recursal/Fanatic-Fandom huggingface dataset:
Tucker

*"Out of anyone in this blasted crew I could be stuck with it's the damned angel, fitting." - Tucker to Gilheart on Mushroom Island*

Tucker was one of the members of Captain Daniels' crew on the fishing sloop. A medium sized human wearing black leather armor, his face is mean and covered in small scars that seem to be from fights; his long brown hair covers much of his face. On the ship he was a fisher on the ship who used hooks to lift 'drowners' out of the ocean, before they turned into mures. Tucker along with Daniels were the only survivors of the crew's crash on Mushroom Isle. Due to his connections to 'The Reaper' and Kilead's underground he become a useful ally. When the Seekers were taken hostage by Kain and the Righteous Fist, it was Tucker that the Bloodwater Assassin seemed to have a personal quarrel with. Calling him "The Rat" and suggesting that Tucker somehow "screwed him over", and the Seekers once again came to his taid when they escaped the boat.

### Tucker and the Angel - A Peculiar Friendship

Over time Tucker has seen the party as a nuisance to becoming a friend and ally of Seekers, especially with Gilheart the Fallen. Their relationship sprang from necessity when both Gilheart and Tucker found themselves alone and lost on the strange pink sands of Mushroom Isle. From there it was the goodhearted Gilheart who protected Tucker from the horrors of the island. Over time Tucker grew an affinity for his celestial companion, it was none other than Tucker who ran towards Storm-Caller's army to drag Gilheart's unconscious body to safety during the Fall of Kilead just as Gilheart had done to him. During the Seeker's split, Tucker, Gilheart, and Cleo Jr. were together in Kilead and the surrounding woods of Grazoth for 2 months rescuing refugees and fighting gnolls, Storm Caller's forces, Mures, Bloodwater Thugs, and other scum. Until they were all taken captive by a group of Dwarven slavers, Tucker's roguish tendencies came in handy in picking Gilheart's bonds. Once freed the duo slaughtered the slavers and set sail for the Thieves' City of Goldport. Where Tucker managed the angel in his fights in the Burrows, making them both a good sum of money.

Tucker was last seen heading to Camp Barber, on the west side of the Island of Merim. To make contact with the Daniels, The Reaper, and The Barber in hopes to find a more stable place to live.
Gnolls

A gnollish warrior in battle position

## Useful Information

### Fight Style

Brutal, gnolls do not strategize but attack in fierce numbers with reckless abandon, killing anyone and everyone they can

### Tips

Avoid battle altogether if possible; if not, try to outsmart the gnolls. They're fierce, but more or less unintelligent

## Other Info

### Behavior

Constantly looking for their next meal - cursed with endless hunger

### Diet

Intelligent Lifeforms

Gnolls are hyena men that inhabit many lands around the Malachite Isles. Gnolls from different lands seem to have different appearances. Those in Grazoth are fierce, with spotted pelts. In Congeria - specifically Vasilia the gnolls seem to be a bit more sadistic and controlled. They have striped pelts with pitch black fangs that jut from their monstrous mouths, the largest of which are sometimes inscribed with glowing orange ruins - denoting a gnoll of higher standing or power. The gnolls of Vasilia were known to be among the biggest threats in the area- terrorizing Old Vassos, wrecking Ocelach, and surely causing more damage.

Gnolls exact origins are disputed, but what is common amongst theorists is the mythical gnollish figure, "Yeenoghu." Yeenoghu, also known as The Beast of Butchery, was a demon lord who the gnolls worshipped as a god. It was rumored that Yeenoghu is who gave life and powers to the gnolls. Before the Mallus, Yeenoghu would sometimes go on murderous rampages in the material plane killing hundreds of thousands and raising gigantic hordes of gnolls. Ever since the bomb went off, what happened too Yeenoghu is a mystery.
Thales Mitellius

Thales in his later years, using his magic to observe star patterns

Thales Mitellius is a wizard and astronomer that lived and served in the tribal ruins of Old Vassos. Being obsessed with the stars and planets since he was just a child in The Mycellian Stronghold, Thales learned how to channel his magic into ways of observing the astrological bodies. After leaving the stronghold, Thales studied the old languages from books that he had taken from his old home.

When The Wanderers came to Old Vassos, Thales was sought by Ezekiel Malachi and Sithartho Gatteo. They asked Thales to join The Sage's Council, hoping his expertise in language and astronomy could in some way be helpful. Thales was a useful sage, he always did his studies quietly and solitarily. He did not often offer his own opinion on matters, but rather listened to others. He did not attempt to lead the sages, but instead followed the orders of Ezekiel, Chilon, and the like.

After the disbandment of the first council, Thales was invited by Chilon to help educate the younger generations of Old Vassos with knowledge taken from The Grand Arcanum. Chilon had formed The Lesser Sages and Children's Academy of Old Vassos and took in Thales as a Vice Principal and a Head Professor. It was here Thales remained until Cleobulus Malachi's exodus from Old Vassos. His fate is unknown.

Though Thales appeared rather subservient through-out most of his time as a prominent Vassoan, many believed that Thales was much more clever and manipulative than people gave him credit for. In fact, some believe that Thales was quietly pulling the strings behind the scenes while figures like Ezekiel and Chilon served as a public face for The Sages Guild and The Vassoan Schools.
Kelvyn

Kelvyn is a dryad who inhabits the Vasilian Woods near Old Vassos. Kelvyn is well known throughout the forests for his founding of the Vasilian Dryad Network, a network of Dryads who pledge to try and rid the forest of blight by finding and weeding out Centers of Blight, which spread the sickness throughout the material plane.

