recursal/Fanatic-Fandom huggingface dataset:
Chainer

## Info

Not the most mobile bot, but that doesn't matter when it can bring the fight to itself.

## Abilities

### Ground Slam

Strikes the ground creating a shockwave that damages nearby enemies

### Chain

Launches a magnetized chain at an enemy and pulls them towards the Chainer

### Multi-Chain

Spins around firing chains at all visible enemies then pulls them all in together

*\*Varies between level*

## AI System

Chain stuns enemy for 2s
Chain cooldown reduced by 25%
Health increased by 20%
Ground slam damage increased by 20%
 B
Multi-chain stuns enemy for 2s
Multi-chain cooldown reduced by 20%
Ground slam damage area increased by 20%
Multi-chain starts 50% charged

## Tips

* Can places Chainer in the middle and added **AoE bots**(Example **Lobbie** or **Mort**) to uses combo.
	+ If in the area placed random blocked area, Placed a spot where the enemy can be captured.
	+ Can use multi-chains with **AoE abilities**. (Example **Unstable Plasma**, **Any Missile**, etc...)
* Don't catch **Phantom** or **Brute**, Both of them attacked quite strongly.

## Trivia

* Chainer is 1 in The most popular tank bots.
* Chainer was originally a **Epic** bot back in Early access and got changed into an **Rare** later on.
Dalandorov

Map:Dalandorov Interactive Map (you should be able to imbed, can't figure it out rn https://community.fandom.com/wiki/Help:Interactive\_Maps)

The stories of the Guild of Wandering Heroes takes place on a continent called Dalandorov. It is divided into two major sections, referred to as North Dalandarov and South Dalandorov. Most guild sessions take place on the northern half, which is considered to be the “more developed” half of the continent, and the distinction between the two halves is not typically noted in conversation, with North Dalandorov being referred to offhand simply as Dalandorov in most contexts.

Characters in Dalandorov start at level 8 and cap at level 10.

**Major Countries**

* The Desert of Al Kharid
* Kingdom of Broadsteel
* The Gallahan Empire
* The Gnomish Kingdom
* The Grand League
* Kingdom of Lostlight
* The Merchant States
* Ronarch Republic

### Minor Countries

* Belluvia
* Briar
* Enchu Conglomerate
* Hamaad Empire
* Valley of Kolkrona
* Neplia-Morren
* Pitside & Nevernoon
* Ronin
* Tralvasia
* The Vulen Syndicate
* The Wilderness of Relka
* The Western Tribes

### Geographic Features

* The Mystic Sea
* The Outer Waters
* The Western Wilds

### Notable Organizations

* The Guild of Wandering Heroes
* The Protagonists
* Agartha
Saltwater Swamp

* Sizemap
* Map

**Saltwater Swamp** is a swamp forest with a group of Fork Tongue Fanatics, It contains the remnants of a factory that has been broken by countless ages. And **Mad Scientist**'s house who like to make bots stronger than other bots.

## Habitats

*\*Both Stand and Controlling grapple/energy*
*\*\*Only Controlling grapple/energy*
A Main Character

**Sociologie (CC):**

Část 1

* Co to je sociologie?
* Hlavní paradigma v Sociologii
* Sociologie a vědecké metody
* Metody sociologického výzkumu
* Émile Durkheim o společenské vraždě a společnosti
* Karl Marx a teorie třídního konfliktu
* W. E. B. Du Bois a rasový konflikt
* Harriet Martineau a genderový konflikt
* Max Weber a modernita

Část 2

* Symboly, Hodnoty a Normy
* Kultury, Subkultury a Kontrakultury
* Jak jsme se sem dostali?
* Společenský rozvoj
* Socializace
* Sociální interakce a Výkonnost
* Sociální skupiny
* Formální organizace
* Deviace
* Deviace a teorie
* Kriminalita
* Sociální stratifikace
* Proč je tu Sociální stratifikace?
* Sociální stratifikace v USA
* Sociální třída a Chudoba v USA
* Sociální třída a její dopady v USA
* Dopady Sociální třídy v USA
* Sociální mobilita
* Globální stratifikace a Chudoba
* Sociální stratifikace a teorie
* Ekonomické systémy a Trh práce
* Politika
* Pohlaví a Sexualita
* Sociální stratifikace a Gender
* Gender a teorie
* Rasa a Etnicita
* Rasové/Etnické předsudky a Diskriminace
* Věk a Stárnutí
* Rodina a Manželství
* Fáze rodinného života
* Náboženství
* Vzdělání ve společnosti
* Školy a Sociální nerovnost
* Zdraví a Medicína
* Zdraví populace
* Struktura a náklady na zdravotní péči v USA
Froggy

## Info

**Froggy** is a ranged bot with a slowing slime attack. powerful legs to leap away from enemies. and a devastating poison tank ultimate.

## Abilities

### Slime Ball

Fires a slime ball at an enemy dealing damage and slowing their movement

### Leap

Leap away from enemies if they get too close for comfort

### Poison Tank

Launches a ball of corrosive poison that covers the ground on landing, Deal significant poison damage over time to enemies caught in it

*\*Varies between level*

## AI System

Poison Tank damage increased by 25%
Slime Ball damage increased by 25%
Poison Tank effect size increased by 30%
Health increased by 20%
 B
Deal a small amost of damage back to any melee attackers
Slime Ball slow effect increased by 25%
Leap cooldown reduced by 20%
Leap slows down nearly enemies an launch

## Tips

* Can uses Froggy with **Fork** and **Hornet** to makes dealing damage.

