recursal/Fanatic-Fandom huggingface dataset:
Cowardhold

Cowardhold is a community comprised mostly of foreign Dwarves who immigrated during the reign of the empire.

## History

During the occupation of Ardfarjord by the Kingsreach Empire, Dwarves served in highly skilled professional roles such as engineers and smiths vital to any long term military operation. For their service the Empire bequeathed land and materials for the construction of the a settlement on the island.

Although the Dwarves are called a variety of pejoratives by both servants of the Empire and the native denizens of Ardfarjord, the name of "Cowardhold" was bestowed upon the city by the Dwarves themselves as they saw their displacement from their homelands as a shame upon them and their ancestors for not fighting to the death to protect their ancestral cities in the Underdark.
Ketanyoog

Ketanyoog is a port town of about 300 Norsemen in southeastern Ardfarjord and the jarlhold of Clan Ketan. The town is a central stop in the fur trade and thousands of gold worth of furs and hide harvested from The Glirewood and destined for wealthy ports on the the mainland. Regrettably, the southeastern coast of Ardfarjord has poor natural ports to choose from due to the necessity for good shelter due to the strong storms that blow in from the North-East, and so Ketanyoog's port is too shallow for many of the large craft that ply The Sea of Moving Ice.
Fool's Rocks

As the Dragon's Back Mountains taper off southward into the sea they form a line of gradually diminishing rocky islets and shoals. The Fool's Rocks have long been the bane of ships plying the popular trade route between Ketanyoog and the towns of the Peliwinde Plains. treacherous currents and the all-to-common storms that blow into the region from the east both add to the dangers to ships in the region, and many wrecks can be seen run aground on the rocks.

### The Eaters

Regrettably, but perhaps inevitably, a number of ghoul tribes stalk the region, scouring ships for useful items and, of course, the delicious flesh of sentient creatures. Interestingly, as long as a ghoul is well fed they can actually be bargained with by the brave and unscrupulous, and indeed the creatures have stockpiled an eclectic trove of trade goods and other items scavenged from the holds of wrecked ships. Of course, if the hunger takes the ghouls during negotiations the buyer can wind up paying a price far greater than they anticipated. As always, the ghouls trade for the succulent flesh of sentients, with a premium placed on still-living individuals. They are also interested in items that can make their hunting and scavenging easier.

### Sight of Lord's Lighthouse

To help ensure a steady flow of furs out of eastern Ardfarjord the Highflower Empire built a large lighthouse on one of the outermost islets of the Fool's Rocks to warn ships away form the danger. The first two lighthouses were destroyed by ghouls and the workers feasted upon by the eaters; however, the third lighthouse still stands. The lighthouse is in a state of constant siege, however, and resupply missions are a highly dangerous affair.
Wellgrave Family

Currently in control of Wellgrave Towers, four 7-story multi-purpose tenement buildings that take up most of a city block, surrounding a small but bustling market square. In addition, the Wellgraves have managed to make decent connections in the labor markets, particularly in the warehouse district and along the Royal Docks. When house bosses look to hire labor, the Wellgraves are one of the families that are contacted about how many laborers they can sign up (at commission). Finally, the Wellgraves own a number (about 10) small shops on the ground floor of their complex, as well as leading to over a dozen more.

## Background

The Wellgraves were among the first of the halfling families to leave the Dale Confederacy and immigrate to Highren in the hopes of getting a head start at the only half-decent opportunity to really move up in the world.

In the Confederacy the Wellgraves were respected and well-known, a family of dependable and reliable diggers and excavators, though with little actual power in the community.

## Current Family Members

### Bree Wellgrave

Oldest sister. Put in charge of running the 1st floor of the Wellgrave complex. She keeps an eye on inventory and keeps the shop owner’s happy. Many of the shops on the first floor are owned by members of the family, and a few are run directly by Bree. All of the rest are owned by close family friends, and as a rule only halflings own and operate the shops.

### Mak Wellgrave

Oldest brother. He is currently in charge of making sure that the tenants that rent from the family are happy and their needs are taken care of. This job was a compromise between Casterly, who wanted him to manage a large swath of the business from a fairly young age; Mak, who prefers to spend time at the Borough Bar or patronizing the establishments of The Smooth; and reality, which has repeatedly demonstrated that Mak, even when his intentions are good and his attention focused, is not well suited for tasks of a mental nature.

### Wallace Wellgrave

Impulsive but ambitious, Wallace is currently attempting to use the sudden power vacuum of the king's death to insert the Wellgrave family into Highren nobility.

### Lynt Wellgrave

Youngest brother. You haven't seen much of Lynt since he manifested sorcerous talents about a decade ago. Your father was elated, and spent a pretty penny having him schooled and taught by private tutors (a stint at the Imperial College of Wizardry would have come with mandatory service). Casterly Wellgrave pulled perhaps the greatest political achievement in his life when he kept Lynt from the war. Lynt was put directly under Meryl with the understanding that he was being groomed for big things indeed.

## Deceased Family Members

### Meryl Wellgrave

Somewhat distant uncle who has been temporarily placed in charge of the family business. A well-respected administrator who generally lacks initiative and charisma. Recently found dead in a safe house.

