recursal/Fanatic-Fandom huggingface dataset:
Dungeon of Rust and Fire

High in a stony alpine valley in the Hadarna Range stands the massive Dungeon of Rust and Fire, a windowless pillar of jagged, rusting metal. No paths lead to or from the monument, but those tracing the Emerald River to its subterranean headwaters occasionally clatch a glimpse of the tower outlined against the sky. At night, the top of the silent tower erupts in periodic bursts of flame, and close to dawn spindly, insectlike forms can sometimes be seen moving ponderously around its base. Its at these times that the streams feeding the Emerald run black and red, with fish floating belly-up or bearing strange mutations.

Scholars who have studied the tower from afar believe it to be somehow related to the gnome enclave of Jzadirune , rumoured to lie below Cauldron , but something has obviously gone horribly wrong.
Kobold

A race of small dragon-descended creatures from the mountain passes of the Rooted Continent. They are craven, but clever, infesting their lairs with traps and secret tunnels.

Egg-laying creatures, Kobolds lay entire clutches at once. They mature quickly, but most will not live past their tenth year. Being physically weak, they're easily picked off by mountain predators. Those who survive can live to be more than a hundred years old, patriarchs and matriarchs of an entire tribe. Rare Kobolds, called Urds, are born with wings. Considered gifted by Tiamat, the many-headed dragon god, other Kobolds are envious of them, and they don't get along.

In addition to worshiping dragons and Tiamat, Kobolds worship their own god, Kurtulmak. They say that Kurtulmak was trapped underground by a Gnomish hero who stole a trinket from the Dragon Queen's hoard, after being sent to retrieve it. Disciples of Kurtulmak hate gnomes, and dedicate themselves to tunneling to find Kurtulmak and free him.
Crab River

Crab River is a river just to the west of the Amedio Jungle on the Ruined Continent that flows into Susukan's harbour.

Cut off, to a degree, from the larger predators of the Amedio Jungle, the swamps around the Crab River are largely considered safer than those to the east. As such, smugglers, outcasts, and followers of a particularly gruesome aggregate religion make the river banks their home. The latter are a local Olman tribe that combined Olman sacrificial rituals with Ishkhanay fire-worship in a dangerous manner.

Despite the river's name, aside from small populations of crayfish and hermit crabs, no sizable species of crustaceans scuttle below these meandering waters. Local legends do tell, however, of a lobster-like creature of incredible size that lairs deep within the swamp, and whenever someone goes mysteriously missing on the river, local swampers are quick to claim that "Ol Rek Claw gottem!"
Azer

The Azer are elemental creatures of the Arcane Realm, master artisans themselves crafted of bronze and set alive with a firey glow. They physically resemble a male Dwarf, but with bronze skin and hair and beard of fire. They are servants of the Fire Giants, created at the height of Giant dominance over the Realms, though some now rule independent communes underneath mountains in the Arcane Realm. Some of these communes were contracted by the Efreet Genies to build the City of Brass, although they managed to avoid the Efreeti attempts to enslave them afterwards.
Galeb Duhr

Galeb Duhr are earth elementals created originally by the Stone Giants out of corrupted dwarves to protect special locations, but now able to be summoned and bound by almost any magic user. Resembling walking boulders, they can animate nearby boulders to assist them in combat. It is a smarter kind of elemental, with an excellent memory, able to communicate with creatures that enter the area it has been charged with protecting.
Edlen Dynasty

The Edlens are an old Inseln noble family from Nureis, owning much rich land outside of Konigsbruck.

### 3rd Age

The Edlens have challenged the right of the Nureisbeins to rule, and have begun to organize what will in all likelihood come to civil war, out of Konigsbruck. Their supporters, the Roteshaf, call Chlodowig Edlen their King.

### 4th Age

The Edlens have gone extinct, murdered by the Kings of Reikkenorr.
House of Tin

The House of Tin is a gnome Sorcerer House in Das Hoofdstad. It is the house of Illusion. It is responsible for the "wetworks" or "special operations" outside the purview of the military. Assassins,  and saboteurs by other names, they use magical disguises and invisibility to get close to their targets before striking. Powerful agents use Phantasmal Killer spells to kill their targets without any sign of their presence. They also act as spies when the diviners of the House of Silver cannot discover the secrets they are searching for.
Jizrimardam Mounds

In the Jizrimardam faith, the Jizrimardam bury their dead in mounds shaped like boats, the prow pointing towards the local mountain. Stone slabs are placed around the dead, who are stripped nude prior to burial, outlining the shape of the boat, with taller stones placed at the stern and the prow, and then the dirt is piled on top until it is all covered in a smooth mound. The boat outlined by the stones always points in the direction of the local mountain: it is believed that, after the mound is complete, the dead sails under the ground, through the earth, to the hollow inside the mountain, where he feasts with the others who have died, and have sailed to the same mountain.
Fenmen

The Fenmen of the northern Fens are a reclusive folk, close kinsmen of the Icemen of Zameensurd and the Norr Tribes. They live in close-knit villages, always near the coast or on one of the many rivers, lakes, meres or pools that defines the land. They worship, with the Icemen of Zameensurd, strange gods of the sea, great tentacled or tusked creatures. They live a closed-in life otherwise, with little interest in trade outside of the Fens.
Liidumaad

The Liidumaad are a proud race of Elves of the south, who reside in dense pillared cities that dwarf each and every single one of them all northern cities save for Urbvetus in the 3rd Age, and Das Hoofdstad in the 4th Age. The Liidumaad cities are governed by a strict caste or guild system, in which one is born into a certain profession, and can only advance within that profession. A certain Guild in each city dominates at any one time, becoming the government of that city.

