recursal/Fanatic-Fandom huggingface dataset:
Goldielocks

**Goldielocks** is a minor character in Super Counters.

## Description

She is a young golden retriever that lives in a cottage not to far from the Number Clubhouse. She is best friends with Bear.

## Looks

She has light brown fur and has golden hair and wears a navy blue bib.

## Trivia

* She is based on the fairytale character Goldilocks but her name is spelled differently.
Little Bo Peep

**Little Bo Peep** is a minor character in Super Counters.

## Description

She is one of the Super Counters' friends, she has sheeps that lives with her.

## Looks

She has brown and white fur, she wears a white dress with a pink scarf like bow. She wears a brown sun hat.

## Trivia

* She is based on the fairytale character, Little Bo Peep.
321 Go!

## Episode

### Next

Sorting Day

**321 Go!** is episode 7 of season 1 of Super Counters.

## About

The Super Counters have 3 rescues in one day.

## Characters

* David
* Flower
* Happy
* Lola
* Blather
* Ginny
* Pip and Pop
* Mrs. Rabbit
* Uncle Cat

## Locations

* David's Mound
* Flower's house
* Shoe House

## Trivia

* This is the first time that the Super Counters have more than one rescue.
Flower

**Flower** is a character in Super Counters.

## Description

Flower is a friendly white cat that is the members of the super counters that has the power of patterns. She likes to take naps.

## Looks

Flower is a cat with white and black fur.

## Trivia

* She likes flowers since her name is flower.
* She has the power of shapes.
* Her favorite shape is a triangle as revealed in Saving The Number King.
* Flower likes to take naps which all cats like.
* She is based on the fairytale character, Flower L. Petals.
Ginny

**Ginny** is a character in Super Counters.

## Description

Ginny is a dog and a member of the super counters. He has the power to make numbers into numbers. He likes to eat treats like biscuits.

## Trivia

* He likes to eat biscuits all day long.
* On every rescue, he takes lots of biscuits in case he gets hungry during the rescue.
* He likes going to outer space since he and the other super counters members went in the episode, Shapes In Space.
* He is based on the fairytale character, Ginny from Ginny rides a magic boat.
Pip and Pop's Parents

**Pip and Pop's Mom and Dad** are minor characters in Super Counters.

## Description

They are unseen and never shown in all episodes. Pip and Pop mentioned them in What's Inside The Egg about they told Pip and Pop that they hatched from blue eggs.

## Looks

It's unknown what they look like, they might resemble their son and daughter.
Divine Hail

The Halls of the Divine Hail. The faction of those that are holy those often being Paladins and Clerics. Those of the Divine Hail often carry burdens of redemption or quests gifted by their betters.

Unlike other factions, the Divine Hail is more of a faction to connect others of holiness together and less about enforcing some type of order. The Divine Hail aims to provide a voice for the creators as it links paladin to cleric and cleric to paladin.

The Divine Hail's more advanced ventures usually delve into rogue beasts of the creators that have since severed their devotion to the creators.

The Halls of the Divine Hail are primarily based at Agwire City in the Driftwood Coast.
Flower's Birthday

**Flower's Birthday** is episode 1 of season 2 of Super Counters.

## About

David makes a flower doll for Flower and it blows away by the wind.

## Characters

* David
* Flower
* Happy
* Lola
* Blather
* Ginny
* Pip and Pop (cameo)
* Belinda (cameo)
* Uncle Cat

## Locations

* Flower's house
* Fairytale Land Park

## Trivia

* This is the first episode of season 2.
* This is the first time in a episode where someone has a birthday.
* This episode premiered on the day that Jack's Big Music Show debuted on Noggin.
* This is the first time that Flower has not been in a mission or rescue.

## Errors/Goofs

* There was 3 deleted scenes, the first was where the gang was wrapping up presents for Flower's birthday and the editors scrapped that and edited where David is at his house showing the viewers Flower's new doll. The second was where the Super Counters went to their friends house to see if they seen the doll and the editors scrapped that and edited where they was looking for it. The third was where David was wrapping the doll and the editors deleted that and edited where they are at Flower's house.
* When the gang are at Flower's house, Blather vanished and a scene later, he reappeared.
Flyaway Mittens

**Flyaway Mittens** is episode 4 of Season 2 of Super Counters.

## About

Flower got new mittens from her mom in a different country.

## Characters

* David
* Flower
* Happy
* Lola
* Blather
* Ginny
* Flower's mom (mentioned)
* Uncle Cat

## Locations

* Flower's house
* Fairytale Land Forest

## Trivia

* Flower mentioned her mother in this episode.

