recursal/Fanatic-Fandom huggingface dataset:
Jylena, The Star Goddess

## Powers

Godlike Conditioning

Flight

Teleportation

Immortality

Heliokinesis (Sunlight)

Lunakinesis (Moonlight)

Astrokinesis (Stars)

Astronkinesis (Dead Stars)

Astro-Photokinesis (Starlight)

Astro-Thermokinensis (Star Temperature)

Astro-Megithokinesis (Star Size)

Helio-Ergokinesis (Solar Energy)

WIP

## Forms

Base

Peaceful Star Goddess (Unknown Multiplier)

Battle Star Goddess (Unknown Multiplier)
Choices

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**"Choices"** is the third episode of Season 2 of *Backstage* and the thirty-third episode overall.

## Synopsis

The prestigious CAMDAs are announced. Julie's forced to make a tough decision. Jenna's TMK posts land her in hot water. Kit is tired of Jax taking DJ Diamondmind’s credit.

## Plot

The Keaton students begin preparing for the CAMDAs—Competitions in Art, Music, Dance, and Acting—which the school is hosting. Julie is faced with whether to compete in art or dance, and feels she can contend in both disciplines by introducing a new "performance art" category. Durani tells Julie that the category will have to wait until another year, and she will need to pick either art or dance, not just for the CAMDAs but her senior year as a whole.

The music students work on creating tracks inspired by DJ Diamondmind. This appears to be an easy task for Kit, but she fails the assignment because her sample is too identical to a Diamondmind track. As a result, Kit chooses to make a change for the next Diamondmind track, with her secret identity getting in the way.

Sasha is furious with Jenna about what she has been posting on TMK, under his hacked account, and decides not to hang around her anymore. Hurt over losing a friend, Jenna comes clean with her next TMK entry and hopes she can regain the trust of Sasha and anyone else she has hurt.

## Cast

### Main

* Kyal Legend as Julie
* Mckenzie Small as Scarlett
* Adrianna Di Liello as Jenna
* Matthew Isen as Jax
* Romy Weltman as Kit
* Julia Tomasone as Bianca
* Jane Moffat as Helsweel
* Devyn Nekoda as Vanessa
* Alyssa Trask as Carly
* Colin Petierre as Sasha
* Josh Bogert as Miles

### Recurring

* Stephanie Caldeira as Sloane
* Corteon Moore as Matteo
* Madison MacGregor as Cassandra
* Dewshane Williams as Principal Durani
* Hannah Richardson as Amy

### Absent

* Aviva Mongillo as Alya
* Chris Hoffman as Park

## Songs

* Spark
* Keaton Fight Song
* Outside The Box
* I Don't Wanna Hear It

## Gallery

This page has a gallery. To view it, click here.
Irugask, The Last of His Kind

## Powers

Sharp Claws

Sharp Teeth

Acidic Breath

Acidic Spit

Acidic Touch

Prehensile Tongue

Sticky Tongue

Paralyzing Saliva

Poisonous Breath

Poisonous Spit

Poisonous Touch

Poisonous Barbed Tail

Poisonous Tail Stinger

Extended Claws Generation

Body-Spike Generation

Foul Gas Emission

Rough Skin

Camouflaged Skin

Regeneration

Waterbreathing

Winged Flight

Size Shifting

Danger-Sensing Intuition

Hypnosis

Biological Possession

Larval Incubation

Life-Preserving Adaptive Evolution

Enhanced Seeing

Enhanced Hearing

Enhanced Smelling

Enhanced Feeling

Enhanced Tasting

Enhanced Tracking

Night Vision

Thermal Vision

Acid Immunity

Disease Immunity

Poison Immunity

Tracking Immunity

WIP

## Techniques

Evolution (WIP)

Chameleon Skin (WIP)

Predator's Gaze (WIP)

Incubate (WIP)

## Strengths

Able To Effectively Hunt On Land, Under Water, & In The Air

Extreme Ruthlessness Unmatched In The Entire Animal Kingdom

His Species Was So Disastrous To Ecosystems They Were Hunted To Near-Extinction

WIP

## Weaknesses

Difficulty Surviving In Icy And/Or Cold Environments

Hasn't Reached Full Effectiveness Due To Lack Of Older Members Of The Species To Teach It

WIP
Hope/Quotes

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**Miles**: Me and you?
**Principal Durani**: You and math.
**Jax**: You're gonna ace this test, math magician.
**Miles**: I got one right and I guessed it.

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**Carly**: Wait! What're you--
**Cassandra**: You can't do that.

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**Alya**: Probation?
**Miles**: I just skipped one test and I'm doing all the make up work you assigned me.
**Principal Durani**: I told you until you get your marks up, you are not allowed to do music.
**Alya**: You're pulled out of music?
**Principal Durani**: Inside, Mr. Lennox.
**Miles**: I'm sorry.

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**Miles**: Not right now.
**Alya**: Miles, I still have feelings for you.
**Miles**: Now? You’re doing this now?
**Alya**: Last year, I didn’t know who I was. I didn’t think I could be me around you and now I know. I know who I am and I really think that-
**Miles**: I know who you are too. The person who is making everything about yourself when it’s not. OK, it’s not about you. You think you can just walk into my life whenever you feel like it and turn everything upside down? No, not this time. You know what? I hope the school does shut down so that I never have to see you again.