Liidumaad use the High Elf template, shared with the elves of Valtakunta Mahtava in the 4th Age.

TO DO: write a full racial write-up for Liidumaad elves.

## 4th Age:

have grown very wealthy and send merchants across the world.

The Liidumaad states are the city-states of Nurk, Loouna, Laine, and Esimene, plus the rising revolutionary state of Soorjoogi.
Golful

Golful is a land and people defined by the gulf created by the peninsula reaching out to the Volcan Mountain. They were conquered by the Evavli, and are not ruled by Radu du Foc, King of Evavlios. Especially in the south, the Golful nobility still holds sway, but they've been forcibly intermarried with the Evavli, and taken the Evavli religion, which is passed on by blood. The peasants still hold the Golful faith.

4th Age: Golful is independent for the first time ever, and struggling to learn how to govern itself.
Esimene

Esimene is a Liidumaad city-state in the west of Liidumaad territory.

# 3rd Age

Esimene is ruled by the Guild of Soldiers, and is currently looking towards an invasion of Kungas Elven territory.

# 4th Age

Esimene is ruled by the Guild of Printers, and is effectively a disarmed vassal of Soorjoogi. Their rulers are more interested in collecting rare books and knowledge to be reprinted and disseminated than anything else, and rely on Soorjoogi's protection and guidance for any serious matters.
Livohatis

Livohatis is the Mensheid fire-god in their religion, the giver of life, a god of emotion and power. He resides in the centre of the Sun, surrounded by beings of living fire whose very image would kill a mortal being who lays eyes on one. His counterpart is Runthaitis, the watery god of secret knowledge. The Gnomes often compare Livohatis with the Ishkhanay people's religion, worship of Fire itself.
Drow

The Drow are the evil subterranean Dark Elves that rule the Underdark beneath the Golden Continent, and have colonies reaching to the Rooted Continent, following labyrinthine underground routes. They are a matriarchal society ruled by priestesses of Lolth, the Spider Queen, a Demon most foul. Drow society is divided into aristocratic houses, led by a powerful matron. Rivalries between these houses are regularly bloody, as they jockey for influence.

Their cities are delicate spindles of stone, often carved into giant stalagmites or stalactites hanging in immense subterranean caverns.

They rely heavily on slavery, enslaving other Underdark societies as well as surfacers, specifically enslaving the race of the Quaggoths, savage and territorial beings driven underground by clashes with the Jade Elves.

Where most surfacers would use oxen or horses as beasts of burden or mounts, and dogs or cats as companions, the Drow use various breeds of spiders for all of their needs. Spiderweb motifs decorate their crafts, and spidersilk nets festoon their cities, to trap air-borne enemies and infiltrators. Their obsession with spiders runs through their clothing (of spider-web silk), through their religion, to the mad creations known as "Drider", half-Drow half-spiders created by the Lolth from especially promising Drow who were chosen, tested, and yet failed her in the end. These Drider are mostly outcasts, but those who return to Drow society are tolerated as symbols of Lolth's power, and warnings of what might happen if you earn her ire.
Guild of Priests

The Guild of Priests is one of the great Liidumaad Guilds.

# 4th Age

The Guild of Priests is ascendant in Soorjoogi, in a newly aggressive manner. Rather than simply lead the nation according to their morals, they have lead the once city-state of Kirje on an aggressive policy of expansion, that lead to the creation of the 'federation' of Soorjoogi.
Deep Temple of Runthaitis

The Deep Temple of Runthaitis is a cathedral in the Temple Plaza of Das Hoofdstad, dedicated to the god of secret knowledge in the Mensheid Faith. Unlike the other temples of the Plaza, the High Temple of Livohatis and the Old Temple of Unathrenis, the Deep Temple is not an imposing building, but a squat rounded building, with odd angles and unnatural shapes. The Gnomes of Das Hoofdstad speak of passages leading right into the ocean floor from within the Temple, weaving underneath the whole city.
Lernay

3rd Age: Militaristic tribal kingdom. They are a sub-culture of the Ishkhanay. The Lernayin were used as mercenary infantry by the Aznivay Empire, and later the Draveni kingdoms. Notably, they propelled an Aznivayin opportunist to co-opt the Draveni kingdom before it splintered, and now his descendents rule Aznivay as an independent kingdom along with loosely allied Gavalet and eastern Lernay.

Notes: Think the Daylam region of Persia

4th Age: The mountain tribes of the Lernay valley have grown restless, and have begun to terrorize Aznivay.

Culture: Lernayins are a strong people, warlike. They dip their javelins in fire in battle to put fear into the heart of their enemies, and mourn exaggeratedly, not only over their dead but sometimes also over their own personal failures.

Religion: Lernayins have a syncretic faith, combining the old Ishkhanay Religion, the worship of fire, with the newer Draveni faith.
Draveni

3rd Age One of the Southern cultures of humans. Originally from Tatkaret, they settled the lands of Tajaret (originally Utazas), Dasavlet (half of which was originally Golful and the other half originally Aznivayin), and Gavalet (entirely originally Aznivayin). Used as cavalry by the Aznivayin, they rebelled and took first Bazmakay, but then eventually overran the whole empire. Aznivay converted to the new Draveni faith, and Lernay mostly converted. However, the Draveni could not hold the empire together, and so it crumbled, co-opted from within by an Aznivayin opportunist using the Lernay tribal power.

