recursal/Fanatic-Fandom huggingface dataset:
Força Física

## Classificação

**Abaixo da média:** 0 a 50 kg

**Humano:** 50 a 80 kg (A massa de um adulto humano, ou um cão grande)

**Acima da média humana:** 80 a 120 kg (A massa de uma máquina de lavar, ou uma secadora)

**Humano Atlético:** 120 a 227 kg (A massa de um leão maduro)

**Pico humano:** 227 a 454 kg (levantadores de peso olímpicos)

**Sobre-Humano:** Desconhecido (Qualquer nível acima do pico humano que é na sua maior parte desconhecido.)

**Classe 1:** 454 a 1000 kg.

**Classe 5:** 1000 a 5000 kg (Capaz de levantar pequenos caminhões, etc.)

**Classe 10:** 5000 a 10 ^ 4 kg (A massa de um elefante adulto)

**Classe 25:** 10 ^ 4 a 2.5x10 ^ 4 kg (A massa do sino de Big Ben, um caminhão, uma lancha grande)

**Classe 50:** 2,5 x 10^4 a 5 x 10^4 kg (A massa de um caminhão de semi-reboque)

**Classe 100:** 5 x 10^4 a 10^5 kg (A massa de um tanque)

**Classe K:** 10^5 a 10^6 kg (A massa do maior animal)

**Classe M:** 10^6 a 10^9 kg (A massa do maior navio e de pequenas pirâmides)

**Classe G:** 10^9 a 10^12 kg (A massa da população humana mundial)

**Classe T:** 10^12 a 10^15 kg (A massa das montanhas mais pesadas)

**Classe P:** 10^15 a 10^18 kg (A massa de pequenas luas ou pequenos asteróides)

**Classe E:** 10^18 a 10^21 kg (A massa da atmosfera da Terra)

**Classe Z:** 10^21 a 10^24 kg (A massa de grandes luas ou pequenos planetas)

**Classe Y:** 10^24 a 10^27 kg (A massa de planetas grandes)

**Pré-estelar:** 10^27 a 2 x 10^29 kg (A massa que um objeto sólido pode alcançar antes do colapso gravitacional de uma pequena estrela)

**Estelar:** 2 x 10^29 a ? Kg (A massa de estrelas pra cima)

**Galáctico:** (Auto-explicativo)

**Multi-Galáctico:** (Auto-explicativo)

**Universal:** (Auto-explicativo)

**Infinito:** (Contável força infinita por padrões Tridimensionais)

**Imensurável:** (Além dos conceitos Tridimensionais de massa: nível de elevação da hypermassa 4-D pra cima.)

**Irrelevante:** (Além de toda escala Dimensional.)
Manipulação Da Realidade

## Introdução

**Manipulação Da Realidade** é um termo usado para descrever um personagem com a habilidade de manipular a realidade, ignorando completamente as leis da física. Os usuários podem alterar qualquer objeto considerado real. Qualquer decisão tomada no passado, qualquer objeto criado, qualquer movimento, escolha, cor, átomo ou molécula que existir pode ser alterada. Toda a existência se curva à imaginação de um manipulador de realidade. Os usuários podem reescrever as leis da física e em seguida, altera-las em um instante, Universos podem dobrar perante a vontade de um manipulador de realidade. Posso citar os seguintes exemplos: manipulação de realidade inclui apagar coisas da existência, conceder desejos, criar Universos, criar ou alterar a matéria, manipular o Tempo, manipular o Espaço e etc.

## Possíveis Usos

Alterar o tempo. Alterar os elementos da natureza. Mudar a probabilidade. Criar itens, alterar decisões ou eventos. Alterar/Criar matéria. Dar a si mesmo, ou a outras pessoas novos poderes. Capaz de manipular livremente o Espaço.

## Limitações

Em alguns casos, usuários de Manipulação de Realidade podem acabar precisando estar dentro de uma realidade para serem capazes de altera-la, caso contrário eles ficam impotentes.
Resistência

## Tipos

**Resistência A Influências Físicas:** Pode ignorar de forma parcial ou totalmente qualquer dano físico, seja golpes de baixa potência à golpes de potência massiva.

**Resistência A Manipulação De Energia:** Pode ignorar parcialmente ou completamente ataques de energia e várias, ou talvez até todas as formas de manipulação energética. Também permite resistência aos efeitos de altas ou baixas temperaturas.

**Resistência A Ataques Biológicos:** Pode ignorar parcialmente ou completamente os diferentes tipos de manipulação biológica. Além disso, fornece alta resistência a uma variedade de doenças e venenos.

**Resistência Elemental:** Pode ignorar parcialmente ou completamente os efeitos de um, ou até vários elementos.

**Resistência Mental:** Pode ignorar parcialmente ou completamente diferentes formas de manipulação mental. Também fornece proteção contra telepatas.

**Resistência A Manipulação Da Alma:** Pode ignorar parcialmente ou completamente a manipulação da alma.

**Resistência A Magia:** Pode ignorar parcialmente ou completamente vários efeitos mágicos.

**Resistência A Manipulação Material:** Pode ignorar parcialmente ou completamente os diferentes tipos de alterações na estrutura da matéria.

 **Resistência A Manipulação Espacial:** Pode ignorar totalmente ou parcialmente os diferentes tipos Da manipulação espacial. Também fornece proteção contra ataques baseados em Dimensões.

**Manipulação Temporal:** Pode ignorar totalmente ou parcialmente os diferentes tipos de alterações no tempo. Também fornece proteção contra paradas no Tempo, rebobinamento, mudar o curso do Tempo, etc.

