ to determine the general mood and reactions of NPC's. In conversation, things get said, and sometimes rolls are made. Whenever a player needs to roll a persuasion, and some deceptions(Depends on what gets said), the NPC rolls a Reaction Roll, which is a 2d6 roll, with modifiers added.

This is my version of a "Loyalty" mechanic. Creatures occupy a certain "Reaction State," which is a pretentious way for me to say their attitude towards a given creature.
Dacia

Dacia debuted in the first edition of Marine Melodiis. The Romanian broadcaster, TVR, is in charge of the country's participation at the contest. They earned its best position (so far) in the first edition with the song *<<why>>* by wrs. Dacia was one of the first 12 countries that took part in the first edition.They scored an eleventh place with an averege of 5'23. Dacia has never won the contest.

### •Participation

This is the history of Dalmatia in the contest.

 #02 |  Tarraco
Paragon Tier

The Paragon Tier represents creatures level 11-15. When a creature reaches this Tier, their Crystal undergoes a special metamorphosis that alters their class, in addition to the Paragon benefits of their Ancestry and Background. For Ancestries and Backgrounds, Paragon benefits are listed with their other effects. For classes, the system is complex;

The first part of your Paragon Class improvement is to choose a second class to modify your original class. This creates a new Paragon Class, which becomes your new class. You choose the second class' subclass, which is used in some of the modifications of the class. Your new Paragon Class is given a unique name based on it's Classes and Subclasses.

You gain the features of both your Core and Modifier class, acting as a level 1 version of the Modifier. For the purposes of effects which scale with level, such as Sneak Attack, you use your full level. You also use the larger hit die for your Paragon class. You take on the level of spellcasting of the more magical class, improving the grade of your spellcasting by 1 if both possess the same level of spellcasting. Likewise for the number of attacks you make during the Attack action(Thus if your Core and Modifier class each made 2 attacks, you would now make 3 attacks, though if it were 3 and 2 it would still only be 3). All other features stack or combine as normal.

In addition to your Paragon Class, your **Heroic Mastery** feature is improved to the **Paragon Mastery** feature;

**Paragon Mastery.** When you add your proficiency bonus to an attack roll, skill check, saving throw, or as a bonus to a Save DC or Skill DC, you add it a second time. In the cases where you add your proficiency modifier multiple times already, you gain this bonus on each such time. Thus, a feature such as Expertise would add a total bonus equal to four times your proficiency modifier.
AurelianNexus Wiki

**Welcome to the Nexus Wiki!**

Hey everybody! This is a wiki to document all of my creations and setting information, complete with interesting fiction littered throughout the pages. Feel free to read it, but remember to keep separate your In-game versus Out-of-game knowledge. I'm not putting in any spoiler bars, that's too much trouble with just how much shit I'm putting on here.
Elemental Plane of Earth

The Elemental Plane of Earth is essentially a grand block of earthen materials, primarily substances like Dirt, Sand, and Flint, occasionally peppered by pockets of air, water, or the most dreaded of fire and lava. One would think it is a good place to get some mining done, if you can find an air pocket, but it's actually one of the worst due to the rarity of metals and minerals, which aren't purely earthen. Finding such materials is even harder than finding a needle in a haystack.
Perks

Perks are obtained through spending experience, 20 to be precise. They are organized into loose trees with progressively better and more impressive effects, upto and including certain insanities, such as Wishes. The trees will never be finished, but I make them both as inspiration hits and as people need them, so there's not a worry about a tree just ending.
Items

Items are objects that can be held in the inventory. Most items can be stored in crates and silos, and destroyed in a compost bin. Many items can also be bought and sold at the market. Items are obtained and used in various ways.

