recursal/Fanatic-Fandom huggingface dataset:
ND/Gandabria

Gandabria is a realm of forests and hills on the north shore of the Empire. It abuts the Silver Sound and controls the eastern side of the Magnipont, with the other side in Obuda in Majorosa. The Dodenrike and Menkgu defines its southern border and the Empire has expanded its territory to include the northern end of the Dwarven Safeholds.

Gandabria's northeast border is an active war zone, as the Dwarves resist being pushed further away from their holy city of Sestiturn and closer to their capitol of Tumunzahar. The Empire has spent the last century expanding the Imperial road network to improve the supply situation at Sestiturn and its supporting citadel of Thorvrast.

Gandabria is a land of make lakes and rivers. The Gohun and Kali rivers feed Lake Kalinazar in the northeast, and the Sigin River runs from the lake northwest to the coast, splitting into a delta near Undikera. The Lummena River runs from the west side of the Hadhorond Mountain north the coast.

The Tuin river runs southwest from near Gohun in Menkgu, defining the border, and is joined by the Spoza and eventually joins the Zav at Puttayos. The Zav then defines the Gandabria-Menkgu border until it runs into the Feume River at the Dodenrike border, and the Feume eventually runs to the Silver Sound.

The Coya River runs west from the Mulcutta mountains in the center of the country, and is joined by the Sand River near Sandar and the Duggusa near Nelas. It turns south and meets the Feume as they enter into the Silver Sound.

Gandabria has a population of over a million, slightly biased towards the western plains and their great cities. A large number of kobolds live in the formerly Dwarf cities of Sestiturn and Hadhorond, more than half the population of each. Roughly 30,000 Dynfarches and 10,000 Hifnewidew, renegades to the Fae Court but loyal servants of the Dread Emperor, live remote reaches of the northern forests. Nestairs used to be a major port but has declined in size and importance since the completion of the Imperial Highway to Undikera.

There are additional legion citadels at Thorvrast and Jahinos.
ND/Banshee

5% of the Fae Court population, mostly gentry and nobles.

## Physical Traits

Seelie. Banshees look like slender, healthy humans, though they have pointed ears and white irises rimmed in black.

## Racial Template

Banshee [10]
HT +1 [10]
Acute Premonition Sense +1 [2]
Appearance: Handsome/Beautiful (Universal +25%) [15]
Precognition (One Event: Death and Destruction Only -40%; Mana Sensitive -10%) [13]
Fae Mana Dependency [-25]
Odious Racial Habit: Pretentious and Vague Prophesizing [-5]

## Mass Combat Notes

Banshees serve in the Fae military reserves as mages.}
Radio

RADIO

TOOL MECHANIC:

Das Radio befindet sich von Spielbeginn an einmal in der Toolbox des Spielers. Es kann dazu benutzt werden um Zombies in Fallen zu locken (zum Beispiel das Radio unter den Fahrstuhl stellen, Zombies anlocken, Fahrstuhl auf Zombies fallen lassen). Das Radio spielt eine fröhliche Melodie, die die Spielathmosphere durchbricht und auflockert.

-hero using tool spritesheet

-tool spritesheet

-sound file

-[concept art and any other media related to the item]
ND/Moogawl

Moogawl is Hloomawl's older brother and first son and fifth child of Noolan Bear-Witness. He escaped the orc raid that resulted in Hloomawl's capture, and has spent the last seven years with his family in the Keveteen Sema, hiding from orcs. Moogawl is engaged to marry several of his second cousins, and now travels with his aunt Hroolan's clan. Hroolan's clan was rescued by Dynfarch marauders by the Resistance leaders in September 508 and has resettled in Hanist. As a nearly married man, Moogawl is not eligible for expeditionary military service but has started training with the militia.

Moogawl is a tall Minotaur, standing about 9'1". He looks a lot like Hloomawl, but is fit and lean where Hloomawl is chubby. Although he is very strong, he is nowhere near as strong as Hloomawl.

Moogawl treats Hloomawl as his bratty younger brother, teasing and mocking him. He is respectful to other Resistance leaders, his fiances, his aunts, and his mother.
ND/Militia

## Levies and militia

Anyone who controls a population center can raise Mass Combat elements as militia at any time. Up to 25% of the population, less any elements already raised and currently serving as militia or regulars in an army or any casualties, can be raised. There is no extra cost to raising forces this way, but the quality is generally low and militia members cannot pay taxes while in service. Militia elements have the Levy special ability and can be enrolled/conscripted into regular service, using the normal rules.

### Standard Militia Qualities

By default, militia are Medium Infantry. Up to 1 in 3 of them can be something else: usually Light Infantry or Pikemen, but sometimes other units. One element out of every full 50 elements raised can be a Mage unit (White, Black, Battle, Support as the option of the commander raising the force). Pikemen and Mage units have one worse training level than other militia units.

The exact quality depends on the background of the nation and is specified in the nation descriptions, with the following meanings:

Some areas can recruit a small number of troops better than their overall quality. These locations have a + after their quality, and the first 12 elements raised (either for militia service or for into a regular army) have their training level improved by one rank to a maximum of Average. Locations with ++ have their training level improved by two ranks to a maximum of Average.

Homeguard militia may raise 1 element of Heavy Infantry, 1 element of Bowmen, and 1 element of Average quality Pikemen for every three elements of Medium Infantry or Light Infantry. Any quality militia units (see below) have their training quality increased by one level.

### Improving Militia

At the option of the control nation, militia quality will improve automatically every 6 months for free, improving to the next quality based on their current quality. It takes 24 months for Armsmen to upgrade to Homeguard. Every month spent at a 0.05 MRF or lower counts as two months for upgrade time, and every month spent at 0.20 MRF or higher does not count for upgrade time.