## Galleries

Started Botframe1st Botframe reinforced2nd Botframe reinforced
## Trivias

* Froggy was originally a **Epic** bot back in Early access and got changed into an **Rare** later on.
Comet

## Info

A nimble and graceful bot that can drain and dash through enemies at the speed of light!

## Abilities

### Moonbeam

Comet shoots a beam of moonlight directly at an enemy bot

*\*\*All Abilities can Pierce Multiple enemies (3)*

### Siphon

Comet steals a portion of each nearby enemy bot's damage

### Lightspeed

Comet balts through a chain of enemy bots causing damage to each one

*\*Varies between level*

## AI System

lightspeed damage increased 50% but max hits reduced by 1
Siphon steals 0.5s of enemy bot's ultimate ability charge
Moonbeam pierces through enemy bots to hit other enemy bots behind them
All attack damage increased by 20%
 B
Lightspeed stuns enemy bots for 1s
Siphon temporarily steals 20% of enemy bot's movement speed
Siphon cooldown reduced by 25%
Health increased by 20%

## Trivia

* Comet is the first legendary bot in botworld.
* Comet was the winner for **Community Bot Event.**

## References

1. ↑ https://twitter.com/BotworldGame/status/1563843789424312321
Yanky

## Info

**Yanky** equipped with a grappling hook, this bit keeps its enemies close.

 AI

 AI

*\*Varies between level*

## AI System

Grapple stun increased by 50%
All attack damage increased by 20%
Immune to slow and immobilizing effects
Grapple starts 50% charged
 B
Move speed increased by 20%
Reduces physical damage taken by 30%
Reduces energy damage taken by 30%
Health increased by 20%

## Tips

* Can use with Ram to catching enemy if you don't want to waste time after Horn Flicking.
* Don't uses **Yanky** for attack 2+wild bots.

## Galleries

Started botframe1st Botframe reinforced2nd Botframe reinforced
## Trivia

* Yanky's movement has similar with Gusto.
Botworld Adventure/Gameplay

**Contracts** - The Infinite sub-quests, you can do contract to collecting points from the reward.
**Danger Zone** - The Larry's Challenge, you can challenge for Danger Zone to collect any danger zones chests. Danger Zones are 2 types: Normal mode and Heroic mode.

### Arena

*Main article: Arena*
**Arena Master** - Each enemy will use its own method. You have to plan before going into battle.
**Solo League** - This League based on your loadout and levels. The score between the players and the opposing side.
**Squad League** - This League based on your recruits. This rewards have 3 chests respectively, You'll win including your recruits If you lose this rewards return to first round.

## Aftermatch

After won the battle, You can collect AI System points from each bot not cluding when some bot wasn't entered the battle. when AI System getting full you can added new AI for your bot. And you can spining when your Battle Spin was full.
Tether

## Info

Digs its cables into the ground to grab enemies from afar and hold them in place. **Tether** isn't afraid to get its hands dirty.

## Abilities

### Glance

Shoot a weak beam from its eyes

 AI

*\*Damage scaling at Upgrade 20.*
*\*\***Glance** can Pierce Multiple enemies (1**A**)*

### Grasp

Hold the nearest enemy in place far a few seconds

 AI

### Group Hug

Hold all enemies in place for a few seconds

 AI

## AI System

Glance can hit multiple enemies in a row
Grasp starts fully charged
Group Hug cooldown reduced by 20%
Glance does 30% more damage
 B
Health increased by 20%
Immune to slow and immobilizing effects
Move speed increased by 30%
Enemy take 30% more damage during Grasp and Group Hug
Slash

## Game Information

### Location

Scrapper Coast
Fall Grove
Ashen Shore

## Info

A fragile but lethal bot who relentlessly chase its enemies. Thin-skinned.

## Abilities

### Super Slash

An extra powerful melee attack

*\*Varies between level*

## AI System

Attacks slow enemy movement by 40%
Health increased by 20%
Super Slash cooldown reduced by 20%
Super Slash stuns enemy for 2s
 B
Slash deals 20% more damage
Move speed increased by 20%
Super Slash damage increased by 30%
Attack have 15% critical chance (critical hits deal double damage)

## Galleries

Started botframe1st Botframe reinforced2nd Botframe reinforced
Pantheon

* Chauntea
* Cyric
* Tymora
* Gruumsh One-Eye
* Eldath
* The Founder
* Gond

Byrrohin has a pantheon of 7 unique local gods, plus one outcast. However, the names and powers of Byrrohin’s pantheon are not yet fleshed out.

If your PC worships a deity, they may occasionally receive a boon from them. For a list of the boons one may receive, see this page.
Spellflower

Spellflowers were bred by researchers at the Magelight Institute as a substitute for Black Quartz. It has since led to other magical discoveries.

Spellflowers are vaguely magical innately, but they produce sap-filled bulbs when exposed to extreme frost early in their growth cycle. The natural harsh winters and unexpected frosts in Broadsteel's mountainous regions. The Magelight institute's latest breeds can produce spell sap up to 5th level, which can be made for spell inks or as a material component in magic items up to Rare rarities.
Ram

## Info

**Ram** can charges head-first into battle and knocks over its enemies all over the arena. High mobility and high damage.

