recursal/Fanatic-Fandom huggingface dataset:
Arundel's Memoirs - 5th Ide of Cernas, 338 IV

The reunion of the four was brief. We weren't two glasses deep before a messenger arrived with news from the center of town. A trio of Frost Giants had broken through the Bethel Street gate and were demanding audience. We rushed to the Temple Airunis and met Raeleron on the way. Raeleron being the steward before myself. The giants seemed friendly enough for their kind. They spoke of some darkness in the east, though they seemed out of sorts. As expected, there was a fight, though I'm not certian how much they were to blame. Raeleron seemed so adverse to challenge and a bit heavy handed... (Lord Shay seems to trail off, remembering Raeleron and the seemingly complex relationship he has with others of his kind.)

It wasn't long before trouble showed itself again. Suddenly enemies were coming out of the woodwork. Later that day we foiled an attemt by a mad wizard to burn down an orphanage. If I remember correctly, Jodando turned him into a rabbit. Some letters on him led us to a network of Azogun cultusts. With the... hesitent... blessing of our lord steward, we headed into the wilderness of the Ibyth Highlands. Along the way, we picked up the tracks of a pair of demons-Demons! I was shocked to see demons in our lands, or near our lands at least. We briefly met up with some orcs, including a tracker named Fi and an old aquaintence of Jodando, Keth Thokum, a former judge from Wingar. He was one of the orcs who were establishing new villages in the wilderness. We got a brief tour of Ungor, a charming village, though a bit rough for my tastes. The locals gave us what I understood to be the regular orcish welcome, a brawl with Reluse and Quixote. After the festivities we left for a nearby ruin.

The ruin was a former temple of some minor regional deity. (Lord Shay is reffering to Saint Mikra the Merciful, a lesser saint of our faith.) The temple half buried and the rest was half submerged in water from the Green Lake. We picked out way through a tangle of traps and debris before we broke into the stronghold of our enemy. A knight, clad is dark mail and saphire scales met us. He wasn't too eager to kill us outright, infact he introduced himself fairly politely, calling himself Wyrden." I recall his haughty attitude with much delight. What a strange foe he was! He attempted to even the playing field with us by using an anti-magic aura, the likes of which I've never seen. (Lord Shay laughs and seems lost in memory for a moment.) Despite this, we bested him fairly quickly this time, destroying much of his lair. He attempted to escape in a flying machine, though he didn't get far in such a delicate craft. He did eventually escape into the Forest of Ishtar after a prolonged chase... We went back to Raeleron with this news before retiring to my estate.
愛寶站

**愛寶站**(**英文：Amber Station**)位於茅湖仔區，在區域重劃前為東區的一部份，鄰近愛寶花園及愛寶口岸，是寶湖線的中途站，於2016年10月9日啟用。

## 車站資料

結構
--

本站為地底車站，大堂設於地面，並以玻璃覆蓋，下層為月台。

### 樓層

 P

### 出入口

本站設有3個出入口，位置如下：

 A2
 B

歷史
--

2016年10月9日，本站隨寶湖線第一期落成而啟用。

2016年11月19日，本站因寶湖線延長而改為中途站。因規劃時本站並非置於愛寶花園兩座大廈的中間，而是偏向西(愛妍閣)，故愛寶口岸與本站的距離較口岸與愛海站大，巴達鐵路建議前往愛寶口岸的乘客使用愛海站。

2017年1月17日，橙市政府於本站南方新建通道至悅雅臺，因此本站新增B出口。
Baby It's You

**Baby It's You** is the second single from JoJo's debut album featuring rapper Bow Wow.

The song was written by Harvey Mason Jr., Damon Thomas, Eric Dawkins & Antonio Dixon and produced by The Underdogs. It samples Sean Paul & Busta Rhymes' song "Make it Clap."

## Song Background

Even though the single version of "Baby It's You" features Bow Wow, the album version of the song doesn't feature him.

## Chart Performance

The song peaked at #22 on the Billboard Hot 100 and #7 on Billboard's Pop Songs chart. In the U.K., the song peaked at #8 on the U.K. Singles chart.

Internationally, the song was moderately successful in Australia, Austria, Belgium, Denmark, Germany, Ireland, New Zealand, the Netherlands, Switzerland & Sweden

## Song Certification

"Baby It's You" was certified Gold in the United States & Australia.

## Music Video

The video for "Baby It's You" was directed on August 7, 2004 at Six Flags Magic Mountain & Hurricane Harbor. The video premiered on "TRL" on September 7, 2004, peaking at #4 on the countdown.

Most of the shots from the video were filmed in front of the Center Ring gaming area and other shots feature the ProSlide Tornado, Scream! and Colossus roller coasters.

## Lyrics

<poem>

<poem>
Deathbane

This +1 silver mace was crafted by the master craftsman Arngeir. The mace is a work of art, forged in with the image of four screaming vampire faces. The mace was created to be a bane to the undead, vampires specifically.

