recursal/Fanatic-Fandom huggingface dataset:
Hanzaman, The Sharp

*"If you want to cut through anything, it is helpful to have sharp tools. Your mind is the tool you use for all. Sharpen your mind"*

## Background

Most details about the life of Hanzaman are unknown. It is believed that he was born shortly after the Mallus, although some speculate that he was born up to a few hundred years before this event. The old elf was not one to divulge many of the finer details of his life, believing it was much more important to focus on helping others.

Hanzaman was born into the elvish Brakka family. He knew great wealth from a young age, being showered with gifts and anything that he could possibly want. Early into his adulthood, Hanzaman saw that all of the people around him were devoid of any morals. These people thought they were the top of society that other's sought to be. However, Hanzaman saw instead that their status was meaningless because they were slaves to the money which they had in exceeding amounts.

Hanzaman first tried to dissent from the usual family objectives by suggesting to his relatives that charitable ventures be started. This suggestion puzzled many members of the family as they were blinded by their greed. Some of his own brothers thought that he was mentally ill for suggesting such a thing. Discovering that his "legendary" family was too far gone, he knew he would have to take more drastic measures to make a positive impact on the world around him. Hanzaman took all of his money that he had from his family and abandoned his noble house.

Hanzaman wanted to be closer to the common folk. He wished to use his fortune to help them out of poverty and turn them away from the evils of greed and pride. Hanzaman backpacked through the isles, sailing from port to port, in order to talk to people and help them individually in whatever way possible. Hanzaman believed that deep in everybody's heart there was goodness. He forged camaraderie with everyone he met and soon his name was known far and wide.

Hanzaman eventually saw the best use for his fortune. In order to bring people closer together he would form an organization based in brotherhood. This group would be dedicated to rebuilding the land which had been destroyed and war torn. Hanzaman wanted to give more people the opportunity to make an honest living doing something that mattered. He used his influence and the rest of his fortune in order to form a carpentry guild known as the Carpfish.

Hanzaman saw his guild grow with great success, attracting many who were down on their luck. Hanzaman grew old and pleased with his work, beginning to fade into the background of the guild. While maintaining the ideals established by Hanzaman, new leaders ran the guild and continued to build. Soon, people began to see Hanzaman less and less. Eventually, nobody saw him at all. His disappearance is unexplained to this day. The last confirmed sighting of Hanzaman was at a Carpfish work site for the construction of a town hall.
Hartwell 'Slick n Sly' Stanton

*"Name is Hartwell, because I have a tendency for making peoples hearts feel well"*

Hartwell 'Slick n Sly' Stanton has done it all, he was a performer, an escort at the Iridescent Cup , a traveling minstrel, and an all around gentlemen. But one thing he has yet to be is a pirate, until he was hired by the Seekers of the Forgotten to join the crew of their new ship the New Dawn. Hartwell is a smooth talker and musician known for his golden hair and golden voice, and now he is seaworthy.

### Description

'Slick n Sly' Stanton is a middle aged human man with rugged yet handsome features, most notably his long golden hair tied back into a ponytail and his friendly smile that exudes confidence. He wears rather gaudy looking performers clothing with all sorts of colors and ruffles. As well as this he carries a lute around his should, a large violin strapped to his back, and a flute in a thigh holster. Strapped to his feat are large leather cowboy boots with golden stirrups that strike the ground in a beautiful tune as he walks.
Fridrik Messa

Fridrik Messa, shortly after his diagnosis

**Fridrik Messa** is a Dragonborn sorcerer who serves as a colonel for the Dusk Syndicate. Fridrik and his sister, Freya, arrived in Palebank Village to plunder caravans entering the city, taking up residence in a nearby croaker cave. After assembling a team of Elven bandits with his partner Raegrin Mau, Fridrik attacked Verla Pelc's shop and took twelve blue vials that originally belonged to the late Urgon Wenth. Upon taking the vials, Fridrik and his sister became infected with frigid woe, which turned their scales blue and weakened them severely.

Fridrik has many known connections in Southern Congeria, including as far as the Eiselcross Islands. After receiving word from one of his contacts in Syrinlya, Fridrik became obsessed with finding a cure for his ailment and looking into ways he can weaponize the disease. However, Fridrik was found by adventurers Ozgrim, Amethyst Elwood, Blunky Gorbstur, Gyro Volcano, and Yosef in his cavern, accelerating his efforts at finding an antidote in Eiselcross. The adventurers swore fealty to the Dusk family soon after and Fridrik began to lead them on a perilous journey to the Eiselcross Islands.

After arriving in Syrinlya, Fridrik briefly departed the adventuring party to meet with some of his former comrades. The party learned later by Kelvhan Trana that Fridrik's condition has worsened and was brought to the Cathedral of Hope with the rest of the frigid woe patients.
Grinners

"*The last type of mure which I have studied is 'The Grinner.' A person who had a joyful but purposeless life will often become a Grinner, their only reason for existence is trying to find the purpose they didn't have in life. These mures are quick - agile.... A Grinner can influence the Ethereal Plane to his will, using magic like charms to its advantage. These Grinners are extremely quick and agile, and as with all other mures on this list should be approached only by professionals who exercise the utmost caution." - Excerpts from Nathaniel Reed's Human Emotions and Mures*
Mushusu

Mushusu as he appeared when first purchased by Cleobulus

Vasuki - Brother

Alroy Malachi - Brother

Mushusu is a giant riding lizard that was purchased by Cleobulus Malachi in the South Stables of Goldport, from a gnome man named Glidas Puddlenozzle. Mushu was saved from the underdark as an egg by Glidas and raised in the stables. After being bought by Cleo, who was originally interested in a cart or wagon but became vastly interested in the foreign beast, he was named Mushusu.