The Draveni, once mercenaries themselves, now use the Lernayin as the Aznivayin did before them, and the Cholneferi as cavalry. The two groups are swiftly becoming rivals, and the Cholneferi are becoming dominant in the river-lands of Kalatash and Gavalet especially.
Aznivay

# 3rd Age

A coastal Ishkhanay culture. They remembered the glory of Ishkhanay before Tiflinium overthrew it, and sought to recreate past glories. They revived the old religion, pacified the Lernayin, and ruled for many years. Their client kingdoms in the East were growing restless, however. Eventually, Draveni soldiers, used as horsemen by the Aznivay to supplement the Lernayin infantry, rebelled and captured Bazmakay. They raided Aznivay homelands, and resisted all efforts to subdue them. Finally, the Aznivayin Empire had weakned such that the Draveni back home in Tatkaret were able to overrun the entire empire. Aznivay converted to the Draveni Religion.

An Aznivayin opportunist was able to enact a coup of sorts, and now his descendents rule Aznivay as an independent kingdom along with loosely allied Gavalet and eastern Lernay.

Modern Aznivay is peaceful enough that it does not need to rely on soldiers to the same degree as the other countries, relying instead on a native naval force against Bazmakay.

Notes: think Fars region of Persia.

# Fourth Age

Aznivay has been conquered yet again, this time by the powerful magical armies of Das Hoofdstad. Now the Anivayin are but another subject people of the mighty gnome empire.
Great Tide of the Pacific

The Great Tide of the Pacific Ocean washes over a large portion of the eastern Rooted Continent every second year, seeding much of flat coastline of the land once known as the Imperial Province of Mirus  with fine salts. Since the collapse of Tiflinium , however, the great industry this salt generated has gone to waste.
Inseln

Originally, the Isles of Inseln were ruled by one King.
Several hundred years ago, however, the brothers of the last king, the childless
Mad King Adalbern, each claimed the title. They waged war on each other for
years, until eventually it became clear that none could defeat the others. In
the end of the wars, only 2 claimants survived. They divided the islands
between each other, and proclaimed 2 new kingdoms, though their successors
would, on occasion, reclaim the title of King of the Inseln, and wage
war on a massive scale. One of those kingdoms was the Kingdom of Meerende.
Doresain

Doresain, King of Ghouls, an elf who betrayed his people to Orcus, and as a reward was created into the first ghoul. All other ghouls are in one way or another, either directly or indirectly descended from Doresain and Orcus, but are cursed to forever crave living flesh, yet never be satisfied.

Doresain himself rules his own realm in the Demonic Realms on behalf of Orcus called the White Kingdom, wherein every building was made of bones. He keeps his palace in the petrified yet still living body of a fallen primordial being, along with the ghouls making up his Court of Teeth.

Ghouls can also spontaneously arise from the deaths of cannibals.
Divine Realms

The Divine powers long ago split into the Angelic and
Demonic powers, the result of a schism so long ago the details have been lost.
The entire history of the Mundane was but a blink of an eye. The various
domains of powerful Divine Princes and Gods are constantly patrolled by their
armies. The country across the border is constantly changing, albeit not due to
the lines being redrawn, but rather the countries magically rearrange which
countries border each other. The Angelic and Demonic domains pattern themselves
after the personalities of their Princes. Contact between the Divine Realms and
other realms is easiest in places of worship to a Divine figure.

Angelic Realm: 4e Denizens: Angel, Archon, Celestial
Charger, various other celestial creatures.

Demonic Realm: 4e Denizens: Abomination (Blood Fiend),
Cambion (shared with Mundane), Demons, Devils, Orcus (+Aspect of), anything
demonic.
Grense

The Kingdom of Grense, or the Kingdom of the Border, is famed for its successful mix of Southern and Western culture. It is bordered by the Fjallriki to the north, and the city-states of the Vernici across the Smal Straight to the east, and the pirate island of Bazmakay to the south. The old coat of arms of the country is "Azure, Crenellations Or over a Trimount Gules"

Along with Fjallriki and the Vernici, Grense has fallen to the expansive Magocracy of Das Hoofdstad, The Capital.

## Northern Grense

The northern regions of the country are characterized by steep cliffs and sudden drops in the foothills of the mountains of the Fjallriki. The historical capital of Grense, Tarn av Solv, with its iconic villa district built atop the massive red cliffs, is located in this region of the country.

## Central Grense

Central Grense is characterized by rolling hills under an unforgiving sun. The red earth of the country yields to bright greens,

## Southern Grense

Southern Grense has little in the ways of natural harbours, mostly cliff-faces of red rock. What few harbours do exist are well defended with high walls.
Fjallriki

The Fjallriki are a culture of tiny mountainous kingdoms, now part of the Gnomish Mensheid Empire ruled from Das Hoofdstad. Still fiercely independent-minded, they are ruled with a light touch so as to not spark a rebellion. In the meantime, their fierce warriors form the non-magical core of the Mensheid Army.

To the south of the Fjallriki mountains lies the Grense Peninsula, and the province of Grense. To it's east, the once-proud city-states of the Vernici now have been totally subsumed by Das Hoofdstad. To its north, the great plains of Awascan under Mensheid control fall away into the no-man's-land separating it from the Reikkenorr.