Once per day the mace leaks a small trickle of holy water from each of the vampires mouths, dealing 2d6 radiant damage to fiends and undead on impact. The holy water loses its potency and evaporates moments after it leaves the mace.
Azogun

Azogun (Ah-zog-un) is the elder twin of Nuadun. He was the favored ruler of the other Titans and was a harsh critic of Nuadun. He was the chosen heir of Eos the overgod and ruled as second in command for eons. Azogun is the father of dwarves and from his ancient forge, he taught the dwarves the secrets of steel. Towards the end of the Age of Creation, Eos the overgod disappeared and Nuadun forced himself into the role of lord of the pantheon, banishing his elder brother. Azogun spent eons scheming and plotting to retake the lordship, resenting his brother and failing multiple coup d'etats. He once ruled over a vast portion of the lower planes, but was dethroned after a final failed coup d'etats of the Empyrean Church by his followers. He retains a very small proportion of his power within his realm of Tartarus, the prison of the gods. His early portfolio included Honor in place of Imprisonment, having been altered by the perception of his current role. His original symbol was a golden anvil on a red diamond.

Most of his diabolic servants in the fourth and fifth age began to follow the scattered archfiends. Most notably Ashmedai, lord of Infernus.

## Inquisition

Azogun is now a dour and humourless deity. His small influence in the Empyrean Church is mostly consolidated in the Inquisition, a group of faithful who publicly seek out and punish heretics but privately work to promote Azogun's superiority over Nuadun.

## Carcerums

Azogun has a strong following in Danasia. Worshipers view his as the god of Power and gather in large numbers. He embodies martial might, conquest and power. Using the same symbols he did in ancient times. The forge as a symbol of the power of his craft and the chain, symbolizing the strength of a unified people. Since the fall of the Azogun Cult in the fourth age, agents of Azogun have sought to unify the peoples of Danasia against the Empyrean Church. His church is centered in Oldan and several holdings like the Carcerum of the Master's Forge in Gangdan or the Carcerum of the Heir of Eo in Mungu.

## Cult of the One God

Azogun has a unique relationship with the Cult of the One God compared to the other Titans. The cult itself supports Azogun's claim to be the legitimate heir to the overgod. Members of these groups only rarely work together, but are almost never hostile to one another.

## Tartarus

Azogun's realm is the prison Tartarus, a baffling and labyrinthine citadel on the Umbreal plane.
Calebo Beladon

Calebo was a warrior who seemingly allied himself with Wyrden Masjien and the cult of Azogun. Calebo was one of several dozen who attacked the Four in Shay manor in 338 IV. Wearing black full plate and wielding a large mace, he stood toe-to-toe with Quixote and was killed.

His grandmother, Contess Marthe Beladon had him raised and attempted to charge the Four with murder, claiming that Calebo was just an innocent passer-by who attempted to protect civilians from being attacked by demons summoned by the heroes.
Aravyr Icewind

Pronounced "Ah-ra-veer"

Aravyr is a young agent of the Materan Brotherhood. As a child she became a deacon at the Materan temple in the Helmstadt Valley. She has since companied several high ranking emissaries sent to negotiate between Thessan and Findle.

She is extremely charitable and offers magical aid to as many of the people of Findle as she can, often asking for very little in return.

She has recently been tasked with accompanying the Bishop Olahorn Milani from Findle to Thessan to assist in the negotiation for aid.
Dan

## History

The origin of the Dan designation stems back from the Silver Intervention, when the silver dragons subjugated the divided clans into one nation, with a member of clan Dan placed at the head.

Ever since, any ruling individual of the nation of Danasia has been given the title of Dan. In early Danasia, it was customary for the heir to be of the source clan Dan, but as generations passed, the role was given to the individual who possessed the strongest ability to rule, most often exhibited through a trial of single combat.

In this way, Durtom Crûsgar, through defeating The Dan of that era, took control of the Danasian nation and established the ruling dynasty of Dankills. It was in this time that the capital was moved from Oldan to Gangdan.

The next Dan to be of the Danasian (and fittingly of the clan Dan) bloodline was Jodando Legault, who came from the western continent to reclaim the Danasian throne from the Dankills.
Aronran Autumnfall

## Auroran Autumnfall

Auroran Autumnfall was a survivor of the First War of Wings, and founder of the Gold Elves. He was paired with Alaesti Firebearer, though he rarely travelled the way she did and stayed in Golden Glade for most of his long life. Auro was a kind and caring man who dedicated his life to building up his people and helping the fledgling human civilizations. He and his wife Alaesti Firebearer both took great interest in elven-human relationships and workied to better the lot of both peoples.

Auro had many many children, both with Alaesti and with others, being raised to a near mytical position among the Gold Elves. He lived a long and prosperous life, eventually passing shortly after his eighth century.

He was canonized by the Empyrean Church as Saint Auro the Kind, and was a patron of the teachers and fatherhood under Nuadun.
Cheeve the Chuul

C

heeve and his companion Zhekkt were wandering Chuuls. Their master, an aboleth named Oolthooroon, the Greatest Mind, vanished some time ago, leaving the Chuul pair to wander the sea floor looking for another strong mind to serve. They eventually fell into the service of the ebi-kreen "Image of himself eating a drowned sailor" who treated them as little more than pack mules. They briefly served Kimchiwei, while traveling in the City of the Holy Dragon as Kimchiwei's mental abilities vastly outstripped Sailot-Eaters. Cheeve took a strong liking to Jin the Dokkabi and allowed the goblin to ride him like a mount.

Cheeve was the smaller and darker of the two. He had a slim body and very active pincers. He was always a bit snappy and eager to engage in energetic conversation, although he was clearly less intelligent than his brother.
Cloverinius Garland-Buttress

Cloverinius Garland-Buttress was a captain of the Stalwart Order of the Shining Blades, and second in command of the Order Precinct of Findle City, under Gregum Murk. In the year 338 of the fourth age, Cloverinius was a central figure in the trial of the Four. In an attempt to turn the Kingdom against its greatest heroes, Cloverinius used his authority to obfuscate the investigation, hiding the existence of a demon gate under the capital, and stealing exonerating evidence and equipment from the Four. He has always been firm in his mannerisms but not unfriendly. Despite being on good terms with the famed hero, Reluse Aurison, Cloverinius never seemed to fawn over him the way his brothers in the order did.