## List of Items

* Berries - Farmable plants that come in many different varieties
	+ Strooberry - A spring berry that resembles a strawberry
	+ Plurplop - A spring berry that resembles an eggplant
	+ Roosberry - A spring berry that resembles a raspberry
	+ Glooshmelon - A spring berry that resembles a pink watermelon
	+ Snarple - A spring berry that resembles an apple
	+ Queewee - A spring berry that resembles a kiwifruit
	+ Peekapod - A fall berry that resembles a pea
	+ PrickleBerry - A fall berry that resembles a spiked purple watermelon
	+ StankBerry - A fall berry that resembles garlic
	+ Tubertube - A fall berry that resembles a carrot
	+ Avlacurd - A fall berry that resembles an avocado
	+ Taterbud - A fall berry that resembles a potato
* Critters - Farmable animals
	+ Moolah - A fall critter that produces poo piles
	+ Pooglet - A fall critter that produces poo piles
	+ Clucken - A spring critter that produces eggs
* Buildables - Items that can be placed in the world
	+ Charging Station - Refills bots' batteries
	+ Compost Bin - Turns organic items into compost
	+ Crate - Stores small amounts of items
	+ Critter Pen - Keeps critters contained
	+ Greenhouse - Allows berries to be grown out-of-season
	+ Silo - Stores bulk amounts of items
	+ Water Pump - Creates water
* Collectables - Items harvested from mines
	+ Orestone - A common, light-grey collectable
	+ Aquagem - A bright cyan, crystal-shaped collectable
	+ PlasmaStone - A bright yellow collectable
	+ Diamond - A sky-blue gem-shaped collectable
* Other
	+ Water - A consumable item used to water plants
	+ Egg - An item produced by cluckens
	+ Poo Pile - An item produced by moolahs and pooglets
	+ Compost - A consumable item used to fertilise plants
Dragonkin

Conceptually related to Beastkin, Dragonkin are humanoids directly descended from dragons. Not all creatures bearing dragonsblood are Dragonkin, however, only those with clearly draconic traits. Of these, Dragonborn are the most famous. Nearly all Dragonkin are found on Aldrow, though Dragonborn are occasionally seen on other continents, and Dragoons are so rare as to seem evenly spread across the land.

This page does not address Dragons, who will have their own page, only their related creatures.

* Dragon's Blood in DnD
* Dragon's Blood in FATE

## Draconic Blood

All Dragonkin and all of their descendants gain access to the Dragon Blood system. Dragonites and Dragonborn each begin with a Dragon Blood Score of 100, while Kobolds and Drakyr begin with a Dragon Blood Score of 50. Most of their descendants would begin with a score between 10 and 20.

## Dragon's Hearts

The wellspring of a dragon's magical power, which is passed down to many Dragonkin. A Dragon's Heart is one of the most potent sources of magic in all of Nexus, and is the seat of a Dragon or Dragonkin's Soul, as well as their Crystal. They are also the manner through which a Dragon or Dragonkin refines their Dragon Blood without need of external magics. Having a Dragon's Heart can carry many benefits for the Dragonkin, however only two are inherent;

A Dragon's Heart allows the Dragonkin who possess it to be considered Dragons in addition to Humanoids. Thus an effect must target both to effect a Dragonkin bearing a Dragon's Heart.

A Dragon's Heart refines Draconic Blood. When a creature with a Dragon's Heart gains a level, they increase their Dragon Blood Score by 5 times two rolls of their proficiency die, gaining all of the benefits as normal.Sample Stuff

## Dragonborn

Dragonborn appear to be scaled-down dragons on their hind legs. Most do not have wings, though this may change as a dragonborn's Crystal grows in power. They all possess a Dragon's Heart.

## Dragonites

Dragonites resemble dragons closest, often being quadrupedal and massive in size. They always have a Dragon's Heart, though through a cruel twist of fate, they do not possess a breath weapon.

## Dragoon

Dragoon appear similar to Drakyr, however with even fewer draconic features. This owes to the Dragoon's draconic blood being dormant until temporarily being awoken, and provoking a potent draconic transformation. Most Dragoon are mixed-breed, dragon and something else, but not all. Dragoon almost always have a Dragon's Heart.