Militia can also be improved by creating small units of Quality Militia. This requires spending money to raise and train troops and then designating them "Levy". This takes the normal amount of time and money and the special troops become available in emergencies. As they are Levies, quality militia do not have a cost to maintain unless they spend extended amounts of time in service.

Quality militia are Basic/Average, unless otherwise specified.

 Reinforced | $1940 | 6 (16) weeks | Advanced + 6 Heavy Infantry, 6 Light Infantry, 6 Bowmen, 6 Pikemen, 6 Horse Archers, 2 Miners, 4 Light Artillery, 1 Support (White) Mage

### Special Militia

Certain regions can raise unusual militia units:

 Reptilians | 5 Light Infantry and 3 Scryguard per 4 Medium Infantry | Replaces standard Medium and Light Infantry; Scryguard are variable quality; Homeguard is 1 Scryguard, 2 Heavy Infantry, 1 Bowmen, and 1 Pikemen per 3 Medium or Light Infantry

Random Scryguard Quality

 10-12 | Crack
ND/Belegaer Lake

Belegaer Lake is the great freshwater lake in the western Empire of Night. It is bordered by Majorosa, Dorakarture, and Tar-Aldorian. It is fed by the Serbaro and Hoshzew Rivers in the east, the Deber River from Mesogaius Lake, and the Ilseduine out of Islatauraian. It drains through the Serni River into the Yeges Sea.
ND/Faedlim Mac Muiris

Sir Faedlim Mac Muiris is a Leanshee gentleman who holds the title of Mara King of Arms for the Fae Courts. He is married to Aisling Mhic Muiris, in a marriage of convenience to elevate her family into the gentry while providing the Mac Muiris' a useful infusion of wealth. The two are estranged, as Faedlim is an official in the court of Queen Carys while Aisling considers Carys a usurper and supports Lady Brangwen Merch Lludd as rightful Queen.

### Mara King of Arms

The Mara King of Arms is head of the Fae Courts' small college of heraldry. He is the chief diplomat of the Fae, as well as the official tasked with announcing changes to the law or to court policy. He is also responsible for assigning heraldic symbols among the Fae, which means the Mara King of Arms acknowledges the legitimacy of each new generation of Fae.

The position is roughly a combination of the modern US Secretary of State and White House Press Secretary with some elements of a probate judge. The external diplomat role has diminished since the rise of the Empire of Night, as the Fae Courts do not have any external diplomatic relations.
ND/Dynfarch

Dynfarches are Unseelie Fae, owing nominal allegiance to the Faerie Queen but among her most unruly - and least trusted - subjects. They live in tribal herds, generally led by the most powerful hunter in the tribe; some Dynfarch tribes have even sworn allegiance to the Empire of Night, increasing the tension within the faerie lands (and making for powerful cavalry troops in Zerniless and Gandabria).

Dynfarches are the most common type of Unseelie Fae and are 17% of the total Fae population. They are reasonably represented among the gentry and nobility.

## Physical Description

Dynfarches are large, hirsute, bulky humanoid torsos on the bodies of powerful cavalry horses. Hair color tends to blacks and dark greys, with brown and deeper reds uncommon. Their mouths feature sharp flesh-tearing fangs, and their powerful hooves can easily brain a man with a kick. They're obligate carnivores: while they can eat plant matter, they require meat for actual sustenance, and like all fae, they're extremely sensitive to the local mana levels.

## Society

Dynfarch herds consist of 50-500 members, centered around the best hunter and his harem, with the rest of the tribe consisting of the leader's best buddies or sons and their harems. Many tribes are about 80% female, but there are a few where the best hunter is female and the pattern is reversed. A substantial number of tribes are all-male, and many of these tribes are effectively full time military units for the Fae Court.

## Racial Template

Dynfarch [60 pts]
ST +18 (Size, -20%) [72]
HT +1 [10]
Basic Move +1 [5]
SM +2 [-20]
Claws (Hooves) [3]
Extra Legs (4 Legs) [5]
Enhanced Ground Move 1/2 [10]
Lifting ST +2 (Size, -20%) [2]
Teeth (Sharp Teeth) [1]
Terrain Adaptation (Forest) [5]
Fur [1]
Penetrating Voice [1]
Faerie Mana Dependency [-25]
Restricted Diet (Fresh Meat) [-10]
Determine a Dynfarch's height and weight from the Build Table (p. B18) by looking up ST \*before\* the racial modifier, increasing the associated height by 40%, and multiplying weight by ten; add 20% to height to determine length: The average Dynfarche is between 7'4" and 8' tall, 8-9' long, and weighs between 1150 and 1750 lbs!

### Optional Traits

Antisocial traits like Callous, Bad Temper, and Bully are common (but not universal), generally mitigated with a Sense of Duty to members of their own tribe. Many tribes also have distinctive scars, brands, or tattoos worn as identifying marks, and justice among the tribes tends to be fairly brutal, occasionally involving the removal of a hand or eye. Some few Dynfarches actually are steadfast (if terrifying) noble champions of the Fae Court, making a point of behaving according to strict codes of honor similar to Chivalry or Xia. Additional Lifting ST (up to +6) is not uncommon, and particularly swift Dynfarches may also buy up to Enhanced Ground Move 1 for 10 points.

### Mass Combat Notes

Dynfarches fight as either heavy cavalry or horsearchers, with Terrain Adaptation (Forest). They are superb in either role. Their ability to conduct massed charges through the densest of forests has confounded many an enemy of the Fae.
GM Miscellaneous

Random GM Miscellaneous Notes
Various bits of information and math in the background of the game.