The true depth of his corruption and relation to the exposed conspiracy of Azogunite cultists remains undetermined.

## History

Much of his life is public knowledge. He was in his early teens during the siege of Findle and the events of the Fortune of the Four campaign. He was brought up in an orphanage in Findle City, and rose through the ranks of the Empyrean clergy. After witnessing the inhumane treatment of orcs by the church, he began to lose faith in the institutions right to rule in the absence of the royal family. As he grew more jaded, he was contacted by the underground cult of Azogun. Open to what they had to say, he was easily indoctrinated against Findle, the church, and especially the Four. He eventually becomeing a distinguished officer and Knight of the Shining Blades at their direction, and was chosen by the cult to become the new Acolyte of the Skin, bonding him with a fiendish servant of Azogun. He was pivitol in the conspiracy to take down the Four and revealed his power and alegence when he rescued Wyrden and battled the heroes to a near standstill in the catacombs beneith Findle. He was eventually overwhelmed by the Four's vast experience and his body was recovered and taken to help clear their names.
Clairvoyance

Session 39

Mortified at the thought of something rushing through the portal from Tartarus, the party rush to Illden to recruit some assistance. Jamlamin and Shalazar volunteer to keep watch on the portal while the remaining party run to Illden. Unfortunately, while Illden was freed of the Inquisition presence, the citizens warily avoid the armed adventurers. Seeking aid, they convince the guards to allow them into the Governors manner. Unfortunately Arundel Shay is nowhere to be found. His room is trashed, chairs are splintered and a deep slash mark mares the doorway. The signs of a violent struggle are unnerving, but not as much as the sticky puddle of half-dried blood sopping into the rug. Halafas and Geshran, are likewise also missing from the city.

Marceliyna sends prayers to her deity, begging for guidance. As night falls, her dreams are swept up by the will of Mab. Her dreams are vivid and prophetic.

"Two princes enter battle, one a master archer and one with spear

The archer fights on as every arrow is destroyed on impact with the enemy shields.

He looks for more but finds he’s the only archer on a field of knights.

His enemies overtake him as his quiver is depleted.

The spear-man lives, picking up the spears of the fallen when his is lost."

Likewise, Illiaph receives his own prophetic dream.

"Seven sailors aboard a river ship are gifted goods from a temple.

They fill 2 barrels with silver and only one with water

A heavy fog rolls in as they venture home and end up at sea.

Days pass and the water runs dry.

The sailors beg the river god for fresh water.

The spirit opens the sky and rain floods the boat.

The silver serves as a tithe to the river spirit as the sailors drown."

The two servants of the Unseelie Queen wake in a cold sweat and relay their dreams to the rest of the party. A long conversation and debate breaks out on how to interpret these dreams. Unfortunately their debate is cut short as they march closer and closer to the Tartarun gateway.

EXP and Journal
Chimi's Prismatic Gloves

“The branches of time and space are cultivated without order. The principle is finite, yet the execution is distressfully and wonderfully random.”- Chimi Chagna the Chronomancer

## Rules Information

### Attunement

Yes

These powerfully enchanted gloves were crafted by chronomancer Chimi Chagna within the Copper Tower in An Lema. Chimi's Prismatic Gloves are made of copper dragon scales and imbued with powerful prismatic magic.

## Stats

Each glove contains 1 charge which are replenished every day at precisely noon.

You may expel one charge to cast Prismatic Spray from a single glove. If you are attuned to both gloves, you may expel both charges as a single action to simultaneously cast two Prismatic Sprays, one from each glove.

You may expel both charges from both gloves simultaneously to cast Prismatic Wall, but only as a 30 foot sphere around yourself. This version of Prismatic Wall requires concentration. The wearer’s hands are clapped together as in prayer, and if the hands are separated, concentration is broken and the spell dissipates.

The gloves may be worn as a set, one at a time, or separately by two individuals. However, the gloves will not function if they are more than 10ft away from each other at any time.
Alchemical Homunculus

Created by an artificer or other practitioner of arcane studies, an alchemical homunculus is a construct designed to aide its creator. Homunculi are simple creatures designed to obey simple commands. They can operate autonomously, but rarely perform well doing so. Homunculi vary greatly in form and function. The creator needs a workshop to create one, the raw materials, and the skill necessary to create one. Alchemical homonculi differ from arcane homonculi in minor ways. The two are rarely distinguishable.

## **Alchemical Homunculus**

*Tiny construct, neutral*

**Armor Class** 13 (Natural armor)

**Hit Points** Equal to five times your level in this class +your Intelligence modifier

**Speed** 20 ft., fly 30 ft.

**Skills** Perception +4, Stealth +4

**Damage Immunities** acid, poison

**Condition Immunities** charmed, exhaustion, poisoned

**Senses** darkvision 60 ft., passive Perception 10

**Languages** Homonculi speak and understand one language, determined by their creator at the time of creation.

## **Abilities**

### Might of the Master.

The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill bonuses and the bonuses to hit and damage of its Acidic Spittle

## **Actions**

**Acidic Spittle.** Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage.

**Alchemical Salve (3/Day).** The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:

* **Buoyancy.** The target gains a flying speed of 10 feet for 10 minutes
* **Inspiration.** The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
* **Resilience.** The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
Aranyan

Aranyan is the personification of the natural land. She is said to be a talented and passionate deity and is often associated with nymphs and dryads. As the personification of the land and natural beauty, she is a patron of artists and poets. Much of her worship in later ages has been usurped by the Empyrean Cernunnun and the Hero Deity, Aemorei The Lovely. She is still widely worshiped in the far Southern regions.

