recursal/Fanatic-Fandom huggingface dataset:
Kaia Brightwood

Not Lara Croft

## Character History

Kaia Brightwood, a human female, grew up in the hamlet of Ozada. Ozada was located just inside the Neverwinter Woods north east of the city of Neverwinter. At the age of 11 Ozada was attacked by a drow raiding party, killing many (including her parents) and taking others prisoner (including her brother, Stor). As far as Kaia is aware she was the only survivor who wasn't taken prisoner.

She was found by an old ranger, Maccus, who lived alone in the woods not far from the hamlet. Although initially distraught and near catatonic, she shook off her despair surprisingly quickly, forming a fiery determination to get revenge on the drow and free her brother if possible. Maccus intended to bring Kaia to Neverwinter and turn her over to an orphanage but she insisted he train her as a warrior, refusing to leave the woods. Although he was capable of dragging her kicking and screaming to the city he had no desire to, and Maccus reluctantly took the girl in.

Kaia had heard of Maccus, known to the townsfolk as a woodsman and retired adventurer who occasionally wandered into town to trade but held himself aloof, always polite, never friendly. What she came to find out was that the old ranger's idea of retirement was keeping watch over the various communities--human and otherwise--within about a tenday's travel of his cabin. He tracked and hunted the occasional monster that wandered into his territory, kept watch for goblinoid or orc intrusions, and coordinated with the rangers and warriors of nearby communities. Kaia came to realise that the crotchety old man held himself responsible for failing to protect her village.

Slowly Maccus taught Kaia what he knew of woodcraft and battle. She was headstrong and fierce, taking to some lessons much better than others. Maccus considered himself an unparalleled archer but Kaia was indifferent with a bow, taking much more easily to close quarters combat. He taught her what he knew of the Underdark, which was little, and found tutors for her where he could. He introduced her to the local wood elf, firbolg, and forest gnome populations as well as the other nearby human settlements. Always she chaffed, wanting to go after the drow who killed her family and always he delayed, saying she wasn't ready. Kaia began to suspect that he would never think she was ready.

At the age of 21 Kaia entered the Underdark, hoping to locate her brother and rescue him if he is still alive. Unfortunately, drow found her first and she was captured, possibly saving her life as she was running low on both food and torches at this point. Kaia was transported to Velkynvelve where she was to await transfer to Menzoberranzan along with a number of other slaves.

## Personality

Confident, brash, headstrong, Kim fill this out if you want.

## Description

I remember 5'9" and not much else. Basically looks like the picture, which is not Lara Croft, seriously. Also she doesn't have a gun. Again, flesh this out if you want Kim.
Command

The Path of Command values group cohesion over all, forgoing their own actions to allow the group specialists another chance to do what they do best while granting the best possible advantages. It is a thankless job, but someone has to do it.

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Magic Sword

**Magic Sword** est un trio de musique électronique originaire de Boise, Idaho, composé du Gardien (rouge, clavier, audiovisuel), du Voyant (bleu, guitare), and du Tisserand (jaune, batterie).

## Parcours

Au commencement, il y avait la **Lumière** et les **Ténèbres**, création en parfait **Équilibre**. Mais au fil du temps, le mal s'est répandu sur la terre comme une plaie, consumant lentement tout sur son passage. Dans les derniers instants, avant que la **Lumière** ne soit perdue pour toujours par l'**Ombre**, une arme de pouvoir infini a été créée, restaurant ainsi l'**Équilibre** dans l'univers. Et il en fut ainsi, il le sera toujours, chaque fois que le besoin sera grand, nous invoquerons le pouvoir de... l'Épée Magique (**Magic Sword**).

En raison de la nature de la musique du groupe, les spectacles sont en grande partie joués sur place, avec des écarts de rythme et de composition par rapport à la version studio des chansons, particulièrement en ce qui concerne la basse accompagnée de guitare et de leurs somptueux solos.

## Links

* Site Officiel
* Bandcamp
* Soundcloud
* Youtube
* Facebook
* Instagram
* Twitter
Dawnbringer

Not much is known about Dawnbringer. Nespip Glitterleaf's superiors in his order received premonitory dreams guiding them to seek out Dawnbringer, blade of Brysis of Khaem. They set Nespip to the task of discovering where the sword may currently be, probably never intending him to journey somewhere as dangerous as the Underdark.

So far Nespip has discovered that Brysis of Khaem was an ancient Netherese sorcerer and their tomb may have been found deep in the Underdark. An adventuring company called The Hammerfoot is searching for the tomb. Nowhere Nespip has looked has made any mention of Dawnbringer itself.
Sessions

## The Young Adventurers

* Session 1 - Shenanigans
* Session 2 - Subterranean Homesick Blues
* Session 3 - Slouching Towards Sloobludop
* Session 4 - Things Fall Apart
* Session 5 - Gracklstugh on Five Silver a Day
* Session 6 - Twirling Towards Freedom
* Session 7 - What's So Civil About War Anyway?
* Session 8 - Turmoil in the City of Blades
* Session 9 - Bohemian Grove
* Session 10 - Here Comes the Sun
* Session 11 - Welcome to the Jungle
* Session 12 - Wedding Crashers
* Session 13 - We Live in a Society
* Session 14 - Ooze in charge around here?
* Session 15 - Get Your Towels Ready, It's About to Go Down
* Session 16 - Rock and/or Roll
* Session 17 - Enough Slime for All of Us
* Session 18 - 22 Short Films about Blingdenstone
* Session 19 - You have Selected Regicide
* Session 20 - Natural Twenty
* Session 21 - Put Me in Coach
* Session 22 - Back to the Underground
* Session 23 - A Series of Tubes
* Session 24 - Zhentarim? I Hardly Know 'Em!
* Session 25 - Unleashed Potential
* Session 26 - Into Mantol-Derith
* Session 27 - The Madness of Mantol-Derith
* Session 28 - Ou Est la Bibliotheque?
Lucifer

The Greater Daemon prince, **Lucifer** is the aspect of Pride, and is known to take great fascination in manipulating mortal events to play as pieces in a game for his entertainment.