Mushusu was at the time or purchase, basically a feral beast. Thanks to Cleobulus' connection to animal life and druidic affinities, Cleo had a small amount of presence in the creatures mind. Balaras Nighthook also seemed to get along well with Shusu, although the beast had a disliking for Mithral Tagata. During their first journey, Mushusu helped the Seekers of the Forgotten navigate a spider infested cave system and ripped apart several enemies.
Vanessa Moelian

Vanessa, making do with the drab garments of the Vassoans to display her innate elven beauty

### Relatives

Tibea Moelia - FatherAlandaria Moelia - Mother

## Physical description

### Eye color

Blue

Vanessa is the high-elven barmaid and owner of Drunk Man's Drop, a bar operating out of the wreck of a land-locked trader ship. Although the drop acquires the attention of mostly non-humans, Vanessa claims to remain open to any race so long as they are in a spending mood (much to the dismay to the disgruntled lower class non-humans). Vanessa herself has been with Vassos since it's conception, but only opened The Drop after the death of her parents.
Shalheira

Nela - Sister-in-law

Faenion - Son

Allania - Daughter

Zeale - Daughter

Telnyn - Son (Deceased)

Axilia - Niece

Orbryn - Nephew

Fivin - Nephew

Laenna - Niece

Nevarth - Nephew

Vaella - Niece

Soliana - Niece

Syndra - Son

Shalheira is the mystical shaman of Ocelach. She is the spiritual advisor and diviner of the Firbolg people. using her incredibly strong druid magics, she can peer into the future by communing with nature spirits. Shalheira is not only spiritual advisor to the Firbolgs, but in fact their spiritual leader. She teaches that when the gods died, their power sunk back into what they had created. The trees, the rivers, the sky, even the land itself was inhabited by the power of the gods. She reasons that when the gods created nature they put a part of themselves in it. When they died, there was only one logical place for their celestial energy to go. So in this way, every natural thing is imbued with the spirits of the gods.

## Appearance

A nine-foot tall Firbolg woman with the skull of a deer covering her head and face. She wears dirty green robes and has all sorts of herbs and feathers braided into her long brown hair, giving her an exotic smell.
Wind-Jumper

Wind-Jumper is an Andalusian Stallion. He was found in the wild when he was just a yearling. He had been savagely beaten by some evil creature, and nearly killed, but had apparently managed to outrun the attacker. Exhausted, and injured, the poor creature injured itself while trying to flee and broke its two front legs. Normally a death sentence, some children of Vassos found it and called for the druids.

They came and healed the creature, but said he may never run again. Wind-Jumper defied them all; within a week he was walking. In a month he could gallop. And in little less than a year, he was the fastest horse any Vassoan had seen. Such a majestic creature could not be abandoned; and so he remains under the care of Vassoan Guardsman. But be aware, this is no domesticated horse. Wind-Jumper is quick and free, like the wind. Wind-Jumper will be tamed by no man. Now, he has been chosen by... a machine. Hmm. Wind-jumper never considered that.

Now ridden by Protogolem Mk. 59, a war-forged member of Sqaudron Omada, Wind-Jumper serves the Guard at last. He is scheduled to go with 59 on a journey all throughout the Vasilian Wilds.
Lesser Sages

The Lesser Sages of Old Vassos was a small faction of sages in training. These sages trained to one day gain the chance to join the great Sage Council, or at the least educate the people of Old Vassos. They lived in the same district as the sages, but did not have the same rights to the Vasoan Arcanum. Unlike High Sages of the Council, who could come and go as they please, The Lesser Sages had to be accomapnied by a High Sage to enter. They only had access to the first sanctum of the Arcanum, and were only allowed to accompany High Sages during the day.

After the FIrst Sage Council disbanded, many sages from the Lesser Sages tried to reform the council; for a while the Lesser Sages replaced the council's place in soceity while The Lesser Sages tried to form a council of their own. Before they could finish however, Cleobulus Malachi formed a council of his own and received training from one of the Old Sages himself, Sithartho Gatteo.
Jack Tar Karver

*"Me and the lads used to run with a pirate Cap'n known as Boden 'The Dog', that's where I got the name Jack Tar. Cuz no matter how rough the seas was I always stuck to the deck."*

Jack Tar Karver is a dock hand and seasoned sailor in and around Goldport. She was born on the isle of Merim and has been working in and around ships since she was a child. Most notably Jack Tar and her men worked as deckhands on a large merchant vessel for a number of years shipping cargo across the Dreaded Tides. until it was seized by a infamous pirate captain known as Boden 'The Dog'. Karver and the surviving members of the crew were taking on to the headship of The Dog's fleet, The Howling Horror. Eventually as pirates Jack and her mates saved up enough gold they earned for plunder to buy their freedom, working on the ship as official crew mates for a few months until finally saying farewell when docked in Goldport. Here Jack Tar and her men relaxed and unwound until they were hired to join the Seekers of the Forgotten as part of the crew of the New Dawn.

