recursal/Fanatic-Fandom huggingface dataset:
Human

Humans are often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body
piercings, and the like. Humans have short life spans, achieving
adulthood at about age 15 and rarely living even a single century.

### Relations:

Just as readily as they mix with each other, humans
mix with members of other races. Among the other races, humans
are known as “everyone’s second-best friends.” They serve as
ambassadors, diplomats, magistrates, merchants, and functionaries
of all kinds.

### Alignment:

Humans tend toward no particular alignment, not
even neutrality. The best and the worst are found among humans.

### Human Lands:

Human lands are usually in flux, with new ideas,
social changes, innovations, and new leaders constantly coming to
the fore. Members of longer-lived races find human culture exciting
but eventually a little wearying or even bewildering.

Since humans lead such short lives, their leaders are all young
compared to the political, religious, and military leaders among the
other races. Even where individual humans are conservative
traditionalists, human institutions change with the generations,
adapting and evolving faster than parallel institutions among the
elves, dwarves, gnomes, and halflings. Individually and as a group,
humans are adaptable opportunists, and they stay on top of changing
political dynamics.

Human lands generally include relatively large numbers of
nonhumans (compared, for instance, to the number of nondwarves
who live in dwarven lands).

### Religion:

Unlike members of the other common races, humans
do not have a chief racial deity. Pelor, the sun god, is the most
commonly worshiped deity in human lands, but he has nothing like
the central place that dwarves give Moradin or elves give Corellon
Larethian. Some humans are the most ardent and zealous adherents
of a given religion, while others are the most impious people
around.

### Language:

Humans speak Common. They typically learn other
languages, including obscure ones, and they are fond of sprinkling
their speech with words borrowed from other tongues: Orc curses,
Halfling culinary terms, Elven musical expressions, Dwarven
military phrases, and so on.

### Names:

Human names vary greatly. Without a unifying deity to
give them a touchstone for their culture, and with such a fast
breeding cycle, humans mutate socially at a fast rate. Human
culture, therefore, is more diverse than other cultures, and no
human names are truly typical. Some human parents give their
children dwarven or elven names (pronounced more or less
correctly).

### Adventurers:

Human adventurers are the most audacious,
daring, and ambitious members of an audacious, daring, and
ambitious race. A human can earn glory in the eyes of his or her
fellows by amassing power, wealth, and fame. Humans, more than
other people, champion causes rather than territories or groups.
Background Feats

Our intended use for this system is to allocate RP-Based Feats that represent a player's background POST-Creation. Meaning that you will have the option to select a feat to represent your background that is outside the typical Creation feat selection.

All of the below feats are included in the system. Upon entering the server for the first time a character would be given the option to select one of the feats for free. (Selected by speaking to the background selector in the ooc lobby.)

* Alertness: +2 spot and listen
* Artist: +2 perform and spot
* Blooded: +2 initiative and spot
* Bullheaded: +2 on resisting taunts and +1 will saves
* Resist Disease: +4 bonus save vs disease.
* Resist Poison: +4 bonus save vs poison
* Silver Palm: +2 appraise and persuade
* Thug: +2 initiative and persuade
* Stealthy: +2 hide and move silently
* Snake Blood: +1 reflex save and +2 fort vs poison
* Courteous Magocracy: +2 arcane knowledge and spell-craft
Assassin

* Skills per level raised to 7.
* Requirements the same as Vanilla (8 hide, 8 MS, evil)
* Assassins are no longer spell casters, they instead have an assortment of mundane gadgets that function much the same as the spells they had before.
* Use poison has been removed from the server as it's no longer needed. Assassin's now get Poison Mastery, adding +1 to the DC of all poisons they use.
* Granted Deadly focus 1/day at level 1. (An additional use/day at assassin level 6) Works the same as true strike.
* Granted Smokescreen 1/day at level 2. Works the same as Entropic Shield.
* Granted Superior initiative at level 3.
* Granted Smoke Bomb 1/day at level 4. (An additional use/day at assassin level 5) Works the same as Darkness.
* Granted Dust of Tracelessness 1/day at level 7. Works the same as Invisibility.
* Granted Grappling Hook 1/day at level 8. Works the same as Dimension Door.
* Granted Improved Dust of Tracelessness 1/day at level 9. Works the same as Improved Invisibility.
* Hide in Plain Sight granted at level 10.
Rogue

Changes marked in Green are new additions from vanilla

**Skill points**: 9 + int modifier ( (9 + int modifier) \* 4 at 1st level)

**Skills**: appraise, bluff, disable trap, heal, hide, intimidate, listen, lore, move silently, open lock, parry, perform, persuade, pick pocket, search, set trap, spot, taunt, tumble, use magic device

 Level progression

## Special bonus feats

On achieving 9th, 10th, 12th, 13th, 15th, 16th and 18th , the rogue can choose one of these feats. New Feats have been added to the list

**Each feat can only be taken once**

* crippling strike
* defensive roll
* opportunist
* skill mastery
* slippery mind
* Self Concealment 10% (Normal requirements removed)
* Ticks of the Trade: Both Skill focus hide and move silently.
* Blind Fight
* Improved Sneak attack I (Normal requirements removed)
* Bleeding strike (same as Fighter)
* Fleet of foot: Continuous 10% move increase, 25% while in stealth.
* Iron Stomach: Both Resist disease and Resist poison feats
Ranger

* Skills per level increased to 7.
* Tumble and Disable Device added as Class Skill
* Point Blank Shot added at Level 1 (Class Feat)
* Rapid Fire added at level 3 (Class Feat)
* Hide in Plain Sight added at level 15.
* Blade Thirst Spell changed to 2 Turns/level (up from Rounds), and is now granted +1/5levels to a max of +3. Can also work on all weapons.
* Great Fortitude granted at level 3
* New Spells Available
* Completely Re-worked Animal Companions

**Spell Progression Improved**
The Advance of Science

Faerun was a continent heavily suffused with magic, affecting life for many. The Longest Year disrupted the world’s ability to use magic for nearly everything as it once had. The world had to adapt instead, fearing that magic would never return. Wizards and tinkerers of all races retained their intellect, and applied it to new advancements in old sciences.