## Errors/Goofs

* When the Super Counters was seeing the mittens flying in the sky, Blather's hat disappeared and a scene later, it reappeared.
* There was one deleted scene where the Super Counters was in their clubhouse and Flower came to shoe them her new mittens and the editors scrapped that and edited where they was at Flower's house.
Edashore Reach

**Edashore Reach** is a route in the Orbtus Region. The Cosmic Caverns are found here.

## Pokemon

### Surf

* Tentacool
* Wingull

### Grass

* Linoone
* Pelipper
* Bibarel
* Absol
* Tangela
* Clefairy

## Trainers

* Gentleman Archibald
	+ Granbull Lv. 39
	+ Zebstrika Lv. 39
	+ Stoutland Lv. 39
* Expert Evelien
	+ Staraptor Lv. 40
	+ Hariyama Lv. 40
* Hex Maniac Lalia
	+ Gengar Lv. 42
* Hiker Flint
	+ Nosepass Lv. 40
	+ Crustle Lv. 40
* Crush Kin Jack & Oona
	+ Scrafty Lv. 40
	+ Toxicroak Lv. 40
* Ruin Maniac Jeremy
	+ Steelix Lv. 42
* Ace Trainer Amanda
	+ Gallade Lv. 42
* Fisherman Ewart
	+ Tentacool Lv. 40
	+ Tentacruel Lv. 40
* PKMN Ranger Brooks
	+ Vanillish Lv. 40
	+ Galvantula Lv. 40

## Items

* Soft Sand - Given
* Revive (Hidden)
* Full Heal
* Iron
* Carbos (Hidden)
* Full Restore
* TM24 Thunderbolt
The Sellsoul Dreamers

Bound to patrons and rituals. The Sellsoul dreamers are none other than the faction for those willing to sacrifice themselves in service of a greater force or alternatively for the world.

The Sellsoul Dreamers are primarily comprized of Warlocks and Bloodhunters. Those affiliated with this faction are provided the services needed for rituals, contacting their patron and most importantly performing the tradition of dreaming. Dreaming is a tradition hosted by the Sellsoul Dreamers which is performed to meld dreams together to share memories and spend time together within their dreams. The most esteemed of the dreamers also retain a greater power rarely shared derived from dreaming that reaches out to an outer world beyond most peoples reaches.

The Sellsoul Dreamers are based at the Driftwood Coast in the city of Valiceland. They have no official bases outside of Valiceland. Only unofficial.
The Ethiereum

## Ethiereum

The Ethiereum is constructed out of 5 different sectors run by each of the 5 creators of the world. The creators are the Major Deities of the world. here, each sector floats as groups of islands with one of them being the home of the creators of thoes islands.

### Moonblood Isles

The segment of the Ethiereum of blood and gore. Each island is formed from corpses and the wind screams in agony. The creatures that live here are ever tortured by their mangled forms often killing themselves by tearing their body parts off for weapons. Here is a place of pain and death. Slayin rules here.

#### Slayzin

Slayzin is the Major god of slaughter, torture, and death. His realm in the Ethiereum consists of warm flesh and blood with creatures formed as amalgamations.

### Ashenlore

The industrialization of the burning isles of Ashenlore reside within the Ethiereum. Its formed of molten and solid metals with volcanic fiery behaviour. Charred trees are what is left of the segments vegetation. The creatures that remain here flame and burn. They act as a army of work constantly getting things done in the islands many facilities. Emberseer rules here.

#### Emberseer

Emberseer is the Major god of industry, fire, and destruction. His realm in the Ethiereum consists of machinary, and volcanos. The creatures that live here are usually drawn from other Ethiereum realms and changed to fit Emberseer.

### Pillow Clouds

The Pillow Clouds are a fluffy place of snowflakes and thick vapours great enough to walk on. Here, air runs fresh and free even while the thunderous storms brew. Creatures that live here are often used to cold climates and are speed for their type. Everything is there for the presevation of knowledge. Aerophyr rules here.

#### Aerophyr

Aerophyr is the Major god of Aero, Cold, and Knowledge. Their realm in the Ethiereum is made of ice and storms. The creatures of Aerophyr are slim and are adapted to living in the cold like Yetis.

### The Canyon

The Canyon is barron formed of rock and dust. Its creator as does its creatures are dipomatic as ever and protective of their islands ensuring no modifications are made to their raw world. Their creatures are made as rock-like structures and heavy armours. Geovale rules here.

#### Geovale

Geovale is the Major god of Earth, and Diplomacy. Their realm consists of desert and mountaineous landscapes with creatures often formed of rocks and flint.

### Rainbow Stalks

Here is where plant life greatly blossums. The rainbow stalks are well hydrated and natural as ever. Creatures that live here often find homes in the foliage such as shrooms and hollow trees. Everything here for the most part is more familiar to the commoner. Vitality rules here.

#### Vitality

Vitality is the Major god of Life, Mystitism, and Justice. Their realm is filled with plant life and creatures alike mostly of which are well formed very functional individuals.
Avalonian Shield

## Avalonian Shields

The Avalonian shields is primarily comprised of Fighters and Sorcerers. They are an extremely common faction to come across as they operate very hands on often getting involved with wars, and bandit extermination.

Those in the Avalonian Shields maintain order and balance in the common lands protecting those that are incapable of protecting themselves. Naturally, they are well respected because of this, and are well recognised. Avalonian Shields have worked as entire armies, or working groups similar to mercenaries but with duties operating out of the factions outposts throughout the lands of Calintrov.

The home base of the Avalonian Shields is in Kentilotaville.
Rodrigo Eragon

### Aliases

His Excellency, Count of Safira (inherited titles), Grand Marshal of Arrateo (official title) Rodrigo Redhand (personal epithet)

### Affiliation

Kingdom of Arrateo (citizen)House Eragon (head)

## Physical description

### Weight

183 lbs

Rodrigo Eragon is a member of the Arratean nobility, and is the Count of Safira and the Grand Marshal of Arrateo. Lord Rodrigo has served in that office for decades, and is viewed by many as the most formidable general in all the nation. Strong willed, stolid and harsh in justice, Rodrigo is a man well respected and feared throughout the continent.