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Arkiaz, The Father of Zezko

## History

Arkiaz came into being as a demon back when the multiverse was just created, his son, Zezko, was born shortly afterwards. Being trained as a deadly war general since creation, Arkiaz possessed an incredible amount of skill and he quickly made his presence known to every demon in existence. Arkiaz fought in many battles across several Hellish Wars for the then-Demon King, Satan, and won support and loyalty from his allies as well as respect from his enemies. However, Satan eventually grew to fear Arkiaz's power and influence, so he had him captured by the Royal Demons and publicly executed. Satan even went a step further by having Arkiaz's wife murdered as well. But Satan would go on to HATE the day he did this though, since he lost arguably his best damn general AND the support of his people, which forced him to resort to underhanded and sneaky tactics in order to maintain his power without fear of rebellion. But this day also started the chain of events that would eventually end Satan's reign as Demon King.

Arkiaz's son, Zezko, also saw his Father die. This drove Zezko to wanting revenge, so he waited until his moment came, when he would be strong enough. Finally, after growing into an adult demon and locating his Father's trident, Zezko battled and killed Satan with his Father's weapon, avenging Arkiaz and becoming the next Demon King before eventually making himself the Demon God after disposing of all who could oppose his right for the title.

WIP

## Powers & Weapons

### Powers

Demonic Conditioning

Infernokinesis

Possession

Demonic Sensory

WIP

### Weapons

#### Primal Force

Arkiaz's signature trident that allows him to bend any shape into hellfire and create any amount of hellfire without using his own energy as he wants. After his death, it was sealed away into the depths of Hell until his son, Zezko, found it and used it to slay Satan before becoming the Demon God himself.

WIP

## Forms

Base

Demonic State (Allows Arkiaz to use more of his natural power, but it doesn't grant him anymore energy)

WIP
Joanna, The High General of Hell

## Appearance

Joanna is a demon who stands at around 6'6 and weighs around 218 pounds. She normally has red hair, but she can change its colors to any color she chooses to.

## Powers

Infernokinesis (Like any demon, Joanna can control hellfire and use it to deal major damage to foes)

Supernatural Strength (Most demons possess extra strength, as does Joanna. She is slightly stronger than an average demon however)

Supernatural Speed (Unlike most demons, Joanna doesn't need to teleport. She decides to move at speeds that rival teleportation)

Supernatural Durability (Like most demons, Joanna is capable of taking powerful hits and still fighting back like it's nothing)

Advanced Healing Factor (Most demons can regenerate, but Joanna has 1 of the strongest healing factors around, even by demon standards. Her regeneration is about on par with that of Deadpool's)

Teleportation (Although Joanna uses it maybe twice a week, she still is capable of teleporting if she decides to do so)

Demonic Senses (While all demons are born with this ability, Joanna's is known to be weaker than most of the other demon's senses due to her not training her senses and preferring to just beat the shit out of stuff than sense where it is)

Chromokinesis (Using this power, Joanna can change her own color and the color of other objects around her. This power isn't very effective in battle, but it can be used to hide in order to heal herself or sneak attack a foe)

Lunakinesis (The ability to manipulate moonlight, Joanna uses this in the form of moonbeams that can burn foes with their intense heat and restore her energy by channeling moonlight through her body)

## Weapons

Unfaithful Edge (Joanna's Scythe, a weapon forged in Hell's Infernos with the power to harm, and even kill, Gods. While this weapon is powerful enough to destroy entire cities in 2 to 3 swipes, it is known to leech life from the wielder in order to power it up)

It is unknown how Joanna manages to perform combos with her scythe even when she is drastically weakened. But the most likely theory is that her regeneration recovers her energy fast enough to deal damage and keep the scythe powered-up.

## Forms

Base

Demon Form (WIP)
Doppelganger (Monster)

Medium monstrosity (shapechanger, neutral)

Armor Class 14

Hit Points 52 (8d8 + 16)

Speed 30 ft.

STR 11 (+0)

DEX 18 (+4)

CON 14 (+2)

INT 11 (+0)

WIS 12 (+1)

CHA 14 (+2)

Skills Deception +6, Insight +3

Condition Immunities charmed

Senses darkvision 60 ft., passive Perception 11

Languages Common

Challenge 3 (700 XP)

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its natural form. Its statistics, other than its size, are the same in each form. Its equipment is not transformed. If slain, the doppelganger reverts to its natural form.

Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

## ACTIONS

Multiattack. The doppelganger makes two melee attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) bludgeoning damage.

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can continue reading its thoughts as long as the doppelganger's concentration isn't broken. While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Doppelgangers take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise.
Establishment of Netalamin

The *Establishment of Netalamin* (EN) is when Netalamin was first settled. It is the measurement of time for the Kathalians in years.

The Light of Kathalia campaign starts at EN 115.

52 sailing ships sailed from the Coalition to Arathaiya carrying over 10,000 colonists and supplies.

