recursal/Fanatic-Fandom huggingface dataset:
Alan

## Introduction

Alan is Haedin Copperclock's beloved Steel Defender and companion. He is a medium construct, crafted from metal, with the appearance of a large dog. Haedin is extremely proud of him, both as an invention and because he is a **very good boy**. She maintains that aside from the spark of magic that powers Alan, he has a soul all his own.

Alan has a friendly and loyal disposition, although he sometimes misjudges where he is and isn't welcome- especially when it comes to Fandrin.

Alan has a bag of holding stowed inside his mouth, and Haedin often stores items there for safekeeping.
Chrismiss

**Chrismiss** is a winter festival celebrated in Anthologos.

## The Story of Chrismiss

Hundreds of years ago, there existed a village which held a large snowball fight every year. In that village were two brothers- Chris, who was very good at snowball fights, and G-Sus, who was not very good at snowball fights. They found themselves on opposing sides one year. Their parents were sick of G-Sus's lack of skill in snowball fights, and so threatened to write him out of the will if he didn't win that year. In a climactic showdown, Chris felt sympathetic towards G-Sus, and so intentionally missed him with his snowball, allowing G-Sus to win. Chris' example of generosity is now celebrated every year with parties, gift giving, and a recounting of the Chrismiss story.
Clink Featherhurst

A scion of the once-great noble house of Featherhurst, Clink and his kenku brethren lost everything when the great civilisation of Corvidia fell to an ancient and powerful curse. Deprived of his ability to speak and fly, he has made a deal with an ancient lich to try and restore his people to greatness, although he spends most of his time doing odd jobs with lunatics.
Frostbite And Fortitude

**Frostbite And Fortitude** was a one shot DMed by Jack. The party was hired to escort a caravan, but had to stop solve an icy mystery. The village of Lower Rimevale, in the Spearpoint Mountains, was plagued by monster attacks and had lost contact with the order of monks resident in the High Rimevale Monastery who usually protected them from such threats. The party braved the freezing heights of the mountain pass, battling two ogres and a frost troll and rescuing a resident of the town, Jur Niland. Upon their arrival at the monastery, they found the surviving monks and students sheltering in an old storehouse, watched over by the aasimar monk Lev Ironfist. The party defeated the frost salamander that had been rampaging about the monastery and continued on their journey.

## Player Characters

* Kormagg
* Sir Merdon
* Áine
* Jaque

## Important NPCs

* Valan Meredith
* Vasily Hrofgrad
* Thurgood Frostspeaker
* Jur Niland
* Lev Ironfist

## Locations

* The Broken Plough tavern
* Lower Rimevale
* The mountain pass
* High Rimevale Monastery
Morgan

#### Biography

Morgan is a half elf warlock who accompanied Lorien, Luric Miraran, Nix Peppermint, and Two through Tasha's Madhouse. She is under the patronage of the Raven Queen.

Morgan is reserved and quite shy, although she does enjoy the company of others. She adores her familiar, Echo, a large raven who has been with her since she began practicing magic.
Jack

## Characters

* Fern Barleybread
* Ragnar Bookbreaker
* Elias Buckingham
* Buma and Zuma
* Isidora Corinth
* Gavin Dayne
* Reg Dowtry
* Terence Dundridge
* Captain Gaendelle Evenstar
* Clink Featherhurst
* Eldan Kulenov
* Miracle
* Nestor
* Gwen Parmanak
* Remi
* Sheena Spearbreaker
* Staci
* Steals Food From Loners
* Theodore Tel-Arama

## Adventures DMed

* Frostbite And Fortitude
* Shilo the Buff
* The Madhouse of Tasha's Kiss
* The Cuckoo's Nest
JinxedIn

**JinxedIn** is a community which has always existed. In a more real sense, it does not exist yet. It was invented/discovered by Michael, and has either thousands of users or none. The Hyperian Crusade is not on JinxedIn, and also is.

## Features of JinxedIn

* Post things.
* Connect with people.
* Save things to a cloud?
* It's an experience.
Rime of the Frostmaiden

**Rime of the Frostmaiden** is a campaign DMed by Meadhbh. It is based around how cold and dark it is in Icewind Dale.

## Chapters

1. The Disassembly of Margrace Spiritspeak
2. Somewhere Owlbear
3. Wouldn't Harm A Bear On Your Sled
4. Chwingas And Roundabouts
5. Trex Gon' Give It To Ya
6. Ye Ti, Brute
7. Invisibilithieves
8. The Best Offence Is A Good Retreat-Siege
9. My Spider Gwenses Are Tingling!
10. The One Where Ruedolf Killed An Old Woman
11. ThornHub
12. Til Durth Do Us Part
13. A Helpful White Lady

## Player Characters

* Gwen Parmanak
* Rextopher Stanners
	+ Twinkles
* Ruedolf Bluemoon
* Rurik

## Important NPCs

* Margrace Spiritspeak
* Lia Dagastar
* Thergrun
* Bouchard
* Torrga
* Kadroth
* Auril (mentioned only)

## Locations

* Icewind Dale
	+ Bryn Shander
	+ Targos
	+ Termalaine
In the Cage

**In the Cage** was the third chapter of Candlekeep Mysteries.

## Synopsis

Arcus and Buck were enjoying breakfast in the Hearth when they were approached once again by Sylvira Savikas. After yet another quick discussion about Buck's daughter, Sylvira asked that the two adventurers would return to Sigil and retrieve the books the Amberdune jackalweres were using to create gingwatzim counterfeits. They agreed, and Sylvira teleported them to Sigil.

As they walked towards the Amberdune hideout, they came across the Lady of Pain and her entourage of dabus. Buck immediately approached the Lady and asked if she knew where his daughter was. She responded by inflicting terrible wounds upon him, and proceeding on her way. The pair decided to rest in a nearby gin bar, Grung and Tonic, before assaulting the jackalwere lair. Inside the bar they chatted to a friendly blacksmith, Hunryn Lamaxath.