When magic did return, albeit far weaker, progress was well underway in several fields that had at best a minimal reliance on arcane or divine magics.

The practice of mundane medicine was one such science that made spectacular progress during and since the Longest Year. Without the occasional reliability of divine healing, natural remedies and surgical practices became more advanced and commonplace. Anesthetics, antiseptics, and anatomy became widely known and relied on. Natural remedies distilled into usable form began curing simple illnesses and even common ailments such as headaches.

Tied to medicine was the greatest field to advance of them all: Alchemy.

Alchemists that had always relied on a combination of ingredients and magic began to rely more on the former and less on the latter, if any at all. Alchemy became a true science rather than a passing fancy in a world that had greater powers available to it, and began to substitute magic in many places, including in the arsenal of adventurers.

Alchemy mirrored divine healing, though in limited degrees. It allowed for contained alchemical fire, acid, and potent poisons. It led to solvents and adhesives, to balms and tonics that could provide practically magical benefits.

One of the most high-profile advents in Alchemy was in explosives and propulsion. A brilliant but short-lived wizard created an alchemical paste-like compound that could produce substantial explosions, but only when it reached a rather large critical mass; his invention had earned the monicker of “fireclay” for its dull red color, consistency, and explosive properties. Substantial metallurgical work was required to contain the explosive power and harness it to what humans made best: weapons. These cannons were extremely large and bulky, and could not be made smaller due to the nature of the fireclay itself. Some already adorned wealthy harbors and, according to rumor, some large warships even employed the weapons to be even more frightening on the seas.
The Player Character and Levels

On the Dragon’s Neck, and in Forgotten Realms in general, the Player Character is supposed to be exceptional. They are meant to stand above mundane NPCs, and are created to play a part in regional or world events. Player Characters can more easily be justified in having Good or Evil alignments because they are the focus of this story. Player Characters can more readily be less well-traveled races such as Dwarves and Elves, because they are both a minority and a staple of the setting.

While on the Dragon’s Neck we will explore very human stories, mundane conflicts, and face problems we can personally relate to..these will happen alongside acts of magic, conflicts of good and evil, and grand events.
A player character’s level correlates to more than their mechanical stats. The level is a mark of a character’s presence in the world, and ability to influence events.

All PC's start at level 2.

Even at level 2, a character with class levels (Fighter, Wizard, etc) stands above the majority of the population. A level 2 fighter can leave their village, already the best swordsmen there, and seek new adventures and challenges.

At level 4, characters have come more into their own. They may have impacted some few lives, and their names may mean much to some few along the way, but they are the heroes of only small and local stories. A level 4 wizard may still be counseled by a town’s mayor for his intellect and knowledge of the arcane, and a level 4 rogue may be considered an accomplished cutpurse.

By level 8, a character has made their name. They are not peerless, but their prowess in their field is regionally known to those that have an eye for such things. Level 8 characters in the setting have led military forces, command a city’s guards, or been at the right hands of local rulers.

A level 12 character has achieved that which few in the world can even aspire to. They carry big names and growing reputations, and may find themselves on the stage of world events if fate wills it. There is always more to learn, and there are always bigger fish and greater threats, but a character that has achieved so much will rarely manage obscurity.

A level 16 character is likely to get drawn into the affairs of the world or region, one way or another. They have a well-earned reputation, prowess, experience, and power that can turn the tides of battles and politics. Only the ignorant could have trouble matching a face to a name and the deeds behind it.
Familiars and Animal Companions

With the events of "The Longest Year", one side effect is a change to how Familiars and Animal Companions are viewed.

For purposes of this post, Familiars and Animal Companions will be referred to as "Companions". Additionally, there may be an addendum to statements based on whether your companion is monstrous in nature.

**OOC Note: A future-project will feature a more PnP-style Companion system that will allow a more extensive amount of work to select a true companion that is purely non-combat. Until that point, Companions should be treated as outlined below.**

For mechanical changes see:

* Familiar Changes
* Animal Companions

## Summoning a Companion:

There is no longer a steep effort to obtain familiars/companions. Companions are now summoned directly from the Astral Plane of existence and do not "die" in the sense that normal beings "die". When a companion suffers too many wounds, they retreat to the Astral Plane of their own volition to heal. While the summoner always summons the same creature from the Astral Plane, a spell similar to "Summon Creature 1" summons a different creature each time it is cast, this is what creates a different bond than a typical summon.

## Roleplay in Town:

Companions should not be used in towns or civilized areas. The limiting of magic have made people even more on-edge to the concept and it would be exceptionally rare to have a trained wild animal following you in town. Companions that are used in town will be treated like the creatures they are.

* Monstrous Creatures: Monstrous Creatures (PsuedoDragons, Hell Hounds, etc) seen in town will likely be hunted down and killed.