Kathalian Timeline

Major Historical Events
Coaster (Ship)

## Description

The Coaster is a groundling coastal trading ship, which is not intended for use in space. Sometimes used by those new to space travel, the Coaster makes a poor spelljammer. Coasters are very clumsy, suffering from poor maneuverability, and heavy handling which makes it difficult for a helmsman to operate. This results in a -1 penalty to SR (to a minimum SR 1). In addition, Coasters are poorly armoured, and require a large crew for their size. Most Coasters carry a single heavy weapon to deter pirates, however this is mostly for show, and the ship is very vulnerable to attack.Most spacefarers using a Coaster will upgrade to a more suitable spelljammer as soon as they can; assuming that they survive long enough.

## Crew

When used as a spelljammer, a Coaster will typically carry a crew of about a dozen men. This is somewhat less than the 20 men which a Coaster usually carries when used as a sailing ship, but it is still more than the ship's air envelope can comfortably accomidate, making long journeys a poor idea.

## Ship Uses

Trader: Most Coasters in space are used as trading vessels. The only advantage that such a ship has over more capable ships designed for spelljamming is the fact that a Coaster can land in the water, and trade with groundling ports without attracting undue attention. In some of the safest areas of space using a Coaster as a trading vessel is actually a viable option, however most of wildspace is not safe for the ship, and even in those areas that are safe a Caravel would be a better choice.

## Other Configurations

Modifications to the Coaster are rare, since it is usually more cost-effective to simply purchase a better ship.
Bucentaur (Ship)

The Bucentaur is a groundling galley, similar to a Dromond or a Trireme. Unlike most galleys, however, the bucentaur is not really intended for war. Rather a Bucentaur is a status symbol, pure and simple. The ship retains this purpose in space, and are only operated by the most wealthy individuals, typically nobility. Every inch of a Bucentaur is typically intricately carved, gilded, or otherwise intended to display the wealth of the individual who comissioned her.

## Crew

In space a Bucentaur can be operated by a mere 4 men, including the captain and helmsman, but it is designed to be sailed with an additional 42 oarsmen. Since the ship is typically only used for short pleasure cruises meant as displays of opulance, and since most of them are powered by a full complement of 16 pairs of Oars of the Void, most Bucentaurs in space are encountered with a full complement of oarsmen and sailors, as well as at least a dozen heavily armed guards (some of which will man the catapult). This results in a crew of approximately 58 men. In addition, the owner will be on board with 4-14 advisors and other members of his retinue. This often leads to a ship carrying 70 men, which is a dangerous strain on the air envelope, as well as the paltry supplies of foodstuffs that the vessel can carry. This is generally seen as unimportant, however, since bucentaurs rarely take any journeys longer than one week.

## Ship Uses

Yacht - This is the only true purpose for a Bucentaur. Since the ship carries such great wealth, and performs so poorly in space, it would seem to make an excellent target for pirates. Reavers with any experience, however, know that this is not the case. While the Bucentaur itself cannot put up much of a fight (although those powered by Oars of the Void tend to have fairly impressive speed), the retinue of the owner usually includes at least one powerful wizard in addition to the spelljammer (if a major or minor helm is used). Potential attackers should also take into account the fact that a Bucentaur usually carries more fighting men (all oarsmen tend to be trained soldiers) than any ship which might attack it.

## Other Configurations

The design of the Bucentaur allows for a great deal of personalization. In fact, it is expected that in some way each Bucentaur will be unique (although they are typically differentiated by their decorations). As a result, the number of possible configurations is far too great to list here. The only variation which has been adopted by a significant number of Bucentaurs is the use of a greek fire projector instead of a heavy catapult.
Nan Redbrew

Nan Redbrew is the potions and kits merchant at the Seven Suns Coster Market in Protector's Enclave. She exchanges various skill kits and healing potions for gold. Human female.

## Inventory

### Potions

* 24 Copper small icon - Potion of Weak Healing (Heals 250hp)
* 1 Silver - Potion of Minor Healing (Heals 1000hp)
* 2 Silver - Potion of Lesser Healing (Heals 2000hp)
* 3 Silver 76 Copper - Potion of Healing (Heals 4000hp)
* 5 Silver small icon 50 Copper - Potion of Greater Healing (Heals 6000hp)
* 7 Silver small icon 50 Copper small icon - Potion of Major Healing (Heals 8500hp)

### Kits

* 1 Silver small icon 20Copper small icon - Minor Injury Kit
* 9 Silver small icon - Injury Kit
* 1 Silver small icon 50 Copper small icon - Arcana Kit
* 1 Silver small icon 50 Copper small icon - Dungeoneering Kit
* 1 Silver small icon 50 Copper small icon - Nature Kit
* 1 Silver small icon 50 Copper small icon - Religion Kit
* 1 Silver small icon 50 Copper small icon - Thievery Kit
Mishakal

**Mishakal**, also known as the Light Bringer, the Healing Hand, and the Blue Lady, represents the godly power of restoration in the Dragonlance campaign setting. She embraces the soul's wish to grow and to learn from mistakes. She is the patron of healing, motherhood, and restoring the lost. She actively works to make things right in the world and tries to rid the world of evil with her compassion. Her nature sometimes conflicts with the violent conditions her faithful encounter, but she has a wide breadth of worship during times of strife. She was the goddess who restored the knowledge of the true Gods during the War of the Lance. Mishakal is constantly loving and protecting to the world. The cleric Goldmoon was given the Blue Crystal Staffto restore the faith of the Gods to the world. The teachings of Mishakal, taken up by Goldmoon, led to the discovery of mysticism when magic was lost after the Chaos War. She is loved by all the Gods of Good, and the Gods of Neutrality all hold her in regard. She is in opposition to every God of Evil for the same reasons she is beloved by the Gods of Good. Every God of Evil harms life in some way, and for that reason Mishakal opposes them all. Her celestial symbol is the constellation Infinity.
Kathalian Timeline

