recursal/Fanatic-Fandom huggingface dataset:
Terric Môl

Terric was a thug.   He'd always been a thug.

When he was a boy, he was picked on for not being as bright as the other boys.  That ended when he starred getting bigger.   He knocked the miller's boy's teeth out when he realized what an "igg-no-ray-muss" was.  And he kept getting bigger and kept busting up the mouthy smart kids.   At least until they started leaving him alone.

Except Drogan.  He was smart too, but smart enough not to be mouthy.  Terric liked Drogan.   He always had a plan for how to get what he wanted. And he started including Terric, and Terric started getting what he wanted.  Sometimes people didn't have to get hurt.  There was only one thing about Drogan that Terric didn't like.    Terric had been raised to respect and revere the Four.   He had seen a few miracles from traveling priests, and they were really the only wonder in Terric's life.  And he prayed to them, and kept a prayer book that they had stolen, although he couldn't read.    Drogan, on the other hand, didn't care for the Four. In fact, his distaste bordered on hatred.  But he tolerated Terric's faith, probably because he needed his big enforcer.

They signed on to a sailing ship, and when the crew mutinied, Drogan ‘found’ himself as the new captain.   With Terric as his first mate, they began to raid the shipping lanes.

There were rumors that Drogan had gone a bit dark; that he routinely committed acts against the church when they were ashore.  But Terric believed them to be just that, rumors.   They added to the fear which they instilled in those they robbed.   Which made it run smoother.   But Drogan's rep had a downside too.   Several members of the church began to accompany ships, looking for ‘the Black Dragon’.

And eventually they found him.  But that didn’t go well for them at first.   Drogan had learned that they were hunting, so he laid a trap for them.   Somewhere in the chaos, Terric was presented with a crisis of faith.   Drogan had disarmed the cleric, and was beating him.  Terric told his captain to leave the cleric (as some of their crew were still fighting), but Drogan would not let up.

The string of obscenities and claims that left Drogan’s mouth made Terric realize that the rumors of Drogan’s crimes against the church were true.   The defamation of the Four’s churches, the slaughtering of his clergy.    True.

And so he killed him.

As Drogan raised his club, to rain a two handed blow against the prone cleric, he and the cleric were surprised to see a foot of steel suddenly protrude from Drogan’s chest.

“I’m sorry, Drogan.  You cannot think that I would allow you to war against the Four Lords.  I’m sorry I didn’t see it before or I would have stopped it before it got too bad.”

Over the next few months, Terric’s fate was discussed by the church leaders while he sat in a cell.   For reasons he would never know, they decided to train him in the order.

Terric is still a thug.   He's always been a thug.   But he's Kalak’s thug.
Richard "Dick" Tugger

## Character Inspiration

Richard "Dick" Tugger's name came about due to me playing Wasteland 2 where a character with an unfortunate name complains about his name but is thankful that is name isnt Richerd Tugger due to the somehow weird shortened version of Richard being Dick... (never really caught onto why that is....)

As for the reason why he is scottish... I kinda wanted to honestly... Gave me a reason to have him use a bagpipe to use the spell Chord of Shards through the earscreaming sounds. Originally and in the first few sessions of the campaign his bagpipe was a magical heirloom item that was intelligent and name Duncan. This idea was later scrapped and replaced with a magical bagpipe that can on command 3 times a day be used as a catalyst for first level bard spells Richard knew. Why he became a summoner only 2 levels into his carreer? 50/50 on being an impulse (OH! SHINY!) and really wanting to try out a summoner on one of my characters. Not honestly one of my best choices but meh!

## Personality

A phrase i love to use while playing Richard is "I am a scottsman... i give no shits..." to signify that he doesnt care about something. He gets called in by the guards because his parter did something stupid he did not have any part in? He knows he is innocent so he doesnt resist physically but demands if they want him at the guard house they have to drag him.

Lately tho after having summoned Leviathan and killing an old man and his oldest daughter in anger and self defence his personality have started to become more and more dark. Dont know if i am doing that subconsciously or what but one thing is for sure, he has definitly become more aggressive. Who knows! The fault of this may be the change in climate.
Faren Markelhay

***Back to the Death Comes to the Vale campaign page***
**Lord Warden of Fallcrest**

Faren Markelhay is the lord warden of the town of Fallcrest. He is a balding, middle-aged human with a keen mind and a dry wit. Lord Faren is a busy man and sees to local matters personally, but he never turns away someone who brings him news or waits to see him.

Lord Markelhay’s wife is Lady Allande Markelhay, a cool and reserved woman ten years younger than her husband. A student of the arcane arts, she uses her powers to advise her husband. They have four children.

The Marklehays eldest, Ernesto , is currently away in the south, living in the court of Duke Roblar who lives in a small city on the shores of the Midnight Sea. Feserey is 13 and very pretty, she is being groomed for marriage. Jek just turned 10, and dreams of a life of adventure. Little Nassella is only 5 and on the stout side, but she is said to be as smart as a whip. Lord Farren's ward, Turren is the spoiled, bullying 12-year old son of Lord Faren's friend and ally, Duke Roblar.