## Sight Distances

Human eyes have an angular resolution of 0.0003 radians, so that's the minimum size of a "pixel". The distance to resolve an item of length s is s/tan(0.0003) [that's basic trig, right?], and tan(0.0003) is 0.0003 to 7 significant digits.

So with reasonable light, you can tell that someone has a head on top of their body (~6" wide) from 2000' away, though it's in distinct blur at that range.

More pixels are needed to make better distinction (see here for more details). More pixels == smaller length s, so divide s by the pixel count.

 Detection that something is a face | 4 | 500

Magnification decreases effective distance by the magnification factor, so if you're standing 400' away from someone and looking at them with 8x telescope, it's as though you were looking at them from 25' away. So while the guy without a 'scope standing next to you can definitely say that he's looking at someone with a face, you and your telescope can say that it's "Bob the Miller."

I put together some images that illustrate this nicely; I should upload them soon.

### Spotting Ranges

Spotting ranges for the human eye

Some things need to be recognized or ID by using much smaller objects: each man in an infantry regiment might be visually distinct at 4000', but the colors on their surcoats are only 2-3' long and can't be fully identified at more than 500'.

Dust, wind, rain, and intervening terrain shorten sightlines. The horizon is sqrt(1.5\*height in ft) miles away, so roughly 3 miles for a standing man, 4 miles for a cavalryman, 9 miles for a flyer at 50', 20 miles for a flyer at 300', and 30+ for flyers at higher elevations. Normal air and dust cuts maximum distance to about 20 miles, regardless of visual acuity, but on clear days people can see up to 80-100 miles away if the object is above the horizon and more than 500' across.

### GURPS Mechanics

Proposed, anyway.

You can distinguish items from the background a distance of [value of (objects SM + 20) on the linear measurement of the SSR table] yds away, so an SM+0 target can be seen, maybe, at 5,000 yards. At more than SM +15 yards, roll Vision, Observation, or Perception, with a penalty equal to twice the difference between the SSR range value and 15 - ie, -2 at 1000 yds, -6 at 2000 yds.

You can recognize an item as a general type of thing at SM +13 yards, so 300 yds to say that the blur on the horizon is "a man, or an elf" as opposed to "a bear." Success on a Vision, Observation, or Perception increases that range to SM +14.

You can identify an item as a specific type of thing at SM +11 yards, with a successful test increasing the range by 1.

Identifying a person generally means identifying the face (SM -5), so humans can usually do it at 30-50 yards.

Magnification divides the effect range by the magnification factor.
ND/Purism

A common prejudice among the Fae is Purism: the belief that mixed breed Fae are inferior to other Fae.

Purism takes two forms: common purism disapproves of mixed breeds between Seelie and Unseelie fae and is the version encoded in Caran Law (one of the Fae legal codes).

Strong purism disapproves of mixed breeds between any two Fae species, and is considered mildly disreputable among the Fae.

The refugee lineages (centaurs, |harpies dryads, fauns, and nymphs) generally don’t believe in Purism, and consider Purist practices to be silly or even offensive. The Caran Ban on mixed breed inheritances is not used by the refugee lineages, which causes problems which refugee and non-refugee Fae marry across breeds and different relatives claim inheritance rights based on different laws.
ND/Aetos Dios

A massive (SM +2) eagle whose body is forged of polished steel, with a beak and talons of bronze and razor-sharp wing feathers. It responds when summoned by Ariana Rees, serving the wielder of Völundr's Word faithfully.

#### Aetos Dios [365 pts]

Attributes [60]
**ST** 28 (Size, -20%) [60] (Includes +3 from 'Giant Eagle')
**DX** 14 [0] (Includes +4 from 'Giant Eagle')
**IQ** 6 [0] (Includes -4 from 'Giant Eagle')
**HT** 12 [0] (Includes +2 from 'Giant Eagle')
**Hit Points** 24 [0]
**Will** 11 [0] (Includes +1 from 'Giant Eagle')
**Perception** 14 [0] (Includes +4 from 'Giant Eagle')
**Fatigue Points** 12 [0]
**Basic Lift** 168 lbs
**Damage** 2d+1/3d-1
**Basic Speed** 7 [0]
**Basic Move** 7
**Ground Move** 3 [0] (Includes -4 from 'Giant Eagle')
**Air Move** 15/30 (Includes +1 from 'Giant Eagle')
Advantages [288]
Body of Metal
Damage Resistance 9 [45]
Immunity to Metabolic Hazards [30]
Injury Tolerance (Homogenous; No Blood) [45]
Sealed [15]
Giant Eagle
Acute Vision 4 [8]
Claws (Sharp Claws) [5]
Damage Resistance 1 [5]
Enhanced Move 1 (Air) [20]
Extra Air Move 1 [2]
Extra Basic Speed +0.5 [10]
Extra DX 4 [80]
Extra HT 2 [20]
Extra Perception 4 [40]
Extra ST 3 (Size, -20%) [12]
Extra Will 1 [10]
Flight (Winged, -25%) [30]
Language - Common (Accented/None) [-4]
Speak With Animals (Eagles; one family only, -60%) [10]
Teeth (Sharp Beak) [1]
Cannot Speak [-15]
Foot Manipulators [-6]
Ham-Fisted 2 [-10]
Reduced Ground Move 4 [-20]
Reduced IQ 4 [-60]
Lifting ST 5 (Size, -20%) [4]
Striker (Wings; Cutting) [7]
Telescopic Vision 2 (No Targeting, -60%) [4]
Perks [1]
Ramming Speed [1]
Disadvantages [-25]
Increased SM 2 [-20]
Vow (Speak only the blunt truth) [-5]
Quirks [0]
Skills [34]
Aerobatics DX/H - DX+0 15 [8]
Brawling DX/E - DX+2 18 [12]
Flight HT/A - HT+2 14 [8]
Mount DX/A - DX+0 15 [4]
Observation Per/A - Per+4 18 [2] (Includes +4 from 'Acute Vision')
Techniques [1]
Kicking (Brawling) @ Skill+0 [1]
Points Summary
**Attributes/Secondary Characteristics** [66]
**Advantages/Perks/TL/Languages/Cultural Familiarities** [289]
**Disadvantages/Quirks** [-25]
**Skills/Techniques/Spells** [34]
**Unspent** [0]
**= Total** [365]
Equipment
Loadouts & Encumbrance
Ariana + Gear: 330 lbs, Light Encumbrance (Move 12/24, Dodge 9)
What a Girl Wants