Arcus and Buck left the bar and reached the Amberdune hideout. Buck broke down the door, and a fight soon broke out. After an exccedingly tough combat in which Arcus was knocked out and two jackalweres were killed, Korvala and the rest of her pack fled the building. After another short rest, Arcus and Buck began to explore the hideout. They found little of value before Arcus attempted to steal a pair of decorative swords on the wall of Korvala's office. The swords turned out to be a pair of gingwatzims, which promptly drained the weakened Arcus and Buck of life.

Arcus reformed back in the Bleak Eternity of Gehenna, while Buck washed up on the banks of the river Styx in Avernus as a lemure.

## Player Characters

* Arcus
* Elias Buckingham

## NPCs

* Sylvira Savikas
* Lady of Pain
* Hunryn Lamaxath
* Korvala
* Moloch (mentioned only)

## Locations

* Candlekeep
	+ The Hearth
* Sigil
	+ Bricky's
	+ Grung and Tonic
Aeoria

**Aeoria** was a town on the 1.16 server situated on a large raft. The town seemed to put a lot of work into farming, and had four members total. The town could be accessed via it's nether portal down the East Highway, but was usually accessed via the public gold farm on the West Highway. The raft was divided among platforms, and did not seem to have any set rooms or dividers. The bottom layer was filled with farms, the second had housing and furnaces, and the top appeared to be empty.

## Members

- WoekieNoob

- Squidder14

- \_Potato1\_
Omat

**Omat** is a goliath who believes he is a dwarf named **Admiral Larn Roughbrow**.

## Biography

Omat does not remember anything from before his life as Larn Roughbrow, and only sort of remembers events from his life as the admiral. He claims to have fought many battles for the navy of Kasaad Riach, though none of his war stories seem to bear any relation to events which actually occurred.

It is unknown how long Omat was wandering the continent as Larn when he met Charlie, Vesper, Professor Terence Dundridge, and Fionntáigheann in the inn in Tiven's Reach.

## Appearance

Omat is tall and burly, like most goliaths. He has his beard tied in a loose imitation of a dwarven style. He wears an old bicorn on his head, and a long navy coat which he seems to have crudely altered into an approximation of a naval officer's uniform.

## Notes and trivia

* Omat had never been on a ship before sailing one in the painting in Isabella's Tower.

## Gallery

Omat's perception of Admiral Larn Roughbrow
Jungle Bugs Go To The Loo

**Jungle Bugs Go To The Loo** was a one shot DMed by Dylan. The party was tasked with transporting mysterious sacks across the Nozama Forest; however they were sidetracked by the discovery of the Temple of Tezca.

## Background

Following the imperial ban on adventuring, Darrel, Staci, and the Incredible Dynamic Grung Action Force were all contacted by a member of a society called the Red Claw. Because of the Empire's strict border policy, the Red Claw have taken it upon themselves to escort people out of the empire in return for moving goods. The trio were told to travel to a small village on the southern edge of the Nozama Forest and meet up with Red Claw agent Treads On Moonlight.

## Synopsis

The party gathered in the tavern of Has Ale On Tap, where they were instructed to meet Treads On Moonlight. When he arrived, Treads On Moonlight handed each of them a mysterious sack, which could not be opened or torn. He then told them to meet Steps Quietly On The Undergrowth at the city's rear gate, but also advised them to go shopping for jungle appropriate supplies first. The trio spent several hours buying narratively uninteresting items like raincoats, pointy sticks, and hallucinogenic drugs, before Darrel set a fire so that he could rob an enchanted serpentine statuette from Has Many Shiny Stones. The IDGAF used this opportunity to steal some viney boots and a bag of money from Sells Exceptional High Tops. The trio then went to meet Walks Quietly On The Undergrowth.

The group journeyed into the jungle, making steady progress until encountering a pool of quicksand, which Darrel, Staci, and Walks got stuck in. The IDGAF however saved them with the use of their rope of climbing. The group then made camp for the night.

The following day, the party progressed into the jungle some more, until they stumbled on a gigantic ruined structure, which Walks explained was the lost Temple of Tezca- an ancient legendary shrine to the tabaxi god. Walks insisted that the party go through the temple as it was the fastest way through the jungle. Everyone knew this was bullshit, but went along anyway.

Inside the temple, the party's first challenge was a boulder puzzle which occupied them for hours and nearly killed them until Darrel remembered he had magic powers. The group then progressed through the temple, disarming and escaping a number of less time consuming traps along the way. Eventually, they reached the centre of the temple- a throne room, with a massive treasure hoard, guarded by a rain dragon. They fought and killed the rain dragon, and took as much treasure as they could. The party then completed their journey through the jungle over the next few days, and delivered the mystery sacks to their intended location.

## Player Characters

* Darrel
* The Incredible Dynamic Grung Action Force
* Staci

## NPCs

* Guards Main Gate
* Has Ale On Tap
* Treads On Moonlight
* Sells Exceptional High Waisted Trousers
* Sacrifices Goats For No Apparent Reason
* Sells Sharp Sticks To Strangers
* Has Many Shiny Stones
* Sells Exceptional High Tops
* Steps Quietly On The Undergrowth

## Locations

* The Nozama Forest
	+ The Temple of Tezca
Nestor

**Nestor** is a centaur cleric of Chauntea, hailing from a small human-centaur agricultural commune just south of the Lurkwood, known as Ludovic by its members.

## Biography

Nestor is ninety years old, a young adult in centaur terms, but has only recently ventured out of the commune. His name means "homecoming": his parents had him on the day they returned to Ludovic from a long pilgrimage. He does not have hay fever. He joined up with Ruckus, Jonathan Gaye, Fandrin Embershold and Haedin Copperclock as he felt that a wandering adventuring party would be an effective way for him to teach other communities about the blessings of Chauntea and the blissful way of life enjoyed by his people. Disturbed from his mission by the catastrophe that unfolded in Bryn Shander, Nestor has elected to focus on solving the Sword Coast's storm giant problem with the rest of the party.

