recursal/Fanatic-Fandom huggingface dataset:
KI

KI
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## Character Description

Ki is a human with dyed blue hair. She has muscular arms and tan skin with hazel eyes with specks of purple. Her arms are bare excluding a few tattoos that look old and one that looks brand new on her lower arm/wrist.

## Backstory

Raised in a city where they believe the tribute system was just and balanced out the lands. Only adults would be put up for tribute. There was another rule which stated that each family was only allowed, one child. Thus, siblings were taught to fine in childhood and when they came of age, puberty, then they would fight their sibling almost to death. Then the child who did not win would he imprisoned until their 18th birthday and become tribute.

Throughout her childhood she trained to fight with her sister. She believed in the ways of her community and felt that she would one day be a protector of her city. She was ready to fight anyone to kee her city afloat and at peace with the dragons. However, she watched as her friends fought their siblings and the tears they shed every time. The sisters were late bloomers, and by 14 years they still had not fought. When she was 15 years old she realized that she didn’t want to fight her sister - she wanted to save her. They hatched a plan for her to fake her death so her sister would be able to live. She hasn’t seen her family since that day.

When she was 15 years old she left her city and traveled through the forests. She met campers and other adventurers along the way but practiced her abilities she learned as a child to survive.

From the Southern Chain. During her travels, she was hired on a merchant ship and stopped at a port in Mythpoint where she hopped off.
Kingdom of Zoulan

Temp. Place Holder, Credit FFXIV

## Founding

During the 3rd Tenebrae Era, in the 1,310th year, the wandering tribe of the *Zoulan* became the fifth tribe of Yedria to establish their lands and take up arms against Tiamat and her children. Led by a young wood elf druid of only 103 years old named Rydia Tandiril, the tribe of mostly young elves finally began to use nature to build their first settlements.

Assisted by her two closest friends Halie Orelon and Addison Nallvir the trio of strong druids carved out the land creating safety for the weaker members of the tribe. While maybe not remembered as much of the three greatest heroes of Yedria, they are looked on as arguably the three strongest druids of Yedrian History.

## Governmental Structure

The governmental system of *The Kingdom of Zoulan* is much different compared to the rest of the Yedrian countries. With their history and close ties to nature, they have created a system of government known as **Druidocracy**. This system is even set apart from most druidic systems which normally sees the eldest lead.

 Every spring any member of nature (Druids, Rangers, Clerics, or Paladins) who wish to challenge the leadership and are of the blood of the tribe can make a challenge. This is only ever seen rarely as it is usually clear whom nature's gift is most prevalent. Unlike other challenges there is no true combat between those who challenge and the "**Elder Nature Speaker**", instead a vast amount of tasks and trials are compiled and participated in.

These challenges happen in the center of the city and when they do occur people travel from all across The *Kingdom of Zoulan* as well as the other Yedrian countries to witness them.

## Settlements

#### Cities (Population up to about 25,000)

* Fallgarde
* Tradehall

#### Towns (Population up to about 6,000)

* Bayside
* Limemoor
* Whitmire

## Important Locations

Encampments

* Camp Dragonhead

Regions

* Gazuk Tropics
* Lucent Lagoon
* Spotted Pine Grove
* The Thick Savanna

Temples/Monasteries

* Ancient's Hall
* Monastery of the Hundred Steps
* Temple of Stone's Endurance

Misc/Specific

* Addison's Fall
* Halie's Rest
Master Ankah

## Ankah

A tall elf, pale, with long black hair, usually lying straight down and untied. He has a nondescript appearance. In line with that of the common sun elf, although parts of his features do not seem to match. Often clad in simple red, gold and black cloth vestments and otherwise nondescript in appearance. His glaive, is more like a sword with an extended haft. It is often swathed in cloth on his back. With only the portion of a handle with a long, heavy red leather strap attached, visible.

When travelling he bears a large backpack, with a walking staff and a longbow for hunting.

## Bladefall Monastery

In the early days of Mynth Shanys, before it became a true city. A great Red Dragon descended from the mountain range above them, intent of destroying. The Paladin of Torm, the mighty warrior and defender of the young town, Fii Thenbane, stepped forward to challenge the dragon. The final part of the battle she was clutched in the beast's claws and taken high into the sky. Her final blow brought the creature's wing down. Together they fell to earth. Both of them shattered across the mountain sides. Thenbane's holy greatsword stabbed into the stone part way up the mountainside over looking Mynth Shanys. Bladefall Monastery, was constructed at the location, the adherents trained here dedicated as peacekeepers and defenders of Mynth Shanys.

*There is no emotion, there is peace.*

*There is no ignorance, there is knowledge.*

*There is no passion, there is serenity.*

*There is no chaos, there is harmony.*

*There is no death, there is duty.*
Maldrus Onyxhand

## Appearance

Brown, short hair gently hangs over a fresh, warm face. Big, round brown eyes, set handsomely within their sockets, watch discreetly over the families they've come to love for so long. A tattoo resembling a bear paw is almost hidden just above the side of his right eye leaves a satisfying memory of battles long forgotten.