Her totem is the yellow tiger
Bugbill

## Thu'asht Uk'ukabil

Thu'asht  Uk'ukabil, also known as *Bugbill* was the cook at the Battered Axe tavern in Ulferveil. He brought with him secret cooking techniques from Hob'Ibyth and was the only person who knew the secret ingredients of the Hairy Barbarian, a drink of near magical potency. He seemed to have near endless patience for his friend Frumb, but little to spare for anyone else. He moonlighted as a bouncer for the Battered Axe when necessary.
Crimbury

This small town is tucked in to a hillside along the Triflager road in South Western Findle. A halfling community, Crimbury is populated by multiple families from the surrounding farmlands. The ancient goblin tower Tor Riden dominates the halfling buildings and serves as the primary government building for Findle officials. The center of town is mostly open to make space for the many caravans and traders passing from Wingar or Carrefour before heading to Olgun Quisir in the South. Tallhearth, a medium sized inn is run by the only human family in town and serves as a stopping point for medium sized travelers. The sounds of smithing come from a dwarven smith named the Hare and Hammer.

Crimbury is known best for its breeding of Crimbury Conies, a popular livestock animal in the region.
Anandthi

Home
 Former home(s)
 Race
 Class

Anandthi was a trade matron of the Ngongo-before-Musitu village in Hul. Her responsibility to the tribe is the production and trade of the rare lumber black baga which is harvested from the Great Musitu Murefu rainforest. She commanded several rangers to locate the rare trees and protect caravans travelling through Hul and the Sunsir Desert.
Aularei Lunlira

Home
 Former home(s)
 Gender
 Race
 Class
 Patron

Aularei Lunlira was a copper elf druid and mother of Austuril Liadon. She worked tirelessly with her husband and father-in-law to protect the small village of Oakroot from orc and drow incursions. She would later be sacrificed to the drow demi-god Valotha.
Aeonworks Council

The **Aeonworks Council**, was a group of liches who ruled the subterranean city of Toll-Bàis, and used their arcane authority to further the goals of the Fir'dhowen. Their grand plan, spanned millenia, as they worked to bring the world under the dominion of the Fir'dhowen and the council itself. At its height, there were eleven liches on the The council at once, the original three and eight more that were elevated to their position from the most talented wizards and artificers among the Fir'dhowen. They were very slow to change and set in their ways despite their insistance that they promote the advancement of magical and technological research. The council spurned the use of dragonpowder weapons, believing them to be the inellegant tools of pesants. The Aeonworks council as a rule did not interact with outsiders, though they did make a race exception when the allied themselves with the drow Nyloss the Undying.

## The Mark

Many, if not all of the living and undead of Toll-Bàis volunteer to bear the arcane mark of the Aeonworks Council, usually as a tattoo. They are property of the council's liches from the moment they are born, and continue their servanthood eternally in death. To bear the mark connects the person to the council and allows them to be magically located and recovered. Those with the mark will continue their service after death as either a mindless undead, a necropolitan, or a lich, depending on their worth to the council.

## Aeonworks Creation Forge

The liches of Toll-Bàis have long sought to recover artifacts from the Farwest, especially those revolving around construct and undead creation. The liches have long ago mastered the creation of undead, golems, and homonculi to labor eternally, but these creations often lack intelligence or durability. The creation of true artificial life was always the goal of the council. The methods were thought lost with the fall of the Farwest, but the Aeonworks have rediscovered the secret and have one of the few working creation forges in Ord. From this hidden forge, they beget warforged and other constructs.
Arcane Turret

An arcane turret is a type of construct weapon produced by some artificers. The turret has a rudimentary intelligence, but is otherwise little more than a crossbow on legs. The turrets come in three common varieties, Flamethrower, Force Ballista and Defender.

## Flamethrower Turret

*Medium construct, unaligned*

**Armor Class** 18

**Hit Points** 5x its creator's Artificer level

**Speed** 15 ft. climb 15 ft.

**Speed** 40 ft.

**Condition Immunities** All

**Damage Immunities** poison, psychic

**Senses** passive Perception 10

#### Actions

**Fire Cone** *15 ft. cone*, (1d8) fire damage. Targets may make a DC save = the creator's spell save DC to take half damage. The fire ignites any flammable objects in the area that aren’t being worn or carried.

**Detonate** On command from the creator, the turret self destructs dealing 3d6 force damage to all creatures within 10 ft. DC = the creator's spell save DC to take half damage. The turret is destroyed by this.

## Force Ballista

*Medium construct, unaligned*

**Armor Class** 18

**Hit Points** 5x its creator's Artificer level

**Speed** 15 ft. climb 15 ft.

**Speed** 40 ft.

**Condition Immunities** All

**Damage Immunities** poison, psychic

**Senses** passive Perception 10

#### Actions

**Force Bolt** *Ranged Spell Attack*, range 120 ft., one target. *Hit:*(2d8) force damage. The target is pushed 5 ft. away from the Force Ballista.