## Biography

Rodrigo was born in 1162 of the Communal Era, in his father's seat at the castle of Safira. Rodrigo had two younger sisters, Valentina and Serena.

When Rodrigo was 18, he put down a revolt staged by one of his father's viscounts. After defeating the foe in the field, he besieged their castle, denying all offers of parley, and leveled their castle by subjecting it to eight days of trebuchet bombardment. This act earned him the attention of King Louis Vingalmo, who appointed him to act as his Grand Marshal, seeking to fill his council with young, vigorous men.

In 1187, Rodrigo led the campaigns against the Marshwraith outlaws, who were believed to be sponsored by the Doge of Ventos. Rodrigo eventually captured their leaders, and had them all burned alive, which earned him the epithet "Rodrigo Redhand".
Malfin Bill

First portrait of Malfin Bill (32x32 upscaled)

## Background

Malfin bill

**Initiative:**+2

**Passive Wisdom (Perception)**: 10

 Score Bonuses
 Total Score
 Modifiers

## Trivia

* Malfin Bill is the only character who has a servant/pet.
* Malfin is just called Bill for short because of a loosely made Left 4 Dead joke.
* The player of Malfin used to play a rogue lizardfolk called Kah who after he left turned into a running joke as a lizard that liked to cover himself in oil and gave the other characters free stuff in return for their oil. To which the player of Magni would always reply "Anything can be bought and sold for the right oil!" in reference to Jontron.
Simple Weapons

## Weapon Special Properties

### Torchpike

When the Torchpike is lit with natural or magically damaging fire, it deals an additional 1d4 fire damage on a hit.

### Yklwa

A yklwa (pronounced YICK-ul-wah) is a simple melee weapon introduced in Tomb of Annihilation. It's the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing (range 10/30 ft.).
The Homestems

The Homestems are a faction containing mostly druids and rangers. The Homestems work with and similarly to Avalonian shields in more remote areas.

The Homestems are hunters, naturalists, and animal keepers. They often remain in groups alongside animals normally assisting villages and remote civilians while progressing in their own goals. The influence they have gained have made the Homestems very recognisable and a friend to many.

The Homestems don't have a home base, but various tribes through mountainous and foresty locations usually keeping trade routes between each other.
Warren Bam Bam

First portrait of Warren Bam Bam

## Background

**Initiative:**+2

**Passive Wisdom (Perception)**: 13

 Score Bonuses
 Total Score
 Modifiers

#### Spells

* **Cantrips:** Eldritch Blast, Prestidigitation, Chill Touch, Fire Bolt, Light, Mold Earth
* **Level 1:** Hideous Laughter, Dissonant Whisper, Arms of Hadar, Hex, Expeditious, Shield, Catapult

## Trivia

* Warren Bam Bam was named by a selection of random australian aboriginal name generations.
* Warren Bam Bam was created out of the protagonist of Spelunky, Steve Irwin, and Indiana Jones
Fablebrew Forge

Inventors, entrepreneurs and artists. Fablebrew is the great faction that brings together more often Bards and Artificers. People willing to share and work with others of Fablebrew are welcomed to their ranks.

Fablebrew aim to collect and preserve the creations of man. Music, visual art, creations and writing they keep close in their libraries and museums throughout the world the most prominent being in New Haven City of Ubhetldresh.

Notably about Fablebrew. Those they house are responsible for creative and resourceful inventions both non-magical and magical.
White

First portrait of White (32x32 upscaled)

## Background

 White comes from the village of Mistral in Ester where his people and family remain. In this village he trained a few years doing casual deeds for the Avalonian Shield eventually becoming a Paladin but for reasons of his own refused to restrict his duties to an oath. Once he felt his work in Ester had completed his begun to research about ancient artifacts and magical items that'd bolster him further than he already is. Become stronger. Become better than many of Calintrov.

 With his eyes set on something in the Driftwood Coast he packed up a large amount of equipment and set off to the City of Valiceland where a man named Eldred would help him attain a object of great power protected and hidden deep in a old abandoned fortress somewhere in the mountains off the coast. Patiently he awaits for him and Eldred to leave Valiceland and go out to this powerful object. But not until they are let out of town and have a team great enough to withstand the dangers that await.