## Personality

Respectful, Calm, and caring are the pillars which build the personality of **Maldrus Onyxhand**. A very open person who is a bit protective over those around him, he will always offer a helpful hand.
Losho Ward (Penrith)

> "Today we finally pay honor to the founders of our city whom all came across the seas in a world without hope. Lead by their gods each of the chosen arrived and placed our future before their own lives. Losho of the Howl was a Goliath amongst mortals, and one of the least known about members of the chosen. He stood against those who would hurt us like a savage animal. He often was said to stare out at the moon from this area so we name this ward of Penrith in his honor." - Queen Liliyana Tarlarys (May 27th, Year 7 Age of Heroes)
>
>
Hogunar Kutir

Half Orc male

Ringmaster of the Astaina Arena

Light green, well groomed hair almost fully covers a furrowed, friendly face. Bulging red eyes, set deep within their sockets, watch attentively over the mountains they've safeguarded for so long. Freckles are spread neatly around his nose and cheekbones.

This is the face of Hogunar, a true sentinel among giants. He stands alluringly among others, despite his strong frame.

There's something enticing about him, perhaps it's his sense of friendliness or perhaps it's simply his humility. But nonetheless, people tend to buy him a drink, while trying to hide from him.
Mentiri

The vast prison of Dis lies in the heart of a confusing labyrinth that is guarded by bone devils, bearded devils, chain devils, and barbed devils. Living mortals captured in the Nine Hells languish here. The inmates include crusading paladins, planar mercenaries, demon cultists - and more than a few luckless adventurers. The souls of mortals who somehow wind up in the Nine Hells without damning themselves in life are also held here. Due to ancient compacts, these do not belong to the devils and cannot be tormented or destroyed - but neither need they be released.
Harmengild General Store

## Brief Description

From the outside it looks snug, warm and well maintained. stone bricks and wooden pillars make up most of the building's outer structure. It's difficult to see through the small, curtained windows.

As you enter the general store through the thick, wooden door, you're welcomed by excitement and a feeling of comfort. The shopkeeper is swamped in work, but still manages to welcome you with a wave.

It's as lovely inside as it is on the outside. Stone pillars support the upper floor and the huge lamps attached to them. The walls are decorated with various wares.
Hiro

## Appearance

Black, shoulder-length hair clumsily hangs over a full, friendly face. Glittering amber eyes, set low within their sockets, watch delicately over the homes they've felt disconnected from for so long.

A moustache and goatee handsomely compliments his nose and mouth and leaves a captivating memory of his upbringing.

This is the face of **Hiro**, a true Warrior among the Umai Empire. He stands average among others, despite his athletic frame.

There's something captivating about him, perhaps it's his disposition or perhaps it's simply his sense of comradery. But nonetheless, people tend to answer his challenges, while wishing they were more like him.

## Personality

Calm, calculating, and confident are the pillars which guide **Hiro** in his life. While there is so much more to the enigmatic Samurai, his challenge and purpose determine his entire purpose in life.

## Family

Nothing is currently discovered about his life.

## History

Hiro’s exploits prior to engaging the players has not been discovered.

## Storyline

* **Hiro** arrived in Cortea with a challenge looking for a worthy fight. While many would fall to his non-lethal challenge, he did assist in protecting the city alongside Marcus Dawnbringer and Wolf.
* **Hiro** would next arrive in Penrith, felling a number of adventurers again before falling to Gnoman the Barbarian. He would then carry on a conversation with the gnome.
* **Hiro** would then stand upon the formation of the guild system in which he took note and gave guidance to those who would discuss their formation.
Mephit

Image credit WOTC

## Mephits

Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.

Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to The Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a Magma Mephit is composed of earth and fire, and it favors volcanic lairs, while an Ice Mephit, which is composed of air and water, favors frigid locales.

***Elemental Nature.*** A mephit doesn’t require food, drink, or sleep.

## Dust Mephit

Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating.

## Ice Mephit

Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty.

## Magma Mephit

Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others’ words and Actions.

## Mud Mephit

Mud mephits are slow, unctuous creatures of earth and water. They drone their complaints to all who will listen, and beg incessantly for attention and Treasure.

## Smoke Mephit

Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and Mislead other creatures.