**Resistência A Manipulação Da Informação:** Pode parcialmente ou completamente ignorar os tipos diferentes de influências da informação. Também fornece proteção contra o apagamento da existência, também da proteção contra manipulação do tempo.

**Resistência A Manipulação De Realidade:** Pode ignorar parcialmente ou completamente os diferentes tipos de efeitos sobre alterações na Realidade.

**Resistência A Manipulação Conceitual:** Pode ignorar quaisquer efeitos e só pode ser superada através do uso de Manipulação Conceitual de uma escala superior.
Velocidade

## Introdução

A Velocidade relaciona a variação da posição no Espaço em relação ao Tempo, ou seja, qual a distância percorrida por um corpo em um determinado intervalo Temporal. Existem 4 “tipos de velocidade”, entre elas são: **Velocidade de reação**, **Velocidade de Combate**, **Velocidade de Vôo**, **Velocidade de Percurso**.

### Velocidade De Combate

Essa é o termo usado em personagens que podem lutar a velocidades altas.

### Velocidade De Reação

Velocidade de reação é a velocidade na qual um personagem pode reagir a um evento ou ação. Isto normalmente só concede um curto movimento após a reação.

### Velocidade De Percurso

A velocidade com que um personagem ou objeto pode se deslocar do ponto “A” para o ponto “B”, mas é importante não confundir velocidade de percurso com um teletransporte.

### Velocidade De Vôo

A velocidade com que um personagem ou objeto voa uma certa distância, como ir da terra ao sol, por exemplo.

Velocidade de vôo elevada exige logicamente uma velocidade de reação semelhante para poder manobrar quando se aproxima de algum objeto.

No entanto, algumas franquias, como a Marvel Comics, fazem uma grande distinção entre velocidade de movimento regular e velocidade de vôo.

Como tal, geralmente assumimos que as reações regulares dos personagens ou velocidades de combate são aproximadamente equivalentes as suas velocidades de vôo, ao menos que tenham base para contradizer isso.

### Níveis De Velocidade

**Abaixo da Média Humana** (0-5 m/s)

**Humano Normal** (5-7,7 m/s)

**Humano Atlético** (7,7-9,8 m/s)

**Pico Humano** (9,8-12,43 m/s)

**Super-humano** (12,43-34,3 m/s)

**Subsônico** (mais rápido que o olho) (Mach 0.1-0.5) (34.3-171.5 m/s ou 76.7-383.6 mph)

**Subsônico+** (Mach 0,5-0,9) (171,5-308,7 m/s)

**Transônico** (Mach 0,9-1,1) (308,7-377,3 m/s)

**Supersônico** (Mach 1.1-2.5)

**Supersônico+** (Mach 2.5-5)

**Hipersônico** (Mach 5-10)

**Hipersônico+** (Mach 10-25)

**Alto Hipersônico** (Mach 25-50)

**Alto Hipersônico+** (Mach 50-100)

**Massivamente Hipersônico** (Mach 100-1000)

**Massivamente Hipersônico+** (Mach 1000-8810.2)

**Sub-Relativístico** (1% -5% Da Velocidade da Luz)

**Sub-Relativístico+** (5% -10% Da Velocidade da Luz)

**Relativístico** (10% -50% Da Velocidade da Luz)

**Alto Relativístico+** (50% -100% Da Velocidade da Luz)

**Velocidade da luz**

**FTL** (x1-10 Velocidade da Luz)

**FTL+** (x10-100 Velocidade da Luz)

**Massivamente FTL** (x100-1000 Velocidade da Luz)

**Massivamente FTL+** (x1000 + Velocidade da Luz)

**Infinita** (Velocidade que permite se mover independente do Tempo, mesmo com ele literalmente fica parado, ou a capacidade viajar para qualquer lugar instantâneamente, mas não confunda velocidade infinita com Teletransporte)

**Imensurável** (Entidades de Maior Dimensão além do tempo linear e da distância 3-D, e seus conceitos de velocidade. A estatística de velocidade deve ser listada como "Imensurável" apenas se um personagem é completamente transcendental à Distância e Tempo de um contínuo Universal normal)

**Irrelevante** (Personagens além dos conceitos de Dimensões e de velocidade)
Joker

## Sumário

**Joker** é um personagem em Heir to the Stars, também conhecido como “Suggsverse”. Ele aparece como sendo o personagem principal de **Heir to the Stars: Joker**. Ele é descrito como o ultimo Filho do Bem e do Mal. Infelizmente, ele também é um fracasso horrível e não se importa com nada, o que significa que ele nunca percebe seu pleno potencial. Sua história é relativamente curta e cheia de grandes dificuldades.

## Poderes e Status

Camada: **Alta 1-B**

**Nome**: Joker

**Idade**: Inaplicável

**Gênero**: Masculino

**Classificação**: Entidade Cósmica

**Origem**: **Suggsverse**

**Poderes e Habilidades**: Características Físicas Sobre-Humanas, Manipulação Da Realidade, Manipulação Do Espaço, Manipulação Do Tempo, Manipulação Conceitual, Destruição, Criação, Imortalidade, Selamento, Regeneração, Acausalidade, Manipulação De Origem, Manipulação Da Lógica, Manipulação Da Probabilidade, Manipulação De Limites, Incorporalidade, Manipulação Da Causalidade, Manipulação Quântica, Ataques Omnidirecionais, Manipulação Energética, Manipulação Da Matéria, Manipulação Molecular, Voo, Onipresença, Outros.