## Roleplaying Companion Death:

As mentioned above, companions are now linked to the Astral Plane and return to said plane when their wounds grow too extreme. Players may be concerned for the well-begin of the companion, however only the summoner would still feel the lingering connection with their companion.
Death

*In our settings players do not actually die, but instead become heavily wounded in an unresponsive state. Because of the lack of magical capabilities after the recent events, the ability to "Raise the Dead" is not a blessing that clerics are capable of performing. Instead it is best to consider that the ability to bring an "unresponsive" being back to consciousness is comparative accomplishment of healing.*

**For more detail on the role-play aspect of death see: Handling "Death"**

## Bleed-To-Death system:

* Players will begin bleeding at -1, each bleed out has a 10% chance to return you to life. A sanctuary buff is applied to ensure that monsters cannot keep attacking you.
* Upon hitting -10HP, players will become "Unresponsive". They will leave a non-lootable corpse behind that other PCs can cast spells upon, and carry around to wherever they see fit.

## Death Penalty

When a player dies they will go to the fugue plane and be met with multiple options.

**In all cases, after coming back to life players will have double RPXP for 1 hour.**

* The standard choice brings the player back to life and applies an experience/level penalty.
* Alternatively players can pay gold/level as well in order to lose half as much experience.
* A body can be brought back to a temple, and for a cost of 5,000gp the temple priest can cast raise dead. This will reduce the experience cost futher.
* Alternatively a player can pay 15,000 gp at a temple to have a priest cast ressurection. This will reduce the experience cost even further.

### Levels 1-4

* The normal penalty is a loss of 250 exp per level. (Players should not go below level 2)

### Levels 5 and Above

* The normal penalty is a loss of 1,000 exp per level.
* Choosing to instead lose 1,000gp per level reduces the experience penalty by 50%.
* Temple Raise dead: Flat 5,000gp cost, reduces the experience penalty by 55%.
* Temple Ressurection: Flat 15,000gp cost, reduces the experience penalty by 85%
Familiar Changes

**All of the vanilla familiars have been removed.**

The new familiars all have the same base stats. *(Ability scores, health, BAB, skills, AC, damage, saves, etc.)*
Each Familiar has its own unique ability:

Spells can be cast 1/day at levels 5-10, 2/day at levels 9-16 and 3 times per day at level 18.

Wizards and Sorcerers that cast spells on themselves have it auto-duplicate onto their familiar.

**Unique Abilities:**

* **Dog**: Knockdown

* **Rat**: Ironguts, Faster than any other familiar.

* **Cat**: Cat's Grace

* **Raven**: Ultravision

* **Snake**: Strength Poison

* **Spider**: Dexterity Poison

* **Owl**: Owl's Wisdom

* **Animated Tome**: Fox's cunning, Permanent 15m of white light.

* **Zombie Rat**:  Undead Immunities
Stance on Obscure Forgotten Realms Lore

## References to Earth

The Dragon's Neck does not recognize any lore or content that indicates Earth (Real Life) has an impact on this setting. Any references to major people in the Realms (Ed Greenwood), or referencing major cities or cultural names (Seattle, Texas, Greece, March, etc) are not allowed.

### Imaskar

According to lore, the Imaskar brought slaves back to Toril from other planes. While this is still an acceptable view, we do not recognize these beings coming from Earth.

If you have questions please message a DM.
Fishing

Fishing is a fun way to pass the time. It not only can be used as a small source of income, but certain fish are also used in profession recipes.

You'll fist need to buy a fishing rod, sold by most general merchants.

Next you'll need to find a fishing spot. There are multiple different kinds.

There will be an invisible placeable available notating whether the area is a Freshwater body of water, or Saltwater. Each will have different fish to catch!

Interact with the fishing spot to begin fishing.

You can catch many different kinds of fish, all varying in size and weight.

## Progression:

As you catch fish you can increase your fishing level, similar to other professions. However Fishing does not count towards your cap of 30 levels in professions.

The higher your skill in fishing the better your chance of catching fish.
Animal Companions

On The Dragon's Neck we have completely overhauled animal companions. All of the original companions have been modified. Some of the companions have size modifiers that we have accounted for in our planning process and most size modifiers do not show up on the character sheet.

Please also review: Familiars and Animal Companions

## Special Abilities

### Giant Spider

* Poison: On hit: 50% move speed slow for 2 rounds (DC 5+ Spider level).

### Panther, Lynx and Cougar

* Only 1d6 sneak attack damage, never increasing.

### Wolf and Tiger

* Knockdown and level 1, improved knockdown at level 8.

### Snake

* Poison: On Hit: 1d2 Con damage ((DC 5+ Spider level)).

### Stag

* Bleed: On hit: Wounding 1
* Knockdown and level 1, improved knockdown at level 8.

### Crocodile

* Grab: 20% chance on hit to root for 1 round.
* Slow Movement: moves slightly slower than normal speed.

### Tortoise

* Shell: 50% immunity to physical damage.
* Slow movement: Moves significantly slower than normal speed.
Cleric

**Clerics require an application to play.**

* Skills per level increased to 3.
* Increased # of cantrips per day by 3
* Divine might and divine shield instant cast.
* Heavy Armor Proficiency Removed (Can still be taken by the class, just not auto-granted)
* Domains have been changed, see spell changes.
* (Several Cleric-Specific Spells have been changed.)

