recursal/Fanatic-Fandom huggingface dataset:
Khanate of Baruun

## The Khanate of Baruun

The Khanate of Baruun is a nomadic kingdom in eastern Europe of Mongols who fled westward.

### History

Khan Baatar I was once a noble in Mongolia, but following a major dispute between him and the Khan he decided to flee for his life. To justify this action to his people he told them that they were going to the mythical, legendary and famous "Rome" to plunder the great city, to which 150,000 people had agreed to, and left the country for Europe.

After 20 years of traveling he had finally decided to settle in the empty steppes of what is now Baruun and founded his own Khanate to become a regional power, growing rapidly in size and influence. In 415 the plague spred to Baruun, but the nobility and the Khan had not realised this and thought there was a rebellion in the north west. Later that year Khan Baatar I died at the age of 60 of the Smallpox and his heir, Borijigin I took power. His reign was not as calm as his father and he decided to hold a grand feast where he secretly ordered a large part of the nobility to be purged and a large civil war started, with fighting being mostly by the rich nobility vs the Khanate.

Eventually the Khan won, villages were burned to ashes, and the body count was high.

In recent years the Khanate have grown close to the slavic Ruthenians who are the largest minority in the country, although with more hostility towards the jews in the south.

## The first Steppe war

The first steppe war was a reaction to the aggression of Malhut Safun. They broke their treaty with Baruun and tried to take over the Ruthenian government. When this failed, the king took his own life. The Khan of Baruun and the king of Ruthenia decided to pay back and weaken Malhut Safun. Thus the first steppe war breaks out.

## The eastern invasions

In the year 495 the mongols raided the world. The different warlords in Baruun decided to join the mongols in their raids, greatly humiliating the Khan and attacking his allies. When the mongols retreated, the warlords and Khan started a massive civil war in the year 497. The sides were fairly equal, the combined force of Ruthenia, Baruun and Kostroma all ruled under one Khan. On the other side was the mongol warlords, the "emperor of Ruthenia" and the high king of Kostroma. Together they formed an alliance to overthrow the ruling Yuan dynasty. The war took a heavy death toll on the population, and along with the bubonic plague, Baruun suffered heavily. Eventually, the rebels in Ruthenia was gone, the rebels in Kostroma had overthrown the local government, but the war in Baruun was in full swing. After 14 years of death and misery, Baruun and Ruthenia united into the Khaganate of Avatola. The civil war was over the same year. With the establishment of Avatola, Baruun seized to exist.
Noldorin

Es el dialecto del Quenya hablado por los Noldor en Valinor. En un primer momento fue hablado por todos los Noldor, que se instalaron en la ciudad de Tirion, sobre la colina de Túna, en las tierras de Eldamar. Allí los Noldor vivieron y desarrollaron el Quenya que hablaban, creando este dialecto particular, que era entendido por los hablantes de otros dialectos del Quenya. Sin embargo, con los eventos al final de las Edades de los Árboles y el comienzo de la Primera Edad del Sol, la gran mayoría de los Noldor se exilió a la Tierra Media y su Quenya cambió al Quenya en el Exilio. Por el contrario, algunos Noldor permanecieron en Valinor, entre ellos Finarfin que se coronó como su Rey, continuaron viviendo en Tirion y siguieron hablando el dialecto Noldorin.

El Quenya Primitivo en un primer momento surgió entre los Noldor y los Vanyar, cuando estos se asentaron en Beleriand a la espera de ser llevados por Ulmo a Valinor. Allí estas dos comunidades interactuaron, y el Eldarin Común, la lengua que habían hablado todos los Eldar durante la marcha comenzó a cambiar, transformandose en el Quenya Primitivo. Por contra posición, los Teleri se quedaron al otro lado de las montañas nubladas, y se separaron por ello de los otros dos clanes de los Eldar. De tal manera que su Eldarin Común se transformó en el Telerin Común, y más tarde originaria el Nandorin y el Sindarin.

Una vez que los Noldor y Vanyar cruzaron el mar y llegaron a Valinor, se asentaron en Eldamar, en la ciudad de Tirion y sus alrededores. Allí crearon las bases del Quenya Moderno, sin embargo, los Vanyar más tarde partieron junto a Manwë y Varda, a los Salones de Ilmarin, lo que provocó que su Quenya comenzara a diverger. Así los Vanyar crearon el dialecto Quendyan y los Noldor de Tirion el dialecto Noldorin.
Quenya Primitivo

El Quenya Primitivo es el ancestro del Quenya Moderno hablado en sus cuatro dialectos, el Noldorin, el Quendya, el Telerin y el Quenya en el Exilio, hablados por los Vanyar y los Noldor, al igual que los pocos Teleri, los Falmari en llegar a Valinor.

El Quenya Primitivo se formó en la Tierra Media, y fue hablado conjuntamente por los Noldor y los Vanyar, cuando estos cruzaron las montañas nubladas y se asentaron en Beleriand mientras esperaban que el Vala Ulmo viniera a buscarlos y llevarlos a Valinor. Y es que los Noldor y los Vanyar iban más adelantados que los Teleri por ser menos numerosos. Y los Teleri se asentaron más lejos, tras las montañas nubladas. Al estar separados y en contacto entre si, los Noldor y Vanyar desarrollaron del Eldarin Común el Quenya Primitivo. Los Teleri desarrollaron el Teleri Común, al estar separados de los otros clanes.

Asi pues, el Quenya Primitivo fue hablado por los Noldor y Vanyar hasta llegar a la Valinor, donde comenzó a cambiar y a verse influido por la lengua de los Valar,, el Valarin. Asi de este contacto nació el Quenya Moderno con sus dos dialectos, el Quendya y el Noldorin. Más tarde llegaron los Teleri-Falmari, y absorbieron el Quenya, mezclandolo con el Teleri Común que habían hablado al otro lado del mar, creando un dialecto diferenciado y particular, llamado Telerin.