**Nível Dimensional**: **Inaplicável**

**Potencial Destrutivo**: **Alta Hyperversal** (Por ser um Otogo, Joker é tão poderoso quanto os Ace Of Spades, que são entidades capazes contornar limites Dimensionais. Está acima de infinitas teorias de Dimensão e transcende absolutamente todos os conceitos que existem ou possam vir a existir)

**Velocidade**: **Irrelevante** (Capaz de se manter e de desviar de entidades que enxergam o conceito de velocidade como sendo desnecessário) | Possivelmente **Onipresente** (O próprio afirmou estar em todos os lugares)

**Força Física**: **Irrelevante**

**Resistência**: **Alta Hyperversal** (Capaz de se manter contra entidades tão poderosas quanto ele mesmo)

**Vigor**: Absolutamente Infinito

**Alcance**: **Alto Hyperversal**

**Inteligência**: Alta (É extremamente experiente em combates)

**Fraqueza(s)**: Nenhuma Notável

## Outros

**Vitórias**:

**Derrotas**:

**Batalhas inconclusivas**:
EXIT

## HABITANTES

**Folha, Lápis, Perdedor, David, Spongy, Fogo JR, Partida, Grampeador, Robô, Liy, Dora, David, Pulseira, Buraco Negro, Caneta, Árvore, Travesseiro, Torta, Remoto, Interruptor, Garrafa**

## **EXPLICAÇÃO**

EXIT É a eliminação de BFB Quando quatro-os suga.

## **CURIOSIDADES**

•Em BFB 16, Perdedor e Esponja escapam da EXIT

°Com ajuda de outros competidores

•Em BFB 15, Garrafa Caneta e controle estavam mexendo na boca de Quatro Através da EXIT

°Buraco Negro os Mandava para cima

•Em BPC10 Quatro Tenta Sugar Cinco

•Pulseira é o Único Competidor a ser Sugado pela Boca De Quatro
Jora

Jora was originally a human scientist working for a state-run research group on a faraway world. During a check-up on a strange artifact, an accident occurred that sent Jora to Felarya. Unlike most humans who end up there however, Jora woke up with a gigantic body. Since then, this young, pretty giantess has strolled across Felarya, slowly discovering this strange world and its wonders. Unlike many of the inhabitants of the jungle however, she wears clothes: a short skirt and a shirt that have seen better days, no underwear though, as she finds it not very practical. Jora is a rather clumsy and hesitant individual, not used to fending for herself out in the wild. She used to live an artificial, directed, and relatively easy life in her laboratory, with very little contact with the outside world, not to mention nature.  She is constantly seeking to adapt better to her new environment, although, to everyone who knows her, it's pretty obvious that she will always remain a little clumsy anyway, no matter what amount of training she goes through! Shy and unsure of herself, she tends to think a lot and over-analyze things before taking any action, and can be quickly thrown off-balance when the unexpected occurs.

Jora is a kind-hearted individual, loyal to her friends. If one of them is in need, she will do whatever she can to help them. She is currently living with Tanny, a giant child she has taken into her care. They live in a big cave near the river south of the Giant tree. At first thrown aback by the Felaryan food chain, Jora has progressively accepted it, influenced by other predators and her large size, starting to hunt and eat smaller creatures herself, including humans, as questionable as it may be. She now spends a good part of her time hunting, which is always a rather lengthy process with her. Not only is she clumsy, which often ruins her hunt, but she is also naive and quite easy to trick. She also feels qualms about eating her prey, leaving them in her palm and debating whether she should swallow them or not. This is especially true with stranded people who arrived in Felarya by accident, whose distress she can relate with and who she will let go most of the time; adventurers are another story though. Jora considers them fair game and, if she manages to catch one, they are likely to get a swift one way ticket into her belly or to be brought back home to be fed to Tanny.

In spite of this, she considers Jade to be her best friend in Felarya, and will go out of her way to help her defend Safe Harbor in time of troubles.

==Stories featuring Jora==
\* "A predator ... A PREDATOR?"
\* "Yes, a predator"
\* "Hunting training"
\* "I'm Jora"
\* "The greatest hunter"
\* "She is gone... forever"
\* "Hunting, Humans, principles"
\* "The mysterious wizard"
\* "Questions and more questions"
\* "Power, might and hate"
\* "Jade + Jora's greatest challenge"
\* "Tanny"
\* "A question about food"
\* "Humans, small brains, insights"

* Jora belongs to Ravana3k. Contact

Template:Characters

Template:Basic
Cysewen

### Relatives

Rhonwedd (sister), Margenia (sister), Arvel (son), Mererid (niece), Paloman Royal Family (descendants)

## Biographical information

### Marital status

She prefers to stay unmarried, though sometimes she becomes caught in a whirlwind romance with certain men and women.

## Physical description

### Eye color

Icy Blue

Cysewen is one of the three leaders of the Triadan Pantheon. She is the Silver Goddess of secrets, the sky & heavens, and divine security.

Her divine symbol is that of a skeleton key with the circular handle in the shape of an intricate sealing rune.

Her alignment is Lawful Good.

## Personality

A courageous and chivalrous woman who likes to keep many things about her a mystery. Lady Cysewen can sometimes be hard to decipher, as she clings to the ancient and cryptic prophetic languages of long lost empires.

Her favorite kind of chosen heroes are the ones who never attempt to delve into her past. She doubly appreciates those who are historians, but she also realizes that any chosen hero of hers will suffice.

Cysewen is a very secretive and impersonal being that prefers a more businesslike approach with paladins, clerics, and chosen heroes.

She is also a free spirited woman, always going off and doing her own thing and having her own experiences.