## Abilities

### Headbutt

Hits an enemy with the bot's horns dealing damage

### Ram

Charges forward dealing damage and knocking back any enemies ram collides with

### Horn Flick

The Ram uses its horns to throw an enemy over its head, stunning it and dealing damage

## AI systems

Horn Flick cool down reduced by 25%
Ram cooldown reduced by 30%
Move speed increased by 20%
Ram immobilizes targets for 2.5s
 B
Gives Headbutt a 15% critical chance(critical hits deal double damage)
Health increased by 20%
Ram damage increased 300%
Ram goes into a rage after performing a Horn Flick dealing double damage for 3s

## Tips

* Sometimes **Ranged** **bots** can counter back when Ram uses headbutt.
* Don't use Ram to battle with wildbot Ram together.
* Don't use Ram with Chainer and all Sniper bots. (Exactly Bigshot and Longshot)

## Trivia

* Ram was originally a **Epic** bot back in Early access and got changed into an **Rare** later on.
Berezovah

Berezovah is considered by many to be the capital of the modern world. Also known as the “City of Stone'' or the “Hewn City”, Berezovah is constructed primarily of stone mined and hauled from the nearby mountains to the East and Northwest. Its advantageous trading position between the Mystic Sea, the Sea of Kharid, and the Gnomish Kingdom, combined with the natural defenses lent to it by the mountains and waters that surround it, make Berezovah and its surrounding areas a hub for activity of all kinds. It is ruled by several “lords”, whose political status is determined by the amount of land that they own, rather than being ruled by a traditional monarchy. The Berezovan government is a close ally of the Guild.
Gruumsh One-Eye

## Basic Information

### Other Names

The One-Eyed God, The Cursed One, First Power of the Orcs, He Who Watches, He Who Never Sleeps

## Stats

### Symbol

A triangular eye with bony protrusions, An unblinking eye

### Portfolio

Conquest, destruction, storms, strength, survival, war

### Favored Creatures

Boars, Dire boars, Giant rats, Fiendish ogres and orcs

### Favored Misc.

Jasmal, The colors black or dark red, A fiery aura, A glowing spear, A single, baleful eye

## Religion

### Worshippers

Orcs, half-orcs

Gruumsh is the patron god of the orc race and greater god of the orc pantheon. He is named He Who Never Sleeps for he is said to never tire, and is symbolized with an ever-open eye to represent the orc belief that he watched over them all, judging the worth of each and every one of their kind. Gruumsh created the orcs and guides their destiny with the aid of his divine subordinates, ruling over orcish mortals and gods alike as their unquestioned patriarch. Long ago he swore that orcs would rule the world, and since then has driven his people to wage endless holy war in the name of his divine wrath.
Geografie

* Co to je Geografie?
* Co to je Mapa?
* Co je prostor a jak ho studujeme?

Fyzická Geografie

* Co to je Fyzická Geografie?
* Pohyb Země
* Atmosféra
* Teplota
* Vítr
* Oceány a jejich cirkulace
* Mrak
* Déšť
* Cyklóny a jejich typy
* Podnebí a jejich klasifikace
* Změna Klimatu
* Ekosystémy
* Populace a Jídlo
* Půda
* Horniny
* Desková Tektonika
* Reliéf a jeho tvary
* Sopky
* Zvětrávání
* Řeky a jak utvářejí krajinu
* Záplavy a proč se určité oblasti tak snadno zaplavují
* Podzemní voda
* Ledovce
* Přírodní nebezpečí

Humánní Geografie

* Co to je Humánní Geografie?
* Rasa, Etnicita a Kulturní krajina
* Jazyk
* Náboženství
* Kam a proč se lidé stěhují?
* Populace, její růst a změny
* Nemoci
* Tyranie mapy
* Co drží státy pohromadě a co je rozbíjí?
* Hraniční konflikty
* Kapitalismus, Komunismus a Politická ekonomie
* Kolonialismus
* Co to je Vyspělý stát?
* Agrobussiness, GMO a jejich role v rozvoji
* Nerovnoměrný přístup k potravinám
* Potraviny
* Těžba nerostných surovin
* Proč se lidé stěhují do měst?
* Jak jsou města organizována?
* Co je územní plánování?
* Jak se Deitroit stal městem motorů?
* Udržitelná města
* Budoucnost
Korrend

A province of the Gallahan Empire with a long, rich history.

## History

The kingdom's rise to power is shrouded in the mists of history. It is unknown where the people of Korrend originated, though it is suspected they grew from small farming communities in the southern half of North Dalandorov.

### Greater Koureund

Koureund's recorded history begins when the kingdom was already large. Its borders stretched from the west coast in the west, to the Western Wilds in the north, to the gnomish kingdoms in the south, to the foothills of the Whitecap Mountains. Its dominance as a trading power was cemented by its vast fertile plains, including the Vale province and the Western Reaches. The vast orc plains separated it from Al Kharid, which allowed the two powers to coexist for a long period.

Greater Koureund's downfall is attributed to many factors, but the influence of a certain advisor named Veskys. She served under several kings of Greater Koureund. Each king had a worse influence on the kingdom's cohesion and power than before. King Mauleud ceded the gnomish kingdoms to independence. King Harlaen succumbed to petty infighting among nobles, decreasing the king's power. King Belsaud lost the entire Western Tribes. By his reign, Veskys was ancient, and soon left the picture of history, but the damage had been done; Koureund was known as Lesser Koureund, a shadow of its former glory.

### Lesser Koureund

Lesser Koureund enjoyed a period of relative stability under a series of weak but competent monarchs. Its various nobles and councils kept each other in check, preferring political games to conquest. In the long run, this kept the kingdom alive, as conquest would have weakened it. Lesser Koureund maintained a presence in Vale, with a roughly-agreed border along the river, and an ill-defined border in the mountains to its south, easily defended by the size of the mountains. It retained nominal control of Agnia, Neplia, Border and the smaller towns in the northern plains, but these cities operated as functionally independent.