### Description

Jack Tar looks to be either a Vassoan or Congerian human but it is tough to tell because her skin is extremely sun-tanned for constantly being out on the ship deck. But either way she is an extremely tough looking individual with handsome features, her expression is strong, mean, and confident and her face is dotted in scars. Karver's exposed arms are covered in tattoos and rope burns. Karver loves stories about sailing and loves to explain how she and her crew-mates earned many of their tattoos. Her most notable tattoo is a large green tattoo that sparkles like emeralds, that depicts a topless mermaid wielding a dagger cutting herself free from a fishing net; it oddly seems to almost move and change positions depending on how the light hits it. Jack Tar wears work clothes with the sleeves ripped off and has some very fancy black boots with notably tall soles that give her a few extra inches. Her clothes are lathered with ship tar as well as her long pony tail, she explained that it was to keep it from getting caught in a ships rigging.

### The Deckhands

Jack Tar's mates have a very seafaring look, they wear long sleeve white shirts with vests and long work pants tucked into their leather boots. Their clothes and shoes are lathered in ship tar in order to keep them waterproof. As well as this they have numerous earned and stylized nautical tattoos all over their bodies.
Kelvhan Trana

Illustration of Kelvhan Trana in the Syrinlya Hall gallery.

Jorildyn Trana (uncle)

Vikings

**Kelvhan Trana** is an Elven noble who resides in Syrinlya and currently acts as its Consul. Kelvhan, representing House Trana, holds a minority position on the Council of Eiselcross.

Much of Kelvhan's background is unknown, except that as a young boy, he fled Krastis with his family and took up settlement in a then-dilapidated Syrinlya. Following his father's death, Kelvhan took up leadership of the family after his older brother Adamar was permanently paralyzed in a battle with Drow. Seeking revenge, Kelvhan swore to eliminate the Drow invasion into Eiselcross by forging militaristic alliances with Jieshuan merchants and Dwarven vikings in Oskil.

The adventuring party Urgon's Angelzz came into contact with Kelvhan after a mishap at Syrinlya's port, where Gyro Volcano's Dusk Syndicate badge was revealed to the port's constable. Aware of the ongoing frigid woe pandemic in Syrinlya, Kelvhan sought to forge an alliance with the party after learning of their incursion into the Basilisk Den. By making them swear fealty to his family over the Dusk Syndicate, Kelvhan brought the party under his wing, gaining knowledge and access to efforts in finding a cure to frigid woe.
Nix

Nix is a yellow, platinum-winged faerie dragon that lives somewhere in The Vasilian Wood. Though the exact location of his family's nest is unknown, Nix and two of his relatives - Nox and Lux - can often be found throughout the woods North-West of Vassos. Though the Faerie Dragons enjoy playing jokes and pranks on all kinds of people, it seems that Nix has developed a strong connection to Squadron Omada of the Vassoan Guard; specifically Klar Drommer.

Encountered by the Sqaudron on their first mission, en route to a black ber den, Nix had used his illusionary magics to trick Omada. He had conjured the image of a treasure chest over a bee hive. Not trusting this illusion for a moment, Benedis Oneiro used holy magics to destroy the 'chest.' This of course, only served to anger the bees - whose homes were destroyed. They swarmed and attacked Klar, nearly killing him before Tassos the Swift was able to dispatch the bees with his blood powers.

Then, after leading Omada through the forest on a short goose chase, wherein Nix conjured an illusionary lost child running through the woods, he revealed himself gleefully to the confounded Sqaudron. Revealing that he reveled in practical joking, and had only endangered them to get the sweet honey from the nest. Nix, despite this first meeting, soon became an ally of Omada.

Using honey, Klar convinced Nix and company to help Omada with their problem in the bear den. As it turned out, Klar was able to use druidic powers to avoid violence with the bears. However, upon Nix demanding more honey Klar lost his temper and raised his voice to the Fey. A thing Fey notoriously dislike. Like a scorned child, Nix and company used their powers to spray Omada with a colorful substance over their eyes. Nix then ripped Klar's knapsack straight off of his back. Then, all three of them flew off out of then den into the sky.

Nix and Omada's relationship grew tense. Nix would often hide invisible in order to drop things on and screw with Klar. Often, these were backpacks filled with stones or something else. However, after finding some books on Fey in the stronghold of the Firbolgs, Ocelach, Klar did some studying. He came to learn more of Faerie Dragons and their behavior, and through apple pies was able to gain Nix's favor.

Currently, Omada and Nix have a favorable relationship. In exchange for sweets and pastries, Nix, Nox, and Lux assist Omada in their endeavors on occasion.
Laenna

Shalheira - Aunt

Krytaar - Uncle

Axilia - Sister

Fivin - Brother

Orbryn - Brother

Nevarth - Brother

Vaella - Sister

Telnyn - Cousin (Deceased)

Faenion - Cousin

Allania - Cousin

Soliana - Sister

Syndra - Brother

Zeale - Cousin

Laenna, a Firbolg woman from the stronghold of Ocelach, is the eldest daughter of Jorris and Nela, as well as a master archer. She trains other firbolgs in the art of archery, most notably Fivin. She seemed to have a nurturing and almost maternal relationship with her brother.