**Detonate** On command from the creator, the turret self destructs dealing 3d6 force damage to all creatures within 10 ft. DC = the creator's spell save DC to take half damage. The turret is destroyed by this.

## Defender

*Medium construct, unaligned*

**Armor Class** 18

**Hit Points** 5x its creator's Artificer level

**Speed** 15 ft. climb 15 ft.

**Speed** 40 ft.

**Condition Immunities** All

**Damage Immunities** poison, psychic

**Senses** passive Perception 10

#### Actions

**Bolster Allies.** The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

**Detonate** On command from the creator, the turret self destructs dealing 3d6 force damage to all creatures within 10 ft. DC = the creator's spell save DC to take half damage. The turret is destroyed by this.
Brotherhood of the Raven

The bonds of the brotherhood are all you have. Even your own shadow leaves you when you are in darkness.

### Full name

The Grim order of the Brotherhood of the Raven

### Duties

Single minded dedication to eradicating the undead.

### Headquarters

New Illden

This knightly order is comprised of commoners and disenfranchised knights. The Brotherhood is an organization dedicated to eradicating the undead and unnatural creatures. They have few binding traditions but are generally comprised of worshipers of Cernunnun , Liadon the Hunter or Mortus the Grim Companion and seeks to enforce the laws of natural death and avenge the loss of people to the forces of undeath.

History

The organization is headquartered in New Illden and is considered by most orders as a renegade group. The Brotherhood of the Raven is not supported by the Empyrean Church although they are generally ignored by the Inquisitors.

Members of the Brotherhood are often accompanied by raven companions which act as scouts and carry messages.

A notable member of the Brotherhood during the 5th age was the Kenku paladin Rilken Sureclaw, the only survivor of the destruction of the Temple of Mortus in Longcrossing.

Relationships
Daigal Reaver

Daigal Reavers are glaives created by the demon lord Jagal Daigon. In the 5th age they are carried by his servants, the hags of the Krakenbone Coven. These glaives have always found their way into the hands of whomever the demon lord trusts most to send him the souls he craves.

The blade of this glaive appears to be made of swirling dark water. You gain a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with it, that creature takes an extra 1d6 cold damage. While submerged, the glaive functions with a +2 bonus to attack and damage. The glaive has 6 charges for the following purposes. It regains 1 charge nightly at midnight. If you expend the last charge, roll a d10. On a 1, the blade becomes normal water, splashing to the ground and glaive loses its magical properties, becoming a mundane quarterstaff.

Spells. You can use an action to expend 1 or more of the glaive’s charges to cast the following spell from it, using a spell save DC of 13 and a spell attack bonus of +1: misty step (1 charge), ice knife (2 charges).
Anar (Anar'Shayri)

## Anar

Street Elf

The Anar'Shayri (those born anew, without kin) usually just Anar (Ah-Nar) are sometimes called Street Elves by humans are a race first seen in the late 4th age. Recently returned into the fold of the surface communities, these former Drow now live in the city of Findle. Among the drow who live on the surface, some children are born without the world caverns taint and have been cleansed of some Drow traits, as a result, being difficult to distinguish from Gold Elves by the average layperson. Other elves, can instantly recognise the difference however, and do not accept the Anar as kin, due to their lineage from the Drow and the Shayri curse.

Anar were originally very few in number, but have increased to be the largest elven population in Findle by the 5th age. They see themselves as natives of Findle and generally follow Findleite culture. Anar are nearly identical to their Drow ancestors aside than their tawny skin.

As an offshoot of Drow, the Anar have a decreased lifespan when compared to older elf subraces. Street Elves have a more human-like mindset and age in a similar manner as half elves, rarely living past 250 years. Like other elves, Anar do not grow infirm with age and appear youthful to the end.

## 3.5e Stats

In addition to the base stats for Elves.

* Superior Low-Light Vision: Street elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
* Weapon Proficiency: Street elves are automatically proficient with the rapier, short sword, shortbow, and composite shortbow.
* Favored Class: Wizard

## 5e Stats

In addition to the base stats for Elves.

* +1 Charisma
* Anar'Shayri Weapon Training. You are proficient with the raiper, shortsword, and Shortbow.
* Anar'Shayri Magic. You know the dancing lights cantrip. When you reach 3rd level you can cast the faerie fire spell once with this trait and regain the ability to do so again with a long rest. When you reach 5th level you can cast the daylight spell once with this trait and regain the ability to do so after a long rest. Charisma is your spellcasting ability for these spells.
Darkwood (Material)

Across Ord, some trees grow jet black wood. This wood all has similar properties and is incredibly useful as a crafting material.This rare wood is as hard as stone but lighter than other wood. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) can be made from darkwood and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood.

Darkwood is exceptionally light and buoyant. A shield, longbow or similar sized item can be used as a flotation device in water, giving its wielder an automatic success on Strength (Athletics) checks to tread water.

Darkwood does not burn and takes no damage at all from mundane or magical fire, or even lava.

Black baga is a type of darkwood.

## Darkwood Weapons

Weapons that are predominantly made from wood such as bows, crossbows, clubs or spears gain the benefits of being made from darkwood.

* Weapons that have the Heavy property, lose that property if made mostly of darkwood.
* One handed weapons made from darkwood gain the Light property
* Thrown weapons have their range increased by 10 feet.