Two hundred three years after the fall of Greater Koureund, during the negative energy crisis, Berezovah sent large armies through the relatively undefended Southern Pass and "returned stability" to the kingdom by making it a province in the new Gallahan Empire.
Sakyusan

The second continent on which stories of the Guild of Wandering Heroes take place, reserved for characters above level 10. The level cap for Sakyusan is level 16.

This continent is mired in a centuries-long conflict between tyrannical angel-ruled lands and the small faction of people who would oppose them. The presence of this continent is hidden by the gods, who fear the angels would quickly conquer Dalandorov if they knew of its existence.
Wilderness of Relka

Relka is a small, loose society of Firbolgs, found in a strange wilderness of unnaturally-formed geometrically-shaped rocks, bright red and purple flora, and bizarre fauna native only to that area. The Relkan wilderness can also be home to outcasts and hermits, seeking out solitude from the world amongst the trees. A large mountain range looms to the north of the wilderness, providing foreigners a reprieve from the winding paths and disorienting landscape if they can spot them in the distance. Despite its strangeness, though, the Wilderness of Relka is relatively peaceful - especially in comparison to the Western Wilds - and those familiar with the landscape will find it easy to find the necessities of life from the wilderness’s rich natural resources.
Languages of Dalandorov

Knowing a language that shares a script with another language can allow you to sound out the words, possibly deciphering names, locations, etc. without understanding it fully.

\* The origin of the Iokharic script, which was named after the dragon deity Io.

\*\* Contains four dialects: Aquan, Auran, Ignan, and Terran. They are similar enough that knowing one allows a speaker to understand the others. It is the origin of the Barazhad script; however, Auran and Aquan are written in Iokharic, not Barazhad.
Gond

## Basic Information

### Other Names

Holy Maker of All Things, Lord of All Smiths, the Gearsmith, Inspiration Divine, Wonderbringer, Nebelun, Gond of the Forgestinking Breath (derogatory)

## Stats

### Favored Creatures

Golems, Pseudodragons, Animated furniture

### Favored Misc.

The colors saffron or crimson, Hammer wrapped in smoke, Black eye in smoke, Sound of hammering

## Religion

### Worshippers

Blacksmiths, woodworkers, engineers, inventors, craftspeople of all kinds

**Gond,** known as **Nebelun** among gnomes, was the god of craft, smithing, and inventiveness. The Lord of All Smiths pushed for innovation and imaginativeness, sometimes to a dangerous degree, as a result of his short-sighted desire to create.
Ronarch Republic

## Capital City: Mezzian City

The capital city of the Ronarch Republic. The city is built on a sheer cliff that overlooks the Mystic Sea, several hundred feet above sea level. It serves as a major port city for airships delivering good from across the sea, as its elevated position above the water makes it an ideal dock for such ships. However, the Republic’s strained relationship with its neighbors - specifically the Enchu Conglomerate to the North, the Tralvasians to the South and the West, and the Grand League to the South - has made its position as a port city less and less useful for international trade routes. Indeed, the Tralvasians mounted a failed invasion on the Republic only recently, and an attempted coup has destabilized the government and economy to boot. What will become of Mezzian City in the years to come is anyone’s guess.
Belluvia

A small agricultural country to the south east of Broadsteel. Their politics are complicated and cutthroat, although usually confined to the capital, leaving it a popular subject for gossip among townsfolk. Notably, they have a fifth season that occurs every other year during the warm part of the year: locust season, in which the country experiences a plague of giant locusts that consume everything in their path that isn't made of stone or metal. Many refugees from the Ronarch Republic have made homes in this country in recent years.
The Church of Torm

The Church of Torm, Unified, is the state religion in Drenadine. Their conception of Torm is a deity of duty; this serves Drenadine well as a nation, because duty to Church and duty to state are often intertwined. The church embraces celibacy of their priests, as well as disavowment of family ties on accepting priesthood, but many nobles maintain their royal connections and even have families, though usually far away. The common term used among corrupt priests for going to visit their families is performing a pilgrimage, usually to Thentum or Rhyon.

The Church is ruled by the Synod, consisting of the nine representatives of each of the major cities in Drenadine (unrepresented are Ersilons and the Twin Isles). Each region also has a local Synod. Members of the Synod are Cardinals. Other members of the clergy are Priests.

Power in the Church is held by the First of the Synod, not an official position but symbolic. The First is the member of the Synod from Drenadine. By tradition, the Cardinal of Drenadine is from the Melothyrce family. This has been the case for more than 150 years. This gives the family near-royal power in the kingdom.

The Orthodoxists are a holy order of secret inquisitors who find the unfaithful and remove them. Orthodoxists also may serve the Queen, but they operate under the purview of either the Cardinals or the local priest.

The Knights of Torm are crusaders who join the army out of a sense of duty. They are trained in the Church and then sent to the military. Their loyalty is generally to the Church over the Queen.