## Steam Mephit

Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self-appointed overlords of all mephits.
Malagarde

The embodiment of Baalzebul’s sloth, Malagarde is a once-grand city that is crumbling into ruin. Armies of damned souls and lesser devils labor to raise new buildings or repair streets slumping into sludge, but their efforts seem pointless, and the decay advances. A miasma of fatalism pervades the city. Visitors often fall into a gray despair and never muster the willpower to leave Malagarde. Baalzebul rules from the Palace of Filth, a vast structure constantly filled with refuse by lesser devils in obedience to the punishment decreed by Asmodeus.
In the Sun Father's Hand

is a controversial text accepted at present by only a handful of Pelorian temples. It was written about 476 CY by a woman named Tephos. Tephos was not a priest, but she believed herself to be Pelor's chosen representative on Oerth. Somehow she performed miracles, including curing an entire village of plague, before writing about her beliefs and vanishing in front of her disciples in a flash of golden light. Tephos taught that all property should be held communally, that society should return to a more "natural" state like that assumed to exist before the spread of civilization, and that clerics were unnecessary; Pelor could intervene directly instead. Most branches of the Pelorian faith consider Tephos to be gifted but delusional.

\*\*Of Note this is the working base text before changed,
Lords of the Nine

The Lords of the Nine refer to the rulers of the Nine Hells. Each layer is looked over by a specific Archdevil. The list below is the current power structure.

## Hell

1. Bel
2. Dispater, Father of Strife
3. Mammon, the King of Greed
4. Fierna
5. Levistus
6. Glasya
7. Baalzebul the Lord of Flies
8. Mephistopheles
9. Asmodeus
Kynri Wyrmswood

## Personality

A shy, anxious girl since birth, Kynri is very reserved, and keeps to herself most of the time - but will strike up conversation and join in activities if she is approached first. She tends to stick around the people she knows best, and has spent the most time around, such as Sora, Chrystal, and, before his passing, Eadbhard. She is, nonetheless, very driven, and once she sets her mind to something, she will accomplish it, no matter how long it takes her.

## Goals

### Current:

* Move up in the Guild Rankings to at least B
* Become better at archery so she can quit hitting people in the shins (Sorry, Cahal!)

### Future:

* Absolutely murderize the Red Child of Tiamat, Nikuss, gaining vengeance for her mother and brother's deaths, and closure for herself.
* Kill any (evil) undead she comes across, in memory of Eadbhard.
* Become as awesome as Rolen. Or Misty. Or both.
* Figure out what to do after that.
Brownberry

## Description

Brownberry is a bustling town of approximately four thousand individuals. At its very center is a fountain with a small statue of a child picking berries from a bush. Most of their food comes from the farms outlining the town. Some sheep farms occupy the area as well. There are a few forested areas outside the furthest farms.

## Current Government

General Bertaland Brownberry is the current local ruler. The city is technically under the rule of Stonehaven but the townsfolk generally consider themselves independant.

## Day to Day Life

Trading in the market constitutes a good portion of everyday life. The farmers set up stalls as their crops are gathered. The sheep farmers provide the wool that other merchants purchase to make clothing. Many of the stalls are occupied by out of town merchants. Tinkerers, cobblers and the like are among those who travel into the town to do business regularly. At the moment there is peace between the Brownberry family and the Jadefoot family. This does not stop them from training their soldiers in case the other one causes trouble.
It consists of 95% human, 4% elves and the rest are of the various races. There is no discrimination from most of the inhabitants and the taverns are open to all with coin

## Points of Interest

* Brownberry Forts
* Shops
* Temples
* Farms
* Lumberjacks
* Militia
* NPCs of Note

## History

Brownberry has always been a town divided. Both the Jadefoot and the Brownberry family settled in the area at the same time. As the town grew, the two groups became hostile toward one another, and for centuries, the two sides of the town have fought, then had several decades of peace before eventually the fighting would break out again. Still, the town continued to grow around the two settlements and it became a good place to live, a place people want to protect, even from each other. Wars have been waged to varying degrees over the centuries, but 50 years ago, the war that broke out went entirely too far. The Jadefoot army ambushed the Brownberrys and killed them in such a horrific massacre that it is later referred to as the "Red Mist Massacre", as the victims were reduced to nothing but mist. The Brownberrys retaliated, and the rage that ensued brought out the worst in this army as well, and innocents (including children) were brutally murdered. The Hero of Brownberry, known simply as Terry, ended the war, but was broken by the horrors he saw.  He tried to forget and stayed in town, doing manual labor, but could not live with the memories and eventually wandered off in to the world. The townsfolk have settled someone, but the town seems to have an air of constant tension whenever the two sides come together.

## Rumors

It is said the great hero Terry has perished defending innocents from owlbears, but no concrete evidence of his death has surfaced.

The destroyed guard tower was said to have destroyed in a great display of magic. The 96 year old human everyone calls Grandpa will tell anyone and everyone the story of how it happened.
Milil

Icon of Milil

## Description

**Milil** (pronounced *mil-LILL*), also known as the **One Who Watches While Music is Alive** and the **Guardian of Singers and Troubadours**, is a neutral exarch of Oghma. She is depicted in religious art and song as a handsome female human or elf with a charismatic manner and a haunting, melodic voice. She is venerated by human, elf, and half-elf, bards.