El Quenya Primitivo fue hablado por tanto por los Noldor y Vanyar en la Tierra Media, dónde surgió, y más tarde a Valinor, dónde evolucionó y divergió en dialectos. Fue hablado exclusivamente en la Tierra Media durante las Edades de los Árboles.
Nísimaldar

**Nísimaldar** significa en Quenya "*Tierra de los Árboles Fragantes*", y era una región en el Oeste de Númenor, cuya ciudad más grande era Eldalondë. En las cercanías de esta ciudad y por toda esta región se plantaron muchos árboles procedentes de Valinor, que los Elfos trajeron cómo regalo para los Númenoreanos desde allí. El puerto tenía el sobrenombre de "*El Verde*" a causa de estos árboles, que crecían siempre verdes y sanos debido a las buenas condiciones climáticas de la zona, cálidas y de lluvias frecuentes. Dichos árboles traídos de las Tierras Imperecederas le confería a esa tierra una beatitud similar a la que podía verse en Valinor y era por tanto la región más hermosa de Númenor. Los árboles daban una fragancia exquisita y esa caracteristica daba nombre a la región.

Los árboles que podían verse en la zona eran:

* Oiolairë (*"verano eterno"*)
* Lairelossë (*"nieve de verano"*)
* Nessamelda ("*amado de Nessa*")
* Vardarianna (*"regalo de Varda"*)
* Taniquelassë (*"hoja de Taniquetil"*)
* Yavannamírë ("*joya de Yavanna*")
* Laurinquë (*"árbol de las* *flores doradas*")
* Malinórnë ("*árbol dorado*")

Tanto la región como los árboles de Valinor que crecían allí desaparecieron de Númenor con la destrucción de la Isla. Sólo el Malinórnë, se salvó al ser llevadas algunas semillas a la Tierra media. Este era el único árbol de las Tierras Imperecederas que crecía al este del mundo.
Finnian (Diplomatic Minister)

Modern recreation of Finnian

Finnian, the Diplomatic Minister of Man: Born the youngest of 4, Finnian spent most of his time with his siblings in their large manor outside of Ubbanford. He was the only sibling to survive the global plague of 415 AD. His father leaded the diplomatic mission that resolved the land claim crisis between Man and Cymria. His father's popular mission combined with Finnian's charismatic personality massively raised his popularity and status until he was eventually elected to the position of Head Diplomatic Minister of the Republic of Man. In this position he became acquainted with the Minister of Defense, Aedan. They had immediate chemistry and spent all their time together. Aedan and Finnian later got married in 439 AD. They had their first and only child, Niall MacFinnian in 441, using Aedan’s sister, Deirdre, as a surrogate mother. Finnian lived happily for the next few years, until the destruction of Ubbanford, where his parents were killed by Scottish soldiers. In a later senate meeting, Aedan fiercely advocated for something to be done about Ubbanford, eventually leading to a violent removal from the senate. Aedan and Finnian begun having "horrific fights", as described by their son. Two years after, during the revolution of Man, Finnian and Niall hid in the senate building. In a fruitless effort to stop the revolt, Finnian tried to reason with Aedan. Aedan stabbed Finnian in the gut, causing his death on the steps of the senate building.
Eldar

Los Eldar son aquellos Elfos, que confiaron en los Valar y aceptaron la invitación de estos a trasladarse a Aman, al oeste. En contraposición, aquellos que rechazaron la llamada de los Valar a las tierras imperecederas y prefirieron quedarse atrás en el Cuiviénen y la Tierras del Este, fueron conocidos como Avari. Algunos Avari posteriormente viajaron al oeste y se reunieron con los Eldar mezclandose con ellos y algunos incluso terminaron marchando a Valinor (como los que se mezclaron con los Elfos Verdes).

En el momento de la partida, los elfos que decidieron seguir a los Valar automaticamente se convirtieron en Eldar. Los Elfos estaban divididos en tres clanes; Los Vanyar, los Noldor y los Teleri. Estos tuvieron su nombre actual con la marcha de los elfos a Aman pero ya existían desde su nacimiento. Todos los Vanyar, la mitad de los Noldor y la mitad de los Teleri emprendieron la marcha al mando de Ingwë (líder de los Vanyar), Finwë (líder de los Noldor), Elwë y en parte Olwë su hermano (líderes de los Teleri) siguiendo al Vala Oromë. Este Vala era quién los había encontrado por primera vez (a excepción de Morgoth) y había vivido con ellos, por lo que era en quién más confiaban en ese momento. Oromë lideró la marcha seguido de cerca por Ingwë y los Vanyar. Segundos iban los Noldor y más atrás y algo rezagados iban los Teleri ya que eran los más numerosos.

WORK IN PROGRESS
Quendya

Es el dialecto del Quenya hablado por los Vanyar. Surgió cuando estos partieron de Tirion y se asentaron con los Valar. Tiene muchas influencias del Valarin, la lengua de los Valar, y es precisamente esta influencia la que lo diferencia del resto de dialectos del Quenya.

El Quenya surgió cuando los Elfos que emprendieron la gran marcha, los Eldar, se detuvieron en Beleriand a la espera de cruzar el Gran Mar hasta Valinor. Esto es cierto sólo para los clanes Noldor y Vanyar, mientras que el tercer clan de los Eldar, los Teleri, se detuvo antes de llegar a Beleriand y por tanto desarrolló otra lengua aparte.

Durante la Marcha al oeste, todos los Eldar de los tres clanes hasta llegar a Beleriand y el oeste de la Tierra Media habían hablado una lengua unificada, conocida como Eldarin Común. Sin embargo, una vez llegaron, este idioma divergió en dos. Por un lado los Teleri, el clan más numeroso, se había quedado parado detrás de las montañas nubladas, desarrollando el Eldarin Común hasta convertirlo en el Telerin Común y por otro lado, estaban los Noldor y Vanyar en Beleriand, que mientras esperaban a ser llevados a Valinor y permanecían separados de los Teleri, desarrollaron el Eldarin Común hasta convertirlo en el Quenya Primitivo, el ancestro del Quenya.