[Language use Norwegian]
Humans

***The Humans are a varied people,**
generally warlike, and forever ambitious, and lusting for power.*

**Average Height:**
5’6” – 6’2”

**Average Weight:**
135-220 lbs

**Ability Scores:**
+2 to one ability score of your choice

**Size:** Medium

**Speed:** 6
squares

**Vision:** Normal

**Languages:** Arc
Pidgin, choice of one other.

**Bonus At-Will Power:** You know one extra at-will power from your
class.

**Bonus Feat:** You gain a bonus feat at 1st level. You must meet
the feat’s prerequisites.

**Bonus Skill:** You gain training in one additional skill from
your class skill list.

**Human Defense Bonuses:** +1 to Fortitude, Reflex, and Will defenses.

**Personality:**

**Physical**
Gavalet

3rd Age: Gavalet was originally an Ishkhanay land and then later an Aznivay land, before it was conquered, settled, and renamed by the Draveni. Defined as the region where the Rushing Serpent and Waiting Serpent meet and battle their ways together to the sea as the Serpentine River, Gavalet is a prosperous and rich region.

An Aznivayin opportunist was able to enact a coup of sorts, and now his descendents rule Gavalet as an independent kingdom along with loosely allied Aznivay and eastern Lernay.

4th Age: Gavalet is the front-line in the battle against the Neferi Empire.
Baza Straight

The Baza Straight is the body of water separating the mountainous island of Zameenatch from the wide tundra of Zameensurd. It is across this water that the traders (and occasionally raiders) of the Jizrimardam travel in their longboats, and in this water that the whale-hunters of the Icemen of Zameensurd hunt for the great beasts in their tiny coracles.
Far Realm

The Far Realm defies all categorization. None enter it

willingly. Some areas have been carved out by its more ‘civilized’ denizens to
something vaguely resembling order. That is not to say those areas are safe;
the pockets of order are maintained in the interests of its denizens, who never
mean well. Whether these be the slimy pockets of water maintained by the
Aboleths, the valleys between impossibly high mountains of the Foulspawn, or
the impossible geometries of the cities of the Mindflayers, these pockets mean
death just as much as the uncategorizable Far-ness through which the other
monsters travel. Not all from the Far Realm is evil; the Flumph is a kind and wise being of the Far Realm that feeds on the telepathic energies common to Far Realm denizens. The Gith race, once slaves of the Mindslayers, rebelled, but then split into rival factions, one, the Githzerai, kindhearted and contemplative, the other, the Githyanki, militaristic pirates preying on travellers between the planes.

Contact between the Far Realm and
other realms is easiest wherever great and powerful magic of any kind has
happened. Divine magic magic is least likely to open contact with the Far
Realm, followed by Fae, Arcane, and lastly the Far magics practiced by some
denizens of the Underdark.

## The Ever-Changing Chaos of Limbo

Once, Primus, the archangel of the Modrons, attempted to colonize the Far Realm to pacify it. IT created a gigantic, geometrically complex stone imbued with the power of law, which IT cast adrift in the space between realms, believing it would bring order to chaos, and stop the influx of dark magic into the rest of the Realms. For a time it worked, and the angelic Modrons were able to colonize part of the Far Realm, allied with the Githzerai. However the unforeseen consequence brought an end to that endeavour; it spawned the horrors that have come to be known as the Slaadi, who slaughtered all of the Modrons, and took over the stone, now called the Spawning Stone, for themselves. The once-peaceful lands surrounding turned into the region known as Limbo, where bits of forest and meadow, ruined castled and isolated islands drift through a tumult of fire, water, earth and fire, and the Slaadi rule.

4e Denizens: Aboleths and their slaves, Balhannoth,
Beholders, Carrion Crawler, Chuul, Destrachan, Foulspawn, Gibbering Beasts,
Grell, Grick, Mind Flayers, Slaad, Otyugh.

5e Denizens: Aboleths, Beholders, Carrion Crawler, Cloaker, Githyanki, Flumph, Gibbering Mouther, Grell, Grick, Slaad,
Carver's Pit

Carver's Pit was the primary stone quarry for Susukan for almost a hundred years. The quarry grew deeper and deeper, until one day a workman's pick broke through the stone floor and released a rush of chittering monstrosities. The horrors swept the quarry floor clean of all life, then, just as quickly as it came, swirled back into the opening and were gone.

Though panic spread as survivors and tales of the attack reached Susukan, the beginning of the revolution only a few days later threw the city into such chaos that Carver's Pit was quickly forgotten, at least until such a point as the city could spare the manpower.
Gwythyr

Gwythyr is the dwarven God of Heroes. He holds great feasts in which the souls of long-dead heroes of legend quaff ale eternally in payment for their service. He is Chaotic Good. His favoured weapon is the battleaxe. His holy symbol is a single-bladed axe-head. Any travelers to the surface count themselves amongst his worshippers, as do many chaotic aligned Dwarves as a positive chaos-aligned role model. His domains are Good, Chaos, Travel, and Strength. In 5th Edition, his domains are Light, Tempest, and War.
Chekitewan

Chekitewan is an ancient and terrifying pyramid in the western Amedio Jungle.

No vegetation encoraches on the midnight-black rock of this immense stepped pyramid. Formed of six great tiers, hundreds of shallow man-sized alcoves riddle the structure, a shriveled humanoid corpse propped within each. For the majority of the year, Chekitewan is merely a mysterious, shunned place, where no beast, jungle native, or explorer dares venture. However, on lunar eclipses, the corpses walk, dragging victims back to the pyramids, never to be seen from again.

The settles believe that the sacrifices are to forgotten Olman gods, but the Olman say that it is something far worse imprisoned under the pyramid, and the sacrifices keep it's hunger for blood sated, for a time.
Benliki

The Benliki are a tribe of the Poccnr, living in Susicivus.

