recursal/Fanatic-Fandom huggingface dataset:
Searching and Scrying

*Hired by*: Navigant Verne; Azurax the Arcane, Cobalt Lord of the Raging Skies

*Mission Request*: Find Verne's censer & prove his innocence; Retrieve map of Pinioned Tomb from Navigant Verne

*Rewards/Loot*: (Pending)

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Serac, Blade Saint guard

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BBB

*Hired by*: Ourselves

*Mission Request*: Sell dust devil meat & check out Skimmer's Rest for magical items

*Rewards/Loot*: 7000gp

*Discovered Places*: Skimmer's Rest

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Basilisk (alpha & regular)

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## Summary

The first day of traveling after leaving The Bones, the Syzygy got ambushed by a pack of six basilisks and their alpha (the BBB, big basilisk boy) who wanted to eat the carcasses of the dust devils being dragged by the ship. Aster informed everyone that a basilisk can petrify itself if it sees its reflection and it can't petrify anyone if it's blinded. Eira pulled a mirror off of her robe of useful items to keep the basilisks' eyes off her. Unfortunately Beebo got petrified at the beginning of the battle by a basilisk, and Aster and an unnamed crew member were instantly petrified by the BBB. Cedric's rage gave him another radiant surge and he was able to blind a few of the basilisks, including the alpha. Eira got the final kill with a sacred flame to the BBB. After the fight, Caliban made 4 bowls of basilisk gumbo, and the next day C2 was able to unpetrify Aster and Beebo.

The rest of the trip to Skimmer's Rest was fairly uneventful. Beebo spotted some majestic small and large cloud rays on the second day. They saw a plethora of the Dustsink flora and fauna like driftweed, dust turtles, sand coral, and sand seagulls the following day. On the fourth day, they arrived at Skimmer's Rest and were able to sell all their meat for 7000gp and buy some magic items at Glymouth's Haul.
Burke Betrays

*Hired by*: Navigant Verne; Azurax the Arcane, Cobalt Lord of the Raging Skies

*Mission Request*: Find Verne's censer & prove his innocence; Retrieve map of Pinioned Tomb from Navigant Verne

*Rewards/Loot*: (Pending)

*Discovered Places*: Serac's Sewer Hideout

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Serac, Slyde the Mind-drinker vampire, Crowl the Mind Mage

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Manastorm Nomad

# Manastorm Nomad - Half-orc Variant

In some southern reaches of the Xeric Peninsula, there are wild magic maelstroms called Manastorms. These sandstorms send raw magical power coursing through the landscape, altering or outright destroying anything that crosses their path. Some of the only humanoids that dare to remain in these areas are Manastorm Nomads, orc tribes that have faced down these storms and adapted.

Manastorm Nomads have leathery grey skin, similar to that of a rhinoceros. They often have bony horn ridges on their brows that end in dull points. Half-orc descendants of these nomads share these features to some degree, though it varies from person to person.

These abilities replace the half-orc's *Menacing, Relentless Endurance,* and *Savage Attacks* features.

***Entropic Resistance:*** You have resistance to force damage.

***Warding Blood:*** You have advantage on all strength, constitution, and dexterity saving throws against magic.

***Natural Armor:*** Your skin is thick and leathery. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Rasaphia

## Rasaphia - The Exalted Necropolis

*“You may think me a monster or a madman. But in five hundred years, I will still be here to witness the world’s beauty while your bones crumble in the sand. That is the blessing He has given to me.”*

*-Cairn, wraith poet.*

Rasaphia is a city state populated predominantly by intelligent undead. Several thousand years ago, Prophet King Rasaph the Everlasting bestowed a blessing to his followers, which has come to be known as the Gift of Rasaph. This magical boon allows anyone to embrace undeath without losing their personality or intelligence. As a result Rasaph’s subjects enjoy a form of immortality, sheltered from the ravages of time within preserved corpse bodies.

Anyone can make pilgrimage to Rasaphia and pay tribute to the Eternal Church to join the ranks of the exalted dead. While many shy away from the ghastliness of such a transition, those who accept Rasaph’s gift are given a new perspective on “life”. Rasaphia is a center of philosophy and art, created by scholars who have unlimited time to ponder the meaning of existence.

Rasaphia is protected by a standing military called the Ivory Guard. These undead soldiers have had decades to train without need of sleep or water, honing their martial abilities into an art. The Ivory Guard has been known to utilize massive undead war elephants in times of battle.
Durzhvahn Durzhvadome

*Hired by*: The Transcendite

*Mission Request*: Recover the remaining Chitin armor pieces and find The Transcendite's body

*Rewards/Loot*: N/A

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: N/A

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Amber Dragonborn

# Amber Dragonborn - Draconic ancestry

The Xeric Peninsula was once home to an ancient line of Sun Dragons. Once worshipped as gods, these legendary entities have now either died out or left this plane behind. Their legacy remains in their descendants, Amber Dragonborn. This rare group bears scales of a golden orange color that fades from hue to hue in the sunlight. When an amber dragonborn uses their breath weapon, white light leaks out from between their scales before it blasts out of their mouth in a blinding flash.

***Breath weapon:*** You can use your action to exhale a blast of searing light. You have a radiant breath weapon that deals damage in a 15 ft cone. Creatures hit by this blast must make a Constitution saving throw.