The Markehays live in Moonstone Keep, an old castle that sits atop a steep-sided hill overlooking the town. The outer bailey includes barracks housing up to sixty Fallcrest guards. At any given time about twenty or so are off-duty. Other buildings in the courtyard include a stable, an armory, a chapel dedicated to Sehanine, a smithy, and several storehouses. The keep is the large building at the north end of the castle.
Leviathan

*I thell ye, it came from the sea. Glorious as the sunset, and shining like beaten gold and silver. Saved me wife and me children from the wreckage of me sinking ship. As it exhaled trough it´s breathing-hole, the winds calmed and the sea turned still as the surface of a mirror. No ordinary whale that.*– Unknown sailor

 **Class**
```
Demigod

 **Race**
```
Narwhal

 **Level**
```
Unknown

 **Age**
```
Unknown

 **Gender**
```
Unknown

 **Eye Color**
```
Diamond

 **Length**
```
25 meters

 **Weight**
```
80.000 kg

```

## Summary

Leviathan is a demigod summoned by accident by Richard Tugger in an attempt at summoning a dolphin in the campaign Hunt for the Memory Stone.

## Physical description

As leviathans chance of being summoned was under 5 percent, he is a most glorious creature. His back is of pure, beaten gold, and his belly is of shining silver. Most distinct is his single horn. This bodypart is of flawless diamond. Leviathan is estimated to be around 25 meters long, which makes him almost as big as a full grown blue whale (Which can grow up to 30 meters).

## Physical abilities

As Leviathan left his summoner after rescuing him from the sea, no mortal has ever been able to test what he is capable of. Richard Tugger also lost his ability to control leviathan, as he is half god, and cannot be controlled by ordinary men. However fishermen and traders have stated the the Inbetween strait, the sea between the Sun Continent and Aseidia, has become more stabile and calm in the years after his summoning. It is unknown whether Leviathan has anything to do with this, but only a creature of god-like power would be able to change the ecosystem to such an extent.
Haldir

*Bad is bad, and good is good.*– Haldir

## Summary

Haldir is a character played by Leif Arne in the Railroading campaign. He is a male huldra that took on work in the railroading business, and he is the friend of Thomas Elliot and Kalland. Haldir is not particularly intelligent, but does keep a skeptical mind. This is mainly because Haldir is a devoted Atheist, and believes that the gods are cruel and malevolent beings that does not deserve the attention of people. He is of the order of the dragon, which means that values loyalty and friendship above anything else.

## Origin

As most huldra Haldir grew up in the forest. The forest he grew up in is known as the Greenfall forest. His parents where devoted follovers of the local forest godess, an ethereal being that was part of the landscape and the plants themselves. When he was only fifteen his younger sister was sacrificed to this god by his parents. The winter had been harsh, and the crops bad. The blood of his family member pleased the godess, and his people where saved from starvation. After this incident, however, Haldir grew to hate his god, and left the forest as soon as he grew of age. Long he searched for a new deity to follow, but found them all equally cruel and evil.

For a long time Haldir traveled the world, looking for work and a place to settle down. He came accross the order of the dragon in the great city of Memmandur. He admired their loyalty and willingness to put others before them selves. The memories of his sacraficed parets where still fresh in his mind, and his bitterness was not yet quenched. This was probably the reason he joined the order of the dragon, but also the reason he left it. He did not get well along with people, as bitter people rearly do so.

When haldri heard of the great railroad that was being built accross the continent, he decided to join it and help bring the world back together again.

## Notable kills and actions

Diplomat and moderator in the mission to bring down the goblins.

Assisted in bringing down a snakebeast with Thomas Elliot and Kalland.
ButterMead Wikia

This wikia is intended to be an overview of universes and characters created by a group of four people for the Pathfinder pen and paper game.

## Campaigns - Active

* Shadows over Atóg
* Over the Ocean

## Campaigns - Inactive

* Kassen
* Valkyre
* Railroading
* Skyfinders Pathrim
* Hunt for the Memory Stone
* Swamp Adventure

## Players

* Runixzan
* Leif Arne
* Whaleduck
* Aina
* Shell

 **Participants** | Runixzan
Leif Arne
Whaleduck
Aina
Shell
Valkyre

This campaign was run by Runixzan. The players were Whaleduck and Leif Arne.

## Overview

This campaign could be considered two different ones sett in the same universe as there was a time skip and different characters were played instead.

#### Pre time-skip

In the world of Ardicil, an unusual duo roamed the lands. Seagon the white Minotaur and Ebonfeather the avian kendani started their adventure on the small island of Arivir in search for the famous green tea that is found there. On their way out, they were forced to do a job for a man named Kalland Mephisto.

#### Post time-skip

Waking up at an unknown location, the half Arya, half dragon Era finds the warforged Putin Twinshot and together they have to find their way off the island that is being hounded by a two-headed dragon by the name Merceron.

### Characters

* Seagon Vicekick (Retired)
* Ebonfeather (Retired)
* Era
* Putin Twinshot (Dead)
* Alucard the Inquisitor (Retired)
* Cheshire (Retired)

### NPCs

* Kalland Mephisto
* Xanendithas

## Trivia

* Era was the only character that wasn't either killed or retired before the end of the campaign.
Mithra

*Did I ever tell you about the God of Judgement?*– Mithra
## Summary

Mithra is a character played by Runixzan in the Swamp Adventure campaign.