**Milil** often manifests as haunting music, particularly in clearing deep in woodlands. She appears as a wordless, lone female voice soaring through the air where no singer can be seen. More often, **Milil** manifests as a radiance surrounding a bard, storyteller, or epic poet in the throes of inspiration—a sight always heralding a performance that moves an audience to tears, blind obedience, enthusiastic offerings of money, or whatever else the performer desires them to do.

## Realm

**Milil** has a grand outdoor amphitheater which sits on a cliff side of Mount Celestia. Known as Starfall Theater.

## Personality

At times, **Milil** draws the image of two dancing hollyphants in the air in glowing yellow lines or in ink (that appears from nowhere) on parchment to signify her approval. This seems to indicate her delight in watching such creatures dance to her music. She has a great love of performances of all kinds. **Milil** often places helpful visions (mental pictures of the whereabouts of treasure, lost loved ones, or directions overland) in the mind of a singer or musician who pleases her.

## Relationships

Milil serves Oghma. She is on friendly terms with powerful gods like Mystra and has respect for Leira for the illusions they craft.

## Worshipers

### **Clergy**

Clerics of **Milil**, or *Sorlyns* as they are called, pray for spells upon awakening at sunrise, calling out to the Lady of Song with the Song of Praise, which is also sung after every victory in battle or great thing that benefits them. Some clerics multiclass as bards.

An order of paladins called the *Harmonious Orde*r venerates **Milil**. This group of personable and swaggering paladins encourages bards to accompany them to create ballads based on their exploits.

## Temples

Temples to **Milil** often tend to be located in places where music can travel far. The high temple to **Milil** is located in Everwind, due to it's location on a mountain overlooking a valley as well as the proximity to many college of bards.

## Dogma

Those following **Milil** feel music can touch the very soul. All different types of performances are revered, however most often music will be incorporated into them. Disguises and illusions are not frowned upon due to many performances using different costumes to enhance their impact.

## Rites

All Rites to **Milil** involve music to some degree. Most are held in open areas where the music and song can travel far. Some of the larger rites tend to involve week long parties.
Witness

### Interrogation Action

See how many Robbers, not including the Attorney, were active at the beginning of the game, and get the names of all players that performed an action on you.

### Win Condition

Arrest a Bank Robber; if no Robbers, not arrest at all.

The Witness could never dream up the horrors of what she saw. She was with her boyfriend, the Skeptic, when the lights went out and everything flew by in waves. A dark-skinned man in a SWAT jacket tried to usher her towards the door, but she was separated from her lover. Whether bravely or not, she ran back into the darkness to find him, but instead found a pair of bright green eyes staring at her from the darkness. And then the voices... It was a man and a woman speaking at the exact same time, calling for the "Plant". Horrified, she charged to the exit, emerging from the scene of the Final Heist in a surge of panic and terror, before she fell into the hands of waiting officers, where she began telling them what she thought she witnessed behind tears and gasps.

## Summary

At the beginning of the Interrogation, the Witness receives the number of active Robbers *at the beginning of the game* (not including the Attorney). She also receives the names of all players who performed an action on her (as in the Plant checking her card, or the Anarchist swapping her, etc). If the Intimidator tries to intimidate the Witness, he will not be able to intimidate her, but the Witness will not receive the Intimidator's name among the names of everyone acting upon her.

## Strategy

* If you see that 0 Robbers were active at the beginning of the game, this does not mean there are *currently* no active Robbers. For example, a Wildcard might have taken one from the bottom! You could claim Wildcard to force the real one to out, and if they do, retract as Witness and say there are no Robbers. However, if no other Wildcard claims, it is possible that the real one picked a Robber from the bottom and is planning to claim something else. If there is no Wildcard in the setup, you can immediately say there are no active Robbers.
* Seeing the number of active Robbers will often help you solve counterclaims between one player and two players, but be wary that if you see that two Robbers were active, this doesn't necessarily mean they're supporting each other's claims. It could also be the one player on the other side of the counterclaim along with someone claiming an entirely different role.
Judge Xanavor

Appearance

He is a tall and well muscled Half-Elf With Platinum Blonde hair and Silver grey eyes. He maintains a stoic expression but there is a spark of youthful wonder and uncertainty in his eyes. When not in armor he wears simple blue robes trimmed with silver.