## Character Information

#### Statistics

**Max Hitpoints:** 31

**Initiative: 0**

**Passive Wisdom (Perception)**: 10

 Score Bonuses
 Total Score
 Modifiers

#### Racial Features and Traits

* Dragonborn Ancestry Snow (Resistance to Cold, Cold Breath Weapon)
* Heavy Scales (AC = 13 + Dexterity, Cannot Fly)
* Breath Weapon Improvement: Droozy Breath
* Researcher

#### Class Features

* Pact Magic
* Otherworldly Patron: Hexblade
* Hexblade: Hexblades Curse
* Hexblade: Hex Warrior
* Eldritch Invocation: Agonizing Blast
* Eldritch Invocation: Improved Pact Weapon
* Pact of the Blade

#### Equipment

* Warhammar
* Shield
* x5 Javelins
* Chainmail
* Amulet
* Backpack
* Bedroll
* Mess Kit
* Tinderbox
* x10 Torches
* x10 Rations
* Waterskin
* 50 ft. of Hempen Rope
* Bottle of black ink
* A quill
* Small Knife
* Common Clothes

#### Spells

* **Level 1:** Bless, Heroism, Ceremony, Wrathful Smite, Hellish Rebuke, Inflict Wounds

## Trivia

White has the highest Strength score out of the players of Yarntale.
House of Hollowtop Zeal

## Hollowtop Zeal

The house of Hollowtop Zeal is a faction that favour Monks and Barbarians alike. This faction is less commonly known as they originated from the location of thier house (or otherwise known as dojo) deep into the snow of Flakestone.

Hollowtop Zeal are commonly tasked with the job of protecting a special ruin containing what they call, the Lithe which is a old timey artifact that lightly flickers with the energy is now lacks. Left by the precursors, people have found its energy while little rejuvenating and cleansing. As part of tradition in the house, in order to protect this special power, they collect artifacts akin to it and magic goods in the hope to sustain its power for good.

People in Hollowtop Zeal protect Flakestone and those not working at Flakestone search for more artifacts to being and store in the ruins of the Lithe while also working to learn how to channel their own abilities learnt within the house.
Worldward Cloaks

Worldward cloaks are a faction that conducts convert operations and gathers information to sell to those that such information would be of interest to. Here spies, diplomats, and bounty hunters find plenty of work.

The Worldward cloaks are maintained primarily by wizards and rogues. Wizards often have roles of documenting information, extracting information with thier spells and sometimes getting involved with jobs others (usually rogues) are usually assigned to. These being spying, The worldward cloaks do not have any set base of operations but have many outposts throughout Calintrov.
Races

## What is this

Thank you for taking the time to have a look at this PDF. These are all the races we tend to use and their rehashes we had designed too. Almost every race and additional information and subtracted information that I felt was unnecessary.

## Racial Abilities

When I looked at races in D&D 5E I found many of the races are for the most part were unrecognisable from other races in respect to their mechanical abilities. In order to try and change this, I changed certain details about them that makes them much more recognizable such as the Elves ability to derive some memories from flesh. A concept derived from Larian Studios Divinity Series.

Some of these abilities are simply just ripped from racial feats that can be gained as it made it easier to account for. Due to imbalances though, including these abilities are up to the DMs Discretion as shown on most but not all of the racial abilities. All the races have one of these abilities **(But are not mentioned in the wiki as they aren't significant)**

## Racial Freedoms

A lot of the time people would pick races primarily based on the favourability of the racial bonuses relative to their chosen class. For instance Tieflings make good bards not because of their Thaumaturgy spell, but instead its because they get a +2 to their charisma attribute score. To combat this, these bonuses are flexible. So inside of the Tiefling getting a +2 to Charisma and +1 to Intelligence. They instead get a +2 to a score of the players choosing and a +1 to a score of the players choosing. This makes it perfectly understandable for why there would be more Firbolg Bards or Druid Dragonborns.

That being said they aren't devoid of some racial lockdowns. For instance its only gonna be the tabaxi that can always land on his feet with resistance to falling damage. But of course this is a stylistic thing of the race. It isn't a feature that ties a player into choosing the race because its favourable. Its a feature that makes the racial recognizable and stylistic to the players. Its a feature that defines the player a little more broadly.
Hags

Physical Description: Hideous females, wrinkled and shriveled, often possessing claws, thin, greasy hair, and skin colors dependant on their environment.

Traits: Originally a coven of witches given great power over dark magic and immortality by an archfey, hags reproduce by devouring a humanoid female infant, before giving birth to an identical child a day later. The child grows up as a human until the instant it turns thirteen, whereupon it transforms into a hag. Are similar in strength to an athletic human, and possess considerable stamina.

Weaknesses: The touch of iron pains them, and causes their flesh to char and melt.

Magic: Are quite powerful magic users, practicing malicious forms of druidry and witchcraft wherein they steal life force from the land and corrupt it.
Kingsport

Kingsport, formerly named Ruovoirait, is a city in Andvar. It is the seat of House Du Triton, the counts of Le Mer County. The city is the third largest within the Empire of Andvar, having a population of around 760,000. Lying near the northeastern coast of the Summer Sea, Kingsport is a major trading hub, and the bountiful waters that surround it make it a rich center of the fishing industry. Kingsport is also host to a large portion of Andvar's Imperial Navy.
Guild Ranking

## **How are Guild's Ranked?**

All guilds are ranked according to the total number of "helps" each guild has. The top 30 guilds are listed in silver desktop ornament under the "Top Guilds" tab.

## **What are Helps?**

Whenever you click the green "send" button in chat, you not only get a dove, but you also get a "help." You can see your total number of helps at the bottom of your chat screen. You can also look under the My Guild tab to see how everyone ranks as far as helps given. Please remember, you should only be high on the My Guild ranking if you are also requesting regularly! All of our members' helps are added together to get the total number of guild helps for the guild ranking. Everyone's helps reset to zero on Sundays at 8 p.m. EDT.