## Physical Description

A tall and thin Firbolg woman, Laenna watches over you curiously. She has long brown hair and wears a green tunic. On her back is a bow much like Fivin's however her's seems to be dyed a very dark brown
Cleo Jr. Malachi

The Blight Hound as he first appeared to Cleo

Cleo Jr. Is the name of the 'blight hound' that Cleobulus Malachi tamed and befriended on Mushroom Island. Not much is known about Jr.'s past, but since the time that he's been with Cleo he has proved himself loyal, trustworthy, and a good dog through and through. Jr. has been known to show impressive displays of strength when absolutely necessary, as when breaking free from Kain's ship, or trying to save Gilheart the Fallen during the Siege of Kilead.
Frigid Woe

A vial of frigid woe spore from Eiselcross.

### Effects

Causes user to become frozen in ice and die; other symptoms include paleness of skin, blue tinting of lips, eyes, and veins, and confusion

### Source

Eiselcross; possibly other isles

**Frigid woe** is a disease caused by exposure to the Vochis fungus. Frigid woe is a seemingly terminal and incurable illness that inevitably leads to death through the freezing and crystallization of one's nervous, skeletal, muscular, and integumentary systems.

The only known way of infection is through direct contact with the Vochis fungus or its spores. However, there are reports in Syrinlya that frigid woe is transmitted through person-to-person physical contact.

It's origin is unknown, but evidence suggests that it was used as a weapon towards the Gods during the Mallus.

Current cases of frigid woe can be linked to a collection of spore vials found by explorer Urgon Wenth who travelled to Eiselcross in late-palesun 250 years after the Mallus. As a result, there is a current outbreak of frigid woe in Syrinlya and in parts of Southern Congeria. Zach is a big dumb stupid poopy pants. Lol braxton is made becasue I told him his disese immunity does not cover frigid woe. L party member trying to disrespect the DM he is dum. Braeacxton is smarter than zacharky

## Known infections

* Urgon Wenth (*deceased)*
* Verla Pelc (*deceased)*
* Freya Messa
* Fridrik Messa
* Gyro Volcano
* ~30 citizens of Syrinlya
The Anguish of the Gods

The Anguish of the God's is what Cleo and the sages of Old Vassos dubbed the writing on the Spirit Eye Sanctum's walls. Though it's exact meaning and author is unclear, Cleo has a theory on what it could be

## Cleo's Theory

Cleo theorizes that the Anguish oh the Gods is a prayer created by the Gods themselves. From what he can decipher the prayer is cautionary, and meant to make peace between Gods and mortals. The translatable parts all advise against reaching for too much power, and warns against senseless carnage and destruction.

Cleo believes that the Gods created the prayers utilizing all languages created to spread a message of equal importance. On the scale of creation we're all equal, each of us willed to exist by Gods. The Anguish of the Gods seems prophetic in many places as well, as if the poet knew the fate of the Gods.

Cleo feels that though the Gods knew their fate they left this poem as a cautionary tale afterwards, as a moral basis to build society upon after the destruction of The Mallus. Of course, the million languages would work for the benefit of unity, so that mortals would have to work together to rebuild society. Cleo felt the poem was doing what the Gods failed to do before their destruction - unify their people.
The Heedless

"*The Heedless, the feelings are those of animosity, wrath, or anger. These strong feelings persisted after death, and once the beings died, the feelings kept burning and growing within the husk. Eventually the lifeless body would be consumed by the primal power of wrath and would be demented and malformed into a hideous Mure, devoted to purging itself of wrath." - Nathaniel Reed on Heedless in Human Emotions and Mures*
Sylvus Stone-Placer

A disgruntled Sylvus

Sylvus Stone-Placer is a dwarven citizen of Old Vassos and a regular at Drunk Man's Drop. He remains mysterious, but has been seen arguing with the Vassoan Benedis Oneiro. While it may have surprised Benedis, denizens of Drunk Man's Drop likely know that Sylvus is distrusting of outsiders. However, as much as Sylvus dislikes outsiders he loves alcohol, and he's been known to warm up after a few drinks.
Deep Vassos

The Capital of Deep Vassos, Xa'feinlyn, before the Fall of Vassos

Deep Vassos is a collection of various underground communities mostly inhabited by drow, deep gnomes, and deep men. Centuries ago, Drow and Vassoan Humans in the Vasilian region of northern central Congeria met in the vast cave systems below Grand Vassos. Encountered by a group of Plautum Ios' first followers, who were beginning to make plans for the first arcanum, drow societies beneath Vassos were impressed at the strong culture and magical prowess of Ancient Vassoans. In the years after a deal was struck with the Underdark communities to work collaboratively on a set of Arcanums. These arcanums were meant bridge the gap between the overworld and the underdark, and ran all the way down into these Drow communities. The arcanums, after construction, were filled with the most powerful and dangerous items of both nations: The Drow underneath and The Vassoans above. Eventually, after many years of inter-mixing, Grand Vassos and it's various underdark communities beneath it all became viewed as one powerful nation-state.

The underdark, being an extremely wide and vast place, is more broken up than the world above. Due to this, Deep Vassos is not a singular City-State like Grand Vassos itself was, but rather a scattered number of independent villages, towns, and cities. The capitol of Deep Vassos was Xa'feinlyn, a city that was gargantuan by underdark standards, and ages ago the path to this city lie through the Grand Arcanum. Now, all contact has been lost, and the ancient city was forgotten; until Squadron Omada discovered a small village that was once a part of Deep Vassos, and the ancient secrets were remembered once more.