Kelvyn, being a dryad, is weaker the further he is from his home tree; and if he were to stray too fary away, he would die. Consequently the purpose of the network is to have a number of powerful dryads all throughout the woods to tackle threats nearest to them, where they would be strongest.

Several decades after the founding of the network, The Wanderers moved into the ruins of Great Vassos, and the dryads kept silent watch over them for several years. Seeing their druidic ways they, as the Firbolgs did, sent an emissary to the new town. Kelvyn decided to go himself and met with Ezekiel Malachi, first Head Sage of the Sage Council. They worked out a deal wherein Vassoans would stay in the woods and in return they would lend aid to Kelvyn when things got bad in his neck of the woods. Luckily, it has not yet come to that.

When Squadron Omada finished their training, Proponis was able to get Archigos to begrudgingly call upon Cleobulus Malachi to call in Kelvyn to train a new recruit; Tassos "the Swift". Kelvyn trained Tassos at the beginning of his career in the woods around Old Vassos. When Omada left Vassos to begin their quest to find aid for their slowly suffocating home, surrounded on all fronts by mysterious and bizarre threats, Kelvyn was the first person they went to. They found him and helped him rid a Center of Blight from the ruins of The Grand Vassoan Theatre, nearly losing some lives in the process. Nevertheless, Omada and Kelvyn escaped with their lives.

## Physical Description

Kelvyn, when not in his tree, appears a lot like a regular man; albeit a man who is uncannily odd, who sticks out from the crowd. Once someone sees him, they begin to see more and more the little differences that give him his uncanny appearance: glowing amber yellow eyes, his skinny nose, his elongated ears, his unnaturally wide eyes. Traits common in dryads, but rarely seen by many mortals.

Kelvyn uses the bark of Iron-Trees to armor himself when in battle, and uses a long-bow that seems to be made of interwoven tree branches, which looms over his head intimidatingly.

Otherwise, Kelvyn has a hard and fierce gaze, long and dark slick black hair, and a demeanor of strong purpose and conviction. On his tan bronze arms are swirling and intricate red scars going up and down each one. These scars are the source of his bloodhunting powers and begin to crackle and smoke and even light aflame when he uses his abilities.
Secor Havorum

Secor was something of a legend in Old Vassos. Before him, there were no bards in Vassos. The people were more worried about the dangers in the forest and staying alive - they had never even heard 'music.' Then one day, Secor was traveling through the forest. He saw a group of people fighting off some horrible monster - a creature that frightened and terrified Secor.

However he watched as warriors bigger and stronger than him took down the beast. However these warriors seemed to have a supernatural edge - then he saw it. A strange looking short-statured woman with long pointed ears that was blowing air through a set of small pipes - the sound that was created was beautiful. It enchanted Secor, and he wanted nothing more than an instrument like hers.

He continued to watch the battle as the dying monstrosity let out a great roar, calling two more of it's kind to avenge it's death. In the end, the monsters and warriors destroyed each other, and Secor tiptoed out of his hiding spot to the dead body of the bard. He noticed that she still lie there, choking on her own blood. He tried not to look into her eyes as he took the pipes from her bloody hand.

"M-my Pan Flute, why are you - w-we n-need help, p-p-please.." she uttered softly and with great confusion while Secor tiptoed away, giving one last awkward look at the dying woman before disappearing into the forest.

Once he was back in Old Vassos he spent months trying to learn how the instrument works, and thankfully in part due to the instrument's simplicity, he was able to learn to play some soothing songs on it. He also copied several of the melodies he heard the woman playing and learned to harness bardic magic.

He began preforming in the central ruin square, and gained much fame within the small society. He was even invited to preform at the Sage Tower by Cleo Malachi. Secor knew that Cleo was trying to form a new Sage's group, so he practiced a new tune. A tune to dazzle and amaze his crowd, even charming them.

So while Secor was playing his tune, all the prospective sages fell quiet, even old Sithartho. They put all their attention onto Secor and his song. When it was done he told Cleo and Sithartho ho much he'd love to be in Council, and they accepted.

What Secor didn't know was after the charm wore off, everyone in the room knew what had happened. Secor went from high and mighty to scared and cowering when everyone in the room turned on him. However old Sithartho said that anyone with such inventiveness was well-suited to be a sage. Cleo piped up, adding anyone who could teach themselves the bardic arts was certainly intelligent enough to warrant a place in the tower. Eventually the sages agreed, and Secor had his place.

Since then, Secor has learned to play all sorts of instruments and has become a great showman and teacher of the musical arts in Old Vassos.
У тебя есть то, что мне нужно

"*Там, где крутятся такие бешенные деньги, всегда появляется кто-то, кто тоже хочет урвать кусок пирога. Потери всегда ощутимы, особенно когда теряешь наличность. Никуда не деться от факта, что люди не отказываются от "левого" заработка - так какого черта? Приняли во внимание и забыли. Но когда ставками начинает манипулировать кто-то кроме нас и водителей в явную подкупают, тут пора бить тревогу. Вскоре в наше поле зрения попались двое ребят, которые прикладывались к кассе слишком уж часто. Не составило труда найти водилу, который бы преподал этим двоим хороший урок. Надежный... расходный материал.*"

"У тебя есть то, что мне нужно" является пятой миссией в карьере. Эта миссия является последней миссией в **Любительской группе А**. Игроку необходимо уничтожить всех противников на трассе и остаться после этого уцелевшим.