## Bio

Her mother is a shrine maiden and her father is a lumberjack. She grew up in a tiny village called Pyttel. One day a priest of The Inquisitor came through town and she gained a slight affinity towards the diety, but she didn't let it influence her life too much. She at one time found a broken rifle that she decided to fix. Through out her life she became quite proficient in using it and now she is out to see the world and help peole that need it, even though her parents urged her to stay at home.

## Trivia

* Mithra has contact with Kamon through letters.
Whaleduck

### History with Pathfinder

In the group he was the first to playing Pathfinder. His pathfinder career started somewhere around 2011 where he via the page ObsidianPortal connected with a group of americans, then to wake up at very early hours on saturdays in order to play, using his first ever character, Findus Gohma.

Summer of 2011 he bought the glorious tome, also known as Pathfinder Core Rulebook and spend said summer reading it from start to finish, getting to know the system better. The practical use of the rulebook did not come into effect until about a half a year to a year later where the first campaign started, using a pre-made module named "Crypt of the Everflame" in which the concepts for Runixzan's Kamon and Leif Arne's Ebonfeather was born. After this, we abandoned the use of pre-made modules and instead moved on to out own content, thus starting the campaign Valkyre.

Many sessions later Whaleduck still holds the title of most characters made, retired and killed.

### Characters

* Findus Gohma(Retired)
* Boom-Boom
* Richard "Dick" Tugger
* Thomas Elliot (Dead)
* Putin Twinshot (Dead)
* Dodger Copperfield (Converted to Shopkeeper in Valkyre)
* Seagon Vicekick (Retired)
* Alucard the Inquisitor (Retired. Presumed dead by other vampires)

### Campaigns

* Skyfinders Pathrim (Game Master)
* Hunt for the Memory Stone
* Swamp Adventure
* Railroading
* Valkyre
* The Shades of Yesterday (Name Pending, Under Development)

## Trivia

* So far Whaleduck is the only one whom has had a character die or retire.
Myriden Race - Tiefling

Heirs to an ancient, infernal bloodline, tieflings have no realms of their own, but instead live within human kingdoms and cities. They are descended from the thirteen warlocks, known as the Circle, who bargained with dark powers and guided the fall of the Ketushan Empire. Their subsequent regime subjugated half the world before it was cast into ruin. Now, their descendants have been left to make their own way in a world that often fears and resents them.

There are a few tiefling families in Riverdale, including the Cael Domons. A PC tiefling would likely be a member of one of these families.
When it comes to heritage, there are two kinds of tieflings. Those who are part of one of the thirteen clans can trace their ancestry back to the Warlocks of the Circle. These tieflings typically enjoy a strong familial bond, although many seek (or have been pushed to seek) to make their own name and fortune. There are branches of three clans in the Dales; the Cael Domons, the Khar Odkos, and the Sael Kromons.

There are also those tieflings who are not part of the clans. Typically, this is either because they (or an ancestor of theirs) turned their back on their clan (or had their clan turn their back on them), or they (or an ancestor of their) was orphaned and is ignorant of their heritage. These ‘independents’ are typically tolerated by the clans, although they may be met with a certain amount of distrust. After all, what better way to undermine a rival clan’s power than to employ an independent…or to have one of your own pose as one?

Tieflings who are part of a clan will adopt the surname of the clan (for example, Liera Sael Kromon), but an independent will typically only have one name. Some of these independents tieflings, striving to find a place in the world, choose a name that signifies a concept and then try to embody the concept (for example, Grey). For some, the chosen name is a noble quest. For others, it’s a grim destiny.
Myriden Race - Human

Of all the civilized races, humans are the most adaptable and diverse. Human settlements can be found almost anywhere, and human morals, customs, and interests vary greatly.

There are several options available for human characters. There are numerous human families across the Five Dales, and the nomads of the plains are also predominantly human.
Eli Roebuck

*A recent graduate from the Massachusetts Institute of Technology, Eli has traveled from "back east" to apply for work with the legendary Smith & Robard's, to see the source of the wondrous new mineral "ghost rock", and to see for himself the wonders of the wild, wild west!*

Eli hails from up state New York, from a wealthy family of English descent. He attended MIT, studied engineering, and dreamed of nothing but building locomotives. It was there that he met his roommate and soon-to-be-best-friend Aegis Montgomery, who was a Physics major that also dabbled in chemistry. Eli first encountered the strange mineral called "ghost rock" while he and Montgomery assisted their chemistry professor (the renowned science wizard, Allen McRae) in "off-hours" experimentation.

*(Incidentally, these experiments would eventually culminate in the construction of McRae's Chronomobile, or Time Conveyance. The machine was supposed to allow one to travel to the future, though when fired up for the first time it vanished utterly and completely. The machine and its rider (a lovable mutt named "Albert") were never seen again, and the Professor has yet to find anyone to fund a second try.)*

Seeing the wonders that could be powered with the new substance, Eli initially thought of its applications to locomotives; of how the much improved power-to-weight ratio of the ghost rock powered now-modern steam engine would allow much faster traveling speeds, and be able to go much farther (further?) distances before needing refueling. But then Eli then had a thought: why, with all that power, why limit one-self to the ground?! After re-researching the works of his childhood inspiration, Master DaVinci, Eli and a Montgomery assembled a team of student to construct his first flying machine: an Auto-Gyro!