* Spell Changes
Shadowdancer

## Class Changes

* Skills/level Increased to 7.
* Shadow Evade Duration increased from 5 rounds to 10 rounds, instant cast. Grants Ultravision while active.
* Shadow daze duration reduced to 2 rounds
* Darkness 1/day granted at level 1 (an additional use/day at 4,7 and 9). Instant Cast.
* Blind fight granted at level 2

* Shadow Conjuration 1/day granted at level 2 (an additional use/day at level 10)
* Shadow Jump (dimension door) granted at level 6. instant Cast. (an additional use/day at level 10)
* Greater Shadow Conjuration 1/day granted at level 7
* Shades 1/day granted at level 10
* Summon shadow has been upgraded to a custom shadow that scales with the level of the Shadowdancer.
Alchemy

Alchemy is the profession required to make potions, grenades, weapon oils, poisons, and healing kits of all kinds. Alchemy has likely the largest diversity of the professions within itself, and is designed to be the most cost-efficient way to prepare basic adventuring supplies like healing potions. The Alchemy profession is the only source of many of its in-game products, as not all will appear in loot.

## Requirements:

Alchemy items can only be crafted by the player with the following conditions:

1) The player has found the corresponding Alchemy Recipe Book and learned the recipe.

2) The player’s Crafting Level (CL) is high enough to create the Alchemy product

## Ingredients:

Alchemy ingredients fall into four categories:

1) Base “container” ingredients such as Alchemist’s Vials and Small Leather Pouches. These can be purchased from herbalists and many other NPCs.

2) Herbs, usually acquired through the Herbalism profession. These are found in the wild all across the game world, with more dangerous areas having a chance for more rare herbs. The main herb for creating healing potions is able to be purchased from all herbalists.

3) Wandering creature drops, such as Animal Horns and Animal Tallow, are used in a variety of potions. These can be derived from creatures in the wilds of the in-game world, rather than in dungeons.

4) Dungeon monster drops, which some creatures in dungeons will drop on death.
Other ingredients may be found through loot.

## Process:

The process flow for Alchemy is as follows:

1) Acquire Alchemy recipe, which should be titled something like “Alchemical Formula: Acid Flask.”

2) Learn the recipe by using the item. This recipe should now be added to the character’s known recipes. The Alchemical Formula item disappears.

3) Approach the Alchemy Table, and navigate the menus to see what recipes are known. Choose one you have the required ingredients and Crafting Level for.

4) Place all the necessary ingredients listed in the Recipe into the Alchemy Table inventory. Return to the other prompt to continue the Formula.

5) If all the ingredients are in the table, and the crafting level is met, then creating the item should make the product appear in your inventory. The ingredients in the table will be consumed.

## Progression:

There are several ways to gain experience and advance your Alchemy CL. Learning recipes grants experience, but the primary driver of Alchemy experience will be crafting potions. The higher the CL of the potion crafted, the more experience is given.
Feats

## Custom Feat Changes

* Two Weapon Defense:
	+ Prerequisite: Two-Weapon Fighting
	+ Description: +2 AC when two weapons are equipped OR when using a Double-sided weapon.
* Power Attack:
	+ Modification: Now +3/-3 Damage/AB
		- 2-Handed Weapons: +6/-3
* Improved Power Attack:
	+ Modification: Now +6/-6 Damage/AB
		- 2-Handed Weapons: +12/-6
* Expertise:
	+ Modification: Now +3/-3 AC/AB
* Improved Expertise:
	+ Modification: Now +6/-6 AC/AB
	+ Prerequisite: 6 BAB
* Weapon Focus/Imp Crit/Weapon of Choice:
	+ Modification: The following weapons now have these feats:
		- 1H Trident
		- Assassin's Dagger (Weap Foc Dagger)
		- Sai
		- Nunchaku
		- Falchion
		- Katar
		- Heavy Mace
		- Goad
		- Firewheel
		- Maul
		- Double Scimitar
* Divine Might and Divine Shield are instant cast.
* Two weapon fighting requires 13 dexterity and automatically grants Ambidexterity.
* Improved Two Weapon Fighting requires 15 Dexterity. (Still requires +9 BAB).
* Extra Smiting cannot be taken by Paladins.
Portraits

We have provided a public folder to upload your character portraits.

**Our portraits are for PG-13 content only.**

## Adding New Portraits

We request you follow a naming scheme for your portrait files.

The first letter is the Sex (as organized during character creation). M, F, or B. (Male, Female or Both).

The next four letters are the first four letters of the character name.

Then and underscore.

The next four letters are the first four letters of the last name. (Can be blank but we're trying to avoid duplicate names).

**Example:**

Jayco Stormcaller: MJayc\_Stor\_L.tga, MJayc\_Stor\_M.tga, MJayc\_Stor\_S.tga, MJayc\_Stor\_T.tga

**Do not add any of the H files (MJayc\_Stor\_H.tga), without the H file others cannot see your portrait during character creation.**

Keep the H file for your own personal use in your own potraits folder.

Link to Community guide for making your own portraits

## Downloading Existing Portraits

Players can access the folder and click on the "Download All" button in the top right hand corner.

These portraits are entirely offline, you'll unzip the folder into the portraits directory of your Neverwinter Nights folder.

## Changing Your Portrait In Game

Use the !portrait command

Example: !portrait MJayc\_Stor\_
Enchanting

Enchanting improves weapons, armor, shields, and equipment by applying affixes which grant bonuses to the item. The affixes possible will always mirror that which can appear in loot, but the options in Enchanting will be limited to effects that are more magical and cannot be readily explained by fantastical materials alone. Most of the equipment affixes are purely enchantment.

## Requirements:

Enchanting an item requires the following:

1) The player has to learn the Enchanting recipe from an Enchanting Trainer. Some trainers will be stationary, while others travel and appear in specific places temporarily.

2) The player’s Crafting Level (CL) is high enough to create the Enchanting product.