## Drakyr

Drakyr are primarily humanoid-looking, with many classically-elven traits. Drakyr are obviously spotted, however, as while they do not bear scales, their skin is coloured to reflect their draconic ancestry. Drakyr almost never bear a Dragon's Heart inherently.

## Kobolds

Small, clever, and feeble dragon-kin that run around on their hind legs. Winged Kobolds exist, and are commonly called Urds. Kobolds do not usually bear a Dragon's Heart, and do not bear a breath weapon.
Jorvik

**Jorvik** est la magnifique île présente dans les quatre jeux : Starshine Legacy; Star Academy; Star Stable et Star Stable Online.

## **Présentation**

Jorvik est peuplé essentiellement des jorvikois, de chevaux et d'animaux tout dans un décor naturel. Les habitants sont en général des cavaliers car cette île est connu pour ses courses et centre équestres.

Alors que les anciens jeux Starshine Legacy, Star Stable et Star Academy semblent utiliser le même "Jorvik", Star Stable Online s'est étendue sur l'île de Jorvik et a ajouté de nouvelles nombreuses régions et colonies et différentes à l'île.

## **Starshine Legacy**

Dans les jeux Starshine Legacy, les lieux semblent assez similaires, généralement autour du lycée que fréquentent les personnages principaux et l'Ecurie Jorvik, ainsi que dans la base de Dark Core (voir photo ci-contre)

## **Star Stable**

Les jeux Star Stable originaux semblent chacun se dérouler dans différentes régions de Jorvik et dans différentes saisons.

## **Star Stable Online**

Dans Star Stable Online, Jorvik a été étendu et les joueurs ne sont plus limités à une seule région à moins que cette région soit verrouillée ou alors le joueur n'est pas un Star Rider, dans ce cas, ils sont limités à Moorland et Fort Pinta.

Le Jorvik dans Star Stable Online ne semble contenir aucun des emplacements ou colonies précédemment présentés dans ses préquelles, à part l'Ecurie Jorvik et La Base de Dark Core (cependant les deux emplacement semblent avoir été modifiés contrairement à leurs homologues d'origines).

Cependant, le Jorvik dans Star Stable Online apparaît vaguement comme celui présenté dans les cartes du Star Stable originale, bien qu'il soit beaucoup plus grand.

Jorvik City ressemble beaucoup plus à la carte originale des jeux Starshine Legacy.

Dans Star Stable Online, les chevaux sont également soupçonnés d'avoir des liens étroits avec Jorvik, ainsi que Jorvik gagnant sa propre légende en tant que trame de fond (qui, plus tard dans le jeu, cette légende aura beaucoup plus de sens).

## **Anecdotes**

* Jon Jarl aurait été le premier colon à trouver Jorvik, mais les druides seraient les indigènes.
Melpominee

The Melpominee are a creature category which describe creatures whose past and origins are occluded from magical means. By proxy, this also means creatures who are related, somehow, but nobody actually knows where they came from and how they came to be. Melpominee have some sort of connection to the Fates, determined through strange circumstantial evidence related to magics which effect the Fates, but like everything else about Melpominee, the reason is totally unknown.

A consequence of their mystery, many people have theories about the Melpominee. Some speak of Dullenhaft Stonebreaker, a quasi-mythical wizard said to have transformed himself into the first Melpominee to become immune to Vecna's scrying eyes. In places where dragons are common, stories are told of Melpominee being the Drakyr of Song Dragons, another being with this sort of magical-invisibility. Other stories tell of Doppelgangers, Cubi, other shapeshifting-capable creatures, or Jaani, or other extraplanar creature with the mystical occlusion of the Melpominee. There is a great deal of potential explanations, and the truth is known by perhaps nobody.