## Appearance

Nestor is tall, with perceptive hazel eyes and shaggy brown hair. He has a chestnut equine body with a brown tail and lighter brown cannons. As a symbol of his faith, he wears roses braided in a complex pattern in his mane, as well as carrying a holy symbol of Chauntea on his shield that doubles as a focus for his spellcasting. He wears simple light-coloured linen shirts underneath a suit of mithral plate armour he obtained from Lord Zelraun Roaringhorn. Since his conversation with Sir Lanavar, he carries a scapular of Tyr in his rucksack, although he does not wear it openly.

## Gallery

Nestor in his adventuring gear.Nestor on his visit to the Great Dame.
Michael Limited

### Appears in

Surprise, Lich, Too Many Gods, The Banality Of Evil, Journey Into Limbo, Jasper Fiasco and the Chocolich Factory, The Vecna Saga Holiday Special, The Adventurers' Siege, The Whispered One, Gascoigne's Stag, The Marketplace of Ideas

**Michael Limited** is a minotaur ~~blood cleric~~ paladin, who enjoys a nice holiday.
Grogstown Bar

Grogstown bar on the 26th of April, 2021.

**Grogstown Bar** was a location off the West Highway opposite of the Grogstown portal. The bar was created on the 26th of April, 2021, by Submadoge, and served just as a location to visit and stay at off the highway. The bar had a large drink menu that only contained Grog, and also held the two variants of the original Grogstown flag designed by toxiccrafttundra, before the new variant designed by Submadoge that also adorned the walls of the bar. The location of the bar used to be a plot owned by LousySmousy, who when he permanently left the server gave it to gottlieb\_mc, who gave it to Submadoge, explaining the sign on the bar stating gott's sponsorship of the bar.
Ira Evenstrike

## Biography

Ira Evenstrike is a dwarf cleric currently in the company of Michael, Ambiguous Tommy, and Garurt. She wields a large warhammer.

Originally trained as a blacksmith, Ira carries out her worship of Moradin through her craft as a Forge Cleric. She values order and honesty, and is generally soft hearted. She strives to be as tolerant as possible of other faiths, although she was alarmed by Michael's patronage of Baphomet.
Ruckus

**Ruckus** was a warforged bard and former butler.

## Biography

Ruckus was one of the many warforged created to serve a crafty fire giant. Ruckus was designed to serve as the vessel which would hold and protect the gem which contained Maegera the Dawn Titan. As part of his plan to protect the gem in the event of his capture, the fire giant altered the warforged to make it as unpleasant as possible to spend time with. Ruckus regularly emitted a series of confusing and irritating electronic noises. Unbeknownst to the giant however, the intense magical power of Maegera bled into warforged, giving these noises a strangely potent arcane energy.

At some point Ruckus and the rest of his warforged siblings left the fire giant. Ruckus became an adventurer, adventuring for several weeks with Nestor, Jonathan Gaye, Fandrin Embershold, and Haedin Copperclock. Ruckus' last adventure was the storm giant Drufi's attack on Bryn Shander. Drufi crushed Ruckus with a boulder, killing him and releasing Maegera.

## Appearance

Ruckus was a slender, well made warforged. He wore fancy, but tattered, clothes, and a worn old cloak draped over him.
List of Faerûnian Idioms

Below is an alphabetical list of idioms widely known and used in Faerûn.

## List

* **Polish my coal**: An expression used in Hundelstone, used to indicate surprise.
* **(They) don't know time from their ass**: An idiom used by wizards to indicate a disorganised or tardy person.
* **To take a beaking**: Used by Faerûnian sailors, meaning to be grievously injured.
* **Give a man a fish, you feed him for a day. Teach a man to fish, you feed him for the rest of his life**: A proverb coined by Selios Sillyhorse with an as yet unclear meaning.
* **Pelor's rays**: An exclamation.
* **Choking the wet goblin**: A euphemism for... you know ;)
* **As tight as a clam**: A simile used by sailors and satyrs.
* **Aggressive cop, apologetic cop**: A nickname given to a specific style of interrogation, whereby one interrogator attempts to scare the interrogee so that they respond better to another, gentler interrogator.
* **Six eyes are better than one**: A phrase coined by Rextopher Stanners.
* **Make harsh ends meet**: Another phrase coined by Rextopher.
* **Take the day by the scruff of its neck**: To take the bull between the teeth.
* **Great heroes sleep well**: A saying recounted by Tethu Zildac.
* **(Something) is Gucci:** Something is good. Derived from the coastal town of Gucci.
Labyrinth Of Aquatic Lies (campaign)

## Labyrinth Of Aquatic Lies

The **Labyrinth Of Aquatic Lies** was a randomly generated one shot DMed by Shane. The party was hired to deliver a key to lizardfolk shaman, Othokent.

## Synopsis

Adventurers Remi and Thamino were hired to deliver a golden key to Othokent, keeper of the Labyrinth Of Aquatic Lies. However their ship crashed on the coast of Sunder Isle. In the shipwreck, the pair met Carmelia Vorsk and Kaleth, one of whom had a large splinter in their eye. After somehow successfully removing the splinter and cauterising the wound, thereby perfectly preserving vision in that eye, the group headed towards the marsh where the Labyrinth was located. On their way, they encountered some upright cheetah-like creatures. At the entrance to the marsh, the group encountered a nest of flying swords, who they managed to defeat.