### Casterly Wellgrave

Father, and former head of the clan. Died on the field in the Siege of Broken Valley.
Clan Ketan

Clan Ketan is one of the three clans that dominate the political life of the Nords of Ardfarjord. Clan Ketan's Jarlhold is the town of Ketanyoog, and the clan is made up almost exclusively of the Nords living in the wild lands east of the Dragon's Back Mountains. The clan is famed for its skill at forestry and enriched by the fur trade that flows from the clans reclusive trappers through its ports and out into The Sea of Moving Ice and beyond. The clan is also known for its craftsmen, including woodworkers, scrimshaw, and the blacksmiths at Mireport. During the imperial age the clan was fairly split in terms of collaboration v. resistance, and the vast wilderness and coastline of the region provide ample cover for brigands, pirates, and "rebels". Imperial presence in the region was somewhat light, generally sticking to the coastal towns and Petintat, as well as keeping the roads open and the fur trade flowing.

The current Jarl of Clan Ketan is Sven Ketan. Sven has lead the clan to great economic prosperity by a two pronged policy of accommodating and attracting merchants and fur traders from the mainland on one hand and creating and enforcing a cartel on foreign sales of furs on the other (really, both these policies are merely continuations of his predecessor's strategies). To attract merchant vessels, Sven has taken an active interest in combating piracy and banditry along the fur trade routes which has brought him into conflict with many green-flag companies seeking to fund their rebellion by plundering the imperial fur trade. Worse, many of the clan's hardened woodsman think the Jarl and his family soft, and indeed the largess of the fur trade has left the Jarl and his fellow oligarchs able to import luxuries far in excess of their fellow islanders. One such luxury, however, is the Flaming Fists mercenary company whose 100 members are far better equipped and trained than any Nordic army. Still, the sudden loss of the Kingsreach Empire's troops and naval support has left the Jarl and his cronies vulnerable, caught between greedy power-brokers looking to break the monopoly on the fur trade on one end and hardened revolutionaries looking to excise any remnant of imperial influence on the other.

Villages of Clan Ketan:

Ketanyoog (Jarlhold)

Mireport

Pasterlydale

Petintat

Rokyot

Harrstead

Harry's Post

Fireguard Keep
The Planar Weave

The Planar Weave refers to the well of arcane energy that arcane casters tap into to cast their spells. Most supernatural abilities of monsters also use The Planar Weave as their power source. The Planar Weave is so named because most scholars believe that it represents the energy created by the planes, though the exact nature of this creation is not clear. Most scholars agree that different planes emanate distinct kinds of arcane energy. The art or school of tapping into and utilizing the arcane power of a specific plane is called a Warren.

NOTE: not all scholars, arcane schools, or religious traditions frame arcane energy as a "planar weave." Many other obscure explanations for arcane power exist, from the blood of Gods to the souls of ancestors.
Void Space Wiki

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Welcome to Void Space.

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What you are about to see can be 13+, though we intend to keep it more on the less bloody side.

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NSFW images or references are prohibited.

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This is, more or less, child friendly.

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Hey there! Welcome to Void Space!

We are a WIP role-playing wiki, and we hope to get this up and running for more people soon!

For now, we ask that you ignore this wiki until it's ready.

Thanks!

- StrangeDemonicKitten, Founder of Void Space.

WIP MESSAGE:

Hey there! This is Void Space! We are a role-playing community in the making!

If you would like to create a character, we first recommend you read the rules.

Now since that's done, you can read the guides to creating a character here.

We first recommend that you read the category guide, and keep a tab open for that! Also, make sure you stick with the examples unless you have permission, because **the Kitten is watching. Always.**

Have a nice whatever-time-it-is!
Sight of Lord's Lighthouse

To help ensure a steady flow of furs out of eastern Ardfarjord the Highflower Empire built a large lighthouse on one of the outermost islets of the Fool's Rocks to warn ships away form the danger. The first two lighthouses were destroyed by ghouls and the workers feasted upon by The Eaters; however, the third lighthouse still stands. The Sight of Lord's Lighthouse is in a state of constant siege, however, and resupply missions are a highly dangerous affair.
The Druidic Circles

The druids of Ardfarjord never developed the separateness from society so common to druids in other lands. Instead, druids traditionally functioned as healers, sages, and religious leaders during the pre-imperial ages. After The Clearing of the Field the surviving druids of Ardfarjord split into 4 separate circles that differed in their response to the imperial age.

**The Circle of the Unicorn** continued to mentor and aide rural villagers and trappers that existed deep within the Glirewood. They have been forced to keep a wide birth, however, by imperial witch-hunters and inquisitors, and sadly many villages have been forced to rely on other means of protection in their absence (most notably offering sacrafices to Betanyaga). The circle is based in Haven, and trappers and hunters friendly to the druids are permitted to winter there. This circle has perhaps the most members of any surviving group of druids at over a dozen.

**The Circle of the Hawk** took up arms against the empire and fought alongside (or even founded) the various rebel bands that refused to submit to imperial rule. The circle was never closely knit by any means, and indeed some assert that without the empire to give them a common purpose, The Circle of the Hawk is defunct. The numbers of this group are unknown, if indeed the circle even has a place in the post-imperial era.