Backstory

Xanavor was born in Thornreach to parents (Father Wilros(Half-elf) and Mother Sabina (human))   who owned a bakery in town. At about the age of 12 after winning a seemingly unwinnable fight to save a young girl by scaring her Assalence away he began having dreams of a city called penrith and the great temples there. He kept having them and when he told his parents they were uncertain at first but as time passed and he continued to have the dreams they relented and began the arduous task of saving up enough money to get their eldest child to penrith. It took several years and during the trip over the visions mysteriously stopped but he pushed on and at long last he arrived in the massive city alone with just barely a few gold on him. He went to the temple district and after proving his potential he is officially brought into the fold to be educated not only in martial and in physical skills but in the gods as well as about fiends like all paladins. He settled into the grewling routen of training and studying and made friends among the other trainees, and one of his proudest and surprising moments was the first time he sent a serge of radiant power down his weapon. However despite this even though he did well martially and (to a slightly lesser degree) intellectually his ability to channel divine power was stunted compared to the others. Not that he was totally powerless and he has gone out to complete various tasks with other trainees and paladins. The events of these missions and of his life helped shape his sense of justice, and taught him that sometimes it's better to display strength against things that are evil. This came to a head after years of training when the sun refused to rise. After days of uncertainty he felt a great rush as the backlog of powers he had earned from his training came to him at once and he found himself thrust into a great battle he could barely understand against creatures he had only read about, and when he found himself sent home and appeared in the temple of Heronious to the surprise of himself and others. He, after recovering from the shock,  swore in his own way to conquer evil. The implications of being the paladin to a god thought dead where unknown and others didn’t know what to make of him. He continued to do work trying to master his powers and after a month he received a invitation to the enclave of valor that he readily accepted. Eager to put what he's learned to good use.”
Hofsa

Pre-Reclamation Map

## Current Government

After the events of The Reclamation, “The Architect” known as Oramyr placed Svegard the commander of his troops in charge of the City of Hofsa. The now militant city has been harboring the few strong but now slaves in the mines to dig. Rumors amongst the few free people, are the fires are better than being sent to Hofsa.

## Day to Day Life

The day to day life of the Shadow Fey, is that of privilege and independence. Some act as guards moving their captives to the mines and supervising them at work. Many however work to fix the buildings and bringing more Shadow Fey into the city. They seemingly work without any monetary gains in any place and simply take what supplies are needed.

The few non-shadow fey residents of the town all are treated as second class citizens and must show their proof of freedom generally a mithral star on a necklace at all times. The bargain that was made to buy their freedom is generally unknown.

## Points of Interest

Twin Peaks Inn

The Mithral Anvil

The Walking Window

Temple of Ulaa (Hofsa)

The Mithral Mines (Hofsa)

## History

Founded in Year 1,723 of the 6th Sanctus Era the City of Hofsa started as a very small hamlet after the discovery of a new mithral vein. Hofsa quickly grew with a number of select outsiders were permitted to join the Irt Atoll to help with the demand. As the city grew, so did the potential wealth and new merchant leaders with a varied amount of personal interest.

Around year 2,017 of the 6th Sanctus Era the Thieves guild of Hofsa would be born. As a specialty of the guild became locating rare and wanted items across the world they made their money to supply their efforts in the mithral rich city. They had been a staple of city up until the events of The Reclamation.

During year 1 of the 6th Tenebrae Era, the city of Hofsa was one of the last to be informed of The Assassination of King Bryer Harte. After Merinalora killed King Bryer Harte (see event for more information a massive group of Shadow Fey entered the city via Teleportation Circle and decimated the sleeping masses, with their main target being the  Hofsa Thieves Guild.

## Interactions

* Radduin and the Terrible, Horrible, No Good, Very Bad Performance:
* Ryze signing his hand away:
Lakeshore

### *Leader of Lakeshore: Elisanna Norra*

Elisanna Norra is a red head half elf with green eyes and she helps out with the communications for the cities. She is 5'7 feet tall and is mostly wearing common clothes unless she gets called to a meeting in the city. Elisanna is a tough woman and will do what she can do to help out her people in the village.

### *Life in Lakeshore*

In Lakeshore, the citizens there though they have their own farm and fishing spot, their job is to send out communications and offer those who have a long journey to a certain town or city. The communication part is there because they can obtain two different messages from either cities for Norton or other small towns nearby. They either send a message or if they are lucky, a pony express to send the message. The town has a small inn called the Cozy Lake inn for those who needed to rest their heads before moving on for the next day.
Homunculus

Image credit WOTC

Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion.

A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies.

***Shared Mind.*** A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.
Helena Leda Thornberry

"Hi, My name is Sam..."

 Description

Helena has light pale skin and pale gold eyes, she sports a pair of pink eye glass with short pink hair that looks like soft clouds.

 Family

 Her parents, Sir Nigel Archibald Thornberry and Marianne Hunter-Thornberry parents a pair of librarians from Stonehaven, Lakkia who work for the academy.

## Personality

Helena is compulsive liar, she lies to impress people and believes that if she tells them who she really is they will run from her in fear due to her wild magic nature.

## Background

Helena is a librarian who travels and recovers lost book for the Sepose Institute Of The Arcane. She has a pet chinchilla named Zeus who likes to ride on her shoulder. Helena recently was forbidden from staying in Laikka, thus Lena walked back to Stonehaven, and is currently detained in chains for unknown reasons.
Heyana Saller

## Appearance

Amber, frizzy hair awkwardly hangs over a lean, gloomy face. Bulging green eyes, set tightly within their sockets, watch delightedly over the folk they've kept safe for so long.