## **Why do Guild Rankings Matter?**

We like to stay in the top 20 of the Top Guilds list. One of the main reasons is because it helps us attract active members to our guild and therefore remain an active, thriving guild.
Vi'orla Wynter

First portrait of Vi'orla (32x32 upscaled)

*Vi’orta Wynter (Mother and Former Queen)*

*Ranceus (Younger Brother)*

**Alive**

Regis Wynter (Older Brother and 2nd King of Valiceland)

## Background

Vi lived a early life of Solitude. Confined within the walls of Valiceland. Learning all about the wonders of the world from Adventurers that would come to visit the King and offer their services in exchange for the Knowledge of the Elves and Magical items fit for the gods. The older she got the more she trained with her mother and the Maiden Rangers. She spent her days playing games against the Adventurers and learning to play instruments.

She enjoys the company of other races other than Elves and is infatuated with the mysterious design of the “lesser” beings. She also is intrigued with new things to discover. She however hates the those who cower away from justice and run from their problems. She also dislikes those that hide and do not face their partner face to face (Aka Assassins and Rouges). She generally has a happy persona and always loves to be the focal distraction.

Vi’orla Wynter has been motivated by her brothers claim to the throne and fathers assassination to leave, explore the world. Learn from these travelers and become stronger. She has called upon these travelers to take her away and have them “look after her”. Till she can return to the City and perform a Coup.

## Character Information

#### Statistics

**Max Hitpoints:** 23

**Initiative:** +4

**Speed**: 30ft

**Passive Wisdom (Perception)**: 10

 Score Bonuses
 Modifiers

#### Racial Features and Traits

* **Darkvision** (60 ft.)
* **Variant Feature: Position of Power**

## Biography

Vi'orla has long hair that has been tainted with some strange purple dye she has created, by mixing the correct natural ingredients. Her long hair is kept short by tying it back in the back to create a ponytail while at the front she has parted her bangs and let them droop down in front of her ears. Her skin is pale white with smaller spots dotted around her face. While outside of an establishment Vi will skip upkeep of her facial features and opt for a more robust care. Her heads shape follows a sharper

## Trivia

* Vi'orla comes from the main Sept of the Tau, which is a race from Warhammer 40K.
* Vi'orla's design was originally human but was changed when she was leveled down to 3. She also had other character changes like her affection for nature was replaced with her affection to the unknown, like powdered arms and machinery.
* Her faces design is based off Mirage Farina Jenius from Macross Delta
* The idea behind V's Brother came from King Regis from Final Fantasy XV where {TTT} Regis Wynter was a younger evil version of him. Regil's and Rancus' names were spun off from Regis and a
Martial Weapons

## Weapon Special Properties

### Claw

Claws can have a maximum of 3 blades per gaunlet. The base damage with all 3 blades is 1d6 Slashing. Each blade that is lost causes a -2 damage penalty for melee attacks. If all blades are used, the claw blade attacks become unarmed strikes. In addition, each of the 3 blades can be fired individually as projectiles at a range of (20/60) for 1d4 Piercing Damage. These blades require a action each to reload into the gaunlet.

### Wrist Crossbow

The Wrist Crossbow is easily concealed and doesn't obstruct holding weapons.

### Repeater

Repeaters can carry up to 5 bolts at once and each bolt can be fired in an action equal to your multiattack value. The loading aspect of this repeater takes an action to reload 2 bolts to the repeater. Each fired bolt have seperate attack rolls.

### Ultra Greatsword

While carrying this weapon, your speed is halved.

### Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

### Whip

The whip can be used partially as a grappling hook at its capable range.

### Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.

Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Guan Zhandouji

The first portrait of Guan Zhandouji (32x32 upscaled)

## Background

Guan Zhandouji is a former member of Hollowtop Zeal but had been kicked out due to violating their rules and guidelines by desecrating their sanctuary of ancient artifacts. Guided by a new found benevolent being that loosely gives him advice, he is sent away from the House of Hollowtop Zeal on a tradeship to Valiceland where destiny's would ultimately intersect.

With a extremely unhealthy but absurdly tolerant alcoholism he seeks to find the sanctuary of the new found benevolent being in his heads. He believes that when he finds it, he'll transcend as enlightenment would be bestowed onto him. Where this sancturary is or what enlightenment truely is, is beyond him but he is determined to reach it.

## Character Information

#### Statistics

**Max Hitpoints:** 28

**Initiative:**+4

**Passive Wisdom (Perception)**: 12

 Score Bonuses
 Total Score
 Modifiers

#### Racial Features and Traits

* Darkvision (60 ft.)
* Hellish Resistance (Cold and Fire)
* Wings (30 ft. Flying)
* Former Guild Membership

#### Class Features

* Unarmoured Defense (AC = 10 + Dex + Wisdom)
* Martial Arts (1d4+Dex)
* Ki (3, DC 12) Flurry of Blows, Patient Defense, Step of the Wind
* Unarmoured Movement (10 ft.)
* Deflect Missiles
* Monastic Tradition: Drunken Master
* Drunken Master: Drunken Technique

#### Equipment

* Quarterstaff
* x10 Darts
* Traveller's Clothes
* Calligraphers Supplies
* Backpack
* Bedroll
* Mess Kit
* Tinderbox
* x10 Torches
* x10 Days of Rations
* Waterskin
* Hempen