Melpominee are almost universally hermaphroditic. Many believe this is due to the prevalence of shapeshifting, though this feature is present even in those with no ability to change their shape, such as Sirens (In fact, this nature and the magical occlusion is what originallyconfirmed that Sirens were Melpominee). Most people do not know this fact, and particularly with Sirens it leads to many interesting surprises.

Most Melpominee are naturally gifted shapeshifters or charmcasters, or both, though this is not strictly part of their existence, just a trend with them, as is the use of elemental magic, for some reason.

## Changelings

Changelings are a unique race of shapeshifters. Unlike most others, Changelings have no "true form" that can be understood through magic or intuition. While any individual changeling might have a preferred form, their flesh is eternally malleable and can take any form with minimal effort. Another such tell is that their bodies do not "de-shift" when they die, as with Lycanthropes and others. They are true malleable flesh, not even limited merely to humanoid shapes.

## Genoa

Often mistaken for Genasi, a Genos is a creature with subtle elemental connections. Their bodies are malleable to these elements, and simply concentration can completely reverse a Genos' elemental affinity, much like an incredibly experienced Genasi Tempest. Genoa are natural elementalists in part because of this, and the most common theories cite Genoa as simply the Genasi of Changelings, though Genoa seem to be distinct from both.

## Sirens

Sirens are incredibly beautiful charmcasters, with magically-charged looks and voice. They are some of few Melpominee with no shapeshifting talents, and like with everything else related to the Melpominee little is known about them. Many theorize an origin with 'Cubi or Lillendi, though these theories are not exclusive to the Sirens by any stretch. They just happen to be brought up most in this context.
Lord-Mayor Davisse

**Name**: Lord-Mayor Davisse

**Gender**: Male

**Race/Class**: Half-Elf Noble

**Homeland**: Tritown

**Deity**: None

**Class/House**: Lord

**Relationship**: Unfriendly Acquaintance

## Personality:

Davisse is a proud and arrogant man. He is terrifyingly dangerous when angered and has supernatural strength for a half-elf/half-human.

## Introduction:

Though they never met in person, the heroes came to know Lord-Mayor Davisse after Richard Longmember told them the mayor stiffed them on pay; only compensating them 5 gold instead of the 50 gold promised for guarding his merchandise from the city. Later on, after breaking into his estate, Justin managed to encounter him in one-on-one combat and was rapidly dispatched.

## Achievements:

The party successfully stole gold, potions, scrolls, and artwork from his secret stash, located behind a caved-in-chapel, and with a secret exit leading towards an ancestral crypt.

The party has managed to get wearthing a particular scent of perfume listed as an imprisonable offense in Tritown

## Social Life:

Davisse does not associate with the lower classes, and would sooner resort to expensive magical means than to be caught in the lower-districts. Proud to a tee, Davisse never breaks his noble etiquette and has a begrudging respect for those who can do the same. He seems to have a past relationship with Koltráne.

Since the burglary at his home, he has been something of a shut-in, sending messengers from his estate to deal with town business.

## History:

The Davisse family is a powerful one, with family ranging from nobles, to kings, to high-wizards. Due to their tendency to spread far across the globe, members of the Davisse family identify each other with a ring gifted to the children of important family members.

The Davisse family have always been important sponsors in Tritown and laid the founding stones on which the town rests now. Their family's ancestral mausoleum is a testament to their importance.

It is not uncommon for members of the Davisse family to disappear from Tritown for long periods, with only their offspring returning after many years of travel. Despite the history, only 4 generations of Davisse have taken to leading Tritown in important political matters, with the present Lord-Mayor being the most recent.
Black Wing Bodies

Black Wing Bodies are magical items created from the still-living bodies of magically proficient individuals that have been ossified and shaped to create a magical echo chamber.

## Creation

Nothing is known about the creation of Black Wing Bodies, as their creation is a closely-kept secret by the cult of the black wing.