A birthmark reaching from the bottom of the left cheek , running towards the right side of her lips and ending under her right eye leaves a grievous memory of redeemed honor.
Malacath’s Vigil (Graman)

Place holder

## Description

Malacath's Vigil as it is known by as the Orcs and locals or the central district as outsiders are told to refer to it. Stone buildings with grand sculptures surround the central arena which draws the attention of the eyes of the district. The wind picks up a number of clan banners on a few of the "emissary" style buildings. The air carriers the smell of feasts, ale, and incense until the arena comes to life at night.

## Defenses

If some of the Orc's race most feared warriors living inside the district were not enough of a defense Malacath's Vigil has a number of defenses. A fifteen foot stone wall is built and constantly maintained around the Vigil. The wall has two gates one to the west and one to the east, with various ballista built onto the wall. Manned at all times and points by elite guard. Most guards inside are positioned by required oath buildings.

## Day to Day life

Inside Malacath's Vigil, the day to day life is one of the varying traditions. With the traditions of Malacath's Horde (the name of Graman native orcs) being held in most places, the visiting tribes or Hordes of Orc who have come to a neutral site to deal with inter-tribe politics. From packs of raiding a city, to negotiating a blood feud, to even war councils against countries being held in this holy site.

When the Arena opens at night, more people are allowed into the Vigil to see the great games. From battles to settle disputes by Orc Champions, which tend to draw among the most eyes to battles against beasts for money. The least drawn battles of the common man are those for freedom against a warrior of Graman.

## Points of Interest

#### **Institutions**

* Hall of the Riders
* The Steps of Ascension

#### **Residences**

* The Halls of Azgok
* The Halls of Malacath
* The Halls of the River
* The Halls of the Mountains

#### **Shops**

* The Plundered Bazaar
* Azgok-Busch Brewers
* The Forge of the Clans
* Cracked Tusk Carvers
* The Endless Stone

#### **Taverns & Inns**

* The Succubus Inn
* The Round Pot Inn

## Interactions with Visitors

* Unless you are of Malacath's horde or a tribal dignitary or traveling with one you generally not given entrance into the district.
* Rarely an adventurer of note is given standing to walk freely inside the Vigil, and while the natives will not act with prejudice various clans might make trouble.
Herbert George Wells

**Name:**Herbert George Wells

**Player:**Reyn/Epicman12391 (Discord and roll20 vs twitch)

**Details**: Human, 50 years, male

**Class:**Fighter, Champion

## Appearance

Wells looks Rather clean and formal for someone who spent most of his life either on the battlefield, guarding the streets, or writing books. His hair is grey with age,(Contrary to the picture) and his eyes are brown. He Stands at 175.3 cm ( 5' 9"), and weighs 83.6 kg (184.3065 Pounds. by god)

His Hair is Kept Clean and short, and his mustache is trimmed well. He has a Scar on his chin. His voice is strange, and he speaks with an odd accent (See: British/Canadian player trying to do a British accent and failing miserably)

Under a cloak he wears in public, He usually has a breastplate on, along with his Slightly formal attire. He Usually has a Backpack on his back, and Usually has a Great-sword Slung there as well, along with a rapier at his side, and a light crossbow occasionally peeking out of his backpack.

## Personality

Wells tends to be Defensive of whoever he's with, but also is one hell of a joker. He finds humor in some of the strangest places,and, as long as his comrades are fine with it, he always brings a bit of comedy to the group, However, when he's tired of socialization, he tends to leave the conversation and start working on his books.

He Values Teamwork and Comrades in general, those being second to only his pen and pencil. However, When he begins to talk politics, He is very vocal of his, Rather understandable, Opinions of his homeland, and pretty much any other land he knows the politics of very well.

He tends to have a need to help people, out of sympathy, Pity, or just general boredom

## Childhood

"My father was a high ranking town guard of my birthplace, , and my mother was an experienced clothier. I had one hell of a childhood, as my dad was one of the most sadistic guards in clearhill..."

## Trip to Penrith

"Well, First of all, retiring after 12 years of mixed experience as a soldier and a town guard lead to me becoming an author, and because I really didn't like How my hometown was in terms of conditions for writing. The guards were sadists, and nobody dared to stand against them... I had to leave if I was to seek out a good writing or adventuring career."

## Parents

Mother: Lisa Palemoon

Father: John Wells

## Allies

Those involved in assisting Xiulan's recovery.

## Enemies

That Fucker who was pretending to be the bartender.

## Themes

Wells' album.

Forever autumn

Eve of the war remix (Battle theme)
Metallic Warforged

More lore to come.