## History

Originally, She and her sisters were mere Demigods living in the ancient beginnings of Efazan, prior to the War of Abaddyon. Though the trio was worshipped by the ancient human empires, it was very few and far in between.

It wasn't until the Demon Abaddyon began devouring the world and its denizens that she and her sisters were ascended to God status, mostly out of necessity by the other pantheons. They had proven themselves in battle quickly, with Cysewen using Serenarian, her legendary blade of silver, to destroy and seal away whole armies of Demons.

It was her and her sisters who dealt the killing blow and sealed away the malevolent force that was Abaddyon, and the Gods allowed the trio to independently rule over the island created from Abaddyon's corpse.

Cysewen then brought over a chosen group of humans and established the kingdom of Paloma, and after living with the humans for some time, gave birth to her first child, who would become the first king of Paloma.

After her son reached adulthood and established the royal family, she rose into the sky and left the Triadans to themselves.

Over the centuries she would intervene very little, though she and her sisters liked to socialize with the mortals. At some point, she had her son Arvel, who she would elevate to God status out of pity.
Knights of Paloma

The Knights of Paloma are a society of royal knights charged with protecting the Paloman royal family and giving aide to the citizens of the kingdom of Paloma. They were noted for following the code of chivalry and wearing silver armaments.

## Living Areas

They are stationed in the capital city of Aria, within the walls of Aria Castle. They once had a stronghold held a bit further into the mountains, but an earthquake reduced it to ruins. The Knights still have rooming within the castle, but the Knights left after the murder of King Broderick and Queen Branwen now live in the four castle towers.

## Pay

Being a Knight has its advantages, such as access to higher-quality armor, weapons, and a decent pay. Most Knights are paid 50 gold a week, and Knight-Commanders are paid twice that.

## Hierarchy

There is a definite structure of hierarchy based on militaristic titles and power.

### Knight-Captain

The Knight-Captain is always the king or queen of Paloma, and there is almost always only one. However, there are exceptions, with examples such as the four Knight-Captains Edouard, Cupidon, Ludivine, and Maude. If the royal family is unable to provide with a Knight-Captain, then one is chosen amongst the Knight-Commanders until the royal family is able to take back over.

### Knight-Commander

The Knight-Commanders are much like generals and commanding officers, giving orders to lesser knights and soldiers in battle and leading them to victory. They tend to be nobility, as young noblemen and women are often pressured into entering the battlefield to help elevate their status in the royal court.

### Knight

Knights are often considered a stronger and more chivalrous version of the common soldier, either serving as guards & watchmen or taking missions to help the citizens of Paloma. They are usually considered the muscle of the faction by many, though higher and lower ranks do their parts as well. Knights travel the most and do the most work.

### Silver squire

Silver Squires are Knights-in-training, tending to the lesser duties (such as tending to the horse, polishing the weaponry, etc.) and training in the arts of combat before becoming a Knight themselves. Squires usually begin their squirehood during their adolescent years, and they graduate to true Knighthood around aged 19-20. Squires are also almost always nobility, as are most if not all of the Knights.

## Armor and Weapons

The Knights of Paloma have a tendency to wear silver armor, varying from heavy to light versions, and wield silver weapons, in the name of Paloma's patron Goddess Cysewen.

Higher-end officers also have badges that signify their ranks, with Knight-Commanders having a complete version of the Paloman coat of arms to tie their capes with, and Knight-Captains possessing a version engraved on the fronts of their armor.

The Knight-Captain always wears a cape, usually of a blue color, and has a special battlecrown fitted with either aquamarines or sapphires.
World of Efazan Wiki

## Monkey

Monkey

Hi I'm Dylan and I wanted to world-build so here's a wiki about the world of Efazan, my D&D universe.

Monkey

Monkey

Monkey

Monkey

Monkey

Monkey

Monkey

## What we do here in the Hell

This is just a general wikia where I world-build with my friends.

Monkey

Monkey

Monkey

Monkey

Monkey

Monkey

Monkey

Monkey

Monkey

Monkey

Monkey

Monkey

## 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
Edouard Charbanneau

Edouard Charbanneau is a Wizard, the high advisor for the Paloman royal family, and co-Knight-Captain of the Paloman Knights in Aria city.

His alignment is Lawful Good.

## Personality

Edouard is a loner by nature, preferring to stay in the castle and study magic than engage the civilians of Aria City. Because of this, he holds a reputation as a mysterious puppet master, and some even question his very existence.

A knowledge-seeker at heart, Edouard studies world histories and magical concepts. He is described as a polymath, possessing a firm grasp on mathematics, sciences, magical studies, and histories of the mortal realm. He is noted as being the main teacher to prince Brychan.

Edouard, possibly due to his habits as a loner, lacks the sufficient social aptitude as his fellow Knight-Captains. He often comes off as cold and calculating on accident, but in reality he often finds himself at a loss in conversations due to social inexperience.

Despite this shortcoming, he is still a level-headed and effective leader, and is often thought as the most mature of the four Knight-Captains.

## History

He was born in the mainland kingdom of Comtois, something he shares with his fellow Knight-Captains.

## Beliefs

Though from the kingdom of Comtois, he is a believer in the Triadan pantheon, favoring the goddess Cysewen. He visits the temple every Sunday to pray to the Goddess trio.
Manipulação Quântica

## Introdução

O usuário pode manipular a física quântica, um ramo da física que explica o comportamento da matéria e suas interações com a energia na escala de átomos e partículas sub-atômicas. A gama de aplicações é quase ilimitada, da manipulação da matéria a alteração na Realidade. Com a manipulação quântica, o usuário pode entrar em Universos paralelos, Multiversos e Realidades alternativas. Abrir portais e várias outras possibilidades.