***Damage resistance:*** You have resistance to radiant damage.
Snake in the Grass

*Hired by*: Ourselves

*Mission Request*: Unlock air nexus near Valley of the Colossi

*Rewards/Loot*: Permission from Quan to use her temple (must give her neat plants every time)

*Discovered Places*: Striding Villagers, Airboretum (Cloud Tower)

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*:

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XP Rules

Instead of doubling XP like the Stormgate Campaign, this time I am going to simply award XP for more non-combat accomplishments. Because this campaign will be focused on ***exploration*** and ***discovery,*** the XP mechanics will change to reflect this.

Additional XP may be rewarded based on story relevance, but this table should provide a baseline. These values may change as the game goes on.

Exploration XP is awarded to the all party members, combat XP is awarded to active players in the session.

 Completing a quest for an NPC
 Submitting a Lore Fragment/Relic Idea (Max 10 per level)
 Completing a session writeup
 Engaging in significant RP, negotiations, research etc.
Session Recordings

## Season 1

1. A Bone to Pick - Session 1 (3/24/12)
2. Bugbear Don't Care - Session 2 (3/25/12) [unrecorded]
3. Vrock and a Hard Place - Session 3 (3/26/12)
4. Slime's Up - Session 4 (3/26/12)
5. Lightly Cursed Deeds - Session 5 (4/2/12)
6. Moth Eggs and Sand - Session 6 (4/7/12) [cuts off before the end]
7. Ghoul and the Gang - Session 7 (4/8/12)
8. Raiders of the Larvault part 1 - Session 8 (4/9/12)
9. Raiders of the Larvault part 2 - Session 9 (4/9/12 - 4/16/12)
10. Wetting your Plants - Session 10
11. Whiskeyed away - Session 11
12. No Gnomish - Session 12
13. Strandbeests 2: Electric Boogaloo - Session 13
14. [unrecorded]
15. A Whole New World - Session 15
16. Getting Djinntimate - Session 16
17. Ki-Rin and the Shadow Woman - Session 17

## Season 2

1. Gnome Alone - Session 18
2. Medusa Mayhem - Session 19
3. Cant Take the Heat Stay Out of the Forge - Session 20
4. [unrecorded]
5. [unrecorded]
6. [unrecorded]
7. [unrecorded]
8. Mino-tar and Feather - Session 25
9. Exposition, thy name is Iounaeum - Session 26
10. The Chariot on Top - Session 27
11. The Might Show with Kim Mera - Session 28
12. Cultivation Culmination - Session 29

## Season 3

1. Setting Fires and Getting Buyers - Session 31
Whiskyed Away

*Hired by*: Sambal

*Mission Request*: Escort to Obelisk Nexus

*Rewards/Loot*: 100gp

*Discovered Places*: The Whorl, Strandbeest motorcade

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook)

*Monsters Encountered*: Mercenaries, Vudrian warlock

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## Summary

The party continued their journey southward to the Obelisk Nexus. On their first day of travel they were stopped by a masked man with a staff and three mercenaries who appeared out of thin air. The two female mercenaries had bows and the man had a sword. The masked man requested they hand over Sambal for he is a wanter war criminal in Vudria. With more pressing, the group learned he's wanted because he was born into a wealthy family. Aster tried to persuade (read: bribe) the masked man with 65gp to leave Sambal alone. Unsurprisingly that didn't work so Raxis tried persuading them with an arrow to the face. Ultimately the party lost Sambal when the masked man plane shifted him away, but they managed to kill at least one of the mercenaries as retribution. The remaining two mercenaries were fine not fighting and joined the party in finding the Strandbeests. C2 learned they were part of the Solemn Crane Company. The mercenaries, Quillion & Jennifer, told the party the masked man's name was Lagavulin, and he is now on Aster's list. Everyone in the party conceded that it is very unlikely they could rescue Sambal.

The next day the group found the ~~mad max~~ junk gnomes and their large scrap vehicles known as Strandbeests. They met Soyga who shared information about the society of the nomadic gnomes. The society lives on Strandbeests that travel around The Whorl, a large sand tornado that spirals counterclockwise. The Strandbeests have a three-part name based on the size, moxie (toughness), and the name. Soyga lives on the "Chi 4 Aaarworf", the largest Strandbeest of The Rust Bastion faction. They travel on Schleppers to get to the Strandbeests. Right now The Armillary is the largest faction and many of the other factions are concerned that they are gaining too much power. The party has offered to help Rosaria, The Rust Bastion leader, in her raid of one of The Armillary Strandbeests.

### The Eight Gnome Factions

> • The Rust Bastion
>
>

> • The Sporatorium
>
>

> • The Clockwork Ecclesiarchy
>
>

> • The Dirgers
>
>

> • The DragonStabbers
>
>

> • The Diabolica
>
>

> • The Militators
>
>

> • The Armillary
>
>
Celadon Magic Items

These items represent the combined inventory of a wide selection of magic shops in Celadon's markets.

### Ooze in a Jar - 499 gp

* A faintly greenish acidic ooze contained in a glass jar
* When poured out, jiggles languidly toward the nearest source of food
* Can probably be taught tricks. Particularly "Sit" and "Lie down"
* Slowly eats through metal, at a rate of about 1 inch per hour.