**The Circle of the Turtle** retreated into nature's most isolated places to tend the holy sites and wait out their enemies. Little is known of these druids except that they are ancient and uncaring men content to while away the years in nature's company. It is said that the circle has its meeting place somewhere high in the Dragons Back Mountains, though how often they meet, if at all, is unknown.

**The Rotten Circle** is the stuff of legend and whispers, and some deny their existence at all. In most of the tales, these druids made a pact with a thing deep in the forest, gaining the power to take revenge upon the perpetrators and collaborators of The Clearing of the Field in exchange for their very souls. While the legends vary in almost every detail, one thing that remains constant is that these men and woman commit inhuman deeds that are the stuff of nightmares. During the imperial era rumors of the fourth circle were suppressed and denied.
The Glimmerlake

This huge, deep glacial lake was carved out of the eastern reaches of the middle Spine of the World. The shores of the lake and the islands within the lake itself are host to numerous communities, and many more communities of nomadic herders make frequent trips to the lake's waters annually. The lake's depths are rumored to be home to a myriad of horrors. In recent years the shores of the lake of played host to a deadly war as the Empire of Ten Clans has aggressively sought to incorporate the region into its rapidly growing empire. The area has given the Empire of Ten more trouble than most, but it is hard to view the eventual conquest of the locals by the massive, determined, and technologically advanced ranks of dwarves and their vassals.
Stillborn's Death

The Stillborn's Death is an Elven religious apocalypse wherein The Dreamer dies in her slumber, resulting in the death of all life upon Ambar and the eternal reign of undead. To prevent this scenario, some Elven religious sects hold sacrifices or rituals to try to imbue her with life many attempting to awaken her for the Dream's End. An equal number of other religious sects actively crusade against these adherents, believing that the Dreamer is in a stable condition and it is awakening her which will end the world horribly.

A very small but widely dispersed sect of elven cultists believe that only in killing The Dreamer and cleansing the planet of those tainted by the Devourer's seed can the Elves complete their ancient mission and return to their homeland. To the other races these elves are called The Fallen and are rightly viewed as genocidal maniacs.
The Destroyer

The Destroyer is a nebulous figure in Elven mythology and a major part of their creation story. According to their religions he was a figure of pure evil and immense power somehow impregnating and subjugating The Dreamer. However, he was slewn forever by a combination of gods, heroes, and if you believe the Elves, their ancestors.
Sky Skills (P2E)

These are new skills for adventuring in Shattermoon.

Lore (Skymen): This is the basic skill of crewing a skyship. It is used for setting the rigging and such actions. The DM will often use dexterity as the attribute associated with this skill. If this skill is used to stoke the ship's furnace, strength is used.

Pilot Small Craft (Dex): This is the skill of moving about in a dinghy or other very small skyship.

Craft (Skyship): This is the skill for building, repairing, or customizing a skyship.

Exotic Weapon Proficiency (siege).

New Skill Feats:

Crew Coordinator: If you spend 1 action directing the crew, treat the ship's maneuverability rating as one higher. If you devote yourself to working with the rigging crew the ship increases its maneuverability by two.

Master and Commander: You gain a +2 bonus to moral checks and checks to mitigate moral loss.
Gangs and Cults of the Shivering City

Gangs and Cults of the Shivering City

## The Hollowed Truth (Cult)

Led by a gnome, who called himself the First Cog, this Cult wanted to summon the Mechanist; who would come down to make everyone hollow and a part of his machine. This cult was destroyed by a new Syndicate called the Super Awesome Friends 4 Lyfe.

## The Celebrants (Cult)

A doomsday cult in which they believe the end is nigh. They believe the Sea Mothers will come and swallow the city and return their wayward children to their rightful place. Uber hedonists, they sell drugs and are perpetually strung out. They are lead by an inner cadre of drug makers who misanthropically sit and mope about their impending doom in between drug-crazed orgies.
The Empire of Ten Clans

The Empire of Ten Clans is a dwarven empire founded in 1893 by dwarves fleeing the Crusade of Spiders. The capital city, The Hold of Ten, is located deep in the middle of The Spine of the World. The empire has grown quickly, rapidly incorporating the diverse valleys around the capital as well as controlling the western half of The Glimmerlake.
Student Organizations/Resources for Students

**{{DRAFT}}****This page is currently a draft.** Material may be incomplete, information may be omitted, and certain parts of the content may be subject to radical, rapid alteration. More information may be available on the talk page.

We're currently working on providing more resources for students who are starting student organizations and planning activities.

If you have ideas about resources you'd like to see included, please leave a note on the talk page or send a note to studentclubs at wikimedia.org.

We've currently developed:

* A place for students to promote their organizations and activities on this wiki
* Tips for starting your student organization
* A page with examples of activities organized by student organizations

To apply for funding for projects, student organization may apply through the Wikimedia Foundation Grants Program. For small grants for funding participation in mission-aligned activities and events, student organizations may apply through the Participation Grants Program (coming soon)
Religion of Ardfarjord

### **The God of Life**

Married to the God of Death, considered Neutral. Worshiped openly by farmers, lovers, healers, etc.

### **The God of Death**

Married to the God of Life, considered Neutral. Worshiped openly by warriors, hunters, farmers (during times of harvest), fishers, etc.