3) A Spellcraft score (including attribute and other modifiers) equal to the CL of the item being enchanted (to a maximum of 10).

4) The appropriate Ingredients and Gold required to Enchant the affix.

## Ingredients:

First you'll choose the Weapons, Armor, Shields, or Equipment. This is the item to be enchanted, and will receive the affix. Most affixes are restricted to specific item categories.

Then you'll need to add the other ingredients, Enchanting Ingredients fall into 3 general categories:

1) Focal stones, which are derived from the disenchantment of magical items and loot. The more powerful the item disenchanted, the more Focal stones are given.

2) Gems, which are gained through Ore veins and loot drops.

3) Other components, which can range from herbs to miscellaneous loot items.

## Process:

Weapons, Armor, Shields, or Equipment. This is the item to be enchanted, and will receive the affix. Most affixes are restricted to specific item categories.

The process flow for Enchanting is as follows:

1) Find an Enchanter Trainer that can teach the enchantment recipes you are looking for. No one enchanter will have all the recipes.

2) Approach the Enchanting Table, and navigate the menus to see what recipes are known. Choose one you have the required ingredients and Crafting Level for.

3) Place all the necessary ingredients listed in the Recipe into the Enchanting Table inventory. Return to the other prompt to continue the Formula.

4) If all the ingredients are in the table, and the crafting level is met, then creating the item should make the product appear in your inventory. The ingredients in the table will be consumed.

## Progression:

There are three ways to gain experience in Enchanting. The first is to learn recipes from Enchanters. The second is disenchanting magical items to get at their Focal Stones. The last is Enchanting items themselves, which yields more experience the higher the CL of the item created.

## Crafting Level One:

To assist with the initial experience, the following chart is provided to allow some context for Crafting Level One recipes (which are automatically available for Enchanters):
Monk

Monk orders and Multi classing Restrictions.

* Skills per level increased to 5.
* Empty Body granted at 17.
* Perfect Self granted at 18.
* Evasion granted at level 2 (up from level 1)
* Cleave granted at level 3 (up from level 1)
* HD increased to d10
* Full AB at all levels (same as a fighter)
* Weapon finesse granted at level 2
* Wholeness of Body now heals monk level x wisdom modifier, instant cast.
* Intuitive attack granted at level 4: Wisdom to attack rolls instead of dex or strength, but only when using a monk weapon or unarmed.
* New monk weapons: kama, nunchaku, quarterstaff, sai, shuriken, katar, fire wheel. All benefit from the monk UBAB
* Spring attack granted at level 5
* Abundant step granted at level 12: Instant cast teleport, same as dimension door.

**Special Monk only Bonus feats granted at level 8, 12, and 16.**

**Each feat can only be taken once**

* Hurricane kick: AOE improved knockdown and improved whirlwind.
* Improved stunning fist I
* Extra wholeness of body: Two more uses of Wholeness of Body per day
Chauntea

*Greater Deity*

Chauntea Symbol

Chauntea (Chawn-TEE-ah) rarely appears to mortals, although the most devout sometimes see her
smiling face in their dreams. Her hand is on every
place where humans seek to grow things. She is not
a goddess given to spectacle or pageant, hut rather
calls her followers to small acts of devotion. She is
immensely popular among gardeners, farmers, and
common folk of many nations. Through her blessing, most of Faerûn is fruitful. She is wise and quiet, though not passive, and
is not given to hasty action.

Aside from the divine interactions mentioned
above, she has a cordial ongoing contest with Tempus and a friendly rivalry
with Gond. Lathander and Chauntea have had an off-again, on-again romance for centuries (currently on), but the relationship between them is always warm.

Chauntea has a special relationship with the people of the Moonshae
Isles, a place which she has dedicated a portion of her being, known as
Earthmother, to oversee specifically. Earthmother is a more primitive facet
of Chauntea who is representative of the goddess’s nature in eons past and
is much more wild and neutral in her outlook. She often uses three agents
in the Moonshaes, said to be her Children: Leviathan, a great whale who
guards the waters of the Moonshaes; Kamerynn, a great male unicorn, the
king of the wilderness; and the Pack, a gathering of dire wolves melded into
a single, unstoppable horde in the service of the goddess. Absent from the
Moonshaes for years, these children have been spotted individually of late in
the wilds and the sea.

**TDN Addendum:**
Scavenging

While adventurers will routinely uncover treasure during their adventures, certain characters might have a greater ability to "feel" their way through different piles of wreckage or trash to uncover salvageable items. Scavenging can accomplish three different objectives: Additional Loot that can be sold for gold or used for specific quests, Additional Items that could be magical, Gathering Profession that can be used with the Reforging Profession.

Scevenging can also be a useful way to acquire gems for the Enchanting profession.

## Mining

Additonally Scavenging is used in order to "mine" ore nodes. This works the same way as scavenging, where you inreract with a mining node and on a success you'll acquire items.

Mining requires a Mining Pick sold by most weapons and reforging vendors.