Major Historical Events

* Month 1: Joxad
* Month 2: Fresi
* Month 3: Meord
* Month 4: Agelk
* Month 5: Mehr
* Month 6: Jeliht
* Month 7: Japem
* Month 8: Ajusp
* Month 9: Srivolf
* Month 10: Ocauh
* Month 11: Nemocius
* Month 12: Druvelf

## First Year

* Month 1: Landed on the continent of Arathaiya.
* Month 2-5: Constructed the first settlement of Netalamin.
* Month 6: Some citizens left and formed bandit groups.
* Month 8: Bandit Activity
* Month 10: Bandit Activity
* Month 11: Prepared to face the Okurimm tribe.
* Month 12: Defeated the Okurimm Tribe (Raid of Saer Bay) and witnessed the Star of Stars. A good omen when the stars shine and form a star constellation.

## Second Year

* Month 1: Expanding Kathalia's influence.
* Month 2: Monster attacks at Hex 8/11 Stampede of angry Rhinoceroses.
* Month 3: Scholars discovered a little bit of information about the previous inhabitants.

* Month 4: Expanding Kathalia's influence.
* Month 5: Constructed another sawmill along with a monastery and graveyard.
* Month 6: Built sawmill, mine, and a monument. The Tyviergos family offered to construct a monument as well.
* Month 7: Built an additional mine. The townspeople wanted a specific house to be torn down.
* Month 8: The house was torn down and rebuilt to appease the people. A herbalist established a shop and brought in a remarkable scroll.
* Month 9: A mine was constructed.
* Month 10: The castle was constructed. A monster attacked on of the farms but was stopped before too much damage occurred.
* Month 11: The town hall was built.
* Month 12: Scholars continued to find out more info on past inhabitants.

## Third Year

* Month 1: There was a food shortage but with the extra storage was ok.
* Month 2: Defeated the army from the tribe of Doglar. A major crime operation was thwarted in Netalamin. Orthel had it’s first buildings constructed.
* Month 3: Orthel had it’s first buildings constructed. Doglar village was destroyed.
* Month 4: Monster attack.
Hall of Justice

The Hall of Justice in Protector's Enclave is the seat of government in the city of Neverwinter. Lord Neverember oversees the city's defense and reconstruction from these halls and courtyards. It is split into three sections, the Hall of Justice: East Courtyard, Hall of Justice: West Courtyard, and the Hall of Justice.

* Gyiron Briley - Guild Banker
* Anton Omeris - Guild Registrar
* Miles Brome - Reward Claims Agent
* Sergeant Knox
Dungeons and Dragons

The first Dungeons & Dragons game was played back when Gary Gygax and Dave Arneson chose to personalize the massive battles of their fantasy wargames with the exploits of individual heroes. This inspiration became the first fantasy roleplaying game, in which players are characters in an ongoing fantasy story. This new kind of game has become immensely popular over the years, and D&D has grown to include many new ways to vividly experience worlds of heroic fantasy.

The core of D&D is storytelling. You and your friends tell a story together, guiding your heroes through quests for treasure, battles with deadly foes, daring rescues, courtly intrigue, and much more. You can also explore the world of Dungeons & Dragons through any of the novels written by its fantasy authors, as well as engaging board games and immersive video games. All of these stories are part of D&D.

### Settings

* Forgotten Realms
* Greyhawk
* Dragonlance
* Spelljammer

### Campaigns

* Light of Larosah
* Path of Fortune

* Lost Mines of Phandelver
* Isle of the Chosen
* Dungeon Dive
* Into the Dark
* Driagua
Dungeon Dive

Dungeon Dive is a campaign where a player takes the role of a "Dungeon Master" and is pitted against the other players. There is still a mediating Game Master.

This campaign has a very deep dungeon. Unsure of exactly how many there are. 20-30? The Dungeon Master is able to level up and make the dungeons more difficult. He can design the dungeon floors and customize what creatures will be encountered. The GM will play as the monsters but the DM will be able to control a certain amount of creatures per round. Controlled creatures may get a bonus to attack or damage.

DM abilities:

* Control monsters per round
* Give bonus to controlled monster
* Spells
* Creature points

1. DM creates the Dungeon floor.
2. DM customizes what monsters will be placed where. Has a maximum amount of points to be spent on each floor. Each floor must have at least one safe room (3x3 squares).
3. Players run through the dungeon floor.
4. The DM controls some of the monsters to strengthen them against the players. The DM may also use some spells against the players or summon monsters.
5. Players win the floor by getting to the exit.

Safe rooms may lose their effect if the players stay there for more than 6 minutes. One time use.

## Story

Town is over the dungeon. Gods gave humans power to hunt in dungeons. Gods gather humans to make families. Each family brings fame and fortune to their god.

Monsters drop dark crystals which can be traded for money at the Adventurer's Guild.

Adventurer's Guild gives each adventurer an adviser. The advisers help by giving advice for armor, floor progression, weapons and training.