After learning to fly the machine (and proving quite the capable aeronaut), Eli decided that he needed to prove his invention's worth... in a trip across country! Why, he'd finally be able to see all of the wonders of the west!! The Mighty Mississip! Smith and Robard's! The Grand Canyon! California and all that ghost rock!! Montgomery, who had acquired an acute fear of flying, decided to stay behind and send supply packages ahead for Eli and his flight mechanic; the young mechanical genius Björn Anderson.

The two intrepid explorers started out strong, making their way down the eastern seaboard stopping in major cities along the way. Always drawing an enormous crowd, Eli was signed up many an investor, giving them Montgomery's contact info back in Cambridge. The two made an extended stay in Washington DC, for much needed rest and long over due maintenance on the 'Gyro, and then headed west! Stopping again in St Louis, they headed out for The City of Gloom... but crashed outside Pot Luck Gulch, destroying the flying machine completely. It was here that Eli met up with a motley group of adventurers and got involved in battling the horrors of the Weird Weird West.

Maybe flying machines aren't the only breakthrough invention the world needs right now?
Fiona Ran Winchester

**Fiona Ran Winchester** (フィオナ・蘭・ウインチェスター, *Fiona Ran Uinchesutā*) ist die Direktorin des AKH Mochizuki. Außerdem ein Mitglied der Geheimorganisation Black Label und rechte Hand von Dr. Mochizuki. Ihr Spezialgebiet isr die Beschaffung von Informationen die für Missionen von Black Label on großer Wichtigkeit sind. Weiterhin ist Fiona auch diejenige, die alle Fahrzeuge und Waffen für die Organisation beschafft, alle ohne zurückverfolgbarer Herkunft und Seriennummer, sodass es unmöglich sein sollte Black Label mit den Gegenständen in Verbindung zu bringen bzw. es ihnen irgendwie nachzuweisen.
Thistletop Interior 1

Outside, they fought and defeated a goblin druid, who tried to convince them that the tribe wouldn't have attacked if not for the presence of the bandits, who seemed to connect to his chief far more than he did. He told the party the directions to go to rescue Shallelu, who was held underground on an island.
Aurelius Flynn

Aurelius Flynn always dreamt of the stars. When he was young, he'd look up at them, imagining the excitement of travelling amongst them and learning their secrets and the secrets of those who once inhabited their worlds, aeons ago. He studied science all through school and when he was old enough to finally attend university, he couldn't wait. That astronomy degree would be his!

Sadly, he didn't pass the qualifying tests. Undaunted, he found his way into a company where he was able to put his interest to work. He became a field researcher on a planet out in the Spinward Marches, expanding his astronomy knowledge and archaeology knowledge, delving into ancient alien finds.

However, his project was sabotaged by parties unknown! His research was all destroyed, as was most of his equipment. Left with nothing, he was fortunate that the company kept him on.

This time, knowing that there were those opposed to his research, he maintained strict security. This was now a top secret project within the company, as it was learned that millions of years ago, this planet had been massively engineered by some powerful, unknown technology. He was prepared to go public with it.

Eight years he worked on this project, but a change in government made it fall out of favor. When Flynn refused to cease his research, or even hide it, he was forced to flee the planet, as he and his entire team were marked for death by the new government.

Now 38, even though his pension and investments are more than enough to pay for his cost of living, he needs to remain ahead of any bounty hunters that could be on his trail. Thus, he joined a few acquaintances in crewing a small ship.
Hobart Deverin, Lord

**Lord Hobart Deverin**

**Lord Hobart Deverin** is the aging leader of House Deverin in the city of Magnimar. His willingness to mingle with the city's common folk has earned him the derogatory nickname of "the Simple Lord", but he bears that title with pride. Lord Deverin has been fighting a recurring fever for the past year, and many folk believe he is not long for this world.

Hobart's niece, Kendra Deverin, has found success as the mayor of nearby Sandpoint, a fact of which he is proud.
Savah Bevaniky

**Savah Bevaniky**

Owner of Savah's Armory, Savah is a weaponsmith in her own right, though usually commissions Das Korvut for more difficult works. Savah is known for engaging in a bit of yarn-telling to convince wealthy patrons that they should be more ready to face dangers that don't seem to be present, such as purchasing silvered arrows to deal with some of the stranger creatures that roam Varisia.
Myriden - Party Standards

## Party Marching Order

* Clavain

**Second Rank**
* Ben
* Enharek

**Last Rank**
* Huron

**Second Rank**
* Enharek

**Third Rank**
* Vall
* Clavain

**Last Rank**
 **5'corridor - Single File** | * Vall
* Clavain
* Ben
* Enharek
* Huron
* Enharek
* Vall
* Clavain
* Huron

## Watches

	+ Clavain
	+ Huran
* Middle Watch
	+ Vall
	+ Enharek
* Last Watch
	+ Ben
*...unless stated otherwise...*
* The party is travelling; when staying in an inn or other civilized area, it will be assumed that no one is on watch.
* The campsite will be lit.
* The target is an 8 hour rest, watches will each be about 2 hours and 40 minutes.

Relevant Game Rules* System does not require spellcasters to get a **solid** block of time to sleep; a caster could take the middle watch.
* If a long rest is interrupted (by 1 hour of strenuous activity), a **NEW** 8-hour rest must be started to gain the benefits.