## Darkwood Shields

Darkwood shields are well known for their lightness as well as their fire resistance. You can add the shields bonus AC to dexterity saves to avoid fire based spells and spell-like abilities such as Fireball or Burning Hands.

 One-handed weapon
 Two-handed weapon
 Shields
Arlath

Arlath, Son of the Storm was a Nephalim born to a woman on the Isle of Myst. He remembers being raised for a few years on the island by his mother with only a mention that his father was a mighty and powerful being from far away who appeared once with a
storm. As he started to grow, it became apparent that Arlath was no ordinary human as his size was comparatively much larger than others his age and he had natural tendencies towards the water. After discovering that he possessed the ability to breath water unhindered he took to salvaging and boating as much as he could to look for treasures to trade with the mainlanders.

In the years that followed, Arlath did everything he could to visit the nearby port cities of Findle and eventually the other port cities on the Eastern side of the continent. From there Arlath learned all the sailoring ways of he cultures he visited while salvaging shipwrecks to make a handsome living. In his early 20s, he had reached his full height of 8 feet and was able to carry as much as ogre with his tremendous strength. While staying in Port City Wingar, a massive dragon turtle had attacked a Findelite trade ship. Arlath made his way to the sailors and saved many from drowning, shortly after making him a local folk hero to the people.

From there Arlath made his way to ports further away in Valskar where he spent much time with the Frost Dwarves who would tell him about the Goliaths of their land and noticed the similarities in their nature. Arlath took especially well to the Dwarven wrestling techniques and eventually became a Reaping Mauler as his mastery of hand to hand combat grew. He uses his tremendous size and strength to throw his opponents, before using his large pugio daggers to finish them off. After winning a wrestling tournament in the Frost Dwarf city of Beskjold, Arlath was awarded a Belt of Dwarvenkind to celebrate his enrichment of their culture.
Dakuwaq

Dakuwaq is an ancient and seemingly mindless personification of the sea. She is often depicted as a great shark that swims endlessly, churning the ocean.

With the lack of any specified Empyrean god of the sea, Dakuwaq is still widely regarded as the lord of all things below the waves.

Dakuwaq is seen as a bountiful provider to some and a pitiless destroyer to others. Many more view the personification of the sea as entirely impartial to the affairs of mortals.

She is still widely worshiped by the elves of the Silver Reach as well as several undersea races.

Her totem animal is the grey shark
Danu

Danu is the personified spirit of life. She is regularly worshiped by many cultures around Ord and was once commonly worshiped throughout the Deltlands. Her worship declined during the spread of Empyrean influence as many of her worshipers consider her and the titan Materan to be the same being. Many others began to venerate Bristol, the Bearer, when the latter achieved her status as a Hero Deity.

Clerics of Danu are protectors of life and will not hesitate to defend the innocent. Her folloers often wear pale green robes.

She is still widely worshiped by the elves of the Silver Reach and the people of Hul and Hara Dhuna.

Her totem animal is a white unicorn.
Alchemy

Alchemy is an influential philosophical tradition whose practitioners have, from antiquity, claimed it to be the precursor to profound powers. The defining objectives of alchemy are varied but historically have included the creation of the fabled philosopher's stone, transmuting base metals into the noble metals, and developing reactive substances like dragonpowder.

Alchemy played a significant role in the development of Findle, allowing the struggling nation to contend with more martially powerful countries. Findle alchemists banded together to found the Alchemerium in Findle city. Findle alchemy differs from mortal science in its inclusion of hermetic principles and practices related to mythology, magic, religion, and spirituality. Alchemists developed a structure of basic laboratory techniques, theory, terminology, and experimental method allowing them to produce some fantastic substances and items.

In Danasia, alchemy takes on a more religions aspect and practitioners often focus on either outward elemental forces called Waidan or Kidan where they turn their alchemical practices inward focusing more on meditation and contemplation.
Amitok Hobgoblin

Savage white-furred arctic hobgoblins native to the Cainscape and Dramhail Bhan, the White Wastes of the North. These hobgoblins travel across the frozen waste slaying and eating anything that wriggles its way through the hundreds of dimensional cracks. The Amitok are not above cannibalism and are absolutely willing to eat Dwarves, Humans, or other goblin-kin if they can. They will occasionally tolerate orcs however, even the hardiest of orcs do not survive long in the bitter cold. The Amitok were never part of the Ibyth Imperium and care very little for their temperate cousins.

Amitok Hobgoblins do not use fire and do not smith their own weapons or even cook their food. They eat anything they can get raw, or impale it and dry it in the wind.

## Religion

Little is known about their religious practices. They seem to worship Rebus, the personification of winter and disease, as well as a type of totemic veneration of winter wolves and Remorhaz. Though what meaning they seem to have is unknown, and Amitok rarely carry on polite discourse.

## 3.5e Stats

In addition to the base stats for Hobgoblins.

* Immunity to cold.
* Vulnerability to fire
* Snow Wraith: An Amitok Hobgoblin may ignore rough terrain caused by icey or snowy conditions and do not suffer any other impairment to their movement or vision caused by such conditons.
* Favored Class: Barbarian.
* LA +1

## 5e Stats

In addition to the base stats for Hobgoblins.