Dungeon is controlled by a Dungeon Master.
Nasher Alagondar

Lord **Nasher Alagondar** was the fearless former adventurer and ruler of Neverwinter who held his city firmly in the Lords' Alliance. Nasher was responsible for laying many plots and magical contingencies against assaults from the city's warlike rival, Luskan, even going so far as banning maps of the city being made in order to throw off the spies of Luskan and their potential invasion plans.

## Personality

Brave in the face of his enemies but affable when among his people, Nasher was noted for his steadfast opposition against Luskan and the orcs of the North. He had a great love of music and hearing tales of faraway lands.

## Possessions

Nasher had collected numerous magic items during his adventuring career and was noted for wearing a *ring of the ram*, a potent *ring of protection*, and a *belt of regeneration* (which worked much like a *ring of regeneration*). He was equipped with some powerful weapons in the form of a *mace of disruption and a frostbrand longsword.*

## Relationships

Lord Nasher was always accompanied by his bodyguard, the Neverwinter Nine, to whom he gave many magic items from his adventuring days.

During his younger years, Nasher adventured extensively for around ten years and garnered a great trove of magical items. Nasher once slew a minotaur, and once had a wife and child.

### Ruler of Neverwinter

Around 1329 DR, Nasher Alagondar became ruler of the city of Neverwinter.

In 1372 DR, the Wailing Death began afflicting the citizens of Neverwinter on Tarsakh 30. Within a few tendays it had brought the majority of the city's inhabitants to death's door. With the help of Khelben Arunsun, a ritual was devised to cure the magical disease.

Later in 1372 DR, on Flamerule 7, Nasher magically travelled with Piergeiron the Paladinson to Cormyr as a representative of the the Lords' Alliance. There he took part in a council, chaired by Alusair Obarskyr, to discuss how to deal with the machinations of the Shadovar and phaerimm after the destruction of Tilverton.

Nasher rejected the position of King of Neverwinter for much of his life, accepting the title only in old age. His descendants were powerful royals who kept the city stable and prosperous until the eruption of Mount Hotenow, when the royal line disappeared in the disaster.

### Legacy

#### Sons of Alagondar

In 1474 DR, the Sons of Alagondar emerged in Neverwinter and waged a campaign of insurgency and propaganda against the rule of Dagult Neverember. They wished to restore rule to the rightful line of Alagondar.
Marlin (Ship)

## Description

This is the smallest of the human-designed "fish-ships", and, as such, has been affectionately nicknamed the "Minnow" class. This is a misnomer, as the marlin has proved its worth to both human and elven fleets. Its superior MC and AR for its size make it popular with adventurers, but its cramped space makes it somewhat unpopular with some crews.

## Crew

Only a relatively small crew is needed to man a marlin, due to its simple design. Most human crews prefer larger ships, due to the cramped conditions on board. Gnomes and dwarves have no such difficulty, though, and elves also tolerate the smaller spaces.

## Ship Uses

Scout: The marlin is popular for scouting missions in territories where an insect-class ship may not be robust enough to survive. In this capacity, it is well represented in human, elven, dwarven, and some gnomish navies. The ship is also coming under the scrutiny of illithid navies for the same uses.

Smugglers Ship: As with other ships this size, the marlin is popular with merchants specializing in the 'small package trade'. Their owners often heavily modify these ships.

Destroyer: Some navies modify marlins with more offensive capability, and group them in squadrons of three or more. Fighting in concert, these 'schools' can be a force to be reckoned with.

## Other Configurations

Sailfish class: This is a 'topped out' modification to the marlin design. MC rises to 'B', yet is not always popular since the modification draws considerable attention to the ship. Many smugglers, though, use this configuration; they will often use black sails to hide the alteration.

Swordfish class: This is a marlin with a longer piercing ram mounted on the bow. This enables the ship to ram smaller ships effectively, and larger ships with some risks. This is a configuration that some human and gnome navies sometimes use.
Angelship

The **Angelship** is a Kobold ship that is rarely seen in space. They once comprised the backbone of the Kobold space fleet but were nearly wiped out of existence by the elven armada.

They were named for a Kobold legend of winged humans who healed fallen warriors.

## Angelship

### Crew

Listed crew size is for humans. If the crew is composed of kobolds or other small creatures, the minimum crew size is increased to 12 and similarly the maximum crew is increased to 66.

### Standard Armaments

* 2 medium ballistas (Requires 2 crew members each)
* 1 medium catapult (aft)
* Blunt Ram

### Interior Layout

The helm and bridge of the Angelship lie in a large central chamber positioned where the wings meet the hull of the ship. Crew quarters are located forward of the bridge, just behind the front ram, and in warrens in the wings. The galley is located aft of the bridge, and the cargo holds are located aft of that.

### Primary Uses

* **Trading** - The Angelship is able to easily take off and land at land-based ports, making it idea as a trading vessel and at one time were the most popular merchant vessel in the void.

* **Bulk Cargo Hauling** - Stripped down versions of the Angelship have seen service as bulk cargo transports. They are less sturdy than their standard counterparts, due to hollowing out of the interior, but these changes increase the cargo space by 26 tons, to a total of 47 tons.