## Plot

Caitlyn and Tony discuss the accusations about the scandals. Damon and Josh take some therapy to work out their issues. Jose and Tiara collaborate on her own fashion work, which is secretly a front against Caitlyn. Renee plans to leave Josh, after figuring out that Josh is more into his work than the relationship. Bonnie plans to press charges against Eric.

## Cast

### Main

* Larenz Tate - **Devon Chambers**
* Jennifer Love Hewitt - **Arianna Stanford**
* Michael B. Jordan - **Josh Lansworth**
* Hill Harper - **Logan Brown**
* Sharon Leal - **Renee Lively**
* Chris Wood - **Harry Lively**
* Katheryn Winnick - **Caitlyn Henning**
* Michael Trevino - **Jose Henning**
* Daniel Henney - **Eason Wong**
* William Levy - **Josh Woods**
* Chris Zylka - **Myron Donaldson**
* Mekia Cox - **Erica Jones**
* Brandon T. Jackson - **Tommy Brown**
* Tracy Spiridakos - **Lori Morris**
* Liris Crosse - **Tiara Taylor**

### Supporting

* Shemar Moore - **Eric Anderson**
* Andy Fischer-Price - **Kevin Dosery**
* Michelle Rodriguez - **Maya Rodriguez**
* Ruth Negga - **Shelby Warren**
* Melonie Diaz - **Terri James**
* Gary Leroi Gray - **Damon Lansworth**
* Robin Weigert - **Joanne Clark**
* Alana De La Garza - **Rosa Gonzales**
* Stephanie Jacobsen - **Miranda Wong**

### Guest

* Vinessa Antoine - **Tammi Anderson**
* James Howson - **Patrick Simmons**
* Colin Egglesfield - **Carl Wilson**
* Ryan McPartlin - **Lance Powers**
* Nicole LaPlaca - **Bonnie Wood**
* Jaime Cepero - **Tony Davis**
ND/Summer Queen

A member of the Incarnate Hope, the Summer Queen was the shining inspiration that drove men to fight to their last against the spreading evil. In stories, her words ended blood feuds and made fast friends out of deadly enemies and her presence at the front of a conflict inspired great acts of heroism. The story of Karsen striking down the Summer Queen survives as a tale of the triumph of the Dread Empire.
ND/Scather

Scather Wyrmson was a Luminal, Marshal of the Dragonkin Legion. He loved fighting and battle and looked forward to crushing The Liberation after decades of slow siege warfare in the Dwarfen Safeholds.

Scather was a close friend of the Dragon Thaxosar who served him as a steed and advisor.

Scather led elements of the Dragonkin on an aerial raid against The Liberation Second Legion at Catonodo. The Resistance leadership took to the air and ambushed him. After Ariana Rees destroyed his weapons, Sven Hurtigruten ran him through with a lance, killing him. Scather fell from 200 yards and his body was destroyed beyond any reasonable hope of recovery.
ND/Elverum

Elverum is the Imperial capitol of Hanist. It it located at the last navigable point on the Lustra river. It has the citadel of an orcish legion nearby, as well as the palaces of several Luminals and the mansions of several lesser aristocrats. Unlike most other cities, Elverum has well-maintained walls, though these only protect the noble's quarter. The noble's quarter is also heavily wooded, enough to be a forest inside the city.

Elverum is a port, though not as large as Kristinsund. There is no bridge across the Lustra to Cape Har, but several ferries transport travelers.
ND/Gilliedew

The Gilliedews are a type of Seelie Fae. Like most fae, they live among the trees of the forest, but unlike most fae, gilliedews live within the trees of the forests, as they can magically merge with trees.

Gilliedews have a wide range of personalities, though they tend to be anti-social and socially inept. Like most fae, they reward kindness with kindness, cruelty with cruelty.

They are somewhat common among the Fae, representing about 6% of the total population. Most Gilliedews are commoners, but they have gentry and nobles among them.

## Physical Traits

Gilliedews are Seelie Fae, and appear human from a distance. The ears, nose, chins and fingers of Gilliedews are long and pointed. Their skin tones range from a pale birch brown to a deep walnut brown, and they often have faint patterns of whorls running on their skin.

## Racial Template

Gilliedew [45 pts]
Charisma +1 [5]
Permeation (Living Wood; Can Carry Medium Objects +50%; Meld 1 +150%) [60]
Plant Empathy [5]
Speak With Plants [15]
Dependency (Sunlight, Daily) [-5]
Faerie Mana Dependency [-25]
Fragile (Combustible) [-5]
Unusual Biochemistry [-5]
Determine a gilliedew's height and weight from the Build Table (p. B18) but gilliedews are always skinny.

### Optional Traits

Many Gilliedews upgrade to Meld 2 for 30 CP and can enter a tree in one part of the forest and leave from a tree in a different part of the forest. They cannot cross more than 10 yards of open ground this way, though, so they can't instantly move to a new forest. Upgrading Speak with Plants with Sapience [6] is another common trait.