* At the DM's discretion, additional requirements may be required for recovery from exhaustion and other effects.
Sól Tenebrus - Religion

Each city-state has an Immortal Champion, a God-King/Queen that also acts as the city's high priest/ess. They worship the Four Lords:

* Aegis: God of Tradition and Protection. Called The Knight and The Worker and The Father
* Aleah: Goddess of Change and Assailment. Called The Archeress, the Wanderer, and Lady Luck
* Khronos: God of Wisdom and Leadership. Called the Commadner, the Arbiter, and the Sage
* Nimbus: God of Innovation and Storms. Called The Sorcerer, Stormbringer, and the Madman

They Four are worshiped together, worshipers calling on the various deities for various reasons. Aegis when you're in danger or want things to remain the same. Aleah when about to make a change in life or go for a daring attack. Khronos for judgement or wisdom, and Nimbus... well, not many call on the Madman for anything other than mercy, though the Gobbers in a few of the City-States have really taken to him. Some priests will take one of them as a patron, reflected by their Divine Domain choice
Bahamut

***Back to the Death Comes to the Vale campaign page***

The Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor. Lawful good paladins often revere him, and metallic dragons worship him as the first of their kind. Monarchs are crowned in his name. Bahamut is often depicted in tales and legends as a great platinum dragon whose scales shine with divine power and whose gaze is said to pierce any veil of evil or trickery. Bahamut is the brother of Tiamat, goddess of dragons.

One story that is told about the creation of the universe concerns the dragon-god Io. The dragons, this legend says, were his particular creation, lovingly crafted to represent the pinnacle of mortal form. Though they were creatures of the world, the power of the Elemental Chaos flowed in their veins and spewed forth from their mouths in gouts of flame or waves of paralyzing cold. But they also possessed the keen minds and lofty spirits of the other mortal races, linking them to Io and the other gods of the Astral Sea. Io’s arrogance was his downfall. While the other gods banded together to combat the primordials during the Dawn War, Io spurned the help of other gods. He was so confident in his own might that he faced a terrible primordial called Erek- Hus, the King of Terror, alone. With a rough-hewn axe of adamantine, the King of Terror split Io from head to tail, cleaving the dragon-god into two equal halves. Erek-Hus did not have the chance to celebrate his victory, however. No sooner did Io’s sundered corpse fall to the ground than each half rose up as a new god—Bahamut from the left and Tiamat from the right. Together the two gods fought and killed the King of Terror. The legend continues to explain that Io’s qualities were split between the two gods who rose from his death. His hubris, arrogance, and covetous nature were embodied in Tiamat, who is revered as a goddess of greed and envy. But Io’s desire to protect creation and his sense of fairness took root in Bahamut, now worshiped as god of justice, honor, and protection. The two dragon gods both shared one of Io’s worse qualities, however—his preference for working alone. After they defeated Erek-Hus, they locked in battle with each other, ignoring the pressing threat of the primordials. Only when Tiamat fled the battle did the two gods turn their attention back to the larger war, and each still preferred to work alone.
TimeJump Planning

After the defeat of Dreus Matrand, the party took a short hiatus.

## Character Level Jump

All characters are coming back as level 6. For those without a book in front of you, this gives you (1) 5th level Daily, a (2) 6th level Utility, and a feat at 6th level

## Magic Items

The party will be gaining the magic items from 5th level, and will have enough time to purchase other items as well. This gives us:

* 9th level item
* 8th level item
* 7th level item
* 6th level item
* 5,824 gp

*We also have an extra level 1 item (Amulet of Protection +1). Selling this won't give us a lot of cash (72 gp), so unless we need it to \*just\* purchase something, it may make sense to hold on to it. It's possible we may think of a an idea for upgrading it to some low level item with some benefit we only need once in a while.*

### Ideas for Gear

There have been a few ideas floated for what to purchase. They're not all mutually exclusive...

1. **Upgrade Level 1 items with a property**
	* We purchased a few Level 1 items in the "Big Three" categories (weapon, armor, neck), just to get the base +1 in the categories. It was suggested that we consider upgrading those items with a property (i.e. to a level 2-4 item)/
	* This would run 160 per "level bump" (i.e. 320 to increase from level 1 to 3).
	* There are currently 3 Level 1 items left in the group. Beleg has +1 Magical Leather Armor, and Maksim has a +1 Amulet of Protection (plus the +1 amulet previously mentioned)
2. **Upgrade "+1 items" items to the "+2 equivalent"**
	* This would cost a bit more, but we will need to do this eventually. *This would run anywhere from 1,440 to 4,000 gp per item*
3. **Upgrade "+2 items" items with a property**
	* Again, targeting the "Big Three" items
	* This would run 800 per "level bump"
	* *There are currently 3 Level 6 items. Maksim has a +2 glaive and +2 armor, and Freeman has a +2 amulet*
4. **Buy a bunch of level 1-5 items**
	* We won't be seeing these drop, so if there's anything on people's lists which are important to their builds, now might be a good time to buy them.
5. **Buy a big item**
	* Need to check if this is even an option, but if we've got spare change kicking around not listed in the party funds, we might be able to get a pair of level 8 items or a level 10 item
6. **Divvy the money as if we had gained this stuff adventuring and let people upgrade their own stuff as they see fit.**
	* This would \*likely\* mean that:
		1. Maksim gets 840 (since he didn't get a drop from the level 4 items)
		2. Everyone gets one of the Level 6-9 items, and whoever doesn't gets 1,000 gp
		3. We divvy up the remaining 3,984 (which would be 797 a person)
			+ *This might be a good time to discuss a new way of divvying money, akin to what was decided in the Myriden game.*
Myriden Book of Names - Ravenwood

### Leadership

* K'Farath Anarion: Anarion is the closest thing that the leves have to a king, but to them he is more of a inspiration than a monarch. His title, which was only created in the past 100 years, translates to "First Hunter". *(It has been commented that this is not a hereditary title, and that when Anarion passes, the cohesion that the elves of the Ravenwood currently have will dissolve.)*
* Shael Keove: First Minister, a knowledgable individual
* Soora Moondown, First Caretaker

### Varacoia

These are the guard within the city of Eshad. The name roughly translates to "Protectors of Life". For the most part, they act only within the city, their primary purpose being the protection of the K'Farath.

### Warders

The Warders are the peacekeepers and preservers within the Ravenwood. For the most part, their number is made up of rangers and warriors, but there are some druids to their number.

* Aris Silverleaf: First Warder (leader of the warders, and theroetically their military leader)
* Liara Whitebow: One of Aris's main lieutenants, and a friend to the party
* Liara's squad
	+ Iaki: Elven archer, a bit of a rogue and a gambler
	+ Tahlro: Elven scout, gullible and the butt of a lot of jokes.
	+ Perrin: Elven archer, likes to carouse
	+ Lakos: Lakos was an elven scout, who was replaced by one of the changelings. This occurred when the primordial spawn attacked a tavern run by Lakos's family. Lakos was killed during this attack, but apparently, the changeling hid the body. His friends mistook his withdrawn sullenness for grief.
* Myrin: Seems to have some unspoken level of authority within the Warders. The party has recently learned that he is brother to the K'Farath, but that this doesn't seem to be spoken of very often.
	+ Orym: Elven scout. Seems to be an aide, or apprentice to Myrin.

### Clergy

* Aelantir, high priest of Corellon
* Survira, high priestess of Melora
Myriden Race - Elf

## Elves

There are two types of elves common to the Southern Reaches. The wood elves, native to the Ravenwood, and the high elves, recently returned from the Feywild.

### Wild Elves

Wild and free, these elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

### High Elves

Referred to as high elves, grey elves, eladrin, or elves of the moon, the high elves are creatures of magic with strong ties to the Feywild. Their twilight cities cross in and out of our world, appearing and disappearing every 500 years. Those who leave the isolation of their cities do so because they see themselves as guardians and architects of civilization. It is only in the past five years that they have returned to the world, only to find some of the glades and valleys which held their cities destroyed by Skyfall.

### Dark Elves

*Not available as a player race*

Svartálfar…drow… moriquendi…there are many terms for these elves. Legends of these creatures vary, but common to them all is that a faction of elves chose to follow (or were seduced by) the dark goddess Lloth. This faction sought to subjugate all of the Feywild, but were thwarted and thrown back to the depths of the earth. There, it is said, that they created strongholds of dark beauty, and mastered arts of vicissitude. These dark magicks have allowed the dark elves to alter themselves, either enhancing their natural beauty to unearthly levels, or merging their forms with other creatures…or in some cases, both.
Triage X Band 21

**Band 21** ist der einundzwansigste Band der Mangareihe Triage X und erscheint in Deutschland wohl Mitte 2021, in Japan erschien Band am 9. Juli 2020.

## Trivia

* Shōji Satō bestätigte 2018 in einem Interview, dass er beabsichtigt, die Serie ursprünglich mit Band 21 enden lassen zu wollen. Jedoch hat er diese Aussage im Juli 2020, mit dem Erscheinen von Band 21, revidiert und bestätigt, dass die Serie doch noch nicht mit dem 21. Band endet.

## Referenzen

1. ↑ https://www.animenewsnetwork.com/news/2018-12-12/triage-x-manga-artist-plans-to-end-series-at-21st-volume/.140671
2. ↑ https://www.animenewsnetwork.com/news/2020-07-09/triage-x-manga-continues-despite-planned-conclusion/.161605
Sandpoint Market

The Market is mostly a wide open patch of ground in between the Grocer's Hall, the Meat Market, and the Fish Market, and all three stores have their frontages along the market's main roads. The market becomes filled with merchants from the surrounding areas and Magnimar on weekends starting on Fireday.
Myriden Race - Dwarf

Carved from the bedrock of the universe, dwarves endured ages of servitude to before winning their freedom. Their mighty mountain fortresses-cities testify to the power of their ancient empires. Even those clans which have chosen to live amongst the other races are considered the staunchest defenders of the darkness which threatens to engulf the world.

*- Berek Stronghold*

Dwarven PCs are not uncommon in Riverdale; there are several dwarven clans in the Five Dales. A player character may be native to the town of Riverdale, or may have been apprenticed to the temple or smithy.
A history of slavery is part of the dwarven culture. While it does not affect their daily behavior, it has affected how they approach any sort of subservience. For example, dwarves do not involve themselves with slavers or slavery, and the act of taking on an indentured servant is uncommon, and a very formal (and legally explicit) affair. It is also very uncommon for a dwarf to swear fealty, and when they do, it is taken extremely seriously.
Myriden Location - The Plains of Kelek