* **Naval Fleet** - The Angelship has long since fallen out of favor in modern space navies, primarily due to its small size. However, Kobolds have continued to use stealth versions of the Angelship, painted flat black and cloaked with darkness and invisibility spells. This particular type of Angelship is commonly known as the Dark Angel, and is used for sneak attacks.
Deep Sashelas

**Deep Sashelas** was an elven deity who made his home on Arvandor, although he was rumored to maintain a demesne off the coast of the Moonshae Isles known as *Tír faoi Thoinn*.[2] He was heavily involved with the lives of the sea peoples and spent most of his time with deities from that realm. He gave one group of Corellon's creations the ability to breathe and live underwater, wishing to see the wisdom and goodness of the elves prevail in the deeper and wilder realms of the sea. He was heavily involved in the constant reshaping of the ocean depths, creating reefs and islands, tinkering with undersea volcanoes and the like.

Deep Sashelas was a political deity; he made considerable efforts to maintain the unity of the Asathalfinare and was on good terms with non-evil human sea and water deities. He had a special enmity for Sekolah, the sahuagin god and for Panzuriel whom he helped banish and weaken.

## Worshipers

Deep Sashelas' priests had many responsibilities. They acted as mediators and befrienders of non evil aquatic races and protectors of dolphins. All priests had to take a dolphin companion to progress through the ranks of priesthood. They also had to make some effort to establish and maintain contacts with land-dwelling elves if this was feasible. Finally the priests were responsible for creating and maintaining airy caverns below the sea and finding locations which could be used in this way.

## Relationships

While Deep Sashelas was as chaotic as any elven god, he had a lawful good consort, the dolphin goddess Trishina. Sashelas was infamous for his conquests and amorous exploits. Trishina had some tolerance for such straying but not too much.

## Dogma

*Swim the great currents and the shallow seas. Exult in the everchanging beauty and life of the bounteous Undersea. Revel in the joy of creation and increase its myriad aspects. Seek not to hold that which is everchanging, but instead love the change itself. Seek out fellow swimmers who honor the ways of the Lord of the Undersea, and ally with them against those who see only the darkness of the deeps. Follow the way of the dolphin. Promote knowledge and use of the sea by reasonable folk, and fight those who would taint or deplete its beauty and bounty.*
Neverwinter Wood

Neverwinter Wood was located in the North, and possessed a sense of magic within it.

## Geography

Coming from Mount Hotenow, the Neverwinter River flowed through the woods of Neverwinter.

## Inhabitants

The Neverwinter Wood had a circle of druids, the Ring of Swords, who worked to drive out hobgoblins, gnolls, and bugbears from the woods, as well as protect its ancient sites from treasure seekers.

## History

The elves originally called Neverwinter Wood the Llewyrrwood and the forest came to be a colony for Illefarn. When Aryvandaar annexed both Illefarn and the Llewyrrwood in -9900 DR, many of the residents fled to Shantel Othreier. Some stayed for a century, living under the yoke of the Vyshantaar until the queen of the Llewyrr, Synnoria, led a large force of her people out of their lands and across the Trackless Sea to the Moonshae Isles where they established the kingdom of Synnoria in her honour.

The Llewyrrwood was occupied once more when the realm of Illefarn was reformed. Circa -1100 DR, the last Coronal of Illefarn, Syglaeth Audark, decided to take his people to Evermeet. Again, some chose to remain in the Llewyrrwood, and formed the realm of Iliyanbruen which persisted until 177 DR when the last of its moon elves travel to Evermeet or Ardeep.

As of 1374 DR, elves still lived in the wood, though they made up one of the largest cells of the Eldreth Veluuthra, with other smaller cells operating in the surrounding area.

After the Spellplague, Neverwinter Wood experienced a mass migration of fey from the plane of Faerie. Elves were also drawn here in large numbers and they attempted to re-found Iliyanbruen within the forest's borders. Though they had to defeat a force of dark fey to reclaim their anscestral home, they quickly went about establishing the military outpost of New Sharandar around a portal to Faerie.

## Notable Locations

* Agatha's Grove
* Berun's Hill
* Crags
* Gauntlgrym
* Helm's Hold
* Morgurs Mound
* Sharandar
* Tower of Twilight
Bread's Journal

Sultha 1 : Uns'aa lueth butter doerrus ulu lil' sel k'lar! ol's retlah de' lodias lueth ud'phuul inbalin natha zhennu draeval!

udos tha fol byr helothannin lodias lueth alus pholor biu venrin, galla ulu lor bauth lil' zhas thac'zilen.

Rien doerrus xuil uns'aa lueth lorith p'luin uns'aa, kulggen udossa dal fol sifsihlan auflaqui.

Nindol zhah natha tet zhaun'ol, natha nesst ul'kas. Usstan xuat ajak, belbaus ol ulu udossa.

Kenoth uss knif jhal valzu lotha. Natha inlul de' french zhah worse taga naust.

Usstan kestal udos shlu'ta lor wund lil' statha d'lil valuk - k'lar wun lil' luent ulnin, udos fridj ssrig'luin fol d'lil her'tan ulu doer xuil udossa.

bwael isto, k'lar.
Great Mother (Ship)

## Description

First designed by the drow of remote Pyrespace, a long-range expedition from that sphere has recently resulted in the introduction of the Great Mother to drow nations of the known spheres. A medium raiding vessel, the Great Mother is quickly gaining a dangerous reputation. Interestingly, reports from several different independant sources seem to indicate that the neogi are very interested in obtaining one or more intact Great Mothers. As the hatred between the drow and the neogi knows no bounds, it seems unlikely that the drow will willingly allow this to happen.