## Background

Before the Fall, Lucifer was favoured among the chosen angels of Mithras to lead the armies of heaven. Having helped lead the rebellion against the god of light, he and his followers were cast out, where they changed allegiances to serve The Goddess. As servants of the goddess, Lucifer and his fallen angels were also changed by the wave of corruption that created the demons.

## Personality

Lucifer is infamous as a master trickster who has his hands in everything. He admits he is fascinated by mortals, and considers his games and dealings with them an attempt to understand the human psyche.

The Daemon prince takes pride in extravagance, and shows off as much as possible at every turn. He can often seem to some mad, but he is in complete control of his mental faculties. By far the most eccentric of the princes, all of whom have their own particular traits.

## Appearance

His general appearance is that of a male human in approximate mid to late twenties. His eyes are a deep violet, but can turn crimson when something angers him. He is impossibly well-kept, wearing a trademark pristine white suit with a purple shirt and tie. Sometimes he will change certain aspects of his appearance to suit his mood, most commonly with shifting hair colours from black to silver, blonde, white, and an assortment of others. So long as it doesn't clash with his attire of course. Always perfectly clean shaven, skin without a single blemish, and perfectly manicured nails, everything about him is inhumanly flawless.

He is a known shape-changer, and can take on a variety of other temporary appearances at will, his eyes and demonic features, fangs, pointed ears, remain constant, thus the transformations are imperfect.

## Abilities

Lucifer is a fallen angel turned Daemon, who leads the Affiliation of Pride. And has displayed the following capabilities. As the leader of pride, he has far more abilities than normal Daemons, this could be attributed due to his unique situation of being both angelic and demonic. Naturally all the princes are much more capable than any other daemon, but Lucifer is chief among them for many reasons.

Unlike most Daemons, Lucifer does not have an alternate 'true demonic form'.

### Known Abilities

* Fire Manipulation: Promethean Flame
* Light Manipulation & Dark Manipulation
* Telekinesis and object summoning
* Shape shifting
* Dimensional Travel

## Trivia

* Lucifer bears a fascination with certain literary characters or works, such as exhibited by his references to Alice in Wonderland during his first appearance.
* The Daemon prince also has an excessive sweet tooth.
* More often than not, his powers are used to show off rather than in an attempt to cause harm, "It's simply more entertaining this way."
* A common daemon trait he exhibits far more than others is in his obsession with gambling and making bets. He nearly always wins.
Session 23

## A Series of Tubes

17 Eleasis(Afternoon) - Like a half hour later that afternoon

Ralkor sends his owl familiar after the fleeing drow to try to figure out where they went. The party follows more slowly. The owl locates a side room with a small ceremonial pool and several dead dwarves. The party checks the room and finds that the dwarves are the ones killed and replaced by the doppelgangers.

Ralkor wanders towards another room and finds a pit leading down, guarded by two driders and two of the fleeing drow warriors. He sees one of the mages just disappearing as he jumps into the pit. Ralkor was a bit ahead of the rest of his group and could have been in some trouble here but the other three young adventurers had very good initiative rolls. Kaia and Nespip rush in to engage the driders and the party makes pretty short work of them. Kaia does almost die, though, so Ralkor turns her into a giant ape. The two drow flee by jumping into the pit during the fight.

Nespip and Sebastian, apparently thinking the pit was safe to blindly jump into for some reason, leap down. They are saved from taking some serious damage only because the drow had filled the shaft with the web spell to slow pursuit. Ralkor clears the web, somewhat slowly, using firebolt.

Once the party has climbed down the shaft they find themselves in a similar-looking level of the catacombs. They continue to search for the escaping drow but take several missteps--they scout down the wrong side passage twice, they take some time to deal with a lone drow they find staggering about (it’s the drow who fell down a pit in the fight last session). When they do find yet another tunnel leading down the drow are long gone.

The party begins to climb down the hole but are stopped by the arrival of King Bruenor and Catti Brie. Bruenor thanks the party for their efforts but tells them to stand down. The pit, according to him, leads out of the catacombs and into the Underdark. He and Catti Brie will go after the thieves themselves in the morning; Bruenor assumes they are headed towards Menzoberranzan which is a long trip through the Underdark.

In the meantime Bruenor plans to step up his plans for the party to get help from the various factions. Due to the theft of Maegera and the imminent departure of its king Gauntlgrym can no longer spare any soldiers for the mission, so faction support is even more important (assuming the party wants soldiers for a proper expedition). Bruenor was planning a feast in several days to introduce the party to the faction agents but he will invite them to a dinner tonight instead.