## Подробности

Игровой режим: Уничтожение - Последний уцелевший

Награда: 9000$

Уважение: 5 - **прохождение миссии**, 10 - **прохождение дивизиона**

Оппонентов: 2

Машина: Свободный выбор

## Разблокировка вещей

Данная миссия является первой миссией в игре после прохождения которой открываются вещи в магазине, которые можно купить.

### Машины

* Hunter XT-5
* Cube RS
Sun Fever

Sun Fever is a disease native to Old Vassos. Although the disease exists all over the world, Old Vassoans call it Sun Fever. They call it this because symptoms of the disease only kick in after spending several hours in direct sunlight. However, the disease is believed to be caused by different reasons depending on which region of the Isles you are in.

## Symptoms

* Chronic Fever
* Exaggerated Sweating
* Nausea
* Vomiting
* Headache
* General Soreness and Achieness
Diogen Sinorpe

Forest Monkey

Diogen is a mysterious young man that was found in the woods near Old Vassos by Cleobulus Malachi and Pittacus Myus. Not much is known about Diogen's life before he was found. After he was found however, he grew close to Cleo and Pittacus, helping them to create 'The Underground Arcanum.' It was while they worked on this project the three friends started to call themselves 'The Underground Sages.' Diogen died of a mysterious disaese called Bone-Rot and his death haunted his friend Cleo Malachi for many years to come.
Mures

*"I realized we truly living in Hell, when not even death grants repose from the horrors of the Mallus"*

The word 'mure' is a 'common' term meant to refer to a dead body or cadaver that has come into contact with and has been reanimated by the corrupting power of mus. Almost nothing is known for sure about mures except that bodies left unattended in the Malachite Isles have a tendency to turn into them; and that the more mus that is present causes more mutation and outright changes to the body. Much is theorized about these creatures and many of the greatest minds of the isles are working to study and categorize them as to gain a better understanding of them.
Krytaar

Krytaar, in his armor made from leather, dye, iron-wood, and bone

Shalheira - Wife

Axilia - Niece

Orbryn - Nephew

Fivin - Nephew

Laenna - Niece

Nevarth - Nephew

Vaella - Niece

Telnyn - Son (Deceased)

Faenion - Son

Zeale - Daughter

Allania - Daughter

Soliana - Niece

Syndra - Nephew

Krytaar is a large and intimidating Firbolg hailing from Ocelach. He is said to be the strongest and fiercest warrior in Ocelach, and commonly oversees battle plans and construction in the stronghold. He is by far the tallest of the firbolgs, standing at an abnormal eleven feet tall. Krytaar and his children seem much bigger and more brutish than other Firbolgs.

## Physical Description

The largest firbolg you've seen by far is this one. He lumbers around like a giant, and at 11 feet tall he basically is. He wears splint armor, which consists of iron wood straps on dark green dyed leather backing. On his back he wields a large and intimidating bone battleaxe. On the sides of the axe are inscribed jotunn words. A helmet covers his head, hiding his face. When not wearing the helmet, he has long dark blode hair tied into a pony-tail and a wispy soul patch beneath his bottom lip. His skin is a fair pale color, evidencing his giant-kin ethnicity.
Solon Atea

Self portrait of Solon, painted in his youth

Solon Atea was a poet and artist that was relatively well-known around Old Vassos for his many works. His favored themes and subjects were his fellow tribespeople, freedom, nature, and in later years the ruins of Old Vassos. Solon was known to have a deep pride in his home of Old Vassos and truly showed his love for the ruins in his art. He was also very knowledgable about religion due to how much time he spent in the temple of Old Vassos. On top of that, Solon was a novice druid, and even took the first steps towards receiving a druidic mark, though he never did receive one while he was in Old Vassos. Due to his many skills and love for Old Vassos, Ezekiel and Sithartho offered him a position on The Sage Council. Solon was overjoyed and graciously accepted, and even wrote a poem about his acceptance into the sage council called *Dreams of the Past Reborn.* However, after Periander died and Ezekiel went insane, Solon grew to dislike Old Vassos. It had grown divided - divided by rule, religion, and class. Solon felt it was these very things that Old Vassos should've avoided, yet still they eventually formed. Divded by rule, people were split trying to follow The Druid Circles and The Sage Council; people were divided on religion due to some old trees; and though Old Vassos aimed to be a classless soceity, those who were educated were held to a higher standard and had much easier and lavish lifestyle. Because of all this, Solon abandoned Old Vassos and began to explore the wilderness looking for another haven. Solon built a small wooden shack not too far from Old Vassos, and collected information on the new world from a nearby human settlement. He unfortunately eventually died of unknown circumstances in his cabin in the woods. There he lie until Cleobulus Malachi and his family happened across the cabin during their flight from Vassos. It was then Cleo discovered that Solon was looking for something or someone in or around Kilead, a city all the way across the isles. Cleo sought out what it was Solon was looking for and now belives that it was the magical artifact known as The Obelisk. The fact Solon knew of this artifact and it's general location make his abandonment of Vassos and his death much more suspicious in Cleo's mind.
Allania

Telnyn - Brother (Deceased)

Faenion - Brother

Zeale - Sister

Jorris - Uncle

Nela - Mother

Fivin - Cousin

Vaella - Cousin

Syndra - Cousin

Soliana - Cousin

Orbryn - Cousin

Nevarth - Cousin

Axilia - Cousin

Laenaa - Cousin

Allania, the eldest child of Krytaar and Shalheira, is a warrior and guard for Ocelach. Self-proclaimed strongest warrior in Ocelach, she does seem to take after he father in size and strength. She seems to be a proud and honorable warrior. When Omada helped to rescue Ocelach and requested back-up, Allania and her sister Zeale came to their aid.