Hidebound, Loner, and Oblivious are common traits among Gilliedews.

## Mass Combat Notes

Gilliedews are an important part of the Fae Court's Ranger light infantry. Less physically active Gilliedews also serve as mages.
ND/Silver Sound

A great wide river or narrow bay in center of the north shore of the continent. The Magnipont spans it, linking the two halves of the Empire of Night by road. The Silver Sound feeds into the Yeges Sea to the north, and is fed by the Karduine, and the Pux, Hegy, Ko, and Barrakabud Rivers from Majorosa, the Karduine from Dorakarture, and the Feume and Coya Rivers from Gandabria.

The Dodenrike and Dorakarture both have peninsulas that extend into the Sound.
ND/Dwarfen Safeholds

The Dwarfen Safeholds are the deepfasts, the fabled fortresses of the Dwarfs, secure in the mountains in the northeast of the Empire of Night. They are under constant assault by orcs out of Menkgu and Gandabria, and to a lesser extent, Zerniless. The Fae Court lives to the east, beyond the mountains of the Dwarves but provides them no aid in the war.

The inner valley of the Safehold is mostly defined by the small Kazlinzaram lake in the south and the Buzrazaram lake in the north, connected by the Fur-uls river. The Atkatlian runs north from the Buzrazaram through the Khuhozbizar gap and into the Yeges Sea.

Imperial legions strike out from former dwarven fortifications at Narvelmarna, Sestiturin, and Thorvast, trying to isolate and overwhelm the dwarfen capitol at Tumunzahar. There is a secondary effort to drive for the surface city of Orocam and gain access to the inner sea between the mountain ranges. The tertiary effort from Verniless is supported in Michinowari, more to pin down dwarfen reinforcements than out of any expectation of driving the dwarven lines north and isolating them from the Fae Court.

The mountains of the safeholds have peaks up to 12,000 feet high. The central spines of the mountains are more than 7,000 feet high and generally impassable for military operations. The borders have generally stabilized along the spines, and the remaining fighting is focused on a few passes and some tunnels. The Empire attempts mining operations to outflank dwarven defenses or to expand the fighting front, but the Dwarves can usually counter those efforts.

Hex Count
Mountains 29
Hills 9
Plains 4
About 1/3rd of the population of the Safeholds are Minotaurs, the descendants of ancient refugees. About half of them live on the plains of the inner valley of the Safeholds. The rest are crammed uncomfortably into abandoned dwarfen halls in the mountains and hills. Minotaurs are not citizens of the Safeholds and have no real voice in its government.
ND/Online Tools

## Software

Discord  and The latest development version of MapTool are required to play.

Export sheet for GCA
## Setting up a character for Maptools

See this page for a step-by-step guide on setting up a new character for Maptools. It's got a simple part for folks that just want to type out "I hit him with my sword [attack(15)], and an extended part for folks that want complicated extra stuff!

## Useful Macros

Some short macros for MapTools that let you roll skills or do common things in Mass Combat.
ND/Ajax

Ajax would have been lucky to have been born in a barn rather than the incredibly modest woodsman's hovel where his parents chose to live. It was extremely rustic, in no way quaint but had the advantage of being isolated and poor, and therefore beneath the notice of the orcish overlords ruling these lands.

His father, a hunter, and mother, an herbalist, were able to barely provide for their four children who were barely aware of the existence of orcs, or cities as anything other than stories told by their parents, putting them into the same category as things like the old gods, dragons and other such fantasies.

In his youth he attempted to learn his father's mastery with the bow, but never had the knack so focused on the spear and cudgel (broadsword) instead.

About a year ago Ajax's father succumbed to a fever beyond his mother's ability to treat and, never having the wherewithall to master the bow, Ajax headed towards {town} in a nieve effort to find a way to support his mother and siblings.

His normal good luck seemed to have failed him when, the day after his arrival the orcish garrison was attacked by rebels. Ajax was out in the street when the orcs sallied and a bannerman charged him. Reacting on instinct, Ajax grabbed the support pole of an awning and slew the overconfident orc, taking his spear tipped banner and broadsword for his own. Finding himself in a position to send regular payments back to his mother Ajax joined the army and never looked back.
ND/Berian

Sir Berian Mac Oberon, Aethel Mac Oberon is an Hifnewidew Fae nobleman. He is the nephew of Queen Carys through her younger brother and cousin of Lady Brangwen Merch Lludd. As Aethel Mac Oberon, he is first in the peerage of the Fae Courts after the Queen and her heir. He has a great deal of influence as the voice of tradition and decorum among the Fae.

Sir Berian is a supporter of Queen Carys, and his daughter Ilena Merch Oberon is a close friend of Prince Arwen. Berian has publicly rebuked Ilena for her anti-Unseelie prejudices and the two are no longer on speaking terms.
ND/Diana Behm

Diana Behm was the leader of the Resistance in Dorget County. She was a careful and cunning planner who maintained the Resistance network that watched over activities around the Black Library.

With the establishment of the Ruling Council of The Liberation, she was rewarded for her work by being enobled as Countess Grimstut and began administering Dorget County and Grimstut city. She had (very) cordial relations with Himmel Detfinger, Count Kristinsund, her northern neighbor, and was heavily involved in smuggling weapons and armor across the Helin River to the Mortilbaser and Buctun Resistance forces.

When Grimstut was overrun by Orc forces under Tusked Banner Taeza Prulo in June 508, she chose to stay in the city and work against the orcs. She was identified by collaborators, captured, and executed.

Diane was survived by her elder daughter Yulia and her adopted son Alfred. Her one-armed, oldest son Vulter served as her assistant and Steward before dying, resisting the orcs that captured her. His wife Nellie escaped capture, along with Vulter's children, Iris and Max.