After wading through the marsh for a while, the group eventually reached the Labyrinth, which Remi and Thamino attacked until they found the catch that opened the door. Inside, they accidentally solved dishonest riddles to unwittingly navigate the maze to reach Othokent. After "solving" one final puzzle, Remi and Thamino gave Othokent the key. Othokent used the key to open his box of demons, which killed Kaleth and Vorsk and engulfed all of Sunder Isle.

## Player Characters

* Remi
* Thamino

## Important NPCs

* Kaleth
* Carmelia Vorsk
* Othokent

## Locations

* Sunder Isle
	+ Labyrinth Of Aquatic Lies
My Parents Taught Me Giant And All I Got Was This Lousy Arcana Check

**My Parents Taught Me Giant And All I Got Was This Lousy Arcana Check** was the second chapter of Storm King's Thunder.

## Synopsis

Back at the tavern, the party reunited with Haedin, who had been getting sick, and met Ruckus' "brother" Calamity. Calamity was outraged at the death of his brother. He vowed both to get revenge on the giants and to recapture Maegera, and for these reasons joined the party. The group then met Sirac of Suzail, Artus Cimber's son. Sirac informed the party that Cimber had been missing for some time, but that his old friend, Lord Zelraun Roaringhorn in Waterdeep, may know where he is. Sirac then asked to accompany the party to Luskan, which the party refused.

Returning to the site of the battle, the party found the Town Speaker of Bryn Shander, Duvessa Shane, who informed them that the giants had defeated Maegera, but had sustained so many casualties that they retreated anyway. Duvessa told the party that Inirvira Coldwater, her aunt in Luskan, would put them on a ship to Neverwinter, and then Waterdeep. She also asked them to go to Fireshear to ask Kareen Ironforge for reinforcements to replenish the depleted town guard and to aid in rebuilding the decimated town. Drufi's lightning-enchanted sword was also there, which had an inscription that Calamity successfully read. Baric then asked them to tell Sir Lanavar Strayl in Neverwinter that he would be staying in Icewind Dale to capture Worvil "the Weavil" Forkbeard. The party then left Bryn Shander.

On their way towards Hundelstone the party encountered a group of frost giants, who they defeated after a long and grueling fight.

## NPCs

* Duvessa Shane
* Sirac of Suzail
* Sir Baric Nylef
* Artus Cimber (mentioned only)
* Inirvira Coldwater (mentioned only)
* Sir Lanavar Strayl (mentioned only)
* Worvil "the Weavil" Forkbeard (mentioned only)

## Locations

* Icewind Dale
	+ Bryn Shander
Parties Who Bathe Together Stay Together

**Parties Who Bathe Together Stay Together** was the fifteenth chapter of Storm King's Thunder.

## Synopsis

Pretty Boy Paul and the Pretty Boys emerged from the sewers of Yartar. Outside, they found no sign of Lady Atalia, but did find a dragonborn samurai named Halgo Myamar. Halgo explained he was an adventurer like them, and sought them out after hearing they were in the area. The Pretty Boys agreed that he could join their team. They then all went for a nap in the Icy Sickle. Fandrin had to sleep in the bath, as he had been caught the same affliction Artan Roselio had in the fight with Oosith.

A few hours later, the party had a team bath to discuss how to remedy Fandrin's gooiness. Nestor suggested they look for help at the city's Temple of Chauntea. Halgo, Jonathan, and Pretty Boy Paul went with him, while Haedin elected to keep Fandrin company in the bath.

At the Temple of Chauntea, the group met Creote, who directed them to High Cleric Noric Needlerear. Needlerear agreed to cure Fandrin totally free of charge, in gratitude for the party slaying Oosith. He did however point out where the donation box was.

Once Fandrin was cured, the party made their way to Roselio Manor, in order to give Lady Desia Roselio her family amulet which they had recovered from Oosith's lair. She was less than grateful, and an argument ensued. The party considered not returning the amulet at all, and Pretty Boy Paul poured two gallons of mayonnaise onto her floor. Eventually they gave her the amulet and left.

The Pretty Boys then went to the Waterbaron's Hall, where they met the city's ruler, Lady Nestra. Nestra was incredibly grateful to the party for killing the aboleth, though they couldn't think of any reward for her to give them. Eventually, she told them they could have a discount in a local shop, and agreed to sent a scout out to find Harshnag and tell him they were waiting for him. Haedin also got her to agree to be slightly colder than usual to Lady Roselio next time she saw her.

The party then went shopping in Myrtle's. Various useful items were bought, and also a ring that had an orc named Arthur inside it. Arthur explained he wasn't exactly trapped inside the ring, but the only way he could get out was by willingly passing on to the afterlife. He was afraid that dying would be bad for him however, as his gods only allowed orcs who died in battle into their Good Place (an eternal battlefield). Pretty Boy Paul agreed to help Arthur die in battle. After briefly considering placing the ring on a seagull and punching it to death, Paul agreed to let Haedin turn the ring into a bullet, to be used in their next fight.

## NPCs

* Creote
* High Cleric Noric Needlerear
* Khmeer
* Lady Desia Roselio
* Lady Nestra
* Myrtle
* Arthur

## Locations

* Yartar
	+ Sewers
	+ Temple of Chauntea
	+ Roselio Manor
	+ Waterbaron's Hall
Shane

## Characters

* Bumbler
* Calamity
* Elquess DeVere
* The Incredible Dynamic Grung Action Force
* Kormagg
* Omat
* Pretty Boy Paul
* Duke Quasar
* Ruckus
* Rurik
* Vareth Saberian
* Two
* Alaric Walcroft
* Valeria Wren

## Adventures DMed

* The Vecna Saga
	+ Hargreave's Wharf
	+ Snakebreach
	+ Labyrinth of Aquatic Lies
	+ Gilderain Fashion Week
	+ The Magical Menagerie of Jasper Fiasco
	+ Surprise, Lich
	+ Too Many Gods
	+ The Metafictional Adventure One Shot
	+ Grungtanamo Bay
	+ The Banality Of Evil
	+ Journey Into Limbo
	+ A Spectre Is Haunting Anthologos
	+ Jasper Fiasco and the Chocolich Factory
	+ The Nocturne Ball
	+ The Vecna Saga Holiday Special
	+ Going Down Into Avernus
	+ The Adventurers' Siege
	+ The Whispered One
* The Communist Manifestive
* Bedlam Hall
* O Little Town Of Bethlehem, New Hampshire
* Candlekeep Mysteries
Rurik

**Rurik** is a goliath hermit, who began to work for the Academy during the long winter in Icewind Dale.

## Biography

Rurik previously made a living selling furs to the people of the Ten Towns, but as fur trapping became harder and harder during the long winter, he has resorted to working for the Academy to make a living.