### Boots of the Jerboa - 1700 gp

* While attuned to these fur boots, you can jump to a height equal to twice your strength score in feet.

### Trident of the Tidesinger - 2200 gp

* +1 trident
* Contains 3 charges, each of which can be used to cast one of the following:
	+ Water Walk
	+ Water Breathing
	+ Control Water
* These charges are regained if the trident is submerged in water at dawn.

### Susurrus - 50,000gp

* +2 sentient stygium dagger, Grants a +2 bonus on stealth checks, requires attunement
* After throwing, automatically teleports back to your hand.
* As a bonus action you can teleport to any space you’ve occupied this turn
Minotar and Feather

### Rests Taken

2 short rests; 5 short rests (for Aster, Beebo, & Aleria); 1 long rest (for Eira & Raxis)

### XP Breakdown

Discovered place (1400); Combat (1200); Combat for Aster, Beebo, & Aleria (500)

### Total XP

2600 (Eira & Raxis); 3100 (Aster, Beebo, & Aleria)

*Hired by*: Clove

*Mission Request*: Sabotage specific teams competing in the Celadon Golden Lotus Trials

*Rewards/Loot*: (Pending)

*Discovered Places*: Celadon, Void Titan Skeleton, Celadon Ruins Tower (Cloud Tower)

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Minotaur priestess, minotaur pirates, minotaur sorcerer, werejackel, lamia

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Drevagoruns Death Day

*Hired by*: Polonia

*Mission Request*: Retrieve Horvendile's Diabolicon stolen by Morlan

*Rewards/Loot*: (Pending)

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Morlan the argent mirai, Drevagorun, & Hellhounds

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## Summary

We raided Morlan's apartment and found a secret room where Morlan was convening with some spooky characters. The DNC then engaged in combat with Morlan and his monstrous cohorts in a mirrored battle that consisted of reflected apparitions of each person that dealt damage and felt pain as one. Very conceptual.
Mourning After

*Hired by*: Navigant Verne; Azurax the Arcane, Cobalt Lord of the Raging Skies

*Mission Request*: Find Verne's censer & prove his innocence; Retrieve map of Pinioned Tomb from Navigant Verne

*Rewards/Loot*: Map of the Pinioned Tomb; (Pending)

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: N/A

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My Uncle Verne

*Hired by*: Polonia; Azurax the Arcane, Cobalt Lord of the Raging Skies

*Mission Request*: Retrieve Horvendile's Diabolicon stolen by Morlan; Retrieve map of Pinioned Tomb from Navigant Verne

*Rewards/Loot*: Information regarding whereabout of Verne; (Pending)

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: N/A

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## Summary

Forgive your scribe, it has been a long period of weeks for Cedric, but between his paladin training and the escapades in the Blade Saints' prison, he has found some time to make note of events.

On 10/4, the party learned that Navigant Verne had been arrested, after attempting to return the Diabolicon to a professor at the university in the City of Mirrors. It was revealed that the Blade Saints had arrested Verne about two weeks ago, after a spree of assaults and batteries, during which he was ill-clothed and screaming, swinging his censer into a number of people, generally disturbing the peace. The Blade Saints, who took Verne into custody, are a sort of police force within the City of Mirrors, and their thousand-year-old Archon is a major player in the city and its scales of power.

The party, led by Scipio, then set out in hopes of releasing Verne from prison. Your author was able to attain a writ of passage from Captain Bain, of the Steel Vigil, to seek Verne's release. This note, however, was ineffective; the Blade Saint in charge of the prison, Captain Morgan, was unwilling to let Verne go. The party was, however, allowed to meet with Verne. During that meeting, Verne did not seem sane; he was unsure where he was nor was he certain how long he had been there. His chitin breastplate is an item of certain importance, though for what purpose avoids your notetaker. There was one thing upon which Verne was deadly certain: the party must find his censer, for he (the censer) is incredibly important.

And no more for now, for want of time.

Hoping this missive finds its readers well,

Your most ob. serv. Cedric Locke.
Cage and Confused

*Hired by*: Navigant Verne; Azurax the Arcane, Cobalt Lord of the Raging Skies

*Mission Request*: Find Verne's censer & prove his innocence; Retrieve map of Pinioned Tomb from Navigant Verne

*Rewards/Loot*: (Pending)

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Serac, Blade Saint guard

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Diasporan

# Diasporan - Human variant

> *"Whatever those tattoos are supposed to be mapping, it doesn't look like anything I've seen on this plane." -Chairman Benicio Cuaron*
>
>

The Diasporan people are a nomadic culture that can be found all over Azra. Diasporan legends tell that they were long ago cast out of their sacred homeland and cursed to wander the planes until they can find their way back. As a result, Diasporan culture is largely preoccupied with cartography. Diasporan navigants travel the world, creating detailed maps of everything they see in the hopes of finding their home.

Diasporans tend to have dark brown to bronze skin and pure white hair, with eyes of orange or dark amber. They traditionally bear white tattoos depicting maps that are ritualistically passed from parent to child. These serve as records that are supposed to lead them to their ancestral homeland.

These traits replace the human's *Ability Score Increase* trait.