Una vez los Elfos cruzaron el mar y llegaron a Beleriand, los Vanyar y los Noldor, que ahora hablaban este quenya primitivo, lo fueron desarrollando más y más. Los Vanyar vivieron un tiempo en Tirion junto a los Noldor, para luego irse a vivir con los Valar Manwë y Varda a Ilmarin, en el monte Taniquetil. Allí estos tuvieron mucho contacto con el Valarin y menos con sus hermanos Noldor y Teleri. Por lo que sufrieron muchas influencias del idioma de los Valar, que era el Valarin. De esta forma su quenya, la lengua cotidiana de los Valar derivó a un dialecto, conocido como Quenya Vanyarin o Quendya.
Ekkaia

**Ekkaia** significa "*Mar circundante*". Desde su origen, hasta el final de la Segunda Edad del Sol tras el cambio del mundo con el hundimiento de Númenor, se creyó que los continentes de Arda estaban rodeados por Ekkaia.

Así pues, Ekkaia era un océano que se parecía a un enorme río que discurría alrededor de los límites más lejanos de Arda, desde las Puertas de la Noche, al oeste de las Tierras Imperecederas, y las Puertas de la Mañana en el este, luego hacia el sur a través de las desconocidas regiones meridionales hasta regresar a su comienzo en el oeste. Después del Cambio del Mundo en la Segunda Edad del Sol y la retirada de las Tierras Imperecederas de Arda, Ekkaia adquirió nueva forma y sus aguas se mezclaron con las del resto de los mares.
Utumno

**Utumno,** palabra en Quenya que significa "*Submundo*" o "*Mundo Subterraneo*"**,** también llamada "***Udûn**"* en sindarin, equivalente a "*Infierno*", es el nombre que recibe la primera y más terrible de las grandes fortalezas de Melkor, se alzaba imponente y en parte excavada extensamente hasta los cimientos de la tierra en multitud de cavidades y cuevas durante las Edades de las Lámparas en el norte de la Tierra Media. Ubicada en el extremo oriental de las Montañas de Hierro, en un pequeño valle interno de las mismas, muy cerca del Mar de Ekkaia.

En ella conspiró contra los demás Valar y reunió a los Maiar rebeldes, entre ellos los Balrogs, y a otros espíritus malignos. Después de que Melkor hubo destruido las lámparas de los Valar, el imperio de Utumno se expandió en la Tierra Media. Sin embargo, el conflicto con los otros valar seguía siendo inevitable y tras el nacimiento de las estrellas y la llegada de los elfos, Melkor y los Valar entraron en guerra, siendo Utumno la base de operaciones del Señor Oscuro.

Esto fue la reacción a una historia de prolongada destrucción en distintas partes de la tierra media, y tras raptar algunos elfos y convertirlos en Orcos, una de las más horribles abominaciones que Melkor jamás realizó en las profundidades de Utumno, los Valar convencidos por Oromë decidieron atacar a Melkor.

Así pues los Valar se decidieron a guerrear con Melkor por el bien de los recién nacidos Elfos y el futuro de la tierra media durante las Edades de los Árboles. Hasta Utumno llegaron los Ainur para destruir su poder. Sitiaron la fortaleza y Melkor, derrotado por Tulkas, fue encadenado con Angainor y enviado a Valinor como prisionero.

Fue esta la Batalla de los Poderes, y al final de esta Utumno fue completamente destruida y arrasada hasta los cimientos, destruyendo las mayor parte de las abominaciones que fueron creadas en su interior, aunque algunas quedaron sueltas por el mundo (Como la criatura de Moria). Su señor Melkor fue capturado y cargado de cadenas condenado a permanecer prisionero en las estancias de mandos por tres edades.
Session 11: Joe Starts a Heist

Joe Starts a Heist is the twelfth session of Axe-idents in Heels, and the eleventh proper session of the campaign. It continues the quest of finding the arrows, this time with the heist for the third arrows, and is the first introduction of a new party member

## Session 11: Joe Starts a Heist

### **Major Events:**

Joe and the gang arrive at the castle walls, where Joe uses his new avatar to strip it of its structure, causing a collapse. This attracts the guards, but with a sliver of luck he convinced them to leave. He leaves Sparrow, Ko, and Aether stationed outside in case something happens and heads in alone. Disguised as a guard, he sounds the alarm under a false circumstance and against all odds, convince the guards in the castle and the king that the castle is being infiltrated by a thief who wants the king’s treasure.

This causes most of the guards and the kingdom’s Arcane Circle, a group of powerful wizards, to be spread out around the entire place, some with the king, some at the front door, etc. One of the wizards, Feng, really didn’t like the king’s decisions and how the Arcane Circle was the voice of reason (many of its members are either corrupt or inexperienced) in the kingdom, and was smart enough to decipher who Joe really was.

Once confronted, Joe breaks down and tell him everything, expecting heavy consequences. To his surprise, Feng agrees to help him instead. They break out with the arrow and the value of some gold bars(Joe at it again), then plans their next move. After some discussion and favor-pulling Ko, Joe decides they should head to the Port of Liyue where a god of the Earth is buried to receive the final lines of the prophecy.

### **Appearances:**

#### Party Members:

* Feng (First Appearance)
* Joe Bairen
* Sparrow

#### NPCs:

* Koinchenn
* Aether
Session 14: A Game of Pears

A Game of Pears is the 14th session of the Feywild campaign, and the 16th session in the Feywild series. It is the third session of the In Cal's Kingdom arc of the Feywild Campaign, and focuses on Cricket Lilystream's quest to eat the Wakabayashi Pears.