The Order of the Holy Choir are music based casters, sharing much in common with bards. The most skilled are able to preach in song. They are not priests, and are thus not restricted to celibacy.
Eldath

## Basic Information

### Other Names

Mother Guardian of Groves, Mother of the Waters, Goddess of Shining Waters, the Green Goddess, the Quiet One

## Stats

### Portfolio

Peace, waterfalls, springs, pools, stillness, quiet glades

### Favored Creatures

Bears, Raccoons, Stags, Dryads, Sprites, Giant Owls, Unicorns

### Favored Misc.

Daisies, Water lilies, Water lotuses, Aquamarine, Clear Quartz, Blue Topaz, Sapphire, The colors green or blue, Whispering Winds, Green healing aura

## Religion

### Worshippers

Druids, pacifists, people troubled by violence

Eldath, also known as The Green Goddess, Mother Guardian of Groves, or the Mother of the Waters, is a lake spirit who acted as the guardian of groves and watersheds. Her presence is felt wherever there is calm.
The Grand League

## The Grand Featherball Nation-League of the Supreme Arbiter

*"The Grand League is if Actual Football but with Calvinball rules, created and run by an anarcho-terrorist, was a sovereign nation."* --Iris Hodgepodge

Originally the warring Gnomish tribes to the south of the Ronarch Republic, the Grand Featherball Nation-League of the Supreme Arbiter (or Grand League, for short) was founded when Rhazir, self-proclaimed “master of evil,” managed to enact some sort of spell to control the minds of people who played Featherball around the world. The wars among the tribes immediately stopped, and they united under a new banner, that of Featherball. Rhazir became its Supreme Arbiter (occasionally called the Grand Arbiter, with no discernible factors to differentiate between the two titles), and he established a society entirely founded on the sport.

Featherball Tournaments are held frequently and have their rules enforced by a firing squad of mages. While taxes are collected by the government as with any nation, the Supreme Arbiter is furious with its gains, as he is a staunch advocate of tax fraud.
Lundqvist Family

From left to right, back to front: Thacharias Lundqvist, Feilyn Lundqvist, Einarr, Bo, Arica, and Alriette

The Lundqvist family ruled the Barony of Kolkrona since its inception, until the Baron was killed by the Guild for his tyrannical rule.

##### Thacharias Lundqvist

*Current status: destroyed*

The head of the country and the family. He had a firm dedication to the oath he had made to prevent himself, his family, or the townsfolk from ever leaving the valley. Eventually, he became a miserable, paranoid man who's probably better off dead.

##### Feilyn Lundqvist

*Current status: missing*

The mother of the family and a nervous wreck. She was confined to her room in the tower most days after she lost her arm trying to save her daughter from Viggo Angstrom's attack. Left the manor after her husband was killed and hasn't been seen since.

##### Einarr Lundqvist

*Current status: undead*

The oldest son and an enthusiastic mage and scholar. His magic is almost entirely self-taught and seems to draw power from blood. He was the one who cast a powerful spell, *Einarr's Ossifying Eye*, to turn the people of Refuge to stone, under his father's orders.

##### Arica Lundqvist

*Current status: undead*

The older of the twins, Arica acted as the main go-between for the Baron and Refuge. She's studied music for centuries now and is working with Bo to build a magic organ that could put the town of Refuge to sleep.

##### Bo Lundqvist

*Current status: undead*

The younger of the twins, Bo has studied smithing of all kinds, making him proficient at all kinds of nonmagical metalworking. He's taken many lovers, both male and female, over his life as a vampire.

##### Alriette Lundqvist

*Current status: destroyed*

The youngest daughter, she was killed by the werewolf Viggo Angstrom before she could be turned into a vampire. She persisted as a ghost, although her mentality and perception of the world remained frozen at 8 years old. She did grow confused at the darkening of her family's attitudes and morals.

She was consumed by her father during his battle with the Guild in his desperate attempt for power.
Echo (city)

If Andoton is bright and cheerful, Echo is the dark and dreary counterpart. Echo is set on the underside of a deep cavernous cliffside spanning a miles wide opening. It was first founded by a bird-like race, with it's buildings built clinging to the roof of their cave like cliff. However, once veins of Gold and copper were found, the city grew quickly as many people flocked there for work. The city hangs above what could be described as jungley swamps, with a lot of junk and refuse littered about. It is dangerous waters, so while there is a dock and people living in stilted homes there, most of the population resides above. Light is an important commodity of the city, as they only get about an hour or two of direct sunlight right around when the sun is setting and peers into Echo. And this is only more limited the further into the cliff you get, towards the mines in the back. As such, there are a lot of important holidays surrounding light, which have even reached places like Andoton where light is plentiful. The city is populated by all races, but there seems to be an affinity to the more monstrous and animalistic ancestries, as well as those proficient with dark vision. Due to the precarious nature of the location of the city, maintenance is a constant factor to make sure buildings don't drop into the swamp below. Like Andoton, rope bridges, elevators and airships are commonplace. In some of the more touristy places, nets are set along the bottom of walkways to catch any people that misplaced their foot, but in residential areas, it is practically second nature to move about without the extra precaution.

As stated previously, the mines are important element of the city, and is probably the main export Ardastra provides. They reside in the back of the cavelike cliff, and is the main source of jobs of Echo.
Gavenni

## Culture

### Gods Worshipped

Gond the Wonderbringer, Selune the Full Moon Lady, Shar the New Moon Lady, Chauntea the Grain Mother, Baphomet the Prince of Beasts, Ilmater the One Who Endures, Moradin the Soul Forger

### Notable Demographics (Most to least)

Shamblekin, Leshy, Catfolk, Human, Tengu, Goblin, Hobgoblin, Halfling, Skeleton, Kitsune, Ratfolk

Gavenni has existed in the valleys and swamps by the mountains for generations, but a century ago, the Wasting Plague swept through Gavenni and forced the country to close its borders. After a decade of silence, the nomadic tengu ventured back in, hoping to reestablish connections with a country once friendly to them.

There they found the shamblekin. Risen from the putrefying corpse of the past, the ambulant scarecrow people claimed to be the dead given a new chance at life and hoped to resume business as usual. Surely the button eyes and stitch mouths wouldn’t be too off-putting?