Her assistant, Briana Hooper, was appointed to the Ruling Council in her place.
ND/Uster Vaipnesterk

Uster Vaipnesterk is a human in his late 40s. Prior to the Liberation he was a trader and broker in the town of Sundoy in Namdalside County, Hanist. He is a charismatic leader and capable administrator, but a predictable and unimaginative strategist.

In the spring of 508 ANI, Uster raised a small force of Resistance fighters and led them to victory, capturing the orcish fortress between Sundoy and Trevya. Unfortunately, his "hold the line at all costs" tactics cost him too many casualties, and he stood to lose when the orcish forces from the south counterattacked. His troops were saved when Trahaern ab Owen led his forces into Namdalside and relieved them.

As of May 508, Vaipnesterk is a Vertex Dux (breveted) in the Liberation Army, overseeing logistics and troop training at Hortskink in Cape Har. He was ennobled as the Count of Namdalside and added to the Ruling Council. He is frustrated by his lower rank and is actively agitating for a promotion to General. The commander of the permanent garrison at Hortskink, Princeps Primus Kaja Thoen, is tired of his complaints and seeking a transfer.

Game Mechanics
Born War Leader 2 [10]
Big Talker 2 [10]
Charisma +2 [10]
Ambitious [-1]
Chauvinistic [-1]
Prefers to use All-Out military operations [-1]
Administration-13
Intelligence Analysis-11
Leadership-15
Public Speaking-16
Strategy-14
Teaching-12
Big Talker is 5 points/level. Skill bonus: Acting, Carousing, Fast-Talk, Intimidation, Public Speaking. Reaction bonus: Naive or impressionable people, thugs. Alternate benefit: +1 to resist Fast-Talk, Interrogation, or Intimidation.
ND/Finbar Gullvan

Finbar Gullvan is Old Man of the Resistance, an elderly peasant who has participated in two previous uprisings and has the battle wounds to prove it. As a young man, he fought in an ambush against the Orcs of Trones but was grievously wounded, losing an arm. He was still recuperating when the rest of his fellows were wiped out by the regiment coming out of Swartun. He survived and helped establish a new generation of Resistance fighters a generation later. He was second in command of that attempt at rebellion. When the leader died early fighting the orcs of Trones, Finbar froze up and managed to get the remaining forces killed. He himself barely survived.

Another generation later, and Finbar is older and wiser. He still hates the orcs and believes strongly in the Resistance. He recognizes that he is neither a warrior not a general, but he is an experienced survivor with a 40 year history of evading the orc overlords. He's also an avid collector of rumors and scraps of history about other attempts at rebellion, and is the closest thing the Resistance has to a historian.

Finbar now serves as a senior advisor to the latest generation of the Resistance. He keeps his own counsel, but can be relied upon to provide clear ideas for what to do next if asked. He publicly admits his inability to fight or general, but he is clever about hiding things and moving them from place to place without attracting the attention of the orcs, and what resources the Resistance has are mostly due to his careful work.

In June 508, Finbar was appointed Count Engenstut and began to serve on the Ruling Council as First Counselor of The Liberation. He collects and organizes captured records from orc fortresses and citadels, and oversees a group of scribes and clerks who review and analyze the data. His economic analysis bureau has started providing some insights into the Empire of Night, especially the nature of The Dwarf War and the limits of the economy of the eastern half of the Empire.

Game Mechanics
Combat Paralysis [-15]
One-Arm [-15]
Incompetent: Strategy
Reserved [-1]
Administration-16
Area Knowledge (Engenstut County)-16
Area Knowledge (Hanist)-13
History (pre-Imperial)-9
History (Empire of Night)-9
Intelligence Analysis (Statemanship)-15
Research-14
Strategy-2 (default)
ND/Dodenrike

The original name of the Dodenrike is long forgotten. It was once the seat of a powerful empire that controlled Hanist, Venrike, Isenmarch, parts of modern Dorakarture, Humma, and Gandabria, and possibly parts of Menkgu and Majorosa. It was a hilly plateau running from Feume River in the east and north to the Thunder Bay of the Gray Sea in south. The western border was defined by the river that is now the Karduine in the north and the Ulb and Elsa Rivers in the south.

The Blesay langauge and Blesain scripts were created by the unknown empire in the Dodenrike.

Some time before the wars that founded the Empire of Night, the entire land was subject to a massive curse. Nothing can live in the Dodenrike, and anything that enters it dies soon enough. The boundary between Venrike or Menkgu and the Dodendrike is clear on the ground: on one side, green grass and living things, and on the other, perfectly preserved yet centuries old dead grass. The rivers that run along on the Dodenrike are not to safe for travel, as it is too easy to stray into the Dodenrike and die.

The exact cause, effects, and remedy for the curse on Dodenrike are unknown to scholars of magic among The Liberation. Presumably, sages and archmages among the Luminals know much more, but apparently are doing little to study it and nothing to counteract or reverse it. There is some evidence that Dread Emperor Karsen could move through the Dodenrike, as the God Wards were built after the Empire was established but one of them is located in the Dodenrike.

The Iter Magnartis runs from Ulvik in Hanist to the ruins of nameless city in the west Dodenrike, but the road has not been seriously maintained since the curse fell on the Dodenrike. The portion of the road past the Hexvud fortress in Venrike is not maintained, and only the skill of the original builders makes it passable at all. Similarly, the Iter Domum goes from Uran Padoru in Menkgu to Noiritaras in Dorakarture, but the central span of the bridge over the Feume has fallen.
Collector's Case

The Collector's Case is a storage case that is part of Season Six. It was released in 2016. The case can hold over 60 Shopkins. It includes the exclusive Shopkins; Berry Delightful, Macy Macaroni, Olive Oil, Bella Mozzarella, Vicki Vanilla, Toast T. Warm, Carmel Topping, and Parmesan Pete. It also comes with stickers to label the shelves with.