## Physical Description

A very large and intimidating firbolg woman with long blonde hair and beautiful blue eyes and light skin. She has a long wicked scar down the side of her face. On her back is a bone halberd, with jotunn words inscribed on the handle.
Goldport

*"The blood of Goldport is coin, and the language of it's inhabitants*

Trading ship ties off on the southern Docks of Goldport

Map of Goldport (Not to scale)

 *is violence." -* Unknown

Goldport,
the Lawless City, is a relatively small city located on the barrier island of
Merim, off the coast of Grazoth.
Goldport wasn't necessarily founded, it was created in the ruins of the
pre-mallus city of Gulfport, by two powerful families, House Dawnbride and the
Zmeyavich Crime family, that were able to seize power when Uvonor went to
chaos. Goldport functions on the idea that might makes right, and these 2
families fight in the shadows for total control of the city.  What used to be a refuge for thieves,
pirates, and criminals; has received a large influx of slaves and citizens as
it became a refuge for many fleeing the collapse of Kilead.  This allowed original inhabitants to make
quick work of refugees unless they are particularly clever. Iron Legionnaires,
members of the Bloodwater gang, Flagship traders, Nature's Will druids, as well
as any other citizens are quickly joining or making friends with one of
**Goldport's** factions or gangs in order to keep themselves safe and hopefully
strike it rich.
Tentacled Mure - Appendagents

### Fight Style

The fighting style of the Tentacled Mure is quite intriguing to say the least, they prefer to wait until their prey is distracted by either by another mure or not ready and trying to grapple and retreat with a single enemy in their bonds. When fighting they seem to try and keep their prey at a distance favoring to use their long tentacles to do damage from afar.

### Tips

Besides the usual advice from simply staying away from any mures as a whole, the best tips I can give would be do not get tangled up in one of these creature's tentacles. Close the distance between you and it because they seem to be rather slow up close.

## Other Info

### Natural Habitat

I have found them mostly in the Sewers of Kilead, I believe when they mutate they must be on contact with water but not necessarily submerged.

### Behavior

Tentacled mures seem to travel in packs with other mures, mainly heedless. This is extremely interesting, being Grinners they retain some semblance of mental capacity and can use the heedless to protect them and secure their own meal. This also fits into my theory that mures can somehow communicate in a symbiotic relationship, the tentacled mure can direct the sightless heedless while the heedless provides protection.

### Diet

Anything alive it can get its tentacles on, seems to get thrown into a frenzy for intelligent creatures though.

*"On first glance I thought my mind was playing tricks on me, the wounded bandit I was chasing slipped into the sewers. I gave chase through the dark, rat infested muck under the city. Until I saw a shadow move, and a long tentacle-like appendage reached out from the darkness and caught me by surprise. When the beast stepped into the light I saw it was none other than the bandit I had been following, it's body now pale and dead; with a horrible contorted smile on it's face." - The Journal of an Iron Legionnaire, Kilead.*

FUCKING BULLSHIT I HAD LIKE A FULL ASS PAGE TYPED OUT AND IT DELETED ITSELF I FUCKING QUIT AUGPIGHUGBIOHAIOGIPG
Vasiliás

> *"I have built a race called 'Man'. The are the passion of a burning wildfire, the emotion of a mother's last breath, the AMBITION OF A GOD. While you may see them as impulsive and brash, my children are all the beauty of mortal life itself. Clever, strong, loving but tasked with a lack of time to accomplish their limitless potential. They must work rely on eachother, on the group itself, and if they do that their is nothing I believe they can't accomplish." - Vasilias Addressing the rest of the Pantheon during the Wager of Mortality*
>
>

## Vasiliás

A Statue of Vasilias, showing his arm outstretched towards his people

### Symbol

Two Hands, One in a closed fist holding a mighty scepter, the other lower and open giving grain

Vasilias is the human God of creation. Revered by ancient civilizations such as Old Vassos, he departed the mortal plane with the rest of The Old Gods upon The Ascendance. This led to The Mallus, wherein Vasilias was killed.

Vasilias is depicted as having long and curly hair, and a short beard with a moustache. In most depictions he is holding out his hand towards his people, sometimes giving grain or bread. While his other hand is usually clenched into a fist, or wrapped around a mighty scepter; signifying the dual nature of this god.
Sithartho Gatteo

Sithartho harnessing Ki energy

Sithartho Gatteo was one of the founding member of the First Sage Council of Old Vassos, as well as a master of Ki energy, and a noted philosopher and researcher in Old Vassos. He was most noted for his study on the mind and it's psychology. He lived in the Sage's Tower for the entirety of the First Council's reign, but when Periander Myus died, and old Ezekiel Malachi lost his mind, the rest of the sages disbanded. It was during this time people actually forgot altogether about Sithartho - and the ones that remembered him thought that Sithartho had died of natural causes.

It wasn't until a few years later he was discovered by Cleobulus Malachi, still living in the Sage Tower and pouring over old tomes and books the sages had collected. He had amassed a large amount of knowledge and wisdom, and was ready to pass that on to the new sages. However their teachings were cut short when Sithartho died protecting Old Vassos from a wild gnoll attack.
Overlan

### Inhabitants

Dwarven Homeland, Drow, Kyorlin Dynasty, Giants, Duergar, Demons, Elementals, Gith

Overlan is the northern most island, covered in lofty, rock-faced mountains and insurmountable highlands.