### **The God of Change**

An embodiment of entropy and undeath, a god separate from the Cycle of Life and Death who tries to disrupt the natural cycle. Worshiped secretly by necromancers, changelings/shapeshifters, etc.
Trollhunter's Lodge

### History

If ever there were a creature that embodies Malthusian Growth it is the troll. Unchecked, the creatures will eat their surroundings bare, breed prodigiously, and then starve. For ages beyond memory this cycle played itself out in the Lower Glirewood--until the Norsemen of Clan Ketan decided to wrest the Turtle's Run River valley and its rich agricultural lands from the ravenous beasts. The humans knew they could never hope to defeat the slobbering hordes of trolls during the summer months, and so a strategy of seasonal hunts was adopted; for during the winter the trolls metabolism slowed and they sought shelter in isolated nests to breed and conserve energy through the long, frigid months. By burning these nests the clansmen were long ago able to push the trolls back from the coveted Turtle's Run River valley, driving them south into the southern coastal region of Ardfarjord, known today as Troll's Reach. Today, the hunters that practice this "winter burn" are members of a specialized lodge, known as the Trollhunter's Lodge--for indeed these hardened woodsmen have long lacked in imagination.

### Fireguard Keep

Founded about 600 years ago, Fireguard keep is the training grounds and base of operations for the trollhunters. The sheer quantity of flammable and acidic materials stockpiled in the keep is staggering. The keep itself is an old but well maintained moat and bailey structure, though the moat is filled with kindling instead of water, ready to be ignited at a moments notice. The keep overlooks The Gnashlake, a common feeding ground for very young trolls.

### The Smoldering

Sadly, the last few decades have seen a steady decline in the effectiveness of the winter burn as the hunters are steadily deprived of manpower and resources by the Greenflag Revolt. This summer was the worst troll season yet, with multiple caravans lost and the creatures sited as far north as Pasterlydale. Worse, this winter is shaping up to be the least effective winter burn of them all as the clan focuses all its resources on other, more pressing problems such as the Direwinter and the looming civil war.
Lords of Ambar

## Lord Stant - Lord of Riverport and Member of the Closed Council.

Lord Stant is a noble and well respected lord who is active in all matters of politics in Belthar's Folly. He is known as a just and reasonable man with many connections. He has been assigned to lead the Queen's Army in battle against the Pale Ones of the Crumbling Hills.

### Holdings

Riverport functions as Lord Stant's Keep and thus the administrative center of his holdings. Stant himself has little interest in the finer points of running his lands, and thus leaves his Barons with a great deal of leeway-as long as production doesn't slip too much. Riverport is run by the elderly Sir Belowfel, who oversees taxation and sits as magister. Lord-Prince Belry Stant, Lord Stants youngest son, has been left to run the remnants of the Lords armed forces and see to the security and stability of his holdings

The lands around Riverport are fertile, and plantations dot the banks of the Shivering River on both sides. As one leaves the rivers banks they find themselves in fairly typical peasant villages and the occasional home of one of the Lord's Barons. The Rustroad runs through Lord Stant's holdings and terminates in Riverport, providing a steady stream of valuable trade in Bog Iron, as well as a trickle of tails of horror from the deadly Rustmarsh. Riverport itself sits on a large hill along the banks of the Shivering River. It has a small but bustling docs and a simple but functional repair yard for ships. During the spring floods the town becomes an island.

## Lord Barket - Lord of Barket's Keep.

Lord Barket spends most of his time at his keep, overseeing his lands. Derogatorily nicknamed "The Coward Lord," Lord Barket has lost much standing in the capital after his conduct during King Obald's War.

Barket's lands are not as fertile as the ones directly along the river, but they also do not suffer the constant incursions and raids the plague the borderlands. Barket is very active in his lands, exercising a shocking amount of control over his Barons. He has two sons and three unmarried daughters. His first son, Fairen, acts as his father's 'Hand' (though the position traditionally does not exist among lords), while his second son, Jeof, leads his father's forces in his holdings.

Lord Drelt - Majority owner of Drelt’s Caravansary.

Lord Tranten

Lord Commander Holten

Lord Commander Grant

Lord Pearson - Lord of Threerivers, member of the RCO of trade, member of the closed council.

Archlechter Pakren -

High Firepriest Kerry Lie

Lord Retlin (MIA) -

Lord Barten -
Gods of the Deep

The Gods of the Deep have lurked beneath the waves of Ambar's oceans since before land was raised from the sea. These antediluvian horrors and the crazed, barbaric aquatic cultures that worship them poze a serious threat to any vessel that strays into The Deeps.

**Garroshesh, The Drowned God**

Garroshesh is the Deep god of Undeath, Necromancy, Evil, Ocean, and Hunger. When The Red Mist falls upon a coastal town or blows across the bow of a ship the living become not but prey. Garroshesh is probably the most feared of the Gods of the Deep because he seems to take the most interest in coastal communities. The attacks of his cultists and worshippers on coastal towns is the stuff of whispered legend, and fear of Garroshesh has driven many isolated coastal communities to human sacrifice to forstal his wrath.

Garroshesh' most famous worshippers are The Drowned Captains, a legendary organization of necromancer pirates and their shambling crew.

**Serth, The Lurking Death**

Serth lurks in the dark places of the ocean floor, stalking prey. Serth is the reason why mothers do not let their children play in the surf after dark. His domains are Darkness, Evil, Shadow, Ocean, and Watery death. Serth has few followers beyond the deadly Chuul, who worship him as their creator god.