A Great Mother will typically carry 6-10 Spinnerets clinging to its underbelly. These small boarding craft will be released upon sighting a target ship, and will swarm towards it from several directions at once, in concert with the Great Mother itself.

## Crew

A Great Mother will typically carry a crew of a full 35 drow, all of whom will be expected to engage in boarding actions. This is not enough to fully man all of the ship's weapons, but the jettison is usually loaded in advance, and then manned by a single drow, while the bombards are fully manned. The crew will be led by one or more priestesses of Lolth, with the rest of the drow on board being warriors, many of whom will be multi-classed. If the Great Mother is powered by a lifejammer, the preferred victim will be a neogi or an umber hulk, although elves are also popular victims. In addition to its own crew, a Great Mother will carry the crews of any carried Spinnerets.

## Ship Uses

Raider: Great Mothers are used almost exclusively as raiding vessels. Although they initially ventured into space in order to oppose the Imperial Elven Navy, the drow have since switched their focus to exterminating the neogi, whom they consider to be an insult to their patron goddess. Ironically, Great Mothers are often mistaken for neogi ships by other spacefarers, and thus attacked on sight. This has done nothing to reduce the hatred which the drow have for the neogi. Great Mother raiders within the known spheres are typically used by drow nations which are unable to produce enough Jade Spiders and Jade Spider Commandships to suit their needs.

## Other Configurations

Alternate Weapons: The Great Mother is new enough and rare enough that few other configurations have been encountered. The most common modification is simply to replace the bombards with more conventional weaponry.
Bogwandi's Journal

Went off to go find ruins in the northwest and ran into two Hobgoblins and a bird, they proved to be easy to deal with and were killed easily.

Found ruins and entered through a back entrance, got into a fight with two skeletons that used magic, Chet and I were slightly injured during the fight and we decided it was best to head back to town rather than pushing deeper in the ruins.

When coming back to town at night we noticed a three horned beast that walked on four legs, we were able to sneak around it but it would be wise to avoid this creatures in the future until we know more about them.

Decided to return to the ruined temple to hopefully fully explore it, got attack by some bandits on the way there and took care of them. We raided their empty camp afterwards and continued onto the ruins; when there we started exploring and got into a fight with multiple skeletons, which didn't give us too much trouble. Found a trap door and went down to see what was there, found a room with chests and some armor stands with slightly rusted Plate Armor on them; continued on and got into a fight with two Orcs, after a long and difficult fight we killed them and decided to rest in the empty kitchen.

We finished searching the ruined temple and eventually found four more Orcs in a cave in the basement, we also found two people who were captured by the Orcs it seems. After killing the Orcs we helped free the people and headed out of the basement and up to the surface; we decided to but ball bearings on the trap door to see if anyone enters the basement while we have been away. We headed back to town with these two people, had no issues while traveling and arrived safely.

We were able to get a guild hall after talking to the count, we also learned that the count got a horrible headache about 3 weeks ago after a boat dropped off some more adventurers. Our Paladin helped with his headache and in thanks we were able to get a tent and a golden battleaxe, that i personally took, that we found out were enchanted after visiting the temple.

Woke up after sleeping in the guild hall and decided to walk along the beach of the lake; while walking we met a mysterious creature that was wearing armor that looked like it was made from shells, it filled out some of our map but I do not know what it revealed. We then decided to continue on and suddenly we saw a head that looked like a snake peek out from the water, a few more heads popped up and what looked like a hydra started swimming towards us. During all of this most of us were backing away into the woods and heading back to town to escape this creature. DO NOT TRAVEL NEAR OR ON THE LAKE, IT IS A DEATH TRAP AND VERY DANGEROUS.
Dio's Journal

(Everything here is in Elven if you can't read it when well you can't read it kek)

-First Entry

I finally hit shore after quite some time on the boat. I met some other adventurers , went to a tavern , bought wine , and then slept in. It was an okay day.

-Second Entry

Kurome , Akame , Rekh'An , Morren and I set out north to explore , looking for a frozen lake and a tower. Naturally I was keeping an eye out in case I saw anything that might point me to Klaus. Rekh'An the madman he is befriended some giant reptilian creature. We set up camp and took turns looking out. I heard something but couldn't discern it's location nor source and woke up Kurome. She didn't hear anything either and we went to sleep. The next day Rekh'An befriend a small green dragon while we fought off some Harpies. After all was said and done I claimed the bounty off Morren's head. He was already wounded from the battle with the harpies. After he was knocked out the twins finished him off. It left a somewhat sour taste in my mouth even though he was a \*really\* odd fellow. Especially the fact he was a Half-Elf like myself. It was a sad day.