Long ago in the lands of Uvonor this region was the homeland of the Dwarves, whose great kingdoms and structures carved from the stone itself now stand as forgotten ruins entombed below, as well as the giants and other giant-kin. Now Overlan stands a completely alien place, the lack of anything in the sky shrouds the land in a never ending twilight; light coming only from burning magma, iridescent plants, and a strange dim moonlight from somewhere deep the center of the island. The new wasteland of Overlan, differs from the beautiful snowcapped majesty that it once was; forever changed by the horrors of the Mallus. During the fighting of the Great War Uvonor's smallest moon, Crepuscular, fell out of the sky; ripping the fabric of the night and colliding with the twisted hell below. This impact caused giant cracks and crevasses across Overlan and a mountain to puncture into the Underdark, opening a hole to the deeper planes. From there sprung the invasion of the once invulnerable Dwarven strongholds, the Kyorlin Dominion having just defeated the first Tyrant, Tyros the Blind, was nearly unstoppable as well as the various Giant tribes, bands, and kings sieged the Dwarven metropolises until they starved. The surviving dwarves were forced to flee their home and take to the seas of Malachite. Leaving Overlan a desolate badlands where few people venture towards.
The Malachite Isles

The Malachite Isles are the lands left in the world after the bomb known as The God's Malice was set off and destroyed nearly all of the large continents known then as Congeria and Ji'Senna. Now, these piteous scraps of land are all that the mortal kingdoms have left to fight over

## A Broken Land: The Isles of Malachite

Grazoth - *A False Sanctuary*

Kranox - *The Corroded Kingdom*

Raylea - *The Blighted Weald*

Angrezi - *The Marooned Coast*

Jieshu - *The Unceasing Sands*

Archaea - *The Wastes of Iron*

Overlan - *The Tenebrous Rock*

Iftiin - *The Roaring Caldera*

Mk'vdari - *The Scorched Savana*

Iclea - *The Glacial Flame*

Esos - *A Tormented Dream*

Roxstead - *The Frozen Badlands*

Congeria - *The Enfeebled Fatherland*

Termina - *The Fallen Archipelago*

## Lesser Isles

Eiselcross - *The Pestilent Iceberg*

Mushroom Island - *The Isle of Vision*

Merim
PropsFX

**PropsFX** - игровой движок, сделанный Moonbyte Games в периоде с 2001 по 2006 года и 2017 год.

> "PropsFX", разработанный игровой движок специально для Crashday, основан на DirectX. Это также позволяет интегрировать такие утонченности, как Environment Mapping, который позволяет, например, передавать насыщенное изображение окружающей среды, в стеклах и на кузове машин. Туман и разное время суток тоже не исключение.
>
>

*- gamigo.de, Апрель 2001*

## Список игр

Ниже представлен список сделанных игр на этом движке:

Crashday - 2006

Crashday Redline Edition - 2017

## Примечания

1. ↑ https://web.archive.org/web/20010425185832/http://www.gamigo.de/index.php?site=previews\_full&id\_preview=189
Raegrin Mau

Raegrin post-death.

**Raegrin Mau** was an Elven fighter serving Fridrik Messa and his battalion of Dusk Syndicate terrorists.

In Palebank Village, Raegrin became aware of Urgon Wenth's Eiselcrossian possessions, including vials of frigid woe. Seeing this as an opportunity to weaponize the disease against the Redfrost Lordship, Raegrin advocated Fridrik to utilize his affliction, to which Fridrik declined. Raegrin said this was the moment that caused a rift in their friendship.

Raegrin, along with Fridrik, prepared to travel to Eiselcross in search of a cure along with adventuring party Urgon's Angelzz. Raegrin disliked the adventurers for getting so close to Fridrik in such a short time, believing the prospect of a cure was blinding Fridrik's judgement and allegiance to the Dusk Syndicate. After fending off a ship of goblin pirates, Raegrin attempted a mutiny but was quelled by Urgon's Angelzz and Fridrik, who chained him up in the cargo bay of the Remorhaz.

Guarded by Blunky Gorbstur, Raegrin was present when revenant Covington Mathian visited the Remorhaz and demanded vengeance against someone named Akiro. When a swarm of ice mephits attacked the ship in the morning, Raegrin came to the aid of the adventuring party and protected Fridrik. Raegrin was killed protecting Fridrik when an ice mephit shot an icicle into his heart.

Upon his death, the revenant of Covington Mathian returned to the ship and took possession of Raegrin's body, dragging him out into the arctic sea.

On the 9th of Highsun, a decomposing Raegrin, now fully possessed by Mathian, returned in the middle of the night in Syrinlya to remind Blunky Gorbstur of the pact they had made, demanding the death of Akiro.
Klarg

*"Who defies Klarg! I'll feed ya lot to Ripper!" - Klarg to the Wings of Pain*

Klarg was the boss of Cragmore Cave and leader of the Snapjaw Tribe until the Rescue of Sildar Hallwinter, on the 4th of Highsun, 250 ME, when The Wings of Pain killed him and allowed Zoooool to take control. Klarg is a mean and ruthless Bugbear with a never ending appetite for battle and treasure. He treated his goblin underlings quite poorly leading to many of them becoming more loyal to Zoooool, his second in command, then himself. Klarg is known for his barbarous fighting style, as well as his magical black mace "Wound" and his large wold pet "Ripper".