The Benliki have fallen under the influence of Lancius Splendens after a brief tribal war with the Boln'shoyn a decade and a half ago, and are also in the
process of becoming essentially civilized, Tiflinian in nature. Their chief,
Saetsyo Legko, has kept the old title, however, of Mer, and has settled down to
a sedentary life only reluctantly.
Loouna

Loouna is one of the Liidumaad city-states.

## 3rd Age

Loouna is ruled by the Guild of Farmers, a peaceful and simple Guild, yet a practical one.

## 4th Age

Bordering Laine to the north, Soorjoogi to the west, the Southern Sea to the south, Vaike to the south-east, and Kants to the north-east, Loouna is in a central position in the affairs of the South. The ascendent Guild of Bankers, however, does not see Loouna in a position to take advantage of this situation. Rather, the Guild of Bankers favours paying off Soorjoogi until such a time as allies can be found against them.
White Kitty

Weapon Used | Claws

Not much is known about White Kitty, but she is a character of Crystal's.

## Appearance

White Kitty is entirely white, but with black eyes, inner ears, paw pads, and claws. The earliest drawings of her by Crystal had normal-looking cat eyes, but her eyes are now always shown completely black.

## Personality

White Kitty acts very vague. She only talks around friends and she likes to scare people by hiding in their mirrors. She holds grudges easily, and sees herself as a protector or a monster, according to who she's with. People that wrong her or her friends tend to end up horribly crippled in some way due to how protective she is.
Lolth

Lolth the Spider Queen is the goddess of the Drow . She is an evil and destructive goddess, one who revels in darkness, and supports her followers' destructive habits. She is also called upon by assassins, especially those who rely on poison, following some Drow traditions. Contrary to most gods, she has a physical body, and can be proven to exist, as she began as (and possibly remains) an exceptionally powerful Demon lord. She inhabits a Demonic Realm known as the Demonweb Pits. Her symbol is a fat black-and-red spider on a silver web.

Alignment: Chaotic Evil

3.5 Domains: Chaos, Darkness, Drow, Evil, Destruction, Spider, Trickery

5e Domains: Death, Trickery
Hollywood Arts Episode List

This will update with the series.

## Season 1: Welcome to Hollywood Arts

Episode 1 - Arrival

Episode 2 - Tremors

Episode 3 - Who Throws a Party

Episode 4 - IT BURNS!

Episode 5 - Long Road Ahead

Episode 6 - Still Driving

Episode 7 - Looking to Trade

Episode 8 - Hospital Chaos

Episode 9 - New School

Episode 10 - It's Fair

Episode 11 - LUCAS RETURNS!

Episode 12 - Battle at the Animatronic Factory

## Season 2: Vacation of DOOM

Episode 1 - Flight or Fight

Episode 2 - Frozen

Episode 3 - Dream Team

Episode 4 - Paris Adventures

Episode 5 - Taken

Episode 6 - Back to Normal?

Episode 7 - Cult of Personality

Episode 8 - A Clash of Worlds

Episode 9 - What did Porky do?

Episode 10 - Raggy Hates Kids

Episode 11 - Normally Normal

Episode 12 - Key of Importance... Maybe

## Season 3: Helix CORP

Episode 1 - Bed Gets Triggered

Episode 2 - Raggy's a D\*ck

Episode 3 - Riptup Goes Anime

Episode 4 - Abduction

Episode 5 - Labs and Scientists

Episode 6 - Final Phase

Episode 7 - Normally Normal 2: The Normaling

Episode 8 - Aliens!

Episode 9 - New Poverty City

Episode 10 - Shadow Does Creepy Things

Episode 11 - Meet Codsworth

Episode 12 - Enter the Star Palace

## Season 4: Broken L.A

Episode 1 - Demon Invasion

Episode 2 - CERBERUS!

Episode 3 - Quiz Show Madness

Episode 4 - One Fish Zombie Apocalypse

Episode 5 - Flowey Joins the CORP

Episode 6 - We're Gonna Need a Bigger School

Episode 7 - When you Stare Into the Abyss
Guild of Navigators

The Guild of Navigators is one of the Great Guilds of the Liidumaad. It favours trade along the coasts and rivers, the expansion of great navies, and exploration of unknown lands.

# 3rd Age

The Guild of Navigators is dominant in the city-state of Nurk, as well as at least one of the city-states along the great river in the Liidumaad heartland.

# 4th Age

The failure of the Guild of Navigators to stem the rise of Soorjoogi has led to their fall from grace in every Liidumaad city. The few Navigators left dream of the time when their gifts were treasured. The great ships of the Liidumaad are now rotting hulks, capsized at harbour mouths to close them off and protect them.
Lizardfolk

Lizardfolk are the tribal reptilian natives of the swampy regions of the Ruined Continent. Much more accommodating than their Yuan-ti neighbours, the Lizardfolk are important allies for any colony setting up in the region, so long as the colony doesn't encroach on their sacred hunting grounds. Anyone in those grounds is food to be hunted just like anything else. The only distinction Lizardfolk make between humanoids and beasts or other monsters is that humanoids sometimes bring gifts. Lizardfolk only value practical gifts; they are a barter economy, and especially see little value in metal ornaments, preferring their own bone jewelry.