## Appearance

Rurik is of average height and build for a goliath. He is bald, and has a thick white beard. His skin is completely covered with branching lightning scars.

## Trivia

* Rurik has a tattoo of his own name on his left shoulder, which grants him the power of magical scribing.
Quagmire

The quagmire is a rare swamp-like biome in the Overworld.

## Description

Quagmires are mostly underwater, but shallow. Here and there are small parts that go above sea level, but most of it is submerged. Dotting the landscape everywhere are various swamp islands; and grass, cattails, and lily pads are common. There are also some swamp trees and rotten swamp trees growing out of the water and on the islands.

## Mobs

All mobs that spawn in swamps can spawn in quagmires, including venomgliders.
Rotten Oak Log

Rotten oak logs are a variant of oak logs.

#### **From Block Loot**

Rotten oak logs can be mined by hand, though axes can speed it up. It drops itself.

## Usage

#### **Crafting**

4 rotten oak logs makes 3 rotten oak woods.

## Lore

Rotten oak logs are oak logs that have started to decay. They are no longer alive, are usually saturated with water, and have all sorts of molds, mosses, and grubs (oh my!) living in them. They are so decayed that pretty much nothing can be done with them. If an attempt were made to modify them, such as splitting them for planks, they would just crumble and rot.

It is unlikely to find any other types of wood decayed like this (and nothing else is in the mod), simply because only oak can be found in conditions right to cause this amount and type of decay easily.
Lessons In Quest Expediency

**Lessons In Quest Expediency** was the fourth chapter of Storm King's Thunder.

## Synopsis

The druid Eoden then arrived to deescalate the situation, though not before Calamity had stabbed a yeti and Jonathan and Nestor had been frozen. Eoden explained they were camping on sacred druidic yeti lands, but agreed to let them sleep in his hut. The following morning, Eoden warned them of the dangers of Icewind Dale, traded them some furs, and gave them a letter to deliver to Darva in Fireshear. He also advised them to see Dasharra Keldabar, who would be able to provide them gryphon transport to Luskan. After two more days of travel and a close encounter with the dragon Iceclaws, the party reached Fireshear.

Upon arriving in Fireshear, the party met with Kareen Ironforge and petitioned her to send troops to Bryn Shander. Ironforge agreed to put the matter to a committee meeting, which was good enough for the party. They then delivered Eoden's letter to Darva, who informed them of Zalaron Daska's supposedly illicit business dealings. She asked them to rob one of Zalaron's banks, which the party eventually settled on not doing.

The party then went to see the gryphon trainer Dasharra Keldabar. Dasharra agreed to train them to ride gryphons, but it would come at a high cost. She offered the party the opportunity to pay for the training by going on an adventure to Aurilssbarg, but they decided this was too much of an effort, and so dipped into their savings instead. To support the cost of the training, Calamity and Jonathan went to the local general store, the Icy Sickle, to get the mysterious bottle appraised. The shopkeeper, Bernard, was able to identify the item as an efreeti bottle. After this, their conversation turned sour, as Calamity was annoyed by how long Bernard took at doing things, and knocked over his chest of coins. Bernard subsequently banned Calamity from the shop. Calamity attempted to hide the fact that the artefact was an efreeti bottle from Nestor and Fandrin, however they were able to learn it from Bernard anyway.

The party began their gryphon riding training the next day, with Dasharra fashioning a special saddle for Nestor which would allow him to steer a gryphon that was carrying him from above. The first day of training was successful, before a longship full of frost giants was spotted heading for the town.

## NPCs

* Eoden
* Darva
* Zalaron Daska (mentioned only)
* Kareen Ironforge
* Dasharra Keldabar
* Dasharra's gryphons:
	+ Ed
	+ Edd
	+ Eddy
	+ Dexter
	+ Mojo Jojo
* Bernard
* Jarl Storvald (mentioned only)

## Locations

* Icewind Dale
* Fireshear
	+ The Icy Sickle
Pioche de haut niveau

Compétence de

* Arkana
* Bandit Ken
* Bonz
* Carly Carmine
* Chad Princeton
* Crow Hogan
* Davy Cricket
* Docteur Vegan Crowler
* Insector Haga
* Jack Atlas
* Joey Wheeler (DM)
* Les Frères Paradoxe
* Lumis et Umbra
* Mai Valentine
* Mako Tsunami
* Maximillion Pegasus
* Officier Trudge
* Rex Raptor
* Santorius Kumar
* Seto Kaiba (DM)
* Seto Kaiba (DSOD)
* Yami Marik
* Yubel
* Yugi Muto (DM)
* Zen Truesdale

## Description de la compétence

Compétence qui peut être utilisée à chaque fois que vos Life Point diminuent de 1 000.

En Draw Phase au lieu de piocher normalement, piochez un monstre de niveau 5 ou plus au hasard.
Magmanite

Magmanite is a basalt-like block found in the mantle of Byatis.

## Obtaining

#### **Natural Generation**

Magmanite is the surface block of mantles, and replaces most of the prismite under them as well.

#### **From Block Loot**

Magmanite can be mined with any pickaxe. It drops itself.