And we leave off there, a short update for a short session (our first online session). Until next time when we find out if the Young Adventurers can make a good impression at a party.
CHK Wiki

## Welcome to the Underdark

This wiki is intended for the use of players in my Out of the Abyss campaign.

## What am I doing here?

You, along with a number of other prisoners, have been captured by the drow, a race of evil subterranean elves. If you don't escape you face a life of hellish slavery in the city of Menzoberranzan. Of course, escaping the drow is only the beginning, you are still miles below the surface in a world that is completely alien to you.

## Contents

* The Party
* Characters
* Locations
* Sessions

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
The Party

## Kaia Brightwood

A human ranger who grew up in a small village in the Neverwinter Forrest. As a young girl her village was attacked by drow, killing or capturing most of the people she knew. Kaia is driven to find her missing family--or at least avenge them.

## Nespip Glitterleaf

A forest gnome paladin, trained in the ancient tradition of his village's protectors. Nespip never felt the connection he expected from his path and undertook a mission on behalf of his order, hoping to find what he feels is missing.

## Ralkor

A hobgoblin wizard, young but hungry for recognition in his harsh society. On his way to the Academy of Devastation Ralkor's plans are derailed when he is captured by the drow.

## Sebastian Joab

An aasimar life cleric of Helm who has long felt that his god had a special purpose for him, he needs only find it.
EP II (Carpenter Brut)

Le 2nd EP de Carpenter Brut.

Sorti en 2013 chez Black Bus Records, et recompilé dans l'album Triology chez Neuropa Records / No Quarter en 2015.

Un clip a été fait pour *Obituary*.

## Liste des titres

1. Roller Mobster (03:34)
2. Meet Matt Stryker (04:05)
3. Obituary (04:27)
4. Looking For Tracy Tzu (04:17)
5. SexKiller On The Loose (03:42)
6. Hang'Em All (05:37)

## Liens

https://carpenterbrut.bandcamp.com/album/ep-ii

https://www.discogs.com/Carpenter-Brut-Carpenter-Brut-II/master/607098
Hrod

### Overview

The Hrod are a reptilian race that thrives in coastal areas. Among all of the sapient peoples, they have the longest surviving history, having maintained records through the practice of stylized stone carvings. Even the smallest homes are decorated with the basalt, limestone, and marble annals of their ancestors. The most famous emperors and conflicts have megalithic pyramids erected to them and maintained as museums. As a result, the majority of what is known about the lost Savothian empire comes from **Hrodic** records of their conflicts with the ancient power, though their tendency towards presenting history as parable or metaphor dissuades even the most tenacious scholars from treating these sources as factual.

### Biology

The Hrod resemble the large semi-aquatic archosaurs such as crocodiles, alligators, caimans, and gharials. Typically green or black-skinned with thick, scaly hides providing a natural armor. They are short limbed with long, powerful tails that comprise half of their body length, and they tend to increase in size the longer they live. Powerful swimmers, they are capable of unparalleled bursts of speed in water, giving ambush tactics a special significance in both their wartime strategies and hero stories. Of all sapient peoples, they have the

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Character Creation Steps

## Come up with a Character Concept

This is the single most difficult step, and that's why we are going to tackle it first. In many cases, especially when entering a campaign that is already in-progress, it can seem really daunting to create a character that will meet the needs of the story and still feel like your own.

First, focus on fun, and use the setting's Races as inspiration.

Are you drawn to the image of vampires lurking in the dark? You could be an Eschwen bat-person who remains hidden and strikes from the shadows while using guile to influence allies and enemies alike!

Maybe you're a fan of early 20th century sci-fi and want to play a sentient insect warrior, loyal to her broodmates and fearless on the field of battle. You could be a Tiktani who uses a complex dance to slay foes and restore allies.

The most important part of this step is to come up with a concept that YOU like.

Once you have this idea in mind, it's time for a backstory, so look to your GM and your fellow players to help you brainstorm something that fits within the campaign that you are all building together.

There are a lot of questionnaires that you can turn to online that can help flesh out the margins of your character.

## Choose a Profession

Your Profession has the largest impact on how you play your character both in and out of combat. It describes your role in the world before the adventure began, the lens through which they see every interpersonal interaction, and shapes their methods of problem solving.

Are you a Detective for a small municipality, looking for clues and sussing out lies?

Are you a traveling Physician, treating diseases and determining causes of death?

Or, are you a Ranger, scouting the wilderness, documenting changes and reporting on your findings?

What does this change about your character's priorities compared to the other characters in your group? Are they proud of their profession? Do they enjoy it? Was it forced onto them as a part of their upbringing? Whichever you choose, you get a +5 bonus to all skill rolls related to your profession.

Even the idea of having a profession that seems useless at first can be a great avenue for unique situations.

## Choose a Core Path and your First Step

Each Path has at its Core a unique way of interacting with the game rules. Generally, the more diversity in the Core choices of your group, the more solutions you will have to various scenes involving movement and combat. Your First Step is a way to add further customization, as it can be the first step of any Path, not just your Core.

## Assign Attributes

Before the Attribute bonuses of your Race are counted, you can assign a single score to each attribute in the amounts of 3,2,1,0,0.