Today, the agrarian country gets by as a vassal state to the Kalloban Empire. The swamp lands still lend themselves to pestilence, but the shamblekin are welcoming to those strange and curious. One can find many leshies and catfolk among them, along with the tengu and the odd skeleton.
Extra Sorcerer Spells

You learn additional spells when you reach certain levels in this class, as shown on the table for your chosen sorcerer subclass. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell from the sorcerer spell list.

Feel free to work with a DM to change some of these spells if it fits your character better.

## Divine Soul

Select a cleric domain that you feel fits with your character's source of magic and use the domain spells table from that. Some suggestions based on the affinity of your divine magic would be Life for good, Death for evil, Trickery for chaos, Order for Law, and Nature for neutral. You may, of course, select a different domain.

## Draconic Bloodline

For Draconic Bloodline Sorcerer, you will reference two tables. First, the Draconic Spells table. Second, the table with the type of dragon your lineage comes from.

Draconic Spells
Level
 9th

Black Dragon Spells
Level

Blue Dragon Spells
Level

Brass Dragon Spells
Level

Bronze Dragon Spells
Level

Copper Dragon Spells
Level

Gold Dragon Spells
Level

Green Dragon Spells
Level

Red Dragon Spells
Level

Silver Dragon Spells
Level

White Dragon Spells
Level

## Shadow Magic

Shadow Spells
Level

## Storm Sorcery

Storm Spells
**Level**

## Wild Magic

Wild Spells
**Level**
Gnomish Kingdom

## Capital City: Han'noi

A predominantly Gnomish city, built on the southern coast. It is the capital city of the Gnomish Kingdom, which shares a border only with the Gallahan Empire to its north. Twisting spiraled steeples and daintily crafted platinum shingles adorn the rooftops of the city, a testament to the cunning of gnomish engineering. The University of Han’noi lies near the center of the city, rivaled only by the ancient schools of Al Kharid.
Western Wilds

Referred to as “western” due to its position in relation to the Mystic Sea, the Western Wilds are lawless, overgrown lands plagued by dangerous wildlife, tribal warfare, and criminals hiding away from civilization. That being said, the Western Wilds have a strange beauty about them, and many natural resources available to those intrepid enough to venture in. A large barricade has been constructed along the southeastern edge of this landscape, providing protection from the Wilds’ inhabitants. The forest grows at a rapid pace, and is kept at a distance from the barrier through controlled burning every year.
Mount Thunderhead

The Capitol of Thunderclast is called Mount Thunderhead, so named because of the perpetual, unusually active thunderstorm they refer to as Gond's breath, or the Breath of Innovation if that fits your sensibilities better. This storm is how they are able to perpetually harvest lightning, and it is said to be divine in origin.

Also fun fact: the entirety of mount Thunderhead is hollowed out as the dwarves mined it up over millenia. The mines run super deep as well, and nobody quite knows what all is down there. There teams that delve deep into the old mines to ensure structural integrity is maintained. Madness is not uncommon among these workers. The more modern dwellings have spilled out onto the peaks and faces of the mountain.
Code of Conduct

### Conduct

The Guild is an inclusive space. We are accepting of people of all colors, sexualities, political opinions, etc. Our goal is to make the guild a positive experience for everyone involved. Be courteous and empathetic. Take conversations to their appropriate channels if the tone or subject changes. Don’t be a dick.

If you have an issue - whether it be the conduct of another player, the content of a session, or anything else that happens in the guild - contact a DM and let us know what’s going on. D&D is a cooperative game, and we’ll have the most fun if we’re all on the same team.

### Metagaming

Intentional metagaming is not allowed at any guild session. Use the knowledge your character would have as best you can. If you metagame, you will be given a warning, and if you continue to metagame, you will be asked to leave.
The Founder

The Founder is the neutral good human god of adventurers, warriors, and explorers. They are the creator and leader of the Guild of Wandering Heroes, a legendary adventuring guild responsible for the protection of both Dalandorov and Sakyusan. The Founder is also known as the Guildmaster and the Solar Killer.

The Founder is considered a relatively new member of the deific pantheon of the Fallen Realms, and ascended to godhood from mortality after killing the Solar Azazel and taking his Divine Spark. Much of The Founder’s mortal identity is a mystery, even to their most devoted worshipers.
Tymora

## Basic Information

### Other Names

Lady LuckThe Lady Who SmilesOur Smiling LadyBright Smiling LadyBeshaba's Bright SisterTyche's Fair-Haired Daughter

## Stats

### Favored Creatures

Celestial LionsUnicornsFaerie DragonsSwanmays

## Religion

### Holy Days

Midsummer

Tymora, or more commonly Lady Luck, is the goddess of good fortune and the second incarnation of the goddess of luck after her predecessor Tyche was split in two deities: Tymora and Beshaba. Tymora holds the portfolios of good fortune, skill, victory, adventurers, and justice. She shines upon those who take risks and blesses those who deal harshly with the followers of Beshaba.

While worshipped by many in Sakyusan, she was almost unknown in Dalandorov until she made the cleric Claire Montgomery her Chosen. Through her cleric, she's establishing a growing presence in northern Dalandorov, with a temple based in the Grand League.
Cyric

## Basic Information

### Other Names

Prince of Lies,The Dark Sun, The Mad God, The Fateless, The One, The All, The Face Behind the Mask, The Everything, The Highest of the High Almighty, The Prince of Madness, The Foul One (derogatory)

## Stats

### Symbol

White jawless skull on black or purple sunburst

### Favored Misc.

The colors black, dark purple, or silver, Dreams of bloody wraiths, Clouds of poisonous smoke, Dark spaces filled with whirling phantom skulls

## Religion

### Worshippers

Sadists, con-artists, and the power-hungry

Cyric is the monomaniacal god of lies, trickery, and strife, having previously held dominion over tyranny, murder, lies, intrigue, illusion.
Blaukavun Tok

Occupying the northern badlands of the Kalloban Empire, Blaukavun Tok (translated from Orcish, 'Besieged Land') is home to nomadic tribes of orcs and other peoples. The nation used to be called Uzg o' Bumbullaum when it was a flowering and fruitful plains with many rivers and lakes. Now, demons spill out of spontaneously-occurring portals to the abyss and ruin the land. The people of Blaukavun Tok have not backed down from their ancestral homeland, however! They wage a constant war against these demons, managing to mostly keep them contained to the north.
Saccarea

Saccarea, an ancient ruined city formerly known as Defteros, is the current home of the Guild of Wandering Heroes and several kobold tribes.