***Ability score increase:*** Four ability scores of your choice increase by 1.

***Wanderer's blessing:*** You know the *Guidance* cantrip. In addition, you always know which direction is north.
Lapis Ambry

Owned and operated in Uqhesh by Ophelia Noor, Vedalken Artificer

## **Shop Inventory**

#### **Arcane Converter - 5,000gp**

A metallic device fitted with a glass enclosure. By placing a relic or other lesser magical item in the enclosure, you can activate the device to extract its arcane power. As an action you can extract the power from a relic to cast one of the following spells:

* Magic missile
* Cure Wounds
* Faerie Fire

Placing a rhombus in the converter increases the level of the spell, if applicable, to 4th.

#### **~~Metamental Ward - 22,700gp~~**

*~~Requires attunement~~*

~~A small filigreed amulet containing the mummified brain of an Illithid Tadpole. When worn as an earring or around one's neck, the ward dampens harmful psionic energy.~~

~~While wearing the Metamental Ward, you have resistance to psychic damage. In addition, no creature can magically charm, dominate, or possess you. Any creature that attempts to do so must make a DC 15 intelligence saving throw or take 8d6 psychic damage from the ward's psionic backlash.~~
Oni Here We Go Again

*Hired by*: Sambal, red tiefling man

*Mission Request*: Escort to Obelisk Nexus

*Rewards/Loot*: Gold and art pieces

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook)

*Monsters Encountered*: Oni, Cloud ray

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## C2's Summary

The mysterious voice turned out to be a Goliath covered in tattoos. He was very inconsiderate and dropped a cone of cold on us immediately, and a bunch of bugs, after which we proceeded to run away and throw rocks at him while we healed up. Then CC summoned some dogs, and Alas-Šur beaned the Goliath in the head with a rock. this caused the Goliath to reveal himself as a Oni, and mercilessly kill one of the dogs (RIP Fido 2020). During the fight Alas-Šur constantly fell in and out of consciousness but didn't suffer any brain damage because he just stayed on the ground the whole time.

Arco decided he had enough of all these goddamn centipedes in this mother fucking cave and summoned a bunch of ghost buddies who auto-killed all the bugs. The whole time C2 was throwing rocks and desperately trying to heal the group and was pretty successful at it. Alas-Šur decided to replace the dog the Oni killed and made the Oni piss his pants and not be able to do anything else. Beebo was stabbing the remaining centipedes until the other dog (Wido) tripped the Oni, at which point Beebo calmly walked up to the Oni and down smashed turning him into a ghost friend.

They turned in the Oni head to the cops and got a sweet pay out. Arco tried to connect the dots for captain Spanish-name but it didn't work out. Then they found a red tiefling, named Sambal, and decided to blow this popsicle stand. On their first night out the found a giant sandta ray that killed Steve Irwin and abused the hell out of it to death.
The Gang Avoids Their (Eira's) Problems

*Hired by*: The Transcendite;

*Mission Request*: Recover the remaining Chitin armor pieces and find The Transcendite's body;

*Rewards/Loot*:

*Discovered Places*: HSS Invincible (Cloud Tower)

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*:

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Mesa Dwarf

# Mesa Dwarf - Dwarf subrace

Mesa dwarves are a proud society that carve Ziggurat-like fortresses into the rocky formations of the Redlands. Their cliffside strongholds are carved to channel the wind, directing it to resonate into deep hollow music. The aeolian chorus of the Redland Keeps is haunting and beautiful.

Mesa dwarves themselves have horizontal striation patterns on their skin that resemble those of their rocky mesa homeland. These patterns are a striking mix of reds, oranges and browns. No two mesa dwarves have the same patterns.

***Ability Score Increase:*** Your Dexterity score increases by 1.

***Gift of the Nine Winds:*** Whenever you take falling damage, you can reduce that damage by 10. In addition, you know the *Gust* cantrip. Wisdom is your spellcasting ability modifier for this spell.
We Are A Firing Our Lazers

*Hired by*: M'Kaba

*Mission Request*: Get his friend's daughter, Lambency, out of the Deepwater Acolytes & discredit the cult

*Rewards/Loot*: 12,000gp

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Thorpe (leader of Deepwater Acolytes) & Deepwater Acolyte followers

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Rhombye

*Hired by*: God(s)?

*Mission Request*: Retrieve a piece of the special armor from behind the Armadi door

*Rewards/Loot*: Piece of Chitin armor

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Large water elemental

## Summary

We arrived in Mystfall Enclave, where it appeared a schism of Archaeofuturism had taken over. We decided to deal with that later and headed for the Rhombus door behind the waterfall, where we put in our Rhombi to unlock it and were fortunately able to retrieve them. Filing into the path, Cedric unfortunately triggered a trap of Prismatic spray which sent him to another dimension. For a moment we stopped to contemplate if we should look for him, but the Speaker had other ideas and tromped on ahead into the boss room. There a large water elemental awaited us, guarding the piece of Chitin armor and also being the source of the waterfall above. We fought the elemental until the Speaker was able to force it to look into their soul and see that we were trying to do good, and they let us have the armor. Upon resurfacing from the cave, Arco gave a speech to the Armadi schism about learning from your past to inform the future, and that they don't have to destroy all their relics. This could have ended in crucifixion but fortunately Arco was very convincing, and the Armadi took on a new purpose of guarding the water elemental and the treasures below their town.
Junk Gnome

## Junk Gnome - Gnome subrace

To a gnome that lives on the great Strandbeests, life is not truly worth living unless it is at risk of ending. Junk gnomes are a race of diminutive humanoids that inhabit an area of the Xeric Peninsula called the Whorl. These gnomes construct immense wind-powered structures called Strandbeests, which walk across the sand with thousands of mechanical legs. Entire villages of junk gnomes are housed on the Strandbeests, which are often surrounded with blades and traps to ward off raiders and predators. The scarcity of resources in the Strand has occasionally driven junk gnomes to all out Strandbeest warfare, where high speed death races test the limits of their ingenuity and daring.