## Choose Weapons and Armor

Does your character use an ancestral sword, passed down by their parents and grandparents, did they learn martial arts that favored a spear, or are they a pragmatist who uses whatever is at hand? Do they prefer using a staff like Gandalf, a wand like Harry Potter, or their hands like Merlin?
Maximum Love

**Maximum Love** est un groupe de musique électronique, composé de deux frères.

## **Parcours**

Ils ont publié leur premier EP "Midnight Astronaut" en février 2014, suivi de trois singles et d'un second EP, "Dead By Dawn", en mars 2016.

En novembre 2016, le groupe a annoncé qu'ils travaillaient sur leur troisième EP, intitulé "Vision". Il a depuis été publié en janvier 2017.

## **Discographie**

### Extended Plays

* Midnight Astonaut (Février 2014)
* Dead By Dawn (Mars 2016)
* VISION (Janvier 2017)

### Singles

* We've Just Begun (2014)
* Sexy Girl (2014)
* OBEY (2015)
* They Don't Love You Like I Do (2016)
* Vision (2016)
* I Still Believe (2017)

## **Liens Externes**

* YouTube
* Facebook
* Spotify
* Instagram
* Site Officiel
Monsters

## Hostile monsters

Drix - Large crab-like creatures.

Stilted Drix - These Drix have longer legs, born around 4ft and grow to be 10ft in height.

## Non-hostile monsters

See Pawa

See Tiffil

## Legendary monsters

Rasmushin, also known as Ol' Stumpy – An ancient tentacle beast – Rumored to fight sailors of old. The stories say it disappeared into the depths of the oceans after a fight from a brave captain and his magical harpoon left the creature with only six tentacles.
Scratch-Dice

The Scratch-Dice system is a tabletop roleplaying game following in the pen and paper gaming traditions of Dungeons & Dragons, Pathfinder, Star Wars: Saga Edition, and The D20 System with several unique twists.

## Rules

* Character Creation Steps
* Attributes
* Skills
* Talents
* Professions
* Paths
* Races
* Combat
* Momentum

## Lore

* History
* Calendar
* Artifacts
* Rituals
* Established Characters
* Patron Characters
* Monsters

## Campaigns

* Design Episodes - Hosted by Josh La Forge - Ever wanted to create your own tabletop RPG? Join the Homebrew Hombres on a D.I.Y. docu-quest for tabletop roleplaying perfection as they design, test, and rebalance their own RPG From Scratch!
* Gloomtown - Maxx's campaign - We meet our new rag-tag group of Akaenoshian Marshalls who’ve been sold up the river to deal with a small town’s Temperance movement and the multiple conspiracies that have popped up to undermine it. Nobody knows that they’re the wrong folks for the job… except themselves.
* Agnes' Ashes - Liam's campaign - Meet The Wing Mob, a small mercenary band on their way to deliver their boss’ remains to her native sea. Passing through the Countryside of Galthreach, things are tense. There’s a civil war on and the busiest merchant corridor has been disrupted by disappearances – neither side knows why. In an effort to make some much needed scratch, Wing Mob quickly become involved in an eerie and highly clandestine contract to escort a strange man down that very route.
* Echo's of the Starcrypt - Josh's campaign - An enormous underground structure has impeded the expansion of the insectoid country of Badherost. Working with the above-ground country of Neffar, they assemble a team of Adventure Archaeologists. Tasked with finding an entrance into the structure in the middle of a dangerous forest on the border of multiple unfriendly peoples, they find themselves in the middle of tribal warfare, at odds with a fundamentalist cult of wizards, battling giant fauna underground, and discovering the terrible secrets left by the ancients. They soon discover that neither friend nor foe is safe from the sins of the past.
* Leyliners - Josh's ongoing campaign - A new direction and a continuation of the Echoes of the Starcrypt storyline.
Ozada

Ozada was a small hamlet within Neverwinter Forest, near the forest border northeast of the city of Neverwinter. It primarily consisted of hunters, trappers, and farmers with a population of roughly 40 people. In the year DR 1482 it was raided by the drow and it's people were killed or enslaved. The hamlet now stands abandoned, overgrown by the surrounding forest.
Patron Characters

On Patreon, at the $10 Tier, you can create a custom character that fills the cities.

[*List still being built*]

**Bolovo** – *[race needed]* - A detective in the city of Ishraleon. An honest man and doesn't mind looking the other way for the greater good.

**Rogar the Scar maker** - [Savolthian] 8ft tall tiger shark with scars running down his arms. He is the Captain of the Guard in Israleon.

* Voice request - Keith David
* Created by BigBadShadowMan
Savothians

### Overview

Savothians are an amphibious people with webbed hands and feet with coloring and features ranging from vibrant to bland to translucent. According to Hrodic records, the Savothians were the most advanced people in the world for more than a thousand years, living in a single, united amphibious empire hundreds of miles from any coast. They controlled the seas and regularly raided and enslaved terrestrial peoples. Just over 500 years ago, a mysterious cataclysm darkened the sky, and when it cleared the next day, their entire country, Savoth, had vanished, along with its inhabitants. Nearly a century afterwards, amnesiac Savothians began washing up on shores around the world, retaining nothing of their lives before the Doom or any knowledge of the existence of their once great empire. Treated with general distrust, modern Savothians try to make their way in the world like anyone else, enthralled, terrified , or indifferent to the idea of rediscovering their forgotten past.