## Ghunaravan

Ghunaravan is a smaller drow settlement that was accesible via The Mikonian Arcanum. The first contact between Drow and Vassoans here was early into Plautum's experiment. Being one of his original students, Mikon Manatos continued on with Plautum's ways after he died, and constructed an Arcanum in Northern Vassos. He sent word by way of the Plautonian Arcanum, constructed in Western Vassos, to the Drow of Ghunaravan to inform them of his plans. Together Mikon Manatos, leading the Vassoan Sages; and Jhanriina T'syer, leading the drow, began to contsruct this arcanum.

Now, centuries later, a greatly depopulated and struggling Ghunaravan has recently been rediscovered. In the year 233 P.D. Squadron Omada was able to get past the Arcanum's defenses (activated in Ogladag's Fury), and find Ghunaravan. Now led by a drow elven Psion Mage named Alydia Dilvin, with a lean Drow warrior named Narlos Telyn as her right hand man, they struggle to rebuild Ghunaravan.
Cythias Silvertongue

*"The infernal nature of a devil is to sow the seeds of sin, but it is man who must make the choice to become wicked; so tell me father. Who truly is the devil?!?"*

## Physical description

### Background

Born into the High House of Bellstar, little Alfonso should have lived a lavish lifet privileged with all the benefits of the High Society in the city of Srilla.  A blackhearted city in the Congerian Empire in which wealth and power putrefy into avarice and domination, damned degeneracies that slowly rot away at men debasing their
souls metamorphosing them into devils.  Cythias may not have had such a harsh outlook on high society, if he himself was not a devil; at least physically.  Cythias was not born of his father, Rollis, and his wife or even one of his many concubines
or mistresses.  Cythias was born due to a twisted union of man and devil, his mother a succubus; who sought out his
father to feed on his greed and power.
Kefla Del Bosque

Self Portrait in "Kefla's Journal"

Githic Mountainback

Janis

## Backstory

Kefla comes from a small village along a lake within the Mossdeep Forrest. Kefla, being the only child of her family, grew very close to both her father, through fishing and hunting, and mother, who taught her how to cook and would tell her stories of Elvish Lore. On the Night of the Brightest Moon, a Mossdeep Forrest holiday, the light reflects off the village's lake creating a beautiful scenery where the village would hold a celebration including songs, dances, and feasts a plenty, thanking the Gods for allowing them to see another. On the latest Night of the Brightest Moon celebration, something terrible happened... a night which is often celebrated within the village was turned horrific... As everyone prepared for this upcoming festival, instead of glowing the bright white color, the moon turned a dark red and suddenly the lake began moving. Kefla and her family were fairly close to the lake setting up tables for the feast when suddenly, what seemed to look like tentacles started emerging from the water and began grabbing citizens of the village, pulling them into the lake. Before she could react, two tentacles reached out and grabbed Kefla's mother and father, slowly pulling them into the lake to drown them. As she is being pulled into the lake Kefla's mother yells out, "Take anything you can fit into a backpack and RUN! Don't look back, we will find you if we survive! Take the axes for protection and GO!" Without a second thought and a tear in her eye, Kefla ran back to her house to get her father's Great Axe, her mother's 2 Hand Axes for cooking, and anything else she would need to survive on her own and has never turned back. The experience of witnessing water take her parents away has left a deep emotional scar on Kefla, making her question why she was not taken, yet her parents were. This emotional scar manifests itself as either anger and hatred, or paralyzing anxiety, pending on the situation.

## Appearance

Kefla stands at 4' 5" tall, weighing around 75 lbs, without equipment. Kefla has very sharp features like her cheekbones, nose, and brow bone. Her skin is a paler, grey with green eyes, being she lives inside a forest and is covered by trees, providing the ground with little sunlight. Kefla likes to wear her grey, ombred hair in a ponytail, like how her mother often wore hers while cooking, allowing a few strands to fall in front of her face. Kefla will use anything to tie her hair up, learning to tie her hair up with a vine. Kefla also sports (7) total piercings, getting pierced in a new spot for the elivsh equivalent of (2) human years, aging Kefla to be around ~14 years old in human age.
Groblin the Goblin

"FINE, ALRIGHT! I'll tell ya's everythin'. Just don't let that turtle near me!"

Groblin the Goblin is a member of the Snapjaw Tribe, under the squad leader Shoblin. Groblin and his squad were ordered by Snapjaw Boss Klarg to ambush any travelers or traders traveling along the Triboar Trail to or from Phandalin. The goblins made the mistake of ambushing THE PARTY THAT NEEDS A NAME on the trail, killing Carl and Henrietta. The party defeated the goblins and captured Groblin, learning information about Cragmore Cave and Gundren Rockseeker's whereabouts in exchange for letting him go.

## Description

A small and sniveling goblin with a tall black mohawk, and beady red eyes that give him an almost rat-like appearance. What he lacks in size, he makes up in tenacity; switching from cowering in fear to barking insults at the party during his interrogation.
Proto Golem Mk. 59

Proto Golem at Mk. 57

## Proto Golem

A project developed by the renowned Prof. Wreckas that was left behind in the wake of his labs' destruction. Abandoned by this creator and unfamiliar with the world they've been birthed into, he clung to the remaining protege of Wreckas, Faidon Stamiadis. Together they traveled the Congerian continent to return to Faidon's home city of Old Vassos in search of employment and refuge.