Junk gnomes are manic, hardy little creatures with little regard for safety. They live for the rush of adrenaline, and feel truly alive when riding the line between life and death.

***Ability Score Increase:*** Your Constitution score increases by 1.

***If it moves, I can steer it:*** You have proficiency in all vehicles, and you are proficient in animal handling for the purposes of controlling a mount.

***Adrenaline rush:*** Whenever you roll a Strength, Dexterity, or Constitution saving throw, you can use your reaction to gain 1d8 temporary hit points. These hit points are added before the result of the saving throw is applied.
Tattoo Guru

## Tattoo Guru

### Total XP

4250

*Hired by*: Ourselves

*Mission Request*: Meet up with the Syzygy near Valley of the Colossi

*Rewards/Loot*: 4500gp

*Discovered Places*: Psychic Resonance

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Stone Giants & Hill Giant

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## Summary

### Tattoo Cost

Common - 150gp

Uncommon - 700gp

Rare - 2,000gp

Very Rare - 8,000gp
Navigation Station

*Hired by*: Azurax the Arcane, Cobalt Lord of the Raging Skies; Archnavigant Nyserne

*Mission Request*: Retrieve map of Pinioned Tomb from Navigant Verne; Eira be inducted in the Diasporan community as a Navigant

*Rewards/Loot*: (Pending); Upgraded race-stats for Eira

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: N/A

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Gritty Realism

## Main change

* A short rest now takes 8 hours
* A long rest now takes 7 days.

## Custom Rule tweaks

* Preparing spells can now be done after a short rest.
* Taking a short rest now recovers 1 level of exhaustion.
* Taking a long rest now restores all expended hit dice.
* Sorcerers recover their Sorcery Points after a short rest.

## Details

* Any combat interrupts a long rest, forcing the characters to start over.
	+ *The idea is that you all will only be able to take a long rest in a settlement, such as a major city or small town. The wilderness will feature random encounter rolls, making it a bad place to rest outside of truly desperate circumstances.*

* If you do attempt to travel while resting, each hex takes 2 days to traverse rather than 1.
	+ *Same idea. Overveland travel is hard and dangerous, especially while injured. If you are really desperate then you can risk a death march through the desert, but odds are you’ll encounter obstacles and have to start over.*
Aster (RIP)

**Aster Ferrafeather died to the fangs of Aleph Zarine on October 12, 6812.**

Aster is a female ferruginous hawk Aarakocra. Order of the Lycan blood hunter. She is 5 years old (adulthood for Aarakocras start at 3 years), 6ft tall, and weighs 100lbs.

Yellow eyes, yellow cere (mouth and nostril bit) and legs/feet. Black beak and talons. Light cream colored body. Head speckled with reddish-brown feathers. Rust red wings and tail with chocolate brown speckles and chocolate brown tips. 10ft wingspan.

She wears brown studded leather armor and a simple brown loincloth skirt. A silver arrowhead hangs on a black cord around her neck. She has red bandages wrapped around her forearms.

She is always seen with two scimitars. Her first pair were Tomiel (toh-me-el) and Aquilia (uh-quih-lee-uh). Tomiel had a silvery blade and golden hilt while Aquilia had a golden blade and silvery hilt, they were subsequently infused with magic and given to Beebo and Arco, respectively. Currently her two swords are the Silver Scimitar of Aesarel (shortened to "Aesarel") and the Bronze Scimitar of Constellations (nicknamed "Pavonis") created specially for Aster by His Brilliance Azurax the Arcane, Cobalt Lord of the Raging Skies. At night before she sleeps, she has a ritual where she unsheathes her two swords and wraps her red bandages around the hilts that connect to her arms to protect them from theft.

Aster received two magical tattoos. *Tattoo on left arm w/ blood-red ink*: aarakocra skull w/ two criss-crossed skylacs behind it on her shoulder. The skull is crying tears of blood that start off as tear drops but then pool and wrap down her arm and end at the start of her palm. The blood is criss-crossed with a whispy design that is reminiscent of clouds and shadow.

*Tattoo on right arm w/ black ink*: broken chain wraps around upper arm.

In her feral form, Aster's feathers puff out and look more frayed. Her beak and talons grow longer and sharper, and her eyes glow red.