### Biology

Biologically immortal, Savothians are among the tallest of the humanoid Sapiens and have webbed extremities, granting them superb mobility in water. They have the ability to breathe both in seawater and in the open air. They tend to wear a less permeable base layer of clothing than other peoples to prevent them from losing too much water from their skin. They can shift the coloration of their skin from light to dark in striped patterns. Some cultures use this as communication or as involuntary expression of emotion. Savothians range in height from 5'10"(178cm) to 6'9"(206cm) and in weight from 180lbs(81.6kg) to 290lbs(131.5kg)

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Toldun

### Overview

A soft, simian race, Toldun are widely known for their ability to adapt and adopt new behaviors. Typically looked down on as individuals by the other peoples of the world for their volatility, lack of focus, and middling lifespans, they are nevertheless treated with careful respect when addressed as a group, as their apparent lack of limiting social and physical specializations have repeatedly allowed them to repurpose their civilizations into economic juggernauts at the hint of new resources or into engines of all-out war at the merest provocation.

### Biology

While a relatively slow animal over short distances, Toldun have developed the ability to “sweat” to regulate their body temperature. Small glands within their skin secrete a fast evaporating mixture of water and minerals, with the heaviest excretions occurring near their core. This, coupled with their disproportionately strong legs and stiff feet, allows them to surpass every other animal in ambulatory speed over time spans longer than 30 minutes. They even compete in extreme foot races lasting for several days and spanning hundreds of miles.

While fresh and saltwater adaptations are common in mammals, as apes, a Toldun's ability to hold their breath is unprecedented, with some reaching time spans of over ten minutes without coming up for air. Additionally, their fingertips shrivel to provide channels, allowing their hands to reliably grip underwater, and blood flow restricts from their extremities to prevent core heat loss. Their lower bone and muscle density along with their distribution of body fat also makes them more buoyant. Even their newborns exhibit breath-regulation instincts when submerged in water. Adult height ranges from 4'11" (1.5m) to 6'2" (1.9m) with few outliers.
Citadel

Path of the Citadel teaches that patience is a virtue that always rewards. It instructs that protecting those around oneself is paramount, and the best way to keep them safe is by blocking their path and baiting them into attacking.

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Champion

Those who value excellence in individual combat tend towards the Path of the Champion. They gain inspiration and vigor from defeating enemies and are immediately driven to greater and greater feats of strength by both their successes and failures.

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This damage increases by 1 for each round that passes.

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Eschwen

### Overview

The Eschwen represent a wide array of mammalian peoples who share similarities with many species of bats. Though able to act as normal during the day, they are very capable in the dark. This affinity expresses itself in various ways throughout their many cultures, painting both Eschwen armies and individuals as historical bogeymen across all of Urd. In appearance, they have short reddish to black fur covering their bodies, sometimes extending up to their faces. Their eyes are larger than most other races. Their noses vary the most between individuals, providing the most visible indicator of ancestry.

### Biology

Eschwen show a high variance between individuals. They range in height from 1.2 meters (4 feet) to 2.1 meters (7 feet). They all share an ability that allows them to locate others in the dark through the use of echolocation. They tend to not store bodyfat for long, and those that do store it exclusively around their midsection. Their limbs tend to be slender, and do not confer the power of flight, despite their suggested ancestry.

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Calendar

## The Urdic Calendar

It is divided into four seasons with nine, 10-day weeks with four days in between the seasons during their solstices. After the Doom, a new age began and a new chapter for Urd.

It is currently Year 172 since the Doom, during the Age of Equity

### **Week:**

* Firday, Gilday, Salday, Ridsday, Milday, Tunsday, Yinday, Ohmsday, Valday, Dyronsday

### **Year**:

* RISARIA – 90 day Spring

* FALSE BAGS – Four days of jokes and lighthearted pranks – Similar to April Fools Day

* SWORDSHINE – 90 day Summer

* BASKING – The longest days. Founding of the first Hrod dynasty. Four days between Summer and Autumn

* REDMOOT – 90 day Autumn

* DRAKEWING – Four days between Autumn and Winter. This solstice is traditionally when people settle grudges and feuds. This is a restoration of balance before the DWINDLING and the BLACK AUDIT.

* DWINDLING – 90 day Winter

* BLACK AUDIT – Four days between Winter and Spring. The darkest nights. This is the transition to a new year and celebrates reflection, and concession. Lots of cultures believe the black moon of Zerusha [?] is now watching. Most try and right themselves spiritually and physically (like Spring Cleaning) before the beginning of RISARIA.
Rituals

Rituals are a magic that can be used by anyone with the knowledge, time, and materials. They do not require any arcane or otherworldly magical tendencies. They are normally very complex, and only a few legendary wizards have been able to actually create their own rituals.

When a group finds a parchment with a ritual, the party obtains the knowledge, as it is not given to any one member.

**Animal Messenger**: Prep takes 30 minutes. You need to kill an animal that can vocalize, then share your blood with the blood of the animal. You use the spirit of the animal to deliver a message of your choosing. The message is guaranteed to deliver, but at the speed of the animal you have killed.

* A score of 13 needs to be beaten.
* It cannot go through walls. The animal believes it is alive for the duration of the message.
* It travels only as fast as the animal you have killed

**False Face**: Gruesome illusion - You need to cut off the face of a person and place it on your own as if it were a mask. Succession is a physical disguise of a known person from the neck up. You get their speech, tone, and mannerisms. From the neck down, you do not look any different.