Lizardfolk mostly worship the god Semuanya, but there exist other gods, all fragments of a long-dead World Serpent that created the swamps. These gods exist to oppose the Demon lord Sess'innek, but many Lizardfolk tribes turn to worship of Sess'innek, as his gifts can often be more... immediate than those of the traditional pantheon. Other tribes turn to worship local Black Dragons that have made their home in the swamps.
Jade Isles

The Jade Isles is the ancestral homeland of the Elven people on the Golden Continent. The people of the Jade Isles are known as the Jade Elves. Once, they ruled an empire across two continents, their own and the Rooted Continent, from this set of tightly grouped islands, but those days are long past. Long-lived though the elves be, their years are yet still counted in hundreds, not thousands, and so there are still many generations between the great Jade Empire and the modern day, but yet there still rules a Jade Emperor in the Isles, and officially the Jade Empire still exists. Many young Elves say that, now the Dragonborn Empire that had thrown down their own has itself fallen, the time has come to reforge the Empire anew...

The Jade Isles are an interesting structure; the rocks are small, and cities stretch across multiple islands. The isles are riddled with submarine tunnels, used as canals through the cities.
Amedio Jungle

The Amedio Jungle is a lush tropical jungle in the Ruined Continent , or New World, dominating the east coast of the continent. Ancient, widely spaced trees form a dense canopy, which in turn cloaks the jungle floor in an endless green night. Broadleaf plants, creeping vines, pervasive streams, and tracks of bogs characterize the jungle floor. All manner of insects and animals (some of monstrous size), predatory plants, oozes, and even occasional will-o'-wisps, hags, hydras, or black dragons from the Old World lair in these verdant depths.

Far from civilization, clans of lizardfolk and bullywugs make their home here, along with primitive tribes of pureblood Yuan-ti cut off from their more advanced (and evil) brethren deeper in the jungles.
Ages

There are 4 Ages known on the Rooted Continent.

The First Age is the Primal Age, containing within it the First Race and the Domain of the Giants. The Second Age is the Mythic Age, containing with in it the Empires of Man and of Elves. The Third Age is the Modern Age, containing within it the Empire of Tiflinium. The Fourth Age is the Post-Cataclysmic age.
Battledune

The Battledune is an oddity of the Innius Desert. Many years ago,
during the Time of Troubles, after the failure of the attempt to force the
Dwarvengate, an army was sent through the desert, then much smaller, to the
Lovers’ Pass. This army was ambushed by goblins, and completely
slaughtered. The giant dune on which they were killed, one of the largest in
the desert, took their bones and weapons and armour with them as it moved with
the wind. The Battledune is one of the slower-moving dunes, due to the weight
of its cargo, and is one of the only dunes that are identifiable, along with
the Broken Dune of black sand, and the Towerdune, which carries a ruined
crenellation on its summit.
Ghaunadaur

A deity of the mad god-creating Kuo-toa, Ghaunadaur is a being wholly of the Far Realm, known as 'That Which Lurks' and 'The Elder Eye'. Some Aboleth also know of him, and weaker ones may even worship him, hinting that Ghaunadaur may not be a Kuo-toa creation, but an elder being of the Far Realm that they found and latched on to.

Clerics of Ghaunadaur in 3rd edition may take the Destruction and Madness domains. In 4th, they may take Knowledge.
Innius Desert

The Empire is bounded on all sides by oceans, mountains, and
desert. The mountain ranges surrounding the Empire are, to the south, the
Wirlend Mountains, to the west, the Great Divide, and to the north, the
Northrange. To the southwest, the great Innius Desert swallows up the lands that
used to form the great Innius Steppe, where great hordes once roamed and
kingdoms ruled. Now, the sand-dunes and hidden oases are ruled by goblin
lordlings only. The Innius desert is vast. 120 leagues from north to south, and
the same from east to west are its dimensions. Only 2 peoples traverse the
dunes with any regularity; the vicious Shansle goblins, and the foolish
Halflings who seek to trade with them.

There are a handful of major landmarks in the Innius Desert. Chief of these are the Battledune, the Towerdune, the Broken Dune, and the Great Ring, which holds within it the Broken Lands and the Signum Majorum.
Fae Realm

The Fae Realm is a flat plane, stretching as far as any
know, infinitely. It is unmappable. When travelling from any given point on the Mundane to the Fae Realm, the Fae location seems to mirror the departure point, but travelling from that point, the likenesses fade. Contact between the Fae Realm and other realms is easiest in the wilderness, in places remote from civilization, yet teeming with wildlife. Most intelligent Fae  owes its allegiance to either the Seelie or Unseelie courts, though there are exceptions.

## The Seelie Court

The Seelie Court tends to be the benevolent force, at least compared to its dark mirror. Ruled by the alien King Beyond the Veil, and dedicated to the Fae pantheon the majority of the Seelie are the Eladrin, ancestors of the Elves. They can generally be relied on to be hospitable and kind, but if one unknowingly contradicts one of their myriad of strange rules, they can be cruel and unfeeling. The Satyr goat-people are also hospitable enough, relying on the protection of the more war-like Eladrin.

## The Unseelie Court

Known as the Dark Ones and Quicklings, the Unseelie are a strange group, waxing and waning in power, sometimes acting in concert, sometimes seeming to have broken all alliances with each other. They are an anarchistic group, thriving in death and conflict. Their leadership is unknown, though many consider the Hags as a prime contender. Many evil Fae creatures have their origin with the Unseelie, such as the Displacer Beasts, trained to hunt for their evil masters, a rival to the Seelie Blink Dog. The Blights, plants corrupted by the Seelie and formed into humanoid shapes to wreak havoc, have grown from once being merely Unseelie magic, to a self-spreading evil throughout the Fae Realm and growing to parts of the Mundane close to the Fae.

## Wildlife and Unaligned Creatures

Many fey creatures stalk the wildnernesses, from the tree-herding Treants, to the beautiful unicorn, from the dangerous Banshee, the undead remnants of the Fae, to the facechanigng doppelganger, infiltrating Fae villages for their own purposes.