* +2 Dexterity
* Snow Wraith: You ignore penalties caused by difficult terrain due to icey or snowy conditions. You have advantage on Dexterity (stealth) checks to hide in snowy terrain
* Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
* Damage Immunities: Cold
* Damage Vulnerabilities: Fire
编辑基础

Template:PortalTransformer

有意编辑Fates Forever中文维基的朋友，推荐先加**QQ群：325031479**，以下内容为编辑维基中的基础事宜。

## **快速编辑**

Fates ForEver中文维基的主要内容在现阶段是来至于Fates Forever英文维基和英文维基，翻译和编辑一个页面，并不需要什么很好的英语能力（当然，英语好更好），除了名称需要统一之外，你只需要可以借助词典或翻译软件，明白一个大概意思即可，接下来的，便是根据这些大概的意思，配合你自己的意愿进行撰写即可。值得提醒的是：编辑一个维基，更多的是以你自己的理解去编辑，而不是刻板的翻译，英文维基只是提供一个参考，一个相对来说非常完整的参考，而更多的，还是看你自己，只是在观念上，尽量中立。

快速翻译并编辑一个维基，所直接采用的方式便是，找到你想翻译的英文维基界面，点击编辑按钮，再直接全部复制到中文维基中，然后在不改变格式语言的情况下直接进行翻译，补图，简例如下：

```
{{for|the dog in ''Dragon Age II''|Dog (Dragon Age II)}}
<onlyinclude>{{CharacterTransformer
}}</onlyinclude>

"'''Dog'''" is the default name of a [[Mabari|Mabari war hound]] who can join the party at the [[Deserted Farmland]] or [[Highever]] ([[Human Noble Origin]]) and serves as [[the Warden]]'s faithful [[companion]]. Dog is a full party member, counting as a [[warrior]] who has war hound-specific abilities that he can learn, and character specific equipment in the form of [[collars]] and [[kaddis]]. He also has party banter and interactions, as well as a territory-marking exploration game, which involves locating and subsequently having Dog "mark" various points in the different locales the party visits. Doing so activates [[Codex entry: Mabari Dominance|Mabari Dominance]], which is detailed lower on the page. Not all locations have landmarks to mark, however.

```

这是英文维基中，狗的词条一部分，而现在，你如果要把这些搬运到本维基的话，只需简单的在这里做些翻译并修改，一个新的词条的建立了，如下：

```
点击可看：[[狗（龙之纪元：II）]]
<onlyinclude>{{CharacterTransformer
}}</onlyinclude>

'''“狗狗”（Dog）'''只是默认的名字，战獒在完成了荒野的相关任务或者在[[至高堡]]（[[人类贵族起源]]）就可以作为[[灰袍守护者]]忠诚的同伴入队。狗狗是一个强力的队友，作为一个[[战士]]，它可以升级战獒特殊的能力，装备项圈和战纹。它也能参与许多有趣的互动，会标记领土以及在游戏区域内进行探索。通过标记可以激活战獒领域，这是一个很有用的BUFF，但并不是所有地点都找得到地标做领域标记。

```

具体的预览效果可以在沙盘中进行测试，因文章排版需要所以暂不在此列出。

## **编辑范例**

详见：

* 编辑范例（人物）
* 编辑范例（装备）
* 编辑范例（文献）
* 编辑范例（任务）

不完整，会随着词条内容的逐渐增多后才能完善。

## **维基目标**

现阶段中，因为维基才开始建立，所以暂定目标为优先完成起源界面，当然，如果你有意编辑其他内容，也没有任何问题，只是在编辑之处，最好在群内有一个说明。

## **权限说明**

除了部分关键页面会受保护为只有管理员才能编辑外，绝大多数页面只要是注册用户，都可以进行编辑。管理员权限上，管理会比较严格，因为为了防止了维基出现被恶意破坏的情况，如果有朋友想要申请，则需要现任的管理员们讨论后才能做决定。
Chorus Trees

Chorus Trees are the cultural center and place of worship for many copper elf societies. These trees are ancient, tended throughout the centuries by elven druids. The Copper Elves regularly practiced the ancient art of head-hunting, believing that the head housed a person's soul. Heads of honored enemies and ancestors were stored in tree hollows, and over time some trees in the Silver Reach would be nearly all skull hollows. Copper Elves create these trees to serve as a library of knowledge. Through their magics, specifically the Speak with Dead spell Shamans and head-hunters can access ancient wisdom that would otherwise be lost. Nobody is sure how many chorus trees exist, but they are found in nearly every forest occupied by copper elves.

## Places of Worship

Each tree has a semblance of consciousness and somehow knows the location and status of all other chorus trees. The trees themselves are rarely directly worshiped, serving mainly as a mouthpiece with which to communicate with the spirits of nature, known as the "old faiths" by humans.
Cals Wingren

Cals Wingren was a hero from the world of Oerth (Greyhawk campaign setting) who accompanied the Gem Gnome Chimi Chagna on his quest to cleanse the sphere of demonic and aberrant forces, stemming from the events connected to the Second War of Wings. The events of their adventure were known to history through Chimi Chagna's novel *Legend's Fall.*
Astarn Sweetbough

Former home(s)
 Gender
 Race
 Class
 Patron
 Favorite item

Astarn was a perian halfling monk in the 5th age. He occasionally left his monastic study at the House of the Nomad in Dan's Rest to assist his sister in her adventuring career. He and his sister, Rosalie, were hired to explore the abandoned headquarters of a mysterious cult, by a gem gnome scholar named Ardell.
Bhuka Hobgoblin

Hobgoblins are inseprabley linked to the Ibyth Imperium. They are one of the most ancient sentient races on Ord, and are quick to remind others that not all hobgoblins serve the Imperium. Most Bhuka hobgoblins live a life sundered from the rest of their kin. Almost all of these wanderers are fiercely independent and buck the societal norms of the Imperium, wandering into the deepest deserts of Olgun Quisir or serving merchant caravans and traders in the farthest flung reaches of the world. Bhuka's natural ability to find water is a valued skill in much of the world and there are no more shrewd traders than Bhuka hobgoblins. Not that they have any particular skills in trading, simply that they instinctively know who's thirsty and where the water is. This quirk has resulted in most bhuka becoming quite wealthy. They are regular sights around frontier towns, but tend to avoid large cities. Unlike Ibyth Hobgoblins, Bhuka Hobgoblins are usually friendly with elves.