## Usage

Currently, magmanite has no uses other than decoration.

## Lore

Magmanite is an igneous stone, quite similar to basalt. Also like basalt, it forms pillar shapes naturally, caused by rapidly cooling lava. It can only be found in superheated areas under deep oceans, where volcanic activity is high and magma has pushed closer to the surface.
Fortress at Ern

The Fortress was a castle surrounded by 4 large cobblestone walls at Ern. It was originally built in very late September and early October 2020. At first, it was just a dark oak starter house. It then became a castle based off of its foundations. In December of 2020, dti131 decided to upgrade the castle. After this was done, he spent a while installing farms before getting bored and built an aircraft carrier.
Icy Sickle

The **Icy Sickle** is a general store formerly owned by the halfling Bernard. It has the unique property of being able to shrink into a small bag. After Bernard was sent to Hell, it was taken by Fandrin Embershold, Jonathan Gaye, and Nestor. The shop has since become a base of operations for Pretty Boy Paul and the Pretty Boys.

As well as the shop floor, the Icy Sickle also has numerous bedrooms, a kitchen, and a very luxurious bathroom. It is usually watched over by Gus, who is an excellent shopkeep.
Luric Miraran

* In Combat
* In Study

### Appears in

The Madhouse of Tasha's Kiss, Journey Into Limbo, The Nocturne Ball, The Vecna Saga Holiday Special, Going Down Into Avernus, The Adventurers' Siege, Indie Roc

From a young age it was noticed among elf society that **Luric Miraran** would be a strong warrior. His education was the skipped and instead he was placed in training among human mercenaries to fight the orc and goblin threats at the boundaries of the realm. He always longed for this missed learning. He loved nature, particularly flowers. He would see bespectacled researchers in the great universities of the elven stronghold pouring over books with strange markings in them. Luric, fancying himself a bit of an inventor, took bits of broken glass and attached them to his face with wire. This distorted his vision when writing making his sketches illegible to anyone know wasn't wearing these glasses. On his adventures in Tasha's Madhouse, he learned that the glasses weren't necessary.
Of Moths And Men

**Of Moths And Men** was the eleventh chapter of Storm King's Thunder.

## Synopsis

After cataloguing as much of the Icy Sickle's inventory as they could, Nestor led the party on a shopping adventure. First, he ordered some special gemstones from Fari's Vault, and then ordered a fancy custom sword at Ninla And Hildo's.

The party then went to meet the architect of the Steinbeck Trading Company headquarters, Zarda Zalendal. Arriving at his home, they were greeted by an impatient orc steward, who berated them for their presumption that they could just arrive at someone's house and expect to meet them. After Pretty Boy explained that they simply wanted assistance breaking into the Steinbeck headquarters, the steward shut the door. Pretty Boy then decided to go directly to Zalendal, and so jumped into the building's top floor through an open window, which he shattered. Pretty Boy failed to find Zalendal, and was instead chased out another window by the steward and house guards.

The party then returned to the Icy Sickle, where Haedin was successfully operating the business. They then planned a stealth mission to infiltrate the Steinbeck building- Fandrin would transform into a moth, while Jonathan would turn into a cloud of gas. Travelling to the building, Nestor and Pretty Boy waited outside, where Pretty Boy summoned a celestial fox spirit from Dal Quor to act as a quick getaway, should they need it.

Fandrin and Jonathan successfully snuck into the building in their respective changed shapes. Fandrin snuck into an office where Redaro was meeting with another high ranking Steinbeck official. There, he overheard their plans to order the assassination of Inirvira Coldwater. Seeing Redaro placing the written order inside his jacket, Fandrin tailed him as he left, while Jonathan continued to explore the building. Jonathan managed to take two trunks of important looking documents from the building before leaving.

As they both arrived outside, Fandrin informed the party of the planned assassination. Pretty Boy immediately mounted his fox and pursued Redaro, pouncing on him once he caught up. The town guard was perturbed by this, and even though Nestor attempted to help, they tried to arrest Pretty Boy. Pretty Boy then ordered the fox to take Redaro back to the Icy Sickle. The town guard followed the fox, though Pretty Boy was left shackled.

The party then went to the Hanging Lantern to warn Coldwater of the attempted assassination. They then returned to the Icy Sickle, where the fox had arrived safely with Redaro. As Nestor and Pretty Boy moved the shop in order to try to lose the guards' trail further, Fandrin and Jonathan went to get Sergeant Sam Wonse.

## NPCs

* Fari
* Ninla
* Redaro
* Inirvira Coldwater
* Zarda Zalendal (mentioned only)
* Sergeant Sam Wonse (mentioned only)

## Locations

* Neverwinter
	+ The Icy Sickle
	+ Fari's Vault
	+ Ninla And Hildo's
	+ Steinbeck Trading Company headquarters
	+ The Hanging Lantern
Pretty Boy Paul

**"Pretty Boy Paul"** is a kalashtar paladin

## Biography

The kalashtar is an arrogant but righteous quori who slipped through a random rift between the material plane and Val Quor. Believing this was not a random incident, but in fact the universe choosing him for a higher purpose, he uses his connection to the Great Light to attempt to carry out what he believes is his cosmic mission. He was dumped on the Sword Coast just outside Neverwinter, and quickly found work with a band of sailors, who gave him the nickname "Pretty Boy". He attempted to adventure with them for about a month, but mostly ended up fighting petty pirates and getting into random bar fights.

## Appearance

Pretty Boy Paul takes the appearance of an incredibly handsome human male. His eyes are a striking mixture of pink and gold. He wears a strangely alien looking armour.

## Trivia

* Pretty Boy Paul's real name is said to be impossible to perceive by a conscious mortal mind.