Beneath the surface of the Fae Realm lies the Feydark, the Fae version of the Underdark. Here lies to vast civilization of the Fomorians, accursed Giants  who once attempted to invade the Fae Realm and were driven underground.
Wormy

Wormy is a giant Monarch Caterpillar/Butterfly who is set to appear in The Garden Dimension.

## Wormy

### Inspiration

Heimlich, Wormy (Spongebob), Fender Pinwheeler, Slimey the Worm, Gunter, Stefano, Sayori, The Dancing Dogs (M3: EMW)

### Portrayed by

Safari Ltd. Monarch Caterpillar, Safari Ltd. Monarch Butterfly, Kyle G.

## Character Info

### Coloration

Black, white, and yellow stripe pattern (Caterpillar), Black body, orange wings with black and white patterns (Butterlfy)

### Allies

Buru, Click, Cyder Poppy, Dawn, Dusky, Hoppy Sorcier, Veena, Red, Annie, Lord James H. Croquet, Hummingbird Guardians, Shadow, Dui, Bo Gao

### Abilities

Compulsive Eater, (Caterpillar), Flight (Butterfly), Strength, wallcimbing

## Appearance

Wormy is an obese, 8 ft. long Monarch Caterpillar with a black, yellow, and white stripe pattern running down his body. He also posesses 16 legs, and 4 black antennae.

As a butterfly, Wormy possesses a skinnier black body, six legs (as are ubiquitous with insects), and four orange wings with black outlines as well as white spots running down the aformentioned outlines.

## Trivia

* Despite Wormy being half German/half Italian, Monarch Butterflies aren't typically found in Europe.
* Wormy often switches between speaking German and Italian. But, he more often speaks in English.
* Wormy and Dawn share the same size, but Wormy is heavier at 857 lbs.
Githzerai

When the hero and namesake of the Gith race, Gith, freed her people from the Mindflayers, she attempted to set herself up as military dictator of the newly freed people. One man, Zerthimon, resisted her, claiming rule under her was slavery no less than it was under the Mindflayers. The civil war that followed was unwinnable by either side, splitting the race permanently. The followers of Gith became the Githyanki, a militaristic people, while the followers of Zerthimon, a smaller group, became monastic philosophers and ascetics, dwelling in isolation on islands of order in the vast seas of the Far Realm. They create these islands of order through the sheer willpower and mental abilities that they have carefully nurtured, relics of their enslavement by the psychic Mindflayers.

They are a somber, stoic people. They wear simple robes, avoid ostentatiousness, and keep their own counsel, trusting other creatures little. Believing that it is only through self-reflection that they can resist tyranny and evil, they train themselves to erect barriers and wards with the power of their minds alone, defending against attacks both psychic and physical. They strike back with disorienting mental strikes, stunning enemies so their martial arts are more effective. Their monasteries are heavily defended, overseen by the master monks, following strict rituals and schedules. They treasure thought, learning, order, discipline, and the advancement of psionic martial arts. Those Githzerai who prove to be the wisest teachers and the most skilled at martial arts become the leaders of their own monasteries. The largest known monastery is Zerthadlun, a walled settlement with open fields and markets, almost more a city than a monastery.

The Githzerai revere Zerthimon, and attempt to follow his example. Those who truly try to follow exactly in his footsteps are known as Zerths, and the most advanced Zerths have gained the ability to travel through the Far Realm to other places of existence using the power of their mind alone. The Githzerai also do not forget their long imprisonment by the Mindflayers. One Githzerai practice commemorating this is the Rrakkma, a hunting of Mindflayers. In the Rrakkma, a party of Githzerai will leave their monastery, vowing not to return until they've killed on Mindflayer for every member of their party.
House of Lead

The House of Lead is a gnome Sorcerer House in Das Hoofdstad. It is the house of Necromancy. It used to be looked down on, used only for the preservation of the dead, and keeping a specialty task force for elimination of undead. Recently, however, they have begun to actually utilize the undead as a brute labour force and as front-line troops in combat. Some other Houses raise ethical questions about this, but the House of Lead has been so efficacious, especially working so closely as it does with the House of Silver, that most complaints are private grumbling.
Sugar Ray Wikia

Lemonade and BrowniesFloored14:59Sugar RayIn the Pursuit of LeisureMusic for Cougars

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* Sugar Ray's Official Website
* Official Facebook
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* Mark McGrathTV
Kuo-toa

Kuo-toa are a race of degenerate fish-people who inhabit the Underdark underneath the Ruined Continent.

## Kuo-toa Physiology

Kuo-toans are degenerate fishlike amphibian humanoids, with great bulging unblinking eyes and wide toothy mouths. Hunched shoulders complete their bestial look. Their body is covered with fine scales, and they often appear pudgy or bloated. Standing about 5 feet tall, their pigmentation (normally a greyish-green) can change with their mood, from an angry dark red, to a frightened pale grey or white. When outside of the water, they constantly smell of rotting fish.

Kuo-toa spawn as fish do, but their tadpoles only gain the ability to breath open air at adolescence, at about 1 years of age. Kua-toa living out of the water usually spawn into private spawning pools.

## Kuo-toa History

Long ago, the Kua-toa had a thriving empire in the dark seas and river tunnels of the Underdark, with their cities hardly differentiating between air and water, until the Illithids came and enslaved them. The Kua-toa, as a race, did not have strong enough minds to survive the mental domination of the Mindflayers, and when they were abandoned for more promising races of mindslaves, they were driven quite mad, inventing a multitude of equally insane gods to protect them.