## Session 14: A Game of Pears

### Previous Session

Session 13: Ruby Castles and Emerald Groves

### **Major Events:**

As Edamame, Levi and Aldo research in the library, Chalamastia and Raz continue their tour of the castle, with Chalamastia noticing there are no bedrooms, and that we're skipping over many rooms. Chalamastia tries too many corny pick-up lines. Turnip decides to eat a pear from the Wakabayashi Tree, and begins to feel a bit tingly, and heads over to the library.

At the library, Turnip meets up with the rest of the crew, and they head back to the castle. At the castle, Aldo heads to the kitchen to make tea, and Edamame asks to speak to Raz alone, who through the convincing of Chalamastia, refuses, and states that Ed can say anything to her to the rest of the group. Edamame simply wishes to know if Raz is truly willing to help him learn about his family, to which Raz confirms. Cricket snatches another pear, and Aldo and Edamame chase after him to stop him from eating it. The numbness in Cricket's body has spread to his arms.

In the kitchens, Aldo is finishing up tea prep and has begun making snacks. Edamame and Aldo catch up to Cricket and catch him, trying to convince him not to eat the pear, but he refuses. Edamame tries to explain that Cricket needs to regurgitate the already eaten pear, but he refuses again. Cricket's whole body becomes numb, and his legs begin to walk around randomly, with Edamame setting him down to try to think of how to solve this issue. Before any solution could be reached, however, Cricket leaps at Aldo, ready to attack.

### **Appearances:**

#### Party Members:

* Aldo Zolis
* Chalamastia
* Cricket Lilystream
* Edamame Senpai
* Levi Dravicus
* Persephone
Session 4: Puzzles and Exterminating a Moth

Puzzles and Exterminating a Moth is the fifth session of Axe-idents in Heels, and the fourth session of the campaign. It follows the continuation of the first quest in Hallownest given to the Axe-idents Crew, and the meeting of a new ally.

## Session 4: Puzzles and Exterminating a Moth

### **Major Events:**

We poke around at the crossroads until we find doors. We then solve a puzzle, kill some beetles, and unleash an octopus Eldritch god who’s now our companion. With the god at our side, we track the Radiance and retrace our footsteps until we find that the floor in one of the chambers has opened into a glowing crack. As expected, Raz jumps down into the crack, and we find the Radiance down there. We fight the Radiance and petrify it with a sword we found, do some cleanup, and leave Hollownest.

### **Appearances:**

#### Party Members:

* Joe Bairen
* Raz Cal
* Sally
* Sparrow
* Zasag

NPCs:

* Koinchenn (First Appearance)
Session 1: The Belt of Deltora

The Belt of Deltora, not to be confused with The Belt of Deltora or The Belt of Deltora (book), is the first session of the Untitled Deltora Campaign, and the fourth session in the world of Deltora. It follows the founding of the main Deltora party, and the beginning of the quest.

## Session 1: The Belt of Deltora

### **Major Events:**

In a tavern in Del, Cass gives Capitus a drink, and turns to serve her regular customer, Jarred the Blacksmith. At the same time, Kang, Flower and Eimyr arrive in the city, and after convening with Anna, go to the bar to show Jarred the retrieved Belt of Deltora. Twig, having followed the trio from Broome, stares through the window, until Cass gets mad and Twig is let into the tavern by Jarred.

The trio shows Jarred the book, and he goes back to the forge to retrieve something. Cass gets everyone drinks. When he comes back, Jarred shows them the Belt of Deltora, the actual belt, and begins to tell them about how much this means to the resistance, when Cass leans over and tells them that illegal items and activities aren't allowed in the bar, and they should take that upstairs. Capitus, attempting to pretend to be drunk, pockets the book without anyone noticing, but Cass and Jarred spot him, and Jarred attempts to stop him while Cass tries even harder to get them out of her tavern. They continue to argue, when Twig sneaks from the back of the bar and steals the belt, running out of the bar with it in his mouth.

Kang immediately bursts into action, and tackles Twig, sending the belt sprawling. The pod of grey guards stationed in the street, however, jump into action, telling both of them they're under arrest. Kang however, jumps into them, killing three of them instantly. Cass stabs one in the neck, and Capitus and Twig take out the last one with a rapier-in-the-chest/crossbow-to-the-head combo.

Jarred, seeing the potential of this group of six to save the people of Deltora, offers them a quest, to retrieve the Gems of the Belt of Deltora, and save Deltora from the Shadowlord. Most people are in, but Capitus haggles to get Jarred to promise he would get a head of hair by the end of the quest. Once everyone is decided, Jarred invites them into his house to do some planning.

### **Appearances:**

#### Party Members:

* Capitus Joe Mamá
* Cass
* Eimyr
* Flower
* Kang
* Twig (First Appearance)

#### NPCs:

* Jarred the Blacksmith
* Anna
Annie Wright Dungeons and Dragons Wiki

**Welcome to the Annie Wright Dungeons and Dragons Wiki!**
If you're here, you probably either are in, was in, or are hoping to join Annie Wright Upper School's D&D Club. Well if so, this Wiki Fandom is created with the express purpose of helping you navigate the wonderful world(s) of Annie Wright D&D!

## Important articles

PlaceholderCampaignsPlaceholderCharactersPlaceholderThe WorldPlaceholderPlayers
Session 7: Raz Gets in Trouble

Raz Gets in Trouble is the eighth session of Axe-idents in Heels, and the seventh proper session of the campaign. It picks up right after Session 6: The \*Prophecy\*, and is the first session of the second arc of Axe-idents in Heels: Hunting For Arrows.

## Session 7: Raz Gets in Trouble

### Next Session

Session 8: Joe Makes his Fortune in the Courtroom

### **Major Events:**

Goblin Slayer explains his backstory to us. His family and village was killed by goblins, so the rest of his life has been consumed by vengeance.