West of the Ravenwood and southwest of the Dales, this land is home to the Tribes of Kelek. Humans make up the bulk of the Tribes, though there are some tribes which have accepted half-orcs into their numbers and some clans which are reputed to be descended from lycanthropes (shifters).

Most of the plains are as one might expect; vast grassland plains without trees apart from some scattered areas near rivers and lakes. The summers are brutal, as there is little shade to shelter in, and the winters are fierce, with no hills or mountains to block the icy winds. The nights can also be extremely cold, ice forming overnight as late as June.

The people of the plains are a hearty folk, surviving and prospering in this land. The tribes draw their name from a legendary chieftain, who in ancient times, banded all of the People together against the demons which walked the land. They are to this day, the guardians of the Plains, safeguarding the steppes and preparing for a time when Kelek’s Heir will come, and the might of the People must be united again.

## Society

The plainsmen of Kelek are a nomadic people, with dozens of tribes making their way across Paths. These Paths are directions which are set by the shamans of the tribes, who are in turn advised by the spirits of the land. Presumably, the spirits guide the tribes to the best hunting grounds, the most fertile lands, or to the places where ‘the tribe needs to be’. The goal of the spirits in this endeavor seems to be preservation, both of the Tribes and of the land. Following the Paths keeps the tribesmen from hunting an area past the point it can recover.

The tribes themselves are led by clan patriarchs and a tribal chief, who is usually, but not always a patriarch himself. Given that the average tribe numbers in the hundreds, there are usually several clans within each tribe. The patriarchs typically vary in political strength depending on the strengths that their clans bring to the tribe.

The plainsmen tell the tales of their lives and deeds through ritual tattoos. Young warriors look forward to the day when they can earn their ink. These symbols are common among the tribes, any Plainsman knows the meaning of the tattoos adorning another Plainsman, even if they have never had dealings with that particular tribe.

## Notable Locations

### The Stones

To the south lies the site of Kelek’s last battle. The legend speaks of a foul beast which clawed its way from the rock. When two tribes meet at the Stones, they will trade and feast, but no blood may be spilled unless a third tribe arrives. Should three or more tribes meet at the Stones, each present their champions to compete and gain honor for their clan.
Jargie Quinn

**Jargie Quinn**

 Owner of the Hagfish tavern, a popular haunt for gamblers, fishermen, and sailors, offers one of the best seafood meals in town. Of course he also offers plenty of games of chance, including a rather interesting game called "yarning" which involves betting on how long a local can string along an impromptu fable without contradicting himself. Jargie is one of the most accomplished "yarners," often recalling, in wildly differing versions, how he lost his leg.
Myriden - Goblins

*Men, elves, and dwarves have their legends of creation, of how the gods gave birth to their being...*
*But we have our own tales as well...*
*...of how Lloth seduced the Night Court of the Fae...*
*...of how Asmodeous made his bargain with the Thirteen...*
*...of how Gruumsh perverted elves into orcs...*

*But Bane would not be content with the leavings of the other gods. Bane fought his way to the Creche, the crucible from which the gods formed the races. And he forged his own race, the goblins...the chosen of Bane. And he bid us...go forth and conquer.*

## Types of Goblins

### Goblins

The most numerous of the races. Tend to possess a low cunning. While they typically follow the strongest amongst them, it is not always brute strength which wins out, as goblins are well versed with the knife in the dark. Most goblin tribes will breed wolves or dire wolves as mounts, or ally themselves with worgs, which also carry them into battle. Goblin tribes usually settle near civilized areas to raid for food, livestock, tools, weapons, and supplies. They will also look to civilized areas for expansion...goblins do not build, they usurp.

### Hobgoblins

While not as numerous, they are larger, stronger, smarter, and generally more menacing. For the most part, they represent the leadership caste of the goblin races. While bugbears may be bigger and stronger, hobgoblins consider themselves Bane's chosen, since they possess the military strength and knowledge used in any conquest. Hobgoblins exist only for war; when they are not fighting, they are preparing, honing their skills for the inevitable conflict. They are particularly adept at uniting fragmented goblin tribes under their command, as these are the tools which their master (Bane) has given them to utilize.

### Bugbears

The inbred, freakish, mutant thugs of the goblin races. While they typically grasp the ideas of military tactics, they are just as often brutal thugs. Bugbears are known to serve hobgoblin leaders...and in some cases lead bands of goblins under their direction, but only for specific purposes, as they are just as likely to lead their goblin troops as they are to throw one or more in them into a bugbear stew-pot.

## Goblins and Orcs

Orcs may often attempt to cow a group of goblins into working for them. Hobgoblins and orcs might find a reason to coexist against a common threat... much in the same way that the US and the Soviets fought together against Nazi Germany.
Copernicus Jinx

***Back to the Death Comes to the Vale campaign page***

## Description

A gnome wearing a Beret, a magic crystal arm, and a goatee.