The light blue griffon egg hatched on August 29th, 6812. Aster named the baby female griffon Zephyra (Zef-ear-ah).
Parent Trap

*Hired by*: The Transcendite; Eira

*Mission Request*: Recover the remaining Chitin armor pieces and find The Transcendite's body; Rescue her dad

*Rewards/Loot*:

*Discovered Places*:

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Sapling of Vasanis, Treants, Will-O-Wisps

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## Summary

We resume with the party having defeated two masses of vines, freeing the villagers from Port Alulim who had been trapped and tortured within. Now, the party turned to the similarly-trapped Chund, Firbold tattooist and friend of the party. When attempting to cut Chund free from the vines caused the same vines to, in turn, harm him, the party opted for a different strategy. After Arco gleaned the language Agonic (to the extent Agonic is a language), the party was able to free Chund.

After a ten-minute "cat nap" (*i.e.*, short rest) assisted by Chund, the party progressed into the main cavern. This specific Qhamuni temple was dedicated to "The Mover Who Translates Thought to Bone and Steel."

The party then made their way into a large, round chamber, featuring a giant blood and flesh tree growing rows of teeth. Hanging from the tree were people, and rivers of blood flowed from those people to the roots of the tree.

Most concerning to Cedric, however, were two masses embedded in the tree. High on its massive trunk, two torsos, with brances for arms, had possession of the Right Pauldron of the Transcendite. In unison, Cedric's parents announced that they were expecting us, calling him "Shard-Blessed."

Faced with this horrifying, overwhelming, and trauma-surfacing set of events, Cedric entered into a rage. Together with the help of the Listener's psionic power, the two were able to inflict massive damage on Cedric's tree-parents. In an epic fight, the runes on Cedric's old longsword began glowing and moving, dealing further damage to the tree than its simple, trustworthy craftsmanship would have suggested.

As the battle wore on, Eira was able to drop an impressive Mass Healing Word on her allies in the area, and on the living beings trapped around the tree. While the role of Cedric's parents in the horrors that befell him and Port Alulim afforded no quarter, Eira still held some love in her heart for her father, and sought to protect the people of Port Alulim, at least in part because he might be amongst them. The healing was essential, saving the innocents held prisoner\* and giving the party members the power to finish the fight.

The party were ultimately victorious. Cedric, through the Shard of the Torment lodged within him, used an explosion of Wild Magic to teleport up, and crash down through the tree, taking the heads off of his parents' demented bodies, severing the Sapling of Vasonis from its connection to this world.

\*It is unclear if the power of Eira's magic could have cured her father of his problems with alcohol abuse. We can only hope.
Mirage Elf

# Mirage elf - Elf subrace

As a mirage elf, you have one foot in the desert and one in another world entirely. Your people have long known of secret ways through the sands, shortcuts that are only possible by crossing into another realm called the City of Mirrors.

As the generations have passed, ways into the City of Mirrors have grown rarer and rarer. But if you can catch up to a mirage and reach through it, the City may be within your grasp.

Mirage elves have deep brown skin that ranges from dark ebony to golden tan. Their hair is most often dark brown or black, but can also feature streaks of silvery grey or vivid copper. Mirage elves' eyes are completely reflective, like a mirror. If you gaze into a Mirage Elf's eyes, the world you see reflected might not match the one you know.

***Ability Score Increase:*** Your Constitution score increases by 1.

***Elf Weapon Training:*** You have proficiency with the longsword, shortsword, shortbow, and longbow.

***Mirage elf magic:*** You know the *Minor Illusion* cantrip. When you reach 3rd level, you can cast the *Longstrider* spell once per day. When you reach 5th level, you can also cast the *Blur* spell once per day. Charisma is your spellcasting ability for these spells.
Sanguine Ceremony

*Hired by*: Ourselves

*Mission Request*: Attend Award Ceremony

*Rewards/Loot*: The Golden Elixir

*Discovered Places*: N/A

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook), "Bob" (alarm gnome)

*Monsters Encountered*: Carrow, Kavra the Red, Awakened Lotus

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## Summary

Saint Ataraxia welcomed the representatives of the Dziyiri Nakkar Consortium: Aster, Aleria, Raxis, & Eira to the award ceremony. They stood on a platform in front of the 20ft tall white giant lotus. When she touched the handles of the ostentatious chest hold the golden elixir, Saint Ataraxia froze in place. Immediately, the party lept into action and Aleria rushed to get the Saint and the chest away from the open. The crowd watched in horror as a black disease started spreading the across the giant sacred lotus and Yagnin Carrow was seen flying above the plant as it began to animate. Aster flew toward Carrow to strike and Eira quickly cast dispel evil and good thus curing the sacred lotus of the evil influences, which seemed very similar to the dark magic cast upon Sohtana (see C2Ep17). Kavra the Red joined the fray but eventually was captured. Carrow used his powerful blood magic and cast circle of death, killing hundreds of innocent people in the crowd. Ultimately killed in the fight by Aleria and the guards. Ataraxia was freed by a lesser restoration from Eira and the party discovered a strange white powder residue on the handles of the chest. Ataraxia allowed the party to hit Kavra before the dragonborn was taken into custody. They inspected Carrow's body and found the same half moon symbol on a necklace as on the ring Aster took from the ooze woman and the abyssal note found on the overrun gnome strandbeest (see C2Ep4 & C2Ep18). Once Ataraxia and the golden elixir were secure, the party made a beeline to the outskirts of the city to summon the Celadon Ruins Tower to store the rare elixir and regroup to rest and figure out how and where to sell their prize.
Ghoul and the Gang