We kill the guards around the edges, freeze the goblins, kill them all, and free the hostages. The octopus god teleports us back to the adventurer’s guild, and we get a general repair and restock. In return for helping him kill the goblins, Goblin slayer gives us a piece of paper inscribed with the king’s insignia that he pulled off a goblin messenger.

It’s a letter from the king’s adopted son to the king while he was off hunting the guild members. He tells the king about the Dragon’s Guild burning the neighboring kingdom down, with a lot less reasoning and a lot more merciless killing. At the bottom, he then infers that his description was mostly fake, and that his ultimate goal is to kill the Dragon’s Guild members.

Raz starts a discussion with the party about how they should double-cross the Dragon’s Guild because they sound immoral, unfortunately not realizing that the octopus god was listening and teleporting in and out of existence the entire time. Shortly, we are all teleported to a giant trial room, with the octopus god as the judge, the party as witnesses, and Raz as the accused.

### **Appearances:**

#### Party Members:

* Brand
* Raz Cal
* Sally
* Sparrow
* Zasag

##### NPCs:

* Goblin Slayer
* Koinchenn
Session 12: Diamond in the Rough

Diamond in the Rough is the 12th session of the Feywild campaign, and the 14th session in the Feywild series. It is the first session of the In Cal's Kingdom arc of the Feywild Campaign, and is the first session outside of the 5th Octant.

## Session 12: Diamond in the Rough

### Next Session

Session 13: Ruby Castles and Emerald Groves

### **Major Events:**

Right as all the party members arrive, a panther looking thing with jewels on its back appears, which Edamame calls The Bejeweled Nightstalker, and it begins attacking everyone. Everyone's immediately on the defensive when it sends out a shockwave, throwing Edamame and Persephone backwards. Persephone steals the child from the creature's pouch, and Levi casts a spell, which hits the creature but also ricochets and hits the baby too, who would have died if not for Edamame healing it at the last second.

The creature, now enraged at the theft and almost murder of its child, attacks Persephone, and thrusts its paw into Persephone's chest. Edamame slices the creature's paw off. Persephone and Levi both attempt to deliver the finishing blow, but Edamame stops them, saying it's only a wild animal and not deserving of death, but before he can convince them, the beast grabs its child and retreats.

Edamame catches up to it, and expressing his empathy, is able to reach an understanding with it. It places a paw on Edamame's shoulder. Persephone and Levi catch up, but when they arrive, they see that Edamame and the creature are both just sitting there, unresponsive.

Edamame finds himself in a black void, with no one around but Levi, walking towards him. Levi calls out, saying that he loves Edamame, but Edamame doesn't believe him, first quoting Levi's standoffish personality, then after Levi states that he was just afraid of Edamame's rejection, quoting the fact that his love for Levi was obvious and rejection would obviously not happen. The void dissolves away, along with Levi, and Edamame crumples to the floor, repeating "You couldn't love me." over and over.

Levi, fearing that the creature was trying to attack Edamame, begins to attack the creature, but it vanishes. Edamame tries to convince them that he's ok and nothing's wrong, but he's obviously fooling no one, and trying to change the subject, he begins walking to the castle. Understanding his friend needs help, Levi hugs Edamame and tells him that he'd always be here for him, but Edamame shrugs him off and says he doesn't want Levi's help.

When they arrive at the city, Edamame asks the guard if they know what the word "Wakabayashi" means, but after they say they don't know, Edamame threatens them and asks to be brought to their leader. The guard states Ms. Cal doesn't take visitors, but other people might be able to help, but as Edamame Senpai is currently a security threat, he would not be allowed in. Edamame begrudgingly relinquishes his weapons, and they all enter the city.

### **Appearances:**

#### Party Members:

* Edamame Senpai
* Levi Dravicus
* Persephone
* Uvo

#### Mentioned:

* Raz Cal
* Joe Bairen

### **Trivia:**

* The guard is wearing a Joe Bairen Fan Club pin
Nandorin

El Nandorin era la lengua de los Nandor y de los Elfos Verdes, sin embargo, esta se extinguió hacia mediados de la Segunda Edad, debido a la colonización de los Sindar de las tierras más orientales del Bosque Negro y el Bosque de Lothlórien, donde los hablantes de esta lengua vivían.

Cómo los Sindar eran de mayor jerarquía, se instalaron como señores de estos elfos y su lengua, el Sindarin, más prestigiosa, fue sustituyendo gradualmente al Nandorin hasta extinguirse. El Nandorin se habló también durante la Primera Edad en Beleriand, en la tierra de Ossiriand, por los Elfos Verdes. Sin embargo tras los eventos de la Guerra de la Cólera, la lengua desapareció ya que los Elfos Verdes partieron a Valinor y los pocos que se quedaron, se instalaron en Lindon y se mezclaron con los Noldor y los Sindar, adoptando sus lenguas.

El Nandorin era descendiente del Telerin Común, descendiente a su vez del Eldarin Común. La lengua conservaba muchos arcaismos y se siguió conservando en la Tierra Media durante la Segunda y Tercera Edad en Nombres propios y en Toponimia.
The First steppe war

The First steppe war or the First Baruun-Malhut war was a conflict between Malhut Safun and Baruun and Ruthenia. The official reasoning was the Malhutian aggression towards Ruthenia and their attempt to vassalize them.

## Result

The war was a resounding victory for the Baruun-Ruthenian alliance and showed the weakness of the Malhutian army. Western land was ceded to Ruthenia and central lands was ceded to Baruun.
Session ½: Here We Go

Here We Go is the first session of Axe-idents in Heels, and the first session of the Annie Wright DnD Club. It doubled as a Session 0 and brief introduction to the story, therefore getting the monacre "½". It follows the forming of the Axe-idents Crew, and them setting off to find The Dragon's Guild.

It is the first session of Arc 1: Here We Go.