The city was once the home of colonists from Alpheos, an ancient city with a source of strange power known as their Light. Defteros is rumored to have had a Light as well. It was struck anciently by a negative energy burst similar to the current negative energy attacks, and the majority of life in the city died, leaving it a barren stone wasteland. What survived were the sewer creatures, warped and twisted by the residue of negative energy contained in the stones deep beneath the city.

The city was recolonized by kobolds eventually, who were the only people brave or desperate enough to risk encounters with the negative energy creatures until the Guild cleaned the city up. An expedition in the sewers also found creatures made of gems that speak through resonance and emotion living deep in the natural caves. They are seemingly immune to the background negative energy they live in.

The Guild has occupied the Citadel, previously a decorated governmental building that has transformed into a type of fortress/headquarters for the Guild. It is surrounded by a wall, and the main road leads down to the Garrison, where many newer guild members and followers are offered free housing.
The Mystic Sea

The Mystic Sea is a large body of saltwater surrounded by land, although the north and south edges are skirted by relatively thin stretches of land that provide only a superficial barrier between it and the major oceans. This makes the continent of Dalandorov roughly into a donut shape, with the Mystic Sea squarely in the center. The sea is an ancient source of magic that is difficult to harness, but simple enough to take advantage of. Fierce winds, terrifying monsters, and massive floatings islands are among the most notable of the magical effects the Mystic Sea has to offer. Few countries have dared to lay claim to any portion of the sea, and those that do suffer from the volatile nature of the place, making it a prime location for outlaws, bandits, and exiles.
Exhaustion and Stress

2
 3
 4
 5
 6

## Stress

 2
* Distracted - AC reduced by 2.
* Headaches - Proficiency bonus not added to ability checks or saving throws.
* Pessimism - Critical successes are treated as normal rolls.
* Dread - Always place last on initiative order.
* Fearful - Become frightened of all enemies upon entering combat. Can remove the effect with a successful DC 10 WIS saving throw at end of turn.

 3
 4
 5
 6

### Causes of stress:

Some potential causes for stress include entering a battle against an extremely difficult opponent, making a critical failure or suffering a critical hit (and failing a wisdom saving throw), negative social encounters, losing more than 2/3 your health in one blow, etc.

### Removing stress:

Receiving encouragement from members of your party, performing an action that has sentimental value to the character, winning a battle without taking damage, etc., will lead to stress being removed.

Destructive stress relief (such as antagonizing others) may remove a level of stress temporarily, but is ultimately unhealthy and will not grant this removal permanently.

### Notes:

The idea behind stress is that it's not just the kind of stress you experience every day when completing a hard task. This is lasting, lingering stress - the kind that makes you doubt yourself, your friends, your ability to complete the quest, and ultimately your concept of how the world works. It has your players answer the question of what their characters do to de-stress, or how they would try to help a party member suffering from stress.
Black Quartz

Black Quartz is the mysterious magical gemstone found in the Pit. It seems to be infused with magic by the Pit's inherent instability. It has found many applications across Dalandorov in the field of magic and artifice. Monopoly over black quartz production has made the elite of Nevernoon exceedingly wealthy.

Black Quartz stones come in gradients that roughly correspond to spell slot levels, and are called Pitch. A piece of black quartz with darker Pitch is inherently more magical. The darkest Black Quartz is found deep within the Pit's side caves within geodes, and is recovered by trained explorers, adventurers and cavers who are able to fight the monsters that lurk in the depths. Lighter quartz can be mined close to the surface, though the work is grueling, often unproductive, and still sometimes attracts monsters.

Black quartz can be used as a spellcasting focus, ground up into powder and combined with other materials to create magic items, or leeched into various alchemical solutions to create spell inks based off the quartz's Pitch. This was previously the most common and well-known process for creating spell ink in Dalandorov. Recently, however, Broadsteel has begun producing Spellflower ink which, while not as potent, can be used for most magic performed on Dalandorov.
Ardastra

Ardastra's main export of goods is from it's mines, primarily Gold and copper. I've also imagined it's somewhat in the middle of the continent, which makes it a good crossroads stop, especially traveling along it's many rivers between it's peaks. The landscape is riddled with jagged sharp peaks covered in vegitation, making it difficult to traverse. The development of airships has really allowed the country to unify. Ardastra prides itself in what we'd call 'clean energy', using the elements for power rather than burning coal or other resources (windmills, water wheels etc). Their is also a tradition of using the environment around them to shape their homes, rather than forcing a home out of the environment. Treehouses are common, as an example, but their is a huge abundance of caves strewn about that also makes good habitable places. The common design sense is organic lines, with very few hard edges to be found.