## Description

Klarg stands at 7 and half feat tall and around 325 lbs, making him an absolute monster of a creature. He is covered head to toe in battle scars and healed injuries. Klarg wears rags and wolf skins in a makeshift tunic, and has a number of chains wrapped around him in a form of archaic armor. In his hands are a large tower shield with a few hands nailed to it as trophies, and a large black mace that's barbs are hooked and jagged so that the rip as he goes for another swing.

## A Warrior's Death

This wannabe warlord met his match fighting the Wings of Pain, but the fight was no means one sided. Klarg was a very powerful foe that almost ended the adventurers in their first deadly altercation, after the party defeated his wolf, Ripper, and injured Klarg he ingested some strange black psychoative mushrooms causing him to go berzerk. His eyes turned all black and a black liquid began coursing through his veins. Once the party delivered the killing blow, his blood began to take the form of small spiders and scurry away.

## Underling of King Grol

While Klarg was tough, ruthless, and mean, he was still simply taking orders from another boss. Whom Groblin referred to as King Grol of the Cragmore Gang, King Grol was supposedly paying Klarg extra to halt all traffic going into Phandalin, whether it be traders, travelers, supply runs, or adventurers and to specifically look out for a "stunty" fellow riding a Black and Grey speckled horse. He should be taken alive and brought in front of King Grol. As well as this Groblin and a number of Goblins had a rumor that Grol wasn't even the top of the pyramid and he may have a benefactor as well. Upon killing Klarg the Wings of Pain found some treasure, a jade frog statuette with onyx eyes, and a strange coded letter that seemed to be from someone else written to Klarg.
Deo Rogan

Deo in his fishing gear

Adrian Rogan - Uncle

Gregory Rogan - Father

Selene Rogan - Mother

Deo Rogan is the son of Gregory Rogan and Penelope Rogan. Deo has always resented his mother, and gravitated towards his father. Though his father was away from home quite often, when Deo was old enough to wander around himself, he would meet his father excitedly on the docks. Together they would listen to the fishers of Old Vassos tell wild stories of battles at sea, and watch small fishing vessels come in and out of the docks.

Deo grew to love life on the docks, and be entranced by the lure of the sea. Deo learned how to sail young, and spent much time - like his father - on the docks and at sea. He became a skillful fisher - perhaps not as skilled as Adrian but his prowess mathced that of his grandfather, Allessandro.

Eventually Deo went on to help his uncle Adrian in leading expeditions, as Adrian got older and his body got weaker. Deo always expressed a wish to leave Old Vassos, to explore the oceans and see far away and distant lands. Deo wanted to meet pirates and fight monsters - not just mutated fish.

Unfortunatley, he was bound by his family's buisness. However, this did not stop Deo from taking long fishing trips alone, usually going as far as his small fishing dinghy would take him and trying to map out the surrounding islands. He even once gazed upon the coast of Termina - though the water was too treacherous and the distance too great to sail in his small vessel.
The Underground Arcanum

## Cleo's Underground Arcanum

In Cleo's early 20's, him, Periander Myus, and Diogen Sinorpe all began sneaking into The Grand Arcanum at night and slowly transcribed old texts over the course of many nights to share with the people of Old Vassos. After a couple years, The Underground Arcanum formed a relatively nice collection of Old Lore, and many future sages frequented The Underground Arcanum, inclusing Ari Naaman, who would go on to make her own Underground Arcanum.

Cleo's Underground Arcanum was in an old partially collapsed mansion on the outskirts of Old Vassos, overgrown with plant life. To enter the building, one had to know the knock - or be dexterous enough to climb up the side of the crumbling building to a hole in the roof.

Before it's destrcution the Arcanum came to hold a beautiful selection of Old Lore - however when Ezekiel Malachi discovered The Underground Arcanum, he burnt it completely - destroying all of Cleo, Diogen, and Periander's hard work.

## Ari's Underground Arcanum

After about ten years without the Underground Arcanum, still no library was available to the common people of Old Vassos. Ari Naaman, a woman living in Old Vassos, sought to change this. Though she never studied in Chilon's school or in The Lesser Sages, she was a skilled acrobat and was able to skillfully and sneakily break into The Grand Arcanum. She would study the books in The Arcanum in secret then bring back transcribed lore to teach her beloved sister, Breya Naaman.

After some time of this arrangement, Ari had collected enough lore that she felt it was a shame to keep it hidden. With Ezekiel now no longer heading the Sage Council, Ari figured that it was safe to open a book store publicly, in a centrally located area of one of Old Vassos' blocks. So, in the better preserved of the wealthy blocks, she re-envisioned the store that she enjoyed visiting often when she was just a young teenage girl - The Underground Arcanum.

It was wildly popular, and before long Cleobulus Malachi himself showed up at Ari's store. He was impressed, and not only offered Ari a position on the next sage council, but also supplied The Underground Arcanum with lore books for study and transcription. Ari was honored, thanking Cleo and accepting his offer to be a sage. After she left to study with The Second Sage Council, Breya took ownership of The Underground Arcanum, and works diligently with a group of transcribers from The Lesser Sages, copying Old Lore into new books for citizens to read.
Meredith Malachi

> *"A tear shed over a torn scroll is a tear wasted" - Meredith Malachi*
>
>

Daughter-in-Law - Dior Malachi

Grandson - Cleobulus Malachi Jr.