### **Major Events**

A dwarf disrupts the daily goings of the town by walking through it, shouting about a 20,000 gp bounty for an aasimar who kidnapped the king’s daughter and killed some guards. Nix, a sorcerer, announces a quest for the bounty, and the rest of the party stays to help.

We hike up a mountain and find several stabbed bodies, knights of the Legion who had come to collect the bounty. Some of them have weapons still in them, and they all have faces of surprise and terror. One grisly scene is accompanied by a pattern of footprints that disappear after a few steps, and one has no footprints at all.

As we hike further up the mountain, our party gets shot at with arrows, and Sally is hit in the shoulder. The figure of the presumed shooter runs away through the forest, and Nix’s attempts to cast a spell to incapacitate the person fail.

We pass through a set of Celtic arches and come to a dojo, where we see two men sparring. Raz runs up and asks them about who shot Sally, and they respond in confusion, saying we shouldn’t be able to see them unless we already know of the dojo’s existence or were looking for it.

### **Appearances**

#### Party Members:

* Brand (First Appearance)
* Joe Bairen (First Appearance)
* Sally (First Appearance)
* Sparrow (First Appearance)
* Raz (First Appearance)
* Zasag (First Appearance)

#### NPCs:

* Nix (First Appearance)
* Azrael (First Appearance; Non-Speaking)
* Felix (First Appearance; Non-Speaking)

### **Trivia:**

* This is the largest DnD session to date, with well over 10 people. However, as this was a tester session where people could come to try it out, this is only natural.
Hispania

Flag of The Republic of Hispania; black represents the pirate majority, red represents blood and Romane heritage and white represents peace and prosperity.

### Faith

Christianity

**Hispania** (Latin : *Hispania*, [hesˈpaɲıa], also **Republic of Hispania** officially (Latin: *Res Publica Hispaniae*), is a country in southwestern Europe. Its territory is situated on the Iberian Peninsula, The country's mainland is bordered to the south by the Castile and Ardonia; To the east by The Mediterranean Sea; To the north by Lugaria and to the west by Léon. The nation's capital and largest city is Tarraco, and its financial centre is Emporiae; the largest urban area is the Rhoda.
Session 10: Joe Gets Jojo’d

Joe Gets Jojo’d is the eleventh session of Axe-idents in Heels, and the tenth proper session of the campaign. It continues the quest of finding the arrows, and has the first indications Aether may not be a great guy.

## Session 10: Joe Gets Jojo’d

### Previous Session

Session 9: We Discover More of The \*Prophecy\* and Make a New Friend

### Major Events:

While sailing, Aether asks about the party and the general rules of this world. Joe informs him briefly but fails to mention many things due to the mysterious absence of many people. Aether ends up more confused than anything, and they finally reach the treasure cove. Once inside, they find nothing more than a few piles of coins, now too outdated to have any value, some empty chests, and the arrow they’ve been seeking.

Joe grabs the arrow and before anyone could react, pricks himself with it. This brings him a surge of massive pain, which then subsides and manifests a gnome-like avatar spirit that no one else can see next to him. It follows his thoughts and does as he commands, although soon Joe finds that it has limits as well. It appears that it possesses an ability which allows it to snatch fragments of the soul via a deck of magical cards, as long as it is able to put two cards together and draw a number card that enables it to take said fragment.

As they sail back, Ko discusses the capabilities of the arrow with Joe, who jokingly suggested that Aether pricks himself with it. He does, and in turn blacks out on the deck, claiming he received a vision afterwards. It showed him a great serpent-like dragon with koi whiskers, a lion’s mane, claws of a hawk, scales of a snake, and deer horns that swallows a girl dressed in bright red. Surprised by this, Joe concludes it must be Raz who meets the terrible fate, but none of them could confirm. Joe then comes to the conclusion that they’ve been fools - the arrow can indeed be used twice, unlike what they were told. Again due to the lack of people present, he suggests Sally take the other arrow’s offering(the one that gave Brand her vision).

She does, and a similar avatar manifests next to her, also enabling her to see Joe’s avatar. After porting, it appeared that there was a bounty on the party, so Joe disguises everyone and goes into a empty area to test out some stuff. During this they discover Aether has this avatar thing too, although he claims to have almost no memory of it manifesting, but has seen it before he ever used the arrow during his travels. It turns out to be very destructive and the party was forced to flee again - this time Joe in the lead, who then got it into his head that breaking into the king’s vault was a good idea.

### **Appearances:**

#### Party Members:

* Joe Bairen
* Sally

#### NPCs:

* Koinchenn
* Aether

### Trivia:

* This is one of the smallest main quest sessions of all time, with only two people.
* This is the first appearance of a stand in the series.
Campaigns

Annie Wright D&D Club currently has finished a total of two campaigns, with one currently running and two confirmed upcoming campaigns. This is a list of all the campaigns, and a summary of all the sessions in each campaign.

## Axe-idents In Heels

Status: Concluded

**Arc 1: Here We Go**
* Session ½: Here We Go
* Session 1: Bounty on a Dragon
* Session 2: Negotiations and Joining the Guild
* Session 3: Venture into Hallownest
* Session 4: Puzzles and Exterminating a Moth
* Session 5: Goblin Slayer
* Session 6: The \*Prophecy\*

**Arc 2: Hunting For Arrows**
* Session 7: Raz Gets in Trouble
* Session 8: Joe Makes his Fortune in the Courtroom
* Session 9: We Discover More of The \*Prophecy\* and Make a New Friend
* Session 10: Joe Gets Jojo’d
* Session 11: Joe Starts a Heist
* Session 12: Questing for a Dead God
* Session 13: Trials, Revelations, and our Friend is a Bad Guy
* Session 14: Fate Gives us a Grim Glimpse of What Could Be

**Arc 3: Ragnarok**
* Session 15: We Might’ve Kickstarted the End of the World
* Session 16: We Try to Put the Traitor Six Feet Under
* Session 17: We Lost and Arguing Got Us Nowhere
* Session 18: Joe’s Plan Frickin’ Worked
* Session 19: The Great Sacrifice

**Arc 4: For the Love of God**

* Session 20: Back at it Again
* Session 21: Beach Episode
* Session 22: We Kidnap a Child, then Declare War on Heaven
* Session 23: Joe Starts a Heist 2, Electric Boogaloo
* Session 24: We F\*\*king Blew up Heaven
* Session 25: Dinner Party!