* A score of 20 needs to be beaten.
* You do not need the persons face to disguise as them. (You can use a tiktani face to disguise as a guf. You just need to know the guf specifically.)
* Failure is disfigured for the same number of days you wanted.

**Glamour**: Prep time takes an hour. A similar, less thorough ritual for a disguise. You do not get any mannerisms, but you can look like the requested person from head to toe. The ritual is cast by breaking a mirror with a clear prism like a crystal and special words.

* Reflections (in swords, mirrors, water) do not reflect your Glamour
* Failure is a cool down – This ritual can only be cast every 48 hours.

**Dweller's Map** – Step one: Get bit by an animal. Using your blood from the animal bite, you can create a map on flat surface of what the animal has seen as well as its territory.

* Your blood draws the map – Lowers your MaxHP by the amount of the bite damage.
* You constantly lose HP as the map is made. This hurts.
* Your MaxHP is restored after an hour.

**Spalding****'s Warding Sleep** – Spend momentum to create an area around your party. Your party doesn't need to have someone watch the night. This prevents a surprise attack through the night.

* It protects you from one ranged attack, and instead wakes you.
* Requires an instrument or something that creates noise to wake you.
* Requires an incense to create the barrier.
* Allows you to sleep in your gear and spend a Swift Action to stand if you are attacked.
Established Characters

## Akaenoshian

**Prince KILIRON** – Older brother of Anerion – Proven leader and should have been the heir to the throne. Instead denied by his younger brother and other leaders. He leads the civil war against his brother

* Known as "The Sword of Akaenosh" by his followers.
* Called "The Brazen" by his brother Anerion.

**King ANERION** (silent A) – Younger brother of Kiliron - A stronger scholar than his brother, he had taken the throne by getting those in power to see his vision of the future of the empire.

* Known as "The Enlightened" by his followers.
* Known as "The Sapling Sage" by his brother Kiliron.

###

## Legendary Characters

**McGargle** – A legendary hrod and a maverick artificer. His Artifacts are many and highly sought after for more curiosity than use. McGargle created items for the sake of the magic, never caring about how it actually affected the people and world around him. His craftsmanship and attitude has small groups of the region to declare him a demigod, and he is worshiped at the Temple of McGargle. His legendary items try to help. Emphasis on try.

**Spalding** – An insane doomsday prepper. He thinks the world is going to end every day. He has been right a couple of times, which spurs his magical prep
Death

Those on the Path of Death wield the destructive elements of time, subjecting creatures and objects to deterioration and putrefaction in novel and cruel ways. It is only recently that these talents have been seen as anything other than anathema. Players who value doing ongoing damage that slowly ramps up to punishing amounts as combat goes on should consider this Path. Their abilities reward the player for filling the battlefield with dangerous areas and exploit the ongoing effects placed on enemies by your allies and the environment.

## Core

 Range
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## Step 1

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## Step 2

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RPG From Scratch Wiki

Have you ever wanted to create your own tabletop RPG built from everything you love about gaming, while dropping the crap you can’t stand? Listen in as as four homebrew hombres design, test, and rebalance their own *RPG From Scratch* again and again.

## The Premise

Follow Josh, Doug, Maxx, and Liam, hosts of the writing podcast*Bad Storytellers*, as they take on their other passion: tabletop gaming. Their quest? Build a roleplaying game that meets all of their needs with the end goal of sharing it with the world. Listen in on the trials and errors of tabletop game design, explore the art of mechanics and storytelling, and adventure with them through epic playtesting.

**The Scratch-Dice System**

## Hosts

### **Josh La Forge – The Tank**

Armored to the teeth and strong as an ox, Josh keeps the party safe by deflecting dangerous topics and protecting good ideas behind his shield. When he is not adventuring, he enjoys lifting heavy things, raising his child, and listening to the lamentation of the women.

### **Doug Banks – The Rogue**

Hides in the shadows away from the rest of the group – landing unseen strikes of comedy as attacks of opportunity. Able to shift out of danger and blame it on a bad internet signal. When not backstabbing, Doug uses his high Influence stat to convince people of the existence of ghosts and record the fallout.

### **Maxx Wessel – The Wizard**

Maxx rocks a cloak like he stole it. Schooled in the many histories, his knowledge of useless novelty spells is unmatched in each of the nine magical realms. Banned from Lemuria and Atlantis, he consoles himself by reading alternate history books in which magic does not exist.

### **Liam Malone – The Cleric**

Worshipful of nothing but the flesh, Liam repairs party injuries in the most uncomfortable ways possible. He carries a mace made from a bust of his own likeness and revels in imprinting it on enemies that the others dispatch. When he is not employed as a violent pervert, he spends him time composing bad poetry in hopes of finding an ill-suited mate.
Дворфы

Дворфы, по сути, невысокие люди. Обладают высокой живучестью и выносливостью. Весьма умны. Обладая ростом, едва достигающим 140 см, они весьма мускулисты и широкоплечи. Хоть физиологически они также весьма похожи на людей, их органы так же покрыты ещё одним слоем тканей, которые защищают их от повреждений.