*Hired by*: Ambassador Noxrus

*Mission Request*: Kill the Ashen Jackals (pack of ghouls lead by Duahad the Unsound)

*Rewards/Loot*: 470gp, Oil of Etherealness

*Discovered Places*: Rasaphian Embassy, Plague Ward

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook)

*Monsters Encountered*: Ghouls, Duahad the Unsound (necrophage ghost), Giant skeletal pangolin

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## Summary

While searching for a job at the quest board, Beebo, Bigbo, Birdbo, and Berryman were approached by a figure wrapped in cloth asking for an adventuring group to perform a clandestine mission for her (Lenore). Being professional clandestine adventurers they of course accepted and were brought to the Rasaphian embassy via the back door. Inside, they met with Ambassador Noxrus, and asked to slay an undead gang leader named Duahad the Unsound and his band of ghouls in order to help people in Uqhesh accept Rasaphia’s enlightened undead.

Accepting this quest, the squad first received valuable information on his location, the Plague Ward, and a medicine to prevent catching said plague. Everybody except Christopher imbibed their juice with varying levels of enthusiasm, and Beebo licked a bathhouse floor.

Once inside the Plague Ward (via a secret tunnel) our fearless adventurers wandered towards a well where the ghoul’s nest was said to be. Upon finding the ghouls, a grand battle was held, involving spike growth, C2 becoming a spider, magical murderous mutts of both flesh and shadow, Beebo shooting people because Steeve can be a bow, Aster failing 2 death saves because blight hurts, an undead pangolin, and a fireball.

Upon completing their mission and bringing back some of Duahad for Noxrus’ research plus ghoul hands for a cash reward, the party went home to take a nap.
Theories

Here are all the theories for Budget Cuts 1 and 2 on different characters:

**Winta Is Evil**

Throughout BC 1 (and parts of BC 2) Winta is shown to be manipulative and has an impulse for murder. Winta is shown to constantly lie to the player in her phone calls. In BC 2, it is confirmed that on the rooftop levels, the robots will never come to attack you. Winta also doesn’t tell you about Adam even though lore can prove that she had gone to HR before. This shows manipulation.

**April’s Virus Does Nothing**

This theory is more of observations than anything. April’s virus is supposed to shut down TransCorp. Despite being guarded, the virus is not harmful to anything or helpful to anything. The robots will still attack, the drones will still track, and Adam has nothing changed about him.

**The Last Human**

On the comms of BC 1 and news of BC 2, we are adressed as “the human”. Why not “A” human? Adam is known for killing humans, Winta has probably killed more people than just Rex, and we never see any other humans. It is completely possible that humans don’t exist and that we are the last hope. In the starting office for BC 1, there are only a few worker bots. There are more desks than worker bots. The fact that there are no more humans can not be a coincidence.

**ADAM was the first robot**

Think of the name Adam. Where else has the name Adam been used in human literature? The bible. Adam was the first human being in the world. This leads people to believe that ADAM is also the first robot, probably a failed attempt due to his erratic behaviour
Whole New World

*Hired by*: Sohtanna

*Mission Request*: Kill her Uncle Rinqaz for betraying her family

*Rewards/Loot*: Access to Sohtanna's Cloud Tower demiplane

*Discovered Places*: The Spire of Twelve Gales, The Archives of Clear Skies, The Clumsy Ibis (bar/inn)

*Caravan Allies*: Gromlo (antiquarian), Caliban (cook)

*Monsters Encountered*: N/A

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## Summary

The party uses the flying carpet and magic compass that Sohtana gifted them to fly to reach the elemental plane of air (henceforth known as the "Air Plane") and reach the capital city of Yondergarden. The party was able to walk on the surprisingly dense clouds and marveled at the strange blue and purple flora that grew on them. A dustwing tiefling woman named Sylph was able to inform the group of areas they could visit as tourists: the capitol building - Palace of BIllowing Stars; or the library - The Archives of Clear Skies. C2 used his animal communication skills to speak with two alley tressyms. They were able to direct him to The Spire of Twelve Gales, the military compound Rinqaz is known to reside in. Aster flew overhead and eavesdropped on some guards. In Auran, they mentioned Rinqaz speaking with Lady Iralla (leader of the fluminars), cloud giants movements, and the dao amassing elementals of metal for the Primordium War. The party spoke with Rinqaz under the guise that their village was attacked by earth elementals on the material plane. After their conversation, the party made their way to the archives to research more about the war and any relevant information leading to Sohtana's imprisonment. The catalyst was the Battle at Crucible Fields, which happened roughly a year ago. The djinn were unable to hold off the dao army and when Sohtana's father Sashan fell in battle, she suddenly went mad and killed many people, including her own kind. Rinqaz was finally able to incapacitate her and trap her in the demiplane. No occurrence of homicidal madness had every befallen Sohtana before... very suspicious...
Draconic Weapons

Here is a list of Draconic weapons that can be found in MouseHunt. For convenience, only power is listed here, however the full stats of each weapon can be found on their respective pages. Additionally, Limited Edition weapons which are either no longer available or can only be obtained during certain events are listed separately