The collector's case itself is pink with eight pink shelves. It has a pink handle on top of it so you can carry it around with you, and you can buy multiple cases and stack them on top of each other if you have a very large collection.
ND/Whitemist

Whitemist was one of the Luminals in Hanist. Duzen Iken, her former castle, is located about 70 miles southeast of Grimstut near the town of Oferartan on the Helin River in Dorget County.

Whitemist was an archmage and researcher into magic. Duzen Iken holds the Black Library, a collection of tomes and treatises on Dark Magic. Whitemist was very interested in teleportation, and used several powerful variations of Walk Between Worlds.

She was arrogant and dismissive of the Resistance and did not seem to care about the well-being of orcs at all.

Whitemist left with the Orc legions on February 15, 508 ANI. The Black Library was left unguarded beyond the local orc garrison (2nd company of the Pale Hands), some magical traps, and a quartet of crystal golems.

Whitemist was killed by the Resistance on April 30th, 508 ANI. She was blinded by Nayla's arrows and then Himmel smashed her off the edge of a cliff with his magic mace Diamanter.

Physical Description
Whitemist was a tall elf woman with golden blonde hair and tawny skin. She had extremely pleasing facial features, with prominent cheekbones and a heart shaped face. Pictures of her show her with bright violet eyes. Her voice was an extremely melodious contralto.

In public, Whitemist wore black segmented plate, chased with mithril. The helmet was nearly featureless, except the eyeslit ran all the way around the helmet and was protected by a fine mithril wire grid. The front of the helmet had a single low spike.

Whitemist wore a longsword on the left hip, and two more long swords floated in the air near the Luminal at all times.

Known Abilties
Whitemist could teleport under unknown circumstances. Both extremely long range (1000+ miles) and short range tactical teleports were possible. Current Liberation theory is that she used variants of Walk Between Worlds.

Whitemist had a powerful mind-reading/mind-probe spell that can affect multiple victims at once and disables them while the spell is operating. It is not clear how long she could maintain the spell, but it appears she could cannot do anything else while the spell is in effect, and the spell could not quickly be recast after being used once.

Her namesake spell was the Deathmist, a persistent, thick white fog that could suck the life force from its victims and use it to heal her.
ND/Noolan Bear-Witness

Noolan Bear-Witness is the eldest daughter of the Eastern Jarls, the pre-Imperial Minotaur rulers of northeastern Majorosa. The eastern clans have repeatedly fled from Orc oppression over the centuries, and most recently have lived as hunter-gatherers in the depths of the Keveteen Sema. Noolan has tried to lead her people to prosperity as farmers, or at least safety, but the Dynfarch militia has forced to her to abandon dozens of small farms.

She has born nine children, including her two sons Moogawl and Hloomawl, but thought only five still lived. She was overjoyed to learn that Hloomawl had survived his captivity and became an important leader in The Liberation, though she finds his position on the Ruling Council to be very strange.

When the Resistance leaders rescued her sister Hroolan and offered resettlement, Noolan helped organized the exodus to Hanist and settled in Engenstut County. She is now badgering the Countesses of Elverum, Grimstut, Hortskink, and Elvby for a proper position on the Council, similar to Greex's position as Speaker of Kobolds. She mostly ignores her nominal Count, Finbar Gullvan, since he is male.

Noolan is tall, like her sons, standing about 6'3". Her fur is rowan brown, heavily salted with silver.

Game Mechanics
Charisma +2
Staid [-1]
Doesn't remember that human males can be political leaders [-1]
Sense of Duty (Minotaurs) [-10]
Administration-15
Leadership-17
Naturalist-12
Public Speaking-17
Survival (Forests)-16
Tactics-12
ND/Humma

Humma is a land on the Gray Sea in the south of the Empire of Night. It is bounded by Piiraladel to west, Dorakarture to the north, and Isenmarch to the east. It was a frontier region before the establishment of the Empire of Night, and it still sparsely populated. Nyunyes and Gammolfulk are not part of historical Humman, but were added by the Empire to simplify administration.

The Sigin River runs between Humma and Dorakarture north of the Mustavuoret Mountains, and then joins the Semo River before flowing into the Colpos River on the western edge of the country. The Rutula River runs south out of the Mustavuoret and meets the Kibika River at Vugge before emptying into the Gray Sea. The Kitee river runs south, dividing Humma from Isenmarch.
ND/Dragon

Dragons are legendary creatures, often detailed in folk-tale and legend as beings unparalleled in magic and raw strength. Tales describe them as being quite diverse in both appearance and capabilities. Adult dragons are supposed to be four legged lizards the size of buildings, with strength to match, and power enough to make crushing a castle a whimsical task. Similarly, they are almost always extremely wealthy, keeping hoards of fabulous wealth away from the rest of the world, prompting many a tale of adventurers and knights going off in search of such treasure.

Dragons are solitary creatures. There are a few legends that describe a pair of dragons living in the same lair. The scholars of Hanist believe that these very rare pairs of dragons were essentially mates.

It has been theorized that dragons are a long-dead tribe of the Fae, but the Fae themselves disagree. Similarly, it has been thought that Orc at one point venerated dragons as gods or demi-gods, this because of the prevalence of dragon motif in their armor and weapons. Some people think that Reptilians or Kobolds are some kind of degenerate half-breed of dragons, but there's no evidence to support that.