### Пределы атрибутов

**Расовая особенность:** Хороший иммунитет. Они получают +2 кубика к проверкам сопротивления ядам и болезням.
Radiance

The Path of Radiance harnesses the healing and harmful effects of cosmic radiation. The source of this power is hotly debated with some viewing it as nothing more exceptional than other bodily magics, while the healing effects are viewed by others as a blessing from the heavens.

## Core

 Effect

 Range
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 Effect

## Step 1

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## Step 2

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Marksman

Those studying the Path of Marksmanship value extreme precision with ranged attacks above all else. Adherents tend to learn first on the bow before adapting their skills to other implements, be they magical or mundane.

# Steps

## Core

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## Step 1

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## Step 2

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Zealotry

The Path of Zealotry teaches how to combine melee prowess with bodily magics, stealing life energy from its victims and redistributing it as powerful radiation.

## Core

 Effect
+2 Speed
Disengage 2 Squares
+1 Dodge

 Effect
+2 Damage,
+1 Armor

 Effect
-1 to Adjacent Enemies attack,
-1 to Adjacent Enemy Dodge,
-2 to Adjacent Enemy Skills

 Effect
+1 to Adjacent Ally attacks,
+2 to Adjacent Ally healing,
+2 to Adjacent Ally Skill checks

 Range
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## Step 1

 Range
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## Step 2

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Momentum

Momentum is the reward for daring actions, the resource spent to augment rolls, and the currency used to advance down a Path.

### **Earning Momentum**

At any point during the game, the GM can dispense Momentum to individual players, usually 1 point at a time. Clever problem solving, hilarious jokes, dramatic roleplay, and creative combat actions are just some of the behaviors that a GM can encourage through Momentum rewards. Players are allowed to argue that something they did deserves Momentum, and GMs are expected to be generous within reason.

You also gain Momentum at the end of a Scene in fixed amounts. The difficulty or significance of the event to the campaign determines the size of the reward.

> 3 - Normal
>
>

> 4 - Difficult
>
>

> 5 - Heroic
>
>

> 6+ - Story Climax
>
>

### **Spending Momentum on Die Rolls**

Any time you roll a d20, you may spend any amount of Momentum you like. Spending Momentum in this way signifies a significant moment in your character’s story. Before making the roll, declare how many Momentum you would like to spend. Then, describe the flourish or the dramatic importance of the action. You may have a wisecrack, or you may just describe the desperate way in which this strike or action is significant.

For each point spent on the roll, roll an additional d6 and add to the result.

If you spend Momentum and still fail the roll, it becomes a *Momentous Failure* and dramatic consequences follow, decided by the GM.

You may lose hold of your weapon, the floor could open underneath you, or the monster that has bitten you may accidentally swallow you.

### **Using Momentum to Advance**

Players May spend 30 Momentum to advance a Step down a Path. When they do, they add the Step HP value to their Maximum Hit Points and gain all of the Abilities and Features of that Step.
Зверолюды

## Кошколюды

Зверолюды как разумная раса появились относительно недавно. Они переняли от себя множество звериных повадок, а так же и вполне человеческих привычек. Хотя многие они ассимилировались с населением большинства королевств, а так же, по сути, обзавелись собственным вольным городом, населённым преимущественно зверолюдами, их часто недолюбливают из-за существования многих их диких собратьев, вроде свинолюдов и гноллов.

### Пёсолюды

Пёсолюды - антропоморфные звери, имеющие собачьи черты. Высокие, покрытые густым мехом, сильные и обладающие высокой выносливостью. Крайне живучи.

#### Пределы атрибутов

**Расовая особенность:** Крепыш. Зверолюды всегда кидают один дополнительный кубик на сопротивление урону.

### Кошколюды

Кошколюды - подвид зверолюдов, имеющий преимущественно кошачьи черты. Быстрые, ловкие, едва превышающие в росте человека. Но при этом довольно хрупкие.

#### Пределы атрибутов

**Расовая особенность:** Сумеречное зрение. Кошколюды видят в сумерках и при низкой освещённости так же, как днём.
Бестиарий

Бестиарий представляет собой список существ, разумных и неразумных, которых вы сможете встретить в мире Game of RomanuZ, в качестве своих противников и/или даже союзников.

### Нежить

#### Обычная нежить

* Скелет
* Зомби
* Упырь
* Утопец

#### Вампиры

* Алые вампиры
* Эконы
* Скали

### Звери

* Сетеплёт
* Плевальщик
* Гончая (И прочие собаки)
* Гнолл-воин
* Гнолл-стрелок
* Гнолл-шаман

### Гоблины

* Гоблин-копейщик
* Гоблин-лучник
* Гоблин-шаман

### Тролли

* Лесной тролль
* Горный тролль
* Пещерный тролль
* Холмовой тролль

### Чудища

#### Морские чудища

* Моллюск
* Морской "окунь"
* Морской страж
* Сирена

#### Лесные чудища

* Эктоплазма
* Гигантская эктоплазма
* Грибной зомби
* Споровик
* Заражённый гигант
Krex

### Overview

The Krex are a flightless feathered race of avian variant humanoids. Generally lightweight and slight, their cultures tend to be reverential and full of ritual song. There are songs for celebration, for courtship, and for slaying. Individuals range from gaudy to reserved both in personality and coloration, making their members easy to find in nearly every profession. They are fast, nimble, quiet, sleek, and fiercely proud. From the time that they are nestlings, they are taught that they will one day return to the skies and rule again above all living things. Other peoples see this belief as haughty and presumptuous. The Krex see it as inevitable.