## Limitações

Em alguns casos, os usuários podem ficar exaustos caso uma imensa quantidade de energia seja usada de uma única vez.
Atilliary Facilities Main Office (1999)

The main offices of the 1999 Atilliary Facilities testing area.

It is located in an unknown heavily forested part of England. connected via tarmac road. It appears in Atilliary Facilities 1, 2 and 3. It is a brick-red building with "ATILLIARY" written in all-caps above it. It contains two windows at the front, adjacent to a parking lot. The parking lot itself has 5 slots and is surrounded by a grate and two toll booths with gates, and some more fencing in between. It has a main entrance and main exit door with it's own marking, with the red-blue yellow-black Atilliary Facillities flag hung above each. Inside, the building has an entrance reception desk, two hallways, a kitchen, a worker's lounge with a reception desk, two offices, a CEO's office belonging to Nigel Router, two functional lifts and entrance to the testing facility. It also has a utility room which changes appearance between the first map and the prequel, being upgraded and enterable in the prequel.

## Atilliary Facilities 1

In 2017 the building has been abandoned and largely damaged from disrepair. Much of the furniture is either broken or missing, along with broken skylights and mossy walls, except for the lifts which are still functional. Vines and grass cover many walls. Depending on either ending, the player gets to explore one half of the building before exiting. The door of the kitchen has become an iron door, locking off the whole interior into two sections, as well as locking off the testing facility entrance.

The kitchen has missing food and the lights on the roofs are mostly missing, creating a dark and wet enviornment. The utility room is also locked off, smaller and mostly empty. Oddly, the doors to enter the facility can be opened from the inside.Outside the flags are covered in grass and vines, and the parking lot is completely replaced with a forest. The only remaining

exterior is the watch-tower and the truck. Even the toll booths and fencing has been replaced by trees. The entrance to the waste disposal factory warehouse is also blocked by trees, but the gate is present in the same position as it was in 1999.

## Atilliary Facilities 2

The building is a fully functioning office building acting as the official entrance to the testing facility, clearly kept well maintained and clean. The whole interior is explorable but the lifts are unusable. It is inhabited by two receptionists and scientists can be seen idling around. The receptionist, the CEO and one of the scientists talk to the player here.

## The Easiest Adventure Map Ever TM

In the secret ending, the building makes a reapperance as a direct port from the prequel, the only difference being that it has been abandoned, and is seen at night-time, directly following the events of the prequel.
Rhonwedd

### Relatives

Margenia (sister), Cysewen (sister), Arvel (nephew), Mererid (niece), Abdiman Royal Family (descendants)

## Physical description

### Height

6'7" (average size), 33 feet (deific size)

### Eye color

Golden yellow

Rhonwedd is one of the three leaders of of the Triadan Pantheon. She is the Brass Goddess of war, strength, and death.

Her divine symbol is an upturned warhammer with a skull engraved within it. Sometimes, the skull is cracked or has shattered at the top.

Her alignment is Chaotic Good, but the range of her followers can be from Chaotic Good to Chaotic Neutral.

## Personality

A fairly action-oriented and serious woman, always keeping her eye on the goal and tenaciously sticking with it until the bitter end. Rhonwedd is not easily deterred.

She's very rough around the edges and can be difficult to serve under, as her dubious morality and aggressive thinking can sometimes lead to serious consequences and even death. Rhonwedd has a tendency to be completely somber in mood, stating that the fight is never truly over.

However, she is fairly rewarding to the truly determined. Her favorite chosen heroes are the vengeful and messy kinds.

## History

Originally, She and her sisters were mere Demigods living in the ancient beginnings of Ezafan, prior to the War of Abaddyon. Though the trio was worshipped by the ancient human empires, it was very few and far in between.

It wasn't until the Demon Abaddyon began devouring the world and its denizens that she and her sisters were ascended to God status, mostly out of necessity by the other pantheons. They had proven themselves in battle quickly, with Rhonwedd utilizing her berserker rage and death-bringing warhammer to fell whole armies of Demons.

It was her and her sisters who dealt the killing blow and sealed away the malevolent force that was Abaddyon, and the Gods allowed the trio to independently rule over the island created from Abaddyon's corpse.

Rhonwedd then brought over a chosen group of humans and established the kingdom of Abdima, and after living with the humans for some time, gave birth to her first Demigod child, who would become the first queen of Abdima.

After her daughter reached adulthood and established the royal family, she rose into the sky alongside her sisters (and her husband Arthfael, whom she had bestowed godhood on beforehand) and left the Triadans to themselves.

Over the centuries she would intervene very little, though she and her sisters liked to socialize with the mortals.
Mererid

### Relatives

Margenia (mother), Cysewen (aunt), Rhonwedd (aunt), Arthfael (uncle), Arvel (cousin)

## Physical description

### Eye color

blue with orange flecks

Mererid is the daughter of a mortal man and the Goddess Margenia, and is the Goddess of love, youth in all of its forms, and the dawn.

She has a few divine symbols, the most notable being a shining crown with a (realistic) heart in the center of it, possibly acting as a kind of replacement for the main jewel.

Her alignment is Lawful Neutral, though her followers usually span the spectrum of Good and Neutral alignments

## Personality

Mererid has the personality of a young maiden, though she shares the free and independent spirit of her mother and aunts.

A hopeless romantic at heart, Mererid ties the romantic fates of mortals together. She is often present at mortal weddings in disguise as a guest. When a relationship is tainted by infidelity and mistrust, her sorrow knows no bounds.