## Bad Pullout Gang

Status: Concluded

Arc 1: The Horny Warforged and the Long Phallic Object
* Session 1: Shark Attack!
* Session 2: The Captain and the Cult
* Session 3: Secret Tunnel~
* Session 4: Secret Tunnel~ Pt. 2
* Session 5: The Door
* Session 6: Cavern Brawl
* Session 7: War Crimes
* Session 8: The Oath of Infinity
* Session 9: Gifts

## Feywild

Status: Running

Arc 0: Prequels
* Prequel 1: Edamame and Levi
* Prequel 2: Aldo and Taj

Arc 1: The Come Chalice
* Session 1: The Rot
* Session 2: Claiming the Chalice
* Session 3: Gotta Pack
* Session 4: Trials of the Bird
* Session 5: Trials of the Bird Part 2
* Session 6: Campfire (Semi-Canonical)

Arc 2: Old Macdonald
* Session 7: Old MacDonald
* Session 8: Chalamastia's Boss Tries to Kill Us
* Session 9: Big Lazer Goes Boom Boom
* Session 10: Vio's Lucky Break
* Session 11: The Library

Arc 3: In Cal's Kingdom
* Session 12: Diamond in the Rough
* Session 13: Ruby Castles and Emerald Groves
* Session 14: A Game of Pears

## Untitled Deltora Campaign

Status: Upcoming

Arc 0: Prequels
* Prequel 1: Eimyr's Escape
* Prequel 2: Tom's Bounties
* Prequel 3: The Book and The Blacksmith

**Arc 1:**
* Session 1: The Belt of Deltora

## Untitled Ancient China Campaign

Status: Upcoming

Arc 0: Prequels
* Prequel 1: Shogun's Chosen Challenger
The Sicillian Provinces

created in the tumultuous fall of the Roman Empire, the Sicillian provinces is run by feudal lords and ladies with weak central government. The offical title of the leader of the Sicilian provinces is Governor regardless of gender. Its capital is in palermo and it uses the Sicillian denarius as its currency, it maintains a tradition of non alignment but was officially a member of the ill fated league of successor states, though it remains doubtful if it would have intervened on its alliance members behalf

## History

Sicily began as a governorship to rome until 370AD when in response to the increasing collapse of the empire they engaged in a policy of defacto independence.

AD 393 Cassius Volnissus elected governor of Sicily

AD 399 due to the death of the monarchs of Vasconia. Sicillian troops step in and place The mad king as leader of the state, indirectly triggering the great coalition war. Marcelinus visits to offer Cassius the crown of Rome but is rebuffed

AD 409 the Sicillian provinces reiterate their support for Pope Helvetica as Cassius Volnissus gives a speech denouncing the Rhodian heresy at the Rhodian senate

AD 411 The Sicillian provinces support the Rhodians in their war, for a time it seems as if the Sicillians will engage on the Rhodians behalf but a negotiated settlement is reached

AD 415 Cassius Volinsius catches the plague, beginning a battle with death they eventually lose after many long years

AD 417 Cassius Volnisius is buried in a mausoleum by the governors palace, their epitaph reads "blessed be the peace makers". Floria sebastius is decided as the new governor of Sicilly in a 4-3 vote

AD 423 Floria declares war on the republic of Sardinia Corsica, Illyria and many others simultaneously declare war, Sicillian troops are defeated in the first battle and retreat to the border to occupy a province for the rest of the war

AD 439 Darius arrives at Sicily to study beginning its reputation as university of the world

AD 447 Sicily joins Castile in the Castilian-Hispanian war, despite deploying troops Sicillians engage in no fighting and are generally side-lined in the peace talks once armistice is declared
Conquest of Rome

# The Conquest of Rome

The Conquest of Rome was a War against The Republic of Sardinia and Corsica in 421 AD.

## Participants

The Participants and official reasons for participation were:

Illyria - Conquest of Rome

Sicily - Conquest of some lands

Ardonia - Conquest of ports

Hispania - Support of Illyria and conquest of ports

Hellas - Support of the occupation by Illyria

Republic of Sardinia and Corsica - Defending their Homeland

## The War

### The Battle of Cassio

The Battle of Cassino; 75,5k Sardinian and Corsicans defended against and defeated 35.2k Sicilians, killing 24k of them and only loosing 21k.

### The Battle of Palestrina

54.5k Sardinian and Corsicans defended against and defeated 40.4k Ardonians, killing 25k of them and loosing 29k. The only battle where they lost more than they slew.

### The first Siege of Rome

25.5k Sardinian and Corsicans defended the holy city and defeated 63k Illyrians. Killing 48k Illyians while only loosing 22k leaving them with only 3.5k Troops. Rumours say that the crucified bodies of Sicilians and Ardonians on the walls of Rome shocked Marcellinus in such a deep way, that he and his man lost all power to take the city.

### The Second Siege of Rome

3.5k Sardinian and Corsicans defended Rome against the Visigoths from Hispania but were defeated without one of them surrendering. They lost all 3.5k men while killing 16.5k Visigoths. When the crosses still stood on Romes walls and the fields in front of it's gates where littered with rotting Illyrian corpses, the last remaining Troops left the City walls to engage the Visigoths in front of the holy city walls, after closing the gates to keep it from being plundered. They fought bravely and pushed the Visigoths many times but at the end were all killed.