## Bio

Recently Jinx saved the Fallcrest Guard from zombification during the Shadow Plague by warding them against the energy from the Shadowfell. Jinx also saved the Orphans from the burning Orphanarium shortly therafter. He has a lot of political connections and holds the respect of the Wizards council (He calls it the sewing circle) and often has his fingers in much of the goings on in Nentir Vale. He tends to hire capable adventurers for jobs that need doing. He has an amoral view of things but tends to lean toward good intentions.

He was a captain in the Southern Border wars a few decades ago. His team performed strike force missions for the military force at the time.
Ven Vinder

**Ven Vinder**

In his intemperate youth, Ven was reknowned locally as a wrestler and brawler without peer. Since that time he has settled down and married, splitting his time between running Sandpoint's largest general store and raising two daughters, Katrine and Shayliss. He is currently mostly worried about his elder daughter Katrine, as he has no love for her current paramour.
Tiamat

***Back to Death Comes to the Vale main page.***

All chromatic dragons pay homage to Tiamat; green and blue dragons acknowledge her sovereignty the most readily. Metallic dragons have a healthy respect for Tiamat, though they usually avoid mentioning her or even thinking about her. In her natural form, Tiamat is a thick-bodied dragon with five heads and a wyvern’s tail. Each head is a different color: white, black, green, blue, and red. Her massive body is striped in those colors. Tiamat has many consorts, include great wyrm dragons of the white, black, green, blue, and red types.
Gradon Scarnetti

**Gradon Scarnetti**

**Gradon Scarnetti** controls House Scarnetti's interests in the shipyards of Magnimar, competing with the Kaleb Valdemar. However, his mother, Urtilia is the real force in the family, preventing Gradon from making any grave errors. His cousin Titus Scarnetti heads the family in Sandpoint.
Kobolds

Kobolds are distantly related to dragons and are often found serving them as minions. Kobolds speak a version of the Draconic tongue, with a yipping accent.They will plan and dig mines industriously, while laying cruel traps for interlopers. If they must confront an enemy, they will mass their troops for an ambush. Among the monstrous humanoids, they are known for cunning plans; unlike many, they also share those plans among the tribe. General plans and goals are common knowledge, and detailed plans are shared with all who ask, to allow them to work fruitfully for the good of the tribe. Kobolds have a natural hatred of other non-draconic creatures because of mistreatment of their race.
They tend to mind their own business and prefer to run than fight. They have been known to be roped in as conscripts for Goblin armies in some instances.

Kobolds have specialized laborers, yet the majority of kobolds are miners. The most coveted careers are trap-maker, sorcerer, caretaker, and warrior. Kobolds typically apprentice in their chosen profession at the age of three. A kobold's job may change over the years based on the needs of the tribe. Kobold tribes are gerontocracies, ruled by their eldest member, who is known as the All-Watcher. Often this leader is a powerful sorcerer. Kobold laws may change along with their leaders. Kobolds prefer exile to execution, and in some disputes, kobolds tribes will split in order to spread their kind over a larger region. Kobolds often lay eggs in a common nest, with specialized foster parents to watch over the eggs and wyrmlings (young under one year).

Kobold society is tribal with war bands based on clans. As many as ten families can be part of a clan. Each clan is responsible for patrolling a ten-mile radius. They are accomplished warirors and can protect thier home when it comes to it, but as a rule tend to mind thier own business unless something happens to disrupt their clan zone. They prefer to hide or run to fighting.

Kobolds are the most numerous of all the demi-races (Goblin, Hob-Goblin, Knoll, Kobold).

Some of the Kobold tribes have started to break out of the caves and moved to the forests. They tend to be great trappers and fairly accomplished gathers.

Kobolds often dwell near a dragon's lair, maintaining a safe distance and offering sacrifice to their god.....most dragons ignore the kobolds much like a crocodile ignores the birds that pick its teeth clean. Once in a great while a young dragon (which Trystys is) will take an interest in the kobold cult, which then becomes a real menace to the dragons enemies. Their alignment (good/evil) tends to come from what sphere of dragon they end up worshiping, (Metal \*good\* or chromatic \*evil\*).
Myriden Race - Halfbreeds

### Goliaths

Descendants of the Giant Kings of the Stone Kingdom, the tribes of goliaths have neither a place in the civilized world, nor in the lairs of giants. They have been forced to dwell in the barren peaks of the world, where the air is thin and where existence is treacherous. The goliaths welcome the challenge this presented them, the ongoing struggle for survival ensures that only the strongest among them continue their traditions.

### Half-Elf

Descending from elves and humans, half-elves are a vital race in which the best features of elves and humans often appear. Half-elf PCs are of innumerable origins. Being that they are of two races, yet neither, some half-elves form communities with other half-elves in an attempt to find some sense of unity. Others seek to spend their time in as diverse settings as possible.

There are a number of half-elves in the Five Dales. Several are farmers and herders; others are artisans within the various dales. Most half-elf PCs would be native to Riverdale.

### Half-Orcs

*Possibly available, given a strong enough character concept*

While there have been legends of half-orcs who were bred by those who wished to cultivate the ferocity of orcs with the cunning of humans, the majority of half-orcs are a story of brutality. If you ask a half-orc about his origin, you are as likely to hear a story of a misfit child needing to prove himself amongst humans or orcs as you are to get a punch in the mouth or a knife to the throat.