 Meredith was a trained herbologist and alchemist in Old Vassos that served mainly with Bias Priena, learning about the wild plants and nature that decorated Congeria. Though her training never took off like Bias' she was still very skilled and used potions commonly for trading. Born to Xuthos and Cilissa Kannadis, Meredith is wife to Ezekiel Malachi and mother of Cleobulus Malachi.

## As a Wanderer

Meredith wasn't awfully intelligent - but she was mighty wise. She met Ezekiel early, as teenagers the two were close friends, Meredith often providing counsel and help to Ezekiel who was being put under much pressure, as all the other warriors lookd to him for his incredible magic skill and ability to protect them.

When the Wanderers came upon Old Vassos and the schism occured, Meredith was a strong supporter of Ezekiel. She had seen his magic ability and knew he could help the people.

## In Old Vassos

In Old Vassos Meredith moved in with Ezekiel. After about two years of this arrangement they were wed. For a while they lived together in peace

Meredith lived a rather peaceful life, making expeditions to a nearby wooded clearing collecting a number of herbs needed to craft alchemy potions.

Ten years after their marriage when Cleo was born, she often took him as a child with her to learn the herbs of the forest and show him how to make healing salves and other alchemical products.

## Death

Meredith died twenty years after Cleo's birth, when she was 58 and Ezekiel 59. She died of a bad case of Sun Fever.
Letter of Proposition from Gundren Rockseeker

A newly drafted letter received by each member of the Wings of Pain with a wax seal of the Brother-Beard's Mining Company, inside is a piece of paper covered in Gundren Rockseeker's scratchy handwriting. There are multiple crossouts and minute mistakes that seem to convey a sense of urgency and excitement.

*"~~Howdy~~*

~~*Good Tidings*~~

~~*Hello*~~

*GREETINGS!*

*I am reaching out to you on behalf of Brother-Beards Mining Company, and would like to offer you a great opportunity for coin and if done correctly further business dealings.  You may or may not know me but alas I am Gundred Rockseeker and I have found something big. So you must be thinking, what does any of this have to do with me? I need to take care of some business in the town of Phandalin, so I am riding there on horseback with a friend named Sildar Hallwinter.  Due to my need for expediency I left a number of provisions in New Thestes that need to be brought to Phandalin for my work, which is a couple day's Southeast.  I am offering to pay you 10 gold pieces for the safe escort of my wagon to the trading post of Barthen's Provisions. Be careful on the road and specifically the Triboar Trail it is ripe with beasts, monsters, outlaws, and bandits trying to take what hard workers like us have amassed; and watch your back when you arrive in Phandalin as well. I hope to see you soon in person, and we can all make some coin.*

*Gundred Rockseeker"*
Socrum Calliope

Socrum Calliope was a friend and fellow sage of Cleobulus Malachi. He was a well-known alchemist in the ruins of Old Vassos, making everything from health potions to the drink of choice for the people, Distilled Tree Sap. Socrum was quite succesful in the village, and was the first person Cleo sought when forming The Second Council.

## As an Alchemist

Socrum was known for his elixirs which he made from vegetation that he collected spores from around the jungles. After collecting the spores he created his own garden of exoctic plants with which he was able to make a limited but very helpful assortment of potions.

Socrum's inventory included Dispel Sickness Potions, Health Potions, Cure Poison and Paraylsis Potions, and the famous Distilled Tree Sap he made from the grand oaks. Socrum was taught under Bias Priena from the First Council, which was notable due to Bias' wealth of knowledge on the arts of healing.

## Joining the Sages

Cleo had some trouble convincing Socrum to join. In Old Vassos there was no money, only trade. Socrum figured he mad eenough from his alchemy that he could live a long, peaceful, happy life.

Cleo however, was able to sway Socrum - telling him that The Grand Arcanum held all sorts of secret potions, recipes, and ingredients. It was because of this Socrum decided to join the Second Council, however he made sure that he still kept making potions for the people of Old Vassos.

## Responsibilities within the Council

Like all sages, Socrum was responible to contribute to scholarly efforts. Socrum's are of specialty was obviously alchemy, so he had the job of going through old Alchemical books and other like information, such as books on plant life.
Groblin

*"Fine! FINE! I'll tell you anything, just keep that Turtles claws away from me! PLEASE!" - Groblin giving in to Mossacio and The Wings of Pain interrogation tactics*

Groblin is a small sniveling creature, that stands no more than a half inch taller than 3 feet; with a long red mohawk. The Goblin was a member of Shoblin's troupe and the only goblin survivor of The Ambush of Goblin Arrows. He was this lucky after Kev'ros, the bard of The Wings of Pain casted a sleep spell on him. The party tied him up and by the time he had awoke he was their prisoner.

## A Gracious Informant

After a few minutes of threatening from the party as well as some promises to let him go, Groblin told the party as much as he could in relation to the location of their patron, Gundren Rockseeker and the movements of the Snapjaw Tribe. Groblin told the party that he was a member of the Snapjaws who are expert goblin trappers that live in the outskirts of the Woad, in a cave known as Cragmore Cave. That was led by their boss, a bugbear named Klarg that has a scary wolf (Ripper) and a scarier mace (Wound), recently Klarg has been taking orders from another boss from the Cragmore Gang. This boss, King Grol, has been pushing them to move closer to Phandalin, and had paid Klarg to make sure no travelers make it to the frontier town from New Thestes. Specifically an order that they would receive extra payment for the capture of a "stunty". As well as this Groblin brought them to Cragmore Cave and explained where the outside guards were, in addition Groblin told them how Klarg's second was a Fat Goblin Big Boss named Zoooool; that hates Klarg and wants to take over for himself. After the party arrived at Cragmore Cave they let Groblin go who promptly scurried off into the woods.
Ghostie

Ghostie is a peaceful mare. It was said that when she was still young a cat that lived in the barn with her fell ill and died. She left behind a litter of starving kittens, doomed to follow the fate of their mother. Ghostie, named for her gray mane and ability to blend in the shadows easily, took in the litter and helped raise the kittens along with the stable-keeper, Iris.