## Trivia

* Guan Zhandouji's character model is based off of Hellboy.
* Guan has a serious arguably unhealthy relationship with alcohol. But it doesn't actually affect him all too much.
* Guan is guided by a benevolent being that loosely gives him advice and offers him something greater than himself in exchange for his service.
Friends & Gifts

# **Friends**

You can have up to 40 friends and we highly recommend you only have fellow guildies as your friends. There are a three ways to gain friends in the game:

* Sending or receiving an invitation code via text, email, or Facebook
* Using the "add" button at the bottom of the Friends tab
* Asking one of your fellow guildies via the My Guild tab. There are two dots to the right of everyone's name. Once you tap on them, one of the options is to add as a friend. The invite can then be accepted in the inbox

# **Gifts**

You can give out 25 gifts to your friends every 24 hours. The gifts contain coins, boosters or access passes to play the paid the locations. Gifts are given through the Friends tab by hitting "give." If you are unable to give a gift, it could be because the member's inbox has too many gifts and they need to accept some, you already gave them a gift within the last 24 hours or you have given out all of your 25 gifts. If the member's gift box is full, please let them know in chat.

We have found the best way to give out gifts is to give out 5 gifts, wait 2 to 3 hours, give out 5 more. Keep doing this until you have given out your 25 for the day. This works well during the Order of the Lily quest as your gifts regenerate every 24 hours and you should always have gifts available to send out should you receive that task.
Collections

It turns out, the more times you are able to combine a particular collection, you receive better and better rewards for doing so. If we all concentrate on one or two collections and save the other collection items (CIs) for our fellow guildies, we can help each other gain those greater rewards.

## **How Does This Work?**

* Select one or two collections of your own

* Feel free to request items from that collection from your fellow guildies

* We do ask that you ask for a fixer 2 to 3 times in between your request for CIs

* Remember to save the items from other collections for your fellow guildies

* We periodically let each other know which items we have to give. There are five total items for each collection, so you will occasionally see a message in chat where we let other members know how many of the five items we have. The message may look something like this: "Karen, I have 1,2,5,0,4 for Caves" This gives me an idea of which items someone has for my Battle in the Caves collection so I am not wasting a request for an item that no one who is currently in the chat has to give.

## **How Do I Choose a Collection?**

* Take a look at the chart below for the collections that have already been selected

* Take a look at the suggestions which are below the chart

* Look through the collections to see which ones you have several items

* Ask your fellow guildies if they have items for specific collections

* Notify Karen which collection(s) you would like and I will add to the chart

## **Here is a list of the who has which collection**

Here are some suggestions collections:

* Fire in the Theater

* Reputation Recovery

* Follow the Trail

* Where’s Sylvia

* Ghosts in the Basement

* Gregory's Story

* Children's Ball

* Guard's Equipment

* Mysterious Criminal

* Rescuing Nightshade

* Strange Gifts

* Mysterious Baby

* Reconciliation

* Criminal’s Punishment

* Ending the Contract

* Unexpected Visit
Vernval Greentrey

Vernval Greentrey is a gnomish wizard and alchemist.

## Biography

A gnome from Ae'dree forest near Amberton who learnt wizardry and alchemy from his community and the folks in Amberton, Vern is travelling the world to see the sights and hear the stories.

## Physical Appearance

Small thin humanoid with fancy green camo-style jacket covered in pockets, dull brown trousers and a giant backpack-box-thing (plant fibres and wood frame, enchanted to be near-weightless)

## Abilities

Alchemy and artifice/enchanting, wizard magic, practical druidic skills

## Skills

Making useful things that he can use, especially out of natural materials that don't require too much refining (e.g wood for staves or carved trinkets, clay/terracotta for potion bottles)

Speaks fluent gnomish and common and passable elvish and dwarvish
Background Art Album

Here you can find pictures of the rooms without all those pesky items in the way. You can see if that vase is clickable, or if it's always there. I'll be adding to this page as I get Invisibility in each room, since that makes it easiest to edit items out - finally, a good reason for Invisibility!

ReceptionGarden SquareNight YardMansionCrooked StreetTheaterCandy StoreShopHatteryLakeWatermillCinemaWinter PalaceObservatoryLotus GardenDawn HotelJapanese GardenMain SquareMagician's HouseBell TowerFortune Teller's RoomOrangeryOld WellFairToy HouseElders' CourtPoetry HallDungeonHot SpringsCouncil RepositoryDockLookout PointSea Museum
### Puzzles

CubesLightsWonder StudioWonder Studio until March 2020Cubes - HalloweenWonder Studio - HalloweenCubes - WinterWonder Studio - Winter
### Archived Art

Garden Square until March 2020Joy Park until July 2020
House Ondvik

House Ondvik is the ruling house of Zeemacht County, within the Duchy of Elderbrand. They are renowned for their stern and fearsome reputation, being infamous for feeding their foes to the krakens that they command.

## Historical Members

### Gustav Ondvik

Gustav Ondvik, also known as the Lord of the Deep, is said to be the bastard son of a fisherman and a merling princess, and is the founder of House Ondvik.
Cambions

## Cambion

Physical Description: Humans, though when using their powers eyes typically change color.