### Early Career as a Guard

Proto Golem having only traveled with Faidon for the first year of his life was only taught what Faidon deemed necessary for someone to exist in the Malachite Isles. Faidon, while very intelligent, is not adept in social interactions, this resulted in many difficulties in Proto Golem's first interactions with other individuals.

With a freshly bestowed occupation, Proto Golem was finally given something he can apply his skills and devotion to. During his training, he learned to hone his skills in combat, how to engage with the denizens of Old Vassos, and the laws of the land. Much of this became the foundation for Proto Golem's philosophy and personality, his new purpose was to work for the guard efficiently and effectively. He was able to make amicable relations with his very tentative Squadron Omada.
Klar "Dreamer" Drömmer

Klar was born in the dock district of Old Vassos. Unfortunately, as he tore his way into the world his mother, Sifelda, was torn out of it. His father, Lars, was a half-elf who worked as a longshoreman. While Lars did his best to care for his son, he rarely had the time which distanced their relationship. As such, Klar was raised by his grandmother, Kolga. His upbringing gave him a particular respect for elders.

He loved Old Vassos but he despised his life in the dock district. Once he was old enough, Klar began studying as a lesser sage hoping to climb the social hierarchy of Old Vassos. After a short time, he recognized his calling was of the druidic nature and sought out a mentor. Klar carefully evaluated many of the well-trained druids. There was one in particular that held similar ideals His name was Bemus Shegoth and he seemed was crazy enough to mentor the poor half-elf Klar was. Thankfully upon his inquiry, Bemus agreed to teach Klar. Under him, he began his second avenue of study at the Temple of the First Tree.

Lars was brutally slain by knolls in the huge attack. His death ignited a deep rage within Klar. Klar had to do something to prepare for the next time the knolls came, he had to become stronger, and most of all he needed to make sure other Vassoans wouldn't become orphans at the claws of the Knolls. It was for this reason he joined the Vassoan Guard.

Upon completion of his training, he was placed into Squadron Omada where he quickly grew close to his squadmates. After their first mission, something inside him was awakened. He dreamt he was inside a fire, but it was not hot merely bright. It was bright all around him, almost blindingly so. He felt the presence of fey everywhere. The next day he spoke with Bemus and together they realized he must have a connection to the Summer Court. HIs connection allows him access to a pool of Fey energy. What he can do with it he does not yet know, but when he needs it, it'll happen instinctually.
Lanar

Lanar cooks his famous Apple pie with apples from the Edermath Orchard in Phandalin

## Physical description

### Eye color

Green

*".....the food will be ready when it's ready"*

Lanar is the gruff but skilled cook of the Old Rampart Inn, he prefers to remain in the kitchen where he does not have to interact with patrons or any of the annoyance that goes on in taverns. As a Half-Orc he has underwent his fair share of rude comments and insults from some of the townsfolk of Phandalin making him keep mostly to himself. However, but due to his upbringing as well as their hospitable nature Lanar does have a slight softspot for Halflings, even if he doesn't outwardly show it. Which blossomed into an odd friendship between him and Cookwise, of the Wings of Pain. Who provided Lanar with help in the kitchen during a busy dinner rush, Lanar was impressed with the young halfling's skills in the kitchen and taught him a recipe for Snort Snoot Bits and Stuffed Swamp Mushrooms. Lanar also helped The Wings of Pain hide the bodies of Dog and other Redbrands after an attempted robbery ended in their deaths, due to his hatred for the Ruffians and his appreciation for Cookwise.

## Description

Lanar is built like a fridge, he is tall, built, and wide. The half-orc can make any room seem cramped simply by entering it. He wears an apron and cook's clothes with a variety of cooking knives, spatulas, and other utensils sticking out of his waistband. His green skin is covered in small burn scars and cuts from working in the kitchen, and his face has a large gash across his cheek.
Lochias' Journal

The journal only has a few pages in it, most of it is blank. The hand writing is sloppy - it looks like whoever wrote it writes quickly.

## Contents

### Entry 1

*"First day. We have settled in nicely. For now I must bide my time. Wait for the perfect moment. So far, I am enjoying the position. All these fools are at my beck and call."*

### Entry 2

*"N*ew *recruits in today. A few of them are promising. Can't underestimate Soveliss, his magics may be able to see through our lies.* **[REDACTED]** *could be a problem too. A lot of his father in him. May have to take care of it. Other recruits are curious but of no great threat. The Quartermaster's son, A shifter, an automaton - certainly interesting figures. Wonder why they're so interested in protecting this stone heap. In any case, I must be sure to keep an eye out."*

### Entry 3

*"Omada has proven to have some skill. They took a simple pest job and brought in a rogue druid. Crazy bitch. They lost the automaton. I'll send 'em to the workshop. None of the boys he sent before made it back. Just in case."*

### Entry 4

*"They returned from the workshop - with a new automaton! I'm a damn fool for sending them out! And* **[REDACTED]** *is far too skilled! I'll have to take care of him too... The Ceremony quickly approaches. I cannot risk having any threats present the night of the Ceremony."*