## Draconic weapons (limited edition)

**Draconic Weapons**
 Chrome Storm Wrought Ballista Trap **LE** | 6,200
 Dragon Lance **LE** | 4,950
 Harrowing Holiday Harpoon Harp **LE** | 5,000
Hydro Weapons

Here is a list of Hydro weapons that can be found in MouseHunt. For convenience, only power is listed here, however the full starts of each weapon can be found on their respective pages. Additionally, Limited Edition weapons which are either no longer available or can only be obtained during certain events are listed separately
Shadow Weapons

Here is a list of Shadow weapons that can be found in MouseHunt. For convenience, only power is listed here, however the full starts of each weapon can be found on their respective pages. Additionally, Limited Edition weapons which are either no longer available or can only be obtained during certain events are listed separately
Forgotten Weapons

Here is a list of Forgotten weapons that can be found in MouseHunt. For convenience, only power is listed here, however the full stats of each weapon can be found on their respective pages. Additionally, Limited Edition weapons which are either no longer available or can only be obtained during certain events are listed separately
TV Koiya Wiki

**Welcome to the TV Koiya Wiki!**
TV Koiya is an upcoming website where people watch TV online.

*Community Founders*: Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.

## Categories

 Kool Toonz | Kids 7-12
 ToonTots | Kids 0-6
South America: All
Europe: Anodrra, Austria, Belgium, Bulgaria, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Italy, Liechtenstein, Monaco, Netherlands, Norway, Poland, Portugal, Russia, San Marino, Spain, Sweden, Switzerland, Turkey, UK, Vatican City
Asia: Bahrain, China, Cyprus, East Timor, India, Iran, Israel, Japan, Jordan, Kuwait, Lebanon, Malaysia, Oman, Philippines, Qatar, Russia, Saudi Arabia, Singapore, Sri Lanka, Thailand, Turkey, UAE, Yemen
 Mature Channel
 Koi Suru Terebi | Teens 13-16
 Cinema TV

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Physical Weapons

Here is a list of Physical weapons that can be found in MouseHunt. For convenience, only power is listed here, however the full starts of each weapon can be found on their respective pages. Additionally, Limited Edition weapons which are either no longer available or can only be obtained during certain events are listed separately
Iceberg

The **Iceberg** is a location in the Rodentia region. It is described as "teeming with mice, and on a collision course with the beaches directly oustide Gnawnia's castle, this Iceberg must be stopped at all costs!" The Iceberg is a Hydro region, and the Steam Laser (and its variants) have additional power in this area.

Travelling to the Iceberg requires the player to be a Lord/Lady. The player must also obtain the Icebreaker License from the Harbour Cartographer or S.S. Huntington IV Cartographer for 145,000 gold
Kingdom of Gnawnia

The Kingdom of Gnawnia is the the Kingdom in which all of MouseHunt's adventures take place. It is home to myriad areas with their own distinctive features, apart from the fact that everywhere is utterly infested with mice. The player's job is to take back Gnawnia from the mice, using carefully set up traps and delicately created cheeses.
Law Weapons

Here is a list of Hydro weapons that can be found in MouseHunt. For convenience, only power is listed here, however the full starts of each weapon can be found on their respective pages. Additionally, Limited Edition weapons which are either no longer available or can only be obtained during certain events are listed separately.

## Law weapons (limited edition)

**Law Weapons**
 Law Laser Trap **Limited Edition** | 1,750
 Surprise Party Trap **Limited Edition** | 2,000
 The Law Draw **Limited Edition** | 1,100
Rift Weapons

Here is a list of Rift weapons that can be found in MouseHunt. For convenience, only power is listed here, however the full starts of each weapon can be found on their respective pages. Additionally, Limited Edition weapons which are either no longer available or can only be obtained during certain events are listed separately

## Rift weapons (limited edition)

**Rift Weapons**
 Christmas Crystalabra Trap **LE** | 1,200
 Rift Glacier Gatler **LE** | 1,250
 Wacky Inflatable Party People Trap **LE** | 1,100
Unofficial MouseHunt Wiki

**Welcome to the Unofficial MouseHunt Wiki!**
This wiki is intended to help players of the game MouseHunt, a game where players can "hunt" every fifteen minutes to try and eradicate the Kingdom of Gnawnia of the mice that plague it.

There is already an official wiki, however it can sometimes give *too much* information in a cluttered manner. This wiki aims to serve as more of a "quick reference" guide. Please note the official wiki is much more complete and is well maintained by HitGrab and its volunteer editors.

Any images presented on this Wiki are property of HitGrab Inc. and are used here on a fair use basis as this wiki serves to provide commentary on and reference materials regarding the game and its associated materials.
Arcane Weapons

Here is a list of Arcane weapons that can be found in MouseHunt. For convenience, only power is listed here, however the full stats of each weapon can be found on their respective pages. Additionally, Limited Edition weapons which are either no longer available or can only be obtained during certain events are listed separately.
Hunter's Title

A **hunter's title** (often referred to as a **rank**) is a measure of the achievements of a player and reflects their experience in the game. The Hunter's Title progress advances based on a player's sounding of the horn. It advances more on a catch than on a failure, and advances more on an active hunt (where the player sounds their own horn) rather than a passive hunt (where a player's friend takes them on a hunt or an hourly trap check).