## Metallic Traits

* **Ability Score Improvements.** Your Strength and Constitution scores increase by 1.
* **Speed.** Your base speed is 25 feet.
* **Natural Armor.** You have a natural armor class equal to 12 plus Strength modifier plus Constitution modifier.
* **Momentum.** Your speed can't be reduced below 25 feet, unless you are hit with cold damage in the round. When you double move your speed becomes 30 for each movement. Standing up from prone costs your entire movement action, allowing you to only move 25 feet if you spend an action. Finally if you are attempting to double move through enemies blocking which would require a athletics check as an action you make one for your bonus action at advantage.
* **Vulnerability.** You are vulnerable to Cold Damage.
Kallix

## Appearance

A tall muscular build resides under well made and worn armor accompanied with almost snow white skin and dark black hair. A pair of small cutouts on the back of his armor reveal two misshapen and non functional wing stubs that are covered in dragon scales. A large shield rests across his back and a glaive is always at his side. His face shows signs of heavy battle and has several scars of varying depths and sizes. An unflinchingly cool gaze of golden eyes constantly surveys the area around him unsettling most who make eye contact even in passing. Under his armor his back and body are also heavily scarred but are much more recent looking then his facial wounds

## Personality

Extremely driven and focused on his goals and ambitions, unlikely to stop until they're accomplished no matter the cost to him or others around him. Wants to make the world fit to his view of what it should be based on his life experiences. Little room for compassion or things that could serve as distraction to his goals

## Events of Adolescence

Amid a growing competitive streak with his brother they constantly tried to out do each other in their daily tasks and eventually as workers on the local farm

## Events of Adulthood

Eventually joining the military after getting tired of farm work. Keeping the same competitive drive to advance through the ranks until he was leading a group of soldiers under him
Notes

## Summary

Notes are a way for players to keep track of information they learn throughout the game, as to make sure they do not forget them. What notes you take, how you take them, or whether you use them at all is up to you, but they serve to help players remember information and visualise events, which is especially helpful in complicated setups such as Modern or Advanced.

There are two types of notes in the game:

* Player notes are underneath each person's card
* Unused Card Notes are above each of the three cards that players do not have.

## Effective Note Taking

This serves as a guideline for players who are not sure how they wish to structure their notes.

* To note someone's role claim, type either the full role name or an abbreviated version.
* To note what someone has done as their claim, type in a one to two letter abbreviation for what the role does, or what role does it, in parenthesis after all other notes under the appropriate card.
	+ For example, you could use (S) to indicate getting swapped by an Anarchist, or (WC) for being chosen by a Wildcard
	+ If multiple people claim the same role that has an action, you can use numbers to tell them apart, for example, Anarchist 1 would have (S1) and so on.
* If you know what role a player is, but need to remember what lies they are telling, you can put their real role in brackets ([]) or curly braces ({})
* Optionally, you can use an arrow (->) to dictate roles that have been swapped by the Anarchist or Shoplifter to keep track of what they now are. For example, Ex-Cop->SL
	+ You can also do this for the Shoplifter but not the Anarchist, and vice versa.
Kaylessa

## Appearance

5'10 100 pounds pale skin long silky blonde hair gray eyes long white dress has pet owl named Athena gift from Dad

## Events of Childhood

Grew up going from place to place barely missing dragon attacks thanks to mom getting glimpses of when they would attack

## Events of Adolescence

Constantly moving around until we settled in Mythpoint 10 years ago and Mom started to teach me Divination magic

## Events of Adulthood

Started working for the Military using Divination magic to see possible futures

## Defining Event

I was trying to make more money for family
Maladomini the Seventh Hell

## Brief Overview

A great marble boulevard lined with grotesque statues known as the Road of Perdition leads from Malbolge to **Maladomini**, the seventh hell. This layer consists of dozens of vast tunnels that meet and diverge in a maze stretching for hundreds of miles. Maladomini is one of the largest of the hells, and its branching passages link all the lower hells together— in various spots its tunnels reach Malbolge, Cania, and even Nessus.

The tunnels of **Maladomini** average three to five miles wide, with a ceiling a thousand feet or more overhead. Each tunnel is a long, curving cavern featuring ancient strongholds, crumbling cities, and ruined palaces that climb the tunnel’s steep sides. Rivers of filth and sludge wind through the center of each tunnel. Swarms of biting flies plague all who venture through **Maladomini**’s polluted ruins. Guttering green flames fed by pitch seep along the river banks and drifting balls of luminous green fire provide a dim, sickly illumination for the layer, but some tunnels lack this natural lighting and brood eternally in foul, cloying darkness.

## Lore

Many infernal fiefs are located in **Maladomini**, and the strongholds of many quarrelsome pit fiends and war devils are located here. The ruler of the layer is the archdevil Baalzebul, the Lord of Flies.