## Gallery

Pretty Boy Paul riding into battle atop JoséPretty Boy Paul's appearance in the Great Dame
Sirius Idris

### Biography

Sirius Idris is an Aasimar druid who has travelled the continent since childhood. Adopted as a young child by a kindly cleric, he was raised as a follower of Oghma. He takes great pride and comfort in his faith.

A druid of the Circle of Stars, he strives to collect celestial knowledge as practice of his faith. He hopes one day to build a great library as a temple to Oghma.
Enchanting Room

Enchanting rooms are rare structures found in Byatis.

The image is a cross-section

## Generation

Enchanting rooms generate underground in Byatis, in every biome except the mantle. They are fairly rare.

## Structure

#### **Blocks**

Enchanting rooms consist of prismite bricks and their variants, prismarine bricks, prismarine sand, prismarine glass, wet sponges, 4 enchanted bookshelves with random water-based enchanted books (such as Depth Strider and Aqua Affinity) and lapis lazuli, and 1 monster spawner that spawns drowned.

#### **Spawner**

Enchanting rooms have 1 spawner for drowned, which spawns about 4-6 a minute. Drowned farms can be created with them fairly easily.

## Lore

Constructed by an ancient people, now long forgotten, enchanting rooms were used to fuel enchanting magic into books for later usage. Now they have sunk below the seabed, and, as a final precaution by the ancients, are guarded by monstrous aquatic undead beings.
Малдовит

Грациозная и точная

### Принадлежность

Жёлтый Алмаз (несколько тысяч лет назад)Армия Розового Алмаза (тоже несколько тысяч лет назад)

Земля (на данный момент)

### Род занятий

Защитница Жёлтого Алмаза.Боец и защитник позже.

## Дополнительно

### Музыкальная тема

"Bushido" - Rap Freestyle Beat. Hip Hop instrumental.

**Малдовит** (Eng. *Maldavite)* - бывшая служительница и защитница Жёлтого Алмаза, которая позже покинула Родной Мир и стала частью армии Розы Кварц или Розового Алмаза. Позже после смерти Розы стала воином-одиночкой.

## **Внешний вид**

Довольно высокий и стройный самоцвет, с зелёно-матовой кожей, и сильными конечностями. У неё темно-болотные волосы без чёлки, подстриженные под длинное каре. На лбу можно заметить её самоцвет зелёной расцветки. Глаза Малдовит окрашены в чёрный цвет, и имеют зелёные тени на веках, а так же длинные ресницы. Её правую бровь рассекает небольшая царапина, оставленная ещё очень давно во время поединка. Нос девушки небольшого размера и закруглён на кончике.

Её одежда, в основном имеет три цвета - светло-салатовый, зелёный и чёрный, напоминая спереди традиционный китайский/индийский халат, с зелёным ромбом на поясе, который в свою очередь удерживает два куска ткани, идущие вниз, к её ногам. На её руках так же расположены нарукавники, с треугольными наплечниками, который медленно переходят в перчатки и становятся более тёмными к концу. На ноги одеты чёрные штаны, и светло-зелёные, высокие туфли, которые напоминают бинты.

## **Характер**

Малдовит - это суровый и спокойный самоцвет, с малообщительным и невозмутимым характером. Но не смотря на это, она добрая и понимающая, и всегда говорит правильные вещи. В отличии от многих самоцветов, она не особо любит своих сородичей - особенно тех, кто очень близко связан с Алмазами и Родным миром, и та предпочла жить на Земле, ведь только на ней, она ощущает себя свободно и безопасно, где никто не будет заставлять её сражаться. Но не смотря на своё темное прошлое, она всё ещё любит развивать свои физические данные и защищать кого-либо.
Асман

## ***Внешность:***

Асман - это Дитя Ветра. Кожа у него серого цвета, а глаза фиолетовые. Волосы пушистые, похожи на тополиный пух.. Тело мускулистое. Иногда, когда он наблюдает за кем то, у него загораются глаза. Они блестят синеватым цветом.

## ***Характер:***

Асман не очень добрый. Но умный и мудрый. Справедливый и дружелюбный. Так же, за своих знакомых, он готов постоять горой. Не любит быть выскочкой, всегда ждет команды главного и действует по плану, где надо помогает. Никогда не пройдет мимо обиженного.

## ***Биография:***

Зародился он 13 миллионов лет назад. Жил среди ветров, где часто бывали ураганы и бури. Он был потрясен их вихрю. Он любил смотреть, как тучи сгущаются вместе. И потом, он решил попробовать свои силы. Размахнувшись руками, он дал сильнейший порыв ветра, от чего был в шоке. Жил он спокойно, пока не пришел на земли Джека. Он заметил незнакомца, его звали Пожар. Он его откинул, спросил кто таков, но тут, появился сам Джек! Джек долго не хотел его принимать, но понял, что в нем, есть что то особенное, чего нет ни у кого из детей стихий. Он его принял, они здружились, и поладили. С тех пор, он живет во Дворце Джека, и всегда готов помогать как и ему, так и членам команды.

## ***Семья:***

Мать - Мать Воздуха

Отец - не известно

Братья - нет

Сестры - нет

## ***Силы:***

1. Создавать ураганы и бури.
2. Создавать защитное поле, созданное из вихря ветра.
3. Умеет по щелчку, обретать режим "инвиз". Но он не бесконечен. (20 секунд)
4. Отличная способность летать.
5. Умение создания клонов. (своих)
6. Отличное зрение.
7. Выпускать огромный порыв воздуха, который может откинуть запросто любого врага.
8. Умеет исцелять некоторые болезни с помощью ветра. (Сотрясение мозга и т.п.)
9. Умеет контролировать тучи и облака.
10. Коронный прием - создание ветренного дракона.
Knaves In The Cave

**Knaves In The Cave** was the eighth chapter of Storm King's Thunder.

## Synopsis

The following morning, the party gathered for breakfast, and Jonathan taught Pretty Boy about handshakes. They then made their way to Osk's ship, where preparations for the voyage were already well underway. As the voyage began, Nestor and Jonathan immediately became intensely seasick; Pretty Boy attempted to shake hands with everyone on board; and Haedin tinkered with a mechanical monkey toy, which she then used to occupy Pretty Boy. Eventually the first mate, Beaks, spotted Coldwater's flag in a cove, and Osk gave the party two row boats to go ashore.