Traits: Born from the union of a human and a devil, Cambions possess a number of magical powers. Always have extended lifespans, and can easily obtain immortality.

Weaknesses: Standard human weaknesses.

Magic: Possess enhanced physicality, depending on the power of their devilish parent. Possess a natural inclination to Dark Magic. Their magic and physicality increase the more they use their power, similar to a demigod. Curiously enough, their full potential is always greater than their devilish parent.
Order of Shadow

Classification: Assassin's Guild

Location: Possess hidden sanctuaries throughout the land.

Structure: Members of the Order begin as Initiates, where they are put through intense training, which of survived, brings their physical capabilities to the absolute peak and transforms them into deadly combatants. Once training is complete, they rise to rank of Acolyte, and are taught the more subtle arts of death such as poison. The next rank up is Assassin, where they achieve full membership and the right to be addressed as “Brother” or “Sister”. Next is the Whisperer, who leads the sanctuary and gives out assignments to Assassins, rarely undertaking them themselves, and are most often those who have greater talents for management than murder, although they are still deadly killers. A Silencer is of similar rank to a Whisperer, but remains active on missions, taking the most dangerous assignments not suited to ordinary Assassins. Leading the Order is the Black Council, consisting of five Shadows and being lead by the Dark Eye. Each Shadow has their own personal Silencer, known as a Black Hand, while the Dark Eye commands the Nightblade as their own personal Assassin. The Nightblade is always the most skilled active Assassin at the time.

General: An elusive group of assassins who operates throughout the land, the Order is the best at what they do.Though the price for their service remains high, the skill and efficiency with which they eliminate their targets makes them well worth the cost. Members are highly trained combatants, their bodies pushed to the absolute limits and their mastery of the art of stealth is legendary. In addition, all members are well versed in poisons, which is one of their preferred methods of murder, as they prefer for deaths to seem accidental unless payed to make it otherwise. Those who possess magical talent are highly valued, and often rise through the ranks quickly.

The Order can be contacted via a ritual that involves the cutting of ones palm with a blade that has caused the death of a living creature, and pressing a gold coin against the wound, all whilst in darkness. The Globe of Blood, a magical red orb within the chambers of the Black Council will convey knowledge of the location of the person who enacted the ritual to whoever touches it, which is then relayed down the ranks to the Assassin that will take the contract.
Girl with an umbrella

**Girl with an umbrella** (her name is Sally) is a character in Super Counters.

## Description

She is a skunk that lives in Fairytale Land and is a friend of the Super Counters. She likes to hold her umbrella around and walks with it.

## Trivia

* She loves her umbrella.
* She is based on the fairytale character, Girl with an umbrella.
Goliaths

### Description

Human and giant hybrids, crafted alchemically by ancient elven mages to serve as slaves within the northern reaches of their empire.

First brought into existence during the Runic Era by mages of the Eternal Empire of Aelilea, goliaths are beings alchemically bred from human and frost giant stock. They were created due to the fact that the orcs, beings of somewhat similar size and strength, were unsuited to cold climates. They were gifted with prodigious strength and resistance to cold, as well as the adaptability and more malleable wills of humans.

## Physiology

### Appearance

Goliaths are powerfully built humanoids that typically stand between seven and eight feet tall, with a few exceptional individuals reaching up to nine feet. They are possessed of grey skin, and pale white or grey eyes that are completely devoid of pupils.

### Aging

Goliaths, having been bred as resilient and hardy slaves, were made to mature rapidly and live long so as to provide more labor. Due to the magical tampering of the elves, they are generally able to live up to the age of around one hundred and twenty years. They reach physical maturity rapidly, with their bodies being fully developed by the age of twelve. Their prime lasts well into their sixties, and by the age of around seventy, goliaths resemble humans in their early forties. By the time they reach their nineties, they resemble fifty year old humans, and their physical abilities will have begun to degrade considerably. A full century of life generally sees them as appearing in their seventies when compared to humans, and a decade or two later they resemble humans in their eighties, which is typically when those rare few who have survived to such an age succumb to the ravages of time.

## Abilities

Goliaths are naturally athletic, possessed of considerable size, strength and endurance, which makes them more than a match for all but the largest specimens of other species. Bred for cold and high altitudes, Goliaths are able to withstand cold better than most other races, only needing to garb themselves in winter clothing for the most absolutely frigid environments.

## Weaknesses

Goliaths, like most other races, can be killed through nearly innumerable ways, such as decapitation, blood loss, starvation, or drowning. Furthermore, they are generally ill suited to hot climates.
Griffin's Eyrie

A view of Griffin's Eyrie and the castle of Hiegendorf.

Griffin's Eyrie is a small valley located high within the mountain range of the Maker's Fingers, within the duchy of Orbany. Hiegendorf, the seat of House Von Erring, is located within it, as are their famous griffin rookeries.