### Biology

Though incapable of flight, many Krex achieve something near to it for short bursts. Their plumage runs the gamut between the monochromatic dun of some tribes in temperate maritime regions and the brilliant rainbow patterns displaying dozens high contrast iridescence. The longest feathers adorn their arms and tails, helping them to redirect their body weight by affecting air pressure, making them more nimble than other races. Among the many Krex, there are two different mouth shapes; the hard, toothless, and sharp beaks of varying shapes and lengths, and the wider, softer, and toothy bills. Krex range in height from 4' 5"(135cm) to 7'1"(216cm) and in weight from 55lbs(25kg) to 180lbs(81.6kg) due to hollow bones.

 Endurance

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Зомби

Зомби - ожившие трупы. Чаще всего, под влиянием магии, будь то заклинания некромантов или какое-то местное проклятие. В отличии от своих собратьев скелетов, у них есть мышцы, пусть и, не считая самых свежих восставших мертвецов, гнилые. За счёт этого они могут сохранить часть своей физической силы. Так как они не представляют особой угрозы по одиночке, часто они медлительны, но собираются большими группами.

### Снаряжение

Очень редко можно встретить вооружённого зомби. Как правило, они слишком тупы, чтобы воспользоваться им, хотя бывают очень редкие исключения, особенно если "труп" свежий. Впрочем, на них часто можно встретить броню. Чаще всего это обычная низкокачественная броня, но, опять же, для самых свежих могут быть редкие исключения.
Скелет

Скелеты - одна из самых низших форм нежити. Существующие за счёт магии, не имеющие мышц, они не могут похвастаться высокой физической силой, однако взамен этого они на удивление проворны. Впрочем, хороший удар увесистой дубиной легко их утихомирит.

### Снаряжение

Часто у скелетов можно увидеть лёгкое оружие, крайне низкого качества. Очень редко на них остаются куски брони, очень плохо, но защищающие их хрупкие кости.
Эльфы

Эльфы чем-то очень сильно похожи на людей как по внешнему виду, так и физиологически. Впрочем, отличий больше, чем сходств.

Так, например, эльфы обычно выше людей. Их кожа на протяжении всей жизни выглядит молодо. Их волосы часто имеют более светлые оттенки. Также они чуть более живучие и долговечные, чем люди и имеют длинные заострённые уши.

### Пределы атрибутов

**Расовая способность:** Сумеречное зрение. Эльфы видят в сумерках и при низкой освещённости так же, как днём.
Telrain

**Telrain**, also known as **Dawn's Beauty** in The Fertile Coast and the **Arena** in the Broken Vale, is one of several continents located on Arkan, has for much of its history been divided into regions. These regions are The King's Vale, The Silvering Marches, The Fertile Coast, Northern Plains, Haunted Coast, Yellow Plains, Frozen Lands, The Misty Plains, Purple Wastes, The Broken Vale, Plateaux of Steel, and The Lands of Falneria
Nespip Glitterleaf

Though he be but little, he is fierce

## Character History

Nespip Glitterleaf, a male forest gnome, grew up in the village of Benglorafurd Ford in the High Forest. He was a member of the Order of the Oaken Heart, a paladin order which protected a number of forest gnome settlements in the High Forest. Nespip did not feel the calling strongly, however, and was set a task by his order to kindle his faith--find the ancient blade Dawnbringer, a powerful weapon for good long lost to the world. The only knowledge his order had was that the sword was once held by Brysis of Khaem.

Nespip first travelled to the city of Silverymoon where he consulted with the scholars of the Ladies' College and researched at the Vault of the Sages. He discovered that Brysis of Khaem was a ancient Netherese sorcerer, long dead and buried in a floating crypt. When the Empire of Netheril fell so did it's great floating cities--and of course the crypt of Brysis. Nespip could find no further information about Brysis of Khaem or Dawnbringer until he expanded his investigation to the less savoury elements of Silverymoon. Asking around at the taverns and inns frequented by adventurers he heard rumours of the Lost Tomb of Khaem, supposedly found largely intact deep in the Underdark. Nobody could tell him where exactly this tomb was found but a well-known local adventuring company, The Hammerfoot, had apparently found a map or guide and ventured into the Underdark.

Perhaps rashly, Nespip had a guide show him this entry to the Underdark and went in after The Hammerfoot, or some other clue to the tomb's location. He was unable to track the adventurers but did come across a small community of myconids, closer to the surface than they are normally found. Their leader, Sovereign Mlekk, was friendly and allowed Nespip to use their cavern as a base while searching the surrounding tunnels. Nespip experienced the meld caused by the myconid spores and knew it was an experience he would never forget. Mlekk also told him about Araumycos, the greatest fungal being in existence, and the bliss that comes with melding with it.

Myconid scouts told Nespip of a nearby deep gnome mining operation and say that the gnomes are known to set up temporary operations for a few tendays before retreating to the safety of their permanent settlements. Unfortunately while searching for this outpost Nespip stumbled across another group looking for the gnomes--drow slavers. He was captured and brought to Velkynvelve, hundreds of miles away with no idea how to return to the surface.

## Description

I guess he's bald and has a big moustache, but this is also on you Jon.