## Notable Areas

* Malagarde
* The Carnival Macabre
* Grenpoli
* The River Styx

## Beasts Encounter

* Barbed Devils (Enforcers)
* Bone Devil
* Cambion (Hellfire Magus)
* Legion Devil (Veteran, Legionnaire)
* Storm Devil
* War Devil
Hillcrest Expanse

## Travel

### Alternate Methods

Boats (Ocean) and Sehanine Straights merchant vessel

### Teleportation Circles

Pearlside, Wildreach, Hillcrest, Everwind, Thor Lidor

## Notable Areas

**Points of Interest**

* Bobby's Tavern
* Fort Elehm
* The Great Gnomish Lighthouse

**Ruins**

* Ruins of Cortea
* The House of Titans
* Titan's Crater

**Settlements**

* City of Gnome
* Everwind
* High Temple to Chauntea
* Hillcrest
* Pearlside
* Thor Lidor
* Wildreach

**Sub-Areas**

* Elehm Grasslands
* Fields of Gnome
* Gailland Hills
* Grey Mouse Wood
* Grinn Wood
* Moradin's Morass
* Northern Dhig Buldor Range
* Reading Plains
* Sheltered Peaks
* Southern Dhig Buldor Range
* The Forest of Illusion
* The Rainy Wood
* Rolling Hills of Shadow
* Xell Slopes

**Water Ways**

* Bay of Aerdie
* Montpierre Lake
* Sehanine Straight
HIllcrest Archives

This is as close to a library as Hillcrest has. Most of what can be
found here are records of the city that are older than five years. There
 is not much here as the library isn't much more than five years old to
begins with. Sally Froth is in charge of the archives and helps collect
knowledge for the library. She is a middle aged gnome with blond hair
kept up in a bun. Her green eyes sparkle with life whenever someone asks
 about a topic of interest of which she has knowledge.
Medusa

Image credit WOTC

As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the Petrified remains of past admirers and would-be heroes.

***Immortal Splendor.*** Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg Dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa’s hair turns into a nest of venomous serpents, and all who gaze upon the medusa are Petrified, becoming stone monuments to its corruption.

***Medusa Lairs.*** Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and Hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa’s presence until the creature is among them.

A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair.
Hezrou

Image credit WOTC

### Special Notes

Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poison

## Hezrou

Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful Demons. As they press their attacks into the heart of an enemy’s forces, their foul stench can sicken even the toughest foes.
Minauros the Third Hell

## Brief Overview

A road lined with gibbets leads from the lower gate of Dis and descends deeper and deeper as the city's cavern gradually broadens into the even vaster cavern of Minauros. Dank and brooding, Minauros extends for three hundred miles or so beneath a ceiling that is rarely more than a few hundred feet overhead. Towering columns of rock scattered every mile or two support the ceiling above. The only light comes from the faint luminescence of stinking, yellow-green swamp mists. Oily, foul-smelling water seeps down through the ceiling and falls as an endless rain to create a black, muddy bog throughout most of Minauros. In some places, warmth rising up from below heats the bogs of Minauros into stinking mud geysers.

## Lore

Minauros is the domain of the archdevil known as Mammon the King of Greed.

## Notable Areas

The River Styx

Minauros, the Stinking City

Jangling Hiter

Labyrinth of Truths

## Beasts Encounter

* Bearded Devil
* Cambion (Hellsword)
* Chain Devil
* Legion Devil (Grunt, Hellguard)
* Pain Devil
* Hellstinger Scorpion
Hypnos & Thanatos

Icon of Hypnos & Thanatos

> "Sleep and Death are two sides of a coin when it comes to our spirits. While you have no control of a mortal form allow the Twins to protect you."
>
>

## Description

The Twin Gods of Sleep and Death, ***Hypnos and Thanatos*** are the Common Pantheon's gods of sleep and death. Often considered to be among the most compassionate gods of death, their followers often lean towards one of the two sides of their beliefs.

***Hypnos (Sleep)***, is often depicted as a slender man dressed in robes with stark blue hair. Eyes which never open seem to take in everything around him.

***Thanatos (Death)***, is often depicted as a well-built man covered in black plate mail with a sickle upon his back. A  pair of pupilless eyes, scan the area around him as if he is simply viewing the deaths of those he looks upon.

## Realm

Past the River Styx into the Astral Sea is the realm of ***Hypnos & Thanatos***. Those souls who are claimed are the only ones to see this plane of existence. Little is known about this plane as it is said no one ever returns from it.

## Personality

Duality is the best way to describe the personality of ***Hypnos & Thanatos***. When encountering them as a pair it is often one of them speaking through both. ***Hypnos*** is known as the more caring and one to deal with the living giving them hope and guiding their dreams. ***Thanatos*** is known as the harsh reality of life, speaking in absolutes and often unforgiving.

## History

Little is truly known about the history of ***Hypnos & Thanatos***. The Twins have often been thought to have taken on many forms and places within the Common Pantheon before they had settled into their final role.