Magic Byron created an optimized version of the Black Wing Bodies by harvesting the organs of mages while magically keeping them alive. Using this method, he was able to create Black Wing Bodies using only eyeballs, hearts, and other small organs.
The Tritown Barracks

The Tritown Barracks, which also serve as a holding cells and training grounds are administered by Captain Pierre Laroc. It acts as something of a barrier between the upper and lower districts. At any given point in time, there are at least a dozen guards in or nearby the building, with double that number at peak times.
Ashlee

**Name**:  Ashlee Kingsmede

**Gender**:  Female

**Race/Class**:  Human Rogue/Bard

**Homeland**:  Tritown

**Deity**: Desna/Cayden Cailean

**Class/House**:  Kingsmede family

**Relationship**:  Innkeep

## Personality:

Ashlee is an adventure-loving bartender and innkeeper who is always happy to host the types of people that most would consider unscrupulous.  She's been known to offer free drinks to those who are willing to share stories of travel and adventure, and secretly has a soft spot for bards and rogues. She has an adventurous spirit, and has been known to take matters into her own hands when trouble rears it's head at the Dragon's Nail.

## Introduction:

The heroes met the Ashlee shortly into their first voyage into Tritown, after being stiffed on pay by Lord-Mayor Davisse.

## Achievements:

Due to a kind word from Richard Longmember, and Ashlee's general glee at hearing stories of adventuring, she allows the party free room and board at her inn provided they do not cause trouble, or become too sedentary or boring.

## Social Life:

Ashlee tends to stay away from much of the town's seemingly incessant gossip, preferring to make fast friends, instead of old ones.  However, rumours of a budding romance between her and local shoemaker Patricio McEllen has been spreading among the housewives of Tritown.

## History:

Ashlee moved to Tritown a few years back with a bag of gold and a crossbow.  Presumed to be an adventurer, she surprised locals by settling down and constructing Tritown's first large inn, the Dragon's Nail.  Her charismatic personality gained her many friends, but attempts to probe into her past have always been kindly diverted.

She is deadly at a range and her skills with a bow allowed her to make a name for herself during the Orcish Feud in Tritown.
Tritown

**Name**: Tritown

**Population**: Roughly 500 and 2 dragons

**Racial Majority**: Humans

**Country**: The Arcanocracy of Raelbuck

**Government**: Autocratic Mayorship (Lord-Mayor Davisse)

## History:

Originally set up as a small trader's outpost, Tritown was established as it's own township a few short centuries ago by several merchant lords. After the Giant Raids and the mass exodus from many large cities, Tritown gained a permanent population and declared itself an official hold of the greater Raelbuck kingdom.

In it's short history, Tritown has become an important oasis of shelter amid the open plains and dark forests of Eastern Raelbuck. Many adventurers pass through Tritown to resupply and trade rare artifacts, ensuring the occasional influx of riches making for a lucrative (if unstable) economy.

## Locations:

-The Tritown Cemetery

-The Tritown Lumber Yard

-The Dragon's Nail

-The Tritown Barracks

-The Davisse Estate

-Madam Tiggywinkles

-Pompelmousse
The Transitional Planes

The Transitional, or Transitive, Planes are all Pathways from one plane to another, which itself is a proper plane, in the sense that you can actually be there. This is, of course, opposed to Pathways where you cannot exist or has no space, such as a Portal. These are loosely grouped into "Inner Transitionals," "Outer Transitionals," and "Intermediary Transitionals," though is often supplemented with the "Universal Transitionals," technically a subset of the Intermediaries.

## Inner Transitional Planes

### Elemental Chaos

The Elemental Chaos connects the many specific Elemental Planes, which act as special "Nodes" of elemental energy which bleed outward, interacting with eachother within this Elemental Chaos.

## Intermediary Transitional Planes

### The Boneyard

A vast graveyard of infinite proportions, often believed the be the resting place of every forgotten corpse across all of Nexus. It connects the Shadowfell with several Outer Planes and the Astral itself.