Her worshipers are agents of love, often bringing people together and tearing them apart. They are also destroyers of the undead, especially villainous vampires, who shun the dawn and day and terrorize the mortal realm.

Otherwise, she herself is very uninvolved in the ways of the adventurer or the current events of the world, only ever arriving for fleeting things, such as weddings or balls hosted by nobility.

## History

At some point after the establishment of the Triadan kingdoms of Paloma, Ophesia, and Abdima, Margenia visited the mortal world and fell in love with a human man. Their romantic (and sexual) union caused the birth of Mererid, who was raised in the realm of the Gods and fully deitized on her twentieth birthday.
Margenia

### Aliases

The Golden Goddess, Queen of the Arts, Margenia of the Golden Sun, The Blinding Shield.

### Relatives

Cysewen (sister), Rhonwedd (sister), Mererid (daughter), Arvel (nephew), Ophesian Royal Family (descendants)

## Biographical information

### Marital status

Single by choice, though she's fraternized with many men (and women) in her lifetime.

## Physical description

### Eye color

Deep Green

Margenia is one of the three leaders of the Triadan Pantheon. She is the Golden Goddess of beauty, prosperity, creativity, and the sun.

Her divine symbol is a burning sun that holds within it three diamonds.

Her alignment is Neutral Good, though her worshipers are not restricted to such, and can range from Lawful Good to True Neutral.

## Personality

A woman of finer tastes. She is the easiest of the three Sister-Goddesses to work for, though she does tend to be flaky at decisive moments.

Margenia is a whimsical yet artistic being, and has a flair for the dramatic, being noted for having a stronger reaction than most others. It is also undeniable that she bores easily and favors those that can keep her constantly entertained.

She is also known for being materialistic and vain, resulting in her worshipers resorting to handing her offerings of gold and jewels.

## History

Originally, She and her sisters were mere Demigods living in the ancient beginnings of Ezafan, prior to the War of Abaddyon. Though the trio was worshipped by the ancient human empires, it was very few and far in between.

It wasn't until the Demon Abaddyon began devouring the world and its denizens that she and her sisters were ascended to God status, mostly out of necessity by the other pantheons. They had proven themselves in battle quickly, with Margenia creating powerful holy weapons, such as Cysewen's silver sword and Rhonwedd's death-bringing war hammer, as well as Margenia's own golden shield of light.

It was her and her sisters who dealt the killing blow and sealed away the malevolent force that was Abaddyon, and the other Gods from Mainland allowed the trio to independently rule over the island created from Abaddyon's corpse.

Margenia then brought over a chosen group of humans and established the kingdom of Paloma, and after living with the humans for some time, gave birth to her first child, who would become the first queen of Ophesia.

After her demigod daughter reached adulthood and established the royal family, she rose into the sky alongside her sisters and generally left the Triadans to themselves, though she would come down the most and steer her peoples in a certain direction.

At some point after this, she fell in love with a mortal man and gave birth to a Demigod daughter named Mererid, who would later become the Goddess of love, youth, and the dawn.
The Mere of Dead Men

The Mere of Dead Men is a saltwater swamp located along the shore of the Sword Coast between Waterdeep and Neverwinter. The Mere of Dead Men got its name from the thousands of dwarves, elves, and humans of the Fallen Kingdom who were slain here during the invasion of an orc army many years ago. The High Rode goes along its eastern edge. The swamp is roughly 100 miles long and 30 miles wide along the shore.

The swamp is extremely dangerous. Various monsters lurk in its murky depths and very few civilized races call it home. There are a few villages on its outskirts but most people who once populated the area have been driven out by the rising waters. One settlement of note is Duskhaven, a small blightstool farming village located along the outskirts of the Mere about a mile from the highroad.

The mere is full of trees, vines, islands, and ancient ruins. A deep fog covers the swamp making visibility difficult. Much of the terrain is difficult to traverse and travelers often find themselves in knee-high water. Small canoes can be used to cross parts of the swamp but without the proper skill this can be an extremely dangerous endeavor.

Legends claim that when the Death God Myrkul was destroyed in 1358 above the Sword Coast some of his essence washed into and became trapped in the swamp. This collection of divine/arcane energies caused the dead corpses littering the swamp's depths to rise. These undead roam aimlessly, as they have no necromancer or master controlling them, and pose a serious threat to those unlucky enough to be traversing the marsh.

Bullywugs, giant frogs, various undead, bats and shambling mounds are common in the marsh. Rumors of hags, black dragons, cultists, and slavers have also been heard by the locals.
Saarn Stonehammer

Saarn Stonehammer is an Ironstar dwarf blacksmith who lives on the island of Mintarn. He has light brown hair and a long braided beard, both bleached blond in places by the sun, and his skin is dark and leathery, tanned by the fires of his forge. His age is unknown, but he is older than most other inhabitants in the city. He is an excellent and renowned blacksmith, specializing in maces and armor. He runs Saarn's Smithy. He is unusual amongst dwarvenkind in that he has a love of the sea. His smithy is close to the beach north of Mintarn harbor and he lives in an open-air shack close to his shop.
Milka Asyron

Milka Asyron is a dragonborn sorcerer who lives in Baldur's Gate. She is the preceptor of Fury, a chapter of The Shield.

She is a stiff, awkward person who is driven by a very strong code of honor and her loyalty to the organization. As such, she generally chooses jobs that she thinks will bring honor to The Shield.