### Entry 5

*"Assholes! Bloody Assholes!* **[REDACTED]** *survived and so did Omada! I thought for sure the gnolls would take care of them. Now, they're back for the ceremony. It's alright. As long as the bombers reach the monument it'll be the spark the dockers need to rise up and destroy these sorry people. They may be skilled, but there's no way they can get the sages to fess up to their mistake."*

### Entry 6

*"God damn them. They die. All of them."*
Magic Items of the Isles

## Abraham's Sword The Cobalt Visage

Belonging to the notorious Captain Abraham, this long wicked sword is known for it's ability to cleave through limbs like butter. Abraham used this sword mainly to destroy, loot, and pillage. It is unknown where Abraham got the sword, and what he did to get it. Luckily, no one has seen this evil sword since the disappearance of Captain Abraham.
Лучше не останавливай меня

"*Правила есть правила, так ведь? Рвущиеся в профессиональную лигу водители должны пройти через Динамитную гонку. Любой рискнувший мог сесть в полностью заправленного Стального коня с бомбой на крыше. Эта бомба была снабжена датчиком скорости. Если машина сбрасывала скорость ниже допустимой, раздавался взрыв. Поверь, меня в салон такой машины и табуном мустангов было не загнать...*"

После удачного прохождения миссии:

"*Ситуация постепенно нормализовалась: ставки снова потекли в наши руки, и все знали что их ждёт поймаем кого за мошенничеством. Впрочем все были и без того счастливы, но меня наняли чтобы выжать максимум наличности из нашего предприятия. Первым делом Тони усовершенствовал арсенал и организовал новые тачки, разумеется, с моей подачи. Собрав профессиональную лигу, мы должны были предложить людям нечто большее ,чем парочка трамплинов. Пулемёты и ракеты были только началом, но мы не забывали и про осторожность. Усовершенствования и ракеты мы доверяли только людям, завоевавшим наше безоговорочное доверие.*"

"Лучше не останавливай меня" является девятой миссией в карьере. Эта миссия является последней миссией в **Любительской группе Б** и в **Любительской лиге** в целом. Игроку необходимо пройти через все контрольные точки.

## Подробности

Игровой режим: Динамитная гонка

Награда: 11000$

Уважение: 5 - **прохождение миссии**, 20 - **прохождение дивизиона**

Оппонентов: 0

Машина: Ironhorze V8
The Pits

*"The whole damned lot of ye can meet me in the pits, blasted fuckin' cowards think these gallows will stop me in the next life? I will gaze upon yer broken bodies as the devils boil ye from the insides; your gonna wish for me to do what I did to yer pals."* - Gern the Bloodthirsty's words to his Conger Captors during his execution
Dark Mantas

## Useful Information

### Strengths

Surprise attacking, escaping, fitting through small crevices, swimming, propelling out of water

### Tips

Beware of tide pools in seaside cavesGet them off of your head as fast as possible

## Other Information

### Behavior

Lie in wait, attack prey or when startled by things like noise or light

### Diet

Usually anything smaller than it, occasionally adventurers

*"Only time I ever felt bad about eatin' octopus was when a damned octopus tried to bloody eat me!" - Seaside Fishmonger, Saltmarsh.*

   *'Rising out of a bioluminescent-algae-speckled tide pool with barely a splash is a blur of grey. A creature resembling a squid shoots out of the puddle into the air. The cone-shaped body spirals like a thrown football through the air. Its eight milky-yellow eyespots are located 360 degrees around the top of the cone. They remain unmoving and unreacting, aimlessly peering out in all directions. As it flies towards its prey, the beast unfurls like a net gun and tries to engulf it with its tentacles.'*

## About

Dark Mantas are smaller and less formidable than their evolutionary predecessor, the Dark Mantle, but they occupy a similar ecological niche. Lying in wait within dark caves, staying still amongst the rocks or reefs until they can attack any prey that moves by.

Dark Mantles are magically imbued creatures of the Shadowfell and Underdark that attach to the ceiling, fly and create magical darkness. The Dark Manta is a creature of the material, choosing to live in sea caves and tide pools, where they can swim with extreme speed or propel themselves out of the water like a missile. Plenty of fishermen and divers have met their end from an ambush by Dark Manta under the waves.

The Salty Six were caught by surprise by a small school of Dark Manta in a brightly kaleidoscoped undersea cavern in the Smuggler's Cave. While investigating Shark Emerson's whereabouts around Deadman's Dropoff.
Snow-Strider

Snow-Strider, mount of Benedis Oneiro, is a younger horse, just barely into his adulthood. Snow-Strider is an Akhal-Teke horse, known for it's distinctive metallic coat. Being such a fine specimen of his breed, he was chosen to be a stallion so as to pass his fortunate genes down.

He was bought by Vassos soon after the gnoll attack in an attempt to reequip themselves. Many horses were lost during The Great Gnoll Attack, and Snow-Strider was purchased from a nearby trade outpost by certain brave Guardsmen to use to restock the stable. However, he ended up proving to be more trouble than he was worth.