### The World Tree

An incredible, seemingly-infinite tree whose trunk is hollow. Fates live beneath it's roots, and it's branches reach through existence, connecting many planes of existence. The Tree's branches do not reach Ostoria, owing to an ancient argument between the Fates of the Tree and the Fates of the Mountain. While the tree's canopy is close to the Elemental Plane of Air, it does not truly reach the plane, also owing to a disagreement between the Tree's Fates and the Fates of the Sky.

## Outer Transitional Planes

### The River Oceanus

Oceanus is a massive river which loops into itself and the River Styx. Coming from the Delta Aurus, it flows around and through several planes, such that Arborea, both layers of Bytopia, one layer of Elysium, the base of Mount Celestia, and The Beastlands are all planes scattered across it's twisting shores. Beyond these, the river loops around the roots of The World Tree, and in turn touch Ysgard, before flowing into the Gate Plane Delta Ferra.

It's waters are inhabited by many creatures, ranging from dragons and giants to many celestials, particularly many Kirin.

### The River Styx

Styx is the other incredible planar river, also looping back into the River Oceanus. It starts in the Gate Plane of Delta Ferra, the Stygian Delta, then flows through Acheron, 3 of the 9 layers of Hell, through the Prison Gateway of Carceri, through the heart of Gehenna and it's many layers, around the Deathway of Hades. The Deathway splits the Styx into 9 rivers, 8 of which then spiral through the infinite layers of the Abyss and through Pandemonium, before reuniting with the Styx proper, and everything flows back into the Delta Aurus.

The Styx is home to many fiends, the Ferrymen being one of the most famous, but not much else. This is because the Styx is the main battleground of the Blood War, and while many things are happy to continue the eternal fight, most mortal and mundane creatures are not in such a mood.
Raelbuck

Raelbuck is the central country on the Eastern continent of Tieres. It is located North of the Dwarven country of Mineras, and South of the expansionist Empire of Inkrand. Rich in natural resources, but with fierce wilds, the colonization of Raelbuck only truly began to take place in the last millennium or so. It's capitol, New Tonik, is a thriving monarchy, presently ruled by a Dwarven Prince named Kamber.

Raelbuck has several small settlements and relatively new small towns, with Tritown being a particularly notable settlement.
D'veraconiasilum (Delicious Dev)

**Name**:  D'veraconiasilum "Delicious Dev"

**Gender**:  Male

**Race/Class**:  Elven Baker

**Homeland**:  Tritown

**Deity**: Erastil

**Class/House**:  Elven lower-house

**Relationship**:  Baker

## Personality:

D'veraconiasilum (known to many around town simply as "Delicious" or "Dev") is a carefree elven baker known throughout Tritown for his legendary bakery "Pompelmousse". His commitment to non-magical ingredients and all natural products has allowed him a fantastically overgrown garden in which he grows all of his ingredients. He is proudly ambidextrous, and his left hand is permanently covered in a light dusting of dried dough and flour, while his right-hand is spotless and kept immaculately clean.

## Introduction:

Chief Ponzu met Delicious and spoke with him at length as the rest of the party haggled at Madam Tiggywinkles, the morning after their escape from the Davisse Estate.

## Achievements:

Ponzu tipped Delicious generously and provided a genuine compliment to his cooking, which Delicious has taken to heart.

## Social Life:

Dev makes an active effort to avoid the hussle and bussle of people, actively going out of his way to remain ignorant of affairs that are beyond his control. At least one point in his history in Tritown, he has found himself accidentally guilty of breaking laws that he was unaware had been written or changed. However, he is such a pillar of the community, that few would dare charge him.

## History:

Dev has been around Tritown since before most of the current residents remember. Many falsely believe that he is one of the founding members of Tritown, but many of the eldest members of the town can vaguely remember a point in their childhood before Delicious opened Pompelmousse, and wore labourers' clothes.
Anntarrem

Anntarrem is a continent found to the south of Aldrow, south-east of Acheri. Some argue that it should not be called a single continent, as it is a large cluster of islands, some connected by natural or artificial bridges, rather than a single continuous landmass. It is quite close to the Great Maelstrom, and historians hypothesize that the proximity is the reason why the continent is so fragmented.