## 3.5e Stats

In addition to the base stats for Hobgoblins.

* –2 Strength.
* Sure Feet (Ex): Bhukas have broad feat and splayed toes that help them travel easily over sand and similar loose surfaces. You can move through rough terrain at full speed, and you can even run, charge, and tumble through such terrain as though it were clear terrain. You also gain a +2 competence bonus on Climb checks.
* Glare Resistance (Ex): Dark skin and long lashes around the eyes protect bhukas from sun glare. You are immune to the Dazzled condition.
* Water Sense (Ex): Bhukas have the innate ability to detect a source of drinkable water within a distance of 100 feet. Doing this requires a Survival check; the DC depends on the depth below ground of the water source, according to the following table.
* +2 racial bonus on Knowledge (nature) checks. Knowledge (nature) is always a class skill for bhukas.
* Heat Endurance: Bhukas gain Heat Endurance as a bonus feat.
* Favored Class: Druid.

Bhuka Water Sense
 10 ft. or less
 11-20 ft.

## 5e Stats

In addition to the base stats for Hobgoblins.

* +1 Dexterity
* Sure Feet: Generations of desert living have enabled you to survive in the wastes, and traverse them with relative ease. You are able to traverse difficult terrain as normal terrain.
* Glare Resistance: Glossy skin and long lashes around the eyes protect bhukas from sun glare. You do not suffer Exhaustion from prolonged exposure to the sun.
* Water Sense: You can sense the presence of water within 120 feet of you. You can use your action to assess how thirsty any creature you can see within your range is.
* Heat resistance: You have resistance to fire damage. You’re also acclimated to the hottest deserts, and have no heightened risk of exhaustion due to desert conditions.
* Way guide: You have proficiency in Nature, and can automatically intuit which direction is North.
Aragoth Hellslay

## Grand Duke Aragoth Hellslay

Grand Duke Aragoth Hellslay was the leader of the Council of Six, and Grand Duke of Thessan. He was an unbelievably powerful arcanist and creator of the gilded pyromancers. He led his house and the Thessan Federation for centuries, owing his longevity to a blessing from the Elflords of the Silver Reach that granted him an extended, elf-like lifespan. Throughout his life, Aragoth Hellslay gathered powerful friends and allies, including Liadon, Dirk the Berserk, and marrying a pricess of Mith'Taern.
Cold Iron (Material)

**Cold Iron** is a rare form of iron left over from the creation of Ord. It has never been molten and will loose its properties and become normal iron if melted or tempered. This makes it very hard to work for the following reasons:

* Care must be taken not to heat the metal too much, lest it loose its special properties.
* The finished product must be hammered from a single piece of ore, as it cannot be smelted.
* Being a tough metal, it is hard to work. Usually, a smith will ruin one or more set of tools working a single piece of cold iron.

Cold Iron ore is worth its weight in gold, and forging cold iron is a long and difficult process adding 100 gp per pound to the price of the base item.

## Weapons

A metal weapon, made with Cold Iron, will cause an extra 1d4 damage to fey, undead, and fiends it it hits them. It also counts as a magic weapon against these creatures for purposes of immunity and resistance. Magic Weapons that are made of cold iron function as normal magic weapons, loosing the cold iron ability unless they are in an anti-magic field.

The Holy Avenger and the Warblade of Azel are both made from cold iron.

## Armor

A piece of armor incorporating Cold Iron gives the wearer (or wielder in case of a shield) advantage on dexterity saving throws from spells and spell-like abilities cast by Fey, Undead, and Fiends. In addition, if attacked by these types of creatures that make contact with the wearer (i.e. bite, slam, touch, etc.), the attacker takes 1d4 damage (as if from a magic weapon). Only metal armor (and studded leather) and metal shields may be guilt or edged in cold iron.

## Cold Iron Barriers

Fey, Undead, and Fiends have difficulty passing a barrier of Cold Iron. To do so, they must first pass a Constitution check of DC 15. This is why some graveyards have cold iron chains surrounding them, to prevent the dead from rising as undead and leaving the graveyard.
Callahax

Callahax was a city-state and later capital of the dukedom of Veldtwiese and the Thessan Federation. From ancient times, the city of Callahax was overseen by House Callahax. It was known to be the oldest occupied city in the country and served as the offical capital city of the Thessan Federation, though most of the true power and influenced was in reality centralized in Redguard. It was the farthest northern city in Thessan.

### Veldtwiese and Callahax

The region of the duchy outside of the cities was known as Veldtwiese, though it was common to call the whole region "Callahax" in the 4th and 5th ages. It was dominated by sparsely populated, rolling, treeless hills, grasslands, and marshes. Much of the population of the region was widely dispersed, but would quickly gather in a massive millitia under the banner of House Callahax.