Being both a stallion and adolescent, Snow-Strider can be difficult to tame. He often does not allow men to ride them less they are as worthy as he. Now, Benedis has taken the challenge. Will his worth be proven? Or will he be another ride felled by the Snow-Strider?
Phandalin

## The Town of Phandalin

Phandalin as it appeared to The Wings of Pain as they first entered the city limits

### Location

Congeria

*"The rutted track emerges from a wooded hillside, and you catch your first glimpse of the village of Phandalin. The town consists of forty or fifty simple log buildings, some even built on old fieldstone foundations.   At the foot of the rolling hills that surround Phandalin, stands Crumbling stone walls covered in ivy and briars that*
stretch out around the newer houses and
shops as well as the old stone ruins, showing how this must have been a much
larger town in centuries past. Most of the newer buildings are set on the sides
of the cart track, which widens into a muddy main street of sorts as it climbs
toward a ruined manor house on a hillside at the east side of town. As you
approach, you see children playing on the town green and townsfolk tending to
chores or running errands at shops. Many people look up as you approach, but
all return to their business as you go by."

The Independent frontier town of
Phandalin is built on the ruins of a much older settlement. Hundreds of years
ago, the old Phandalin was a thriving human town whose people were firmly
allied with the dwarves and gnomes of the Phandelver’s Pact. However, an orc war horde allied with the gods laid waste to the settlement,
and Phandalin was abandoned for over a century.

In the fifty years or so, an increasing number of hardy settlers from cities such as New Thestes and refugees from all around
Congeria have begun the hard work of reclaiming the ruins of Phandalin. A bustling frontier settlement has grown up on the site of the old town, and is now home to farmers, woodcutters, fur traders, and prospectors drawn by stories
of gold and platinum in the foothills of the Fragmented Spires. Unfortunately,
more than a few bandits and brigands have settled here as well, taking advantage of the fact that the area has no local lord or imperial authority to
chase them off. A gang known as the Redbrands has controlled Phandalin for the
past two months, extorting and bullying everyone in town. The gang is led by a
mysterious figure known to the townsfolk as Glasstaff.
Axilia

Krytaar - Uncle

Shalheira - Aunt

Orbryn - Brother

Fivin - Brother

Laenna - Sister

Soliana - Sister

Vaella - Sister

Faenion - Cousin

Telnyn - Cousin (Deceased)

Allania - Cousin

Zeale - Cousin

Nevarth - Brother

Syndra - Brother

Axilia is the bone-smith of Ocelach. Explaining her craft to Faidon Stamiadis, she said that due to the firbolg's connection to earth magics, they can use ancient runes to unlock secrets in the bone. Inscribing her rune on the bone, she can heat up the bone to shape and mold it into weapons and armor. Axilia headed the Memorial for the Fallen, a project given to Ocelach by the Sages of Old Vassos to commemorate the fallen Vassoans that died in the Great Gnoll Attack.

## Physical Description

A 7-foot tall female firbolg with a leather apron and her black hair done in a bun works bone at the forge to make an axe. At her sides are two short swords made from bone with jotunn inscriptions on the blade. Her face and body is covered in soot and dust, and she smells strongly of smoke.
Sage Council Tower

The Council Tower was a large cobblestone bulding, one of the only left virtually undamaged after The Mallus. The tower had originally been a large bell tower but since The Wanderers settled into Old Vassos it has been used as a meeting place for the Sage Council.

The Council meets here to debate, confer, mediate, muse, and do deep research. The tower has vines growing up it's side that flower blue big-petaled flowers in spring that turn violet than blood-orange by fall. The door is oaken and inside the first room is a siting area, where the people of Old Vassos would come to sit and wait.

The people would wait until they were called, then they were able to climb the stone steps in the middle of the room to another room, where the person would walk up to a tarnished old stone counter where the sages would sit. The person would then share their problem and ask for whatever council the sages could give.

In the rear of that room was a ladder leading up to a trap door, in which there were grand bookcases and enough desks for all the sages. It was here sages did their primary work. Above this was the Bell Tower where the sages made a makeshift sleeping quarters, putting all their mats on the ground and sleeping there.

For several years the sages lived in the tower until Ezekiel moved out to support his family and Periander and Chilon followed suit. The other Old Sages however, chose to remain in the old tower.

Years later Cleo Malachi would follow in his father's footsteps and live in the Tower for some time. Then the people of the ruins started their New Vassos project. They started to build new homes and buildings from wood and old stone. Cleo had for himself built one of the bigger homes, allowing room for everyting a sage might need - an astronomy lab, a herbologists' greenhouse, a magnificent study with many books, an alchemical room, and all the other makings of a nice home.
Selene Rogan

Adrian Rogan - Brother - in -law

Gregory Rogan - Husband

Deo Rogan - Son

Selene Rogan is the wife of Gregory Rogan, and the mother of Deo Rogan. Selene not only cares for her home and child, but also has the arduous job of maintaining the Allessandro and Sons trading post in Old Vassos' market.

Selene is often regarded as a wicked woman for her short temper and nasty attitude, but truly she cares for her family and takes care of those she trades with regularly quite nobly.

Her anger is truly caused by her husband, who she feels does not involve himself with her or their child enough - instead he wastes all his time on the docks sharing stories with citizens of Vassos.

Though the children and younger folk of Vassos, including her son, see her as a hag; older citizens of Old Vassos recongize the stress and pressure placed upone Selene by Gregory's lack of responsibility.
Michy

Michy was married to Grauger before her passing. All who knew her recognized her as a very nice woman who really cared about people. She would help anybody that she possibly could and had a truly kind heart. She acted as adopted grandmother to Garruk, Apex Carpenter. She was killed by a meteorite while picking herbs in her garden.