## Kuo-toa Society

Kuo-toa society runs the gamut from disorganized tribes, to organized cities of thousands such as Sloopdilmonpolop, or the city of Olleth which they captured from the Morkoths, all ruled by powerful archpriests wielding great magics. Each archpriest draconically mandates worship of their own favourite god, sometimes one shared with other Kuo-toa societies or even other Underdark societies, but often a god unique to that archpriest. Archpriests name a second class of successors (usually including their offspring), which they call the 'whips', who are granted limited spellcasting ability at the whims of the archpriest. When the Archpriest dies, the whips fight to the death for the honour of being the next Archpriest. Whips also act as the minor judges of Kuo-toa society. The archpriest also appoints a class of 'monitors' to act as their eyes and ears, as well as enforcers of their decrees.

Kuo-toa are a slavekeeping society, and constantly raid surface societies for slaves. Many of their weapons are designed to capture, not to kill. Their raiders usually carry both spears and nets, along with shields covered in a highly adhesive goop that traps enemy weapons in it. Kuo-toa abhor armour, but love to wear jewelry of bone, shell, pearl, gem, and carapace.

## Kuo-toa Religion

They still have a connection to the Far Realm, and oftentimes the gods they invent coalesce in some form or another in that impossible world. Their most common goddess is the Sea Mother, Blipdoolpoolp, but Ghaunadaur is also a fairly common deity. Kuo-toa will sometimes attach themselves to the worship of other creatures, such as local Aboleth god-kings, or the demon Dagon.
Webber

Weapon Used | Spear, has a spider army

Webber is a male child character from *Don't Starve*, and he doesn't choose ether side. He is played by Candlefly.

## Apperence

While Webber is actrully a child inside a spider, he looks like a humanoid spider. He has fur covering his whole body, and is about the size of a 10-year-old. He is too young to attend the high school, but he lives at Hollywood Arts anyway.

## Personality

He is childish and afraid of the dark. He also uses plural pronouns for himself, and he may not be fully sane. He has an overactive imagination, but he tends to think of the most nightmarish stuff first. He also has trust issues, and tends to assume others will hurt him. Dispite this and the fact he was eatten by a spider before (the reason for his monsterous apperence), he has a soft spot for spiders, calling them all his friends.
BitBook

BitBook is the social media used by students is Hollywood Arts High. It seems to be a mix of Facebook and Twitter.

## Character Accounts

* crystalkitty22 - Owned by Crystal
* furinthedark - Owned by Crystal; RP account
* Satoshi3 - Owned by Satoshi
* Satoshi34 - Owned by Satoshi; RP account
* Roberttheslackliner - Owned by Robert
* BBSwag 50 - Owned by BB
* BB the Balloon God - Owned by BB; RP account
* Ribbytheraccoon - Owned by Riptup
* Aztecthedemon - Owned by Riptup; RP account
* Vivianthemagicmaster - Owned by Vivian.
* Dazalka - Owned by Dazalka.
* 0 - Unknown
* NigeNige100 - Owned by Nigel
* [LIST NEEDS TO BE EXPANDED!]

## Trivia

* BitBook was originally from Tiny Tower.
* Crystal was the first one revealed to have a BitBook.
* BitBook has the same character limit as Twitter.
Dazalka

Dazalka is an antagonist in Hollywood Arts. He is played by bed head zed.

 Weapon Used | Laser Beams And Fire

## Appearance

Dazalka has no skin whatsoever his jaw is broken and his eyes are gone.

## Personality

Dazalka never really showed his personality much until later into the RP. He is very evil and once abducted Riptup and Satoshi. He lived in a factory where he brainwashed animatronics through torture. He wished to possess Satoshi so he could have a new body. He also speaks backwards sometimes.

## Abilities

He can shoot a huge laser out of his mouth and launch small fire balls from his hands and breath fire from his mouth. He also seems to be able to grow wings.

## Trivia

* His design was based on Specimen 9 from Spooky's House of Jump Scares.
Cholneferi

3rd Age: one of many of the Neferi tribal groupings of the lower lengths of the river, with the Yoxneferi and the Golneferi. They are a nomadic and warlike warrior people.

4th Age: The Cholneferi united all the Neferi peoples together, and conquered the Draveni lands of Tatkaret and Dasavlet, creating the Neferi Empire. The Cholneferi formed the mounted warrior aristocracy of this empire, abusing the magic and wealth of the Yoxneferi, and especially the secret art of the unique Warforged, to create their despotic empire.
Alex

Alex is Helix's right hand man in Hollywood Arts.

 Weapon Used | Electricity

## Appearance

Alex wears a Yellow Tuxedo and has yellow hair.

## Personality

Alex is sarcastic and likes to mess with people. He has the ability to shoot electricity out of his hands, he likes to make puns about electricity when he's using his powers.

## Bio

Alex helped Helix start the Helix Corporation.
BB

Weapon Used | Sign

Balloon Boy (Commonly called BB,) is both a protagonist and an antagonist within the roleplay, commonly trying to ruin peoples day while helping people out. BB is the brother of Nigel the Wolf. He is played by That Starman that hides in the corner.

## Personality

BB is shown to be very rude to people, like his brother, and is often considered a person to stay away from.

## Debut

BB made his debut in Episode 4 of the first season, first seen crawling out of the school rubble.

## BitBook

BB's commonly known BitBook account goes by the name of "BBSwag 50". His roleplay account goes by "BB the Balloon God."

## Trivia

* BB has been shown to be able to drive buses and fly planes.

* BB is originally from FNaF2 where he cripples the player severely when he gets into the office.