## Results

Total Casualties: 113.5k Aggressors; 75,5k defenders: **189k casualties total**

Visigoths pludering Rome.

Illyrian conquest of Rome and surrounding territories. Ardonian conquest of two ports in Sardinia. Hispanian conquest of two Corsican ports. Sicilian expansion into Latinum.
Session 6: The *Prophecy*

The \*Prophecy\* is the seventh session of Axe-idents in Heels, and the sixth session of the campaign. It continues Goblin Slayer's quest, and focuses on... The \*Prophecy\*

## Session 6: The \*Prophecy\*

### **Major Events:**

As we huddle outside the goblin fortress and try to come up with a plan, the goblin priest and goblin leader start freaking out about “the chosen one” being there, which the priest detected through a spell. Raz gets it in her head that the chosen one is her because she was not killed by Shar’loth, even though it was technically Brand who prevented that. The octopus god disappears and investigates in his godly ways, and comes back with a prophecy:

> *A child of fire shall bathe the world in blood*
>
>

> *Chaos’ servant earns the kraken’s curse*
>
>

> *From the rivers of red arises a new god*
>
>

The octopus god says this “kraken” could be one of three beings: himself, Cthulhu, or an actual kraken. We also speculate that “chaos’ servant” is Raz because of her general personality.

The goblin leader orders his subjects to search in and around the fortress, so the octopus god casts a spell to liquify a section of snow, causing us to fall into the lake Fengeath (which luckily we can breathe in). He places a layer of ice over the lake, and we wait out the search. Unfortunately for us, the god decides to go and investigate possible futures, which involves him glowing enough to create a beacon of light that the goblins can see. The light attracts the goblin priest and goblin leader. Once they get to our hiding spot, Goblin slayer’s eye glows red, and he jumps through the ice, kills the priest, and starts fighting the leader.

Once we climb out of the lake to help him fight, the leader immediately targets Brand, shouting “YOU! Child of fire, perish under my blade!” This signifies that Brand is the “child of fire” in the prophecy, and possibly the chosen one the goblins were talking about. We eventually kill the leader, only to be faced with a new problem: the Eldritch gods are fed up with Raz’s insults.

They all appear, surround us, and chant in unison until a bolt of magical lightning strikes Raz but doesn’t seem to hurt her. Once they disappear, she says “Man, those gods suck!” and is immediately teleported to the Fields of Punishment here she remained for the next 24 hours (which will happen every time she insults the gods from now on).

### **Appearances:**

#### Party Members:

* Brand
* Raz Cal
* Sally
* Sparrow
* Zasag

#### NPCs:

* Goblin Slayer
* Koinchenn
* Goblin Preist (First Appearance)
* Goblin Leader (First Appearance)
Silesia

The Duchy of Silesia is an integral part of central Europe. After a war with Estonia it expanded and finally got a place by the Baltic Sea. The Silesian Isles are a popular vacation spot for the royal family.

## History

After the fall of the Roman Empire, the royal family of Kutas united the tribes in Silesia from the Carpathians to the Oder. In the early 5th Century the Duchy expanded into the region of Bohemia.

Alongside their Germanic brothers, the Semnonians, Silesia fought against the Estonians in the First Baltic War (403-404). After this war the Silesian Isles were claimed and Estonia was defeated.

During the absence of duke Otto von Kutas (435-ongoing) the Semnonians are the rightful protectors of Silesia, forming Semnonsilesia. Many historians assume, that Otto von Kutas lived a reclusive life on the Silesian Isles and fled there from his responsibilities.
Session 8: Joe Makes his Fortune in the Courtroom

Joe Makes his Fortune in the Courtroom is the ninth session of Axe-idents in Heels, and the eighth proper session of the campaign. It picks up right after Session 7: Raz Gets in Trouble, and is the second session of the second arc of Axe-idents in Heels: Hunting For Arrows. It also is the reintroduction of Joe Bairen.

## Session 8: Joe Makes his Fortune in the Courtroom

### Next Session

Session 9: We Discover More of The \*Prophecy\* and Make a New Friend

### **Major Events:**

Joe tries to defend Raz through perjury, but is foiled by Yog-Sothoth, the Eldritch god of knowledge and truth, who goes through Raz’s memories and finds the lies. After a lot of negotiation around punishments, the Eldritch gods eventually decide to force Raz to become a warlock to one of them (she chooses Perse). Joe somehow convinces them to give him a Deck of Random Cards, and we are teleported back to the adventurer’s guild.

We discuss what to do next, and Joe offers to use his information about the gnome mafia (which he was involved with until they tried to kill him) to find out more about the prophecy. The leader of this mafia, Tonald Drump, is a 2’5” gnome with hot pink heels and tattoos for every prophecy he gets, and the mafia deals in drugs, money laundering, illegal tomb raiding, and very accurate but overpriced fortune telling.

We go to Las Vegnomas, the gnome casino, and go into a secret ceiling passage to try to find Gnomala Harris, Joe’s friend. He advises us to go to the back, where we will find Tonald. Raz and Brand decide to talk to him (the best method being flattery, according to Joe) and try to find out what he knows.

### **Appearances:**

#### Party Members:

* Brand
* Joe Bairen
* Raz Cal
* Sally
* Sparrow
* Zasag

#### NPCs:

* Koinchenn
* Eldritch Gods (First Appearance)
* Tonald Drump (First Appearance)
* Gnomala Harris (First Appearance)
Cymria

The Triskelion Flag of Cymria

The Kingdom of Cymria is a nation situated in Britain. Founded by Gruffydd ap Rhodri shortly after the fall of the Roman Empire, it sought to drive out Christian and Roman elements from the land and restore the old Celtic pagan traditions of the Britons. It has allied with other pagan nations such as Scotland, Frisia and Verinja under the Northern Alliance.