Before being courted by and joining The Shield, she was a captain in the Flaming Fists.
Trapdoor Dridders

A species of dridders sometimes referred to as leaper dridders. They are a secretive lot, hiding in the dark corners of Bulvon wood and the dridder forest. They have a particular way of hunting that consists of digging themselves burrows, and standing inside them, concealed behind a thin wall of some sort, usually silk with dirt, leaves, and plants glued to it. When prey is close enough to the mouth of the burrow, they leap at lightning speeds to snatch it. They also possess excellent hearing to help them locate their prey from underground and the ability to recognize each prey item by their distinctive sound and vibrations. Trapdoors dridders have extremely strong legs to help them dig and leap. It must be noted that this allows them to jump to impressive heights or lengths as well, with no momentum needed, similar to sandfall lurkers, although to a lesser extent. This means that if you avoided being caught when the creature leap from its burrow, you are not off the hook yet. Trapdoors dridders are often reclusive, solitary, and rather grumpy too. They don't share the hatred for nagas that the rest of their kind has though.

* Credits goes to Zoekin for the Trapdoor dridders.
Arthfael

### Relatives

Margenia (sister-in-law), Cysewen (sister-in-law), Mererid (niece), Arvel (nephew)

## Biographical information

### Date of birth

Unknown, presumably during or after the Abaddyon Crisis

## Physical description

### Eye color

Brown

Arthfael is the mortal-turned-God of the wilderness and the hunt, and he is often a favored God amongst Triada's Barbarian warriors and Hill Giants. He is also the husband to Rhonwedd, Goddess of war and strength.

His divine symbol that of a deer's skull and antlers, with an arrow carved into the forehead area (frequently pointing upwards).

His alignment is True Neutral, though sometimes it shifts to Neutral Good.

## Personality

Arthfael is described as a carefree yet old-fashioned man, and an avid hunter. He has been known as an eccentric, having the habits of an uncivilized loner, but the personality of one who seems open-minded and social.

Arthfael also has a ferocious desire to protect the natural world and impact it as little as possible, only hunting creatures that are overpopulated and discouraging the destruction of the Triadan forests.

He has a liking for Druids, Rangers, and Barbarians, as they've all usually had a deep respect for nature and animals, and those are usually the kinds of heroes he chooses to represent him.

## History

Arthfael was once a mere mortal man displaced by the Abaddyon Crisis. He ended up meeting and falling in love with Rhonwedd, who then bestowed upon him immortality and Godhood. This took place after they had their first child, who would then become the first queen of Abdima.

He has stayed out of the business of mortals ever since, only wandering their domain within the forests and mountains far from civilization.
Balaena

Balaena is an ancient looking drow woman who is a scholar and researcher. Little is known about her, but she is believed to be very old, even for an elf. She is pragmatic and terse and is less prideful and combative than most drow.

She carries a notebook with extensive notes in it and an ornate pen made to resemble a spider's leg
Case 585.1 - The Hall of Mirrors - Summary

Marish told the party he had found the location of another cube making up the set known as the Zenythri Triplicate. The party set off and discovered an ancient ruin with an opening into a hallway. The ruins consisted of an elaborate trap, but after overcoming the trap, the party found the second cube of the set and returned it to Marish.
Korbo Naburu

Korbo Naburu is a Kenku ranger who works as a scout for The Shield.

Korbo was born and raised in Waterdeep. His flock there was a part of a cult of Pazuzu worshipers. He childhood was spent committing petty theft and vandalism with his flock, but as he grew into adulthood be became increasingly repelled by the religious aspects of his life with the flock. Korbo came to believe that Pazuzu was an evil influence and that although the demon prince may have helped the flock thrive, Pazuzu would ultimately be their downfall. He began to spend more and more time alone until he was rejected by his flock. He drifted around within the city for several years mimicking and learning from people he found interesting. Two figures in particular made an indelible impression on him.

The first was an elf scout and ranger named Ninethu who was frequently employed by Xanathar's Thieves' Guild. Ninethu was an excellent archer and tracker and took a liking to Korbo, treating him as an apprentice of sorts. Much of Korbo's current skill is directly attributable to Ninethu's mentoring. Before long Korbo was being hired himself from time to time as a tracker or scout. It was during one of these jobs that Korbo met Ipaben Bilmorn.

Ipaben Bilmorn is a gnome wizard and artificer who had run afoul of Xanathar's guild. He was in hiding and the guild hired Korbo to track him down. However upon finding Ipaben, Korbo observed him performing a magical ritual and was instantly fascinated by it. He watched intently, and returned home to see if he could perform the ritual as well, without reporting Ipaben' location to the guild. When Korbo found that mimicking the words and gestures used by Ipaben was not enough, Korbo returned and begged Ipaben to show him how to cast the spell. Ipaben agreed to teach Korbo the spell in exchange for Korbo's silence about his whereabouts. Korbo agreed and spent the next few months learning to perform basic magic.

The guild was extremely unhappy about Korbo's failure to find Ipaben and some important people suspected that Korbo had deliberately led them astray so it was made clear to Korbo that he owed the guild money for the botched job. Korbo did not have the money to pay the guild, and so decided that it was prudent to leave Waterdeep and he headed for Baldur's Gate. In Baldur's Gate he met a veteran named Myrf Kyl who was also an excellent archer and the two began to spend time together, finding work here and there. Ultimately they made somewhat of a reputation for themselves and attracted the attention of The Shield, and Korbo joined shortly thereafter.

### **Personality Traits**

Like many Kenku, I am obsessed with flying and I am convinced that someday I'll have wings

I am fascinated by magic and magic items.

I like to mimic people to mock them, especially stupid people.

### **Ideal**

I believe that everyone is responsible to protect their own hide.

### **Bond**

I owe money to Xanathar's Thieves' Guild in Waterdeep for a botched job.