## Cities

* Andoton
* Echo
Amaunator

## Basic Information

### Other Names

The Yellow GodKeeper of the Golden SunKeeper of the Eternal SunKeeper of LawLight of the Law

## Stats

### Favored Creatures

Birds of preyLight-colored cats, wolves, dogs, or horsesGolems

## Religion

### Worshippers

Farmers, Travelers, Law-makers

Amaunator is the solar deity of order, the sun, law, and time. He is viewed as a harsh but fair deity, revered by many rulers, soldiers, and powerful wizards in ancient Netheril.

Amaunator is viewed as a stern and unforgiving deity dedicated to law and order above all else. Though not concerned with balanced natural order like Silvanus, he instead advocates for kept promises, contracts, and even that political order be kept among the gods. From time to time, he is invoked as the god of time. The reason for this is that a mispunctuation in a legal paper with another god allows him to consider himself the god of time.
Kingdom of Lostlight

Lostlight is a kingdom that resides in the eastern part of the Northern Continent, north of the Al Kharid Desert. Its capital city, Shadow's Edge, is a very large, well-developed city, but many of its outer provinces are still relatively new and incomplete. That being said, it is still known for its efficiency and self-sufficiency, not having many trade deals with neighboring cities. Recently, the kingdom was freed from the grip of a clandestine organization known as the Eternal Crown by its current king, Samat Maveth, who was a member of the Guild of Wandering Heroes at the time.
Virus

## Info

**Virus** hacks into its foes, turning them against each other.

*\*Varies between level*

## AI System

All attack damage increased by 25%
Hacked enemies now moved 200% faster
Killing an enemy fully charges Hack
Move speed increased by 25%
 B
Disable immobilizes duration increased by 30%
Hacked enemies now do 30% more damage
Health increased by 20%
Use hacked enemy's processer to generate one botpack power

## Tips

* Can hack faster with **2 Hypercharge** or **4 Ult Cooldown** if you won't use botpack.
* Avoid from **Hack** and **Hack Missile** while full Ult make hacking for allies.
* Don't use Virus to hacking Megabot.

## Trivia

* Virus is only robopedia has Recruits quest, **The Uberbot Pt.3**
Content Maturity

D&D can present some harrowing scenes. In the guild, we do our best to tell interesting, engaging, and diverse stories. On occasion, the stories we tell will have mature themes and settings. Violent battles, prostitution, religious extremism, political intrigue, occasional rough language - we do our best not to shy away from difficult topics, even in a game, because we believe it is important to be honest and compelling in our storytelling. We will not go into explicit details when they are not necessary (such as sexual content or descriptions of gore); our intention is never to make you feel uncomfortable or unsafe. Let any of the DMs know if you feel like any member of the guild, players and DMs alike, has crossed a line.

Thank you!
Chauntea

## Basic Information

### Other Names

The Great Mother, The Grain Goddess, Earthmother, The Forest Mother, She Who Shapes All, Guardian of the Wilds and Deeps, Keeper of the Wild, Goddess of Bountiful Nature, Mother of All Flowers,

## Stats

### Symbol

Sheaf of grain, or a blooming rose over grain

### Favored Creatures

Larks, Robins, Red hens, Sprites, Talking Trees,

### Favored Misc.

Seeds, The colors forest green, white, or yellow, Quickly growing flowers in unexpected places, Light motes

## Religion

### Worshippers

Druids, farmers, gardners

Chauntea is the Faerunian goddess of life and bounty, who views herself as the embodiment of all things agrarian. The Earthmother is seen as the tamer parallel of Silvanus, the Forest Father of druidry and wilderness, as she is the deity of agriculture and plant cultivation.
Western Tribes

The splintered provinces of Greater Koureund. They exist now as city-states, referred to as tribes. Their culture is similar to Lesser Koureund, and between city-states the government and religion is generally similar, though some states pride themselves on their own particular brand of culture or religion. Fighting and alliance between tribes is common, though they all share a distrust of Koureund and anything Koureundian.
Howard Morris

**Howard Morris** est un résident de l'Arconia. Il possède une chatte, Seveline qu'il a acheté lorsque que sa chatte précédente est morte. Dans la saison 3, il est l'assistant d'Oliver Putnam lors de la réalisation de la pièce.

## Apparitions

Saison 1 : à partir de l'épisode 2 jusqu'à l'épisode 10.

Saison 2.

Saison 3.
Inkjet

## Info

A floaty bot that helps its friends disappear into the night!

*\*Varies between Levels*

### Squad Shadow

InkJet puts itself and its allies into stealth. When exiting stealth bots gain double damage for 1s

## AI systems

Squad Shadow cooldown reduced by 20%
Squirt's weaken effect increased by 15%
Stealth starts off cooldown
All attack damage increased by 50%
 B
Squad Shadow starts 50% charged
Immune to slow and immobilizing effects
Move speed increased by 20%
Health increased by 20%

## Galleries

Started Botframe1st Botframe reinforced2nd Botframe reinforced
## Trivias

* InkJet is the first bot has yellow eyes
Bahamut

## Basic Information

### Other Names

Angel of the Seven HeavensDraco PaladinThe God of DragonsKing of the Good DragonsJustivemakerThe Platinum Dragon

## Stats

### Portfolio

Good dragons, metallic dragons, wisdom, enlightened justice

## Religion

### Worshippers

Metallic dragons, dragonborn

Bahamut is the dragon god of justice and a subservient deity to Torm, god of law. He's a member of the Dalandorov pantheon as well as the Draconic pantheon, as a deity of good dragons, metallic dragons, wisdom, and enlightened justice (justice tempered with mercy and punishment with forgiveness).

His natural form is that of a platinum dragon, said by many to be the only one of his kind. He is also the eternal rival of his sister Tiamat, queen of the chromatic dragons.