The Resistance believes that some dragons have allied themselves with the Empire of Night. Finbar Gullvan has figured there is a huge amount of cattle being shipped into Menkgu, without a corresponding amount of manufactured goods, and worries about what the Empire might be deploying in the war against the Dwarfen Safeholds.

The Fae also have rumors of a great dragon in the Savage Lands but no proof.

## Known Dragons

Zarathras - This Wyrmling was oppressed by orcs and has allied with The Liberation for revenge.

Thaxosar - This adult dragon served as the Luminal Scather's steed. He was killed by the combined efforts of Sven, Ariana, Zarathras, Magnus, and Aetos Dios.
ND/Incarnate Hope

The Incarnate Hope were a group of demi-gods made flesh. They fought against Dread Lord Karsen before the establishment of the Empire of Night but were defeated.

The Resistance currently suspects that the God Wards were erected to keep the Incarnate Hope from returning to the world. The word of the Gods imply that only the Incarnate Hope can truly defeat Karsen.

### The New Incarnation

There is some evidence that the new leaders of the Resistance are reincarnations of the Incarnate Hope.

* All of them have demonstrated incredible ability at Enchantment Through Deeds, enchanting items in a few a weeks that would have normally taken decades of service.
* Nayla did not go through the testings inside the God Ward at Stinecrice. During the trials, she was ignored by the demons until she used her imbuement powers, at which point the demons claimed that "she could not be there as the wards still held" and then attacked her unmercifully. When the Gods spoke at the end of the trials and testings, she was not judged but was instead addressed separately, called "Harbinger" and "Mistress of South Wind". They said she had failed before and let darkness fall over the land but had been given another chance. As the fresco in the second testing showed a figure that was probably Karsen fighting a group of figures, including a female archer carrying a white asymmetric bow, there is some reason to believe that Nayla may the reincarnation of the Battle Maiden who originally created South Wind.
ND/Cribog

9% of the Fae Court population, often gentry and nobles.

## Physical Traits

Unseelie. Vaguely human, but with wings for arms and large, dexterous, clawed feet.

## Racial Template

Cribog [36] #FIXME not finished
Claws: Talons [11]
Flight (Cannot Hover -15%; -Winged -25%) [24]
Enhanced Move (Air) 1 [20]
Extra Arm 1 (Accessibility: Not while flying -20%; Temporary Disadvantage: One Legged -20%) [6]
Feature: Uses legs for arms, and arms for wings, when flying [0]
Fae Mana Dependency [-25]

## Mass Combat Notes

Cribogs serve in the Fae military as flying archers.
ND/Many-Faced Fool

A member of the Incarnate Hope, the Many-Faced Fool was a cunning trickster and master of intrigue through obfuscation. His entertaining songs, stunts and performances apparently concealed all manner of espionage activities. The rare mentions of the Fool are so confusing that it is not even certain if the Fool was a man or a woman. Some sages claim the Fool was a natural illusionist, others that he (or she) was so adept at disguise and dissembling that no magic was necessary. Speculations about the motives of the Fool are even more fruitless than those about his appearance, but whatever they may have been, actions attributed to him always seem to have damaged Karsen or his invaders in some way.
ND/508 August Timeline

508 July Timeline <-- Full Timeline of Events --> 508 September Timeline
Session 26 - 27th of July 508 to 29th of August, 508
Tezcat, Attivi, Cartwright, Nesta, Nayla, and Ariana manage to flee Shatterstone's Tomb as it collapses behind them. They never find out what Shatterstone was.
On the 29th, Hloomawl, Cartwright, and Aisling liberate 200 Minotaur slaves working on a road crew. The minotaur elder Hroogar knew Hloomawl, and the minotaurs enlist in the Liberation military.

The Liberation army spends most of August redeploying. Trahaern's troops at Catonodo are relieved by fresh recruits under Himmel's command, and then Trahaern marches for Lubasser. He crosses into Zerniless on the 18th, and after a bit of maneuvering, ambushes the Karlmost garrison on the 19th. He then advances up the road to Vodowmost, destroying Imperial garrisons on the way. Dynfarch tribes, alerted to the attack, start raising and organizing militia forces.
Session 27 - 30th of August 508 to 4th of September, 508
Aisling, Nesta, Nayla, Hloomawl, Zarathras, and Tezcatlipocal lead the Nightfangs up to Astimbeo in the mountains and try to trick the garrison into surrendering, but Pennant Zo Gragrash recognizes their heraldry and plans an ambush of his own. Nesta alerts Aisling before disaster falls, but the resulting fighting is inconclusive. After Nesta is greviously wounded, Aisling arranges a parley and intimidates Gragrash into joining the Liberation. The new forces head back down the mountain.

Trahaern trivially overwhelms the last Woodhound company garrisoning Vodowmost. Greex's magic map shows somewhere between one and three thousand Dynfarch militia massing at Mitnydum along with most of Vulgar's Blazer regiment. Trahaern splits his forces, leaving Sven to hold Vodowmost while he returns to Silnistruz to hold their supply lines against the upcoming raids.
ND/Catshee

3% of the Fae Court population, mostly gentry and nobles.

Most people find Catshees more charming than Leanshees, but strong-willed people react to them normally.

## Society

Catshees are solitary and vain. They demand adulation and attention when they want it, and insist on solitude as soon as they have had their fill.

## Racial Template

Catshee []
Charisma +12 (Glamour: Will -4 to Resist -10%; Mana Dependent -10%) [48]
Fae Mana Dependency [-25]
Loner [-5]
Selfish [-5]
### Optional Traits

Bully and Sadism are common among Catshee.

## Mass Combat Notes

Catshees do not serve in the Fae military in an organized fashion because they are impossible to discipline. Some Catshees work as assassins.