Most creatures on Anntarrem are a strange mix of Dwarren and Planestouched, with a large minority of Giantspawn, particularly Goliaths.

Politically, Anntarrem is divided into many small Kingdoms, each with their own goals and royal families(Or other leaders, as appropriate.) Despite this variety, there is peace between them, most of them having signed the Covenant of the Silver Crypt, particularly the older nations. The younger nations are not part of this Covenant, though they often comply by it's terms, so as to coexist with their older neighbors.
Inkrand

Inkrand is a large empire whose borders extend as far as its neighbors will allow. Due to a close alliance with Athium, an important trade deal with Ospen, and several key mountain ranges serving as natural choke-points, Inkrand's borders have proceeded to their natural endpoints, with the only exception being their crusades into the Deadlands, in which they have established several key points of refuge including "Point Alpha", the furthest progress any mortal being has made into the wilds.

Inkrand is engaged in what many would call a minor revolution, but what the nobility and local rulers are calling an unnoticeable instance of criminal recklessness. Small groups, in attempts at guerilla warfare, have been engaging in underhanded acts of sabotage and rebellion, but generally in vain.

Inkrand's government has made a series of dramatic evolutions throughout the years. During Inkrand's golden age, it was a far smaller country and was known by the name of "Mazh". It featured a cabal of matriarchs which ruled the country in counsel. It was with their surprising demise, when the last of the original matriarchs died childless, and the many years of anarchy in between, that Inkrand began its expansionist ambitions. At the present moment, Inkrand is ruled by an entity known solely as "The Mouth of the Wise", a being rarely seen by mortal eyes, but must be one of the immortal races, as they have ruled consistently for centuries.

It is said that during some time in the country's past, Asmodeus himself took interest in the area and made a direct move on a a noble estate, causing it to vanish from history. There are no public records of missing nobles or casualties during that time, and so many conspiracy theorists believe their memories to have been stolen away by Asmodeus himself.
Grace Longmember

**Name**: Grace Longmember

**Gender**: Female

**Race/Class**: Human Commoner

**Homeland**: Raelbuck

**Deity**: Erastil

**Class/House**: Commoner

**Relationship**: Mother of Richard Longmember

## Personality:

Grace Longmember is a fiery woman of short stature and feisty demeanor. She can generally be found on the back of her son, Richard Longmember's, cart, guiding the horses along tirelessly while keeping an eye on her offspring. Brave to the point of recklessness, she has never left behind a bandit, goblin, or toll gate without leaving an impression.

## Introduction:

Grace Longmember took great care in ensuring that the heroes didn't suffer too much on the long road during their first journey to Tritown. However, when the goblins first began their ambush, Grace was the first casualty, taking a primitive arrow to the hip and necessitating first aid. She fought on fruitlessly from under her son's frame as the battle went on.

## Social Life:

Since her husband's demise, Grace's only social circle are those who Richard deems worthy to travel with. She prides herself in cooking and caring for the parties that find their way onto her caravan, and has even become quite the selling point in Richard's favour when mercenaries looking to make some easy coin begin to scope out the advantages of having a motherly touch on journeys.

## History:

Grace Longmember was the youngest daughter of Faust Longmember, a merchant from Kardavia. After her husband, an adventurer-turned-town-guard caught an illness due to an injury suffered in combat, she vowed that her lone child Richard would never engage in a violent life of adventuring. When Richard opted to become a traveling merchant, she thought it a fair compromise to the life she feared for her son.

However, after the passing of her husband due to complications with his illness, she began to follow her son's tracks, weary of the countless maidens arriving at her estate seeking Richard. Ashamed of her child's brutish behavior, she began to supervise him, not allowing him to continue his lechery.