**The Leviathan**

The Leviathan is the Deep God of sea monsters and other such horrors. Its domains are Ocean, Hunger, Feast, and Strength. The Leviathan has few worshippers, but its priests are true terrors, riding into battle atop massive, hungering mounts. The Leviathan is the most straightforward of the Deep Gods, seeking merely to devour.

**Yog-Sothoth**

Yog-Sothoth lurks far beneath the ocean's waves, performing dark experiments and hoarding forbidden knowledge far from the light of the sun. Its domains are Knowledge, Evil, Ocean, Madness, and Destiny. Yog-Sothoth is worshipped by those who seek forbidden knowledge, though Yog-Sothoth always demands much in return for its secrets. The Incutilis worship Yog-Sothoth, or perhaps are enslaved to its will. They launch raids into surface lands in search of knowledge or simply to eliminate those who know too much. The greatest treasure in the eyes of the Incutilis is to know a secret that is known to no other, and they will kill to achieve this.

The Kuo-Toa also worship Yog-Sothoth, and carry out his mysterious ends.

**The Silent King, He Who Must Not Awake, The God of the Abyss, Cthulhu.**

Little is known of this antediluvian horror. Cthulhu's priests are rare, usually mad hermits and the grandiosely suicidal. Cthulhu's domains are Madness, Suffering, Tyrant, Watery Death, and Ocean.
Sastreh's Grace

Sastreh's Grace is the largest city in all the isles, and far and away the most diverse. Founded by the Highflower Empire after the razing of Part in 1770 AW, Part rapidly grew to prominence thanks both to its location at the mouth of the Giftwater and the patronage of the Highflower Empire which promoted the city as the new center of trade linking the isles with world imperial world.

While the garrison has fled the city--emptying her granaries and treasury along the way--the imperial age has left behind (some might say stranded) a cultural and racial diversity far in excess of the Farjord norm. Fear now grips the city as its remaining leaders must come to terms with the new era. At current no man nor clan can be said to control the city.
The Spine of the World

The Spine of the World is a massive mountain system that cuts the continent of Ambar in half. The spine is divided into three sections: The Lower Spine, which is the southern portion of the mountains that runs East-West along the northern edge of the Dreaming Jungle; The Middle Spine, which is the long, relatively thin portion of the spine that runs North-South from the Ruby Gulf to a point parallel to the top of the Highflower Plateau; and the Upper Spine (also known as the World's Head) which turns eastward and runs roughly parallel to the Highflower Plateau's northern edge at a distance of about 50 miles. The Spine of the World is an incredibly diverse region characterized by towering peaks, hidden valleys, and precious few passes. Each valley generally exists in isolation from much of the outside world and plays host to divergent ecosystems and cultures.
Oswald

*"You know this person?"*

Voice Actor: carboncandybag

* Current
* UB 4
* Debut

Oswald is a blue ball wearing a black hat. He is based of a 2001 cartoon named Oswald. Oswald is usually cheerful and relaxed, but will seek vengeance if anyone tries to hurt his friend Tape.

## Coverage

**UB 1a:** Oswald forms an alliance with Tape, to which Cappuccino Cup is upset with this as stealing on of his ideas, and they have an argument.

**UB 1b:** During the challenge, when Tape is hit with a balloon, Oswald throws one back at Wallet for revenge, which hits and explodes Wallet's bomb and the entire arena.

**UB 4:** Oswald is eliminated and sucked into TV.

## Trivia

* Oswald wasn't originally in UB, There was a another character who was "A Blue Guy That Looks Like a Pencil" (Not to be mistaken with Mechanical Pencil). This was changed as he was removed and Oswald joined the cast. It's unconfirmed why this character was scrapped or who this character was.
* He was the first Unusual Battlefield contestant to get eliminated in SAVEKIRBY, even though he has yet to compete in Season 2.
* The reason for Oswald joining is because of one of the producers, "the one and only tt", used to really love the show "Oswald" which the character is inspired from.
Part

Once the religious capital of Elven life, Part now lies in ruins after its capture and unfortunate burning by the empire. On its ashes is built Sastreh's Grace, which was the imperial capital during the Imperial Age. During the siege of Part the Elven farseers, each of which lead an elven tribe, layed a powerful curse over the region which was to be powered by their lifeblood if they fell in defence of the city. When the Kingsreach Empire took the city, however, all but one farseer escaped, and the new imperial rulers dismissed the curse as insufficiently powered as they wen about building the city of Sastreh's Grace on the ruins.
The Elder Spirits

The Elder Spirits are the four major nature spirits which inhabit the island of Ardfarjord according to Elven myths (the Norse are generally dismissive of these creatures, with the notable exception of Betanyaga). These spirits are forces of nature, presiding over their respective domains and are generally revered-or at least respected-by the Elves. The Elves believe all major spirits to be the spawn of The Dreamer who brings her children into existence when her sleep is perturbed.

There are 4 major spirits.