## Progression

As you increase in level, you will have greater chances chance of success when scavenging. In addition to potentially allowing you to find more items on a success.
Arcane Archer

* Skills/level Increased to 5.
* Requirement of Elf/Half-Elf removed.
* BAB requirement changed to +5 (down from 6)
* Tumble and Discipline added as a class skill.
* Seeker arrow and Death arrow are instant cast
* Entangle arrow 1/day granted at level 3
* Blindness/Deafness arrow 1/day granted at level 4
* Hold Monster arrow 1/day granted at level 6
* Slow Arrow 1/day granted at level 7
* Counterspell Arrow 1/day granted at level 8
* Lesser dispel arrow 1/day granted at level 9
* 2nd use of hail of arrows added at level 10.
Rebuilds, Re-levels and Changes Requests

On behalf of the TDN Team I want to thank all the Alpha and Beta testers that have been with this server since it first opened its doors. Elements of this post will largely concern you, as we are changing our procedures on rebuilds from when we were in Beta. Our goal is to create a fair environment that encourages roleplay decisions in game, but also in builds. Mainly, we discourage characters with little actual "character" to them, that focus more on their mechanics than the RP behind them. One of the simplest ways that can be abused is with constant optimization of a character through relevels and rebuilds.To combat this, we urge players to think very carefully about their characters' builds ahead of time. If any information on a class's progression is lacking or unclear, please let someone on the team know.

The TDN Team will make a note in the patch notes if a class is eligible for a relevel/rebuild due to major changes to the class's capability; many minor changes will not be due cause for a relevel or rebuild.

### Character Detail Changes

These changes are not mechanical, and the DM is willing to grant them within reason. High frequency of changes for a single character is an example of unreasonable.

Character Name changes will not be accepted.

The team will require a LETO request on the forum in order for us to keep track of the requests. Please do not ask this of a DM in-game, as most of these changes cannot be performed in the DM client. Please allow some time for the DMs to make the changes, as they will be dealing with a high volume of other requests.

## Character Relevels

The DM team will require an application before allowing a character to be releveled. The application format is below.

```
What specific changes will be made to the character's build? Any changes not listed here in the application will be grounds to have the rebuild invalidated:

```

A single level rollback can be asked for from a DM in-game to fix errors made during level-up; this should nonetheless not be done frequently.

Relevels are more likely to be granted to characters whose build has changed due to general mechanics changes enacted by the TDN team. In these cases, relevel changes should still be limited whenever possible to correcting individual details that were affected rather than a full mechanics overhaul.

## Character Rebuilds

The DM team will require an application before allowing a character to be rebuilt (new character made with the same Name, EXP, and Items as the old one). The application format is below.

```
What specific changes will be made to the character's build? Any changes not listed here in the application will be grounds to have the rebuild invalidated:

```

Rebuilds will not be commonly accepted, except in cases of characters whose build has changed due to general mechanics changes enacted by the TDN team. In these cases, rebuild changes should still be limited whenever possible to correcting individual details that were affected rather than a full mechanics overhaul.
Caravans

With the addition of Brost, a new system has been implemented to better establish the distances between locales along with provide some flavor to the transit process itself.

Caravans now function in the following way:

* Caravans will arrive in a town on a 10-13 minute interval.
* When a caravan has "arrived" in-town, players will have approx 3 minutes to interact with the caravan NPC and board the caravan. At this point, PCs will be moved to a new area (caravan). (An area-wide notify is sent out to ensure players are aware of the caravan's arrival)
* Caravans now cost 50gp to use.
* Once the Caravan leaves town, the PCs aboard the caravan will hear a sound change and flavor dialog explaining the move. Any PCs that did not get onboard will need to wait the 10 minutes before another caravan is available.
* The transit currently takes a total of 3 minutes **once the caravan has left the town/city.**

The following locations are available for Transit:

* Murann to Trademeet
* Trademeet to Murann
* Trademeet to Sangrue Foothills
* Trademeet to Eastern Tethyr Road
* Sangrue Foothills to Trademeet
* Tethyr Road to Trademeet
* Tethyr Road to Brost
* Brost to Tethyr Road

*There is a safety net if something breaks that will move PCs left inside the caravan to the OOC area. Although this has been tested numerous times, we felt it a 'better safe than sorry' approach.*
!commands

The Dragon's Neck has a custom system for player chat commands.

We use ! before the command.

**These commands are case sensitive.**

## Toggles

* !colortext, !colourtext
	+ Toggles colorized emote text on/off. Text within or after an \* has its color changed to tan.
	+ Doesn't work when languages are on.
		- Example:

* !colortext2, !colourtext2
	+ Toggles colorized emote text on/off. **All** text outside of quotations has its color changed to tan.
	+ Doesn't work when languages are on.
* !subdual
	+ Toggles Subdual PvP mode against others PCs off/on.

## Tools

* !roll and !r
	+ Rolling Dice.
	+ Example: !roll spot
	+ Example: !r soh" or "!r sleight of hand
	+ Example: !r arcane (for knowledge arcane)

* !removemagic
	+ Used to purge all poistive buffs on yourself.

* !animalshape
	+ Used by druids to choose their mundane animal forms for the animal shape ability.

* !desc
	+ Description Editor, using the command by itself returns directions.
	+ Example: !descadd A large man with brown hair.
* !portrait
	+ Editing your in game portrait, using the command by itself returns directions.
* !cxpcheck
	+ Shows a listing of current profession levels and available professions.

* !xpnotify
	+ Shows a more detailed listing of the amount of experience gained.