From a distance, the five adventurers saw that the beach was occupied, and Nestor attempted to greet them once they had closed some of the distance. However, the occupants (who the party correctly assumed to be pirates) were unfriendly, and a fight commenced. After defeating the pirates on the beachhead, the party travelled into a cave, where they had to fight many more pirates, including a dirty, unclean orog. Upon defeating the pirates, they searched the pirates' camp, finding missives detailing precise ship movements in and out of Neverwinter, a sealed letter, and an insignia, which Nestor was able to identify as that of the Steinbeck Trading Company.

## NPCs

* Osk
* Beaks
* Bobby
Дети Стихий (Предметов) Вики

**Добро пожаловать на Дети Стихий (Предметов) Вики!**
Добро пожаловать на мою википедию! Тут я буду писать о своей вымышленной расе. А детях стихий и предметов. Прочитав историю википедий и этих существ, вы поймете о чем она! Но прежде чем приступить к редактированию или созданию страниц, прочтите правила и сюжет википедии.

## Сюжет

Всё происходит в настоящее время, на планете Земля - после того, как несколько миллионов лет назад, появились Матери Стихии, и отправили на живую планету *Детей Стихий*, те начали строить на Земле отдельные уголки, что бы поддерживать природу на новой планете. Так же благодаря Матерям-Стихиям, на Земле появились и другие волшебные существа. Людей стало меньше, но те перестали вторгаться в леса.

## Правила

1. Новичкам и обычным участникам не грубить администрации википедии. За маты или угрозы полагается блокировка на 3-4 дня.
2. Администраторам так же не стоит грубить новичкам или участникам вики. Старайтесь помогать им.
3. Эта вики может быть связана с Ролевой Игрой. Основная платформа это Дискорд, а раньше это был Шарарам и XLand
4. Способности можно использовать, но выбирать только одну или две стихии.
6. Статья про персонажа должна быть грамотная и более ли менее понятной. Много грамм. ошибок и не логическая биография, характер и факты не разрешены.
7. Администратором или его правой рукой может стать только тот, кто хорошо пишет статьи и редко подвергался блокировке. Ну и не забываем про грамотность и хорошее отношение к участникам.
8. Не стоит выставлять свою статью как "самую лучшую" и т.д.
9. Если к вам тайно пристают с угрозами, насилием или без причин вызывают на дуэль в Шарараме, скажите это всем знакомым или администраторам. Главное что бы вы имели хотя бы ссылку на страницу и стену человека, который вам угрожал, что бы администраторы и участники сами разобрались или заблокировали его.
10. Мат разрешен.
11. Новым участникам РП нужно обязательно пройти тест на РП. Для этого должен быть один экзаменатор, который будет принимать новичков.
12. Тренировки и общение должно быть хотя бы раз в два дня, что бы был актив.
13. Не описывать сцены сексуального насилия, фетишей и т.д. За это блокировка на неделю.
14. Не быть самоуверенным, грубым без причины и плаксивым. Принимайте критику и обижайтесь когда надо.

## Действующие админинстраторы:

* Полина Куневская - Статус "Создатель"
* Gimme308 - Статус "Админинстратор", "PR-агент".
Wiki rules

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Пожар

В спокойном состоянии Пожар выглядит как обычная собака. Он высокий, немного худощавый, короткошёрстный. Порода схожа к овчарке.

У него выразительные карие глаза и выраженный чепрачный окрас. Чёрные когти, средней длины. Хвост длинный, пушистый.

Уши стоячие, высоко посаженные. Выглядит он как собака возраста около 2,5 лет. Под шерстью на плече имеет знак огня, который оставила ему Мать-Огонь.

### ***Взрывное состояние***

Но когда Пожар злится, он становится крупнее, шерсть и вообще весь пёс становится огненным. Вокруг него также пылает огонь.

В какой степени уровень злости-до такого размера он и вырастает. Когда он рычит,то выпускает огонь из пасти,прям как дракон. А когда лает- сила его дыхания способна перенести огонь с пса на объект,на который устремлена его агрессия.

## Характер

Пожар в обоих состояниях ведёт себя как сторожевой пёс, но в отличии от обычных псов, он никому не подчиняется.

Он злобен, но в спокойном состоянии просто суров. Он не знает, что такое чувства кроме самозащиты и агрессии в сторону чужаков.

Он малообщителен, любит посидеть в своём огневом вольере, иногда ходит в уголки Джека, Рио и Дарк.

## Биография

Пожара создала Огненная Собака,которую,в свою очередь,создала Мать-Огонь.

Он появился на Земле,на вулкане Везувий в одном из его тоннелей. Прототипом Пожара стал один из земных псов,которого видела Огненная Собака перед тем,как создать Пожара. Этот пёс считается отцом Пожара.

Она дала ему 2 облика-маскировочную и истинную.

Пожар вырос на Везувии.

После,он познакомился с Кометой,Дитём Огня, с которой объединился. Они стали путешествовать вместе.

Спустя время,они встретили Джека, Дитя Льда,который пригласил Комету и Пожара жить с ним. Пожар, не хотя,согласился.

В новом лагере Пожар создал огненный вольер,который стал его домом.

Пожар стал жить с его новой командой,в которую позже попали Рио,Дитя Воды, и Дарк,Дитя Тьмы.

## Семья

1. ***Мать*** - Огненная Собака
2. ***Отец*** - земной кобель овчарки
3. ***Пара*** - нет
4. ***Дети*** - нет