* Lae'Lee - A relatively benign spirit who gives the island a major source of its fresh water.
* Betanyaga - A spirit taking the form of a Hag, who prays on the inhabitants during the Winters.
* The Hunger - A perpetually ravenous spirit whose starvation cannot be sated.
* The Decaying Lord - Spirit(s) of disease which can cause hideous disease and mutation.
Unique Spells

The various regions of Ambar have their own unique magical traditions which have lead to the development of peculiar forms of spellcraft. These spells must be learned from someone who knows the spell and who is able to cast it. The only exception is that an ex-cleric, ex-paladin, or other divine spell caster who has been forsaken by their deity can attempt to teach a spell to another player with a -5 penalty to the spellcraft check. The difficulty to teach a spell is DC 20 + Spell Level Spellcraft check. A character can take 20 on the check, however this takes an entire day.

## Spells

**Lesser, Hibernate**

Cleric 1, Druid 1

Casting Time: 1 min

Duration: 1 weeks/level

Save: Will (Harmless)

V,S,F

Target falls into a deep slumber during which time it is unable to perceive the world. The target requires no food or water, however it must be kept above freezing temperatures or the spell will end prematurely. If the target did not consciously accept the spell without magical compulsion, they are allowed a save once per day to end the spell. When the spell ends the target is considered exhausted, starving, and cannot hibernate until these statuses are resolved.

Focus: An acorn or the fur of a bear.
Lae'Lee

Lae'Lee is a bound life giving nature spirit on the island of Ardfarjord. According to Elven myth, she was tricked or forced into slumber by the Ice Giant's gods. In these myths she was made to lay down in the island's West and the seeds of edible plants were scattered upon her body, which promptly sprung forth into abundant plants. It is said also that her head rests upon the mountain Lae'Lee's Mouth, and from her eye, which is held open, pours a stream of tears which make the Giftwater. In these legends her sacrifice provided the island with an unnatural abundance of resources for its location as well as the source of the Giftwater river flowing from the aptly named Lae'Lee's Mouth.
A Skyman's Glossary

This doc contains common terms one encounters when sailing the Shattermoon.

**Moonberg**: a floating chunk of Ambar's former third moon.

* Shoals: A cloud of very small moonbergs, about the size of refrigerators. Hazardous to travel through.
* Skyshard Cloud: a cloud of skyshards floating in the air. These can be very hazardous for a ship's crew and her balloon.

* Moonmoat: A small Moonberg, roughly between the size of a van and a house.
* Dwarf: A small skyland, or a large moonmoat, perspective is everything. roughly the size of a city block.
* Skyland: A sizable moonberg. Vary in size from about 8 city blocks to 2 miles in diameter.
* Moonscape: a very large chunk of moon indeed. Between 3 to 10 miles across. Very rare in the outersphere.
* Skyland System: Skylands seem to attract smaller moonbergs around them, creating relatively dense areas of lunar chunks.

**Rare Moonbergs:**

* Black Hole: Very rarely, a Moonberg will exert far more gravity than it should, overpowering the distant earth. These are very dificult to navigate around and mess with navigators instruments if they are not accounted for. They tend not to drift, however, and make excellent landmarks and actually help navigators who know their location.
* Legends tell of vast Moonscapes dozens of miles across deep in the middlesphere and in the innersphere itself. These virtual continents are said to house their own biome, rivers, and lakes teeming with bizarre creatures.
* Cloudanchor: these dwarf skylands are shrouded in deep mist and often send participation floating downstream from them.
* Shadowthing Haven: these dwarf skylands fail to provide protection from Shadowthings. Worse, they are a haven for them to hide out during the day. The creatures poor fourth at night and seek to ambush any unfortunate enough to mistake the moonberg for a safe place.
Elder Warren

An Elder Warren is the pure emanation of planar energy that comes off of a plane. Mortal casters are not capable of directly utilizing Elder Warrens, and so must use normal warrens, which are techniques for filtering Elder Warrens into just a facet of their power (IE: The warren of blood is a piece of the Elder Warren of Elemental Energy).
House Rules

As a general rule of thumb, my tolerance for cheese decreases exponentially the higher the tier of the class you are playing is.

## Invisibility rules

An invisible character not actively using stealth requires a DC 10 Perception check to locate.

## Banned

* Divine Metamagic.
* Natural Spell
* Switch the Ranger and the Druid's animal companion progression.

## Character Creation

Use a 28 point buy for creating a character that uses a pathfinder race or a 32 point buy if you are using a D&D 3.5 race (except water orc and strongheart halfling). In addition to standard character creation, please follow the following five steps in order to flesh out your character's personality and backstory:

1. Work out a background bonus for yourself. This is very free form but should be used to make your character feel unique. Talk to the DM about it if you have trouble coming up with a good bonus.
2. Write a paragraph on your character's personality.
3. Chose one of the following: an enemy, a passion, a goal, or a talent.
	* Enemy - +1 damage, +2 to will saves against. Defeating your enemy may give inspiration.
	* Passion - Gain +2 on a skill, or +1 on three related skills or +1 on a skill and gain it as a class skill. (Never UMD)
	* Goal - Once per day, you may gain a +2 bonus on a roll AFTER the DM has told you the result as long as the roll was made in pursuit of your goal. Moving your goal forward may give inspiration.
	* Talent - Work it out with DM.
4. Choose a Weakness (work it out with the DM).
	* Penalty to saves, checks made with a specific attribute, or certain types of actions. I.E.:
		+ Bloodthirsty: -2 on ranged attacks
		+ Hideously scarred/deformed: -4 on social skills (except intimidate) when face is visible.
		+ Cowardly: -3 to saves against fear.
		+ Distracted: -2 perception.
		+ Sickly/Infirm: -2 fort saves.
		+ Sheltered/weak - -4 strength checks.
		+ Reckless: -2 to AC on turns you don’t attack
		+ Awkward: -2 on social skills that involve talking (except handle animal)
		+ Short Fuse: DC 10+half level will save when someone fails a bluff or intimidate check directed at you or attack them.
		+ Traumatized: DC 10+1/2 level will save when helpless, immobilized, or stunned or become panicked until one round after condition ends.
		+ Deeply Paranoid/Insane: whenever you fail a sense motive check, you critically fail and come up with a bizarre story.
	* Note that a weakness should be reflected in RP as well and is not something you just write on your character sheet and forget about :)
5. Choose an Ideology or religion.
Fireguard Keep

### Fireguard Keep Edit

Founded about 600 years ago, Fireguard keep is the training grounds and base of operations for the Trollhunter's Lodge. The sheer quantity of flammable and acidic materials stockpiled in the keep is staggering. The keep itself is an old but well maintained moat and bailey structure, though the moat is filled with kindling instead of water, ready to be ignited at a moments notice. The keep sits on an outcropping overlooking The Gnashlake, which is a major feeding ground for young trolls. The Trollhunter's Lodge catches these infant trolls in nets and disposes of them before they can become (more) dangerous. Additionally, every decade or so the hunters cover the lake in oil and set it ablaze to purge the troll population, though the lake is far overdue for such a burn.
Highflower Empire

A massive empire whose capitol sit atop the Kingsreach plateau. The economic engine of the empire is its control of the Jagged Cape, while her military might is centered in the rugged plateausmen that so long ago rode out in conquest of the region.

The Highflower Empire is currently in the throws of a surprise invasion by Duergar and other underdark creatures stirred up by the Crusade of Spiders.
The Seven Deadly Sins

## Oak’s Syn

Sell Snowberry wine of the oldest snowberry vines (which can only be kept alive during the winter with Tlal Sap) and Alchemical potions/reagents. Named after the original vineyard.

## Acquisitions in Syn

Shipping/naval escort/piracy. Old CEO was unceremoniously handed over along with 10% of the syndicate’s stock to the Highflower emperor after raiding too greedily in order to end a blockade.

## Goods in Syn

Bulk shipping/storage/high interest loans

## Caravans in Syn

Overland shipping and porting, moderately in fallings. Own Northgate. Moderately in outlying farms.
Season 1 (The Spectacular Count Jester)

**Season 1** is the first season of *The Spectacular Count Jester*. It will have 16 episodes. It is unknown when this will be released.

## Synopsis

*After moving to New Bark City, Count Jester has had some new experiences, from dealing with the death of his mother to even being accepted into one of the best technology colleges in the area. However, when villains that have been affected by certain technology try to take over the city, Count must balance his hero life while also trying to balance his college life.* (Synopsis 1)

*Toontown has grown bigger (more civilized and advanced) and there is more technology than gags. Count Jester is a purple cat who is best friends with Max and Mumble, two Toons that had survived the Cogpocalpyse. However, there are technologically advanced villains who are trying to destroy Count and everyone he loves, so Count and his friends must fight back to protect the ones they care about.* (Synopsis 2)

## Cast

### Main Cast

* TBA as Count Jester
* Brandon Frangipani as "Brandon"
* TBA as Stacy
* TBA as Max
* TBA as Mumble

### Recurring Cast

* TBA as Dr. Crazyhare
	+ TBA as Dr. Crazyhare (disguised voice)
* TBA as Splinter

## Trivia

* This series is dedicated and also is inspired by the short-lived cartoon, *The Spectacular Spider-Man*, based off the comic book series of the same name.
The Crusade of Spiders

## Introduction

The Crusade of Spiders is a holy war being waged by the drow of the underdark against all other intelligent creatures beneath the earth's surface. The crusade was declared by Harachtech Do'urden after she lead the conquest of the dwarven city of Ironhold. The drow have proven remarkably united in their quest and they pursue the 'cleansing' of the underdark with a fanatical zeal exceeding any observed before.

## The Sundering

The first objective of the drow army was to cleanse the upperdark and collapse as many passages to the surface as possible. To accomplish this the drow first targeted the largest upperdark power in Ambar: the dwarves and their clanholds. After 20 years of bloody war--known to the dwarves as 'The Sundering'--the great dwarven kingdoms have been whittled down to naught and the once glorious clans have been rendered exiles by a merciless, xenocidal, and untied drow. The dwarves are left to gradually pick up the pieces of their shattered race upon the alien world of the surface.