* !LFG
	+ Returns the amount of players in certain areas.
* !deletethispc
	+ Used for deleting characters, using this command will require a second input to confirm the deletion.
* !cancelrest
	+ Stops a player in the middle of resting.
* !menu
* !help

## !emote and !e

* Beg
* Bow
* Bored
* Cheer
* Cheer2
* Cheer3
* Conjure
* Conjure2
* Crouch
* Dodge
* Drink
* Drunk
* Duck
* Fall
* Fallback
* Kneel
* Lagh
* Listen
* Look
* Low
* Pray
* Read
* Salute
* Sit
* Spasm
* Stretch
* Talk
* Taunt
* Threaten
* Tired
* Wave
* worship
Poison Ivy

Poison Ivy es un personaje importante de la serie. En la historia original, ella es presentada como la principal supervillana de Batman, aunque en la serie sea una superheroína. Es algo tímida y parece ser que entiende a la perfección el mundo de las plantas. Forma parte de la pandilla de amigas de Wonder Woman y algunas de sus características más importantes son las siguientes:

**Apariencia.** Poison Ivy tiene el pelo largo y naranja con una trenza hecha con una planta enredadera. Sus ojos son de color verde. Su supertraje consiste en un vestido verde claro con un cinturón de rosas y bailarinas también verdes.

**Superpoderes.** Manipulación de las plantas, control mental, intuición química, valor científico y tacto tóxico.

**Armas/Gadgets.** Desconocidos.

**Tierra natal.** Desconocida.

**Afición.** Cuidar sus plantas y experimentar con ellas.

**Mejor amiga.** Harley Quinn.
Beth

**Beth** was an Ox in SGCBarbierian's The Crafting Dead Roleplay.

## Pre-Apocalypse

Not much is known about this animal prior to the outbreak.

## Post-Apocalypse

This Ox managed to survive the walkers with the help of it's owner Barney. It is unknown where she was kept safe.

### Season 4

#### "Moving On..."

In the episode ***"Moving On..."*** this Ox is seen at front of the wagon. Barney explains that the Ox with its counterpart will pull the wagon towards the Boat. The group promises to take care of the Ox and it's fellow counterpart.

After the ox had done its job, it was abandoned by Shark and AK. Ghetto slaughtered it for its meat.

#### Death

Killed by

* Ghetto

This Ox was axed by Ghetto in one hit.

## Trivia

* This Ox was female
* The age of this Ox is unknown
* Since there was no spawn egg for an Ox, a cow was substituted in.
Red Green Blue company

The **Red Green Blue** company was a science company, founded by Max Whitby in 1987 for independent media production. It took pride in scientific research. In 2002, the domain element-collection.com was set up by Max Whitby, in collaboration with Marcos Palomo, to create Periodic Table displays with actual elemental samples. This would later extend to individual samples and boxed sets. The Red Green Blue Company, after around 30 years of operation, would retire in 2018 for reasons unspecified. The chemistry business has since demerged, and Marcos Palomo now works for an independent company known as **118Displays**. Max Whitby is said to keep leftover stocks of element samples, but the main business has now gone into the hands of Marcos Palomo.
Frost

Frost es un personaje secundario de la serie. Ella tiene la piel blanca debido a su baja temperatura corporal, aún así puede resistir altas temperaturas. Su mejor amiga forma parte de la pandilla de amigas de Wonder Woman, y aunqu ella no, las respeta de todas maneras. Algunas de sus características más importantes son las siguientes:

**Apariencia.**Frost tiene el pelo largo, de color azul claro y recogido en una coleta de hielo. Sus ojos también son de color azul claro. Siempre lleva un traje azul marino de invierno, aunque sea verano. Tiene un cinturón blanco.

**Superpoderes.**Manipulación del hielo, congelar lo que quiera y explosiones de copos de nieve.

**Armas/Gadgets.**Kit de ciencia.

**Tierra natal.**Algún planeta congelado.

**Afición.**Estudiar para convertirse en una científica.

**Mejor amiga.**Katana.
DC Super Hero Girls (Musical)

**DC Super Hero Girls: The Musical** es una comedia musical de aventuras de superhéroes de 2021 de DC Super Hero Girls con sus exitosas canciones y personajes. Forma parte de la colección de Music Theatre International. Su estreno fue el 28 de mayo y el 3 de junio de 2021 en Londres, Tokio, Australia, y las actuaciones estaban programadas hasta esos años.
Wonder Woman

Wonder Woman es la protagonista de la serie. Es la princesa del reino de Themyscira, lugar donde nació creada por el dios de los dioses Zeus. Se fue a estudiar al Instituto para superhéroes y conoció a unas chicas que se convirtieron en sus mejores amigas. Algunas de sus características más importantes son las siguientes:

**Apariencia.** Wonder Woman (Wondy) tiene el pelo largo, azul y liso. Sus ojos son de color azul claro. Suele llevar puesto su traje de superheroína o su vestido de princesa.

**Superpoderes.** Fuerza sobrehumana, vuelo supersónico, gran resistencia y fisiología de semidiosa.

**Armas/Gadgets.** Brazaletes indestructibles, látigo de la verdad, escudo, bicicleta invisible y jet invisible.

**Tierra natal.** Themyscira.

**Afición.** Estar con sus mejores amigas y guiarlas durante sus aventuras en el instituto para superhéroes.

**Mejor amiga.** Bumblebee.
Bumblebee

Bumblebee es un personaje importante de la serie. Ella es de un planeta que desconocemos hasta la fecha, aunque seguramente esté muy avanzado tecnológicamente. Bumblebee es de piel morena y forma parte de la pandilla de amigas de Wonder Woman. Algunas de sus características más importantes son las siguientes:

**Apariencia.** Bumblebee tiene el pelo ondulado y oscuro con una mecha amarilla. Sus ojos son de color marrón. Su supertraje es de temática de abeja con 4 alas amarillas.