-Third Entry

Rek'hAn and I bonded after when we went to town , he bought me a drink and we exchanged stories. We then got custom made cloaks at a discount because Rek'hAn was balling with the clerk. Mine is a very posh material black with my family crest on it. We then headed back to the Inn and went to sleep. I had a really weird dream with lots of shadows and storms. I heard a woman's voice within them calling me , and suddenly I woke up hearing thunder. I couldn't see any lightning though.There was a bit of sand in my bed , I'm not sure how it got there but that doesn't matter. I met up with Rek'hAn afterwards and he was somewhat scaly almost like a dragon and sand wouldn't stop coming out of his hair. We are quite perplexed. Finally a man named Etho approached us claiming to have met with the rest of the party a couple of days ago and gave us a treasure map written in Elvish and Dwarven. He also handed us journals which share messages throughout other "connected" journals. It seems like a handy invention. But regardless it was a confusing night.
Battle of Gryjelm Hills

The *Battle of Gryjelm Hills* took place when the two kings fought. Thousands died in the battle on both sides, including the two kings, Eledris Czorin and Xander Merr. Both of their sons agree to a truce to let the kingdoms repair from years of conflict. Their son’s names were Landel Merr and Jayde Czorin.
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Dromond (Ship)

## Description

A large groundling galley, the Dromond is long and slender, and has better handling in space than most groundling ships. Despite this, the Dromond is fragile, and leaves much to be desired. Relatively heavily armed for a ship in its size, the Dromond's weaponry is meant more to discourage attack than to actually be used in combat. Dromonds tend to be quick to surrender in combat situations, unless faced with situations in which being taken alive is a worse fate than death, such as attacks from neogi.

## Crew

When used as a sea-going vessel, a Dromond typically has a crew of about 200 men, and can carry as many as 100 warriors. If this many were carried into space, they would quickly suffocate. Instead, a space-going Dromond usually carries about 20 men, which is much safer, and makes the Dromond capable of journeys lasting several months. Dromonds poweres by Oars of the Void may carry more crew if they are using more than the minimum number of Oars, but this is only common if the Dromond is being used as a short-range troop transport.

## Ship Uses

Trader: For a groundling vessel, the Dromond makes a relatively good trading ship in space. Able to carry an average amount of cargo for its size, and requiring a relatively small crew for a groundling ship in general, and a galley in particular. Despite this, a Dromond trader will typically only operate in safe areas of space, since it is vulnerable to pirates.

Troop Transport: Over short distances, Dromonds make good troop transports, being able to accomidate as many as 300 men. Since these ships can easily break up in the face of enemy fire, which would result in a great loss of life, Dromonds used in this fashion usually mount a full 16 pairs of Oars of the Void, allowing them to achieve SR 8 and outrun most potential attackers, reaching their destination intact.

## Other Configurations

War Dromond: Some Dromonds are modified to be heavily-armed warships. These ships feature raised castles fore and aft to serve as firing platforms, hulls that have been thickened and armour plated, a sharp piercing ram, and replace the weaponry with a pair of greek fire projectors in the forecastle and a single heavy catapult in the aft castle. The net result is a vessel with MC F, AR 7, and a mere 3 tons of cargo space. It should be noted that this is not a modification typically performed by spacefarers, and instead represents the groundling warship variant of the Dromond. Spacefarers will typically purchase a more suitable warship rather than modify the Dromond to serve in combat. Despite this, a War Dromond makes an effective short-range defense craft used by many groundling nations to protect themselves from space-borne attackers, especially since for such short-range defense it usually carries a full groundling crew, which is capable of overwhelming the marines of all but the largest of attacking ships. War Dromonds operated in this manner by groundling nations tend to carry a full complement of Oars of the Void.
Nightwolf (Ship)

The light scouting vessel of the Vodoni, the Nightwolf was the first of the Vodoni ships to be encountered in the known spheres. Appearing as a winged wolf in flight, the Nightwolf is usually painted blue or black, to make it more difficult to spot. The light, maneuverable Nightwolf is intended to flee from all but the weakest of foes, and is equipped with light weaponry which is designed to discourage pursuit. While many Nightwolves were captured during the fall of the Vodoni empire, many more of the fragile craft were simply destroyed in battle.

## Crew

The standard Vodoni crew of a Nightwolf consisted of a single low-level breeder serving as the spelljammer and captain, along with 4 enforcers who served as bodyguards and weaponeers. Human crews will usually also consist of a single spelljammer and 4 weaponeers.

## Ship Uses

Military Scout: Most Nightwolves served the Vodoni as scouts, searching for new worlds to conquer and gathering information on enemy armed forces. The Nightwolf is well suited to this task, and since the fall of the Vodoni empire, most captured Nightwolves have been used by humans in the same manner.

Messenger: Nightwolves were also frequently used by the Vodoni to coordinate fleet movements, and otherwise carry messages and orders from one end of the empire to another. Few Nightwolves now serve as messengers, however, since those that remain in Vodoni hands are now without an organization to carry messages for, and those that have fallen into human hands have typically been given over to other purposes.

Smuggler: Most Nightwolves which are still operated by Vodoni have become smuggling vessels in order to survive. The crews of these ships will hire themselves out to anyone who is willing to deal with them, and usually find themselves transporting small stolen goods, often jewelry or magical items.

## Other Configurations

Courier: The Vodoni employed a small number of Nightwolves as fast couriers of light goods for their fleets. These ships sacrificed their two catapults, and moved the jettison to the top deck to gain an additional 2 tons of cargo capacity. Couriers were also topped out with a small mast for a lateen sail, increasing the minimum crew to 2, and giving the craft MC A. These Couriers were most often used to carry the specialized ammunition used by Hunter-Killers.