## The View From Above

The Crusade of Spiders has been met with a mixed reception from the surface powers. On one hand the turmoil below has dredged up many strange beasts and peoples that make the dwarves seem like your little sister in comparison; on the other hand the drow have sealed up the major passages to the underdark whenever they can and have made it clear that they have no interest in the peoples above--indeed, drow attacks on surface communities have all but disappeared with the notable exception of those who have come to the aid of the dwarves. The main sticking point seem to be the deep mines that some races will carve into the earth. The exact depth that is permissible is not clear but the drow have been shockingly accepting up until this point. Indeed, after some initial, vigorous forays they have even conceded much of the caves that twist through The Spine of the World. In fact, since The Sundering of the dwarves the drow have been remarkably quiet...
Season 2 (The Spectacular Count Jester)

**Season 2** is the second season of the series, *The Spectacular Count Jester*. It will have 20 episodes. It is unknown when this season will be released. As of now, this is only a planned season.

## Synopsis

*After facing the evil Dr. Crazyhare, Count Jester has been emotionally broken after the events of the season finale. His friends and family try to cheer him up, but to no avail.*

*Meanwhile, a new villain, who poses a threat to Count and those closest to him, arranges a new villainous group: the so-called Legion of Evil.*

*After hearing that the new group of super-powered villains are attacking New Bark City and are coming for Count, Count must come out of his emotionally broken state to face someone who he might have faced in his past.*

## Cast

### Main Cast

* TBA as Count Jester
* TBA as Stacy
* TBA as Mumble
* TBA as Max
* TBA as Splinter (as of this season)

### Guest Cast

* TBA as The Man in the Shadows (*Operation: Spacezone*)
* Brandon Frangipani as Brandon (*Operation: Spacezone*)
Rangers F.C. (South Africa)

**Home colours**

**Rangers FC** is a South African football (soccer) club based in Johannesburg.
Rangers FC won the Castle Cup in 1959 and played the final in 1967. Their best season in the NFL was the inaugural season in 1959, when they finished Runners-up to Durban City. The club merged with Johannesburg Ramblers for the 1963-season.

## See also

* National Football League (South Africa)

Template:SouthAfrica-sport-stub
Count Jester Series Wiki

## Welcome to the Count Jester Series Wiki

This is the official wiki for the Count Jester online series, created by Brandon Frangipani! It stars your favorite toon, Count Jester, on many zany and wacky adventures in Toontown!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Galdel Waespeaker of Paint

Character Page For Galdel Waespeaker of Paint.

## Known Background

Galdel Waespeaker is an Elven noble of the city of Paint. He is the Second child of Goldel and Marissa Waespeaker. After the Take over of Paint, his family lost not only wealth but also status. Galdel took it upon himself to make his family's name mean something again so he did what any noble would do, went out to find powerful artifacts that would give his family power again. His first mission was recovering an old treasure that his great grandfather discovered but never obtained, that is where Galdel found his Tentacle Rapier which he would eventually name Fae Apro. On his second mission he found himself on the Ship that crashed into the Shivering City and that is where our story begins.
Example Species

### Species Name

What is the more catchy species name? Instead of homo sapiens, we turn to humans.

## Special Information

### Natural Environment

What type of environment do they normally inhabit?

### Avg. Height

What size is the average member of this species? This should be in meters. (If you are American and cannot change feet into meters, use Google to translate the exact height you wanted.)

### Avg. Hostility

How hostile are the species to other life forms on a scale of one to ten?

### Intelligence

How intelligent are they? Can they make a sandwich using amazing laser cutters or just regular tools? Put this on a scale of one to ten.

## Owner Status

### Credit to

Put all the names / places from where this idea originated!

### Terms of Use

Put the names of the people who can use them here, and make parentheses around what they can use it for. For example. XxKatakxX(Blog), StrangeDemonicKitten(Roleplay).

Put a small blurb here describing the species.

## Average Appearance

Put what a member of this species typically looks like, and be sure to go into detail.

## Average Abilities

This is done like the powers from the Character page, however, this only shows the powers a member of this species normally has.

## Relations to Others

This is how this species generally reacts to the other species. Are they hostile? Gaaaasp!

## History Behind Species

This is where you put the home and place of origin of the species. You can also go into detail about how species A had to flee from their previous home from species B, who were super mean.

## Trivia

* Put in little facts that do not relate to the other sections on this page.
	+ Make sure to use Bullet Points.
* ( For instance, the Kitten is terrifying. )
Glirewood

The Glirewood is a large boreal forest that sprawls across the countryside east of The Dragon's Back Mountains in Ardfarjord. Human settlement of the forest is very sparse indeed, and what little there is is huddled in the southeast of the forest, gradually tapering off into nonexistence as one goes northward and inland. Past the Giant's Piss River human settlement is virtually nonexistent, and even the hardy and weathered trappers of Clan Ketan refuse to cross the the river into the ancient woods that lie beyond. It is in these accursed lands that the legendary Hag-God Betanyaga is said to hold court.

Many fell creatures stalk the forest and gleefully make a meal out of the unwary or unprepared. For the most part, travelers of the forest either stick to the road or rely on stealth and evasion to avoid the regions more dangerous denizens. Wyverns, Decapus, and sentient flora stalk the forest, while the bravest hunters make a deadly contest of predator and predator with the prized Winter Wolves. The forest is best known for its major infestation of hags, supposed under the control of the legendary hag-god Betanyaga. To survive, many villagers offer sacrifices of children and raw meat to appease the hags and forestall their wrath come winter. It was not allways this way, however. Before their death or banishment during The Clearing of the Field, druids guided the villagers in defending themselves from the hags and provided invaluable aid in pushing back the denizens of the forest.