**Superpoderes.** Disminuir y agrandar su tamaño, vuelo supersónico, picadura eléctrica y esqueleto tecnológico.

**Armas/Gadgets.** Brazaletes sónicos, alas veloces, mochila azul preparada para todo y botas amarillas.

**Tierra natal.** Desconocida.

**Afición.** Trabajar con ordenadores y dispositivos, siempre y cuando sean de funcionamiento eléctrico.

**Mejor amiga.** Wonder Woman.
Catwoman

Catwoman es un personaje secundario de la serie. Ella sigue a Cheetah a todos lados, porque le es difícil encontrar amigas. Aunque Cheetah la utiliza, las dos se llevan bien casi siempre. Ella no forma parte de la pandilla de amigas de Wonder Woman, pero no las odia, al contrario de su mejor amiga. Algunas de sus características más importantes son las siguientes:

**Apariencia.**Catwoman (Cat) tiene el pelo corto, negro con una mecha lila y dos orejas de gato. Sus ojos son de color verde Suele llevar un traje negro con un cinturón negro y un gato de plata en el centro. Lleva unas gafas de sol.

**Superpoderes.** Equilibrio perfecto, agilidad mejorada, habilidad para el robo e intuición de combate .

**Armas/Gadgets.**Látigo negro, gafas de sol verdes.

**Tierra natal.**Desconocida.

**Afición.**Intentar hacer amigos, aparte de Cheetah.

**Mejor amiga.**Cheetah.
Harley Quinn

Harley Quinn es un personaje importante de la serie. Ella era una chica que vivía en Arkham Asylum, donde puede ser que también naciera. En este planeta también nació el conocido Batman. Es muy bromista y graciosa, forma parte de la pandilla de amigas de Wonder Woman. Algunas de sus características más importantes son las siguientes:

**Apariencia.** Harley Quinn tiene el pelo rubio y recogido en dos coletas, una con una mecha azul, y la otra con una mecha roja. Sus ojos son de color azul claro. Lleva una camisa de rombos blancos, azules y rojos y shorts azules.

**Superpoderes.** Agilidad mejorada, atlético mejorado, reflejos sobrehumanos e inmunidad a ser envenenada.

**Armas/Gadgets.** Mazo de la risa y saco de boxeo.

**Tierra natal.** Arkham Asylum.

**Afición.** Gastar bromas a todos sus amigos y amigas que encuentra por el instituto para superhéroes.

**Mejor amiga.** Poison Ivy.
Thunder

Thunder es un personaje secundario de la serie. Ella es la hermana mayor de Lightning, hijas de Black Thunder. Ambas aparecieron por primera vez en el webisodio número 5 de la tercera temporada. Aunque ni ella ni su hermana forman parte de la pandilla de amigas de Wonder Woman, las aprecian y les tienen un gran respeto. Algunas de sus características más importantes son las siguientes:

**Apariencia.**Thunder tiene la piel morena y el pelo corto, negro y recogido en una orquilla amarilla. Sus ojos son de color marrón. Suele llevar un traje negro y amarillo con ambos colores que forman una especie de rayos.

**Superpoderes.**Emisión de ondas de energía, ondas de choque eléctrico, supersalto y combate ergokinético.

**Armas/Gadgets.**Desconocidos.

**Tierra natal.**Desconocida.

**Afición.**Estar con Lightning.

**Mejor amiga.**Lightning.
Green Lantern

Green Lantern es un personaje secundario de la serie. Él está enamorado de Star Sapphire, por eso empiezan a salir en la segunda temporada. Es uno de los pocos chicos o personajes masculinos de la serie y se va a entrenar a Oa durante la cuarta temporada de la serie. Algunas de sus características más importantes son las siguientes:

**Apariencia.**Green Lantern tiene el pelo corto y castaño. Sus ojos son de color verde. Suele llevar un traje verde con su símbolo en el centro, o una chaqueta de lana. Al igual que su novia, tiene un anillo de lodo verde.

**Superpoderes.**Energía propulsora, vuelo, levitación, aura de energía, adaptación aérea y dominar su anillo mágico.

**Armas/Gadgets.**Anillo verde para la levitación.

**Tierra natal.**Algún planeta con muchos seres verdes.

**Afición.**Estar con Star Sapphire siempre que puede.

**Mejor amiga.** Star Sapphire.
Supergirl

Supergirl es un personaje importante de la serie. Ella es la prima del famoso y conocido héroe Superman. Es del planeta Krypton y al igual que su primo, se vuelve débil con una sustancia llamada kryptonita. Es una de las chicas que entabla amistad con Wonder Woman cuando ésta llega al instituto para superhéroes. Algunas de sus características más importantes son las siguientes:

**Apariencia.** Supergirl (Supes) tiene el pelo largo, rubio y recogido en una diadema azul. Sus ojos son de color azul claro. Su traje de superheroína es como el de Superman.

**Superpoderes.** Fuerza sobrehumana, visión láser, vuelo supersónico, absorción de luz y fisiología de alien.

**Armas/Gadgets.** Colgante de kryptonita, capa de superheroína, pulseras de plata y astronave.

**Tierra natal.** Krypton.

**Afición.** Practicar vuelo en las áreas permitidas del instituto para superhéroes.

**Mejor amiga.** Batgirl.
DC Super Hero Girls

DC Super Hero Girls es una serie de episodios web animados cortos que se publican en el sitio web oficial de la franquicia y en su canal de YouTube. Cada episodio web se centra en la vida social de los personajes principales y cómo manejan sus poderes en la escuela. La serie está desarrollada por Warner Bros Animation y DC Comics y se utiliza como una forma de ayudar a la franquicia a presentar sus personajes a los nuevos fanáticos. También incluyó un especial de televisión y tres películas.