## Description

Griffin's Eyrie is located high within the Maker's Fingers, in the northeastern corner of Griffin Vale. It sits right beside a large, glacial fed lake called Lake Klarwasser, which flows down over two waterfalls into a smaller lake known as Ultho's Mirror, for its famed clear, reflective waters. The Mirror is surrounded by lush fields and a small forest. The only entrance the the Eyrie is a small, narrow ravine which opens near the body of water which flows into the Mirror. A natural bridge, heavily fortified by the men of House Von Erring, spans the water, leading to the stairs carved into the cliff which lead up to the plateau which houses the castle of Heigendorf. Furthermore, the mountainsides surrounding the Eyrie are filled with caves, both natural and manmade, which are able to house griffins. Pathways are carved into them, leading to Heigendorf.
Alphonse Laffente

Sir Alphonse Laffente was a Knight-Captain of the Hand of Raziel, an accomplished member of the order who had slain many heretics and monsters.

## Biography

Alphonse Laffente was the second son of his father, Lord Louis Laffente, the count of Orvoir County. When he was fourteen, he joined the Hand of Raziel. His no nonsense attitude and competence saw him rise to the rank of Knight-Captain by the age of twenty two. However, on a mission to investigate Frostback Tower, Alphonse and the brothers under his command engaged in a skirmish with the vampires there. They were unexpectedly assisted by the Paladin, Sir Reinhardt Van Ursin, who helped them escape the overwhelming numbers present. Alphonse was forced to abandon his protege, Sir Joffrey Rawling, who had served as a Seeker beneath him. Alphonse assumed he had been killed, but Joffrey was in fact captured by the vampires, and unknowingly transformed before making his escape. After Rawling met back up with Alphonse and his comrades after they had retreated to Klauben Keep, Joffrey showed strange signs of illness. Worried for the boy, and wanting to ease his discomfort, Alphonse dismissed the other members of the party, including the Paladin who had joined them. Whilst talking to Sir Joffrey alone, he discovered that Joffrey had turned, and in an attempt to prevent his soul being corrupted (at least to his understanding), Alphonse tried to give Joffrey a merciful end, only to be overpowered and made into his first victim as a vampire.

## Physical Appearance

Alphonse stood at about five foot eleven feet, with short brown hair, brown eyes, an athletic physique and rather plain features.

## Personality

Alphonse was generally terse and to the point in all his mannerisms, and was zealously loyal to the Faith of the Holy Communion. However, belief his tough exterior, he was compassionate, especially for men under his command. However, this compassion ended up resulting in his death.

## Abilities

Alphonse was in good physical condition, and was an adept heliomancer, a cleric able to channel the divine power of the Archangel Raziel.

## Skills

Alphonse was a competent horse rider, skilled leader and tactician., and expert swordsman.

## Trivia

Alphonse was the first person killed by Joffrey Rawling after he became a vampire.
Super Counters in Wonderland

**Super Counters in Wonderland** is episode 5 of season 5 of Super Counters.

## About

The Super Counters accidentally falls into a hole that leads to wonderland.

## Characters

* David
* Flower
* Happy
* Lola
* Blather
* Ginny
* White rabbit (debut)
* Queen of hearts (debut)
* Mad Hatter (debut)
* Cheshire Cat (debut)

## Locations

* Fairytale Land
* Wonderland

## Trivia

* This is the second episode to be an hour long, the first one was Super Counters Saves Christmas.
House Del Lumo

House Del Lumo is believed to be one of the oldest noble bloodlines in the entire continent of Arvinder, dating back to the very dawn of the Heroic Era, and potentially, even before. They are one of the rare few houses who can boast dragonblood in their veins, claiming descent from the altukiin wyrm, Archaeon. They have always been a tremendously powerful house, fabulously wealthy, gifted with magical blood, and a propensity for magic that is unsurpassed throughout the continent.
Kriegsford

Kriegsford is the largest, wealthiest, and most populous city in Rhatnheim, with a population of around 510,000 people. Sitting upon the eastern bank of the River Linnin, it is the capitol of Kriegsford Hold, the southernmost hold within the nation. Founded by the legendary hero, Krieg Crowntaker, Rhatnheim's first High King, it began as a fortress meant to guard the Great Pass (later known as Krieg's Pass). Through its strategic location, sitting along the main route between Rhatnheim and the south, the city has repelled numerous invasions and grown rich through tolls and trade.

## History

### Origin

The city of Kriegsford began as the Tower by Krieg's Ford, in HE 4,297, being constructed near the ford on the River Linnin where Krieg Crowntaker crossed to defeat Kaiser Bruno Von Erring. It is from this act that its name was derived. After the fort was built, Krieg placed one of his younger sons, Ulfric, later to be known as Eagle-Eye, in command of the tower, to guard the Great Pass from future invasions from the south.

The first wooden bridge over Krieg's Ford was constructed in HE 4,358 during the reign Ulfric Eagle-Eye's grandson, whose name has been lost to history.

### Recent History

Kriegsford was besieged by the united armies of Errikar and Tharstead, and their respective Jarls, Abbi Ice-Blood and Ivar Sea-Wolf. Kriegsford's defense was lead by its Jarl, Agmar Storm-Song. The walls of Kriegsford were breached, but Jarl Agmar stood firm, even engaging the ferocious Jarl Ivar in a duel that left both severely wounded.

The victor of the battle, however, was neither of these sides, but rather the Empire of Andvar, whose Emperor Darius IX lead his army to attack both forces, driving the Erikkanians and Tharsteaders away, taking Jarl Agmar and Ivar captive, and conquering the city.