### **Flaw**

I am normally observant and aware of my surroundings, but when I see something that fascinates me, I have trouble paying attention to anything else.
Lift Off! Get Me Off This Planet

## Description

Lift Off! Get Me Off This Planet! is a fast-paced, "gateway" game where you use the moon and spacecrafts to get your Aliens off the planet before it explodes!

The game has a casual space theme and never takes itself too seriously. Lift Off! Get Me Off This Planet! is easy to learn, fast-paced game, where everyone feels engaged and "in it" until someone has won or the planet explodes!

The objective of Lift Off! Get Me Off This Planet! is to be the first player to get their Aliens off the planet using resource cards, action cards, and phases of the moon to escape. If the planet explodes before everyone escapes, the player with the most saved Aliens wins.

What’s special about Lift Off! Get me off this Planet is that lift off points (space vehicles) are all different and often require multiple players to work together to take off. For example, a rocket ship takes a lot of resources and can carry 6 aliens from various players. This creates a great dynamic where initially all players are working together to get, say, the first half of their aliens off the planet, but once it starts thinning people become more competitive and tricky about things using action cards to manipulate the moon, change the board, create tornadoes, etc.

## Board

This game uses a modular board, which means it has numerous parts. For now, all that is provided is a set board for use on a face-up TV screen. The coloration is inconsistent because this board image was pieced together from various images, but the important thing is that it works and is readable. The segments can't be changed, however.

The game board is provided here, if you have a gaming table with a screen face up, you'll have to use a laptop or computer connected to the TV screen via HDMI or VGA. You can open the board in an image viewer and display the board in full screen. How To Fullscreen Game Boards. Remember to click the highest resolution of game boards for the best quality. See Saving Game Boards.
Prime Climb

## Description

Prime Climb is a new board game that uses arithmetic to open a beautiful world of possibility. Players race to be the first to get to the center of the board while avoiding getting knocked back to the start by other players. Highlighting the power of the prime numbers, Prime Climb is mathematical, deep, creative, and fun.

Each player controls two pawns that start at the 0 circle. Players take turns rolling two 10-sided dice and applying the values to their two pawns using any of the four basic arithmetic operations: addition, subtraction, multiplication, and division. The first to get both pawns into the 101 circle exactly wins the game! Be careful: if another player lands on you, you get sent back to the start. Along the way, players who land on the red circles collect Prime cards—some are helpful now, some are helpful later, and a few are trouble!

One of the great innovations of Prime Climb is the coloring scheme. Each of the prime numbers less than 10 has its own color: 2 is orange, 3 is green, 5 is blue, and 7 is purple. After 10, each prime number is red. Any number that is not a prime is a mix of colors that corresponds to its prime factors. For example, 14 = 2 x 7, so the 14 circle is half orange and half purple.

The color coding allows players a way to quickly analyze the factors and multiples of the numbers on the board. This helps players check their multiplication and division, and even allows kids who haven't yet learned multiplication to play the game.

## Cards

We only have a few example cards. Please feel free to upload pictures of all the cards. It would help a lot!
City of Amber

The City of Amber is an ancient city in the astral sea. It is built upon the back of a massive and impossibly old creature resembling a petrified amber jellyfish. The city is home to over 20,000 people and is governed by a city council. It is a hub for trade of unusual items and arcane knowledge, and also produces large quantities of an apple brandy which is in high demand amongst githyanki and other denizens of the astral sea.
The Velvet Tome of Hospanykka

The Velvet Tome of Hospanykka is an ancient book bound in deep purple velvet. The cover never seems to accumulate dust. The book is an informal accumulation of notes and scribblings on various arcane subjects. There is debate among scholars as to whether the writings represent the thoughts of a single individual or multiple authors.

There is a copy of the book in the library at the Shattered Temple in Sigil.

Excerpt 1:

> It is known that the language of the ancient Zenythri has esoteric and inscrutable properties. The spoken language has been lost in the mists of history, only written characters remain. These are bizarre and unsettling glyphs with strange geometric properties and fascinating mathematical implications. Words written in the language resist magical deciphering and all the usual spells may be applied to them without revealing their meaning. The only known Zenythri word which has an accepted pronunciation (although there is no consensus as to a translation) is "Adoransh" or sometimes the related "Adyraant," which has strange numerological properties. In fact upon entering the astrolo-phonetical equivalents into my own formulae the result was, dare I say, incendiary, and my eyebrows have not yet grown back. Perhaps an area for future research.
>
>
Bahera the Potter

Bahera the Potter is an old retired wizard living in a stone tower in the Tome District of the City of Amber. She is very old, but is spry and energetic, with flowing silver hair and a pleasant disposition. She prefers to discuss her pottery, but is willing to share knowledge from her long career as an adventurer.
Close Friend/Badges

* Badge
* Cohesion

This is the badge of our friendship. It display different badge for certain point of intimacy.

**How to get Intimacy points:**

* Sending CF Flowers
* Dance with them (Max of 3 times each day)

By upgrading our badge, we also leveling our cohesion. When the cohesion upgraded, we can claim accessories that are permanent.
Fury

Our party belongs to Fury, one of two chapters in Baldur’s Gate. The chapterhouse is in the Lower City near the east docks. Fury is the newer chapter in Baldur’s Gate, having only been established in 1482, just after Bhaal returned.

The preceptor is a dragonborn sorcerer named Milka. She is a stiff, awkward person who is driven by a very strong code of honor and her loyalty to the organization. As such, she generally chooses jobs that she thinks will bring honor to The Shield.

Our handler is a human named Wyndel. He generally assumes that every job will be our last.