A strong and nurturing mare, Ghostie sees through people easily. She is drawn to people that have a similar caring nature as her. She is now the chosen mount of Klar Drommer, a Vassoan Guardsman in Squadron Omada. Using his druidic ability, he was able to communicate his good intentions with Ghostie. Ghostie quickly took a liking to the half-elven druid, and accompanies him happily.

Ghostie was bred and raised by Iris Banali of the Vassoan Guard Stable. Her parents were some of the mustangs first brought to Vassos by The Wanderers, who found the horses in the plains in the south-west of the Vasilian Woods.
Frumples

Frumples on the coast of Old Vassos

Frumples, Fivin's old dog, was a light brown great dane. He was from Ocelach, just like Fivin. The dog's exact history is unknown, but when Fivin lost him it seemed as if Fivin lost a piece of himself. Frumples also seemed to be particularly fond of the half-elf Klar Drommer, a druid from Old Vassos that had talked to him on at least one occasion.

Frumples had lost his life when Fivin was escorting Squadron Omada to his home of Ocelach. On the way, at the end of their first day of travel, they were attacked by strange creatures - Blighted Dryads. In a moment of rage, one of the creatures ran through the groups campfire directly towards the dog. The dog had little time to react. The yelp and Fivin's anguished scream had announced to the world what the rest of the party had seen. The Dryad rammed into the dog with a tree which had been growing out of him, ripping his living body into two pieces as the flame of life was quickly blown out. Afterwards, Fivin gathered up the remains with the intent to bury them near his home of Ocelach.
Plagues that Rattle the Eras

"<*From a chapter entitled "Silver Age Afflictions">*

***Ivory Death***

*Ivory Death was a plague that was native to the wild Savannah in central Mk'vdari. In the heart of Mk'vdari, boars and hyena run wild - threatening villages and farmers that try to cultivate the fertile land. It has been theorized that the terrible plague which bedeviled Mk'vdari for so many ages comes from these dirty and wild vermin.*

*The wild creatures of the savannah spread these uncurable diseases to Goliath villagers and farmers who in turn spread it to other villagers and farmers. The most notable sign of Ivory Death is the pale white complexion which befalls it's victim. The next thing that happens is an unyielding appetite, yet no matter how much the victim may gorge themselves they will never find this appetite sated. The victim will continue to waste away and eventually will die due to the affliciton. No cure known.*

<*From another chapter entitled "Mortal-Made Plagues">*

***Limbo***

*In the bronze era, there was a great deal of fighting between Drow and Dwarven Kingdoms. Though dwarves were stronger in the battlefield, drow were more skillful and sneaky in their tactics. The drow formulated an alchemical concotion to unleash a deadly plague upon the dwarves.*

*During battle in Grazoth, drow would simply spray large amounts of their* *alchemical weapon onto dwarven troops. Recipients of the disease would immediately begin to lose their higher brain functions. Field medics would try to help the afflicted, but would end up just spreading the disease more due to the primitive medical knowledge of the time and ignorance of the afflictions contagiousness. After slowly losing more and more brain function the poor victim of the disease becomes brain-dead and shuffles around moaning like some sort of zombie until put down. No Cure Known.*

<*From the final chapter, entitled "Plagues that can be Cured">*

***Sleeper Affliction***

*Sleeper affliction is a plague with no exact area of origin. It comes from those who travel at sea for great lengths of time. Traders, Sailors, and Slavers are believed responsible for bringing this plague back from sea. Though not deadly, those who are infecetd with the sleeper affliction find themselves continually tired and exhausted. They will, at random times, nod off into sleep. Although not deadly in and of itself, there are cases of those who have died due to falling asleep in dangerous places or times. Curable."*
Ari Naaman

Ari meditating as Sithartho taught her

Ari was a founding member of the Second Sage Council along with the likes of Cleo Malachi and Socrum Calliope. Ari was a master of harnessing Ki energy and much like Cleo in his youth, she devoted herself to sharing knowledge that was usually inaccessible to people.

After Ezekiel went mad and the first sages disbanded, there was no one to watch over the Grand Arcanum. Naturally, someone came along brave enough to venture inside and take the old tomes of knowledge, now only guarded by deadly booby traps. Ari was that person - and she was quite successful, even re-opening the Underground Arcanum, Cleo’s original bookstore - however she built it over again from the ground up in a much bigger and more centrally placed area.

The new and improved Underground Arcanum became a staple of Vassoan society, and all sorts of people would gather at this bookstore to be hear astounding stories and learn of the old ways that the sages has based their way of life off of. Upon hearing this, Cleo who was in the process of looking for new sages, felt he had to visit this bookstore, what with the name and huge amount of success.

upon visiting he met Ari and was amazed at her wisdom, wisdom which came to close to Sithartho’s own. On the spot Cleo gave her an invitation to join the sages. After a few days of debating she put The Underground Arcanum in her sisters care and left to join the group.